Practices Exorcism

Not everyone stops when they die. Unfinished business, the need to issue a warning, or just plain old-fashioned hate can keep a person from the peaceful sleep of the grave, and while they see their reason for existing beyond death as necessary or urgent, the living seldom see things the same way. That’s where you come in. You specialize in guiding the spirits of the restless to their appointed afterlives, whether they want to go or not. The good days are when you can help a poor soul finish his purpose in life and find some measure of peace. The bad days involve a lot of holy water, sticky rice, and screaming. Nanos and spinners are the most likely candidates for fighting hungry ghosts, but vectors could do well in rituals that require a lot of fortitude and determination. Tier 1: Spirit Lore. You are trained in all tasks related to identifying different types of spirits, their weaknesses, etc. Note that this only applies to incorporeal undead. Enabler. Ghost Touch. You inflict 3 additional points of damage when fighting incorporeal undead. Enabler. Tier 2: Chill in the Air (2 Intellect points). For the next 10 minutes, you can sense all incorporeal undead within long range. You can determine how many spirits are in the area, and in what rough direction(s) they lie. Action. Tier 3: Learned. Long hours spent in libraries and tombs, researching everything from family histories to local folklore, has given you access to a wide array of knowledge. You gain 1 additional point to your Intellect Edge. Enabler. Hardened. You have seen the other side of...

Walks in Shadows

 You have always been able to step into the shadows and melt out of sight, it was a knack that helped you survive a troubled childhood and now you use it to make a living. Tier 1: Shadow Stalk (2 Speed points). Step unseen into the shadows, moving swiftly but silently and stalk your prey. Tier 2: Shadow Speed (3 Speed Points). Use the shadows to augment your speed and take two actions in a round. Tier 3: Shadow Blade (2 Speed Points). Conjure a blade of pure Shadow which extends from your arm, the blade counts as a Medium Weapon from which you take no penalty. Tier 4: Enshroud (3 Might Points if Attacking, 2 Speed if Defending). Either Enshroud an enemy to prevent their taking any action or Enshroud a friend to prevent their taking damage or to allow them to follow you into the Shadows. Tier 5: Shadow Sling (2 Speed Points). Create and sling a projectile of pure shadow, dealing 2 damage to target and dazing them for 1 round. Tier 6: Shadow Mastery (4 Speed Points). Your shadow detaches itself and takes a more corporeal form to aid you. Shadow is a level 3 creature which lasts for 5 rounds. Health: 9. Attack with Shadow Blade or Shadow Sling, each attack reduces lifespan by one...

Howls at the Moon

As per page 64 of the Numenera Handbook. While in the Hunt, use the limitations described in the recursion.

Dreams Lucidly

Lucid Dreamers are also known as Astral Wanderers, people who can abandon their body and wander a forgotten realm. Intellect forges an object whereas it takes expenditure of physical energy to manifest it, therefore certain abilities cost both Might and Intellect, and since effects differ depending upon outcome desired costs are mostly at GM discretion. Recommended class: Paradox. Tier 1: Minor Control (Intellect cost based upon effect desired, GM Discretion). (Within Astral Plane). Players may attempt to create a small object or effect to sway events in their favour (Difficulty determined by GM). Tier 2: Astral Phenomenon (3+ Intellect Points, 1+ Might Points). Player may attempt to manifest small objects from the Astral Plane to Earth (the more simple the composition of the object the easier it is to manifest). Tier 3: Astral Project (3 Intellect, 1 Might). Player may exit their body and manifest in semi-corporeal form, they may take up to one action for free (additional actions cost 1 Might, 1 Intellect.) Tier 4: Moderate Control (Intellect cost based upon task). Player may attempt to create medium sized objects or moderate effects. Tier 5: Improved Astral Phenomenon (Intellect/Might cost based upon the effect or object desired). Tier 6: Astral Control (Might/Intellect cost determined by effect desired). Player may make use of the Astral Plane in ways few others can imagine, be this summoning a creature they imagine to aid in their struggles or imposing a layer of Astral Reality over normal reality to alter events as they are presented, however these things are extremely taxing and dangerous, improper use resulting in immediate...