Jacks are intrepid explorers and adventurers. They are jacks of all trades—hence the name—although the word also hearkens back to fables involving a wily, resourceful hero who always seems to be named Jack. Used as a verb, “to jack” means to steal, to deceive, or to get out of a tight scrape through ingenuity or luck.
Jacks don’t use one skill or tactic exclusively; they use whatever weapons, armor, esoteries, or anything else that might help them. They are hunters (particularly treasure hunters), con artists, skalds, rogues, scouts, and experts in a variety of fields.

Jack Stats

Might 10
Speed 10
Intellect 10

You get 6 additional points to spread among your stat pools.

Jack Backgrounds
Born Lucky
School of Hard Knocks
A Cobbled Jumble

First-Tier Jack

First-tier jacks have the following abilities:

Effort: Your Effort is 1.
Jack of All Trades: You have an Edge of 1 for one stat of your choice: Might, Speed, or Intellect. You have an Edge of 0 for the other two stats.
Cypher Use: You can bear two cyphers at a time.
Practiced With Light and Medium Weapons: You can use light and medium weapons without penalty. If you wield a heavy weapon, increase the difficulty of the attack by one step.
Skills: You are trained in one task of your choosing (other than attacks or defense).
Flex Skill: At the beginning of each day, choose one task (other than attacks or defense) on which you will concentrate. For the rest of that day, you’re trained in that task. You can’t use this ability with a skill you’re already trained in to become specialized.
Starting Equipment: You start with clothing, two weapons, light armor, an explorer’s pack, a pack of light tools, two cyphers (chosen for you by the GM), one oddity (chosen by the GM), and 8 shins. Before selecting your weapons, armor, and other gear, you might want to wait until after you’ve chosen your tricks of the trade, descriptor, and focus.
Tricks of the Trade: You have a wide range of abilities that keep people guessing. Some of these tricks of the trade are technically esoteries, using the numenera, while others are more mundane. Some tricks are constant, ongoing effects; others are specific actions that usually cost points from one of your stat Pools.

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

Bash (1 Might point): This is a pummeling melee attack. You make an attack and inflict 1 additional point of damage using almost any weapon except the lightest (such as a whip or a small knife). Action.
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.
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.
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.
Skill With Defense: Choose one type of defense task in which you are not already trained: Might, Speed, or Intellect. You are trained in defense tasks of that type. Unlike most tricks of the trade, you can select this trick up to three times. Each time you select it, you must choose a different type of defense task. Enabler.
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