Lattimor

A lattimor is the result of a symbiotic union of two different creatures: a bursk (a large, muscular, hairy biped) and a neem (an intelligent fungal creature). They come together in synthesis to form a new being. Effectively, a lattimor is two creatures with one body. A typical lattimor stands about 7 feet (2.1 m) tall, with broad, sloping shoulders, powerful arms, and short legs. It has two large and widely spaced eyes, plus four smaller eyes positioned high and close together. Although its entire body is covered in brownish-blond, black, or white hair, the back of a lattimor has a flat, discolored area, almost like a massive bruise. Humans often think the area vaguely resembles a bat or an owl with outstretched wings.
At any given time, a lattimor might be in a bursk state, a neem state, or (most commonly) a fugue state. Typically, a bursk state is more prone to aggression, combat, and physical activity. A neem state is contemplative and conversational. Shifting from state to state sometimes happens unexpectedly. When the lattimor wishes to change state, the shift requires careful concentration. The bursk state, being more aggressive, is harder to shift out of than the other two states.
Lattimors are strong creatures with keen senses. They breathe nitrogen but need only a small amount, so they can hold their breath for up to ten minutes without issue. Most inhaled toxins that would bother a human have no effect on them. Lattimors are omnivorous and can digest organic material that a human almost certainly could not.

Lattimor Abilities

All lattimor characters in Numenera have the following abilities:

  • Strong: Your Might Pool increases by 4 points.
  • Change State: The fugue state is the default. It is your state when you awaken. You can change your state by attempting an Intellect task with a difficulty of 4. The GM can modify the difficulty depending on the circumstances; stressful situations increase the difficulty.
  • Changing state is an action, and once attempted (whether successful or not), you cannot try again for at least an hour afterward.

FUGUE STATE

  • Skill: You are trained in perceiving.

BURSK STATE

  • Skill: You are trained in attacks made with one weapon type chosen at character creation.
  • Skill: You are trained in breaking things.
  • Skill: You are trained in perceiving.
  • Inability: You cannot take time to think. The difficulty of tasks involving lore, knowledge, or understanding is increased by one step.
  • Inability: You cannot take time to talk. The difficulty of tasks involving interacting with others in a pleasant manner is increased by one step.
  • Inability: You cannot take time to contemplate. The difficulty of tasks involving concentration or study— including using esoteries—is increased by one step.

NEEM STATE

  • Skill: You are trained in all interactions with others.
  • Skill: You are trained in tasks involving study, contemplation, or mental concentration, including esoteries.
  • Inability: You have no taste for fighting. The difficulty of tasks involving combat—including attack and defense rolls—is increased by one step.
  • Inability: You are wholly focused. The difficulty of tasks involving perceiving anything unexpected is increased by one step.

Lattimor

Numenéra: Gift of the Calimshan BryanMStiltz BryanMStiltz