Graceful Jack who hits things



Tier 2 Jack


Might: 11 (15)
Speed: 5 (15)
Intellect: 12 (12)


Might: 0
Speed: 2


  • Smashing
  • Escaping
  • Intimidating
  • Balance
  • Careful Movement
  • Physical Performing Arts
  • Speed Defense

Tricks of the Trade

Practiced in Armor: Jacks can wear armor for reasonable periods of time without tiring and can compensate for slowed reactions from wearing armor. You can wear any kind of armor. You reduce the Might cost per hour for wearing armor and the Speed Pool reduction for wearing armor by 2. Enabler.
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
Ward: You have a shield of energy around you at all times that helps deflect attacks. You gain +1 to Armor. Enabler.
Tracer (1 Intellect Point): You touch a creature. For the next hour, you know the creature’s direction relative to your current position, but you don’t know its distance from you.


Agile: +2 to your Speed Pool.

  • Skill: You’re trained in all tasks involving balance
    and careful movement.
  • Skill: You’re trained in all tasks
    involving physical performing arts.
  • Skill: You’re trained in all Speed
    defense tasks.



  • Hammer
  • 6 shins


  • Fire nodule (1 time use, lasts for a day): inflicts an additional 2 damage on hit
  • Flashbang: (activates instantly on pressing a button)


Alarm tile – pings the number of people in close range, loudness of ping based on nearness


In times nearly forgotten, a lineage arose who did not support the Aeon priesthood in their glorification of numenara. But the priesthood would only tolerate the blasphemy for so long, and they conspired to overthrow the king and his kingdom, and supplant him with one of their own, a man who would rule the land in the manner that the priesthood saw fit.

The king and his family, his stewards, advisors, and allies in the court, were sent into exile in desolate lands. Wandering for generations, kept alive by their pride and belief that they would eventually come into their own, which idea morphed from ‘return to the kingdom’ to ‘find their promised land’ to ‘stewards of the land they roam’ as the descendants of the king chose to make a claim on the land on which they stand rather than wait for a return to a kingdom whose name and location was lost to the ages.

Even that structure fell apart as the population could not be sustained in the harsh environment, and gradually, the roaming clan separated into traveling families who became known as Travelers, who became, oddly, equally famous as wilderness guides and mercenaries. Trained from birth to endure harsh conditions, navigate seemingly endless wilderness environments, and be comp a number of weapons, Travelers are generally introverted, calculating, and apathetic and always for sale to the highest bidder.

Cairn was trained by his parents, one a tracker and the other a mercenary, who worked together to find and collect bounties. From an early age, he was trained in a variety of weapons and tracking methods, as well as wilderness survival strategies. At age 7, his parents went on a bounty given by the Aeon priesthood to look into the mysterious disappearances of some locals. He was left in the priesthood’s own temple for a few months, until he happened upon some of the elder priests discussing the unfortunate fate of his parents (who were destroyed by the powerful numenara of the kidnapper).

Running away from the temple, Cairn returned into the wilderness, focusing on returning to animal roots and staying away from humans where possible, developing almost acrobatic and predatory movement patterns and lightning reactions, while sacrificing some of the skill that his parents had taught him.

When the party encountered Cairn, he was making one of his rare visits back to civilization, believing that his parents would not have wished him to abandon his heritage entirely. He had vague plans of making acquiring a bounty or beginning a hunt for his parents’ killer, but encountered the party and decided to join them before committing to either.


The Ninth World jcschiavone peregringaret