ABSORBS ENERGY
Every movement is an expression of energy. You can harness this kinetic energy and transform it into other kinds of energy. At first, once you absorb energy, you must use it before you can absorb any more. You can use the absorbed energy as a weapon, or you can infuse an object with dangerous energy that is released upon touch. Eventually, you will be able to use the energy for nonviolent purposes, such as healing or invigorating creatures. Glaives often gain the biggest benefit from being energy absorbers, as they are the ones most often being struck in combat, and many of the initial uses of absorbed energy are for combat. However, Wrights can potentially use some of that energy to improve their crafting abilities.
ACTS WITHOUT CONSEQUENCE
You’re a rebel. You resist the dictates of authority, you try to break away from the control that society holds over you, and you like to flout traditions that you view as backward. That’s not to say that you automatically disagree with anything or anyone you deal with. It’s more that you believe certain institutions and conventions are foolish and even hurtful. This is why you often press your luck and defy the status quo. Often enough, you get away with it.
In fact, your success is more than a mere twist of statistics. You enjoy some kind of psychic enhancement, implanted device, or attention of a datasphere spirit. You’ve also practiced certain skills, behaviors, and attitudes that allow blame to slip off you like water off a murden. A character who acts without consequence often dresses in flamboyant garments designed to draw the eye, as if they’re tempting the universe to notice them after all. Those who can successfully act without consequence could walk into the center of a city square, steal a fruit from a vendor, pass it to a beggar in full view of everyone, and suffer no repercussions whatsoever. Glaives, Jacks, Delves, and Arkai are drawn to acting without consequence.
ADJURES THE LEVIATHAN
You have the power to command the Leviathan—your name for the horrific things that wait in the empty ruins or hunt in the dark beyond the town walls, creatures with long teeth, hellish fury, and a hunger for human flesh. The Leviathan is the spirit of the predatory, the monstrous, and the sociopathic. Sometimes, you suspect the term applies to a specific variety of creature, all descended from a literal entity called the Leviathan—a bloodline you perhaps share in some small way, explaining why you can command and control these terrible creatures that preferentially hunt humans over all other flesh.
Ninth Worlders are generally unaware of the Leviathan, but here and there, you run across pockets of people who know of the horrors of which you speak. Some believe it is a spirit that takes up residence in certain creatures, though others suggest the same as you believe - it is a strain of life that corrupts and changes what it touches. Metaphorically, it’s easy to say that all living, nonhuman predators are of the Leviathan. But you have a feeling, even if you’ve not said it in so many words yet, that one day a creature you encounter will be the Leviathan.
Glaives, Jacks, and Delves are eager to command creatures that would otherwise try to eat them, putting a leash on them.
AUGMENTS FLESH WITH GRAFTS
Machines can be upgraded and improved, and the human body is just an organic machine. Your goal is to keep improving your physical form, replacing obsolete parts of your body with new grafts and trying to become supremely efficient at your normal and augmented biological processes. Whether you do this with technology or pieces from other creatures depends on what you find in your explorations and your estimation of your flaws and shortcomings. You don’t believe it’s possible to achieve perfection—perfection is an ongoing process, not a final state. If following this path makes you something more than human, so be it. You left behind childish toys and forms to become an adult, so you are willing to leave your humanity behind in order to become something greater.
Glaives see grafting as a way to increase their physical power and survive attacks from dangerous opponents. Delves often have many opportunities to find and use grafts, and Wrights can use their own knowledge of the numenera to craft custom limbs and other body grafts for themselves. Grafting flesh for cosmetic purposes doesn’t count as a grafted cypher. Many characters with this focus graft parts from their enemies and show them off like trophies. Grafters can experiment with adding grafts to other creatures, but the process is painful and prone to failure. Amoral grafters usually keep multiple “volunteers" on hand for experimentation.
BATTLES AUTOMATONS
Life is for the living—the biological. Automatons, animate machines, thinking machines, and anything similar are abominations. You excel at battling these anathemas, cleansing the world of their contaminating presence.
Maybe your desire to battle automatons comes from religious zealotry. Maybe it’s steeped in revenge for some past crime committed by a machine. Maybe you don’t know why you’re driven to destroy animate machines. Maybe you’re just good at it.
You probably bear the trophies of former “kills” on you, wearing bits of numenera on your belt or around your neck. You also likely use heavy weaponry, ideal for penetrating armor. Glaives are most often automaton fighters, particularly those who are quick and nimble, able to leap in, cutting a few vital wires here or slicing through a component panel there. Some creatures are a mixture of machine and biological. Your GM decides whether such creatures can be treated as biological, machine, or both in some cases.
BEARS A HALO OF FIRE
You can create a sheath of flames around your body. You leave scorch marks wherever you go, and you can’t handle combustible objects without first dousing your inherent flames. Your special abilities (such as Nano esoteries) are tainted with flame. Fiery visuals accompany your powers, and in some cases, your predilection for flame actually reshapes your abilities to take on a fiery nature where none existed before. You probably wear red and yellow, or perhaps black.
Although most of those who take up this mantle are Nanos, flame-wielding Glaives and Jacks are fearsome indeed.
BRANDISHES AN EXOTIC SHIELD
Anyone can use a shield. But few can project a protective force field that crackles with otherworldly energy. Maybe your ability comes from a childhood encounter with a strange machine or a metallic nodule that protrudes above your flesh along your spine, or perhaps it is something that people in your family are capable of once every few generations. You use your force field to not only protect yourself, but to aggressively bash those who would do you harm. At first, you can create only a small protective plane. But as your skills improve, you can learn to throw it at foes and have it rebound, heal allies, and release an explosion of destructive energy each time it strikes home.
Glaives and Delves are most likely to choose this focus.
BREAKS DOWN WALLS
Through some modification of your body— mutation, mechanical enhancement, nanoreinforcement, or something else—you have the ability to smash through walls, destroy weapons, shatter shackles, break devices, and otherwise annihilate objects that would be difficult or even impossible for others to demolish. You’re a breaker. You do not flinch; you punch right through that wall, smash that machine, and fold the enemy’s metallic sword in half in an impressive and intimidating display. Depending on the method that gives you this ability, your act might be accompanied by flashes of energy, sound, or acidic odors. Once you display your impressive skills as a destroyer, your enemies sometimes surrender rather than face an apparent force of nature like yourself.
You likely wear armor, but probably not the heaviest armor you can because you don’t want anything to slow you down too much.
A character who Breaks Down Walls who successfully destroys an object or portion of a structure in a community that provides protection or some other important surface may also inflict 1 point of damage to the ranked community’s infrastructure.
Breakers are often Glaives or Delves.
BUILDS TOMORROW
One of your favorite pastimes involves imagining what the skylines of the previous worlds might have looked like. Their inspiring heights, strange shapes, colors that human eyes can’t see, connections between structures that allowed the unknowable peoples of those bygone eras to step from one to the next... Well, you don’t know for certain what it must have been like, but you gain just as much pleasure imagining the future you will build, using the seeds of ancient knowledge as your guide for tomorrow.
Are you a Wright, or are you some other type that has a keen interest in crafting? Although anyone can try their hand at crafting, someone who Builds Tomorrow has an advantage.
Whatever else you wear, you likely have a belt strung with various spare parts, tools, and iotum, if you have any on hand.
COMMANDS MENTAL POWERS
You have always had special abilities that others didn’t seem to share. Through practice and devotion, you have honed this unique talent so that you can harness the power of your mind to perform deeds.
No one can tell that you have this ability just by looking at you, although you wear a crystal or jewel somewhere on your head to help focus your power. Either this focusing object was given to you by someone who recognized your ability, or you came upon it by accident and it triggered your abilities. Some people with mental powers— often called psychics or psionics by ordinary folks—are secretive and a little paranoid.
Although Nanos frequently command mental powers, psionic characters of every other type are not uncommon.
CONTROLS BEASTS
To say that you have a way with animals and nonhuman creatures doesn’t begin to cover it. Your mastery and communication with beasts is positively uncanny. They come to you fearlessly, and it’s not uncommon for birds to alight on your shoulder or for small animals to climb up your arms or legs.
You probably wear tough clothing and have a disheveled or grizzled appearance that suggests a rugged, outdoor life. Perhaps you even smell like an animal.
Any type of character is likely to have this focus.
CONTROLS GRAVITY
Gravity must have been quite a concern for the people of prior epochs because there are many paths within the numenera to control it. Through a quirk of fate, some unique device(s), or supreme devotion (or a combination of all three), you have learned to tap into the power of gravity. With one foot planted in the distant past, you are a mysterious individual. Most likely, you are also older, having spent much of your life honing your odd, ancient talents.
You might prefer billowy garments that display your mastery of gravity’s pull and conceal your identity and intentions.
No one type of character is more likely to control gravity than another, but the power is rare.
CRAFTS ILLUSIONS
You use the numenera to create holographic images that appear real. You are, in effect, an artist—a crafter of light and sound. Holographic images can never inflict direct harm or exert real force, but they can fool creatures, changing opinions and even behaviors if you craft them cleverly.
You likely dress with flair and color. The appearance of things is important to you, both their beauty and their ugliness. You are a visual performer who can entertain, terrify, or fool everyone you encounter.
A Nano is the most likely character to be an illusionist, but Jacks find illusions to be helpful as well. The rare Glaive illusionist can find ways to use tricks in battle.
DANCES WITH DARK MATTER
You’ve felt the edges of something more real than the substanceless shadows that dance behind the light—something you dubbed dark matter. It responded to you, almost like a living thing. When you made shadow puppets, they were dark matter condensed and became briefly real. As you grew older, you learned to harness your gift for more than play. You can condense dark matter from thin air, pulling it from the void spaces or a transdimensional pocket that few others can access. You don’t fear dark matter, but others should when you’re around.
Nanos, Jacks, and Delves probably get the most out of this focus. That said, an Arkus could parlay the sense of dread that accompanies anyone able to command darkness, bolstering their authority among many.
DEFENDS THE GATE
You are a defender. Places are special to you, and seeing them overrun hurts your soul to its core. Perhaps you had a bad experience once, where a place that you loved was lost in war. After that, you vowed - never again. You sought out special training, and more than that, a connection to the nanites that some possess but most people think of as magic. This connection is conferred via mutation, a special device, psychic concentration, or some other method that links you to the numenera. Your connection grows over time, granting you the ability to defend a city, a wall, or even just a single but all-important gate.
You probably wear obvious armor, perhaps even distinctive in its defensive nature. A few spikes and scowling faces worked into the pattern might discourage those seeking to get past you.
Glaives are the obvious character to prefer this focus, though a Wright defending an installation might enjoy the additional protection this focus provides.
DEFENDS THE WEAK
Someone has to stand up for the helpless, the weak, and the unprotected. You believe this duty falls to you, and thus you have spent much of your life watching out for the people around you. When you see them in trouble, you are the first to come to their aid. You might give up your last shin to help the hungry, take a beating to save a person from the same, or rally your friends to take on injustice wherever you find it.
You probably bear many scars from previous conflicts, but for each scar, you likely also have a token of gratitude. You may have a dried flower given to you by a lady you saved from brigands, or a bit of metal given to you by a starving man you fed.
Glaives typically take up the cause of the weak, having the grit, determination, and durability to face down dangerous threats. Jacks, however, may pursue these goals as vigilantes, while Nanos bring to bear fabulous powers in the defense of others. Delves are least likely to take up this cause, as they tend to be loners. On the other hand, Wrights and Arkai, many of whom have the good of others in mind at all times, are sometimes drawn to more direct methods of defending others.
DESCENDS FROM NOBILITY
You descend from privilege, wealth, and power. Your family once owned land (perhaps they still do), wielded political control, and accumulated vast wealth. You’ve stepped away from that somewhat, though you still carry a noble title, whether you want it or not. People sometimes recognize your name, and sometimes they recognize you as being descended from nobility. But with many areas being so isolated from each other, people in an area far from where you came from may never even have heard of the place where your family is known.
Since you were raised a certain way, you probably dress smartly and carry yourself in such a way that inspires, endears, or intimidates. You have a voice suited to drawing attention (unless you choose to disguise it).
Descends From Nobility pairs well with a type such as Glaive or Nano because it provides an additional dimension of history to a character who can otherwise become single-minded in their focus to increase their knowledge of fighting or the numenera, respectively.
EMERGED FROM THE OBELISK
There is a gap in your memory lasting well over a year. One moment, you were marveling at the appearance of a floating obelisk. The next, you were waking up in a shallow crater, being helped up by a traveler. They witnessed you emerging from the side of that same obelisk, then falling and smiting the ground. Instead of dying, you made a crater, because your body was somehow changed and had become crystalline.
You’ve tried to return to the obelisk in an attempt to determine what happened to you, but failed. Eventually, you hope to return. Until then, you explore, hoping to learn more about the numenera in general and master more of your own crystalline nature in particular.
Any character type can have emerged from an obelisk, though the crystalline body they enjoy is most likely to be appreciated by Glaives and Delves. Weird creatures are something that explorers might expect to see on a regular basis, and someone who has emerged from an obelisk qualifies. However, residents in small communities and others who do not travel often will likely be highly suspicious and perhaps even afraid of such a character, at least initially.
NONHUMANOID CRYSTALLINE FORM If your character who Emerges From the Obelisk is significantly different from a regular human shape—such as if you choose to be a levitating crystal shard—you’ll have to work with your GM to come up with an alternative method for manipulating objects like a regular human could, whether that’s short-range telekinesis or crystalline tendrils.
EMPLOYS MAGNETISM
Electromagnetism is a fundamental force in the universe, and it is yours to command. You are a master of metal.
You probably wear a lot of metal, perhaps as part of your clothing or armor, as part of your accessories (such as jewelry or piercings), embedded into your body surgically, or in some combination of these options.
No one type of character is more likely than any other to employ magnetism, although Glaives who wield weapons and wear armor will find it an interesting complement to their powers.
ENTERTAINS
You are an entertainer - a singer, dancer, poet, storyteller, or something similar. You perform for the benefit of others. Naturally charismatic and talented, you have also studied to master your art. You know all the old poems, songs, jokes, and stories, and you’re skilled at creating new ones, too.
You probably wear flamboyant or at least fashionable clothes and use cosmetics, tattoos, or hair stylings for dramatic effect.
The role of the entertainer fits the Jack best, though Glaives and Nanos sometimes entertain as well.
EXISTS PARTIALLY OUT OF PHASE
You have the ability to change your phase state. In fact, you’re always slightly out of phase, giving you a ghostly translucence.
With concentration, you can pass your hand through a solid object, allow a solid object to pass harmlessly through you, or literally walk through walls. However, moving in and out of different phase states requires extreme force of will and can be mentally taxing. The explanation for your strange power lies within some aspect of the numenera. Perhaps the ability emerged through the use of (or exposure to) lingering transdimensional technology or as the result of an encounter with a creature not native to this world or dimension. Perhaps one of your ancestors first developed the power and passed it down through generations.
You might do whatever you can to play up your translucent appearance by wearing diaphanous, billowy clothing, or, depending on your personality, you might do just the opposite.
Jacks enjoy the infiltration possibilities of changing their phase state, and Nanos appreciate the defensive capabilities. Glaives can use the offensive and defensive aspects but might find them a bit hindering as well.
EXPLORES DARK PLACES
You explore the foreboding ruins and mysterious locales of the ancient eras, trained in such activities by those who have gone before you. You’re the archetypical treasure hunter, scavenger, and finder of lost things. You spend so much of your time in the dark that you slowly adapt to it, almost becoming a creature of the gloom yourself. Even in civilized areas, you prefer to keep to the shadows.
Most likely, you wear dark clothing to help you blend into the blackness. On the other hand, you might wear sensible garments and gear because you have serious and dangerous business to attend to in the dark.
Jacks are suited to exploring dark places; those who do so are called shadowjacks. Glaives who follow this path are known as shadow warriors, and Nanos are called shadowcasters.
EXPLORES YESTERDAY
What things were like long ago fires your imagination. You are equally thrilled to learn about how a dead civilization lived as you are to regain a still-functioning oddity, cypher, or iotum that the dead civilization used. For you, knowledge is an end in itself, but that doesn’t make you naive to the dangers exploration poses. The opposite is true, which is why you’re no slouch when it comes to defending yourself. You’re a born excavator and explorer, adept at moving and maneuvering, making discoveries, and resisting the dangers that forgotten places often hold.
You probably wear sensible garments that can stand up to both rain and sun, as well as a hat or head wrapping to keep off the sun and extra water for when the trail peters out in the middle of nowhere.
FIGHTS WITH A HORDE
You were once part of a much larger martial society, where you held a position of elevated respect. The society might have been a tribe of abhumans, a military unit, a secret group of warriors that live in a limited dimension, or something else. Whatever the specifics (which you and your GM should work together to decide), you formed close personal ties with them and trained to fight in small and large groups alike. But at some point, you left, perhaps to seek your destiny, because you were exiled, or because everyone in the society spends a significant time away before returning to retire. Though you are gone, the lessons of teamwork and leadership that you learned while part of that society remain with you.
Whatever you wear, it likely includes the symbol, insignia, or some other reminder of the group you left behind.
FIGHTS WITH PANACHE
You know that style is at least as important as substance. Defeating foes is secondary to looking good while doing it. Some might call you a swashbuckler or daredevil. You leap through the air, make a flourish with your weapon, and attack, usually with a clever, biting show of wit. Your enemies hate you, but your allies adore you. Just watching you fight is entertaining.
You very likely wear no armor, instead preferring stylish clothing—perhaps even a hat with a feather.
Jacks and Glaives make the best swashbucklers, and they are the most common types of characters to fight with panache.
FOCUSES MIND OVER MATTER
Telekinesis. Psychokinesis. Mind over matter. The power has many names, but in the end, it all boils down to one thing—the molecules that make up all matter are yours to command. You likely call yourself a telekinetic or just a TK.
Many telekinetics prefer to wear tight clothing without much accoutrement, so there is little that another TK could grab hold of psychically. On the other hand, you have the power to create very minor telekinetic effects at will, so your hair might always be in motion, you could have a few tiny objects floating around you, or you might wear a long cape that’s always billowing.
Jacks are the most likely characters to be telekinetics, but Glaives find that the abilities add to their combat prowess, and Nanos, of course, appreciate the additional power.
FUSES FLESH AND STEEL
At some point in your past, some of your organic parts were replaced with artificial components. (Alternatively, you belong to a secret species of biomechanical hybrids.) These artificial components might be subdermal, or they might resemble more overt metal or synth plating on your skin. They can also take the form of threadlike tendrils of circuitry winding across your flesh. Whatever their appearance, these components give you special abilities. As you advance, you can add to, modify, or discover new functions for them. Unfortunately, your artificial body also has special requirements when it takes damage.
You might wear a cloak with a hood or something similar to hide your artificial parts from those who would persecute you. Because your components are tricky to repair, as time goes on, it might become more difficult to conceal your true nature, with exposed circuitry, metal plates, and more in a state of partial disassembly.
Anyone might be a cybernetic organism.
FUSES MIND AND MACHINE
You believe that the finest machine ever created is the human brain, and experience and training have taught you that any machine can be improved. Through the use of implants and mechanical enhancements, your brain processes input faster, stores more information, and eventually can tap right into the datasphere. Mentally, you function on an entirely different level than your fellows.
Did you make these improvements yourself? Did someone else? Was it with your blessing or against your will? Regardless, you are now more than just a person. You are both living creature and machine. But unlike someone who Augments Flesh With Grafts, all of your refinements and upgrades are on the inside. You don’t need mech eyes or metal arms to be enhanced. It’s all about what’s inside your skull.
Nanos are most often those who fuse their mind with machines, but Arkai and Wrights are almost as likely to do so.
HOWLS AT THE MOON
Sometimes the numenera is a double-edged sword. You are cursed and blessed to be able to transform into a powerful creature, drawing additional mass from a transdimensional source. You and the GM should work out the exact nature of the creature, including its appearance, but it’s a wild beast of rage and blood—at least until you learn to control it. Creatures like you are often called “lycanthropes.”
Style and appearance are probably low on your list of concerns. Your clothes might be ragged because your transformation is hard on them (or they’re cheap because you know they’ll be destroyed the next time you transform).
Anyone can be a lycanthrope. A Glaive likely benefits the most from the transformation.
HUNTS
You are a tracker. Perhaps you hunt animals or more deadly creatures. Perhaps you go after people as a bounty hunter, law enforcer, or killer for hire. Whatever form your hunting takes, you are trained in stalking your quarry and bringing it down. You are a dangerous individual.
If you hunt animals or creatures, you might carry the trophies of past kills, such as teeth or skins. If you’re a bounty hunter, you probably wear whatever your quarry would find most intimidating so it feels as though it has no chance of getting away from you.
Most hunters are Glaives, but Jacks and Nanos bring unique skills to the chase.
HUNTS ABHUMANS
Abhumans are a threat to humanity. You know this more than anyone. The threat is obvious— bestial abhumans attack villages, caravans, and travelers all the time in the wilderness. But the threat is also far subtler. The progenitors of the abhumans were once human. They gave up their humanity to become horrific, monstrous things. How this happened, or how long ago, are things you cannot conceive. But you know that they are true, so abhumans must be eradicated for the good of all.
Abhuman hunters are usually Glaives who wear tough but practical armor and carry a wide variety of weapons. But a Jack, Delve, or Nano could join their ranks as well, becoming decidedly more warriorlike than their fellows. Abhuman hunters spend much of their time stalking through the wastelands and desolate wilds as well as guarding what few roads and paths connect the towns and villages of the Ninth World.
IMPARTS WISDOM
You’ve studied philosophy and other higher truths. But you do more than learn about such esoteric teachings; you practice them. Every day you consider hard questions or questions that everyone else has an easy answer for. That’s just the way you live. By focusing on things that bear on life, existence, and the underlying principles that guide the most sublime processes in the universe, you know contentment. Others often see in you a teacher, a higher being, or perhaps even some sort of savior. However, you see yourself as merely another student studying at the feet of eternity.
You probably wear bright clothes and cloaks with many pockets for collecting bits of this and that for study, and you may have voluminous bags for your books.
LEADS
Using charisma, natural leadership, and perhaps some training, you command the actions of others, who follow you willingly. You are a commander, a captain, a leader, or a general. Your skills allow you to make people do what you want, but you also have the wisdom to know what actions would be best for your followers and allies.
Since you need the respect of others, you probably dress and carry yourself in such a way that inspires, endears, or intimidates. You have a voice suited to barking orders that can be heard even on a noisy battlefield.
Arkai are already leaders, so only a few will choose to further enhance their expertise. Glaives make excellent military leaders, but a Jack could easily lead a group of explorers or a den of thieves. A Nano might be the head of a group of “mages” or scholars, or they might have a gang of bodyguards as followers.
LEARNS FROM ADVERSITY
You’ve been around, which means that you’ve experienced the pendulum swings that living delivers to every creature. No matter the heights that someone might attain, situations change, disasters happen, friends die, and mistakes are made. No matter how brilliant you might be, or believe yourself to be, those mistakes are often made by you. What distinguishes you from others is that you learn from those mistakes. You learn from the past and use experience as your guide. You’re older than many, but you’ve seen some amazing things in that time, and you can draw on that experience to do amazing things.
As someone who’s survived the long years and trials of life, you probably dress simply and practically. Though older than most others who risk exploration, you remain fit, lean, and probably have either no hair or hair as white as the frozen water that’s said to cover the land in the far south. Those who've endured defeat, struggled against the odds, known loss, and suffered deeply are primed to learn from adversity. Not everyone is able to appreciate such bitter lessons, but the few who do so can go far. Glaives, Jacks, and Arkai are most likely to prefer the focus Learns From Adversity.
LIVES IN THE WILDERNESS
You dwell in the wilds. You probably have done so most, if not all, of your life, coming to understand the mysteries of nature, weather, and survival. The ways of flora and fauna are your ways.
Your rough, rugged clothing shows little concern for style. Most of the time, covering yourself in natural smells to keep your scent from arousing suspicion in the wilderness is more important than bathing to keep yourself presentable to other humans.
Glaives and Jacks are the most likely characters to live in the wilderness, perhaps working as guides, hunters, trappers, scouts, or trackers. A Nano who does so might be seen as a nature priest or wild wizard.
MASTERS DEFENSE
Protecting yourself is obviously important in dangerous situations, and you are particularly good at it. Cautious and prudent, you learn techniques to defend against all kinds of attacks, both physical and mental. The winner is often the last person standing, and you’ve done all you can to ensure that person will be you. You carry a shield and probably wear the best armor you can find.
Glaives make excellent defensive masters, but Jacks and Nanos also find at least some of these skills of great value.
MASTERS WEAPONRY
You have worked long and hard with one particular type of weapon - bows, swords, axes, daggers, whips, or whatever you choose. Thus, you are an archer, a swordsman, an axe master, a mistress of knives, or whatever is appropriate to your chosen weapon. A master of the rapier is different than a master of the warhammer, and an archer is different than a whip wielder.
You might wear a symbol—a badge, a pin, a tattoo, an amulet, certain colors, or the like— that indicates the school in which you trained, the style of fighting you have mastered, or the name of your mentor. Your weapon is almost certainly your finest possession. Not only is it well cared for and of high quality, but you probably keep it in a beautiful scabbard, harness, belt, case, or something similar.
Many Glaives are weapon masters, but sometimes a Jack might choose this path, particularly with lighter weapons.
METES OUT JUSTICE
There is so much injustice in the world. It takes a special person to take it upon himself to right wrongs, protect the innocent, and punish the guilty. You are such a person.
Justicars, as they are sometimes called, are knights errant who wear armor, bear swords and shields, and travel the land looking for tyranny, corruption, and oppression. But some operate a little less ostentatiously, and sometimes justice comes from more subtle tactics. A justicar might also be a masked vigilante or just a badass who rights wrongs.
The importance of justice in your life might come from religion, your upbringing, or your highly developed sense of principles. Regardless, you not only adhere to your values, but you also believe it is your calling to act on them and help make the world more just, more fair, and more ethical. You want to see wrongdoing punished.
Although any character can be a justicar, Arkai and Glaives most often take on the role.
MOVES LIKE A CAT
You are extremely dexterous. Your speed and agility make you almost a thing of wonder. Your body is lithe, flexible, and graceful. Your training—or perhaps a bit of magic or technology—allows you to move quickly and smoothly, land safely when you fall, and avoid danger.
You likely wear tight clothing that doesn’t hinder you as you move. Likewise, you probably don’t allow yourself to be overburdened by a lot of equipment. You’ll wear armor only if it doesn’t slow you down.
Glaives are very often catlike, but Jacks can be, too.
MURDERS
The murderous assassin is a master of dealing death. No one is better at sneaking into a location, eliminating a target, and slipping out again. Obviously, a professional killer is not likely to have a lot of friends.
You probably wear dark colors—black, charcoal grey, or midnight blue—to help blend into the shadows. But since you’re also a master of disguise, in truth you could look like anyone.
Any character could be an assassin. Jacks are the most likely choice, but Nanos with their esoteries or Glaives with their combat abilities would make efficient killers as well.
NEEDS NO WEAPONS
You don’t use weapons—you are a weapon. With powerful punches, kicks, and full-body moves, you inflict incredible damage on your foes. By focusing your energy, the combined power of your body and mind allows you to do incredible amounts of damage without depleting your energy reserves. You might have gained your skills through intense training, various implants and enhancements, genetic mutations, or any combination of these things. Whatever the origin of your feats, you likely take good care of your body, ensuring that it remains the sharpest, most dependable weapon at your disposal.
Martial artists or kasundas (as those with your training are sometimes called) are both feared and revered. They wear loose, comfortable clothing that allows them a full range of movement, and they rarely use weapons other than their body’s own implements (although some carry items designed to enhance their body movements for greater effect, such as knuckle weapons, knee spikes, or boot blades).
Glaives are perhaps best suited for using their bodies as weapons, but Jacks are also good candidates. Sometimes, Arkai choose this focus because having a backup when persuasion fails is a useful leadership strategy.
NEVER SAYS DIE
You are as stalwart, hardy, and driven as can be imagined. When others are ready to quit, you’re just getting started. You probably don’t spend a lot of time on your appearance—it is far less important than your actions. For that matter, so are words. You’re likely not much of a talker. You’re a doer.
Characters with this focus are sometimes called stalwarts or diehards. They are often soldiers, mercenaries, or other tough-as-nails individuals, but sometimes they take a more heroic stance. A character who is hard to kill is around longer to help others, after all.
Stalwarts are most often Glaives or Delves, but Nanos and Arkai who like to stand at the back of the pack out of harm’s way can do serious damage as diehards.
POSSESSES A SHARD OF THE SUN
You have the ability to create and sculpt light, to bend it away from you or gather it to use as a weapon. Perhaps a shard of amber crystal, midnight stone, or other iotum became embedded in your flesh and through it you can control light. Or you might have always had the gift, a freak talent handed down to you by the ancients.
Most people able to command light favor bright colors in their clothing since those colors reflect light rather than absorb it. Nanos and Delves tend to be the ones who possess shards of the sun, calling themselves light bearers or sun savants. They find its power useful for exploration and personal protection.
When a character who possesses a shard of the sun becomes invisible, they bend the light that would otherwise fall on them around their bodies.
Jacks appreciate how the abilities help them trick and elude foes, and Arkai like how they awe onlookers.
RADIATES VITALITY
You radiate a strange energy—a “biomorphic field” according to a nano you once met— that makes you tougher than others, with an ability to heal that outstrips that of normal people. The field seems to strengthen as you gain experience, and you’re certain that as it grows in power, you’ll be able to touch other creatures with it to sense their presence, heal them, detect their feelings, and possibly even hurt those who are revealed to be enemies.
You might consider your biomorphic field a curse, the effect of a strange numenera item embedded in your flesh, a metallic amulet that keeps turning up no matter how many times you try to lose it, a genetic mutation (or genetic tweak from your forebears), or maybe even as the direct intervention of some prior-world deity that you hope to meet one day. However it came to be, it’s a fact that dangerous risks are lessened for you, though not completely without consequence; if you are damaged enough, the flame of vitality that you radiate will be snuffed out.
You wear tough clothing that can withstand a lot, because even though you are mighty, regular clothing and possessions are not. Usually your biomorphic field is little more than a subtle sparkle, but when you use an ability, you radiate a momentary flash of gold light.
Though anyone might find that coming back from death, at least in the short term, is a desirable trait, those who put themselves into harm’s way most directly, like Glaives and Delves, are likely to benefit the most from it.
RAGES
The berserker is a feared fighter who cannot be stopped. You put yourself into a howling battle frenzy that can make you a terror on the battlefield. You might hail from a less civilized society, perhaps even a tribal one.
You likely wear little or no armor so as not to restrict your speed or maneuverability. Your clothing is probably simple and utilitarian.
Glaives make the best berserkers.
RIDES THE LIGHTNING
The ancients harnessed electricity in strange and wonderful ways. Through practice and inherent ability (or the subtle use of hidden or implanted devices), you control the same energy. Not only can you create and discharge electrical power, but you can eventually learn to use it to transport yourself.
You probably wear tight-fitting clothing that allows you to move quickly. Your garments might be blue and black, perhaps with a lightning-bolt motif.
Although Nanos seem most suited to wielding lightning, Jacks can make good use of the varied lightning abilities.
SEES BEYOND
Unlike most people, you know there are far more than three dimensions, more colors than can be found in the rainbow, and more things in the world than most can see, sense, or even understand. With practice and help (through drugs, lenses, manipulated energy fields, or a combination of all three), you can perceive things that others cannot. What you see in other dimensions has changed your understanding of even the most basic things like weapon and dress. Where others might see your drab outfit and plain weapons, you see something entirely different—myriad colors and patterns that showcase your unique vision of the world. Your weapons likely bear marks of other dimensions as well.
SHEPHERDS THE COMMUNITY
You have an abiding affection for the community you live in, have adopted, or guard from afar. It’s not just the place, but also the people you want to keep safe and healthy and see have success in their life. Certainly, there are individuals within the community who are more troublesome than others, but unless they become an actual danger to the others, you include them in those you shepherd. To accomplish your goal, you’ve honed not only your ability to fight in order to preserve the community against invaders, but also your ability to understand the concerns of the community and persuade them toward smart decisions about the problems that face them now or could crop up later if not guarded against.
Glaives make ideal shepherds, but Arkai and Wrights can also easily step into this role to supplement their other community-oriented abilities.
SHREDS THE WALLS OF THE WORLD
When you move, your body changes state and becomes partially phased, reflecting a bizarre alternate dimension where distance and time are different than they are in the Ninth World. It’s only when you’re still that you remain solid and fully part of the real world. Sometimes that’s a relief, but other times you feel like you’re stuck in wet sand. Moving is your key to changing phase—and perhaps happiness. While you’re phased, you skate along the surface of reality far more quickly than others. Such rapid movement across normal reality sometimes leaves behind scratches, which you can selectively make, suppress, or bear down upon to create particularly devastating attacks and, eventually, phase detonations.
You got your ability because you’re descended from an entity that hailed from the bizarre dimension of altered distance and time, because you were touched and ultimately spared by an encounter with the iron wind, or because of a mechanism that you carry or that is embedded in you.
You probably wear clothing designed to stay out of your way, because the less you carry, the less likely you are to come out of phase prematurely.
Characters who want to get around quickly, like Jacks and Delves, are most drawn to this type, though Nanos and Arkai who want to stay out of harm’s way might also be interested.
SPEAKS WITH A SILVER TONGUE
You are poetry incarnate. The words flow from your tongue like liquid metal. Your voice is golden and captivating. With enough time and focus, you can convince almost anyone to do almost anything for you, with you, or in spite of you. Words—words are what matter. You believe they have power. There’s a chance you don’t care much about your appearance, as long as you can say what you want to say.
Some might call you the “face” because when your friends or allies need to put forth their best face, they send you. You’re a charmer. The word “charisma” was coined for people like you—there’s just something about you that people seem to like.
Since words are important to you, you may have covered your skin with tattooed words or have written things on your outfit. You might play an instrument, write books, or compose songs in your spare time.
Jacks, with their ability to take a related flex skill each day, make excellent speakers, but Nanos and Glaives might choose this route to inspire their companions.
TALKS TO MACHINES
Since you were young, you had an affinity for machines. It seemed almost like you were speaking to them. You were. You have the ability to use your organic brain like an intelligent machine, interfacing “wirelessly” with any electronic device. You can control and influence them in ways that others can’t. Intelligent machines are your friends and companions. You have also learned to repair machines of all kinds because the better they work, the better off you are as well. You likely wear a tool belt full of various implements, and machine oils stain your clothes and fingertips.
All types of characters can spend their time talking to machines, although this practice is best suited to Nanos.
THUNDERS
For you, sound is a tapestry of sensation that surpasses light and perhaps even vision itself. Existence is a soundscape of noise whose meanings are not only clear, but insistent. You can’t ignore them. Then again, why would you want to? You’ve learned how to manipulate sound by emitting both constructive and destructive interference. At first, your manipulations of the soundscape are brutal and straightforward, but the more you learn, the more you know that subtleties of sound manipulation will not be beyond you for long. Even so, you’ll exult the most when you allow your abilities to thunder.
You got your abilities thanks to a weird nodule that you salvaged in a ruin, because you’re a mutant, or perhaps because you’re partly (or completely) mechanical yourself.
Glaives and Delves are most likely to choose this focus, but Arkai who want to impress their followers may also choose to Thunder.
TOUCHES THE SKY
The storm smells like life to you—like love. Electricity charges the air, dances across your skin, and connects you to the wind, the weather, and the sky. That connection is due to a device fused to your flesh, a mutation, or just your training with the nanomachines that suffuse everything. You issue commands through that connection, and the weather listens. The winds curl to your desire; they lift you, protect you, and give you the power to summon storms or break them apart. An electrical storm, a blizzard, or—when your mastery reaches its zenith—even a tornado is something you can call up and loose upon the world.
You probably wear sleek clothing designed to stay out of your way when high winds roar past you. Flaring coats, cloaks, and capes can look dramatic, though, if you train yourself in managing the excess fabric. No matter a character’s type, the ability to fly is something almost everyone desires.
WEARS A SHEEN OF ICE
Through your studies, you have learned to focus your natural talents to command the powers of ice and cold. People might refer to you as an ice mage. Sometimes ice mages are thought to come into conflict with those known as fire mages, but this is a fallacy believed by ordinary folks more than anything based in truth.
You likely wear white or blue garments that are heavier than they need to be—unless you live in a cold region or wintry clime, in which case you probably wear less clothing than other people do because the cold doesn’t bother you.
Most ice mages are Nanos, but a Glaive armored in ice, perhaps wielding an ice sword, would be quite impressive.
WIELDS POWER WITH PRECISION
Not only are you blessed with a great command of the numenera, but you are also trained to exploit esoteries in ways that elevate you above other Nanos. Some people believe that those who perform esoteries are born with the ability, but you know that skill and intelligence play important roles. The ancients created the numenera through knowledge, discovery, and intellect, and to use it properly, you must follow the same path.
You probably wear spectacles and dapper outfits, carrying extra books, notebooks, and pens so you can continually focus on your studies and experiments.
Nanos usually receive this instruction and focus, but some Jacks do as well. Glaives never do.
WIELDS TWO WEAPONS AT ONCE
You bear steel with both hands, ready to take on any foe. You fight with two weapons in melee, sometimes called dual wielding. A fearsome warrior, quick and strong, you believe that the best defense is a strong offense.
You probably sheathe one weapon on each side or both crossed behind your back. They are likely your most prized possessions, and you might have names for them.
Many Glaives and Jacks train to fight with two weapons at once. Very rarely would other characters spend the time required to learn such a purely physical art, but it’s possible.
WIELDS WORDS LIKE WEAPONS
You are a talker. Maybe you got your start telling stories, arguing with your siblings, running a shop, and so on. You learned how people think, how they respond to some lines of argument and words more than others, and how to apply that influence selectively. You negotiate for your sake, on behalf of others, or for a cause you believe in. Charismatic, your natural talent shows through any time you open your mouth to speak. You know when it’s appropriate to joke, when to be serious, and, sometimes, when an insult is required to wound someone’s pride in just the right way to get what you want.You probably wear flamboyant or at least fashionable clothes, and you use cosmetics, tattoos, or hair stylings for dramatic effect.
Wielding words like weapons is a great way for a character to get what they want in the short or medium term. However, unless one watches their words especially closely, it’s also a great way to make enemies who remember the word-slinger for insults to their honor—honor that might one day need to be upheld.
Arkai and Jacks are most likely to have this focus, given that it enhances abilities they likely already possess.
WORKS MIRACLES
You manipulate matter and time to help others and are beloved by everyone you encounter. Some people consider you a representative of the gods or a power from beyond this world. Perhaps they’re right—transdimensional experiments in the prior worlds might be what created the energies that you now wield.
You probably wear simple clothes—nothing too flashy or stylish. There’s no need to call more attention to yourself.
A Glaive who can heal himself is an interesting and dangerous proposition.
WORKS THE BACK ALLEYS
The thief, the burglar, the pickpocket - these are the dangerous individuals who haunt the back alleys of every community. You are a thief in a city or town, making your livelihood at the expense of the wealthy. Your talents, however, prepare you for all kinds of pursuits, even when you’re not crouching in an alley or climbing into a window.
Usually, you dress to blend in with the crowd. When you’re on a mission, black, form-fitting clothing allows you to swim in the shadows.
Most thieves are Jacks, but Nanos make interesting burglars as well. A Glaive thief likely adds a little more physicality to their crimes.