Glaives are the elite warriors of the Ninth World, using weapons and armor to fight their enemies. Hunters, guardians, and soldiers could be glaives. Sometimes scouts, warlords, bandits, and even athletes are glaives. “Glaive” is a common slang term used almost everywhere in the Steadfast and the Beyond for any person skilled with weapons or a martial art, but in truth, it applies only to the best of the best. Glaives are warriors who command abilities far beyond those of a typical person with a sword.
Most glaives are either strong—using the heaviest armor and weapons available and having a high Might—or fast, sticking with light weapons and armor and having a high Speed. A few attempt to use both Might and Speed and stay somewhere in the middle. Glaives also use ranged weapons such as bows or darts. Some don’t rely on weapons at all, preferring to use their bodies in hand-to-hand combat— punching, kicking, grabbing, throwing, and so on.

Glaive Stats

Might 11
Speed 10
Intelligence 7

You get an additional 6 points to add to your 3 stat Pools as you wish.

Glaive Backgrounds:
Intensive Training
Inborn Traits
Biomechanical Modification

First-Tier Glaive

First-tier glaives have the following abilities:

Effort: Your Effort is 1.
Fighter: You have a Might Edge of 1, a Speed Edge of 1, and an Intellect Edge of 0.
Cypher Use: You can bear two cyphers at a time.
Practiced in Armor: Glaives can wear armor for long 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.
Practiced With All Weapons: You can use any weapon. Enabler.
Physical Skills: You are trained in your choice of one of the following: balancing, climbing, jumping, or swimming. Enabler.
Starting Equipment: You start with clothing, two weapons (or one weapon and a shield), light or medium armor, an explorer’s pack, two cyphers (chosen for you by the GM), one oddity (chosen for you by the GM), and 5 shins (coins). If you start with a ranged weapon that requires ammunition (arrows, for example), you start with 12 of that type of ammunition. Before selecting your weapons, armor, and other gear, you might want to wait until after you’ve chosen your fighting moves, descriptor, and focus.
Fighting Moves:You have a special talent for combat and can perform feats that others can barely imagine. These feats are called fighting moves. Some fighting moves are constant, ongoing effects, and others are specific actions that usually cost points from one of your stat Pools.

Choose two of the fighting moves described below. You can’t choose the same fighting move more than once unless its description says otherwise.

Bash (1 Might point): This is a pummeling melee attack. Your attack inflicts 1 less point of damage than normal, but dazes your target for one round, during which time the difficulty of all tasks it performs is modified by one step to its detriment. Action.
No Need for Weapons: When you make an unarmed attack (such as a punch or kick), it counts as a medium weapon instead of a light weapon. Enabler.
Pierce (1 Speed point): This is a well-aimed, penetrating ranged attack. You make an attack and inflict 1 additional point of damage if your weapon has a sharp point. Action.
Thrust (1 Might point): This is a powerful melee stab. You make an attack and inflict 1 additional point of damage if your weapon has a sharp edge or point. Action.
Trained Without Armor: You are trained in Speed defense actions when not wearing armor. Enabler.


Numenéra: Gift of the Calimshan BryanMStiltz BryanMStiltz