Numenera: Marauder Kingdom
A Mad Jack who Exists in Two Places at Once
Weight: 116lb / 52.62 kg
Vices: Paranoid, Untrustworthy
Virtues: Sincere, Adaptable
Your mind is fragile to mental attacks, difficulty increased by one step.
- Practices With Light and Medium Weapons
- Fits of insight: GM feeds knowledge to you for no clear explanation as to how you would know such a thing.
- Flex Skill: beginning of day, choose one task to be trained in. Lasts the rest of the day.
- Pierce: inflicts one extra damage to your ranged attack (1 speed point)
- Gather Rumours (1 Intellect point) : spending a few hours in an urban environment allows the GM to tell you one rumour that applies to the community. Applying more effort reveals more rumours.
- Walk Through Walls (2 Intellect points): You can slowly pass through physical barriers at a rate of 1 inch (2.5 cm) per round (minimum of one round to pass through any barrier). You can’t act (other
than moving) or perceive anything until you pass entirely through the barrier. You can’t pass through
energy barriers. Action.
- Hedge Magic (1 Intellect)
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.
- Defensive Phasing (2 intellect)
You can change your phase so that some attacks pass through you harmlessly. For the next ten minutes, reduce the difficulty of all your Speed
defensive tasks by one step, but during this time you lose any benefit from armor you wear. Action to initiate.
- Share Senses. While your duplicate is in existence and within 1 mile (1.6 km), you know everything it experiences and can communicate with it telepathically. Enabler.
Form: A long metal pole with a handle in the
middle and two buttons above it
Effect: A user can wield this device as a
normal quarterstaff. It also has two functions,
which can be activated by pressing one of its
The first function causes a short jet of
bright blue flame to rise from one end.
The flame emits bright light out to a short
distance. In addition, the staff inflicts 2
additional points of fire damage that ignores
Armor. The flame burns for up to one hour.
The second function causes a blast of
flames to wash out from one end at
up to three targets within immediate
range. The flames inflict burn damage
equal to the artifact level.
Depletion: 1 in 1d20
Usable: Handheld device
Effect: When activated, three sensor pieces detach from the main device. Each piece can be placed anywhere within a half mile (1 km) of the main device. For 28 hours, if anything
larger than a small dog moves within an
immediate distance of one of the sensors, the main device indicates this fact and tells the user which sensor was activated.
Small rod that emits a voice saying the same thing in an unknown language every time a button is pushed
20 bolts (crossbow)
A small necklace with a tiny opal shard
- Rope (50ft)
- Rations (24 days)
- Spikes (3)
- Warm Clothes
- Sturdy Boots
- Torch (3)
- Minor Glowglobe (2)
Pack of light tools
- Small Tongs
- Small Hammer
- Small Pry Bar
- String (10ft)
- Wire (3ft)
- Small Pouch of Assorted Screws and Nails
- Turquoise scarf
- Extra clothes
- Leather Jerkin
- Leather armour
- Long metal staff (Pyroclastic staff)
- Grappling hook
- Blue dye powder
- White dye powder
- Green dye powder
- Red dye powder
Punching dagger (light)
Lumos is a well built boy from his wealthy upbringing, which provided him the nourishment and time to grow. He is well proportioned for his age, toned in muscle mass typically due to his strenuous tasks to navigate Niliesh at night as a thief. His tanned skin is lined and coated with scars. It is also covered especially with the dirt and grime of living on the streets. Sitting on his head are locks of artificial, unkempt, teal hair — permanently dyed from birth. He has bright amber-ringed green eyes and a youthful face minus the scars. He typically wears tattered and ripped clothing that shields most of his body and blends well in the dark.
Often the fall from paradise is a steep one; Lumos Hashem, a boy proclaimed to live a life free of stress and hardships was met with travesty and corruption.
Word had spread in the Second Tier of Niliesh that a third child would be born under the Hashem name: noble blood. It wasn’t a surprise that Isak Hashem would rise in influence from dedicating his children to the Fahat. But the prideful smile Isak had for his newborn son faded. The Hashem were noble through their mutations, but Lumos was born with none.
The prosperity and pride of the Hashem was on the line, and Isak took it upon himself to protect his son’s future. Lumos’s hair was stained turquoise to mimic a cosmetic mutation; a lie he’d live with for the rest of his upbringing.
As Lumos aged, his father’s draconian teachings and martial lessons in combat assured his survival in the harsh society of Nihliesh, and in time he was pressured to become a priest of the Fahat.
Slowly Lumos learned the ways of the Fah faith; its teachings and history. As he prospered in the eye of the high priest, so too did his family. But the lie Lumos was forced to bear tore at his insides; the fear and perpetual terror of being discovered always present in his childhood.
Weeks before his birthday, Lumos suffered an ominous blackout as he wandered by the reflective crystal doors of the Fahat Citadel. Soon after, hallucinations and whispers plagued his thoughts. It wasn’t long after he felt the presence breaking through his psyche, sawing so deep it split his mind. And then he saw it, real as daylight — himself, staring back at him.
And his descent into madness began.