Antariuk wrote: However, character creation in Numenera isn't as rigid as one might expect and a Tough Nano Who Wields Two Weapons At Once could be just the fighter character a player is looking for. Hybrid character concepts are one of the (few) things Numenera is really good at.
I feel like I'm being unfairly fan-serviced. Is a shield-using Nano viable? I'm fine being stuck with either spells or weapons; if changing between the two is made impossible for mechanic/balance reasons.
Leveraging some sort of social credit as a "Paladin" protecting the innocents. While really just trying to establish their own fief in the maelstrom that I suppose Numenera is(?).
However, I am never firmly affixed to any concept; and prefer malleable concepts.
So you start with a Tier 1 character and have 11 XP to spend? That means you can buy two advancement steps for 4 XP each (four of those steps advance the character to Tier 2) and either spend the remaining 3 XP on a long-term benefit such as an artifact or being wealthy or something or keep it for re-rolls and such. One of the advancement steps should be an increase in your Intelligence Edge since that'll allow you to use a number of possible esoteries for free. I'd probably buy a new esotery with the second step.
Sounds like fun, it's a viable character concept in many games to have "is wealthy" on your character sheet somewhere, somehow.
Increasing Intelligence [edit: Int
Edge, I'll have to keep that in mind] always sounds like a good idea. Getting new a new esotery sounds like a good idea, as well.
Character Options 1 is worth looking into because it adds to the number of type abilities you can choose from as a Nano. Erase Memories is a Tier-1 ability and hilariously overpowered, to name just one example. Both Character Options supplements add Descriptors and Foci.
Mind manipulation is always OP. The biggest issues with mind manipulation isn't that they're ever too weak, but that they're so hard to not make overwhelmingly powerful.
I've yet to see a game where mind manipulation wasn't OP. I'll have to look at the Character Options 1 book; I've currently been looking at book 2 and feel sad. ...D:
Pretty much. There is a line somewhere in the Core Rulebook about creatively using character abilities beyond their scope as written, but that's pure MC houserule territory.
I'll try to use them like something out of the Incredible Machine or Marble/Domino-engaged, as much as their original rules to use them as physics mechanisms. Instead of fantasy logicgate components like a true Rube Goldberg machine (Goldberg's machines were made for comic strips b/c they were so ludicrously unlikely).
That is a popular Focus for obvious reasons, but it also it kinda boring. Yes, it uniquely enhances Nano esoteries, but it doesn't add any interesting abilities to your portfolio. Depending on what the rest of your group looks like, that might be a problem or not.
There's a Fire and Lighting Nano in the group as it is, so I think going for "Precision" can give the group a wider array of options. If not multiple threats along the more effective axes, such as mind manipulation (like Memory Erasure).
I believe that "Be Bruce Wayne" might also be on the table; from the Wealth & "More abilities" options that are pointed out.
I guess maybe try something like profession: Financier?