
BlackStork |

Wellcome!
Please apply here.
Short information about upcoming campaign that will be GM'ed by me.
Numenera.
Long narrative, long term campaign.
4-5 player oriented.
There will be henchmen.
Custom characters , If there will be desire for that i could create pool of pre-made 5-10 characters too choose from.
Will accept replacements/subsidiaries in case someone will be MIA.
Personal choice and party choice are key words for this campaign.
Campaign is quite epic and somewhat open-ended, featuring adventure starting on edges of Steadfast and continuing into distant part of BtB.
GM: BlackStork Email for questions and stuff: slavik.jacobson@gmail.com
Party:
Glaives:
Jacks:
Nanos:
Please mention "Name Adjective Nouns who Verbs" in your application.
Afterwards we proceed with character setups and equipment.

BlackStork |

Dotting for interest... probably go for a nano...to the book!
Great,Wellcome!
You can roll your character, leave things that need to be left for GM to determine, and:PM me summary or send me page from Darkliquid as saved generated summary / link to that file to Google drive.
Sheets from here are also accepted.
also you are free to use Character Options book in order to build your character. There is no Limitation.
Updatding campaign description about characters/ sheets.

BlackStork |

Great, i will start to add character descriptors to the Campaign page soon.
You could make interactive PDF character sheet and send it to me, you can do it on one of sites i mentioned and save the generated form.
Yes, the Character Options book is aviable.
Later we will finalize Cyphers and etc.
Campaign initial setting will be posted in advance , before start, because the story suppose that your character enter it as he/she is, dragging all past experiences and personality before it.
I just want to prevent the adjustment of characters to story.
Game is story oriented and majority of details will be released to players only in proper, given time, at same time when it will be reveled to their characters.

BlackStork |

Dotting for interest. Do you accept mutations? If so, do we roll here, or would you allow a designed mutant?
Defenitely. We accept mutants. You can design it as it appears in any of Core/Player/Character Options books.
I would suggest mutation rolling to character setup, you can do it here: Darkliquid
BlackStork |

another point - please work some about your background. Once initial character setup will finalized i will release initial setup of the story and we will finalize connections / deepen personal stories.
Its quite important to have some background/story for your character, at least some bit, because the campagign is story driven, have personal stuff and etc. Its quite important for player to understand the motivation of his character.

BlackStork |

It does not roll anything which by Books should be rolled by GM/Player.
(and since there tons of choices/allocations it does not roll them)
You are really desiring to have certain mutations or you up to rolling?
We can do it also mixed way.
You can pick or roll whatever you want - but please do not take distinctive ones. absence of Distinctive ones is important for story start. You can go nuts with Beneficial/Harmful/Powerful according the rules, i just realized that this point is important for the prepeared story start.

Philo Pharynx |

Heck, I'll just roll
Beneficial mutation: 1d100 ⇒ 7 07 = Improved circulation
Beneficial mutation: 1d100 ⇒ 16 16 = Improved nervous system
Harmful mutation: 1d100 ⇒ 18 18 = Deformed face
Distinctive mutation: 1d100 ⇒ 92 92 = Extra eyes on hands + bene
Distinctive mutation: 1d100 ⇒ 75 75 = Snake Tail + bene
Distinctive mutation: 1d100 ⇒ 28 28 = Scaly body
Beneficial mutation: 1d100 ⇒ 28 28 = Thick Hide
Beneficial mutation: 1d100 ⇒ 18 Duplicate
Beneficial mutation: 1d100 ⇒ 7 Duplicate
Beneficial mutation: 1d100 ⇒ 24 Improved Neural Process
Now to figure out what to do with him.

BlackStork |

Excuse me, i just edited post, before you posted.
I realized that distinctive mutations are not good for story start. Bene, Harm and Powerful are fine and great. Could i ask you to take no Distinctives?. Thanks and Sorry, really appreciated :)
Revealing setup of story: It starts simply - as something related to contract with Order of Truth. So while Powerful Mutations and and any others are cool here, Distinctive are bit owerflow.
Its cool to keep those 4 B 1 H (since you rolled it), just no D.
Beneficial mutation: 1d100 ⇒ 7 07 = Improved circulation
Beneficial mutation: 1d100 ⇒ 16 16 = Improved nervous system
Harmful mutation: 1d100 ⇒ 18 18 = Deformed face
Beneficial mutation: 1d100 ⇒ 28 28 = Thick Hide
Beneficial mutation: 1d100 ⇒ 24 Improved Neural Process
Thanks for understanding :)

BlackStork |

I am still working on his personality, but the basic idea is a Nineth World gun bunny.
Yea quite nice setup.
I hope we will get wide and well-versed party.We need more 1-2 interests at least to have some base amount of players to start, but we are fine already, and 2 characters already shaping into very nice and interesting party brew.

BlackStork |

I've posted original story setup prior to action.
Please read it under Gameplay section as linked thread.
If you have already formed outline of the character, you are invited to setup Connections and make some story, at least the one your character could tell to new company in few days.
PS. We need more people, Cheers!

BlackStork |

@Mish Wellcome!
Adding you to the rooster
Please check start-up story in Gameplay tab section, and campaign details.
Please read instructions about how it's better to finalize your character setup.
Some more general info for anyone :
As i mentioned in Campaign description the game is trial and sketch for campaign that i creating and may publish and create afterwards (with support of donations of Patreon.com) the separate PDF for it. I am graphic artist, and i may do sketches for this campaign already, at least for some of it milestones, to illustrate certain plot events.
Atm we have 3 characters in process of creation and initial setup
1 interested.
I advertised the game on reddit and rpol.net, and i hope it will bring some people :)
For any interested players i remind is the best way to apply and start is to generate character with one of proposed by me tools and send me via pm the link to uploaded sheet. Posts here are also fine if its easier for you

BlackStork |

Its always good to post it here, in recruitment, and then we will finalize some things you could post the story part and connections (if you want them to be shared with the party) in the gameplay thread. (located at tabes above)
I also suggest that you will send to me by PM link to your character sheet, so i will be able to keep track on everything about your character,
I also suggest you to click below the posting window on Paizo formatting rules and guide thread how to play PbP on Paizo.

BlackStork |

Great. Replied to you in PM. Appreciate your story depth and character wourkout.
For Thrid, the Tough Glaive who Defends the Weak.
1. Connections - there will be some prelude development before we start so your connection will be part of it. Once we have character pool please tell me who is the character so i setup prelude accordingly.
2. Oddities - Using Artifacts and Oddities book in addition to core book.
Oddity Roll 1: 1d100 ⇒ 54
Oddity : Bit of moldable synth that generates
constant, soft static noise
3. Cyphers - Using Cypher collection Book in addition to core.
Cypher 1: 1d100 ⇒ 62
Cypher 2: 1d100 ⇒ 48 need 2nd roll
Cypher 2 Roll 2 : 1d100 ⇒ 70
Cypher 1 - Faraway Ear [i]
Level: 1d6
Wearable: Earring or helmet
Usable: Handheld device
Effect: When this device is activated, the user can
pinpoint any spot she can see, up to 1000 feet (300
m) distant, and hear whatever could normally be
heard (as soft as a whisper) at that location for
ten minutes.
you can roll 1d6 here
Cypher 2 - Rejuvenator
Level: 1d6 + 2
Internal: Pill, ingestible liquid
Wearable: Adhesive patch that activates when slapped
Usable: Injector
Effect: Substance restores a number of points equal to the cypher’s level to one random Pool. Roll percentile:
01–50 Might Pool
51–75 Speed Pool
76–00 Intellect Pool
you need to roll 1d6+2 and 1d100 here
4. You need to determine certain equpment pieces yo uwant to carry (not just "weapon" but exact type, etc)
An extra light weapon
Clothing (could specify abit too your look)
Two weapons (or one weapon and a shield)
Light or medium armor
So far we have 1 finalized character already
Waiting for more sheets in PM. Cheers.

BlackStork |

Sure thing, as GM i am looking for interested, comitted players , and swift start.
The five first players who will finalize their characters will be the playing ones.
Also if someone will go MIA there will be couple of possibilities to make replacements, and in case someone will go mia , we'll be accepting replacement players as well (i hope that wont be a case though)
At Act 2-3 i may consider to add more 1 play who will play as premade character (which one it depends on party decisions) linked to the story (instead of ruling him myself as henchman)

Kip84 |

Orphaned Talanth grew up on the streets of Stirthal with his sister Helen. He got by using his talent for sneaking into places he shouldn't be and scrounging/stealing Cyphers to trade for food. About a month ago they found a Cypher that seemed to bond strangely with Helen. Worried for his sisters health he sent her to the Order of truth temple to get checked out and he hasn't seen her since. That's why he went there on the festival day, to sneak about and try to find her. He couldn't find her anywhere in the temple but he did get a job. What's a guy to do? You've got to keep on keeping on, the streets are rough but Helen was tough. He'd get to the bottom of what happened to her sooner or later and hopefully find her alive.

BlackStork |

for Talanth a Stealthy Jack who Exists Partially Out of Phase.
Oddities
Oddity: 1d100 ⇒ 29
Oddity Roll 2: 1d100 ⇒ 74
Small rectangular device that makes a chirping sound at the same time each day
Cyphers
Cypher 1: 1d100 ⇒ 36
Cypher 2: 1d100 ⇒ 85
Cypher Roll 2: 1d100 ⇒ 1
Overwatch Slayer
Level: 1d6 + 3
Usable: Sphere on a tripod
Effect: Once activated, this device functions for
28 hours. If a creature with hostile intent comes
within long range of this device, it immediately
fires a blast of energy that inflicts damage equal
to the cypher level. It continues to fire, once per
round, for a number of rounds equivalent to the
cypher level. Once it is done firing, the device is no
longer active.
Please roll 1d6+3 here
Amber Casement
Level: 1d6 + 4
Form: A series of short, rounded tubes and hoses about 12 inches (30 cm) long
Effect: When activated, it solidifies the air in a 10-foot (3 m) cube of space, the center of which must be within
short range of the device. The air is turned into an amberlike substance, and those trapped in it will likely
suffocate or starve.
Depletion: 1–4 in 1d6
Please roll 1d6+4 here
Talanth have 8 shins and 2 Cypher limit.
It could be good if you describe visuals of your characters abit.
+1 character finalized with ensured place in the party.

Talanth |

1d6 + 3 ⇒ (3) + 3 = 6
1d6 + 4 ⇒ (2) + 4 = 6
Talanth is young, barely an adult. He is short (about 5'6") and slim. His blond hair tied back in a short pony tail and his chin is covered in whispy blond stubble. He wears a grubby white shirt under his leather jerkin and brown trousers. A broadsword is sheathed in a tattered scabbard that hangs from his waist on an old leather belt. His pack is slung over one shoulder.

Philo Pharynx |

Okay, I decided that mutant wasn't very fun without the distinctive mutations, so I changed tacks and went with Zoose, an Impulsive Jack who Rides the Lightning.
Zoose is a skinny guy who always seems to be fiddling with an old powercell in his hands. Every once in a while he can get it to spark. He wears a red bodysuit and carries a metal spear that he uses as a walking stick.
Zoose
Impulsive Jack who Rides the Lightning
Pools
Might 10 (Edge: 0)
Speed 14 (Edge: 0) Trained in Speed defense, Asset (shield)
Intellect 14 (Edge: 1) Trained in Intellect defense
Effort: 1
Skills
Trained in Initiative
Trained in Perecption
Trained in Stealth (flex skill)
Inability with Patience and Discipline
Proficiencies
Practiced With Light Weapons
Practiced With Medium Weapons
Practiced With Armor
Cypher use: 2
Tricks
Practiced With Armor
Skill with Defense: Intellect
Abilities
Shock (1 Intellect) deliver a touch for 3 points of damage or charge weapon for +1 damage for 10 minutes
Charge (1+ Intellect) Charge artifact or device for 1 use. 1 Int + 1/level
Equipment
Spear (medium weapon)
Crossbow (medium weapon)
Syntheleather Tracksuit (light armor)
Shield
Bag of power cells - 75% chance to have one that works.
Clothing
Explorer’s pack
Eack of light tools
two cyphers TBD
one oddity TBD
5 shins

BlackStork |

Great. We have finalized and approved 3 characters, 1 glaive and 2 jacks, and few coming soon. We will close party at 5 characters . (this is 5 man party show) - but will have in mind other playes who may come bit too late and will have them as subtitution players in case someone will go mia, or as player who will take of control over pre-made, story linked "henchmen" character (there big choice and it depends on party choices which type of character that "henchman" will be)
Zoose equipment rolls
Oddity: 1d100 ⇒ 38
Cyphers: 1d100 ⇒ 131d100 ⇒ 19
All 3 rolls going back to Corebook and need rolls again
Oddity CB Roll: 1d100 ⇒ 59
Cyphers CB roll: 1d100 ⇒ 901d100 ⇒ 15
Oddity:
Metallic, pointed-toe boots designed to fit a horse or a similar creature
Detonation (Flash)
Level: 1d6 + 2
Wearable: Wristband projector (long range)
Usable: Explosive device or ceramic sphere (thrown, short range) or handheld projector (long range)
Effect: Bursts in an immediate radius, blinding all within it for one minute.
need 1d6+2 roll here
Teleporter (Traveler) - OCCULTIC
Level: 1d6 + 4
Wearable: Belt, wristband, ring, full bodysuit
Usable: Complex device, handheld device
Effect: User teleports up to 100 × the cypher level in miles to a location he has previously visited. He arrives
safely with his possessions but cannot take anything else with him.
need 1d6+4 roll here
Teleporter is occultic and counts as 2. you should deicide if you want to keep it and get rid of Detonation (flash) or we should reroll it.

BlackStork |

Btw i said that this game is proably preparation for Patreon / Kickstarter campaign publishing for Numenera.
I had something in mind for Zoose once you submitted him, if you okay with that, and made few minute sketchy (my drawing pad is not working so i drawing with mouse - ugh before i get new intuos) for him. I may do that for others.
Zoose sketchy, is it ok or i am wrong?
Second cypher reroll
1d100 ⇒ 8
CoreBook roll :
1d100 ⇒ 29
Force Nodule
Level: 1d6
Usable: Crystal nodule affixed to armor
Effect: For the next 28 hours, the armor the nodule is attached to is bolstered by a powerful force field, adding
2 to the Armor it provides.
need 1d6 roll here
Nice utitlity cyphers

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Thinking about joining up, I always loved the Numenera setting but its hard to find a game anywhere. I've got a couple of ideas running around, though I'm probably going to do a Nano of some sort. I was originally thinking of a Tough Nano Who Needs No Weapon. but it feels a little plain to me right now. I'll think it over and maybe do a more traditional Nano.
I'm a little wary right now due to the lack of information, but I'm willing to give it a shot.

BlackStork |

Thinking about joining up, I always loved the Numenera setting but its hard to find a game anywhere. I've got a couple of ideas running around, though I'm probably going to do a Nano of some sort. I was originally thinking of a Tough Nano Who Needs No Weapon. but it feels a little plain to me right now. I'll think it over and maybe do a more traditional Nano.
I'm a little wary right now due to the lack of information, but I'm willing to give it a shot.
Sorry but only information aviable now is the prologue which been posted at Gameplay tab/thread of this game.
Future is unknown, and i could not spoil whats going on. Upon start of the game all characters will have common is that short time experience of travelling together. They are hired by official Order of Truth contract with some very unclear mission which do not reveal any details (just saying go to certain place and meet some clave leader and get instructions from him), but since those are wanderers, adventurers and numenera seekrs, and payment offered is outstanding, party venture towards unknown to see what their common future have to offer.
Atm seems we have almost all party of males. Female would be really nice asset. Especially Nano :)

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Cool, just read over the introduction.
Two quick questions that just popped into my head:
1. What is the posting speed going to look like? Once a day? More? Less?
2. What timezone are you in? I'm PST (GMT -8:00)
I also kinda wanted to know the reason behind all the spelling/grammatical errors.
EDIT: Also, do you have an end in mind? Or will it just be a sort of Saturday morning cartoon/episodic thing?

BlackStork |

Cool, just read over the introduction.
Two quick questions that just popped into my head:
1. What is the posting speed going to look like? Once a day? More? Less?2. What timezone are you in? I'm PST (GMT -8:00)
I also kinda wanted to know the reason behind all the spelling/grammatical errors.
EDIT: Also, do you have an end in mind? Or will it just be a sort of Saturday morning cartoon/episodic thing?
I going to improve spelling/errors (in Gameplay section, at least), i was in hurry abit but i will try to polish my english into literature one. My wife will oversee my proper grammar. I am living in GMT +2 TZ, and speed will depend on players. I am quite active GM.
The end is quite open. Start is set out but there many of ends aviable, and i have some sketches but it will also evolve with your gameplay, it is really depends on party decisions, and i want to make it "choose path/side and what you want to do with it".
I think it will be quite long and open ended as i have big plans, really. There is alot of material. I think it will be more correct that i will say that it is second. But i do not say there wont be end. In fact there could be few ends, but they are quite distant.

Third |

Brief physical description of Third posted in my alias.
"Third is a towering man of six feet, 4 inches with broad shoulders, a squared jaw and dark skin. He typically dresses in the colors of his caste- indigo and bronze, his brigandine armor dyed indigo and his shield plated in bronze. His most outstanding feature besides his size are the three stripes of white face-paint running down his face, marking his caste rank."

BlackStork |

Equipment rolls for Zimm Nata a Inquisitive Nano who Wields Power With Precision
Oddity Roll: 1d100 ⇒ 23
Cypher 1 Roll: 1d100 ⇒ 19
Cypher 2 Roll: 1d100 ⇒ 55
Cypher 3 Roll: 1d100 ⇒ 11
Need 3 Corebook rolls:
Oddity Roll - CB: 1d100 ⇒ 57
Cypher 1 Roll - CB: 1d100 ⇒ 61
Cypher 3 Roll - CB: 1d100 ⇒ 48
Oddity:
Amulet that, when worn, projects holographic images of fish swimming around you
Cyphers:
Poison (Emotion)
Level: 1d6 + 2
Internal: Pill, ingestible or injectable liquid
Wearable: Lipstick, false fingertip, ring with needle
Usable: Injector
Effect: The victim feels a specific emotion for one hour.
01–20 Anger. Likely to attack anyone who disagrees with him. Very hard to interact with; the
difficulty of all such actions is increased by two steps.
21–40 Fear. Flees in terror for one minute when threatened.
41–60 Lust. Cannot focus on any nonsexual activity.
61–75 Sadness. The difficulty of all tasks is increased by one step.
76–85 Complacency. Has no motivation. The difficulty of all tasks is increased by two steps.
86–95 Joy. Easy to interact with in a pleasant manner; the difficulty of all such actions is decreased by one step.
96–00 Love. Much easier to interact with; the difficulty of all such actions is decreased by two
steps, but temporary attachment is likely
need 1d6 + 2 and 1d100 rolls here
Detonation (Suggestion)
Level: 1d6 + 2
Usable: Explosive device or ceramic sphere (thrown,
short range) or handheld projector (long range)
Effect: Explodes in a patterned flash of multicolored
lights and gas in an immediate radius. For all sentient
creatures in the area of effect, the difficulty of Intellect
defense rolls to resist reasonably worded suggestions
is increased by a number of steps equal to half the
cypher level (round down). The effect lasts for a
number of rounds equal to the cypher level.
need 1d6 + 2 roll here
Living Solvent
Level: 1d10
Usable: Canister containing slime
Effect: Once released, this organic slime dissolves 1 cubic foot of material each round. After one round per
cypher level, the slime dies and becomes inert.
need 1d10 roll here