Avid Arnsen

Center's page

35 posts. Alias of ATXRedBeard.


Race

M-12/12 S-10/10 I-23/23

Classes/Levels

Guarded Nano who Wields Power With Precision

About Center

I am a Guarded Nano who Wields Power With Precision
Tier 2.5

Pools
Might 12/12 (Edge: 0)
Speed 10/10 (Edge: 0)
Intellect 23/23 (Edge: 3)

Skills
Trained at intellect defense
Trained at all tasks involving discerning truth, piercing disguises and recognizing falsehoods and deception
Inability at deception or persuasion tasks
Training in understanding and identifying numenera
Skilled with Esotery: Onslaught
Foci Tier 2: Training and Precision. You are trained in all esoteries. As a result, you reduce the difficulty of any task involved in the use of an esotery by one step. Enabler.

Abilities
Practiced With Light Weapons

Esoteries
Tier 1
Onslaught
Ward
Tier 2
Stasis (3 Intellect Points): You surround a foe of your size or smaller with scintillating energy, keeping it from moving or acting for one minute, as if frozen solid. You must be able to see the target, and it must be within short range. While in stasis, the target is impervious to harm, cannot be moved, and is immune to all effects. Action.
Speed Recovery (3 Intellect Points): You adjust a creature’s normal regenerative ability so that he recovers more quickly. One creature you choose within short range makes a recovery roll without having to spend the time to do so. Action.

Equipment
Clothing
Dagger
Shins - 4
A book about the Numenera (from nano)
An additional book on the numenera (from Wields Power with Precision)

Other Details
Pick a PC - Rel the Third. They are immune to your esoteries unless they want to be affected

Cyphers
Eye in the Sky p.52
Level: 1d6 ⇒ 4
Usable: Handheld device (Looks like a fat old-school Gameboy)
Effect: When activated, part of this device shoots 800 feet (244 m) into the air, projecting everything it sees onto a screen on the other portion of the device. The eye in the sky floats for an hour, all the while projecting what it sees.

Oddities
Silver pendant with an invisible chain (2.10)
Small jar that produces 1 ounce (28 g) of green paint when the sun rises (1.73)

References
Guarded
Numenera Character Options, pg. 23
Nano
Numenera Rulebook pg. 32, Player's Guide pg. 21, Numenera Character Options pg. 10
Wields Power With Precision
Numenera Rulebook pg. 74, Player's Guide pg. 57

Backstory:

Center has excelled at all tasks put before him through dedication and hard work. He believes in logic and analysis and once believed that, through open dialogue, all disagreements could be worked out. After years of being manipulated and used for the purposes of others, understanding finally dawned on Center. He snapped and shut off from people. Now he sees human beings as inherently antagonistic. Beggars, widows, orphans are no different in his mind from a tyrant or thief, Center suspects all alike of harboring ulterior motives. Years of suspicion and observation have honed his perceptive skills to sniffing out the motives of others, but have left him unable to trust or open up to anybody. Openness is weakness. Center has embraced the lonely path of strength and he seeks to find the limits of his power. He is actively seeking out the artifacts Snail Shell and Armoring Cloth. He likes to keep a defensive cypher on hand if possible.

XP Log:

1.25 - 5-29-16 Spend 4 xp for Intellect Edge +1 (2)
1.5 - Gain Skill - Esotery: Onslaught
1.75 - Gain 4 to Pools - 2 to Int, 2 Might
2.0 - Effort +1 (2)
Tier 2 - New Esotery: Stasis & Foci Tier 2: Training and Precision.
2.25 - Intellect Edge +1 (3)
2.5 New Esotery: Speed Recovery

Used Cyphers:

Sweeping Glove p.91
Level: 1d6 + 3 ⇒ (4) + 3 = 7
Wearable: Synth glove (Mustard Yellow glove, on left hand)
Effect: With a gesture (an action), the wearer can make any creatures or objects within immediate range fly backward up to 20 feet (6 m), essentially putting them in short range.
Creatures affected suffer 2 points of ambient damage and are prone. The wearer can select which targets to affect. This glove functions for three rounds, during which time the wearer can perform this action each round.

Blood Magnet p.36
Level: 1d6 ⇒ 5
Wearable: Glove (Blood Red glove, on right hand)
Effect: The user injects the biological magnet into his own blood or that of another living creature within close range. The hemoglobin of the injected creature gains strong ferromagnetic properties for one hour. Roll d100:
01–50 Attracts metallic objects to the creature (can move an object up to the weight of the creature within long range) 51-75 Repels Metallic objects 76-100 User takes 5 dmg

Anchor Stone p.34
Level: 1d6 - 6
Usable: Lump of oddly shaped stone or metal Effect: Submerging the device in water causes it to swell into a boulder about 5 feet (2 m) in diameter that weighs 500 pounds (227 kg).