Kaleb Hesse

Kwiz'mie's page

30 posts. Alias of Graynore.


About Kwiz'mie

Descriptor: Mystical/Mechanical
Type: Nano
Focus: Crafts Illusions

Tier: 1
Effort: 1
XP:

Might (9)
Pool:9
Edge:0
Skills:

Speed (11)
Pool:11
Edge:0
Skills:

Intellect (16)
Pool:16
Edge:1
Skills:
Trained in all actions involving identifying or understanding the numenera (descriptor)
The difficulty of any task involving charm,
persuasion, or deception is increased by one step.

Special Abilities

Spoiler:

Sense “magic”: You can sense whether the numenera is
active in situations where its presence is not obvious. You
must study an object or location closely for a minute to get
a feel for whether the touch of the ancients is at work.

Inability: You have a manner or an aura that others find
a bit unnerving. The difficulty of any task involving charm,
persuasion, or deception is increased by one step.

Minor Illusion (1 Intellect point). You create a single
image of a creature or object within immediate range. The
image must fit within a 10-foot (3-meter) cube. The image
can move (for example, you could make the illusion of a
person walk or attack), but it can’t leave the area defined
by the cube. The illusion includes sound but not smell.
It lasts for ten minutes, but if you want to change the
original illusion significantly—such as making a creature
appear to be wounded—you must concentrate on it again
(though doing so doesn’t cost additional Intellect points).
If you move beyond immediate range of the cube, the
illusion vanishes. Action to create; action to modify.

Esoteries:
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. (bonus from descriptor)

Onslaught (1 Intellect point): You attack a foe using
energies that assail either his physical form or his mind.
In either case, you must be able to see your target. If the
attack is physical, you emit a short-range ray of force
that inflicts 4 points of damage. If the attack is mental,
you focus your mental energy to blast the thought
processes of another creature within short range. This
mindslice inflicts 2 points of Intellect damage (and thus
ignores Armor). Some creatures without minds (such as
automatons) might be immune to mindslice. Action.

Ward: You have a shield of energy around you at all times
that helps deflect attacks. You gain +1 to Armor. Enabler.

Damage
Impaired:
Debilitated:

Armor:

Attack (mod/dmg):
Rapier (_/2)

Recovery Rolls 1d6+
1 Action:
10 Mins:
1 Hour:
10 Hours:

Cyphers (Limit: 3)
1. An Image Projector
2. A teleporter (Traveler)
3. Instant Shelter

Possessions
Equipment:
Clothing (purple suit with top hat)
Rapier/"sword cane" (light weapon)
Book about the numernera
shins 4
musical instrument (flute)

Artifacts & Oddities:
1. oddity [Metal and glass disk that, when pressed against flesh, instantly etches a tattoo of a black scorpion]
2. oddity [Sphere that produces vigorous bubbles when placed in water](descriptor)
3. oddity [You have an oddity that appears to
be a piece of clear glass in a synth frame. By manipulating
hidden switches on the frame, you can make random
moving images appear on the glass. The images are usually
strange and sometimes incomprehensible.] (focus)

Background

Spoiler:

Initial Link to the Starting Adventure: A dream guided you to this point.
Forbidden Knowledge
You understand the numenera far better than most people.
You know that it isn’t just strange machines buried in old
ruins. The numenera is everywhere, beyond the perception
of humans. You know that microscopic machines called
nanites are threaded through every inch of the world,
waiting to be activated. You know that satellites in orbit are
broadcasting information, waiting for someone to access it.
Having studied long and hard, learning the proper ways to
tap into the forces all around you, you know how to activate
these machines and make them do what you wish, at least
in limited, specific ways. These uses of power are called
esoteries.
Through various tiny devices that you possess, which
probably seem like magic charms to the uninitiated, you
“conjure” energy. By accessing the datasphere transmitted
across the world, you connect with machines—including
the nanites—to change your environment.
Advancement: You must continue to study. There’s far
more to the numenera than one person can ever know, but
that doesn’t mean you shouldn’t try to learn it all. More
secrets and more knowledge mean more power. At some
point in your career, you might need to find a teacher or
another source of knowledge. So many questions need
answers.
When your stats improve or you learn new skills, it’s
because you have mastered another new technique that
taps into the secret world. When you gain a new esotery, it’s
the result of long hours of study and practice in using your
mysterious lore.

Notes
Spoiler:

Practiced With Light Weapons: You can use light
weapons without penalty. If you wield a medium weapon,
increase the difficulty of the attack by one step. If you wield
a heavy weapon, increase it by two steps.
Numenera Training: You are trained in the numenera and
can attempt to understand and identify its properties.
Connection: Pick one other PC. This character is never
fooled by your illusions and is never affected by the trickery of
your special abilities. You can choose whether or not you know
this fact.
Psychedelic Esoteries: If you perform esoteries, they take
on flamboyant visual and auditory qualities of your choosing.
This alteration changes nothing other than the appearance of
the effects. For example, your attack esoteries might look like
monsters made of energy that assail your foes. Your Stasis
esotery might look like a tentacled beast that holds the victim
in place. Your Teleportation esotery might seem like a hole in
space opens up and swallows you.
Minor Effect Suggestions: Your illusion has a special
quality to it—perhaps an observer sees an image of
something from his past.
Major Effect Suggestions: The illusion lasts for one hour,
or if it already lasts that long, it lasts for 28 hours.