Descriptor
|
Stats
|
Skills
|
Special
|
Charming
|
+2 Intellect
|
Pleasant/Positive Social Interaction
Mind Influencing esoteries
|
Important Contact
Inability Lore, Knowledge, Understanding
Inability Resist Mental Attack
10 extra shins
|
Clever
|
+2 Intellect
|
Trickery
Mental attack defense
Assessing danger, lies, importance, quality, function,
or power
|
Inability Lore, Knowledge, & Understanding
10 extra shins
|
Graceful
|
+2 Speed
|
Balance and careful movement
Physical performing arts
Speed defense
|
None
|
Intelligent
|
+2 Intellect
|
Knowledge of Choice
Memorizing direct experiences
|
|
Learned
|
+2 Intellect
|
3 Knowledge of Choice
|
Inability charm, etiquette, persuasion
2 additional books on topic of choice
|
Mystical/Mechanical
|
+2 Intellect
|
Identifying & understanding Numenera
|
Sense active numenera
Hedge magic estotery
Inability charm, etiquette, persuasion
|
Rugged
|
N/A
|
Climbing, jumping, running, swimming
Training, riding or placating natural animals
Identifying or using natural plants
|
Inability charm, etiquette, persuasion,
deception
Explorer’s pack or extra if already have one
|
Stealthy
|
+2 Speed
|
Stealth
Trickery
Esoteries or special abilities involving
illusion or trickery
|
Inability movement
|
Strong
|
+4 Might
|
Breaking inanimate objects
Jumping
|
Extra medium or heavy weapon
|
Strong-Willed
|
+4 Intellect
|
Resist mental effects
Focus/Concentration
|
Inability Puzzles, problems, memorization,
lore
|
Swift
|
+4 Speed
|
Initiative
Running
|
Inability Balance
|
Tough
|
N/A
|
+1 Armor
+1 Recovery rolls
Might Defense
|
Extra light weapon
|
According to the optional rules in the Numenera RPG Core
Book, some descriptors offer a +4 to a stat Pool and either two narrow and one
broad skill while others have a +2 to stat Pool and either 3 narrow skills or
one narrow skill and one broad skill. Additional skills can be added by adding
an inability. Add 10 to 15 shins of additional equipment. As we can see, this
is a very loose guideline. For example, the Tough character gets an extra light
weapon. While I am not sure how the two relate thematically, it is interesting
that the guideline recommends that 10 to 15 shins of extra equipment be given
out to even things up, but the light weapon typically costs only 3 shins. I
believe this is even further thrown out of whack when you consider a descriptor
can be replaced with a different race or variable mutant ability.
This can make a bit difficult when trying to come up with
new descriptors, which the Numenera RPG almost dares you today, but it can also
make it easier. It really depends on your viewpoints. There is a lot of
eyeballing here, which is one of the things I didn’t really like about the creation
rules for Cortex’s Marvel Super Heroic RPG. Part of that, I have realized is my
old school role playing experiences. Without a firmly defined schematic for
defining descriptors, it frees those of us who want to homebrew new additions
to the game from some more traditional practices of balancing, although it
opens up more relying on others’ opinions and playtesting. I plan on creating
some of my own descriptors here in the very near future—maybe even tonight. I’m
curious how that exercise will work out, but I am also curious to hear others’
thoughts on the whole thing.
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