Character Creation

Steps:

Grab the Character Sheet

FireMan

1. Choose Type (1/6)

  1. Glaive (“Sword” in French, btw)
  2. Nano (Wizards)
  3. Jack (Generalists)
  4. Arkus (Speakers)
  5. Wright (Crafters)
  6. Delve (Explorers)

In the original Numenera only three types were available (Glaive, Nano and Jack) and I suggest you stick to those when starting out. Unlike other systems, in Numeneara it is the combination of your type, descriptor and focus that really define your character, so your type is only about one third of your character.


Characters can be divided into multiple archetypes: Your best game divides them into 8 archetypes and Live to Tell the Tale into 6 ability contour archetypes. But the way Numenera deals with the descriptor type and focus allows you to mix and match more easily. So don’t worry too much about that. If you want to learn more see Archetypes. (Archetypes can be useful in creating a niche or separate roles for characters in a group and letting each character shine in their own way.)


Go to the Starting Values Table and put them on your character sheet.

2. Chose Descriptor (1/47)

Don’t read the descriptors, first find an adjective or two that describes your character. Then read the list and see what applies and pick two or three. Read the description for those.


For example: your character is kind.
Looking at the list you can pick beneficent, maybe civic, and nurturing.
Read those and choose one.

Discovery Descriptors: Charming, Clever, Graceful, Intelligent, Learned, Mystical/Mechanical, Rugged, Stealthy, Strong, Strong-Willed, Swift, Tough
Destiny Descriptors: Adaptable, Articulate, Beneficent, Cheerful, Civic, Committed, Confident, Cultured, Curious, Earnest, Empirical, Exacting, Forward-Thinking, Gregarious, Heroic, Imaginative, Industrious, Intimidating, Intuitive, Irrepressible, Lawful, Loyal, Meddlesome, Nurturing, Obsessive, Optimistic, Organized, Passionate, Persevering, Prepared, Protective, Relentless, Risk-Taking, Serene, Vicious
Species Descriptors: Varjellen, Lattimor, Mutant (requires GM approval)

3. Choose Focus (1/39)

Foci are like super-powers or feats of ability your character can do. They can be used to enhance to your tier abilities, like a jack that works the back alleys is a thief, but they don’t always have to.

Look at the Foci Table which has comic book and movie references and fantasy class hints to help you choose.


For example: Do you want to play a character like Super Mario? Check out “Breaks down walls.”

Type (1/6), Descriptor (1/47) and Focus (1/39) give 10,998 permutations.

piechart

4. Choose Two Type Abilities (2/5 to 2/9)

Your Type has at least a five options for you to choose 2 tier abilities corresponding to your type at tier one. Pick these after your focus since you’ll want them to compliment each other. See the Tier Abilities Table

5. Resolve Skills Choices (from Type or Focus).

There is no set skill list. Skills are one of only three things that can lower the difficulty of a task. Your Type and/or your Focus may give you skills from a list to choose from too, pick those.

6. Starting Equipment

Now you and your Game Master (GM) will select what starting equipment you have. Remember that descriptors and foci can give extra equipment. Pay special attention to the cyphers.

7. The Rest

Name & Look

Now pick a name for your character and sketch a rough look (with words or pictures).

Introduce yourself to the party & resolve Connections (from Focus)

Connections create ties between the players. Connections are listed in your Focus.

Fleshout your Background

Pick your Background and the answer to the question: Why does your character adventure? Refer to those section of your tier, focus and description choices. Your descriptor has suggestions for the Initial Link to the Starting Adventure.

If you wanna a deep dive Ginny Di has a list of 50 questions you can answer. The 50 Questions


The book has a set of Backgrounds for you to choose, but I recommend you skip this altogether and use a more story-driven way.

Type Background Notes
Glaive Intensive Training  
Glaive Inborn Traits Genetically Modified or Mutant
Glaive Biomechanical Modification Cyborg
Nano Forbidden Knowledge  
Nano Psionics  
Nano Ports and Plugs  
Jack Born Lucky Genetically Modified
Jack School of Hard Knocks  
Jack A Cobbled Jumble Cyborg and Psionic and Genetically modified
Arkus Inborn Traits Born leader
Arkus Enhancements  
Arkus Training and Experience  
Wright Unusual Upbringing  
Wright Unexpected Brilliance  
Wright Mechanical Indoctrination  
Delve What Others Fear to Know  
Delve Part Machine  
Delve Mentor  


Image Source: Fire Man Photo by Blake Lisk on Unsplash