Rune, an Artificially Intelligent Adept who Casts Spells
Background: Rune -- the only possible pronunciation of a name far too long and intricate for mortal throats -- is not a consciousness built along with their body, but instead a transmigrated one. Whilst Rune's mechanical form was constructed in one of King Hydra's underwater facilities, their consciousness actually hails from the Thon Iridescence: a massive psychic construct containing millions of realms constructed of dreamlike psychic matter, home to quintillions of individual creatures living out immortal lives.
In their home, Rune was a powerful archmage, and so King Hydra sought that skill and talent to solve the problems currently plaguing Grimstone, drawing him in with pacts and promises of knowledge and power, especially in the form of artifacts and cyphers.
There was just one issue: their current form is limited, unable to handle all of their former wisdom and paranormal power. Much like trying to shove a tidal wave through a straw, you can only get so much at once. And so, until Rune can upgrade their mechanical form to accommodate more of their original consciousness, what they have remains locked and limited. It's quite annoying, you can imagine.
Descriptor (Artificially Intelligent)
Superintelligent: +4 to Intellect Pool.
Artificial Body: +3 to Might and Speed Pool.
Shell: +1 to Armor.
Limited Recovery: Resting restores points only to your Intellect Pool, not to your Might Pool or Speed Pool.
Mechanics, Not Medicines: Conventional healing methods, including the vast majority of numenera restorative devices, do not function to restore points to any of your Pools. You can recover points to your Intellect Pool only by resting, and you can recover points to your Speed and Might Pools only through repair.
Machine Vulnerabilities and Invulnerabilities: Damaging effects and other threats that rely on an organic system—poison, disease, cell disruption, and so on—have no effect on you. Neither do beneficial drugs or other effects. Conversely, things that normally affect only inorganic or inanimate object can affect you. Effects that can disrupt machines affect you.
Uncanny Valley: You have a hard time relating to organic beings, and they don’t react well to you. The difficulty of all positive interaction tasks with such beings is increased by two steps.
Expert Cypher Use: You may bear three cyphers at a time.
Practiced with Light Weapons: You can use light weapons without penalty.
Magic Training: You are trained in the basics of magic and can attempt to understand and identify its properties (including the operation of magic artifacts and cyphers). Enabler.
Scan: You scan an area equal in size to a 10-foot (3 m) cube, including all objects or creatures within that area. The area must be within short range. Scanning a creature or object always reveals its level (a measure of how powerful, dangerous, or difficult it is). You also learn whatever facts the GM feels are pertinent about the matter and energy in that area. For example, you might learn that the wooden box contains a device of metal and synth. You might learn that the glass cylinder is full of poisonous gas, and that its metal stand has an electrical field running through it that connects to a metal mesh in the floor. You might learn that the creature standing before you is a mammal with a small brain. However, this ability doesn’t tell you what the information means. Thus, in the first example, you don’t know what the metal and synth device does. In the second, you don’t know if stepping on the floor causes the cylinder to release the gas. In the third, you might suspect that the creature is not very intelligent, but scans, like looks, can be deceiving. Many materials and energy fields prevent or resist scanning. Action.
Hedge Magic (1 Intellect point): You can perform small tricks: temporarily change the color or basic appearance of a small object, cause small objects to float through the air, clean a small area, mend a broken object, prepare (but not create) food, and so on. You can’t use hedge magic to harm another creature or object. Action.
Onslaught (1 Intellect point): You attack a foe within short range using energies that assail either his physical form or his mind. In either case, you must be able to see your target. If the attack is physical, you emit a force blast: a ray of force that inflicts 4 points of damage. If the attack is mental, you focus your mental energy into a mindslice that disrupts the creature’s thought processes, inflicting 2 points of Intellect damage (ignores Armor). Some creatures without minds (such as robots or zombies) might be immune to a mindslice. Action.
Focus (Casts Spells)
Spellbook: You’ve compiled a tome of spells, formulas, and notes that grants you flexibility that other sorcerers don’t possess. With your spellbook, you can replace one of your readied spells (such as Arcane Flare, Magic Shield, Ray of Confusion, and so on) with a different one of the same tier that is also in your spellbook. You can have only one readied spell of a given tier at a time. To make the switch, spend ten minutes studying your spellbook, after which time your readied spell is changed out. A spellcaster can choose to vary her readied spells up to twice per day, immediately after a one-hour or ten hour recovery roll. (Changing out the spell requires only about a minute.) Choose one of the following spells as your readied spell for tier 1.
Arcane Flare (1 Intellect point): You enhance the damage of another attack spell with an extra charge of energy so that it deals 1 additional point of damage. Alternatively, you attack a target within long range by projecting a flare of raw magic that inflicts 4 points of damage. Enabler for enhancement; action for long-range attack.
Magic Shield (1 Intellect point): You gain +1 to Armor for an hour. Action to initiate.
Pools, Effort, Edge, and Armor
Edge: Might 0, Speed 0, Intellect 1
Integrated Hand Crossbow (2 damage, easy to attack with)
One expensive item
Two moderately priced items
Four inexpensive items