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The Darkest Sky (Numenera System)

Started by SidheLady, January 27, 2020, 12:47:27 PM

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Galactic Druid

Thank you! I'm very much looking forward to writing with you guys. ^^

SidheLady

We have started, but, any late starters or interest is welcome!
"Dream, not of what you are, but what you want to be" - Lotus (aka spacemom!), warframe

I have Discord, ask to contact me!

My Games including Sassy Space Vixens and the Gentry https://elliquiy.com/forums/index.php?topic=253546.0

My general Ons and Offs (will be updated soonish whenever I remember and get around to it)
https://www.f-list.net/c/sidhelady/

elfowl

#52
Rubruma Amanix

Mechanics

I am a Sneaky Jack who Speaks With a Silver Tongue

Might: 10 | 0
Speed: 16 | 0
Intel: 18 | 3
Effort: 03
Armor:2
Cyphers: 3 max
Weapons: Light & Medium
Skills:Seduction (specialized), Sneaking (specialized), Lockpicking, persuasion, deception, intimidation,
Inability: You’re sneaky but not fast. All movement-related tasks are hindered.
Speaks With a Silver Tongue (Tier 3):
   Poetic Liscence: train in all social interactions, including persuasion, deception, and intimidation. You also know two languages other than the Truth.
   A Smile and a Word: When you use Effort on any action involving interactions—even with someone or something whose language you do not speak— gain a free level of Effort on the task. Action.
   Play to the Crowd: (costs 3 I) Give a speech.  Those within short range who can hear and understand you have their next action either eased (an asset) or hindered—you choose, can be different for each individual.
Flex Skill: At the start of each day, choose one task on which you will concentrate. Considered Trained for that task.
Tricks of the Trade:
   Phased Pocket: Costs 2+ I. You connect yourself for one hour to a small space that is out of phase and moves with you. You can access this space as if it were a convenient pocket or bag, but nobody else can perceive or access the space unless they have the ability to interact with transdimensional areas. The space can hold up to 1 cubic foot. The space is a part of you, so you can’t use it to carry more cyphers than your limit, a detonation cypher activated inside the space harms you, and so on. When the connection ends, anything in the space falls out. For each 2 additional Intellect points you spend, the pocket lasts an additional hour. Enabler
   Vanish: Costs 2 I. You become invisible for a short amount of time. While invisible, you have an asset on stealth and Speed defense tasks. The invisibility ends at the end of your next turn, or if you do something to reveal your presence or position—attacking, using an ability, moving a large object, and so on. Action.
   Illusory Duplicate: Costs 2 I You create a single image of yourself within immediate range. The image looks like you as you are now (including how you are dressed). The image can move (for example, you could make it walk or attack), but it can’t move more than an immediate distance from where you created it. The illusion includes sound and smell. It lasts for ten minutes and changes as you direct (no concentration is needed). If you move beyond short range of the illusion, it vanishes. Action to create
   Intense Interaction: You gain an asset on intimidating, persuading, and influencing people for ten minutes. Action.
   Far Hand: Costs 2 I. You can use your tricks of the trade from one range category farther away than normal: immediate becomes short, short becomes long, long becomes very long. Using the trick at this increased distance hinders the task. Enabler.
Equipment:
Stealthy clothing
Leather Jerkin (1 point of armor)
Katana (Broadsword) (Medium weapon; 4 damage.)
Wakizashi (dagger) (Light weapon; 2 damage.)
Dart Thrower w/12 darts (Light ranged; 2 damage. Exactly what it sounds like)
Super Duper Explorer's Pack! (150 feet of rope (in 3 sections), Rations for 7 days, three spikes, hammer, warm clothes, sturdy boots, 3 torches, 4 minor glowglobes)
Light Tools (small tongs, pliers, screwdriver, small hammer, pry bar, lockpicks, 10 feet string, 3 feet wire, misc. screws and nails)
two cyphers, one oddity
Purchased: Backpack, Bedroll, A piece of floatstone (kept in backpack to reduce weight of his gear), 0 shins

Cyphers:
     Scrabbler: Detonation (Matter Disruption), tossable sphere, level 10 (1d6+4, rolled 6)
     Time Out!(tm) Ring: Ray Emitter (Numbing), worn ring, level 6 (1d6+2, rolled 4)
Oddities:

image



fluffles

Rubruma was discovered in a gilded and vibrantly colored bowl, made of an unknown material, abandoned in front of an orphanage.  Growing up she was always a precocious child both intellectually as well as sexually.  She discovered her love for sneaking at age 4, words and performance at age 6, boys at age 14, and girls at age 15.

While Rubruma did well in her studdies, and showed a strong connection with what many would call "magic" She found that "normal" persuits didn't suit her, and left as soon as she could for a life of adventure.  After a few run-ins with the law, and dangerous individuals, one of which ended with her losing her right eye,  Rubruma found herself betting her body and willing servitude on a game of cards, against another man's space ship.  Although she won the game, she quickly found out why the owner was so willing to gamble away the white elephant of a ship.  The entire thing was designed to run off the sexual energy of someon mechanically restrained inside of the engine room. 

Though this set her plans back a few days, Rubrurma quickly found two crew members who would willingly run her ship and power the engines, Verpa, and Sua, a pair of twins, who were as open to her advances as they were loyal and reliable.

With her ship and her crew, Rubruma set off in search of adventure among the stars.

Suggested Connections: 1. Pick one other PC. That character
seems overly affected by your words. You’ve
accidentally made them cry or laugh just by
talking to them.
2. Pick one other PC. That character believes
that you speak falsely and is never affected by
your words.
3. Pick one other PC. You’d like to get to
know them better, but don’t want to use your
skills to do so.
4. Pick one other PC. That character would
like to learn your storytelling techniques, and
you’re trying to decide whether to teach them.