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Published by Maria I C, 2023-03-29 16:47:41

Numenera Player's Handbook

Numenera Player's Handbook

piece of standard equi pment, and a 40 percent chance of being a bit of worthless junk. You ca n't use this abil ity to take an item held by another creature. Action. Tier 5: Psychokinetic Attack (5 Intellect points). You can use this attack in one of two ways. The first way is to pick up a heavy object and hurl it at someone within short range. This attack is an I ntel lect action, and if successful, it deals 6 poi nts of damage to the target and to the hurled object (wh ich could be another foe, although that would require two rolls-one roll to grab the first fo e a n d another rol l t o hit the second foe with the first) . The second way is to un leash a shatteri ng burst of power that works only against an inanimate object no larger than half your size. Make an I ntellect roll to instantly destroy the object; the d ifficu lty of this task is decreased by three steps (compared to breaking it with brute strength) . Action. Tier 6: Reshape Matter (6 I ntellect points). Your mastery of teleki nesis is so great that you can reshape objects on a molecu lar level. You can affect a si ngle object no larger than you, and the object must be visible and close enough for you to touch. You can use this abil ity to damage the object (as if using Psychoki netic Attack, except the d ifficu lty of the task is decreased by four steps instead of three) , or you can attem pt a crafting task to reshape the object i nto another form. Res haping an object usually has a difficu lty equal to 1 plus the level of the finis hed object. FUSES FLESH AND STEEL At some point in your past, some of your organic parts were replaced with artificial com ponents. (Alternatively, you belong to a secret race of biomech an ical hybrids.) These artificial com ponents might be subdermal, or they m ight resemble more overt metal or synth plating on your skin. They can also take the form of thread like tendrils of circu itry wi nding across your flesh. Wh atever their appearance, these com ponents give you special abilities. As you advance, you can add to, modify, or d iscover new fu nctions for them. U nfortunately, your artificial body also has special requirements when it takes damage. PLAYER'S GUIDE You probably wear a cloak with a hood or someth ing simi lar to hide your artifici al parts from those who would persecute you. Because your com ponents are tricky to repair, as time goes on, it m ight become more d ifficu lt to conceal your true natu re, with exposed circuitry, metal plates, and more in a state of partial disassem bly. Anyone-glaive, jack, or nano-might be a cybernetic organ ism. Connection: Pick one other PC. Th is character knows your true natu re, even if no one else does. If your com ponents are not particu larly hidden, she knows a different secret of you rs, such as a preprogrammed word that wi ll shut you down for ten minutes. Additional Equipment: You have a bag of light tools and a variety of parts to repair you rself. Minor Effect Suggestions: Your servos learn from your successful actions. You ga in a+ 1bon us t o s i m i l a r actions i nvolvi ng the same task (such as making attacks against the same foe or operating the same device) . Major Effect Suggestions: You discharge a small pulse of power i nto your foe. Make an immed iate attack against that foe (u sing the same stat as the action that caused the major effect) . If the attack succeed s, it deals 4 poi nts of electrical damage. Tier 1: Enhanced Body. You ga in + l to Armor, +3 to your M ight Pool, and +3 to you r S peed Pool. Enabler. Special Healing. Trad itional healing skills, med icines, and tech niques work only half as well for you. Each time you start at fu ll health, the first 5 poi nts of damage you take can never be healed in these ways or recovered normal ly. Instead , you must use repairing skills and abilities to restore those points. For exam ple, if you start with a fu ll M ight Pool of 10 and take 8 poi nts of damage, you can use recovery rolls to restore 3 points, but the remaining 5 poi nts must be restored using repairing method s. Tier 2: I nterface. By d irectly plugging i nto a device, you can identify and learn to operate it as though the task were one level lowe r. Enabler. Tier 3: Weaponization. One l ight or medium melee weapon of your choice is built i nto your body, and you are trai ned in this weapon (even if you are not trai ned in other weapons of that type) . The weapon is concealed u ntil you wish to use it. Enabler. Tier 4: Fusion. You can fuse your cyphers and artifacts with your body. These fused devices function as if they were one level higher. Enabler.


�LIME NE � Tier 5: Deep Reserves. Once each day, you can transfer up to 5 poi nts between your Pools in any combination, at a rate of 1 point per round. For example, you could tran sfer 3 poi nts of M ight to Speed and 2 poi nts of I ntellect to Speed, which would take a total of five rounds. Action. Tier 6: Ultra Enhancement. You gain + 1 to Armor and +5 to each of your th ree stat Pools. Enabler. HOWLS AT THE MOON Sometimes the n u menera is a double-ed ged sword . You are cu rsed and blessed to be able to tran sform i nto a powe rful creatu re, d rawi ng additional mass from a transdi mensional source. You and the GM should work out the exact nature of the creatu re, including its ap pearance, but it's a wild beast of rage and blood-at least until you learn to control it. Creatu res like you are often ca l led " lycanth ropes." Style and appearance are probably low on your list of concerns. Your clothes m ight be ragged beca use your tran sformation is hard on them (or they're cheap beca use you know they' ll be destroyed the next time you tran sform) . Anyone-glaive, jack, or nano-ca n be a lyca nth rope, although a glaive likely benefits the most from the tran sformation. Connection: Pick one other PC. That characte r is able to soothe you when you're in beast form. You'll never attack him wh ile transformed , and if he spends three con secutive turns using his action to ca lm you down , you can revert to your normal form without havi ng to make a roll. Additional Equipment: You have an accu rate chronometer artifact that always lets you know when the next transformation is com i ng. M inor Effect Suggestions: The target is so i nti midated by your bestial attack that it is dazed for one round, during which time the d ifficu lty o f a l l tasks it performs is mod ified by one step to its detri ment. Major Effect Suggestions: Your attack conveys a small bit of your lyca nth ropy. If your foe survives, one month later, he transforms i nto an uncontrolled beast. The GM decides what happens from there. Tier 1: Beast Form. On five con secutive nights each month, you change i nto a monstrous beast for up to one hour each n ight. In this new form, you ga in +8 to your M ight Pool, + 1 to your M ight Edge, +2 to your S peed Pool, and + 1 to your S peed Edge. While in beast form, you can't s pend I ntellect poi nts for any reason other than to try to change to your normal form before the one-hour duration is over (a difficu lty 2 task) . In addition, you attack any and every l iving creatu re with in short range. After you revert to your normal form, you take a -1 pena lty to all rolls for one hour. If you did not ki ll and eat at least one s u bstantial creatu re while in beast form, the pena lty increases t o - 2 a n d affects all your rolls for the next 28 hours. Action to change back. Tier 2: Controlled Change. You can try to change i nto your beast form on a n y n i ght you wish (a d ifficu lty 3 I ntellect task) . Any transformations you make using this power are in addition to the five n ights per month that you change i nvol u ntari ly. Action to change. Tier 3: G reater Beast Form. Your beast form ga ins the fol lowing additional bonuses: + 1 to your M ight Edge, +2 to your S peed Pool, and + 1 to your S peed Edge. Enabler. Tier 4: Greater Controlled Change. You no longer change into your beast form un less you want to. Transforming into your beast form or back to your normal form is now a d ifficu lty 1 I ntellect task. Enabler. Tier 5: Enhanced Beast Form. Your beast form gai ns the fol lowing additional bonuses: +3 to your M ight Pool, +2 to your S peed Pool, and +2 to Armor. Enabler. Tier 6: Perfect Control. You no longer need to make a roll to cha nge i nto your beast form or your normal form. You can change back and forth as your action. When you return to your normal form, you no longer take a pena lty to your rolls. Enabler. HUNTS WITH GREAT SKILL You are a tracker. Perh aps you hunt animals or more deadly creatures. Perh aps you go after people as a bou nty h u nter, law enforcer, or killer for hire. Wh atever form you r h u nting takes, you are trai ned in stalking your qua rry and bringing it down . You are a dangerous individ ual. If you hunt animals or creatures, you m ight carry the troph ies of past ki lls, such as teeth or skins. If you're a bou nty h u nter, you probably wear wh ateve r your qua rry would find most intimidating so it feels as though it has no cha nce of getting away from you. M ost h u nters are glaives, but jacks and nanos bring unique skills t o t h e chase. Connection: Pick one other PC. That person once saw you show surprising mercy towa rd your prey, and now you hope she keeps that i nformation quiet-it might harm your reputation. Additional Equipment: You wear boots that muffle your footsteps, giving you a+ 1bon us t o a n y roll made i nvolvi ng sneaky movement. M inor Effect Suggestions: You can attempt an i ntimidating task to cause your foe to immediately surrender. Major Effect Suggestions: Your foe pauses, terrified by your prowess, and takes no action on his turn. Tier 1: Tracker. You are trai ned in followi ng and identifying tracks. Enabler. Stal ker. You are trai ned in all types of movement tasks (including cl imbi ng, swi mmi ng, jumping, and balancing). Enabler. � 50 �


Tier 2: Sneak. You are trai ned in stealth and i n itiative tasks. Enabler. Sprint and Grab (2 Speed points). You can run a short distance and make a melee attack to grab a foe of your size or smaller. A successful attack means you grab the foe and bring it to a halt if it was movi ng (this can be treated as a tackle, if appropriate) . Action. Tier 3: Quarry (2 I ntellect points). Choose a qua rry (a si ngle individ ual creatu re that you can see) . You are trai ned in all tasks i nvolvi ng fol lowi ng, u nderstandi ng, i nteracting with, or fighting that creature. You can h ave only one qua rry at a time. Action to i n itiate. Tier 4: Surprise Attack. If attacki ng from a hidden vantage, with surprise, or before your opponent has acted, you decrease the d ifficu lty of your attack by one step. On a successful h it, you infl ict 2 additional poi nts of damage. Enabler. Tier 5: H unter's Drive (5 I ntel lect points). Through force of wi ll, when you wish it, you grant you rself greater prowess in t h e h u nt for ten minutes. During this time, you decrease the difficu lty of all tasks i nvolvi ng your qua rry, including attacks, by one step. Your qua rry is the creatu re you selected with your third-tier abil ity. Enabler. Tier 6: Multiple Quarry (6 Intellect points). This abil ity fu nctions like the third-tier Quarry abil ity except that you can select up to th ree creatures as quarry. You must be able to see all three creatures when you in itiate this abil ity. Your Hunter's Drive abil ity appl ies to all th ree creatures. Action to in itiate. LEADS Using charisma, natural leadership, and perhaps some traini ng, you command the actions of others, who follow you wi llingly. You are a commander, a captain, a leader, or a ge neral. Your skills al low you to make people do what you want, but you also have the wisdom to know what actions would be best for your followers and allies. S i nce you need the res pect of others, you probably d ress and carry you rself in such a way that inspires, endears, or i ntimidates. You have a voice su ited to barki ng orders that can be heard even on a noisy battlefield. Glaives make excel lent mil itary leaders, but a jack could easily lead a group of explorers or a den of thieves. A nano m ight be the head of a group of "mages" or scholars, or she might have a gang of bodyguards as followe rs. Connection: Pick one other PC. That characte r was once a follower of you rs, but you have si nce grown to think of him as a peer. Additional Equipment: You have an artifact that allows you to tag up to seven followers. By looki ng i nto the glass plate on the device, you can determ ine their distance and direction relative to you. The taggi ng process is somewhat demeani ng, so it is likely that only your followers would ever submit to it. PLAYER'S GUIDE Minor Effect Suggestions: The next time you attem pt to command, captivate, or otherwise i nfl uence the same foe, the difficu lty of the task is decreased by one step. Major Effect Suggestions: The foe is infl uenced , captivated, or otherwise affected by your abil ity for twice as long as normal. Tier 1: Natural Charisma. You are trai ned in all social i nteractions, whether they i nvolve charm, learning a person's secrets, or i ntim idati ng others. Enabler. Good Advice (1 I ntel lect point). You h ave a clear mind for determ ining the best way to p roceed . When you give another character a suggestion i nvolvi ng his next action, the characte r is tra i ned in that action for one rou nd. Action. Tier 2: Follower. You ga in a leve l 2 N PC follower who is completely devoted to you. You and t h e G M m u st work out the details of the follower and you'll probably make rolls for it in com bat or when it takes actions. The follower acts on your turn. As a level 2 follower, it has a ta rget number of 6 and a health of 6, and it i nfl icts 2 poi nts of damage. If the fol lower d ies, you gain a new one after at least two weeks and proper recru itment. Enabler. Tier 3: Com mand (3 I ntellect poi nts). Through sheer force of wi ll and charisma, you issue a simple command to a s i ngle living creature, which attem pts to carry out your command as its next action. The creature must be with in short ra nge and be able t o u n d e rsta nd you. The com mand c a n ' t i n fl ict direct harm on the creatu re or its all ies, so "Commit s u icide" won 't work, but " F lee" m ight. In addition, the command can req uire the creatu re to ta ke only one action, so "Open the door" m ight work, but "Open the door and run through it" won 't. Action. Capable Follower. Your first follower increases to level 3. As a level 3 follower, it has a ta rget number of 9 and a health of 9, and it inflicts 3 poi nts of damage. Enabler. Tier 4: Captivate or I nspire (4 I ntellect points). You can use this abil ity in one of two ways. E ither your word s keep the attention of all N PCs that hear them for as long as you speak, or your word s inspire all N PCs (of your choosing) that hear them to fu nction as if they were one leve l h igher for the next hour. Action. Capable Follower. Your first follower increases to level 4. As a level 4 follower, it has a ta rget number of 12 and a health of 1 2, and it infl icts 4 poi nts of damage. Enabler. Tier 5: Band of Followers. You ga in s ix level 2 N PC followers who are completely devoted to you. (They are in addition to the follower you gained at second tier.) You and the GM must work out the details of these followers. If a fol lower d ies, you ga in a new one after at least two weeks and proper recruitment. Enabler.


�LIME NE � Tier 6: Mind of a Leader (6 I ntellect points). When you develop a plan that i nvolves your followers, you can ask the GM one very general q uestion about what is likely to happen if you carry out the plan, and you will get a si mple, brief an swer. Action. Capable Followers. Your first follower increases to level 5. As a level 5 follower, it has a ta rget number of 15 and a health of 1 5 , and it inflicts 5 poi nts of damage. Each of your level 2 followers increases to level 3. Enabler. LIVES IN THE WILDERNESS You dwell in the wilds. You probably have done so most, if not all, of you r l ife, coming to u ndersta nd the mysteries of nature, weather, and survival. The ways of flora and fauna are your ways. Your rough, rugged cloth ing shows l ittle concern for style. Most of the time, covering you rself in natural smells to keep your scent from arousing suspicion in the wilderness is more important than bath ing to keep you rself presentable to other humans. G laives and jacks are the most likely characters to live in the wilderness, perhaps worki ng as guides, h u nters, trappers, scouts, or trackers. A nano that does so might be seen as a nature priest or wild wizard. Connection: Pick one other PC who isn't from the wilderness. You ca n't help but feel a l ittle contem pt for that character and her "civi l ized " ways, which show disdain for all thi ngs natu ral and (to your mind) true. Additional Equipment: You have a directional compass. M inor Effect Suggestions: A foe that is a natu ral creatu re flees rather than conti nue to fight you. Major Effect Suggestions: A foe that is a natural creatu re becomes warily passive. Tier l: Wilderness Life. You are trai ned in cl imbing and swimming tasks. Enabler. Wilderness Lore. You are trai ned in wilderness navigation and in identifyi ng plants and creatures. Enabler. Tier 2: Living off the Land. G iven an hour or so, you can always find ed ible food and potable water in the wilderness. You can even find enough for a small group of people, if need be. Fu rther, since you're so hardy and have gained resistance over time, the d ifficu lty of resisting the effects of natural poisons (such as those from plants or living creatures) is decreased by one step. You're also immune to natural diseases. Enabler. Tier 3: Animal Senses and Sensibil ities. You are trai ned in listening and s potting things. In addition, most o f t h e time, the GM should alert you if you're about to wa lk i nto an ambush or a trap that is lower than level 3. Enabler. Wilderness Explorer. While taki ng any action (including fighting) in the wild, you ignore any penalties due to natu ral ca uses such as ta ll grass, thick brush, rugged terrain, weather, and so on. Enabler. Tier 4: Wi lderness Awareness (4 I ntel lect points). Your connection to the natu ral world exte nds to a degree that some wou ld ca ll su pernatural. While in the wilderness, you can extend your senses up to a mile in any direction and ask the GM a very sim ple, general q uestion about that area, such as "Where is the margr camp?" or "Is my friend Deithan sti ll alive ?" If the an swer you seek is not in the area, you rece ive no i nformation. Action. Tier 5: The Wild Is on Your Side (5 I ntellect points). Wh ile you're in the wilderness, foes with in short ra nge are tripped by rocks, tangled in vines, bitten by i n sects, and d istracted or confused by small animals. The d ifficu lty of any tasks performed by those foes is i ncreased by one step. Th is effect lasts for ten min utes. Action to i n itiate. Tier 6: One With the Wi ld (6 I ntellect points). For the next ten minutes, natu ral animals and plants with in long ra nge will not knowi ngly harm you or those you designate. Action. Master of the Wild. Wh ile you're in the wilderness, your M ight Edge, S peed Edge, and I ntellect Edge increase by 1. When you make a recovery roll in the wilderness, you recover twice as many points. Enabler. MASTERS DEFENSE Protecting you rself is obviously i m portant in dangerous s ituations, and you are particu larly good at it. Ca utious and prude nt, you learn tech niq ues to defend against all kinds of attacks, both physical and mental. The winner is ofte n the last person standi ng, and you've done all you can to ensure that person wi ll be you. You carry a s h ield and probably wear the best armor you can find. G l aives make excel lent defensive masters, but jacks and nanos also find at least some of these skills of great value. Connection: Pick one other PC. Th is character protected you from harm recently, and you feel indebted to him for savi ng your life. Additional Equipment: You have a s h ield. Minor Effect Suggestions: You ga in a + 1 bon us to S peed defense rolls for one round. Major Effect Suggestions: You ga in a +2 bon us to S peed defense rolls for one round. Tier 1: Shield Master. When you use a sh ield, in add ition to the asset it gives you (lowering the d ifficu lty of S peed defense tasks by one step) . you can act as if you are trai ned in S peed defense tasks. H oweve r, in any round in wh ich you use this benefit, the d ifficu lty of your attacks increases by one step. Enabler. Tier 2: Sturdy. You are trained in M ight defense tasks. Enabler. Armor Expert. When you wear any armor, you red uce the armor's penalties (Might cost per hour and S peed red uction) by 1. Enabler.


Tier 3: Dodge and Resist (3 Speed points). You can reroll any of your Might, S peed , or I ntellect defensive rolls and take the better of the two results. Enabler. Tier 4: Tower of Wi ll. You are trai ned in I ntellect defense tasks. Enabler. Armor Master. When you wear any armor, you red uce the armor's pena lties (M ight cost per hour and S peed red uction) to 0. Enabler. Tier 5: Nothing but Defend. If you do noth ing on your turn other than defend, you are speci al ized in all defensive tasks for that one round. Action. Tier 6: Defense Master. Every time you succeed at a S peed defense task, you can make an immed iate attack against your foe. Your attack must be the same type (melee weapon, ra nged weapon, or unarmed) as the attack you defend against. If you don't have an appropriate type of weapon ready, you ca n't use this abil ity. Enabler. MASTERS WEAPONRY You have worked long and hard with one particular type of weapon: swords, axes, daggers, whips, or whatever you choose. Thus, you are a swordsman, an axemaster, a mistress of knives, or whatever is appropriate to your chosen weapon. A master of the rapier is different from a master of the warhammer. You m ight wear a sym bol-a badge, a pin, a tattoo, an amu let, certain colors, and so on-that ind icates the school PLAYER'S GUIDE in which you trained, the style of fighting you have mastered , or the name of your mentor. Your weapon is al most certainly your finest possession. Not only is it well cared for and of high qual ity, but you probably keep it in a beautiful scabbard, harness, belt, case, or something similar. Many glaives are weapon masters, but sometimes a jack might choose this path, particu larly with l ighter weapons. Connection: Pick one other PC. That character shows pote ntial in the use of your weapon. You would like to train her, but you're not necessarily qual ified to teach (that's up to you) , and she might not b e i nterested (that's u p t o her). Additional Equipment: You have a h igh-q ual ity weapon of your choosi ng. Weaponry Esoteries: If you perform esoteries, your attacks always look like your chosen weapon. So the force blast of the Onslaught esotery appears to be a large weapon made of force, and the Flash esotery prod uces a fl u rry of weapon ry. These alterations change noth ing other than the appearance of the effects. As another example, Barrier becomes a wall of swirl ing blades of energy. This alteration changes the esotery such that it is not a solid barrier but rather infl icts 1 point of damage to anyone who touches it and 4 poi nts of damage to anyone who passes through it. Minor Effect Suggestions: The ta rget is so d azzled by your expertise that it is d azed for one round, during which time the d ifficu lty of all tasks it performs is mod ified by one step to its detriment. Major Effect Suggestions: Make an i m med iate additional attack with the weapon as part of your turn. � 53 �


�LIME NE � Tier 1: Weapon Master. You ga in a+ 1bon us to damage with your chosen weapon. Enabler. Tier 2: Weapon Defense. Wh ile your chosen weapon is in you r h a n d or hands, you are trai ned in Speed defense rolls. Enabler. Tier 3: Rapid Attack (3 Speed points). Once per round, you can make an add itional attack with your chosen weapon. Enabler. Tier 4: Never Fumble. If you roll a natural 1 when attacki ng with your chosen weapon, you can ignore or countermand the G M's intrusion for that roll. You can never be d isarmed of your chosen weapon, nor will you ever d rop it accidental ly. Enabler. Tier 5: Extreme Mastery (4 M ight points). When using your chosen weapon, you can reroll any attack roll you wish and take the better of the two results. Enabler. Tier 6: Damage Dealer. You ga in a +2 bon us to damage with your chosen weapon. Th is bon us adds to the one from the Weapon M aster abil ity, giving you a total bon us of +3 . Enabler. Death Dealer (5 Might points). If you stri ke a foe of level 3 or less with your chosen weapon, you ki ll the target instantly. Action. MURDERS The murderous assassin is a master of deal ing death . No one is better at sneaking into a location, elimi nating a target, and slipping out again. Obviously, a professional ki l ler is not likely to have a lot of friends. You probably wear dark colors-black, charcoal grey, or midnight blue---to help blend into the shadows. But since you're also a master of disguise, in truth you could look like anyone. Any character could be an assassin. j acks are the most likely choice, but nanos with their esoteries or glaives with their com bat abilities would make efficient kil lers as well. Connection: Pick one other PC. That characte r knows your real identity, profession, and background. To all others, the truth about you is a closely guarded secret. Additional Equipment: You start with a disguise kit and th ree doses of a level 2 blade poison that inflicts 5 poi nts of damage. M inor Effect Suggestions: No one but the foe notices that you make the attack. Major Effect Suggestions: If you have poison amid your belongings, you were a b l e t o a p p l y it just before the stri ke, add ing the poison's effects to the normal attack damage. Tier 1: Surprise Attack. If attacki ng from a h idden vantage, with surprise, or before an opponent has acted , you red uce the d ifficu lty of your attack by one step. On a successful hit with this surprise attack, you inflict 2 additional points of damage. Enabler. Trained Assassin. You are trai ned in stealth and disguise tasks. Enabler. Tier 2: Quick Death (2 Speed points). You know how to ki ll quickly. When you h it with a melee or ra nged attack, you deal 4 additional poi nts of damage. You ca n't make this attack in two con secutive rounds. Action. Tier 3: Poison Crafter. You are trai ned in crafting, sensi ng, identifying, and resisting poisons. Enabler. Trained I nfiltrator. You are trai ned in all i nteractions i nvolvi ng l ies or trickery. Enabler. Tier 4: Better Surprise Attack. If attacki ng from a h idden vantage, with surprise, or before an opponent has acted , you reduce the d ifficu lty of your attack by one step. On a successfu l h it with this surprise attack, you inflict 2 additional poi nts of damage. These effects add to those from Surprise Attack, giving you a total decrease of two steps and a total of 4 additional poi nts of damage. Enabler. Tier 5: Slayer (5 Speed points). With a swift and sudden attack, you stri ke a foe in a vital s pot. If the ta rget is leve l 3 or less, it is slain outright. Action. Tier 6: Escape Plan. When you ki ll a foe, you can attem pt a sneaking action to immed iately hide from anyone around, assu ming that a suitable hiding pl ace is nearby. Enabler. RAGES The berserker is a feared fighter who ca nnot be stopped . You put you rself i nto a howl ing battle frenzy that can make you a terror on the battlefie ld. You m ight hail from a less civil ized society, perhaps even a tribal one. You likely wear l ittle or no armor so as not to restrict your s peed or maneuverabil ity. Your cloth ing is probably simple and uti l itarian. G l aives make the best berserkers. Connection: Choose one other PC. You feel strangely protective toward that character and don't want to see her come to harm. Minor Effect Suggestions: When fighting multiple foes, you knock one i nto another, putting both off bala nce. As a resu lt, treat both foes as one level lowe r for one round. Major Effect Suggestions: Your foe is terrified of your rage and uses his next two actions to flee. Tier 1: Frenzy (1 Intellect point). When you wish, while in combat, you can enter a state of frenzy. While in this state, you can't use I ntellect points, but you gain + 1 to your M ight Edge and your Speed Edge. This effect lasts for as long as you wish, but it ends if no combat is taking place with in range of your senses. Enabler. Tier 2: Hardy. You ga in +5 to your M ight Pool. These additional poi nts can be u sed only to absorb damage. You


ca n't spend them to apply Effort to rolls. Enabler. Mobile Fighter: You are trai ned in cl imbing and jumping tasks. Enabler. Tier 3: Power Strike (3+ M ight points). If you successfu l ly attack a ta rget, you knock it prone in addition to infl icting damage. The ta rget must be your size or smaller. You can knock down a target larger than you if you apply a level of Effort to do so (rather than to decrease the d ifficu lty of the attack) . Enabler. Unarmored Fighter. Wh ile unarmored , you are trai ned in S peed defense tasks. Enabler. Tier 4: G reater Frenzy (4 I ntellect points). When you wish, wh ile in com bat, you can enter a state of frenzy. Wh ile in this state, you can't use I ntellect points, but you ga i n + 2 to your M ight Edge and your S peed Edge. Th is effect lasts for as long as you wish, but it ends if no combat is taki ng pl ace with in ra nge of your senses. You can use this abil ity or your first-tier Frenzy abil ity, but you ca n't use both a t t h e same time. Enabler. Tier 5: Attack and Attack Again. Rather than granting add itional damage or a m i nor or major effect, a natu ral 17 or h igher on your attack roll allows you the option of immed iately making another attack. Enabler. Tier 6: Tough and Fast. You ga in +6 to your M ight Pool and your S peed Pool. Enabler. RIDES THE LIGHTNING The ancients harnessed electricity in stra nge and wonderful PLAYER'S GUIDE ways. Through practice and inherent abil ity (or the subtle use of h idden or i m planted devices) , you control the same energy. N ot only can you create and d ischarge electrical power, but you can eventually learn to use it to tran sport you rself. You probably wear tight-fitting cloth ing that allows you to move quickly. Your garments might be blue and black, perh aps with a l ightning-bolt motif. Although nanos seem most su ited to wielding lightn ing, jacks can make good use of the varied l ight n i n g a b i l ities. Connection: Pick one other PC. Th is character has been your friend for a long time, and you have learned to bring her along when you ride the l ightn i ng. If the character is standing right next to you, you can take her with you when you use the Bolt Rider or Electrical Fl ight powers. (Normal ly, neither abil ity al lows you to transport other creatures.) Additional Equipment: You have a bag of miscellaneous batteries and power cells. Whenever you find a new device that operates on batteries or cells (G M d iscretion) , there is a 75 percent chance that the bag contains one that will power it if it depletes. Electrical Esoteries: If you perform esoteries, those that would normally use force or other energy instead use electricity. For exam ple, a Flash or an Onsl aught force blast is a blast of lightn ing. Th is alteration changes noth ing other than the type of damage and the fact that it might sta rt fires. Minor Effect Suggestions: The target is dazed by electricity for one round, d u ring which time the d ifficu lty of all tasks it performs is mod ified by one step to its detri ment. Electricity can also shut down an android, robot, or other automaton for one round. � 55 �


�LIME NE � Major Effect Suggestions: Devices fil led with electrical powe r explode. You can ta rget and destroy an artifact that a foe is holding or wea ring. Tier 1: Shock (1 I ntellect point). Your hands crackle with electricity, and the next time you touch a creature, you inflict 3 poi nts of damage. Alternative ly, if you wield a weapon, for ten minutes it crackles with electricity and inflicts l additional point of damage per attack. Action for touch; enabler for weapon. Charge (1 + I ntellect points). You can charge an artifact or other device (except a cypher) so that it can be u sed once. The cost is l I ntellect point plus l point per level of the device. Action. Tier 2: Bolt Rider (4 I ntellect points). You can move a long distance from one location to another almost instanta neously, carried by a bolt of l ightn ing. You must be able to see the new location, and there must be no i ntervening barriers. Action. Tier 3: Lightning Swift. You ga in +3 to your S peed Pool and + l to your S peed Edge. Enabler. Drain Charge. You can d rain the powe r from an artifact or device, al lowi ng you to rega in l I nte llect point per level of the device. You rega in poi nts at the rate of l point per round and must give your fu ll concentration to the process each rou nd. The GM determ i nes whether the device is fu l ly d ra i ned (l i kely true of most hand held or smaller d evices) or reta ins some powe r (l i kely true of large mach i nes) . Action to i n iti ate; action each round to d rain. Tier 4: Bolts of Power (5+ I ntel lect points). You blast a fan of l ightn ing out to short ra nge in an arc that is approxi mately 50 feet (1 5 m) wide at the end. This d isch arge inflicts 4 poi nts of damage. If you apply Effort to increase the damage rather than to decrease the d ifficu lty, you deal 2 additional poi nts of damage per level of Effort (in stead of 3 poi nts) ; however, ta rgets in the area take l point of damage even if you fail the attack roll. Action. Tier 5: Electrical Fl ight (5 I ntel lect points). You exude an aura of crackl ing electricity that lets you fly for ten minutes. You can't ca rry other creatu res with you. Action to activate. Tier 6: Wall of Lightning (6 I ntellect points). You create a barrier of crackl ing electricity up to 2,500 square feet (230 sq. m) in size, shaped as you wish. The wa ll is a level 7 barrier. Anyone within immed iate distance of the wa ll automatically takes l 0 poi nts of damage. The wa ll lasts for one hour. Action to create. TALKS TO MACHINES Si nce you were you ng, you had an affin ity for mach i nes. It seemed al most like you were speaki ng to them. You were. You h ave the abil ity to use your orga nic b rain like a computer, i nte rfacing "wi re lessly'' with any el ectronic device. You can control and i nfl uence them in ways that others can 't. Com puters a re your friends and com panions. You h ave also lea rned to repair mach i nes of all kinds because the better they work, the better off you a re as we ll. You likely wear a tool belt fu ll of various implements, and mach ine oils stain your clothes and fingertips. All types of characters can spend their time talking to mach ines, although this practice fits the nano best of all. Connection: Pick one other PC. That cha racter seems to h ave a terri ble re l ationship with mach i nes-or at least the mach ines that you com mun icate with. If she is next to a mach ine that you i nteract with in a friend ly manner, that m ach ine is treated in al I ways as being one level lower than normal (unless doing so benefits you or her, in which case the level does not change) . Additional Equipment: A bag of small tools. Minor Effect Suggestions: The duration of i nfl uence or control is doubled. Major Effect Suggestions: The duration of infl uence or control becomes 28 hours. Tier 1: Machine Affinity. You are trai ned in all tasks i nvolvi ng electrical mach ines. Enabler. Distant Activation (1 I ntel lect point). You can activate or deactivate any mach ine you can see within short ra nge, even if normally you wou ld have to touch or manually operate the device. To use this abil ity, you must understa nd the fu nction of the mach ine, it must be your size or smaller, and it ca n 't be con nected to another intelligence (or be i ntel ligent itself). Action. Tier 2: Coaxing Power (2 I ntellect points). You boost the power or fu nction of a mach ine so that it ope rates at one level h igher than normal for one hour. Action to i n itiate. Charm Machine (2 Intel lect points). You convi nce an unintel l igent mach ine to "like" you. A mach ine that likes you is 50 percent less likely to fu nction if said fu nction would cause you harm. Thus, if a foe attem pts to detonate a bomb near you controlled by a detonator that likes you, there is a 50 percent chance that it won't explode. Action to in itiate. Tier 3: Intel ligent Interface (3 Intellect points). You can speak telepathically with any intel ligent mach ine within long range. Fu rther, you are trai ned in all interactions with intel ligent mach ines. Such mach ines and automatons that normally would never commun icate with a human might talk to you. Enabler. Tier 4: Machine Companion. You create a level 3 animate, i ntel l igent mach ine that accompan ies you and acts as you direct. As a level 3 mach ine companion, it has a target number of 9 and a health of 9, and it infl icts 3 poi nts of � 56 �


damage. If it's destroyed, it takes you one month to create a new one. Enabler. Robot Fighter. When fighti n g a n automaton or intelligent mach ine, you a re tra i ned in attacks and defense. Enabler. Tier 5: I nformation Gathering (5 I ntel lect points). You speak telepathically with any or all mach ines with in 1 mile (1 .6 km) . You can ask one basic q uestion about themselves or a nyth ing happen ing near them and rece ive a sim ple a n swer. For example, while in an area with many mach ines, you could ask "Wh ere is the ravage bear>" and if the creatu re is with in a mile of you, one or more mach ines wi ll p robably provide the a n swe r. Action. Tier 6: Control Machine (6 I ntellect points). You can control the fu nctions of any mach i ne, intelligent or otherwise, with in short ra nge. Th is effect lasts ten minutes. Action. WEARS A SHEEN OF ICE Th rough your stud ies, you have learned to focus your natural talents to command the powe rs of ice and cold. People m ight refer to you as an ice mage. Sometimes ice mages are thought to come i nto conflict with those known as fire mages, but this is a fall acy believed by ordinary folks more than anything based in truth. You likely wear white or blue garments that a re heavier than they need to be-u n l ess you l ive in a cold region or wintry cli me, in which case you probably wear less cloth ing than other people do beca use the cold doesn't bother you. M ost ice mages are nanos, but a glaive armored in ice, perhaps wielding an ice sword , wou ld be q u ite impressive. Connection: Pick one other PC. Due to a quirk of the n u menera, if that character is standing next to you when you use your I ce Armor abil ity, he is also protected by a s heen of ice. (He does not get the added protection of your Resilient I ce Armor abil ity.) Additional Equipment: You have a bladed weapon made of stronglass that looks like ice. Ice Esoteries: If you perform esote ries, those that would normally use fo rce or other energy instead use cold and ice. For exa m ple, an Onsla ught fo rce blast is a ray of frost, and Flash p roduces a bl ast of cold and ice s h ards. This alteration changes noth ing other than the type of damage. As another exa m ple, Barrier creates a wa ll of ice. This alteration changes noth ing except the wa ll's appearance and the fact that it takes 2 additional poi nts of damage from fire. M inor Effect Suggestions: The surface around the ta rget becomes sl ick and d ifficu lt to sta nd on. Major Effect Suggestions: The target is covered in ice that h i nders its movement for one minute, during which time the d ifficu lty of all tasks it performs is mod ified by one step to its detri ment. PLAYER'S GUIDE Tier 1: Ice Armor (1 I ntellect point). When you wish it, your body is covered in a sheen of ice for ten minutes that gives you + 1 to Armor. Wh ile the sheen is active, you feel no d iscomfort from normal cold tem peratu res and have an additional +2 to Armor vers us cold damage specifical ly. Enabler. Tier 2: Frost Touch (1 Intel lect point). Your hands become so cold that the next time you touch a creature, you infl ict 3 points of damage. Alternatively, you can use this abil ity on a weapon, and for ten minutes, it infl icts 1 additional point of damage from the cold. Action for touch; enabler for weapon. Tier 3: Freezing Touch (4 I ntellect points). Your hands become so cold that, in addition to infl icting damage as described under Frost Touch, your touch freezes solid a l ivi ng ta rget of your size or smaller, renderi ng it immobile for one round. Action. Tier 4: Resil ient Ice Armor. The s heen of ice you generate using your I ce Armor abil ity gives you an additional + 1 to Armor. Enabler. Tier 5: Cold Burst (5+ I ntel lect points). You emit a bl ast of cold in all directions, up to short ra nge. All with in the bu rst take 5 poi nts of damage. If you apply Effort to increase the damage rather than to decrease the difficu lty, you deal 2 additional poi nts of damage per level of Effort (in stead of 3 poi nts) ; however, ta rgets in the area take 1 point of damage even if you fail the attack roll. Action. Tier 6: Ice Creation (6 I ntellect poi nts) . You create a solid object of ice that is yo ur s ize or smaller. The obj ect is crude and c a n h ave no movi ng parts, so yo u can make a sword , a shi eld, a short ladder, and so on. Your ice objects a re as strong as i ron, but if yo u're not in con stant co ntact with them, they fu nction fo r o n ly 1 d6 + 6 ro unds before b reaki ng or melting. For example, you ca n make and wield an ice swo rd , but if you give it to another PC, the sword wo n't last as long for that cha racter. Action. WIELDS POWER WITH PRECISION N ot o n l y a re yo u blessed with a great command of the n u menera, but yo u a re also tra i ned to exp loit esote ries in ways that elevate you a bove ot her nanos and jacks. Some people believe that those who perform esoteries a re born with the abil ity, but you know that skill and i ntelligence play i m portant roles. The ancients created the n u menera through knowledge, discove ry, and i nte llect, and to use it p rope rly, yo u must fo l low the same path. You p robably wear s pectacles and dapper outfits, carryi ng extra books, notebooks, and pens so you can conti n u ally focus on your stud ies and experi ments. N a nos usually rece ive this i n struction and focu s, but some jacks do as we ll. Glaives never do.


�LIME NE � � 58 � Connection: Pick one other PC. You 've pl aced an immutable, one-time wa rd that renders her immune to the esoteries you perform u n less she wants to be affected . Additional Equipment: You h ave an additional book on the s u bject of the n u menera. Minor Effect Suggestions: The esotery overwh elms and d azzles the ta rget for one round, during which time the d ifficu lty of all tasks it performs is mod ified by one step to its detri ment. Major Effect Suggestions: The esotery terrifies the ta rget, who u ses its next two turns to flee. Tier l: Genius. Your I ntellect Pool increases by 5 points. Enabler. Tier 2: Training and Precision. You are trai ned in all esoteries. As a resu lt, you red uce the d ifficu lty of any task i nvolved in t h e u s e o f an esotery b y o n e step. Enabler. Tier 3: Enhanced Esoteries. Your esoteries that h ave durations last twice as long. Your esoteries that have short ra nges reach to long ra nge i n stead. Your esoteries that infl ict damage deal 1 add itional point of damage. Enabler. Tier 4: G reater Repertoire. You can learn one additional esotery of fourth tier or lower. Enabler. Tier 5: G reater Training. You are special ized in all esoteries. As a resu lt, you reduce the d ifficu lty of any task i nvolved in the use of an esote ry by two steps. Enabler. Tier 6: Supra-Genius. Your I ntellect Pool increases by 5, and your I ntellect Edge increases by 1. Enabler. WIELDS TWO WEAPONS AT ONCE You bear steel with both hands, ready to take on any foe. You fight with two weapons in melee, sometimes ca l led d ual wield ing. A fearsome warrior, q u ick and strong, you believe that the best defense is a strong offense. You probably sh eathe one weapon on each side or both crossed beh ind your


back. They are likely your most prized possessions, and you m ight have names for them. Many gla ives and jacks train to fight with two weapons at once. Very rarely would a nano spend the time required to learn such a purely physical art, but it's possible. Connection: Pick one other PC. You have trai ned with this characte r so m uch that if the two of you sta nd back to back in a fight, you both ga in a + 1 bonus to S peed defense tasks. Additional Equipment: You start with an additional l ight melee weapon. M inor Effect Suggestions: The target is i nti midated and flees as its next action. Major Effect Suggestions: You can make an immed iate add itional attack with one of your weapons. Tier 1: Dual Light Wield. You can use two light weapons at the same time, making two separate attacks on your turn as a s i ngle action. You remain limited by the amount of Effort you can apply on one action, but beca use you make separate attacks, your opponent's Armor appl ies to both. Anything that mod ifies your attack or damage appl ies to both attacks, u n less it's s pecifica lly tied to one of the weapons. Enabler. Tier 2: Double Stri ke (3 M ight points). When you wield two weapons, you can choose to make one attack roll against a foe. If you h it, you infl ict damage with both weapons plus 2 additional points of damage, and because you made a s i ngle attack, the ta rget's Armor is su btracted only once. Action. Tier 3: Dual Medium Wield. You can use two light weapons or medium weapons at the same time (or one light weapon and one medium weapon) , making two separate attacks on your turn as a s i ngle action. Th is abil ity otherwise works like the Dual Light Wield abil ity. Enabler. Tier 4: Dual Defense. When you wield two weapons, you are trai ned in Speed defense tasks. Enabler. Tier 5: Dual Distraction (4 Speed points). When you wield two weapons, your opponent's next attack is h i ndered. As a result, the d ifficu lty of your defense roll against that attack is red uced by one step, and the d ifficu lty of your next attack is red uced by one step. Enabler. Tier 6: Whirling Dervish. When you wield two weapons, you can attack up to six times in one round as a s i ngle action, but you must make each attack against a d ifferent foe. Make a separate attack roll for each attack. You remain lim ited by the amount of Effort you can apply on one action, but beca use you make separate attacks, Armor appl ies to each of them. Anything that modifies your attack or damage appl ies to all attacks (positively PLAYER'S GUIDE or negatively) , unless it's s pecifica lly tied to one of the wea pons, in which case it appl ies to only half of the attacks. Enabler. WORKS MIRACLES You manipulate matter and time to help others and are beloved by everyone you encounter. Some people consider you a representative of the god s or a power from beyond this world. Perhaps they're right-transdimensional experi ments in the prior worlds might be what created the energies that you now wield. You p robably wear simple clothes-nothing too flashy or styl ish. There's no need to ca ll more atte ntion to you rself. N a nos are the likeliest miracle workers, using their mental fortitude to focu s the power of heali ng. A gla ive who can heal h i mself, though, is an i nteresting and dangerous proposition. Connection: Pick one other PC. Th is character q u ietly suspects that you're a messiah or s u pernatural being. You can choose whether or not you're aware of his suspicion. Minor Effect Suggestions: The ta rget is healed for 1 additional poi nt. Major Effect Suggestions: The target is healed for 2 additional poi nts. Tier 1: Heal ing Touch (1 I ntellect point). With a touch, you restore 1 d6 poi nts to one stat Pool of any creature. This abil ity is a d ifficu lty 2 I ntel lect task. Each time you attem pt to heal the same creature, the task d ifficu lty i ncreases by one step. The difficulty returns to 2 after that creature rests for ten hours. Action. Tier 2: Alleviate (3 I ntellect points). You attem pt to cancel or cure one ma lady (such as disease or poison) in one creatu re. Action. Tier 3: Font of Healing. With your approval, other creatures can touch you and regain 1 d6 poi nts to either their Might Pool or their Speed Pool. This healing costs them 2 I ntellect points. A si ngle creature can benefit from this abil ity only once each day. Enabler. Tier 4: Inspiration (4 Intellect points). Through mental inspiration and the manipu lation of time, one creature you choose with in short range is granted an additional, immed iate action, which it can take out ofturn. Action. Tier 5: Undo (5 I ntellect points). You turn back time a few seconds, effectively undoing a si ngle creature's most recent action. That creatu re can then immed iately repeat the same action or try someth ing d ifferent. Action. Tier 6: G reater Heal ing Touch (4 I ntellect points). You touch a creatu re and restore its M ight Pool, S peed Pool, and


�LIME NE � I ntellect Pool to their maxi mum values, as if it were fu l ly rested . A s i ngle creatu re can benefit from this abil ity only once each day. Action. WORKS THE BACK ALLEYS The thief, the burglar, the pickpocket: these are the dangerous individ uals who haunt the back alleys of every com mun ity. You are a thief in a city or town, making your l ivelihood a t t h e expe nse o f t h e wealthy. Your talents, howeve r, prepare you for all kinds of pursuits, even when you're not crouch ing in an alley or climbing i nto a window. Usual ly, you d ress to blend in with the crowd . When you're on a mission, bl ack, form-fitting clothing allows you to swi m in the s h adows. M ost thieves are jacks, but nanos make i nteresting burglars as well. A glaive thief likely adds a l ittle more physical ity to his cri mes. Connection: Pick one other PC. The character knew you beforehand and convi nced you to leave you r l ife of cri me for other pursu its-at least tem porari ly. Additional Equipment: You sta rt with a bag of light tools. Minor Effect Suggestions: You can immediately attem pt to h ide afte r this action. Major Effect Suggestions: You can i m mediately take a second action during this turn. Tier l: Thief. You are trai ned in sneaking, pickpocketing, and lockpicki ng tasks. Enabler. Tier 2: Underworld Contacts. You know many people in a variety of com mun ities who engage in il legal activities. These people are not necessarily your friends and m ight not be tru stworthy, but they recogn ize you as a peer. You and the GM should work out the details of your underworld contacts. Enabler. Tier 3: Pull a Fast One (3 I ntellect points). When you're ru nning a con, picki ng a pocket, fool ing or tricking a dupe, sneaking something by a guard, and so on, you treat the task as if it were one level lower. Enabler. Tier 4: Master Thief. You are trai ned in cl imbi ng, escaping from bonds, slipping through narrow places, and other contortionist moves. Enabler. Tier 5: Dirty Fighter (2 Speed points). You d istract, blind, annoy, hamper, or otherwise interfere with a foe, hi ndering his attack and defense rolls for one min ute. As a result, the d ifficu lty of your defense rolls and attack rolls against the foe is red uced by one step. Action. Tier 6: Alley Rat (4 I ntellect points). While in a city, you find or create a sign ificant shortcut, secret entrance, or emergency escape route where it looked like none existed. You and the GM should work out the details. Action.


PLAYER'S GUIDE EQUIPMENT The Ninth World is a dichotomy of past and future, of the primith1e and the extremely ad11anced. Nowhere does this dichotomy become more e11ident than in the tools the inhabitants use, the clothing they wear, the weapons they wield, and the gear they carry. This section looks at some of the currency, materials, and gear in the Ninth World. CURRENCY Thanks to the mining and metallurgy of the prior worlds, and their abil ity to create anyth ing they wis hed (or so it seems, anyway) , no metal is ra rer than any other. People in the Ninth World h ave no concept of gold, s i lver, gem stones, or even d iamonds as being valuable due to their scarcity. Such materials are valuable based on their bea uty or u sefu l ness alone. M ost civil ized societies use generic coi ns com monly referred to as shins. Shins are usually metal but can be made of glass, plastic, or su bstances that have no name. Some are jagged bits of i nteresting material or small, coinlike objects (such as highly decorative buttons from a mach ine), and others are properly m i nted and stamped , with writi ng and images. Some regions of the Ninth World accept only coins that were m i nted in that realm; others accept all coins, regard less of origi n. Th is custom varies from place to pl ace and society to society. MATERJALS Most objects built in the Ninth World are made of wood, leather, cloth, stone, glass, or metal. Smithies and forges can produce high-qual ity steel objects, but they generally work in iron or bronze. However, plastic (cal led "synth") , organic stone or steel, exotic crystal, and even stranger materials are not un known. Such materials include (but are not limited to) adamant silk, azure steel, molded foam, shapestone, and stronglass. M ost common Ninth World items are made of conventional materials, but it's not stra nge to find a few objects made of these more exotic substances. For instance, amid a rack of steel and i ron axes, a character m ight find one with a synth steel head (l i kely a piece of synth steel originally designed for another purpose and adapted for use as an axe head). Usual ly, the cost of an item made of exotic materi als is the same as that of a normal item, but if the material makes a big difference-s uch as in the case of a shield made of stronglass so you can hold it in front of you and sti ll see through it-the seller might charge up to twice the normal price. ENCUMBRANCE Weights of objects are not listed . In fact, it would be futile to do so because the weight of an object depends on what materi als were u sed to make it. An i ron axe and a ceramic axe we igh different amounts. Most of the time, there's no need to keep track of how much a character carries. EQUIPMENT LISTS AND PRJCES Equi pment in the Ninth Wo rld is often m u ch like that found in an ancient or medieval societies but can be far more adva nced . Fo r example, a simp le tent or bed roll m i ght be co n structed of synthetic fiber that makes it entirely wate r-resistant as we ll as far lighter and warmer than cloth. A chain mail hauberk could be made in whole or in part from glassy links that a re harder and lighter than stee l. There are many types of s pecial eq uipment not listed here, includ ing brillia nce cloth, memory ants, s h aper keys, and sprayflesh. S pecial eq uipment items are not regularly man ufactu red by Ninth World crafters. Instead , they are recovered from old s ites, but they're found often enough and in large enough quantities that they can sometimes be found for sale. Wh ile prices vary from pl ace to place, when in doubt, light weapons cost 1 shin, medium weapons cost 3, and heavy weapons cost 5. Light armor costs 3 shins, medium armor costs 5, and heavy armor costs 1 5 . M ost other common objects cost 1, 2, or 3 shins. Sellers usually discou nt for bulk purchases. ARMOR You can wear only one type of armor at a time-you cannot wear chainmail hau berk and scale armor, for example. H owever, Armor bon u ses from multiple sou rces combine to provide a total armor rating. For example, if you have subdermal implants that give you + 1 Armor, a force field that offers another + 1 Armor, and beasts kin armor that grants +2 Armor, you h ave a total of 4 Armor.


�LIME NE � ARMOR Light (1 point of Armor) Leather ·erki n H ides and fu rs Special Light (2 points of Armor) Armori ng cloth M icromesh Medium (2 points of Armor) Beasts kin Brigandine Ch ainmail hauberk Price 3 shins 2 shins Price 40 shins 50 shins Price 5 shins 5 shins 6 shins Special Medium (3 points of Armor) Price M eta lweave vest _ 40 s i n s Synth breastplate 50 shins Heavy (3 points of Armor) Plate armor Scale armor Price 15 shins 12 shins Anyone can wear any armor, but doing so c a n b e taxi ng. Weari ng armor costs you M ight poi nts and red uces your S peed Pool. You can rest to recover these lost Might points in the standard manner, eve n if you're sti ll wea ri ng armor. (As k your GM for more details.) The S peed Pool red uction rem ains as long as you wear the armor, but the Pool returns to normal as soon as you remove it. Glaives and jacks h ave abilities that red uce the costs and penalties of wea ri ng armor. WEAPONS N ot all cha racters are familiar with all weapons. G l aives know their way around most types, but jacks prefer l ight or medium weapons, and nanos usually stick to l ight weapons. If you wield a weapon that you have no experience with, the d ifficu lty of making an attack with that weapon is i ncreased by one step. Light weapons inflict only 2 poi nts of damage, but they red uce the d ifficu lty of the attack roll by one step because they are fast and easy to use. Light weapons are pu nches, kicks, kn ives, handaxes, darts, and so on. Weapons that are particu larly small are l ight weapons. Medium weapons infl ict 4 poi nts of damage. Medium weapons include broadswords, battleaxes, maces, crossbows, spears, and so on. Most weapons are medium. Anything that could be used in one hand (even if it's often used in two hands, such as a quarterstaff or spear) is a medium weapon. Heavy weapons inflict 6 points of damage, and you must use two hands to attack with them. Heavy weapons are h uge sword s, great ham mers, massive axes, halberds, heavy cross bows, and so on. Anything that must be u sed in two hands is a heavy weapon.


WEAPONS Light Weapons (2 points of damage) Price Blowgun 1 shin 1 2 darts 3 s hins PLAYER'S GUIDE Notes B ... u_zz_e ... r______________ 2 ... _'"" h i_ns ....... _H .... a dh ... el... d ... w .... a on. Fires thumbnai l-sized bladed disks Uf2 to short range. 5-d isk buzzer magazine 1 shin Cl ub 1 shin Dagger 1 shin Ca n be th rown up to short ra nge Da_rt'""th_r w.....,.. er ___________ """"' h i n s-�Long ra ng�e--------------------""""' 12 darts 3 shins Forearm blade 4 shins Knife 1 shin Rapier Razor ri ng Sisk ger Unarmed (punch, kick, etc.) ___ _ Wh ip Medium Weapons (4 points of damage) Battleaxe Bow 12 arrows Broad sword Crank cross bow 12 medium bolts Cross bow 12 medium bolts Flail Hammer J avelin M ace Pol ea rm Quarterstaff S pear Verred Yu lk Heavy Weapons (6 points of damage) G reataxe G reatsword Heavy cross bow 12 heavy bolts Maul Sword-staff 1 shin 2 shins 1 shin 1 shin 2 shins Price 3 shins 3 shins 5 shins 3 shins l O shins 5 shins 5 shins 5 shins 3 shins 2 shins 2 shins 2 shins 3 shins 2 shins 2 shins 2 shins 2 shins Price 5 shins 5 shins 7 shins 5 shins 4 shins 5 shins M etal brace r with a mou nted blade on it ' ""_________ _. Ca n be th rown up to short ra nge Ring with a razor-shaq2 outer edge. Short range. Bladed th rowi ng d isk. Short ra nge. Notes Long ra nge M agazine holds five bolts. Req uires crank to advance. Long ra nge. Long ra nge Long ra nge Often u sed two- ha nded Often u sed two- ha nded Ca n be th rown up to long ra nge A type of short sword with two forked blades Splayed metal claw mou nted upon a 2-foot (0.6-m) h aft Notes Long ra nge, action to reload tit rl ti


�LIME NE � OTHER EQUIPMENT Adventuring Items Back acl< Bag of l ight tools Bag of heav tools Bed roll Book D1sgu1se l<it Explorer's pack First aid kit G rappling hook Lockpicks M atchsticks (1 0) M u sical instrument Pouch or other small conta iner Rope (50 feet / 15 m) Shield Tent Torches (2) Food and Mundane Items Ale/wi ne/other alcohol (glass) Ale/wi ne/other alcohol (bottle) Boots or s hoes Ciga rettes (1 2) Cloth ing Meal Rations for one day FURTHER NOTES Price 2 shins 1 0 s h i n s 12 shins 2 shins 5-20 snins 1 shin 10 shins 2 shins 12 s li i n s 20 shins 10 shins 3 shins 5 shins 1 shin 5-1 0 shins 1 shin 2 shins 3 shins 3 shins 1 shin Price 1 shin 3 shins 1 shin 2 shins 1 shin 1 shin 2 shins Bag of light Tools: Conta ins small tongs, pl iers, screwd river, small hammer, small pry bar, lockpicks, 10 feet (3 m) of stri ng, 3 feet (1 m) of wire, and miscel l aneous screws and nails. Bag of Heavy Tools: Conta ins hammer, six spikes, crowbar, large tongs, chisel, and 10 feet (3 m) of l ight (but strong) metal ca ble. Book: Provides an asset to any roll made concern ing Notes See Further N otes See Further N otes See Furtner N otes See Furtlier N otes See Further N otes See Further N otes Asset for Speed defense tasks (decreases the d ifficulty by one step) La rge enough for two people Notes Very n ice cloth ing: up to 5 shins H igh-quality meal: up to 5 shins the s u bject of the book as long as the cha racter has the book in his possession, can read it, and can devote half an hour to the task (or twice as long as normal, whichever is greate r) . Disguise Kit: Conta ins cosmetics, facial prostheses, and a few other tricks. Provides an asset to d isguise tasks, loweri ng the d ifficu lty by one step when you attem pt to disguise you rself as another person. Explorer's Pack: Conta ins 50 feet (1 5 m) of rope, rations for th ree days, th ree spikes, hammer, warm clothes, stu rdy boots, three torch es, and two m i nor glowglobes. First Aid Kit: Contains band ages, a few tools, sa lves, and so on. Provides an asset to heal ing tasks, lowering the difficu lty by one step when you attem pt to heal you rself or another person.


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