macksting

alturi tier 3

Oct 12th, 2015
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  1. Alturi of the Staff, of County Ibraven of Iscobal
  2. Iscobean trophy hunter and self-improvement enthusiast
  3.  
  4. xp: 3
  5. Tier 3 (spent 4 toward tier 4: a skill )
  6. Still remaining: stats, an edge, and effort)
  7.  
  8. Learned Glaive who Crafts Unique Items
  9. Bits and parts background
  10. Might 13 Edge 1
  11. Speed 13 (12) Edge 1
  12. Intellect 18 Edge 2 -6
  13. Effort 3
  14.  
  15. Can hold 3 cyphers
  16.  
  17. Combat skills: Practiced in all weapons. Enabler.
  18. Trained in heavy ranged. Enabler.
  19. Trained in heavy bladed. Enabler.
  20. Practiced in armor. Glaives can wear armor for long periods of time without tiring and can compensate for slowed reactions from wearing armor.‭ ‬You can wear any kind of armor.‭ ‬You reduce the Might cost per hour for wearing armor and the Speed Pool reduction for wearing armor by‭ ‬2.‭ ‬Enabler.
  21. Inner Defense: Trained in any task to resist the ability of another to discern your true feelings, beliefs, or plans. You are likewise trained in resisting torture, telepathic intrusion, and mind control. Enabler.
  22.  
  23. Skill: Trained in Climbing
  24. Skill: Engineering
  25. Skill: Zoology
  26. Skill: Numenera
  27. Skill: Specialized in Numenera Crafting: Biological
  28. Skill: Specialized in Metalworking
  29. Skill: Specialized in Biomechanical Crafting
  30. Skill: Identifying the function of any kind of device
  31. Skill: Sneaking
  32. Skill: Hunting
  33. Inability: The difficulty of any task involving charm, persuasion, or etiquette is increased by one step
  34. Inability: Because of his mangled physiology, he has a -1 modifier to all Recovery rolls
  35.  
  36. Fighting moves:
  37. * Pierce (1 Speed point): This is a well-aimed, penetrating ranged attack. You make an attack and inflict 1 additional point of damage if your weapon has a sharp point. Action.
  38. * Danger Sense (1 Speed point): The difficulty of your initiative roll is reduced by one step. Enabler.
  39. * Fleet of Foot: If you succeed at a difficulty 2 Speed-based task, you can move a short distance and take an action in the same round. Enabler.
  40.  
  41. Tinkerer. If you spend at least one day tinkering
  42. with an artifact in your possession, it functions at one
  43. level higher than normal. This applies to all artifacts in
  44. your possession, but they retain this bonus only for you.
  45. Enabler.
  46. Quick Work (3+ Intellect points). One use of any artifact
  47. (or one minute of its continuous function) is increased by
  48. one level if you use it within the next minute. If you spend 4
  49. additional Intellect points, the use is increased by two levels
  50. if you use it within the next minute. Action.
  51. See also skills
  52.  
  53. Equipment:
  54. One sesskie pup: "Pica." In a year's time, might grow to be a competent level 2 hunting hound. Meanwhile, remarkably cute for a horrific 9th World monster.
  55. ‎ ‏Clothing‭ (‬see also Explorer’s pack‭)
  56. Staff-sword
  57. Bow and‎ ‏19‎ ‏arrows
  58. Beastskin armor‎ (‏medium armor,‭ ‬2‭ ‬points‭)
  59. Silverwire armor (medium armor, 3 points, very light weight)
  60. Explorer’s pack:‎ ‏Contains‭ ‬50‭ ‬feet‭ (‬15‭ ‬m‭) ‬of rope,‭ ‬rations
  61. for three days,‭ ‬three spikes,‭ ‬hammer,‭ ‬warm clothes,‭ ‬sturdy
  62. boots,‭ ‬three torches,‭ ‬and two minor glowglobes.
  63. ‎ ‏Bag of Light Tools:‭ ‬Contains small tongs,‭ ‬pliers,
  64. screwdriver,‭ ‬small hammer,‭ ‬small pry bar,‭ ‬lockpicks,‭ ‬10
  65. feet‭ (‬3‭ ‬m‭) ‬of string,‭ ‬3‭ ‬feet‭ (‬1‭ ‬m‭) ‬of wire,‭ ‬and miscellaneous
  66. screws and nails.
  67. ‎ ‏Tools required for biomechanical crafting and metalworking
  68. Tent‎ (‏cost‭ ‬3‭ ‬shins‭)
  69. Moss cloak,‎ ‏color-changing‭; ‬after‭ ‬10‭ ‬minutes stillness,‭ ‬visual sneaking asset
  70. ‎ ‏Easily damaged on an intrusion‭; ‬level‭ ‬2‭ ‬item
  71. Two oddities
  72. ‎ ‏0‎ ‏shins
  73. Additional Equipment:‭ ‬You have two additional books on
  74. topics of your choice.
  75. ‎• ‏Numenera
  76. ‎• ‏Botany
  77.  
  78. Components: (enough for one more)
  79. Level‎ ‏5‎ ‏biomechanical armor component‭ (‬sarrak skin‭)
  80. Level‎ ‏3‎ ‏blood barm nodule‭ (‬medicine component‭)
  81. Level‎ ‏4‎ ‏jesanthem flesh‭ (‬medicine component‭)
  82.  
  83. Party artifacts:
  84. Snipewand, level 6; damage equals level. Depletion 1 in 20, Numenera diff 6 to recharge
  85. Extradimensional Knife, level 2; 2 damage (or equal to level). No activation, no depletion roll. Like a dirk.
  86.  
  87. Party cyphers:
  88.  
  89. ‎(‏Alturi’s:‭)
  90.  
  91. Level 5 Motion Activator - Small synth nodule blob. When attached to another cypher or artifact, anything larger than a small dog sets it off in immediate range.
  92.  
  93. Level 2 Ranged Protector - Shaped like a pair of circlets. Fits around a narrow wrist. When the master item is activated, the slave item projects Armor 2 for 10 minutes.
  94.  
  95. Level 5 Controlled Blinking Nodule - Crystal nodule affixed to armor. For the next 28 hours, each time the wearer of the armor is struck, he teleports within immediate range to a position he desires. Modifies defenses for one round thereafter.
  96.  
  97. Oddity: That Is Not A Normal Inkwell - Always half full.
  98.  
  99. (Doctor Percepto’s:‎)
  100.  
  101. Level‭ ‬5‭ ‬Reanimator‭ – ‬p9‭ ‬COL.‭ ‬If a mammal or reptile creature has not been dead for more than‭ ‬28‭ ‬hours,‭ ‬this device restores a basic semblance of life by reactivating their nervous system.‭ ‬The creature does not have the knowledge,‭ ‬skills,‭ ‬personality,‭ ‬or memories of its former self—it’s just a mindless shell that can perform basic motor
  102. functions:‭ ‬walk,‭ ‬run,‭ ‬or otherwise move‭; ‬pick up and hold objects‭; ‬make crude attacks.‭ ‬It obeys the verbal commands of the user.‭ ‬The creature operates for one hour before collapsing.‭ ‬Although the GM makes the final call,‭ ‬small creatures are typically level‭ ‬1,‭ ‬and others are level‭ ‬2.‭
  103.  
  104. Outfits:
  105.  
  106. Travel:
  107.  
  108. Loose yellow unfeatured coat over long sleeved grey shirt tying at wrists and neck and long pocketed purple tunic encircled by tiger fur sporran with small dangling trophies of the hunt.‭ ‬Striped yellow-and-purple knee breeches tucking into soft soled high dark leather boots with flaring,‭ ‬slit tops.‭ ‬White Stockings,‭ ‬silver lizard-leather gloves and a broad brimmed,‭ ‬high flat topped textured purple hat complete the outfit.
  109.  
  110. Casual:
  111.  
  112. Buckle shoes,‭ ‬grey breaches,‭ ‬unpocketed white tunic,‭ ‬tiger fur sporran,‭ ‬soft red berger cap.
  113.  
  114. Appearance:
  115.  
  116. A tattoo of a torque around his neck and dacien bracelets around his arms,‭ ‬from a tradition of wearing one’s wealth.‭ ‬Auburn‭ (‬red brown‭) ‬hair,‭ ‬south Asian skin tone,‭ ‬freckles.
  117.  
  118.  
  119.  
  120. Hobbies:
  121.  
  122. Flower arrangement.‭ ‬It’s really just another kind of engineering and biomechanics,‭ ‬but one finds such unique flowers and blooms out and about.‭ ‬Often involves grafting.
  123. Owns a sesskie named Pica
  124.  
  125.  
  126. History:
  127.  
  128. Ibraven County is on the western penninusla of Iscobal,‭ ‬with forest to the north and rugged hills on the south.‭ ‬Temperate climate,‭ ‬with the occasional hurricane.
  129.  
  130. An Ibraven Iscobean by birth and upbringing,‭ ‬Alturi was a fairly renowned hunter and eventually hired as man at arms to Count Ibraven’s second son,‭ ‬the mild-mannered Lord Leggine Egon Ibraven.‭ ‬Lord Leggine was tasked to learn more of the grounds he will be expected to manage and told to accompany Alturi on hunting trips.
  131.  
  132. Alturi has been a hunter as long as he can remember.‭ ‬His mother and father were farmers first and foremost,‭ ‬often contending with the fishplagues,‭ ‬windstorms and water spouts which would toss land-capable fish upon the countryside,‭ ‬mudcarp which would consume crops like slow locusts until the sun dried them out.‭ ‬When not helping on the farm,‭ ‬though,‭ ‬Alturi and his father would supplement the household income by their hunting,‭ ‬and would hunt all manner of beasts.‭ ‬The variety and occasionally deadly abilities of their haul were the talk of the town.
  133.  
  134. Most of his other great skills,‭ ‬and his talents as a craftsman,‭ ‬were gained during an incident which would forever change Alturi’s pastoral life.
  135.  
  136. While hunting together,‭ ‬Leggine and his aneen were swallowed by a mechanical monstrousity much like an antlion.‭ ‬Alturi, ‬motivated by bonds of friendship,‭ ‬service,‭ ‬and conscience,‭ ‬dove in after,‭ ‬and was dismembered by the creature‭; ‬but exposure to air rapidly corroded its shell and structure,‭ ‬leaving only wriggling metal tendrils.‭ ‬These tendrils sought out the shattered pieces of Leggine and began to grow into a mass.‭ ‬Seeing as how he had few options,‭ ‬Alturi used his one good arm to shove some of the tendrils into his own body,‭ ‬and used them to reattach his arm and legs,‭ ‬and even to place a few of his internal organs back more or less where they belong.‭ ‬Being no doctor himself,‭ ‬not everything went back precisely as would be optimal,‭ ‬so it takes him longer to recover from exertion and injury than it does others.
  137.  
  138. When he returned carrying Lord Leggine,‭ ‬now a pile of viscera and metal cables and either dead or hanging onto life by a thread,‭ ‬the doctors took both in immediately.‭ ‬At the Count’s command Alturi was gently vivisected in exploratory surgeries to determine the best way forward with Leggine.
  139.  
  140. To this day,‭ ‬Leggine is experimented upon frequently in efforts to restore him ever closer to humanity,‭ ‬and Alturi was the testbed for most of the early treatments.‭ ‬He underwent these procedures willingly,‭ ‬and with a great deal of anaesthetic,‭ ‬for the sake of his friend and master Lord Leggine‭; ‬the Count would have it no other way,‭ ‬but Alturi is valued for his loyalty nevertheless.
  141.  
  142. Alturi was significantly altered,‭ ‬even mentally,‭ ‬by the intrusion of the metallic antlion.‭ ‬He has gained an intuitive grasp of simple engineering,‭ ‬biomechanical construction,‭ ‬and metalworking.
  143.  
  144. Budgeting
  145. -20 shins for rooms
  146. +15 for stuff
  147. -5 for first aid kit
  148. -3 for a replacement lock
  149. -8 for courier
  150. -20 shins for bribing cops
  151.  
  152.  
  153. 4 shins to Alturi
  154.  
  155. Slidikin - Lots of mouths. Seen in a disk-shaped seeing stone in a puzzle.
  156. Municipal Detective Force - Resolve disputes on property, internal disturbances, but do not bother at all with poorer parts of town.
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