Character Descriptors
This goes into the general discussion of Character Descriptors in the setting. It supports the content already found in the Cypher Systems Core Book, Numenera Discovery and Numenera Destiny.
This document is a work in progress.
As it states in Numenera Discovery:
Your descriptor defines your character— it flavors everything you do. The differences between a Charming Glaive and a Graceful Glaive are considerable. The descriptor changes the way those characters go about every action. Your descriptor places your character in the situation (the first adventure, which starts the campaign) and helps provide motivation. It is the adjective of the sentence “I am an adjective noun who verbs.”
Tribal Descriptors
With this setting, we're allowing each player to have two descriptors for their characters. One is going to be the normal Adjective that players expect when creating characters. The second is actually going to be a Noun, which identifies their tribe as apart of the character statement. Let's work with an example to illustrate what we're talking about. Say we're creating Rost as a character. His character statement could be written as the following: "I am an Outcast Glaive who Honors the Tribe." When we add in the fact that he was Nora, it would look like this: "I am an Outcast Nora Glaive who Honors the Tribe" So the basic structure becomes: "I am a Adjective Noun Noun who Verbs" As with normal descriptors, tribal descriptors grant a character one time benefits at the birth of the character.Banuk
As a member of the Banuk tribe, you gain the following additional elements to your character: Inability: Due to to the traditions of your tribe, you are not trained in salvaging parts of a machine unless you are a Shaman. The difficulty of any task involving disabled machines is increased by one step.Carja
As a member of the Carja tribe, you gain the following additional elements to your character: Skill: You're trained in all tasks involved in fighting humans. Inability: Due to your tribe's history with the Red Raids, there is a general mistrust of you. The difficulty of any task involving social interactions with the members of any tribe other than your own is increased by one step.Nora
As a member of the Nora tribe, you gain the following additional elements to your character: Skill: You’re trained in all of the tribal weapons (bows, spears) Skill: You’re trained in all tasks involving foraging and hunting.Oseram
As a member of the Oseram tribe, you gain the following additional elements to your character: Skill: You’re trained in all tasks involving crafting and forging that involve parts from machines.Utaru
As a member of the Utaru tribe, you gain the following additional elements to your character: Skill: You’re trained in all tasks involving avoiding danger and finding safe places to rest or hide.General Descriptors
These are the character types for the Setting.- Outcast
- Pragmatic
Outcast
You have walked a long and lonely road, leaving your home and your life behind. You might have committed a heinous crime, something so awful that your people forced you out, and if you dare return, you face death. You might have been accused of a crime you didn’t commit and now must pay the price for someone else’s wicked deed. Your outcast might be the result of a social gaffe— perhaps you shamed your family or a friend. Whatever the reason, you have left your old life behind and now strive to make a new one. You probably have a memento from your past—an old weapon given to you by your mentor, a lost child's wooden toy, or a locket of braided hair from a lover left behind. You keep the object close at hand and pull it out to help you remember better times. You gain the following characteristics: Self-Reliant: +2 to your Might Pool. Mistrusted: You gain no benefit when you get help with a task from another character who is a member of the tribe you were outcast from. Skill: You’re trained in all tasks involving sneaking. Skill: You’re trained in all tasks involving foraging, hunting, and finding safe places to rest or hide. Inability: Living on your own for as long as you have makes others slow to trust you. This makes social situations awkward at best. The difficulty of any task involving social interactions is increased by one step. Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure. The other PCs earned your trust by helping you when you were in need. You accompany them to repay their aid. While exploring on your own, you discovered unusual activity among the machines. When you traveled to a settlement, the PCs were the only ones who believed you, and they have accompanied you to help you deal with the problem. One of the other PCs reminds you of someone you used to know. You have grown weary of your isolation. Joining the other PCs gives you a chance to belong.Pragmatic
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