This is probably gonna be the most-interesting tale I've done in a while. The events listed in this particular story are transcribed from events that take place in a tabletop RP called Numenera.

Head here for the official site: numenera -dot- com

For those who don't wish to look, or don't trust links that go outside of the Fanfiction site (I don't blame you), here's the cheat sheet.


Character creation starts with the Who are You sentence, which is formed like such:
"I am a (descriptor) (type) who (focus)."

The first I'm gonna go with is actually the Type, which is the D&D equal to one's character class. Numenera only has three Types, but that's all they really need since they are the base one evolves from.

~Glaives are the warriors of the Ninth World. Glaives can wear heavy armor and wield massive weapons, or they can fight with light weapons and armor so they can move quickly.
~Nanos are wizard-like characters who harness the numenera to work miracles. These miracles, called esoteries, walk the line somewhere between machine and magic, depending on the Nano's particular skillset.
~Jacks are named after jacks-of-all-trades. They have a lot of tricks in their bags, which makes them skilled at a little bit of everything.

Because it wouldn't be the same if I did otherwise, this tale's version of Jace is obviously a Nano. If one wants to play a Planeswalker character in Numenera, they'd HAVE to play a Nano, since only they can get the esotery for it...though it's only available at top tier, though...that or be playing a very-special version of Numenera where everyone that's flagged as a Planeswalker gets it at the start, no matter their Type.

Second, you choose from a number of descriptors like clever, tough, strong-willed, or mystical. Descriptors are pretty straightforward. There are a dozen, and they tell you something about your character's talents, personality, or particular way of doing things. They might be something straightforward like "strong" or something a bit more nuanced like "stealthy." These provide a few skills and things of that nature, and perhaps modify your stats and starting equipment. Descriptors also help define how you got involved with the other PCs and got to the point where you start your first adventure. You can change descriptors during campaigns, which causes you to lose all the traits of the old one and replace them with the traits of the new one.

For Jace, I chose the Intelligent descriptor to fit with a 19-year-old Jace, which is described as so from the Corebook:

"You're quite smart. Your memory is sharp, and you easily grasp concepts that others might struggle with. This aptitude doesn't necessarily mean that you've had years of formal education, but you have learned a great deal in your life, primarily because you pick things up quickly and retain so much."

Intelligent gives him an edge with any form of learning that requires a hands-on approach, such as recalling the way back out of a cavern system if the group he's with gets themselves turned around somehow. Considering he's at the rebellious age in this game where experience is a rather-strict teacher, it's fitting.

Third you choose a focus, which really distinguishes your character. These can vary from crafting illusions to becoming a master of a single weapon, from wielding magnetism to being a great leader. Foci are numerous and define your character, making them something really special. Some of these are like professions or areas of training, making it clear that your character is a leader, a weapons master, or a rugged wilderness wanderer. Others, however, are almost like superpowers, like wielding fire or creating illusions. Foci are some of the best expressions of the numenera in the game, and they might arise from the use of nanotechnology, genetic experimentation, mutations, or any of a number of other sources. Foci grant your character new, specific, and unique abilities. They also present you with a way to have a special link with one or more of the other PCs in your game.

This was a big, big problem for me. Jace in MTG is known for being both a powerful telepath AND an effective illusionist, and most Numenera GMs won't let you have more than one Foci at the same time. This meant I was torn hard between the Commands Mental Powers focus (which is the telepathic focus), and the Crafts Illusions focus. I eventually went with what the boy had first, the telepathic focus...which oddly gives anyone with the focus similar abilities to what the original Jace can do, even what he pulled in the Dragon's Maze part of the Secretist trilogy to stop the 10 guilds from destroying each other...and a good part of Ravnica with them. Nanos can get Invisibility later on, so I wasn't missing out too much on this.

After this, it leaves this Jace with the following answer to the Who are You question:
"I am an Intelligent Nano who Commands Mental Powers."

Each chapter will be posted after the completion each in-game day, which sometimes take more than one RP session to complete. Hopefully, introducing Numenera in this way will allow everyone here a new way to ignite your own Spark, hehe.