Nym

vampyric

Info


Created
4 years, 11 months ago
Creator
vampyric
Favorites
0

Profile


Name Nym
Status Active
Descriptor Mystical
Type Jack
Focus Whispers to the Forests
Alignment Neutral Evil
Tier 1
Exp. Points 0

Age 25
Height 5'11"
Race Human/Elf
Build Lanky
Gender Male
Pronouns He/Him
Disposition Quiet, Impatient, Blunt
Profession Botanist/Researcher
Might 11/11 (0)
Speed 12/12 (0)
Intellect 15/15 (+1)
Armor 1 (+1)
Effort 1
Damage
Impaired [?]
Debilitated [?]
Dead [?]
Recovery Rolls
1d6 + [#]
1 Action [?]
10 Minutes [?]
1 Hour [?]
10 Hours [?]
Background
BORN LUCKY
You seem to be better than most people because you are. Your ancestors were part of a genetic experiment, and your genes are superior to those of the average human. You’re smarter, stronger, more dexterous, and able to learn mental and physical skills more quickly. Folks might call you charismatic, blessed, divinely gifted, or just plain lucky. They probably said the same thing about your parents, their parents, and so on. Some of your genetic advantage might even grant you low-level psychic abilities that greatly resemble the “miracles” performed by Nanos.

Advancement: You might be a superhuman, but you’re still limited by what you learn and experience. Therefore, you must continue to train and study. Practice is the key—it just comes easier for you than it does for others. When you improve, it’s because you have honed your natural abilities or unlocked heretofore unknown genetic traits.”




Unbeknownst to him, Nym is the descendant of a powerful and near-extinct bloodline of humanoids, mostly researchers and renowned geniuses, who had helped influence and shape the culture of the Ninth World around them. Though he was orphaned as a child, with no one in his family to claim him, his heritage shined through spectacularly. More fascinated with the world around him than his family’s history, his motivations from early life were often the pursuit of knowledge and skills. With no family to hold him back, he wandered, becoming skilled at remaining undetected and following trails and footsteps to sources of food and shelter.

Towns that Nym stumbled across were usually enamored with him; it didn’t often take long for a local mother to take pity on him and offer him shelter once he arrived in his dirt-covered state. Quiet and well-behaved as he was, he made many friends this way on his travels, and as the years went by, often took to providing gifts or services in return for the kindness that his hosts offered.

Unfortunately, Nym’s rapturous consumption of any and all information he could find made him a bit too restless to settle down permanently. Many a time was it that he took to the roads during the night, in pursuit of new knowledge and artifacts, believing the area he was currently in to have been thoroughly exhausted. In reality, he tended to focus on what was immediately interesting to him, often overlooking the subtleties until he passed through the area again with a fresh eye.

All of Nym’s restless travelling as he aged earned him a reputation. Many were suspicious of him, some thinking him a thief, others an assassin, and many more something akin to an omen. Only the mothers and families that he visited as a child could vouch for him with certainty. He grew to be used to this treatment, and embraced it, finding too much positive attention to be grating on his mind anyhow.

Over time, as rumors spread and he found himself being bothered and harassed more and more, Nym withdrew further and further from civilization. He opted only to venture directly into towns when absolutely necessary, often during the night, finding most social interaction to be a pain and people’s staring and jeering to be an annoyance.

One particular topic that continued to fascinate Nym endlessly in his travels was botany, and related to it, poisons. Weary of contact with other individuals, he camped in forests of various sizes and types, curious to see what he could find that was hinted or mentioned in the textbooks he pored over obsessively while escaping the negativity and hostility that confronted him far too often.

During one of these nature studies, Nym stumbled across an artifact that had only been described in vague detail in the pages he had absorbed over the years. Despite only knowing so much about this artifact, he opted to play with it anyways, under the impression that it might provide him further enlightenment. While he wasn’t exactly wrong, he had no way to predict the artifact would overwhelm him with a surge of energy and cause him to black out.

When Nym came to, he began to hear voices where once there existed only silence. What he didn’t notice, however, was the way his fingers on his right hand were beginning to distort...
Attacks
Dagger +1 2 (L)
Thorned Whip +1 2 (L)
Bow 0 4 (M)

Dagger
A simple light dagger that works in immediate distance.
Thorned Whip
A coiled light whip with thorns that works in immediate distance. Has a chance to deal a poison proc.
Bow
A simple medium bow that works at farther distances as well as close.
Inventory
Weapons
  • Dagger
  • Thorned Whip
  • Bow
Armor
  • Forestdweller Robes
  • Nature's Aegis (passive)
Food & Aid
  • Explorer's Pack
  • Pack of Light Tools
Misc
  • Hand lens
  • Binoculars
  • 9th World Flora & Fungi (book)
Cyphers (Limit: 2)
Oddities
  • A piece of felt that expands into a large, flat waterproof bowl.
  • A pair of eyes made of bronze that appear slightly human and occasionally blink.
Skills
Plant Identification/Application Trained
Identifying/Understanding Numenera Trained
Tracking Trained
Light/Medium Weapons Trained
Flex Skill [Changes] Trained
Heavy Weapons Inability
Charm/Persuasion/Deception Inability
Features & Traits
Ears
Nym's ears differ from that of a standard human or humanlike creature in the Ninth World. They are longer, more slender, and pointed, much like one might imagine an Elf to have looked.
Eyes
Nym posesses irises that are an interesting shade of pink - an eye color not traditionally found in humans.
Right Arm
Nym's right arm has undergone a magical mutation, and now resembles a heavily knotted and twisted tree trunk. He is still able to grasp and hold things, but bending where his joints used to be is nearly impossible now.
Special Abilities
Ability Cost
Create Deadly Poison 3+ Int
Link Senses 2 Int
Hedge Magic 2 Int
Sense "Magic"/Numenera 0
Personality
Nym is a quiet and reserved person that would rather be left alone to his business than engage in a conversation with someone. Lacking a proper network or environment for socializing as a kid, he learned most of his social skills from books and the occasional adult. He has a tendency to be blunt and straightforward, sometimes to a fault, and has difficulty detecting, accepting, and taking responsibility for hurting the feelings of someone else.
While others would call Nym selfish, he prefers to refer to himself as "self-interested." He simply just can not connect with most people he meets, and he finds his best company to be the books and plants he spends his time with. Having grown up largely fending for himself, he doesn't quite understand that not everyone thinks the way that he does. This can make him reluctant to accept help from others, and to help when called upon when there's nothing of immediate benefit to him.
Nym is nonetheless pleasant company once you get past his prickly outer shell. If you are careful not to make assumptions, and to take what he says with some degree of emotional separation, it's easy to see that there really isn't any malice behind his words. He might not be the most patient or most empathetic person in the world, but if you manage to prove yourself to be a person of worth to him, he will not sway in his loyalty. Just don't say anything if he hands you a gift - his love is best communicated silently!
Ideals
Nym values honesty, straightforwardness, and individuality. He would rather see someone be true to themself than try to uphold a false image, intentionally or not. He tends to respect people that are unapologetic about being who they are, particularly if they stick to their word.
Though not tuned to the same wavelength as others and incapable of feeling the empathy required to enforce it, Nym is of the belief that all beings should have equal access to the knowledge and resources in the Ninth World. He, however, feels a disconnect from this belief and himself, which can throw others off, as he tends to not want to share what he has until he is close with someone.
Nym is not actively against petty theft, violence, and murder in most cases. While he views them as a fact of life, he doesn't condemn others for having partaken in these actions, and has no issues participating in them as well if the situation calls for it. A more accurate way to gauge his feelings on heavy topics is to provide context.
Bonds
;) [to be determined!]
Flaws
  • Impatient
  • Abrasive
  • Blunt
  • Distrustful
  • Self-interested
  • Capricious
Focus
Whispers to the Forests
You are a being who is at one with nature. Connected intimately seemingly by the roots, you are a valued and trusted friend to all plant life, and a respected acquaintance to fungi and insects. Branches, vines, and stems sway in your presence, and twist and turn to your will with ease. You are able to hear the voices and thoughts of the life you connect with, and with express consent, see and feel as they do.
Your affinity with the natural world grants you access to plant or fungus related attacks when in range of a suitable source, or 'ally.' The close relationship you share with your 'allies' allows you to swiftly identify and distinguish plants from one another, making you a useful resource to your group in times of need. You are not the only one who can whisper to the forests, though, so tread carefully...
Anyone is capable of utilizing this focus, but Nanos and Jacks might find the most use out of it.
Connection: Choose one of the following.
1. Pick one other PC. This character can hear the plants talk just like you hear them. You are uncertain whether or not they are also a whisperer. This makes you wary, perhaps rightfully so, perhaps not.
2. Pick two other PCs. In the recent past, you had a bad run-in with one character, that, long story short, ended in them suspended from a tree, entangled in vines. You opted to leave them there to die. The other character stumbled across them in their adventures and freed them from your trap. Neither character seems to trust you, now.
3. Pick one other PC. This character belongs to a race with plant characteristics. They appear to feel more relaxed around you, and trust your judgment. You, in turn, feel soothed by their presence. You and this character gain each other as an asset when in immediate distance.
4. Pick one other PC. This character seems to carry little to no regard for nature, and actively scoffs at your ways. You feel both unjustly persecuted, and a strange desire to try and change their mind.
Additional Equipment: Hand lens, binoculars, a book of Ninth World flora and fungi.
Minor Effect Suggestions: A cloud of spores erupts into your target's face, dazing them and hindering their tasks for 1 turn.
Major Effect Suggestions: Your plant friends spring to life around you and envelop your target, preventing them from taking their next turn. Target takes 1 additional point of damage for 2 turns after.
Tier 1: Nature's Aegis. Your affinity with nature grants you +1 bonus armor when in range of flora or fungi, and access to a plant-based light weapon that can not be disarmed. On attack, you may perform an additional roll for poison damage when using your plant weapon. When roll succeeds, your enemy will take 2 extra damage for 2 turns. Enabler.
Botanist. You are trained in the identification and application of plants and fungi. Enabler.
Trivia
  • The flower on his sash is an orchid.
  • While nobody is able to recognize it, his fashion sense is akin to the Goth subculture of a civilization long since passed.
  • The scales on his armor are from colorful beetles and other alien insects.
Relationships
;) [to be determined!]