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Rol 1
Rol 1
CHARACTER TYPE
C
In some roleplaying haracter type is the core of your Not surprisingly, Glaives often get along
games, character type character. Your type helps determine best with other Glaives, or at least soldiers,
might be called your your character’s place in the world and guards, or similar comrades in arms. Nanos,
character class.
relationship with other people in the setting. scholars, and people who aren’t terribly
It’s the noun of the sentence “I am an adjective physical are less likely to mix well with Glaives,
noun who verbs.” but obviously not every Glaive is the same.
You can choose from three character types: They focus on their bodies, but that doesn’t
Glaive, Nano, and Jack. mean they don’t value more cerebral pursuits
as well. A Glaive need not follow the stereotype
of the dumb bruiser with a sword or an axe.
GLAIVE Glaives in the Group: In a group of
Glaives are the elite warriors of the Ninth World, explorers, Glaives typically take the lead.
using weapons and armor to fight their enemies. They’re usually the most physically capable,
Hunters, guardians, and soldiers could be the most durable, and the most ready to
Glaives. Sometimes scouts, warlords, bandits, meet danger head-on. Sometimes they act
and even athletes are Glaives. “Glaive” is a protectively toward their companions; other
common slang term used almost everywhere times, they’re more self-interested.
Steadfast, page 136 in the Steadfast and the Beyond for any person Either way, a Glaive’s place is
skilled with weapons or a martial art, but in truth, often in the middle of the
Beyond, page 169 it applies only to the best of the best. Glaives fray.
are warriors who command abilities far beyond
those of a typical person with a sword.
Most Glaives are either strong (using the
heaviest armor and weapons available and
Might, page 22 having a high Might) or fast (sticking
with light weapons and armor and having
Speed, page 22 a high Speed). A few attempt to use both
Might and Speed and stay somewhere
in the middle. Glaives also use ranged
weapons such as bows or darts. Some
don’t rely on weapons at all, preferring to
use their bodies in hand-to-hand combat—
punching, kicking, grabbing, throwing, and
so on.
Glaives in Society: In most cities and
villages, people hold Glaives in great esteem.
Although a Glaive could just as likely be a thug
as a noble warrior, those who help protect their
fellow humans from the dangers of the Ninth
World are always treated with respect. There is
no shame in getting paid for the use of one’s
skills, so being a blade for hire is a perfectly
acceptable profession. Restrictions on carrying
weapons openly are rare, and most Glaives
wear the tools of their trade with pride.
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CHARACTER TYPE
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power. Now you need to learn how to use that faster, tougher, and more proficient in attack
power, even if the education takes a lifetime. and defense than anyone around you.
When your stats improve, it’s because you’re Whatever the case, you’re the result of
tapping deeper into the unknown reserves ancient knowledge made manifest in the
within you. When you gain a new Glaive ability, present, and now you’re shaping the future.
it’s the result of your superhuman traits as much Perhaps your modifications are obvious and
as it is about your study, practice, or knowledge. visible; perhaps they’re not. Regardless, you
You can do things that other people simply know that you’re more than merely human.
cannot, no matter how hard they train. Advancement: Your body is an ongoing
project. In a way, it’s a work of art, although
BIOMECHANICAL MODIFICATION its beauty comes not from its appearance but
You might be a fighter, but you’re no archaic from what it can do. As you go forward, you
stereotype—this is the Ninth World, after all. should keep an eye out at all times for new parts
Although you trained and gained your share of and systems that can be incorporated into your
practical experience, you have the numenera body, or new doses of drugs and supplements to
on your side as well. Some of your knowledge maintain your abilities. You might need to seek
of fighting techniques is implanted in your out surgeons, mechanics, or bioenhancement
brain and spine, wired into your nerves and specialists to take you to the next level. Perhaps
Aeon Priest, page 264 muscles. Your joints have surgically implanted the Aeon Priests can help. Perhaps the parts you
servo motors. Subdermal plating makes you need can be found only in the ruins of the past or
tougher than should be possible. Your muscle the dangerous black market of a faraway city.
tissue is augmented with artificial fibers. When your stats improve, it’s because you
Perhaps your genetic code has been rewritten literally have added something new to your
by engineered viruses, or the tissues in your body body. When you gain a new ability, it’s the
have been reworked by nanotech, turning you direct result of a tangible change in your own
into an efficient battle machine. Or maybe you’ve physical being.
been altered by strange science—radioactive
treatments of bizarre energies, chemical GLAIVE PLAYER INTRUSIONS
compounds and drugs, or extradimensional As a Glaive, you can spend 1XP to use one of
enhancements—that makes you stronger, the following player intrusions, provided the
situation is appropriate and the GM agrees.
PLAYER INTRUSION Perfect Setup: You’re fighting at least three
A player intrusion is the player choosing foes and each one is standing in exactly the
to alter something in the campaign, right spot for you to use a move you trained
making things easier for a player character. in long ago, allowing you to attack all three as
GM intrusion, page 123 Conceptually, it is the reverse of a GM a single action. Make a separate attack roll for
intrusion: instead of the GM giving the each foe. You remain limited by the amount of
player XP and introducing an unexpected Effort you can apply on one action.
complication for a character, the player spends Old Friend: A comrade in arms from your
1 XP and presents a solution to a problem past shows up unexpectedly and provides
or complication. What a player intrusion can aid in whatever you’re doing. They are on a
Player intrusions do depends on the PC’s type, and it usually mission of their own and can’t stay longer
should be limited to introduces a change to the world or current than it takes to help out, chat a while after, and
no more than one per circumstances rather than directly changing perhaps share a quick meal.
player per session. the character. If a player has no XP to spend, Weapon Break: Your foe’s weapon has a
they can’t use a player intrusion. weak spot and in the course of the combat
Not every player intrusion listed here is quickly becomes damaged and moves two
Object damage appropriate for all situations. The GM may steps down the object damage track.
track, page 116 allow players to come up with other player
intrusion suggestions, but the GM is the final GLAIVE STAT POOLS
arbiter of whether the suggested intrusion is
appropriate for the character’s type and Stat Pool Starting Value
suitable for the situation. If the GM refuses Might 11
the intrusion, the player doesn’t spend the 1 Speed 10
XP, and the intrusion doesn’t occur.
Intellect 7
Using an intrusion does not require a
LOOKING FOR character to use an action to trigger it. A
Spray, page 33 You get 6 additional points to divide among
player intrusion just happens.
your stat Pools however you wish.
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CHARACTER TYPE
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GLAIVE CONNECTION
Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection
to the rest of the world. You can also create your own fact.
Roll Background
1 You were in the military and have friends who still serve. Your former commander remembers you well.
2 You were the personal guard of a wealthy merchant who accused you of theft. You left her service in disgrace.
3 You were the bouncer in a local bar for a while, and the patrons there remember you.
4 You trained with a highly respected mentor. He regards you well, but he has many enemies.
5 You trained in an isolated monastery far away. The monks think of you as a brother, but you’re a stranger
to all others.
6 You have no formal training. Your abilities come to you naturally (or unnaturally).
7 You spent time on the streets and even were in prison for a while.
8 You were conscripted into military service, but you deserted before long.
9 You served as a bodyguard to a powerful criminal who now owes you his life.
10 You worked as a constable. Everyone knows you, but their opinions of you vary.
11 Your older sibling is an infamous glaive who has been disgraced.
12 You served as a caravan guard. You know a smattering of people in many cities and towns.
13 Your best friend is a sage and a scholar. She is a great source of knowledge.
14 You and a friend both smoke the same kind of rare, expensive tobacco. The two of you get together weekly to
chat and smoke.
15 Your uncle runs a theater in town. You know all the actors and watch all the shows for free.
16 Your blacksmith friend sometimes calls on you for help at the forge. However, he pays you well.
17 Your mentor wrote a book on the martial arts. Sometimes other warriors seek you out to ask about its
stranger passages.
18 A man you fought alongside in the military is now the mayor of a nearby town.
19 You saved the lives of a family when their house burned down. They’re indebted to you, and their neighbors
regard you as a hero.
20 Your old trainer still expects you to come back and sharpen her blades and clean up after her classes, but
when you do, she occasionally shares interesting rumors.
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