Useful links:
Random Template Character Generation
Numenera Character Sheet Page
Character Sheet PDF Static
Character Sheet PDF Form Fillable
Character Creation Walkthrough/Guide
Things I will need:
Basic background
Basic physical description
3 things of such vital import or value to your PC that they will take great risks to defend, protect or champion these people, places, things or ideas
3 things they loathe and will fight with everything they have
1 secret or flaw
1 quirk (not necessarily a bad thing— just something to help get a feel for the PC)
1 trinket of only personal value
1 deeply personal goal
A reason to be on the Wandering Walk

Things I’d like to accomplish:
Connect the PCs to each other and the world thoroughly
Teach players the game so they know what to roll and what it means so I can focus on the story
More fun/more adventure/more immersion
IC “journal” adventure logs— these can be supersuccint as long as the highpoints and discoveries are noted.
Tracking XP here

Earning XP:
0 to 3 points per session, averaging 2 points per session.

0 for prioritizing something else
1 for staying IC and not making me wonder why I bother
2 for efforts to move the story along
3 for outstanding role playing or an exceptionally brilliant solution

Once per character per session I may take an automatic success and introduce a complication— if you agree. If you agree you get 2 XP, 1 to keep and 1 to give immediately to another PC for IC actions, while you justify the gift (the PC saved a life, gave us the laugh of the night, came up with a brilliant plan, etc). XP gained this way does not count toward the totals mentioned above. If you disagree, you lose 1 XP. If you have no XP, you can’t disagree.

The party may receive an extra 1 XP per participating PC for each discovery made and each mission completed.

Spending XP:
1 for refusing a complication
1 for rerolling and using the best roll
2 for gaining a short or medium term ability or gaining a long term ability that only works in a specific location (needs IC reason)
3 for gaining a long-term familiarity with a certain task (+1) (needs IC reason)
4 for 4 points to be added to your stat pool (needed to advance tiers)
4 for 1 point of edge (needed to advance tiers)
4 for 1 point of effort (needed to advance tiers)
4 for skill training (or specialization if you’re already trained) (needed to advance tiers)
4 for reducing the Might and Speed cost of wearing armor by 1
4 for adding 2 to recovery rolls
4 for selecting a new fighting move, esotery or trick of the trade (depending on PC type)

Cooperative Actions
*Helping: If a character attempts a task and gets help from another character who is trained or specialized in that task, the acting character gets the benefit of the helping character. The helping character uses his action to provide this help. If the helper does not have training or specialization in that task, or if the acting character already is as trained or specialized as the helper, the acting character instead gets a +1 bonus to the roll. A character with an inability in a task cannot help another character with that task.
*Complementary Actions: If a character attempts an action, and a second character skilled in that type of action attempts a complementary but different action, both actions gain a +2 bonus to the roll. The players involved should work out complementary actions together and describe them to the GM.
*Distraction: When a character uses his turn to distract a foe, the difficulty of that foe’s attacks is modified by one step to its detriment for one round. Multiple characters distracting a foe has no greater effect than a single character doing so.
*Draw the Attack: When an NPC attacks a character, another PC can prominently present herself, shout taunts, and move to try to get the foe to attack her instead. In most cases, this action succeeds without a roll. With intelligent or determined foes, the prominent character must succeed at an Intellect action to draw the attack. If that Intellect action is successful, the difficulty of the prominent character’s defense tasks is modified by one step to her detriment. Two characters attempting to draw an attack at the same time cancel each other out.
*Take the Attack: A character can use her action to throw herself in front of an attack to save a nearby comrade. The attack automatically succeeds against her, and it deals 1 additional point of damage. A character cannot willingly take more than one attack each round in this way.
*The Old One-Two-Three: If three or more characters attack the same foe, each character gains a +1 bonus to his attack.
*High and Low: If one character makes a melee attack against a foe and another character makes a ranged attack against that same foe, they can coordinate their actions. If both attacks damage the foe, the difficulty of the foe’s next task is modified by one step to its detriment.
*Covering Fire: A character using a ranged attack or ability (including esoteries) can aim near a foe but narrowly miss on purpose, making an attack that inflicts no damage but harasses and frightens the foe. If the attack is successful, it deals no damage, but the difficulty of the foe’s next attack is modified by one step to its detriment.

Chronicles of Ascension

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