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Ashes of The Sea Pre Gen Characters 2018-06-10
Ashes of The Sea Pre Gen Characters 2018-06-10
Tell an uplifting or
pointed anecdote. For the next hour, those who heard R ELLI S Training eases a roll by one step. Inability hinders a roll by
it are trained in a task you choose that’s related to the one step.
anecdote, so long as it’s not an attack or defense task. Ending conflicts (trained)
One minute to initiate. Making a positive first impression (trained)
Demeanor of Command (2 Intellect points). For the next Making friends (trained)
hour, anyone who sees you automatically understand that ** Negotiation (trained)
CHEER FUL AR KUS
**
you are someone important. When you speak, strangers Persuasion (trained)
that are not already attacking give you at least a round to Woodcarving (trained)
have your say. If speaking to a group, you can attempt to
have them take you to their leader. You gain one free level * Crafting numenera (inability)
of Effort that can be applied to one persuasion task you WEAR S A SHEEN OF ICE Detecting disguises (inability)
attempt during this period. Action to initiate. Detecting lies (inability)
Ice Armor (1 Intellect point). Cover you body in a sheen Salvaging numenera (inability)
of ice for ten minutes. Gives you +1 to Armor. While it is
active, you have an additional +2 to Armor versus cold
11 Understanding numenera (inability)
damage. Enabler.
Trained Without Armor. You are trained in Speed defense
actions when not wearing armor. Enabler. (You still get
this when using your Ice Armor.)
0 9
Weapons. You can use light weapons. Medium and heavy
weapon attacks are hindered.
12
dart thrower & 12 darts (light ranged weapon)
Gravity Nullifier: Level 6 belt. For one hour, you can float
up or down a short distance each round. (You can move
sideways by pushing or pulling yourself along a wall or You can attack and move an immediate distance as one
ceiling.) Holds up to 250 pounds (110 kg). 1 1 action.
1
R ELLI S
1
H UR B ON
every other time they do, you get some advantage from it. Crafting numenera (inability)
You and the GM should determine the advantage together. Detecting falsehoods (inability)
Impressive Display (2 Might points). You perform a feat of Salvaging numenera (inability)
strength, speed, or combat, impressing those nearby. For the T HUNDER S** Understanding numenera (inability)
next minute you gain an asset in all interaction tasks with
people who saw you use this ability. Action.
Thunder Beam (2 Might points). You direct a beam of focused
sound at a target within long range, inflicting 2 points of 16
damage and inducing a resonant destructive wave in their
body. Each round after this initial attack, make another roll for
the destructive wave to inflict an additional 1 point of damage
to them (damage on these extra rounds ignores Armor); if you
fail, the destructive wave ends. Alternatively, you enhance your 1 5
melee weapon for one minute so it inflicts 1 additional point of
damage. Action to initiate.
Trained in Armor. You can wear armor for long periods of
time without tiring and can compensate for slowed reactions
from wearing armor. (Normally your leather jerkin
would give you a penalty, but this ability negates the
12 bow and 12 arrows (medium ranged weapon)
penalty.) Enabler. clothing
Weapons. You can use any 1
weapon.
explorer’s pack (100 feet [30 m] of rope, rations for five
1 days, three spikes, small hammer, sturdy boots,
three torches, and two minor glowglobes)
hammer (medium melee weapon)
2 leather jerkin (+1 Armor)
8 oddity: metal marble that rolls back to you if you
Cyphers are one-use items; cross them off your sheet once throw it
you use them. Don’t worry, you’ll find more.
1
NAVEED
1
CHAURY
✦
Speed Effort costs 1 more than normal because you’re
not trained to wear armor.
* see Numenera Discovery for more information
** see Numenera Destiny for more information
Deflect Attacks (1 Intellect point). Using your mind, you
protect yourself from incoming attacks. For the next ten LO B I N Training eases a roll by one step. Inability hinders a roll by
minutes, you are trained in Speed defense tasks. Action one step.
to initiate.
Identifying or assessing danger,
Onslaught (1 Intellect point). You use a psychic force lies, importance, function, or power (trained)
blast to attack a target you can see within short range. If Lying (trained)
the attack is physical, you emit a ray of force that inflicts 4 *
points of damage. If the attack is mental, you focus your CLEVER NANO * Resisting mental effects
Trickery (trained)
(trained)
mental energy to blast the thought processes of another Understanding numenera (trained)
creature, inflicting 2 points of Intellect damage (this
ignores Armor, but some creatures such as automatons *
FOCUSES M T TER Lore (inability)
might be immune to it). Action.
IND OVER MA General knowledge (inability)
Push (2 Intellect points). You push a creature or object an Crafting numenera (inability)
immediate distance in any direction you wish. You must Salvaging numenera (inability)
be able to see the target, which must be your size or
smaller, must not be attached to anything, and must be
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within short range. The push is quick, and the force is too
crude to be manipulated. For example, you can’t use this
ability to pull a lever or even close a door. Action.
Weapons. You can use light weapons. Medium and heavy 0 14
weapon attacks are hindered.
14
Cyphers are one-use items; cross them off your sheet once
you use them. Don’t worry, you’ll find more.
1
LO B I N
1
YA M AL