About Agia The ClanlessTier: 1
Pools
Skills
Inabilities
Abilities
Esoteries Resonance Field (1 Intellect point): Faint lines in a color you choose form a tracery over your entire body and emit faint light. The effect lasts for one minute. Whenever a creature within immediate range makes an attack against you, the pattern energizes to block the attack. You can make an Intellect defense roll in place of the defense roll you would normally make. If you do so and you get a minor effect, the creature attacking you takes 1 point of damage. If you get a major effect, the creature attacking you takes 4 points of damage. Action to initiate. Hedge Magic (1 intellect point): You can perform small tricks: temporarily change the color or basic appearance of a small object, cause small objects to float through the air, clean a small area, mend a broken object, prepare (but not create) food, and so on. You can't use hedge magic to harm another creature or object. Action. Numenera Objects Cyphers:
Clamp Trap: A level 4 metal mouth-like clamp that, when activated, becomes a pressure-plate trap that clamps around anything that triggers it. The device is similar to a bear trap, except that when it is fully activated, it becomes invisible. It inflicts damage equal to the cypher level, and then 1 additional point per minute until it is removed. Shock Nodule: A small black crystal that enhances the effects of a weapon. Oddities:
A mummified nonhuman hand that twitches as if it is still alive. A toy doll made of synth, but the doll is of a creature that looks like nothing anyone’s seen before, with a large number of asymmetrical limbs, all different sizes, a long neck, and a four-eyed head. Agia believes it to be the god of the Seshar desert. Artifacts Lightning rods: A level 5 artifact that is, in effect, a pair of metal rods. When they are brought together, they produce a powerful jolt of electricity that launches a lightning bolt-like burst at a target within immediate range. The bolt inflicts 10 points of damage, but using it is difficult, and any attack roll’s difficulty is increased by 2 steps. Depletion:1 in 1d10 Equipment
Companions
Background:
TL;DR: Baby girl with ice powers is found by a marginalized tribe in the Cold Desert, they raise her to be their saviour and she runs off because she couldn't handle the politics or the pressure.
Once there was a clan of travelling umlan herders. The clan had been pushed into the colder regions of Matheunis by northern settlers and roving abhuman and their herds had grown thin and sickly. As the clan's numbers diminished, a loving couple became distraught by their inability to produce a child who could inherit their herd and take care of them in their old age. The couple sought the help of wise-woman, who told them in three days they would have a child. On the third day, while out searching for a lost umlan, the would-be father happened upon a frozen newborn, clearly dead. In those days, it wasn't uncommon for the clans to leave babies they couldn't feed out on the rocks as offering to their sky-god, and this child had clearly been left some time ago. The father scooped up the frozen corpse to show his wife that the wise woman had played a terrible trick upon them, but as he neared his yurt the baby began to cry. His wife came out to see what had delivered this miracle, and together they gazed in wonder at their new daughter. As the child grew, it became clear that she was peculiar. Her flesh never grew warmer than the day her father first found her on the rocks, and water would condense upon her kin and freeze into patterns of feathery frost even in the mild temperatures of the Methueunisian summers. The clan elders said that she was a gift from their sky god and that she would drive out the northerners and abhumans and make them first among clans. To that end they pushed her, tested her, and disciplined her, searching for the limits of her abilities. As her powers grew the elder's became ever more confident that their clan's deliverance had come. She drove off the occasional Margr attack, but much of time she was simply used as leverage in petty feuds between the clans. In time she found that she had no more taste for the constant bickering over who owned what frozen pastures and on a winter's night when the snow was blowing so fiercely that none would be able to follow she set her sights north and left her clan to whatever fate ultimately awaited them. She now travels widely searching for something that she might consider more worthy of being saved that what she left behind. Appearance:
White, stringy hair, often braided but always messy. Grey eyes. The pale, waxy skin of someone experiencing extreme frostbite. When sleeping she can sometimes be mistaken for a corpse due to her lack of body heat, pallid coloration, and her generally dishevelled state. She doesn't know her exact age, but it’s somewhere in the realm of seventeen. She's on the short side, and has a waifish figure.
Her clothing is spun from the rough wool of the umlan, and is the finest clothing her clan could bestow upon her. This isn't saying much and to most people they look like the tattered robes of a savage with a few baubles roughly lashed on. They're thick, but this acts in the opposite of the usual way, helping her retain her personal chill and keep out the warmth of the outside world., so she bundles up more in warm climates and less when it's cool. Her insulation also makes things more comfortable for anyone standing beside her who might otherwise get chilly. Personality:
She is essentially a country bumpkin who has run away in search of somewhere more exciting than where she grew up. She has dreams of some grand destiny that might await her, but for now she's mostly interested in good food, good friends, and meeting new people. She has studied the numenera extensively through the oral tradition of her people, but has little experience with civilization. As such, she considers giant monoliths and the datasphere as being fairly unremarkable, but might be highly impressed the variety of a modest farmer’s market. She has much to learn when it comes to society as a whole and she often lacks appropriate manners and occasionally gets lost even in small aldeia. Despite a few rude awakening since she left home she hasn’t quite gotten used to the idea of not being the most important person around anymore.
When confronting danger she steps more firmly into the role of the protector that her clan expected her to be. In a flash she becomes cold, serious and implacable. She prefers to eliminate threats completely so that nothing can pose a danger at a later time. Miscellaneous Crunch:
Combat Armor (normal): 0 Ice Armour (when active): 1 armour, 3 armour against cold Attack: Stronglass Dagger, -1 step, 2 damage Attack: Shepard's Sling, -1 step, 2 damage, long range Damage recovery: 1d6 +1 Minor Effect Suggestions: The surface around the target becomes slick and difficult to stand on.
Connection Notes
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