You find yourself drawn to a more simple time, when things made sense and everything was… actually more complex.
You gain the following benefits:
- High AC:
- People just find it hard to hit you. +2 to all defence rolls.
- Inability:
- Cyphers and Artifacts are just completely and utterly alien to you. You have literally no idea how to use or operate any artifact/cypher without assistance, but…
- Skill:
- …You are however trained in finding cypher-enhanced weapons and armour.
- Say what:
- The world has always seemed very certain and concrete in its workings. Ignore all GM intrusions – bad AND good. Party intrusions have no effect on you, and you are unable to receive XP from said intrusions.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- You woke up thoroughly dazed, and confused by the world you don’t recognise, you sought the friendliest faces to help you get home.
- You recall that in a past life, you were fighting a… Kabal? Cobolt? Kerbal? All you really remember is that you fumbled pretty badly, and when you looked up you were here.
- “The Estate” keeps running through your mind, and despite how Strange you feel at all times, you have a compulsion to find out what it is.
- You wandered for a long, long time beyond the world’s edge, and found yourself here.
DEFINITELY interesting! I think not being able to use the numenera like that could be a huge drawback for the character, but they have some really buffs to compensate.
Designed to be used in conjunction with http://ninthworldapocrypha.com/foci/hales-from-another-place-and-another-time/
The effect is to create a familiar ground for DnD players – particularly those from “Pathfinder”. This is why people find it hard to hit you, why GM intrusions have no effect, and why cyphers are completely lost on you. It reflects the DnD world.