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Published by ozgunuslu93, 2020-04-17 13:41:03

Numenera: Discovery

Numenera - Discovery

CHARACTER TYPE

trick at this increased distance hinders the Tricks of the Trade: Choose one of the
task. Enabler. following tricks (or a trick from a lower tier) to
• Meticulous Planner: If you spend a long add to your repertoire. Instead of selecting a
time planning an action, you gain an asset trick, you can select a lower-tier Glaive fighting
on performing it. The time to study and move or Nano esotery. In addition, you can
plan for the action is ten times as long as it replace one of your lower-tier tricks with a
takes to perform the action. For example, if different trick from the same lower tier.
you want to jump across a hole in the floor
(one action), you can study the area for ten • Bypass Barrier (6+ Intellect points): You get
rounds (about a minute), and when you past a door, force field, or other barrier up
attempt to jump over the hole, you have an to 3 feet (1 m) thick that is blocking your
asset on the jump. This benefit applies to way. Depending on the barrier, this might
only one roll—if you want to perform the involve finding a weak spot you can push
task again with the benefit of an asset, you through, luckily pressing the right button,
need to study and plan again. Enabler. or even weirder explanations like touching
• Obstacle Running (3 Speed points): For the a thin place between dimensions or an
next minute, you can ignore obstacles that unexpected interaction with numenera you
slow your movement, allowing you to travel carry. The difficulty of the task is the level
at normal speed through areas with rubble, of the barrier. This trick allows you alone
fences, tables, and similar objects that you to pass through, not anyone else, and the
would have to climb over or move around.
This movement might include sliding on a
railing, briefly running along a wall, or even
stepping on a creature to boost yourself
over something. If an obstacle would
normally require a Might or Speed task to
overcome, such as swinging on a rope,
balancing on a rope, or jumping over a
hole, you are trained at that task. Enabler.
• Recharge Cypher (2+ Intellect points): You
recharge a cypher that was used in the past
ten minutes, allowing it to be used again.
You must touch the cypher, spend 1 XP, and
succeed at an understanding numenera
roll (difficulty equal to the level of the
cypher) to recharge it. Otherwise, the cypher
remains spent and useless. Some cyphers
(particularly pills and injections) cannot
be recharged in this way. In addition to the
normal options for using Effort, you can
choose to use Effort to recharge a cypher
that was used more than ten minutes ago;
each level of Effort used in this way extends
the time period by ten minutes. Action.
• Skill With Attacks: Choose one type
of attack in which you are not already
trained: light bashing, light bladed, light
ranged, medium bashing, medium bladed,
medium ranged, heavy bashing, heavy
bladed, or heavy ranged. You are trained in
attacks using that type of weapon. Enabler.

FOURTH-TIER JACK 49

Fourth-tier Jacks have the following abilities:
Skills: You are trained in one task of your

choosing (other than attacks or defense). If
you choose a task you’re already trained in,
you become specialized in that task. You can’t
choose a task you’re already specialized in.

Another famous Jack way through closes at the end of your turn FIFTH-TIER JACK
is Crimson Tellach, (which might mean you’re trapped on the
far side). You have an asset in any attempts Fifth-tier Jacks have the following abilities:
an expert in both the to get through it again. In addition to Adept Cypher Use: You can bear four
numenera and the the normal options for using Effort, you
can choose to use Effort to increase the cyphers at a time.
finer points of combat. maximum thickness of the barrier, each Skills: You are trained in one task of your
She lost her hand in a level adding 3 feet (1 m). Action.
battle with a jiraskar, • Crowd Control (6+ Intellect points): You choosing (other than attacks or defense). If
control the actions of up to five creatures you choose a task you’re already trained in,
but she replaced it in short range. This effect lasts for one you become specialized in that task. You can’t
herself with a solid light minute. All targets must be level 2 or lower. choose a task you’re already specialized in.
emitter that allows her Your control is limited to simple verbal
commands like “stop,” “run away,” “follow Tricks of the Trade: Choose one of the
to create a temporary that Glaive,” “look over there,” or “get out following tricks (or a trick from a lower tier) to
hand, weapon, tool, or of my way.” All affected creatures respond add to your repertoire. Instead of selecting a
anything else she needs. to the command unless you specifically trick, you can select a lower-tier Glaive fighting
command them otherwise. In addition to move or Nano esotery. In addition, you can
Stun, page 112 the normal options for using Effort, you replace one of your lower-tier tricks with a
can choose to use Effort to increase the different trick from the same lower tier.
Lunge, page 33 maximum level of the targets or affect an
If you choose Memory additional five people. Thus, to control a • Effective Skill: Choose one non-combat skill
group that has a level 4 target (two levels when you gain this ability. You get a minor
Becomes Action, above the normal limit) or a group of effect with that skill when you roll a natural
familiarize yourself fifteen people, you must apply two levels of 14 or higher (the d20 shows “14” or more).
with the abilities of Effort. When the Crowd Control trick ends, You get a major effect with that skill when
other characters in the creatures remember your commands you roll a natural 19 or higher (the d20
the group so you don’t but don’t remember being controlled— shows “19” or higher). Unlike most tricks
slow down gameplay your commands seemed reasonable at the of the trade, you can select this trick more
when you copy them. time. Action to initiate. than once. Each time you select it, you must
• Illusory Evasion (5 Intellect points): When choose a different non-combat skill. Enabler.
50 you are hit by an attack, you teleport an
immediate distance away, leaving behind • Jaunt (5+ Intellect points): You
an illusory copy of yourself to be struck by instantaneously teleport yourself to any
that attack instead of you. This destroys the location within a long distance that you can
illusion but leaves you unharmed by the see. In addition to the normal options for
attack. If the attack affects an area and the using Effort, you can choose to use Effort to
teleportation can’t get you out of that area, increase the distance you can travel; each
the attack still affects you normally. Enabler. level of Effort used in this way increases the
• Memory Becomes Action (4+ Intellect range by another 100 feet (30 m). Action.
points): You can duplicate a one-action
esotery, fighting move, or trick of the trade, • Mastery With Defense: Choose one type of
performing it as if it were natural for you. defense task in which you are trained: Might,
You must have seen the ability used within Speed, or Intellect. You are specialized in
the past week, it must be third tier or lower, defense tasks of that type. Unlike most tricks
and it must be an ability with a point cost. of the trade, you can select this trick up to
In addition to the point cost of Memory three times. Each time you select it, you must
Becomes Action, you must pay the Might, choose a different type of defense task. Enabler.
Speed, or Intellect cost of the ability you are
copying. For example, if you want to copy a • Stun Attack (6 Speed points): You attempt
Glaive friend’s Lunge attack (which normally a difficulty 5 Speed action to stun a
costs 2 Might points), you’d pay 4 Intellect creature as part of your melee or ranged
points to activate Memory Becomes attack. If you succeed, your attack inflicts
Action and 2 Might points to use Lunge. its normal damage and stuns the creature
In addition to the normal options for using for one round, causing it to lose its
Effort, you can choose to use Effort to copy next turn. If you fail, you still make your
an ability you saw longer than one week ago; normal attack roll, but you don’t stun the
each level of Effort used in this way extends opponent if you hit. Action.
the time period by one week. Enabler.
• Subtle Tricks: You can use your skills and
tricks of the trade in ways that don’t look
like you’re doing anything. If the skill or
trick would normally require an obvious
movement, phrase, or other action by you,
it instead seems to happen on its own.
Instead of using your tools to pick a lock,
the lock clicks open as you stand near
it. Instead of manipulating a numenera

CHARACTER TYPE

screen, the information you want appears something even stranger. The doppeljack The GM might decide
on the screen when you look at it. Instead is a level 6 NPC with 18 health. It has your that some creatures can’t
of bluffing your way past some guards, they mind and memories, and you control it as if be taught with Teach
step aside as you approach and let you it were you in another body. In effect, while Trick even if they can
through. This ability usually only works up this ability is active, you have two bodies. understand you. Seskii,
to an immediate distance. You still must If the doppeljack uses any of your abilities simple automatons, and
spend points and make rolls to use your that cost points, those points come from bodiless energy beings
skills and tricks with this ability. Performing your Pools (including spending Effort). are poor students.
a trick in a subtle way hinders the task. Controlling two bodies at once is difficult
This ability can’t be used to conceal your and distracting; while this ability is active, Free level of Effort,
attack or defense rolls. Enabler. all tasks performed by you or the doppeljack page 103
• Teach Trick (5+ Intellect points): You spend an are hindered. The doppeljack has no
hour instructing someone on how to perform a equipment other than simple clothing.
trick of the trade that you know. The trick must It remains for up to one minute, but
be no higher than fourth tier. For one hour after disappears if killed or if you use an action
you teach them, the student can perform that to dismiss it. If the doppeljack is killed,
trick of the trade as if it were natural for them. you take 6 points of damage that ignore
They must pay the Might, Speed, or Intellect Armor, and you lose your next action. If you
cost (if any) to use that trick. The student must are killed while the doppeljack is present,
be able to understand your instructions. In you live on as the doppeljack (it becomes
addition to the normal options for using your character instead of being an NPC
Effort, you can choose to use Effort to increase that disappears). In addition to the normal
how long the student can use the trick or to options for using Effort, you can choose
teach additional students at the same time; to use Effort to increase
each level of Effort used in this way increases the duration of this ability;
the duration by one hour or the number of each level of Effort used in
students by one. One hour to initiate. this way adds one minute to
the doppeljack’s existence.
SIXTH-TIER JACK Action.

Sixth-tier Jacks have the following abilities: 51
Skills: You are trained in one task of your

choosing (other than attacks or defense). If
you choose a task you’re already trained in,
you become specialized in that task. You can’t
choose a task you’re already specialized in.

Tricks of the Trade: Choose one of the
following tricks (or a trick from a lower tier) to
add to your repertoire. Instead of selecting a
trick, you can select a lower-tier Glaive fighting
move or Nano esotery. In addition, you can
replace one of your lower-tier tricks with a
different trick from the same lower tier.

• Blurring Speed (7 Speed points): You
move so quickly that until your next
turn, you look like a blur. While you
are blurred, if you apply Effort to
a melee attack task or Speed
defense task, you get a free
level of Effort on that task; you
can move a short distance as part
of another action or a long distance
as your entire action. Enabler.

• Doppeljack (7+ Might points): A
perfect copy of you appears within
an immediate distance. This
doppeljack might be a version
of you from another timeline, a
parallel dimension, or the past;
an instantly spawned clone; or

Quarterstaff, page 96 • Impossible Walk (5+ Speed points): You devious. He puts 4 of his additional points in
Dart thrower, page 96 can walk (or crawl or run) on steep inclines his Intellect Pool (raising it to 14) and 2 points
and horizontal surfaces (such as walls and in his Speed Pool (raising it to 12). This leaves
Eases, page 15 cliffs) for the next minute as if they were flat his Might Pool at 10. He decides to have a
Leather jerkin, page 95 ground. When using this ability, “down” for Speed Edge of 1, but it was a hard choice—he
Trained in Armor, page 47 you is either the surface you are walking on was tempted to put his Edge point in Intellect.
or the normal orientation of gravity (your As a first-tier character, his Effort is 1.
Face Morph, page 47 choice). If you apply one level of Effort, you
Skill With Attacks, can also walk on the ceiling or on a liquid James chooses a quarterstaff and a dart
page 49 or semi-liquid surface such as water, mud, thrower for his weapons. The staff is a medium
quicksand, or even lava (although touching a weapon that inflicts 4 points of damage. The
Clever, page 54 dangerous surface like lava still harms you). dart thrower is a light weapon, so he eases
If you apply two levels of Effort, you can also attack rolls with it, but each shot inflicts only
Recovery roll, page 111 walk on air as if it were solid ground. 2 points of damage. The dart thrower comes
with 12 darts.
Crafts Illusions, page 65 • Mastery With Attacks: Choose one type
LOOKING FOR of attack in which you are trained: light He wears a leather jerkin that gives him 1
Bears a Halo of Fire, bashing, light bladed, light ranged, point of Armor, so James subtracts 1 from all
page 58 medium bashing, medium bladed, damage he takes. This type of armor normally
medium ranged, heavy bashing, heavy increases the cost of using Speed Effort by
52 bladed, or heavy ranged. You are 1. To compensate, James chooses Trained in
specialized in attacks using that type of Armor as one of his tricks of the trade, which
weapon. Enabler. (In place of this ability, reduces that cost by 1 (meaning it becomes 0).
you may instead select Skill With Attacks to
become trained in one type of attack.) For his other trick, he chooses Face Morph.
James likes the opportunities this gives him to
• Outside Reality (6+ Intellect points): You trick and confuse people.
exist outside of everything until the start
of your next turn. To you, a few seconds He also chooses a skill to be trained in. James
pass while you are alone in a cool void. To decides to go with stealth so that whenever he
everyone else, you seem to vanish for a few tries to hide, move quietly, or slip something
seconds and reappear in the same place. into his pocket unnoticed, he eases the task. In
While in this unreal state, you can use addition, his flex skill lets him choose another
abilities or objects on yourself, but you can’t skill each day, so he has many options.
perceive, interact with, or affect the rest
of the world, and vice versa. Time-based His character can bear two cyphers. The GM
effects already on you (like a poison that decides that one item is an injector that gives
inflicts damage every round) are paused James a temporary +1 bonus to his Speed Edge
while you exist outside reality, but when this for one hour, and the other is a belt-mounted
ability ends they resume as if no time had device that projects a force shield around him
passed. In addition to the normal options for ten minutes and grants +3 to his Armor.
for using Effort, you can choose to use
Effort to increase the duration; each level of James still needs to choose his descriptor
Effort used in this way adds one round to and focus. For his descriptor, he picks Clever
how long you spend outside reality. Enabler. to complement his “devious” theme, so
he adds 2 to his Intellect Pool, raising it to
• Rapid Recovery: You can make most 16. The Clever descriptor also means he is
recovery rolls faster than normal. You can trained in lies and trickery (which is fitting for
make your one-action recovery roll as part his character), defense rolls against mental
of another action or when it isn’t your effects, and identifying or assessing things.
turn, your ten-minute recovery roll takes Basically, his Jack is good at figuring out
you only one action, and your one-hour whatever situation he lands in. Conversely, he
recovery roll takes you only ten minutes doesn’t excel at reading books, studying, or
(your ten-hour rest is unchanged). If you remembering details. Finally, the descriptor
make a recovery roll when it isn’t your turn, gives James some extra starting money—
until the end of your next turn all of your probably from being so clever.
tasks are hindered. Enabler.
For his focus, he makes a choice that’s
JACK EXAMPLE devious but overt: Crafts Illusions. At first tier,
he can spend 1 point from his Intellect Pool
James wants to play a Jack. He likes the idea to create minor images. The focus also grants
of being crafty, sneaky, and maybe a little him a strange oddity that involves images in a
piece of glass. James will use these abilities to
create a con artist character who is careful and
clever and backs up his lies with illusions.

CHARACTER DESCRIPTOR

CHAPTER 5

CHARACTER
DESCRIPTOR

Y our descriptor defines your character— CHARMING Intellect Pool,
it flavors everything you do. The page 22
differences between a Charming Glaive You’re a smooth talker and a charmer. Whether Esoteries, page 40
and a Graceful Glaive are considerable. The through seemingly supernatural means or just a Aeon Priest, page 264
descriptor changes the way those characters go way with words, you can convince others to do as
about every action. Your descriptor places your you wish. Most likely, you’re physically attractive Shins, page 93
character in the situation (the first adventure, or at least highly charismatic, and others
which starts the campaign) and helps provide enjoy listening to your voice. You probably pay 53
motivation. It is the adjective of the sentence “I attention to your appearance, keeping yourself
am an adjective noun who verbs.” well groomed. You make friends easily.

Descriptors offer a one-time package of You play up the personality facet of your Intellect
extra abilities, skills, or modifications to your stat; intelligence is not your strong suit. You’re
stat Pools. Not all of a descriptor’s offerings personable, not necessarily studious or strong-willed.
are positive character modifications. For
example, some descriptors have inabilities— You gain the following benefits:
tasks that a character isn’t good at. You can Personable: +2 to your Intellect Pool.
think of inabilities as “negative skills”— Skill: You’re trained in all tasks involving
instead of being one step better at that kind positive or pleasant social interaction.
of task, you’re one step worse. If you become Skill: You’re trained when using esoteries or
skilled at a task that you have an inability with, special abilities that influence the minds of others.
they cancel out. Remember that characters are Contact: You have an important contact who is
defined as much by what they’re not good at as in an influential position, such as a minor noble,
by what they are good at. the captain of the town guard, an Aeon Priest,
or the head of a large gang of thieves. You and
Descriptors also offer a few brief suggestions the GM should work out the details together.
of how your character got involved with the rest Inability: You were never good at studying
of the group on their first adventure. You can or retaining facts. Any task involving lore,
use these, or not, as you wish. knowledge, or understanding is hindered.
Inability: Your willpower is not one of your
This section details the following descriptors: strong points. Whenever you try to resist a
Charming, Clever, Graceful, Intelligent, Learned, mental attack, you’re hindered.
Mystical/Mechanical, Rugged, Stealthy, Strong, Additional Equipment: You’ve managed to
Strong-Willed, Swift, and Tough. Choose one talk your way into some decent discounts and
of them for your character. You can pick any bonuses in recent weeks. As a result, you have
descriptor you wish regardless of whether 10 extra shins jangling in your pocket.
you’re a Glaive, Nano, or Jack. Initial Link to the Starting Adventure: From
the following list of options, choose how you
DESCRIPTORS Rugged became involved in the first adventure.
Stealthy 1. You convinced one of the other PCs to tell
Charming Strong you what they were doing.
Clever Strong-Willed 2. You instigated the whole thing and
Graceful Swift convinced the others to join you.
Intelligent Tough 3. One of the other PCs did a favor for you,
Learned and now you’re repaying that obligation by
Mystical/Mechanical helping them with the task at hand.
4. There is reward involved, and you need
the money.

Your descriptor defines your character—it flavors everything you do.

Intellect Pool, page 22 CLEVER Skill: You’re trained in all tasks involving
physical performing arts.
Shins, page 93 You’re quick-witted, thinking well on your
feet. You understand people, so you can fool Skill: You’re trained in all Speed defense tasks.
Speed Pool, page 22 them but are rarely fooled. Because you easily Initial Link to the Starting Adventure: From
LOOKING FOR see things for what they are, you get the lay the following list of options, choose how you
of the land swiftly, size up threats and allies, became involved in the first adventure.
Commands Mental and assess situations with accuracy. Perhaps 1. Against your better judgment, you joined
Powers, page 60 you’re physically attractive, or maybe you use the other PCs because you saw that they were
your wit to overcome any physical or mental in danger.
54 imperfections. 2. One of the other PCs convinced you that
joining the group would be in your best interest.
You gain the following benefits: 3. You’re afraid of what might happen if the
Smart: +2 to your Intellect Pool. other PCs fail.
Skill: You’re trained in all interactions 4. There is reward involved, and you need
involving lies or trickery. the money.
Skill: You’re trained in defense rolls to resist
mental effects. INTELLIGENT
Skill: You’re trained in all tasks involving,
identifying, or assessing danger, lies, quality, You’re quite smart. Your memory is sharp, and
importance, function, or power. you easily grasp concepts that others might
Inability: You were never good at studying or struggle with. This aptitude doesn’t necessarily
retaining trivial knowledge. Any task involving mean that you’ve had years of formal
lore, knowledge, or understanding is hindered. education, but you have learned a great deal in
Additional Equipment: You see through the your life, primarily because you pick things up
schemes of others and occasionally convince quickly and retain so much.
them to believe you—even when, perhaps,
they should not. Thanks to your clever You gain the following benefits:
behavior, you have 10 extra shins. Smart: +2 to your Intellect Pool.
Initial Link to the Starting Adventure: From Skill: You’re trained in an area of knowledge
the following list of options, choose how you of your choice.
became involved in the first adventure. Skill: You’re trained in all actions that involve
1. You convinced one of the other PCs to tell remembering or memorizing things you
you what they were doing. experience directly. For example, instead of
2. From afar, you observed that something being good at recalling details of geography
interesting was going on. that you read about in a book, you can
3. You talked your way into the situation remember a path through a set of tunnels that
because you thought it might earn some money. you’ve explored before.
4. You suspect that the other PCs won’t Initial Link to the Starting Adventure: From
succeed without you. the following list of options, choose how you
became involved in the first adventure.
GRACEFUL 1. One of the other PCs asked your opinion
of the mission, knowing that if you thought it
You have a perfect sense of balance, moving was a good idea, it probably was.
and speaking with grace and beauty. You’re 2. You saw value in what the other PCs were
quick, lithe, flexible, and dexterous. Your body doing.
is perfectly suited to dance, and you use that 3. You believed that the task might lead to
advantage in combat to dodge blows. You important and interesting discoveries.
might wear garments that enhance your agile 4. A colleague requested that you take part
movement and sense of style. in the mission as a favor.

You gain the following benefits:
Agile: +2 to your Speed Pool.
Skill: You’re trained in all tasks involving
balance and careful movement.

CHARACTER DESCRIPTOR

LEARNED mysterious and the paranormal, or you might Numenera, page 13
think of yourself as “mechanical,” and thus
You have studied, either on your own or with adept with devices and machines. In either LOOKING FOR
an instructor. You know many things and are case, your true talents lie with the numenera. Controls Beasts, page 62
an expert on a few topics, such as history, You likely have experience with ancient lore,
biology, geography, the numenera, nature, or and you can sense and wield the numenera—
any other area of study. Learned characters though whether that means “magic” or
typically carry a few books around with them “technology” is up to you (and probably up to
and spend their spare time reading. those around you as well).

You gain the following benefits: Mystical characters often wear jewelry, such
Smart: +2 to your Intellect Pool. as a ring or an amulet, or have tattoos or other
Skill: You’re trained in three areas of marks that show their interests. Mechanical
knowledge of your choice. characters tend to carry a lot of tools and treat
Inability: You have few social graces. Any them almost like talismans.
task involving charm, persuasion, or etiquette
is hindered. You gain the following benefits:
Additional Equipment: You have two Smart: +2 to your Intellect Pool.
additional books on topics of your choice. Skill: You’re trained in all actions involving
Initial Link to the Starting Adventure: From understanding numenera.
the following list of options, choose how you Sense “Magic”: You can sense whether the
became involved in the first adventure. numenera is active in situations where its
1. One of the other PCs asked you to come presence is not obvious. You must study an object
along because of your knowledge. or location closely for a minute to get a feel for
2. You need money to fund your studies. whether the touch of the ancients is at work.
3. You believed that the task might lead to Esotery: You can perform the esotery known
important and interesting discoveries. as Hedge Magic when you have a free hand
4. A colleague requested that you take part and can pay the Intellect point cost.
in the mission as a favor. Hedge Magic: You can perform small tricks:
temporarily change the color or basic appearance
MYSTICAL/MECHANICAL of a small object, cause small objects to float
through the air, clean a small area, mend a
You have a special talent that can be viewed in broken object, prepare (but not create) food,
one of two ways. You might think of yourself and so on. You can’t use Hedge Magic to harm
as “mystical,” and thus attuned with the another creature or object. Action.

55

Oddity, page 304 Inability: You have a manner or an aura that You gain the following benefits:
others find a bit unnerving. Any task involving Skill: You’re trained in all tasks involving
Explorer’s pack, page 98 charm, persuasion, or deception is hindered. climbing, jumping, running, and swimming.
Skill: You’re trained in all tasks involving
Ranged weapon, page 95 Additional Equipment: You have an extra training, riding, or placating natural animals.
Of the three character oddity, determined by the GM. Skill: You’re trained in all tasks involving
aspects, descriptors identifying or using natural plants.
make the most sense, Initial Link to the Starting Adventure: From Inability: You have no social graces and prefer
both mechanically the following list of options, choose how you animals to people. Any task involving charm,
and narratively, to became involved in the first adventure. persuasion, etiquette, or deception is hindered.
change over the life of Additional Equipment: You carry an explorer’s
a character. If it fits the 1. A dream guided you to this point. pack. If you already have one, you can instead
2. You need money to fund your studies. take 50 extra feet (15 m) of rope, two more days’
story, for example, a GM 3. You believed the mission would be a great worth of rations, and an extra ranged weapon.
might allow a character way to learn more about the numenera. Initial Link to the Starting Adventure: From
4. Various signs and portents led you here. the following list of options, choose how you
to change from being became involved in the first adventure.
“charming” to being RUGGED 1. Against your better judgment, you joined
“tough” after terrible the other PCs because you saw that they were
circumstances befall You’re a nature lover accustomed to living in danger.
her. When changing rough, pitting your wits against the elements. 2. One of the other PCs convinced you that
Most likely, you’re a skilled hunter, gatherer, or joining the group would be in your best interest.
descriptors, the PC naturalist. Years of living in the wild have left 3. You’re afraid of what might happen if the
loses all former benefits their mark with a worn countenance, wild hair, other PCs fail.
or scars. Your clothing is probably much less 4. There is reward involved, and you need
and gains those from refined than the garments worn by city dwellers. the money.
the new descriptor.
STEALTHY
Speed Pool, page 22
You’re sneaky, slippery, and fast. These talents
Esoteries, page 40 help you hide, move quietly, and pull off tricks that
require sleight of hand. Most likely, you’re wiry and
LOOKING FOR small. However, you’re not much of a sprinter—
Controls Gravity, page 63 you’re more dexterous than fleet of foot.

You gain the following benefits:
Quick: +2 to your Speed Pool.
Skill: You’re trained in all stealthy tasks.
Skill: You’re trained in all interactions
involving lies or trickery.
Skill: You’re trained in all esoteries or special
abilities involving illusions or trickery.
Inability: You’re sneaky but not fast. All
movement-related tasks are hindered.
Initial Link to the Starting Adventure: From
the following list of options, choose how you
became involved in the first adventure.
1. You attempted to steal from one of the
other PCs. That character caught you and
forced you to come along with them.
2. You were tailing one of the other PCs for
reasons of your own, which brought you into
the action.
3. An NPC employer secretly paid you to get
involved.
4. You overheard the other PCs talking about
a topic that interested you, so you decided to
approach the group.

56

CHARACTER DESCRIPTOR

Remember that characters are defined as much by what they’re not good at
as by what they are good at.

STRONG SWIFT Might Pool, page 22

You’re extremely strong and physically powerful, You move quickly, able to sprint in short bursts
and you use these qualities well, whether and work with your hands with dexterity. You’re
through violence or feats of prowess. You likely great at crossing distances quickly but not always
have a brawny build and impressive muscles. smoothly. You are likely slim and muscular.

You gain the following benefits: You gain the following benefits:
Very Powerful: +4 to your Might Pool. Fast: +4 to your Speed Pool.
Skill: You’re trained in all actions involving Skill: You’re trained in initiative actions (to
breaking inanimate objects. determine who goes first in combat).
Skill: You’re trained in all jumping actions. Skill: You’re trained in running actions.
Additional Equipment: You have an extra Inability: You’re fast but not necessarily
medium weapon or heavy weapon. graceful. Any task involving balance is hindered.
Initial Link to the Starting Adventure: From Initial Link to the Starting Adventure: From
the following list of options, choose how you the following list of options, choose how you
became involved in the first adventure. became involved in the first adventure.
1. Against your better judgment, you joined the 1. Against your better judgment, you joined
other PCs because you saw that they were in danger. the other PCs because you saw that they were
2. One of the other PCs convinced you that in danger.
joining the group would be in your best interest. 2. One of the other PCs convinced you that
3. You’re afraid of what might happen if the joining the group would be in your best interest.
other PCs fail. 3. You’re afraid of what might happen if the
4. There is reward involved, and you need other PCs fail.
the money. 4. There is reward involved, and you need
the money.

STRONG-WILLED TOUGH Armor, page 109
Intellect Pool, page 22
You’re tough-minded, willful, and independent. You’re strong and can take a lot of physical Recovery roll, page 111
No one can talk you into anything or change punishment. You might have a large frame and Light weapon, page 96
your mind when you don’t want it changed. This a square jaw. Tough characters frequently have
quality doesn’t necessarily make you smart, but visible scars. LOOKING FOR
it does make you a bastion of willpower and Crafts Illusions, page 65
resolve. You likely dress and act with unique You gain the following benefits:
style and flair, not caring what others think. Resilient: +1 to Armor. 57
Healthy: Add 1 to the points you regain
You gain the following benefits: when you make a recovery roll.
Willful: +4 to your Intellect Pool. Skill: You’re trained in Might defense actions.
Skill: You’re trained in resisting mental effects. Additional Equipment: You have an extra
Skill: You’re trained in tasks requiring light weapon.
incredible focus or concentration. Initial Link to the Starting Adventure: From
Inability: Willful doesn’t mean brilliant. Any task the following list of options, choose how you
that involves figuring out puzzles or problems, became involved in the first adventure.
memorizing things, or using lore is hindered. 1. You’re acting as a bodyguard for one of
Initial Link to the Starting Adventure: From the other PCs.
the following list of options, choose how you 2. One of the PCs is your sibling, and you
became involved in the first adventure. came along to watch out for them.
1. Against your better judgment, you joined the 3. You need money because your family is in
other PCs because you saw that they were in danger. debt.
2. One of the other PCs convinced you that 4. You stepped in to defend one of the PCs
joining the group would be in your best interest. when they were threatened. While talking to them
3. You’re afraid of what might happen if the afterward, you heard about the group’s task.
other PCs fail.
4. There is reward involved, and you need
the money.

CHAPTER 6

CHARACTER FOCUS

Armor, page 109 F ocus is what makes your character Each tier’s benefits are independent of and
unique. No two PCs in a group should cumulative with benefits from other tiers
Fighting moves, page 31 have the same focus. Your focus gives you (unless indicated otherwise). So if your first-
Tricks of the benefits when you create your character and tier ability grants you +1 to Armor and your
each time you ascend to the next tier. It’s the fourth-tier ability also grants you +1 to Armor,
trade, page 47 verb of the sentence “I am an adjective noun when you reach fourth tier, you have a total of
who verbs.” +2 to Armor.
Esoteries, page 40
When you choose a character focus, you BEARS A HALO OF FIRE
Bears a Halo of Fire GM get a special connection to one or more of
intrusions: Fire burns your fellow PCs, a first-tier ability, and perhaps You can create a sheath of flames around your
flammable material. additional starting equipment. A few foci body. You leave scorch marks wherever you
Fire spreads, perhaps offer slight alterations of type special abilities go, and you can’t handle combustible objects
beyond the control of (fighting moves for Glaives, tricks of the trade without first dousing your inherent flames. Your
the one who started for Jacks, and esoteries for Nanos). Each focus special abilities (such as Nano esoteries) are
it. Primitive creatures also offers suggestions to the GM and the tainted with flame. Fiery visuals accompany your
fear fire and often player for possible effects or consequences of powers, and in some cases, your predilection for
attack what they fear. really good or really bad die rolls. flame actually reshapes your abilities to take on a
fiery nature where none existed before.
As you progress to a new tier, your focus
grants you more abilities. Each tier’s benefit You probably wear red and yellow, or
is usually labeled “action” or “enabler.” If perhaps black.
an ability is labeled “action,” you must take
an action to use it. If an ability is labeled Although most of those who take up this
“enabler,” it makes other actions better or mantle are Nanos, flame-wielding Glaives and
gives some other benefit, but it’s not an action. Jacks are fearsome indeed.
An ability that allows you to blast foes with
rays is an action. An ability that grants you Connection: Choose one of the following.
additional damage when you make attacks is 1. Pick one other PC. Through a quirk of fate,
an enabler. You can use an enabler in the same your fire cannot harm that character.
turn as you perform another action. 2. Pick one other PC. You burned this
character by accident, and they still have a scar.

FOCI Hunts
Lives in the Wilderness
Bears a Halo of Fire Masters Defense
Commands Mental Powers Masters Weaponry
Controls Beasts Murders
Controls Gravity Rages
Crafts Illusions Rides the Lightning
Employs Magnetism Speaks With a Silver Tongue
Entertains Talks to Machines
Exists Partially Out of Phase Wears a Sheen of Ice
Explores Dark Places Wields Power With Precision
Fights With Panache Wields Two Weapons at Once
Focuses Mind Over Matter Works the Back Alleys
Fuses Flesh and Steel Works Miracles
Howls at the Moon

58

CHARACTER FOCUS

3. Pick one other PC. You’re always trying to hand. The hand acts as you direct, floating in the No Need for
impress them with your fire, but you’re not sure why. air. Directing the hand is an action. Without a Weapons, page 31
command, the hand does nothing. It can move
4. Pick one other PC. When you’re near this a long distance in a round, but it never moves Onslaught, page 40
character, sometimes your flames burn with farther away from you than long range. The hand Flash, page 40
weird patterns. can grab, move, and carry things, but anything it
touches takes 1 point of damage per round from LOOKING FOR
Additional Equipment: You have an artifact—a the heat. The hand can also attack. It’s a level 3 Employs Magnetism,
device that sprays inanimate objects to make them creature and deals 1 extra point of damage from page 67
fire-resistant. All your starting gear has already fire when it attacks. Once created, the hand lasts
been treated unless you don’t want it to be. for ten minutes. Action to create; action to direct. 59

Fire Powers: Your special abilities that would Wings of Fire (4 Intellect points). While your
normally use force or other energy (such as Shroud of Flame is active, you can spread wings
electricity) instead use fire. For example, force of fire and can levitate, moving at a rate of up
blasts from Onslaught are blasts of flame, and to 20 feet (6 m) per round in any direction for
Flash is a burst of fire. These alterations change one minute. You can also take one other non-
nothing except the type of damage and the fact movement action on your turn. Action.
that it might start fires. As another example,
Barrier produces a wall of roaring flames. In Tier 4: Flameblade (4 Intellect points). When
this case, the alteration changes the esotery so you wish it, you extend your halo of fire to cover
that the barrier is not solid but instead inflicts a weapon you wield in flame for one hour. The
1 point of damage to anything that touches it flame ends if you stop holding or carrying the
and 4 points of damage to anyone who passes weapon. While the flame lasts, the weapon
through it. Even fighting moves such as No inflicts 2 additional points of damage. Enabler.
Need for Weapons might mean your hands and
fists are surrounded by flames. Tier 5: Fire Tendrils (5 Intellect points). When you
wish it, your halo sprouts three tendrils of flame
Minor Effect Suggestions: The target or that last for up to ten minutes. As an action, you
something near the target catches fire. can use the tendrils to attack, making a separate
attack roll for each. Each tendril inflicts 4 points
Major Effect Suggestions: An important item of damage. Otherwise, the attacks function as
on the target’s person is destroyed. standard attacks. If you don’t use the tendrils to
attack, they remain but do nothing. Enabler.
Tier 1: Shroud of Flame (1 Intellect point). At
your command, your entire body becomes Tier 6: Ability Choice. Choose either Fire
shrouded in flames that last up to ten minutes. Servant or Inferno Trail as your tier 6 ability.
The fire doesn’t burn you, but it automatically
inflicts 2 points of damage to anyone who tries Fire Servant (6 Intellect points). You reach into
to touch you or strike you with a melee attack. your halo and produce an automaton of fire that
Flames from another source can still hurt you. is your general shape and size. It acts as you direct
While the shroud is active, you gain +2 points each round. Directing the servant is an action, and
of Armor that protect only against damage you can command it only when you are within
from fire from another source. Enabler. long range of it. Without a command, the servant
continues to follow your previous command. You
Tier 2: Hurl Flame (2 Intellect points). While can also give it a simple programmed action,
your Shroud of Flame is active, you can reach such as “Wait here, and attack anyone who comes
into your halo and hurl a handful of fire at a within short range until they’re dead.” The servant
target. This is a ranged attack with short range lasts for ten minutes, is a level 5 creature, and
that deals 4 points of fire damage. Action. deals 1 extra point of damage from fire when it
attacks. Action to create; action to direct.
Fiery Power. When you use the Onslaught
force blast esotery or the Flash esotery, Inferno Trail (6 Intellect points). For the next
increase the damage by 1 point. If you don’t minute, you leave a trail of flame in your wake.
have either of those abilities, this ability has The trail matches your path and lasts for up to
no effect. Fiery Power does not affect damage a minute, creating a wall of flame about 6 feet
from the Onslaught mindslice. Enabler. (2 m) high that inflicts 5 points of damage to
any creature that passes through it, potentially
Tier 3: Ability Choice. Choose either Fiery Hand catching them on fire for an additional 1 point of
of Doom or Wings of Fire as your tier 3 ability. damage each round (if they are flammable) until
they spend a round putting out the fire. Action.
Fiery Hand of Doom (3 Intellect points). While
your Shroud of Flame is active, you can reach
into your halo and produce a hand made of
animate flame that is twice the size of a human’s

Commands Mental COMMANDS 4. Pick one other PC. When they stand next
Powers GM intrusions: MENTAL POWERS to you and use their action to concentrate on
helping you, your Telepathic ability extends to a
Other beings that have You have always had special abilities that very long range.
mental or psychic powers others didn’t seem to share. Through practice
and devotion, you have honed this unique Additional Equipment: You have a crystal
often seek to destroy talent so that you can harness the power of or jewel artifact that, when worn against your
those like themselves your mind to perform deeds. forehead or temple, adds 1 point to your
out of jealousy and fear. Intellect Pool. If you’re ever without the artifact,
Some beings feed on the No one can tell that you have this ability just subtract 5 points from your Intellect Pool; the
mental energies of others, by looking at you, although you wear a crystal or points are restored if you regain the item.
and psychics are the most jewel somewhere on your head to help focus your
power. Either this focusing object was given to Mental Esoteries: When you apply Effort to
desired meal of all. you by someone who recognized your ability, or the special abilities that control minds, like the
you came upon it by accident and it triggered your Mind Control esotery, the Mind Reading esotery,
Mind Control, page 42 abilities. Some people with mental powers— or the Crowd Control trick of the trade, you get
often called psychics or psionics by ordinary a free level of Effort on that task. Enabler.
Mind Reading, page 41 folks—are secretive and a little paranoid.
Minor Effect Suggestions: The range or
Crowd Control, page 50 Although Nanos frequently command duration of the mental power is doubled.
mental powers, psionic characters of every
Free level of Effort, other type are not uncommon. Major Effect Suggestions: You can take
page 103 another action on that same turn.
Connection: Choose one of the following.
LOOKING FOR 1. Pick one other PC. You have found that this Tier 1: Telepathic (1+ Intellect points). You can speak
Entertains, page 68 character is particularly tuned into your mental telepathically with others who are within short
powers. While you’re within short range of them, range. Communication is two-way, but the other
Exists Partially Out of the two of you are always in telepathic contact, party must be willing and able to communicate.
Phase, page 69 and they are never harmed by your Psychic Bursts. You don’t have to see the target, but you must
2. Pick one other PC. For some reason, you know that it’s within range. You can have more
can’t telepathically interact with them. than one active contact at once, but you must
3. Pick one other PC. That character and you establish contact with each target individually.
always enjoy the effect of your Telepathic ability Each contact lasts up to ten minutes. If you apply
even when you haven’t triggered it. a level of Effort to increase the duration rather than
affect the difficulty, the contact lasts for 28 hours.
Action to establish contact.

Tier 2: Mind Reading (2 Intellect points). You can
read the surface thoughts of a creature within
short range, even if the target doesn’t want you
to. You must be able to see your target. Once
you have established contact, you can read the
target’s thoughts for up to one minute. If you
also have the Mind Reading special ability from
your type, you can use this ability at long range,
and you don’t need to be able to see the target
(but you do have to know that the target is
within range). Action to initiate.

Tier 3: Ability Choice. Choose either Psychic
Burst or Psychic Suggestion as your tier 3 ability.

Psychic Burst (3+ Intellect points). You blast
waves of mental force into the minds of up
to three targets within short range (make an
Intellect roll against each target). This burst
inflicts 3 points of Intellect damage (and thus
ignores Armor). For each 2 additional Intellect
points you spend, you can make an Intellect
attack roll against an additional target. Action.

Psychic Suggestion (4 Intellect points). You
attempt to make the target take the action you
indicate on its next turn. If the action you wish

60

CHARACTER FOCUS

ORIGIN OF SPECIAL POWERS

If you want an explanation for some of the more supernatural powers provided by your focus, roll d100 and check the
following table, discarding results that don’t fit logic.

d100 Explanation
01–05 Natural mutation
06–09 Unexpected viral reconstruction of your body
10–15 Mutation due to ancestral exposure to chemicals, radiation, or virus
16–21 Mutation due to experimental science performed on your ancestor(s)
22–27 An encounter with the iron wind (unexpected nanotech reconstruction of your body)
Abduction by extraterrestrial(s) who experimented or performed surgery on you
28 Abduction by rogue Aeon Priest(s) who experimented or performed surgery on you
29 Abduction by machine intelligence that experimented or performed surgery on you
30 Encounter with an ultraterrestrial entity that mysteriously changed you
31 Intentional or accidental fusion/implantation with mechanical devices in fingertips
32–35 Intentional or accidental fusion/implantation with mechanical devices in palms
36–39 Intentional or accidental fusion/implantation with mechanical device in head or eye
40–43 Intentional or accidental fusion/implantation with mechanical device in chest
44–47 Intentional or accidental immersion in or treatment with ancient chemicals or radiation
48–51 Hidden artifact(s) secreted on your person
52–56 Cloud of nanotech that follows and responds to you for reasons unknown
57–60 Implant or mutation that provides knowledge and power from the datasphere
61–64 Drugs
65–66 Training by extraterrestrial entities in strange and mysterious devotions
67 Training by secret order that has mastered mysteries passed down from the ancients
68–69 Training by machine intelligence that shared inhuman knowledge
70 Confluence: roll twice and combine results
71–80 Unknown (GM can secretly roll again and keep the result hidden)
81–00

the target to take would cause direct harm to You know what people are probably thinking LOOKING FOR
the target or its allies, your mental attack is and what they will say before they say it, which Explores Dark Places,
hindered. Action. gives you an edge. You gain an asset to all page 71
interaction skills.
Tier 4: Use Senses of Others (4 Intellect 61
points). You can see, hear, smell, touch, and Enabler.
taste through the senses of anyone with whom
you have telepathic contact. You can attempt Tier 6: Ability Choice. Choose either Mind
to use this ability on a willing or unwilling Control or Telepathic Network as your tier 6
target within long range; an unwilling target ability.
can try to resist. You don’t need to see the
target, but you must know that it’s within Mind Control (6+ Intellect points). You control
range. Your shared senses last ten minutes. the actions of another creature you touch. This
Action to establish. effect lasts for one minute. The target must
be level 2 or lower. Once you have established
Tier 5: Precognition (6 Intellect points). control, you maintain mental contact with the
You dimly sense the future for the next ten target and sense what it senses. You can allow it
minutes. This has the following effects until to act freely or override its control on a case-by-
the duration expires: case basis. In addition to the normal options
for using Effort, you can choose to use Effort
Your defense tasks gain an asset. to increase the maximum level of the target or
You can predict the actions of those around increase the duration by one minute. Thus, to
you. You gain an asset to seeing through control the mind of a level 5 target (three levels
deceptions and attempts to betray you as well above the normal limit) or control a target for
as avoiding traps and ambushes. four minutes (three levels above the normal
duration), you must apply three levels of Effort.

Creatures, page 222 If you also have the Mind Control special ability 4. Pick one other PC. They dislike beasts of
from your type, the normal level limit is 3 rather all kinds, seeing them as little more than food
than 2. When the effect ends, the creature doesn’t or prey. You hope that exposing them to your
remember being controlled or anything it did beast companion will change their mind. It’s
while under your command. Action to initiate. up to that player how their character responds
to the experience.
Telepathic Network (0+ Intellect points).
When you wish it, you can contact up to ten Additional Equipment: You have three days’
creatures known to you, no matter where they worth of food for your beast companion, plus
are. All targets must be willing and able to a harness, collar, or similar accoutrement.
communicate. You automatically succeed at
establishing a telepathic network; no roll is Minor Effect Suggestions: The duration of
required. All creatures in the network are linked calmness or control is doubled.
and can communicate telepathically with one
another. They can also “overhear” anything Major Effect Suggestions: The duration of
said in the network, if they wish. Activating this calmness or control extends to 28 hours.
ability doesn’t require an action and doesn’t cost
Intellect points; to you, it’s as easy as speaking Tier 1: Beast Companion. A level 2 creature
out loud. The network lasts until you choose to of your size or smaller accompanies you and
end it. If you spend 5 Intellect points, you can follows your instructions. You and the GM must
contact twenty creatures at once, and for every 1 work out the details of your creature, and you’ll
Intellect point you spend above that, you can add probably make rolls for it in combat or when it
ten more creatures to the network. These larger takes actions. The beast companion acts on your
networks last for ten minutes. Creating a network turn. As a level 2 creature, it has a target number
of twenty or more creatures does require an of 6 and 6 health and it inflicts 2 points of
action to establish contact. Enabler. damage. Its movement is based on its creature
type (avian, swimmer, and so on). If your beast
companion dies, you can hunt in the wild for 1d6
days to find a new companion. Enabler.

Controls Beasts GM CONTROLS BEASTS Tier 2: Soothe the Savage (2 Intellect points).
intrusions: Most You calm a nonhuman beast within 30 feet (9
To say that you have a way with animals and m). You must speak to it (although it doesn’t
civilized communities nonhuman creatures doesn’t begin to cover need to understand your words), and it must
are reluctant to welcome it. Your mastery and communication with see you. It remains calm for one minute or
beasts is positively uncanny. They come to you for as long as you focus all your attention on
dangerous animals fearlessly, and it’s not uncommon for birds to it. The GM has final say over what counts as
and look warily on alight on your shoulder or for small animals to a nonhuman beast, but unless some kind of
those who consort with climb up your arms or legs. deception is at work, you should know whether
such creatures. Out- you can affect a creature before you attempt to
of-control beasts can You probably wear tough clothing and have use this ability on it. Aliens, extradimensional
a disheveled or grizzled appearance that entities, very intelligent creatures, and
be a real hazard. suggests a rugged, outdoor life. Perhaps you automatons never count. Action.
even smell like an animal.
Other character abilities Communication (2 Intellect points). You
(such as the Jack's trick Any type of character is likely to have this focus. can convey a basic concept to a creature that
Connection: Choose one of the following. normally can’t speak or understand speech.
of the trade, Critter 1. Pick one other PC. That character seems The creature can also give you a very basic
Companion, page 47) to disturb your creatures in a way that you answer to a simple question. Action.
may give you another can’t explain. You know that you must keep
companion, which means your animals away from them if possible, or Tier 3: Ability Choice. Choose either Mount or
you could have more than you might lose control. Stronger Together as your tier 3 ability.
one companion creature, 2. Pick one other PC. The creature that
you’re bonded with seems to have a special Mount. A level 3 creature serves you as a
each with different bond with this other person as well. You must mount and follows your instructions. While
levels and abilities. decide whether it brings up feelings of jealousy you’re mounted on it, the creature can move
or camaraderie within you and whether to and you can attack on your turn, which provides
LOOKING FOR thwart the connection or help it blossom. an asset to your attack. You and the GM must
Fights With Panache, 3. Pick one other PC. Recently, they work out the details of the creature, and you’ll
accidentally (or perhaps intentionally) put your probably make rolls for it when it takes non-
page 72 beast companion in a position of danger. Your combat actions. The mount acts on your turn.
companion is now nervous around them, and If your mount dies, you can hunt in the wild for
62 you are struggling with your own emotional 3d6 days to find a new one. Enabler.
response to the incident.

CHARACTER FOCUS

Stronger Together. When you and your beast CONTROLS GRAVITY Controls Gravity GM
are within immediate distance of each other, intrusions: Many people
you inflict 2 additional points of damage when Gravity must have been quite a concern for are frightened to be
you attack and both of you gain an asset to the people of prior epochs because there around someone who
defense actions. Enabler. are many paths within the numenera to controls gravity. Losing
control it. Through a quirk of fate, some command of such powers
Tier 4: Beast Eyes (3 Intellect points). You can unique device(s), or supreme devotion (or a could inadvertently send
sense through your beast companion’s senses combination of all three), you have learned objects careening off
if it is within 1 mile (1.5 km) of you. This effect to tap into the power of gravity. With one into the sky, perhaps
lasts up to ten minutes. Action to establish. foot planted in the distant past, you are a even into orbit.
mysterious individual. Most likely, you are also
Improved Companion. Your beast older, having spent much of your life honing LOOKING FOR
companion increases to level 4. As a level your odd, ancient talents. Focuses Mind Over
4 creature, it has a target number of 12 and Matter, page 73
12 health, and it inflicts 4 points of damage You might prefer billowy garments that
(though in most cases, instead of attacking, it display your mastery of gravity’s pull and
provides an asset to your attacks). Enabler. conceal your identity and intentions.

Tier 5: Beast Call (5 Intellect points). You summon No one type of character is more likely to
a horde of small animals or a single level 4 beast control gravity than another, but the power is rare.
to help you temporarily. These creatures do your
bidding for as long as you focus your attention, Connection: Choose one of the following.
but you must use your action each turn to direct 1. Pick one other PC. In the recent past,
them. Creatures are native to the area and while using your gravitational powers, you
arrive under their own power, so if you’re in an accidentally sent that character hurtling into
unreachable place, this ability won’t work. Action. the air or plummeting toward the ground.
Either way, they barely survived. It is up to the
player of that character to decide whether they
resent, fear, or forgive you.

Tier 6: Ability Choice. Choose either As If One
Creature or Control the Savage as your tier 6
ability. Whichever one you choose, you also get
Improved Companion.

As If One Creature. When you and your
beast are within immediate distance of each
other, you can share damage inflicted on either
of you. For instance, if one of you is struck by
a weapon for 4 points of damage, divide the
damage between the two of you as you see fit.
Only the Armor and resistances of the target
initially damaged come into play. So if you
have 2 Armor and are struck by a force blast
for 4 points of damage, your beast can take the
2 points of damage you would suffer, but their
Armor does not come into play, nor does their
immunity to force blasts, if any. Enabler.

Control the Savage (6 Intellect points). You
can control a calm nonhuman beast within
30 feet (9 m). You control it for as long as
you focus all your attention on it, using your
turn each round. The GM has final say over
what counts as a nonhuman beast, but unless
some kind of deception is at work, you should
know whether you can affect a creature before
you attempt to use this ability on it. Aliens,
extradimensional entities, very intelligent
creatures, and automatons never count. Action.

Improved Companion. Your beast companion
increases to level 5. As a level 5 creature, it
has a target number of 15 and 15 health, and it
inflicts 5 points of damage. Enabler.

63

Oddity, page 304 2. Pick one other PC whose focus intertwines hindering any attempted tasks on their next
with yours. This odd connection affects them turn. Action.
A character could in some way. For example, if the character
use Define Down to uses a bow, your ability to manipulate gravity Minor Effect Suggestions: The duration of
help propel allies to sometimes extends the range of their arrows. the effect is doubled.
a location they can’t If they are good at jumping, they seem less
otherwise climb to. bound by the laws of gravity, and jump farther. Major Effect Suggestions: An important item
on the target’s person is destroyed.
LOOKING FOR 3. Pick one other PC. They are deathly afraid
Fuses Flesh and Steel, of heights. Through your ability to control Tier 1: Hover (1 Intellect point). You float slowly
gravity, you would like to teach them how to into the air. As your action, you can concentrate
page 74 be more comfortable with their feet off the to remain motionless in the air, or float up to a
Howls at the Moon, ground. They must decide whether or not to short distance, but no more; otherwise, you drift
take you up on your offer. with the wind or with any momentum you have
page 76 gained. This effect lasts for up to ten minutes. If
4. Pick one other PC. They are skeptical of you also have the Hover ability granted by your
64 your ability to control gravity and think it’s just type, you can hover for twenty minutes and move
one big illusion. They might even attempt to your normal speed. Action to initiate.
discredit you or discover the “secret” behind
your so-called skills. Tier 2: Lessening Gravity’s Pull. By
manipulating gravity’s pull on yourself, you
Additional Equipment: You have a pen-sized gain +1 to your Speed Edge. Enabler.
oddity that tells the weight of whatever you
point it at (within short range). The weight is Tier 3: Ability Choice. Choose either Define
displayed on a small glass plate in runes that Down or Gravity Cleave as your tier 3 ability.
only you can decipher.
Define Down (4 Intellect points). The
Gravity Ability: You can choose to learn natural gravity within an area a short distance
Weighty instead of one of the abilities granted across that you are within immediate range
by your type: of changes directions so that it flows in the
direction you determine (up, up and to the
Weighty (1 Intellect point): You briefly south, west, and so on) for a few seconds,
increase the weight of a target within short then snaps back. Affected targets could be
range enough to stop them in their tracks,
preventing the target from moving and

CHARACTER FOCUS

tossed up to 20 feet (6 m) and take a few performer who can entertain, terrify, or fool Crafts Illusions GM
points of damage. Action. everyone you encounter. intrusions: Obviously,
illusions of things that
Gravity Cleave (3 Intellect points). You can A Nano is the most likely character to be an someone has never seen
harm a target within short range by rapidly illusionist, but Jacks find illusions to be helpful before are not likely to
increasing gravity’s pull on one portion of the as well. The rare Glaive illusionist can find be believable. An NPC
target and decreasing it on another, inflicting 6 ways to use tricks in battle. might realize that an
points of damage. Action. illusion is false at just
Connection: Choose one of the following. the wrong moment.
Tier 4: Field of Gravity (4 Intellect points). 1. Pick one other PC. This character is never
When you wish it, a field of manipulated gravity fooled by your illusions and is never affected LOOKING FOR
around you pulls incoming ranged projectile by the trickery of your special abilities. You can Hunts With Great Skill,
attacks to the ground. You are immune to such choose whether or not you know this fact. page 77 (name changed)
attacks until your turn in the next round. You 2. Pick one other PC. They have a special
must be aware of an attack to foil it. This ability angle on your illusions and can sometimes
does not work on energy attacks. Enabler. point out potential places of weakness.
3. Pick two other PCs who are willing to be
Tier 5: Flight (4+ Intellect points). You can trained as your assistants. When you use your
float and fly through the air for one hour. For Minor Illusion ability, if both of these characters
each level of Effort applied, you can affect one are in immediate range, they can assist you,
additional creature of your size or smaller. working together to ease your action.
You must touch the creature to bestow the 4. Pick one other PC. That character’s
power of flight. You direct the other creature’s face is so intriguing to you in a way you
movement, and while flying, it must remain don’t understand that your minor illusions
within sight of you or fall. In terms of overland sometimes look like them, even when you
movement, a flying creature moves about 20 don’t intend them to.
miles (32 km) per hour and is not affected by
terrain. Action to initiate.

Tier 6: Ability Choice. Choose either Improved
Gravity Cleave or Weight of the World as your
tier 6 ability.

Improved Gravity Cleave (9 Intellect points).
You can harm a group of targets within long
range by rapidly increasing gravity’s pull on
one portion of each target and decreasing it
on another, inflicting 6 points of damage. The
targets must be within immediate range of
each other. Action.

Weight of the World (6+ Intellect points).
You can increase a target’s weight dramatically.
The target is pulled to the ground and can’t
move physically under its own power for one
minute. The target must be within short range.
For each level of Effort applied, you can affect
one additional creature. Action.

CRAFTS ILLUSIONS

You use the numenera to create holographic
images that appear real. You are, in effect,
an artist—a crafter of light and sound.
Holographic images can never inflict direct
harm or exert real force, but they can fool
creatures, changing opinions and even
behaviors if you craft them cleverly.

You likely dress with flair and color. The
appearance of things is important to you, both
their beauty and their ugliness. You are a visual

65

Oddities, page 304 Additional Equipment: You have an oddity that Major Illusion (3 Intellect points). You create
appears to be a piece of clear glass in a synth a complex scene of images within immediate
Stasis, page 41 frame. By manipulating hidden switches on the range. The entire scene must fit within a 100-
Teleportation, page 43 frame, you can make random moving images foot (30 m) cube. The images can move, but
appear on the glass. The images are usually they can’t leave the area defined by the cube.
Skill With Defense, strange and sometimes incomprehensible. The illusion includes sound and smell. It lasts
page 32 for ten minutes and changes as you direct (no
Psychedelic Abilities: Your special abilities concentration is needed). If you move beyond
LOOKING FOR take on flamboyant visual and auditory qualities immediate range of the cube, the illusion
Leads, page 83 in of your choosing. This alteration changes vanishes. Action to create.
nothing other than the appearance of the
Numenera Destiny effects. For example, your attack esoteries might Tier 4: Illusory Selves (4 Intellect points). You
look like monsters made of energy that assail create four holographic duplicates of yourself
66 your foes. Your Stasis esotery might look like a within short range. The duplicates last for one
tentacled beast that holds the victim in place. minute. You mentally direct their actions, and
Your Teleportation esotery might seem like a the duplicates aren’t mirror images—each
hole in space opens up and swallows you. Your one can do different things. If struck violently,
Skill With Defense fighting move might look they either disappear permanently or freeze
like ghostly echoes mimicking your actions or motionless (your choice). Action to create.
ephemeral arms blocking attacks against you.
Tier 5: Terrifying Image (6 Intellect points).
Minor Effect Suggestions: Your illusion has a You use a bit of subtle telepathy to learn which
special quality to it—perhaps an observer sees images would appear terrifying to creatures
an image of something from their past. that you choose within long range. Those
images appear within that area and menace the
Major Effect Suggestions: The illusion lasts appropriate creatures. Make an Intellect attack
for one hour, or if it already lasts that long, it roll against each creature you want to affect.
lasts for 28 hours. Success means the creature flees in terror for
one minute, pursued by its nightmares. Failure
Tier 1: Minor Illusion (1 Intellect point). You means the creature ignores the images, which
create a single image of a creature or object do not hamper it in any way. Action.
within immediate range. The image must fit
within a 10-foot (3 m) cube. The image can Tier 6: Ability Choice. Choose either Grandiose
move (for example, you could make the illusion Illusion or Permanent Illusion as your tier 6
of a person walk or attack), but it can’t leave the ability.
area defined by the cube. The illusion includes
sound but not smell. It lasts for ten minutes, Grandiose Illusion (8 Intellect points). You
but if you want to change the original illusion create a fantastically complex scene of images
significantly—such as making a creature appear that fit within a 1-mile (1.5 km) cube that you
to be wounded—you must concentrate on it are also within. You must be able to see the
again (though doing so doesn’t cost additional images when you create them. The images can
Intellect points). If you move beyond immediate move in the cube and act in accordance with
range of the cube, the illusion vanishes. Action your desires. They can also act logically (such
to create; action to modify. as reacting appropriately to fire or attacks)
when you aren’t directly observing them.
Tier 2: Disguise (2+ Intellect points). You The illusion includes sound and smell. For
appear to be someone or something else, example, armies can clash in battle, with air
roughly of your size and shape, for up to one support from machines or flying creatures, on
hour. Once created, the disguise requires no and above terrain of your creation. The illusion
concentration. For each additional Intellect lasts for one hour (or longer, if you concentrate
point you spend, you can disguise one other on it after that time). Action.
creature. All disguised creatures must stay
within sight of you or lose their disguise. Permanent Illusion (9 Intellect points). An
Action to create. illusion (or portion of an illusion) that you
create that fits within a 10-foot (3 m) cube
Tier 3: Ability Choice. Choose either Cast becomes permanent. You can permanently
Illusion or Major Illusion as your tier 3 ability. end the illusion as an action, but others must
expend exceptional ingenuity to prevent
Cast Illusion. You can increase the range the illusion from regenerating even if it has
at which you create and maintain your apparently been dispersed. Enabler.
immediate-range illusions to anywhere within
short range that you can perceive. Enabler.

CHARACTER FOCUS

EMPLOYS MAGNETISM Major Effect Suggestions: An important item Employs Magnetism
on the target’s person is destroyed. GM intrusions: Metal
Electromagnetism is a fundamental force in can twist and bend in
the universe, and it is yours to command. You Tier 1: Move Metal (1 Intellect point). You can unexpected ways. A
are a master of metal. exert force on metal objects within short range lapse in concentration
for one round. Once activated, your power might cause something
You probably wear a lot of metal, perhaps has an effective Might Pool of 10, a Might to slip or drop at just
as part of your clothing or armor, as part of Edge of 1, and an Effort of 2 (approximately the wrong time.
your accessories (such as jewelry or piercings), equal to the strength of a fit, capable, adult
embedded into your body surgically, or in human), and you can use it to move metal LOOKING FOR
some combination of these options. objects, push against metal objects, and so Lives in the Wilderness,
on. For example, in your round, you could lift page 78
No one type of character is more likely than any and pull a light metal object anywhere within
other to employ magnetism, although Glaives range to yourself or move a heavy object (like
who wield weapons and wear armor will find it an a piece of furniture) about 10 feet (3 m). This
interesting complement to their powers. power lacks the fine control to wield a weapon
or move objects with much speed, so in most
Connection: Choose one of the following. situations, it’s not a means of attack. You can’t
1. Pick one other PC. Whenever you use your use this ability on your own body. The power
powers, the metallic items on that character’s lasts for one hour or until its Might Pool is
body shudder, rattle, clink, and shake if they depleted, whichever comes first. Action.
are within short range.
2. Pick one other PC. You worked together in Tier 2: Repel Metal. By manipulating
the past, and the job ended badly. magnetism, you are trained in Speed defense
3. Pick two other PCs. While practicing your tasks against any incoming attack that uses
Diamagnetism ability, you once accidentally metal. Enabler.
sent them careening into each other. You’ve
never been able to repeat it. Whether you tell Tier 3: Ability Choice. Choose either Destroy
them that you’ve been trying to replicate the Metal or Guide Bolt as your tier 3 ability.
strange effect is up to you.
4. Pick one other PC who has metallic Destroy Metal (3 Intellect points). You
elements in their body. You’re afraid to use your instantly tear, rip, or burst a metal object that
magnetism abilities near them because you once is within sight, within short range, and no
had a bad experience involving Move Metal and bigger than half your size. Attempt an Intellect
a (probably former) friend’s mechanical eyes.
Minor Effect Suggestions: The duration of
the effect is doubled.

67

Entertains GM task to destroy the object; the task is eased by target and to the hurled object. For each
intrusions: Failing to three steps compared to breaking it with brute additional level of Effort applied, you can pick
entertain can be worse strength. Action. up a slightly larger object, allowing you to
than not having tried, affect one additional target within short range
Guide Bolt (4+ Intellect points). When you as long as it is next to the prior target. Action.
as you often end up make an attack with a metallic bolt or metal-
annoying or offending tipped arrow on a target within short range, ENTERTAINS
your audience. Musical you can improve the attack’s aim and velocity,
which grants an asset to the attack and inflicts You are an entertainer: a singer, dancer, poet,
instruments break, an additional 2 points of damage. If you apply storyteller, or something similar. You perform
paints dry in their pots, a level of Effort, you grant the same benefits for the benefit of others. Naturally charismatic
to a ranged attack made by an ally within and talented, you have also studied to master
and the words to a immediate range. In any case, you can use this your art. You know all the old poems, songs,
poem or song, once ability only once per round. Enabler. jokes, and stories, and you’re skilled at
forgotten, never return. creating new ones, too.
Tier 4: Magnetic Field (4 Intellect points).
Recovery roll, page 111 When you wish it, a field of magnetism around You probably wear flamboyant or at least
you pulls incoming, ranged, metallic projectile fashionable clothes and use cosmetics,
LOOKING FOR attacks (such as arrows, bullets, a thrown tattoos, or hair stylings for dramatic effect.
Masters Defense, metal knife, and so on) to the ground. You are
page 80 immune to such attacks for one round. You The role of the entertainer fits the Jack
must be aware of an attack to foil it. Enabler. best, though Glaives and Nanos sometimes
68 entertain as well.
Tier 5: Command Metal (5 Intellect points). You
reshape a metallic item as you desire. The item Connection: Choose one of the following.
must be within sight and within short range, 1. Pick one other PC. This character is your
and its mass can be no greater than your own. worst critic. Your abilities to help or inspire
You can affect multiple items at once as long others don’t function for them.
as their combined mass falls within these 2. Pick one other PC. They seem to really
limits. You can fuse multiple items together. enjoy your attempts to entertain, and this
You can use this power to destroy a metal brings out the performer in you. It’s up to that
object (as the Destroy Metal ability), or you character whether their appreciation is real or
can craft it into another desired shape (crudely, they’re just being polite.
unless you have the proper crafting skills). 3. Pick one other PC. They are so inspired
You can then move the new object anywhere and put at ease by your stories or other forms
within range. For example, you could take a of entertainment that when you use Levity, they
few metal shields, fuse them together, and gain +2 to their recovery rolls (instead of +1).
use the resulting shape to block a doorway. 4. Pick one other PC. This person knows
You can use this ability to make an attack— the secret to one of your favorite forms of
causing a foe’s armor to constrict, rendering entertainment. You worry constantly that they
a metal item into shards that you fling across will steal it or reveal it.
the battlefield, and so on—against one target Additional Equipment: You start with a musical
within short range. Regardless of the form of instrument or other tools needed to perform.
the attack, it is an Intellect action that deals 7 Minor Effect Suggestions: You enchant the
points of damage. Action. target, who remains enchanted as long as you
focus all your attention on keeping them that way.
Tier 6: Ability Choice. Choose either Diamagnetism Major Effect Suggestions: The target is
or Iron Punch as your tier 6 ability. forever favorably disposed toward you.

Diamagnetism. You magnetize any Tier 1: Levity. Through wit, charm, humor, and
nonmetallic object within short range so that grace, you are trained in all social interactions
it can be affected by your other powers. Thus, other than those involving coercion or
with Move Metal, you can move any object. intimidation. During rests, you put friends and
With Repel Metal, you are trained in all Speed comrades at ease so much that they gain +1 to
defense tasks, regardless of whether the their recovery rolls. Enabler.
incoming attack uses metal. And so on. Enabler.
Tier 2: Inspiration. Through stories, songs,
Iron Punch (5+ Intellect points). You pick art, or other forms of entertainment, you
up a heavy object within short range and hurl inspire your friends. After spending 28 hours
it at someone within short range, an Intellect with you, once per day each of your friends
action that deals 6 points of damage to the can ease a task. This benefit is ongoing while

CHARACTER FOCUS

you remain in the friend’s company. It ends if Master Entertainer. Your Inspiration ability Exists Partially Out of
you leave, but it resumes if you return to the works more effectively, easing your friends’ Phase GM intrusions:
friend’s company within 28 hours. If you leave tasks by two steps rather than one step. Enabler. Losing your grip on
the friend’s company for more than 28 hours, your phase state could
you must spend another 28 hours together to Vindictive Performance (5 Intellect points). send you into another
reactivate the benefit. Enabler. When you tell a joke, perform a song or poem, dimension or even out
draw a picture, relate an anecdote, or otherwise of existence for a time.
Tier 3: Ability Choice. Choose either Knowledge provide entertainment, you can select one People are likely to panic
or Multitalented as your tier 3 ability. individual from the audience who is able to if they see someone
understand you. During your performance, you who looks ghostly.
Knowledge. Your stories and songs heap indirect but biting derision on this target.
contain truth. You are trained in two areas of If you succeed, the target doesn’t realize that Free level of Effort,
knowledge of your choice. Enabler. they’ve become the victim of your performance page 103
until you wrap up the entertainment at a
Multitalented. Being well versed in how to moment you choose in a way that strikes home. “I translated what I think
entertain others is reflected in your growing The target suffers 6 points of Intellect damage reads as ‘phase-altered
capabilities. You gain 6 new points to divide (ignores Armor) and loses their next turn. One orbital observation
among your stat Pools however you wish. Enabler. or more actions to initiate. platform,’ but I’m not
sure what that means.”
Tier 4: Calm (3 Intellect points). Through EXISTS PARTIALLY ~Sir Arthour
jokes, song, or other art, you prevent a living OUT OF PHASE
foe from attacking anyone or anything for one LOOKING FOR
round. Action. You have the ability to change your phase Masters Weaponry,
state. In fact, you’re always slightly out of page 80
Tier 5: Able Assistance. When you help phase, giving you a ghostly translucence.
someone with a task and they apply a level With concentration, you can pass your hand 69
of Effort, they get a free level of Effort on that through a solid object, allow a solid object to
task. Enabler. pass harmlessly through you, or literally walk
through walls. However, moving in and out of
Tier 6: Ability Choice. Choose either Master different phase states requires extreme force of
Entertainer or Vindictive Performance as your will and can be mentally taxing. The explanation
tier 6 ability. for your strange power lies within some aspect
of the numenera. Perhaps the ability emerged
through the use of (or exposure to) lingering
transdimensional technology or as the result
of an encounter with a creature not native to
this world or dimension. Perhaps one of your
ancestors first developed the power and passed
it down through generations.

You might do whatever you can to play up your
translucent appearance by wearing diaphanous,
billowy clothing, or, depending on your
personality, you might do just the opposite.

Jacks enjoy the infiltration possibilities
of changing their phase state, and Nanos
appreciate the defensive capabilities. Glaives
can use the offensive and defensive aspects
but might find them a bit hindering as well.

Connection: Choose one of the following.
1. Pick one other PC. You have known that
character for a while, and they helped you gain
control of your phase states.
2. Pick one other PC. Sometime in this
character’s past, they had a devastating
experience with going out of phase. Whether
they choose to tell you about it is up to them.
3. Pick one other PC. You once accidentally
moved your hand right through them. It was
an unnerving experience for you both.

LOOKING FOR 4. Pick two other PCs. They both really want armor. The ability works for whatever kind of
Murders, page 82 to go out of phase and have been pestering attack you use (melee, ranged, energy, and so
you about it. But you’re not convinced they on). Enabler.
even know what that phrase means.
Phase Door (4 Intellect points). You can
Minor Effect Suggestions: While out of phase into a solid object’s surface and then
phase, you also have an asset to your Speed phase out of any other solid object within
defense tasks. long range of the first, even if the two objects
are not connected. There must not be any
Major Effect Suggestions: While out of intervening barriers between the two objects,
phase, you are also invisible. and you must be aware of or able to see the
destination object. Action.
Tier 1: Walk Through Walls (2 Intellect
points). You can slowly pass through physical Tier 4: Ghost (4 Intellect points). For the next
barriers at a rate of 1 inch (2.5 cm) per round ten minutes, you gain an asset to sneaking
(minimum of one round to pass through any tasks. During this time, you can move through
barrier). You can’t act (other than moving) solid barriers (but not energy barriers) at
or perceive anything until you pass entirely a rate of 1 foot (30 cm) per round, and you
through the barrier. You can’t pass through can perceive while phased within a barrier or
energy barriers. Action. object, which allows you to peek through walls.
Action to initiate.
Tier 2: Defensive Phasing (2 Intellect points).
You can change your phase so that some attacks Tier 5: Untouchable (6 Intellect points). You
pass through you harmlessly. For the next change your phase state for the next minute so
ten minutes, you gain an asset to your Speed that you can’t affect or be affected by normal
defense tasks, but during this time you lose any matter or energy. Only mental attacks and
benefit from armor you wear. Action to initiate. special transdimensional energies, devices, or
abilities can affect you, but likewise you can’t
Tier 3: Ability Choice. Choose either Phased attack, touch, or otherwise affect anything.
Attack or Phase Door as your tier 3 ability. Action to initiate.

Phased Attack (3 Intellect points). The attack
you make on this turn ignores your foe’s

70

CHARACTER FOCUS

Tier 6: Ability Choice. Choose either Enhanced 4. Pick one other PC. This character is Explorer’s pack, page 98
Phased Attack or Phase Foe as your tier 6 ability. so loud in everything they do that you feel Glowglobe, page 98
obligated to try to help them learn to move Esoteries, page 40
Enhanced Phased Attack (5 Intellect points). more quietly through the world. Whether or
This ability works like the third-tier Phased not they’re interested is up to them. Flash, page 40
Attack ability except that your attack also Barrier, page 41
disrupts the foe’s vitals, dealing an additional 5 Additional Equipment: You start with an
points of damage. Enabler. explorer’s pack. If you already have one, you can Explores Dark Places
instead take 50 extra feet (15 m) of rope, rations GM intrusions:
Phase Foe (6+ Intellect points). You gather for two more days, and two minor glowglobes. Sometimes items fall
disrupting energy in your fingertip and touch a out of pockets or bags
creature. If the target is an NPC or a creature Darkness Powers: Your special abilities (such in the dark, never to be
of level 3 or lower, it becomes phased as if it as Nano esoteries) make almost no sound, and found again. Or at least,
had used your Ghost ability. However, unless whatever visual displays they produce are dark not to be found by the
it can figure out how to control its movement and shadowy. These alterations change nothing one who lost them.
while being phased, which most creatures other than the appearance of the effects. A Flash
have no experience with, it begins to sink esotery is a silent burst of shadows, a Barrier Free level of Effort,
through solid matter. If it can’t control itself esotery is a mass of shadowy wisps, and so on. page 103
or end the effect, it might be gone for good
because when it becomes solid again after Minor Effect Suggestions: The target is also Armor, page 109
ten minutes, it’s probably deep in the earth. dazed for one round, during which time all of
For each additional level of Effort you apply, its tasks are hindered. LOOKING FOR
you can attempt to affect a target of one level Rages, page 83
higher. Action. Major Effect Suggestions: The target is also Rides the Lightning,
stunned and loses its next turn. page 83
EXPLORES DARK PLACES
Tier 1: Superb Explorer. You are trained in 71
You explore the foreboding ruins and mysterious searching, listening, climbing, balancing, and
locales of the ancient eras, trained in such activities jumping tasks. Enabler.
by those who have gone before you. You’re the
archetypical treasure hunter, scavenger, and finder Tier 2: Superb Infiltrator. You are trained in
of lost things. You spend so much of your time lockpicking and tinkering with devices in an effort to
in the dark that you slowly adapt to it, almost make them work, or at least work for you. Enabler.
becoming a creature of the gloom yourself. Even in
civilized areas, you prefer to keep to the shadows. Eyes Adjusted. You can see in extremely dim
light as though it were bright light. You can see in
Most likely, you wear dark clothing to help total darkness as if it were extremely dim. Enabler.
you blend into the blackness. On the other
hand, you might wear sensible garments and Tier 3: Ability Choice. Choose either Nightstrike
gear because you have serious and dangerous or Slippery Customer as your tier 3 ability.
business to attend to in the dark.
Nightstrike. When you attack a foe in dim
Jacks are suited to exploring dark places; those light or darkness, you get a free level of Effort
who do so are called shadowjacks. Glaives who on the attack. Enabler.
follow this path are known as shadow warriors,
and Nanos are called shadowcasters. Slippery Customer. When you apply Effort to
tasks involving escaping from bonds, fitting in
Connection: Choose one of the following. tight spaces, and other contortionist tasks, you
1. Pick one other PC. This character was your get a free level of Effort on the task. Thanks to
companion on previous expeditions, and the your experience, you are also trained in Speed
two of you work so well together that you both defense tasks while wearing light armor or no
gain an asset to any die rolls to collaborate on armor. Enabler.
the same task, fight the same foe, and so on.
2. Pick two other PCs. You think you once Tier 4: Resilient. In your explorations of dark
saw them through a keyhole doing something places, you’ve been exposed to all sorts of
illegal. You can choose whether or not to share terrible things and are developing a general
that information. The characters can choose resistance. You gain +1 to Armor and are
whether it was really them (it could have been trained in Might defense tasks. Enabler.
neither, one, or both), and they may or may
not share that information in return. Tier 5: Dark Explorer. You ignore penalties for any
3. Pick one other PC. This person always action (including fighting) in extremely dim light
seems to hear you, no matter how stealthy you or in cramped spaces. Combined with your Eyes
try to be. Adjusted ability, you can act without penalty even
in total darkness. You are trained in sneaking
tasks while in dim or no light. Enabler.

Fights With Panache Tier 6: Ability Choice. Choose either Blinding FIGHTS WITH PANACHE
GM intrusions: Attack or Embraced by Darkness as your tier
6 ability. You know that style is at least as important
Looking silly, clumsy, as substance. Defeating foes is secondary to
or unattractive can Blinding Attack (3 Speed points). If you looking good while doing it. Some might call you
have a source of light, you can use it to make a swashbuckler or daredevil. You leap through
be the swashbuckler’s a melee attack against a target. If successful, the air, make a flourish with your weapon, and
greatest fear. the attack deals no damage, but the target is attack, usually with a clever, biting show of wit.
blinded for one minute. Action. Your enemies hate you, but your allies adore you.
Just watching you fight is entertaining.
Embraced by Darkness (6 Intellect
points). For the next hour, you take on some You very likely wear no armor, instead
characteristics of a shadow thanks to a preferring stylish clothing—perhaps even a hat
fundamental adaptation of your flesh or a with a feather.
device you’ve kept secret. Your appearance is
a dark silhouette. When you apply a level of Jacks and Glaives make the best swashbucklers,
Effort to sneaking tasks, you get a free level and they are the most common types of
of Effort on the task. During this time, you characters to fight with panache.
can move through the air at a rate of a short
distance per round, and you can move through Connection: Choose one of the following.
solid barriers (even those that are sealed to 1. Pick one other PC. You’re always trying
prevent the passage of light or shadow), but to impress this character with your skill, wit,
not energy barriers, at a rate of 1 foot (30 cm) appearance, or bravado. Perhaps they are a
per round. You can perceive while passing rival, perhaps you need their respect, or perhaps
through a barrier or object, which allows you’re romantically interested in them.
you to peek through walls. As a shadow, you 2. Pick one other PC. This character seems
can’t affect or be affected by normal matter. to anticipate your next move almost before you
Likewise, you can’t attack, touch, or otherwise even begin it. When they collaborate with you
affect anything. However, attacks and effects on the same task or fight the same foe, you
that rely on light can affect you, and sudden gain an asset on the task.
bursts of light can potentially make you lose 3. Pick one other PC. You fear that the
your next turn. Action to initiate. character is jealous of your abilities and worry
that it might lead to problems.
4. Pick one other PC. This character is so
enamored of your swashbuckling, entertaining
ways during combat that they sometimes
forget to take their own action.
Additional Equipment: You begin with a set of
extremely stylish clothes and a jeweled weapon.
Minor Effect Suggestions: The target is so
dazzled by your style that it is dazed for one
round, during which time all of its tasks are
hindered.
Major Effect Suggestions: Make an additional
attack with your weapon on your turn.

Tier 1: Attack Flourish. With your attack, you add
stylish moves, entertaining quips, or a certain
“something” that entertains or impresses
others. One creature you choose within short
range who can see you gains an asset to its next
task if taken within a round or two. Enabler.

Tier 2: Quick Block. If you use a light or
medium weapon, you are trained in Speed
defense tasks. Enabler.

LOOKING FOR Tier 3: Ability Choice. Choose either Acrobatic
Talks to Machines, Attack or Flamboyant Boast as your tier 3 ability.
page 86
Acrobatic Attack (1+ Speed points). You leap
72 into the attack, twisting or flipping through
the air. If you roll a natural 17 or 18, you can

CHARACTER FOCUS

choose to have a minor effect rather than deal likely call yourself a telekinetic or just a TK. Minor effect, page 105
extra damage. If you apply Effort to the attack, Many telekinetics prefer to wear tight Free level of Effort,
you get a free level of Effort on the task. You page 103
can’t use this ability if your Speed is reduced clothing without much accoutrement, so there
from wearing armor. Enabler. is little that another TK could grab hold of Focuses Mind Over
psychically. On the other hand, you have the Matter GM intrusions:
Flamboyant Boast (1 Intellect point). power to create very minor telekinetic effects One mental slip,
You boastfully describe an act that you will at will, so your hair might always be in motion, and moving objects
accomplish, and then as part of the same action, you could have a few tiny objects floating drop or fragile objects
you attempt it. If an average person would find around you, or you might wear a long cape break. Sometimes the
the action difficult (or impossible) and you that’s always billowing. wrong item moves,
succeed on it, creatures who witnessed it who are falls, or breaks.
not your allies are potentially dazed on their next Jacks are the most likely characters to be
turn, and all tasks they attempt are hindered. The telekinetics, but Glaives find that the abilities LOOKING FOR
GM will help you determine whether your boast add to their combat prowess, and Nanos, of Charm Machine,
is something that would impress onlookers so course, appreciate the additional power. page 86
significantly. If you attempt the task you boast Wears a Sheen of Ice,
about but fail to accomplish it, all your attempts Connection: Choose one of the following. page 87
to affect or attack onlookers who saw you are 1. Pick one other PC. This character can
hindered for about ten minutes. Enabler. cause your telekinetic powers to act oddly. 73
Every once in a while, if the character stands
Tier 4: Mobile Fighter (3 Speed points). As directly next to you, your powers are canceled,
part of your attack, you can leap on or over but at other times, they seem improved when
obstacles, swing from ropes, run along used near the PC.
narrow surfaces, or otherwise move around 2. Pick one other PC. This person thinks that
the battlefield at your normal speed as if such your powers are completely hypothetical.
tasks were routine (difficulty 0). You can’t 3. Pick one other PC. You once joked that
use this ability if your Speed is reduced from you could read their mind. Whether they found
wearing armor. Enabler. that exciting or utterly terrifying is up to them.
4. Pick one other PC. You feel strangely
Tier 5: Block for Another. If you use a light or protective of that character and plan to do your
medium weapon, you can block attacks made best to keep them from harm.
against an ally near you. Choose one creature Mental Powers: Your special abilities that
within immediate range. You provide an asset to would normally use force or other energy
that creature’s Speed defense tasks. You can’t use instead use psychokinetic force. For example,
Quick Block while using Block for Another. Enabler. a Flash or an Onslaught force blast is a
psychokinetic blast from your mind. This
Tier 6: Ability Choice. Choose either Agile Wit alteration changes nothing except that you
or Return to Sender as your tier 6 ability. don’t need a free hand to perform those
abilities. In addition, you can choose to learn
Agile Wit. When attempting a Speed task, Impetus instead of one of the abilities granted
you instead can roll (and spend points) as if by your type. Enabler.
it were an Intellect action. If you apply Effort Impetus (2 Intellect points): A loose object
to this task, you can spend points from your within short range that you could carry in one
Intellect Pool instead of your Speed Pool (in hand is drawn to your free hand. If the object
which case you also use your Intellect Edge is stuck or held by another creature, you must
instead of your Speed Edge). Enabler. succeed on a Might roll to rip it free, or the
object remains where it was. Action.
Return to Sender (3 Speed points). If you Minor Effect Suggestions: An object moves
succeed at a Speed defense task against a faster or more efficiently.
melee attack, you can make an immediate Major Effect Suggestions: You can move or
melee attack against your foe. You can use this affect twice as much as normal.
ability only once per round. Enabler.
Tier 1: Deflect Attacks (1 Intellect point). Using
FOCUSES MIND your mind, you protect yourself from incoming
OVER MATTER attacks. For the next ten minutes, you are trained
in Speed defense tasks. Action to initiate.
Telekinesis. Psychokinesis. Mind over matter.
The power has many names, but in the end, it Tier 2: Telekinesis (2 Intellect points). You can
all boils down to one thing—the molecules that exert force on objects within short range. Once
make up all matter are yours to command. You activated, your power has an effective Might

Psychokinesis doesn’t necessarily mean “mental powers.” Someone using mind over
matter might be accessing a mechanical or bioengineered portion of their brain to direct

nanobots prevalent in the Ninth World environment. The character could, knowingly
or unknowingly, direct these nanites to move or change the matter to be affected.

If you’re just using Pool of 10, a Might Edge of 1, and an Effort of that would require two rolls—one roll to grab the
Telekinesis to move an 2 (approximately equal to the strength of a fit, first foe and another roll to hit the second foe
object across the room, capable, adult human), and you can use it to with the first). The second way is to unleash a
move objects, push against objects, and so shattering burst of power that works only against
and an average fit on. For example, you could lift and pull a light an inanimate object no larger than half your size.
human could do it with object anywhere within range to yourself or Make an Intellect roll to instantly destroy the
their arms, you can do it move a heavy object (like a piece of furniture) object; the task is eased by three steps compared
with your psychokinesis. about 10 feet (3 m). This power lacks the fine to breaking it with brute strength. Action.
control to wield a weapon or move objects
You only have to use with much speed, so in most situations, it’s Tier 6: Ability Choice. Choose either Improved
the power’s Might Pool, not a means of attack. You can’t use this Apportation or Reshape Matter as your tier 6
Might Edge, and Effort ability on your own body. The power lasts for ability.
one hour or until its Might Pool is depleted,
if a PC would have whichever comes first. Action. Improved Apportation (6 Intellect points).
to do so, such as if a You call a creature of up to level 3, which
character tried to push Tier 3: Ability Choice. Choose either Cloak of appears next to you. You can choose a creature
open a barred door. Opportunity or Enhance Strength as your tier that you’ve previously encountered, or (no
3 ability. more than once per day) you can allow the
Equipment, page 97 GM to determine the creature randomly. If
Cloak of Opportunity (5 Intellect points). you call a random creature, it has a 10 percent
Fuses Flesh and Steel You set small objects from the environment chance of being a creature of up to level 5. The
GM intrusion: People (rocks, broken cyphers, clumps of drit, and so creature has no memory of anything before
on) swirling about you for up to ten minutes, being called by you, though it can speak and
in most societies are which grants you +2 Armor. Action to initiate. has the general knowledge a creature of its
afraid of someone who type should possess. The creature is receptive
Enhance Strength (3 Intellect points). For the to communication and helping you (unless
is revealed to have next ten minutes, you gain an asset on tasks shown that it should do otherwise). Action.
mechanical parts. that depend on brute force, such as moving a
LOOKING FOR heavy object, smashing down a door, or hitting Reshape Matter (6 Intellect points). Your
Wields Power with someone with a melee weapon. Action to initiate. mastery of telekinesis is so great that you can
Precision, page 89 reshape objects on a molecular level. You can
Tier 4: Apportation (4 Intellect points). You call affect a single object no larger than you, and
74 a physical object to you. You can choose any the object must be visible and close enough
piece of normal equipment on the standard for you to touch. You can use this ability to
equipment list, or (no more than once per day) damage the object (as if using Psychokinetic
you can allow the GM to determine the object Attack, except the task is eased by four steps
randomly. If you call a random object, it has a instead of three), or you can attempt a crafting
10 percent chance of being a cypher or artifact, task to reshape the object into another form.
a 10 percent chance of being an oddity, a 40 Reshaping an object usually has a difficulty
percent chance of being a piece of standard equal to 1 plus the level of the finished object.
equipment, and a 40 percent chance of being a
bit of worthless junk. You can’t use this ability to FUSES FLESH AND STEEL
take an item held by another creature. Action.
At some point in your past, some of your
Tier 5: Psychokinetic Attack (5 Intellect points). organic parts were replaced with artificial
You can use this attack in one of two ways. The components. (Alternatively, you belong to
first is to pick up a heavy object and hurl it at a secret species of biomechanical hybrids.)
someone within short range. This attack is an These artificial components might be
Intellect action, and if successful, it deals 6 subdermal, or they might resemble more overt
points of damage to the target and to the hurled metal or synth plating on your skin. They can
object (which could be another foe, although also take the form of threadlike tendrils of

CHARACTER FOCUS

circuitry winding across your flesh. Whatever 3. Pick one other PC. You’re pretty sure that "Steel can't feel, but
their appearance, these components give you this character is just here to mine you for when it gets cold out, the
special abilities. As you advance, you can add parts. They choose whether or not this is true. places where it joins to
to, modify, or discover new functions for them. my flesh sting and ache
Unfortunately, your artificial body also has 4. Pick one other PC who also has worse than anything."
special requirements when it takes damage. mechanical parts. The two of you have bonded ~Grandpa Iron
over conversations about this element you
You might wear a cloak with a hood or share, and you feel a special connection.
something similar to hide your artificial parts
from those who would persecute you. Because Additional Equipment: You have a bag of
your components are tricky to repair, as time light tools and a variety of parts to repair
goes on, it might become more difficult yourself.
to conceal your true nature, with exposed
circuitry, metal plates, and more in a state of Minor Effect Suggestions: Your servos learn
partial disassembly. from your successful actions. You gain an
asset to similar actions involving the same
Anyone might be a cybernetic organism. task (such as making attacks against the same
Connection: Choose one of the following. foe or operating the same device).
1. Pick one other PC. This character knows
your true nature, even if no one else does. If Major Effect Suggestions: You discharge a
your components are not particularly hidden, small pulse of power into your foe. Make an
they know a different secret of yours, such as a immediate attack against that foe (using the
preprogrammed word that will shut you down same stat as the action that caused the major
for ten minutes. effect). If the attack succeeds, it deals 4 points
2. Pick one other PC. Being close to this of electrical damage.
person sometimes makes your mechanical
parts vibrate slightly. You can decide Tier 1: Enhanced Body. You gain +1 to Armor,
whether this sensation +3 to your Might Pool, and +3 to your Speed
is unnerving or Pool. Enabler.
pleasant.
Special Healing. Traditional healing skills,
medicines, and techniques work only half as
well for you. Each time you start at full health,
the first 5 points of damage you take can never
be healed in these ways or recovered normally.
Instead, you must use repairing skills and
abilities to restore those points. For example, if
you start with a full Might Pool of 10 and take
8 points of damage, you can use recovery rolls
to restore 3 points, but the remaining 5 points
must be restored with repair tasks.

Tier 2: Interface. By directly plugging into a
device, you can identify and learn to operate it
as though the task were 1 level lower. Enabler.

Tier 3: Ability Choice. Choose either Sensing Free level of Effort,
Package or Weaponization as your tier 3 ability. page 103

Sensing Package. You can see in dim light Cypher, page 272
and darkness as if it were bright light, and
you can see up to a short distance through Artifact, page 289
fog, smoke, and other obscuring phenomena.
In addition, if you apply a level of Effort to LOOKING FOR
perception or searching tasks, you get a free Wields Two Weapons at
level of Effort on that task. Enabler. Once, page 90
Works Miracles, page 92
Weaponization. One light or medium melee
weapon of your choice is built into your body, 75
and you are trained in using it. The weapon is
concealed until 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 1 level higher. Enabler.

Recovery roll, page 111 Tier 5: Deep Reserves. Once each day, you can Anyone can be a lycanthrope. A Glaive likely
transfer up to 5 points between your Pools in any benefits the most from the transformation.
Howls at the Moon combination, at a rate of 1 point per round. For
GM intrusions: People example, you could transfer 3 points of Might Connection: Choose one of the following.
are terrified of monsters, to Speed and 2 points of Intellect to Speed, 1. Pick one other PC. That character is able
and savage beasts that which would take a total of five rounds. Action. to soothe you when you’re in beast form. You’ll
never attack them while transformed, and if
can take the form of Tier 6: Ability Choice. Choose either Power Surge they spend three consecutive turns using their
ordinary folks are even or Ultra Enhancement as your tier 6 ability. action to calm you down, you can revert to your
normal form without having to make a roll.
more frightening. Power Surge. In addition to your normal 2. Pick one other PC. You believe that this
recovery rolls each day, you can—at any time character intends to convince you to join an
LOOKING FOR between ten-hour rests—recover 1d6 + 6 entertainment venue (or capture you for the
Works the Back Alleys, points to your Intellect Pool. Action. same). They choose whether or not this is true.
3. Pick two other PCs. They know that it’s
page 90 Ultra Enhancement. You gain +1 to Armor beneficial for you to kill and eat a creature
and +5 to each of your three stat Pools. Enabler. while you’re in beast form, and they often work
76 together to make sure that happens.
HOWLS AT THE MOON 4. Pick one other PC. Since this character
saw you in beast form, they have been terrified
Sometimes the numenera is a double-edged of you. You are determined to show them that
sword. You are cursed and blessed to be able you’re not as dangerous as they believe.
to transform into a powerful creature, drawing Additional Equipment: You have an accurate
additional mass from a transdimensional source. chronometer artifact that always lets you know
You and the GM should work out the exact when the next transformation is coming.
nature of the creature, including its appearance, Minor Effect Suggestions: The target is so
but it’s a wild beast of rage and blood—at least intimidated by your bestial attack that it is
until you learn to control it. Creatures like you dazed for one round, hindering its tasks.
are often called “lycanthropes.” Major Effect Suggestions: Your attack
conveys a small bit of your lycanthropy. If
Style and appearance are probably low on your foe survives, one month later, the target
your list of concerns. Your clothes might be transforms into an uncontrolled beast. The
ragged because your transformation is hard on GM decides what happens from there.
them (or they’re cheap because you know they’ll
be destroyed the next time you transform).

CHARACTER FOCUS

Tier 1: Beast Form. On five consecutive nights form. You can change back and forth as your Although the people
each month, you change into a monstrous action. When you return to your normal form, you of the Ninth World
beast for up to one hour each night. In this new no longer take a penalty to your rolls. Enabler. look upon a creature
form, you gain +8 to your Might Pool, +1 to your that transforms into
Might Edge, +2 to your Speed Pool, and +1 to HUNTS another creature as
your Speed Edge. While in beast form, you can’t mystical lycanthropy, it
spend Intellect points for any reason other than You are a tracker. Perhaps you hunt animals or instead almost certainly
to try to change to your normal form before the more deadly creatures. Perhaps you go after involves accessing other
one-hour duration is over (a difficulty 2 task). In people as a bounty hunter, law enforcer, or killer dimensions of reality.
addition, you attack any and every living creature for hire. Whatever form your hunting takes, you A character either
within short range. After you revert to your are trained in stalking your quarry and bringing draws mass from an
normal form, you take a –1 penalty to all rolls it down. You are a dangerous individual. extradimensional space
for one hour. If you did not kill and eat at least (perhaps somehow
one substantial creature while in beast form, the If you hunt animals or creatures, you might warping higher-
penalty increases to –2 and affects all your rolls carry the trophies of past kills, such as teeth or dimensional mass into
for the next 28 hours. Action to change back. skins. If you’re a bounty hunter, you probably our lower dimensions)
wear whatever your quarry would find most or switches places with
Tier 2: Controlled Change. You can try to change intimidating so it feels as though it has no a larger, more savage
into your beast form on any night you wish (a chance of getting away from you. ultraterrestrial creature
difficulty 3 Intellect task). Any transformations for a time. In this latter
you make using this power are in addition Most hunters are Glaives, but Jacks and case, the character and
to the five nights per month that you change Nanos bring unique skills to the chase. the creature have a bond
involuntarily. Action to change. that allows them to
Connection: Choose one of the following. share general intentions.
Tier 3: Ability Choice. Choose either Bigger or 1. Pick one other PC. That person once saw The character, while
Greater Beast Form as your tier 3 ability. you show surprising mercy toward your prey, shunted to another
and now you hope they keep it quiet—it might dimension, likely remains
Bigger. Your beast form grows bigger than harm your reputation. in stasis, unaware of
before, during which time you achieve a height 2. Pick one other PC. You accidentally caught anything until returning
of 12 feet (4 m). Being so large, your beast them in one of your traps, and they had to get free. to the normal world.
form gains the following additional bonuses: 3. Pick one other PC. Back in your bounty
+1 to Armor, +5 to your Might Pool, and you hunter days (which may or may not be over), Hunts GM intrusions:
are trained in using your fists as heavy weapons you were hired to track down someone who Even the slightest noise
(if you weren’t already). However, your Speed was close to this character. or movement can
defense tasks are hindered. While bigger, you 4. Pick one other PC. You’ve noticed that it’s alert the quarry that
also gain an asset to tasks that are easier for almost impossible to track this character, but it’s being hunted.
a larger creature to perform, like climbing, you’re determined to figure out a way.
intimidating, wading rivers, and so on. Enabler. Additional Equipment: You wear boots that Initiative, page 107
muffle your footsteps, giving you an asset on
Greater Beast Form. Your beast form gains any roll made involving sneaky movement. LOOKING FOR
the following additional bonuses: +1 to your Minor Effect Suggestions: You can attempt Adamant silk, page 93
Might Edge, +2 to your Speed Pool, and +1 to an intimidating task to cause your foe to Azure steel, page 93
your Speed Edge. Enabler. immediately surrender. Shapestone, page 93
Major Effect Suggestions: Your foe pauses, Stronglass, page 94
Tier 4: Greater Controlled Change. It’s easier terrified by your prowess, and takes no action
to change into and out of your beast form. on their turn. 77
Transforming either way is now a difficulty 2
Intellect task. Enabler. Tier 1: Tracker. You are trained in following and
identifying tracks. Enabler.
Tier 5: Enhanced Beast Form. Your beast form
gains the following additional bonuses: +3 to Stalker. You gain an asset to all types
your Might Pool, +2 to your Speed Pool, and of movement tasks (including climbing,
+2 to Armor. Enabler. swimming, jumping, and balancing). Enabler.

Tier 6: Ability Choice. Choose either Lethal or Tier 2: Sneak. You ease stealth and initiative
Perfect Control as your tier 6 ability. tasks. Enabler.

Lethal. When you attack in your beast form, Quarry (2 Intellect points). Choose a quarry
you inflict +5 points of damage. Enabler. (a single individual creature that you can see).
You are trained in all tasks involving following,
Perfect Control. You no longer need to make a understanding, interacting with, or fighting
roll to change into your beast form or your normal that creature. You can have only one quarry at
a time. Action to initiate.

Lives in the Wilderness Tier 3: Ability Choice. Choose either Horde LIVES IN THE WILDERNESS
GM intrusions: People Fighting or Sprint and Grab as your tier 3 ability.
You dwell in the wilds. You probably have
in cities and towns Horde Fighting. When two or more foes done so most, if not all, of your life, coming to
sometimes disparage attack you at once in melee, you can use understand the mysteries of nature, weather,
those who look (and them against each other. You are trained in and survival. The ways of flora and fauna are
smell) like they live in either Speed defense rolls or attack rolls (your your ways.
the wilds, as if they were choice) against them. Enabler.
ignorant or barbaric. Your rough, rugged clothing shows little
Sprint and Grab (2 Speed points). You concern for style. Most of the time, covering
Free level of Effort, can run a short distance and make a melee yourself in natural smells to keep your scent
page 103 attack to grab a foe of your size or smaller. A from arousing suspicion in the wilderness is
successful attack means you grab the foe and more important than bathing to keep yourself
LOOKING FOR bring it to a halt if it was moving (this can be presentable to other humans.
Synth, page 94 treated as a tackle, if appropriate). Action.
Glaives and Jacks are the most likely
78 Tier 4: Surprise Attack. If attacking from a characters to live in the wilderness, perhaps
hidden vantage, with surprise, or before your working as guides, hunters, trappers, scouts,
opponent has acted, you get a free level of or trackers. A Nano who does so might be
Effort on the attack. On a successful hit, you seen as a nature priest or wild wizard.
inflict 2 additional points of damage. Enabler.
Connection: Choose one of the following.
Tier 5: Hunter’s Drive (5 Intellect points). 1. Pick one other PC who isn’t from the
Through force of will, when you wish it, you wilderness. You can’t help but feel a little
grant yourself greater prowess in the hunt for contempt for that character and their
ten minutes. During this time, you gain an asset “civilized” ways, which show disdain for all
to all tasks involving your quarry, including things natural and (to your mind) true.
attacks. Your quarry is the creature you 2. Pick one other PC. This character is one
selected with your second-tier ability. Enabler. of the few people that you are completely
comfortable around, and you are often surprised
Tier 6: Ability Choice. Choose either Master at how easily you let down your guard near them.
Combatant or Multiple Quarry as your 3. Pick one other PC. This character once
tier 6 ability. saved you from an uncomfortable social
situation, and you still feel grateful.
Master Combatant. Choose one type of 4. Pick one other PC. This person seems to
attack in which you are already trained: light understand civilization in the same way that
bashing, light bladed, light ranged, medium you understand the wilderness. You could
bashing, medium bladed, medium ranged, choose to help each other or despise each
heavy bashing, heavy bladed, or heavy ranged. other for this different way of seeing the world.
You are specialized in attacks using that type Additional Equipment: You have a directional
of weapon. Enabler. compass.
Minor Effect Suggestions: A foe that is a
Multiple Quarry (6 Intellect points). This natural creature flees rather than continue to
ability functions like the second-tier Quarry fight you.
ability except that you can select up to three Major Effect Suggestions: A foe that is a
creatures as quarry. You must be able to see all natural creature becomes warily passive.
three creatures when you initiate this ability.
Your Hunter’s Drive ability applies to all three Tier 1: Wilderness Life. You are trained in two of
creatures. Action to initiate. the following: climbing, swimming, navigation,
or identifying plants and creatures. Enabler.

Wild Hardiness. You gain 3 points to your
Might Pool. Enabler.

Tier 2: Living off the Land. Given an hour or so,
you can always find edible food and potable
water in the wilderness. You can even find
enough for a small group of people, if need be.
Further, since you’re so hardy and have gained
resistance over time, you are trained in resisting
the effects of natural poisons (such as those
from plants or living creatures). You’re also
immune to natural diseases. Enabler.

CHARACTER FOCUS

Wilderness Explorer. While taking any action Tier 5: The Wild Is on Your Side (5 Intellect Recovery roll, page 111
(including fighting) in the wild, you ignore any points). While you’re in the wilderness, foes
penalties due to natural causes such as tall within short range are tripped by rocks, Margr, page 240
grass, thick brush, rugged terrain, weather, and tangled in vines, bitten by insects, and LOOKING FOR
so on. Enabler. distracted or confused by small animals,
which hinders all their tasks for ten minutes. Armor prices, page 95
Tier 3: Ability Choice. Choose either Animal Action to initiate. Buzzer, page 95
Senses and Sensibilities or Wilderness Heavy armor, page 95
Encouragement as your tier 3 ability. Tier 6: Ability Choice. Choose either One With
the Wild or Wild Camouflage as your tier 6 ability.
Animal Senses and Sensibilities. You are
trained in listening and spotting things. In One With the Wild (6 Intellect points). For
addition, most of the time, the GM should alert the next hour, natural animals and plants
you if you’re about to walk into an ambush or a within long range will not knowingly harm you
trap that is lower than level 5. Enabler. or those you designate. In addition, your Might
Edge, Speed Edge, and Intellect Edge increase
Wilderness Encouragement (3 Intellect by 1, and if you make any recovery rolls during
points). While in the wilderness, or when this period, you recover twice as many points.
talking about your time in the wilderness, Action to initiate.
your stirring words of encouragement grant a
target within short range that can understand Wild Camouflage (4 Intellect points). By
you 1d6 points to one Pool. You can’t use this drawing your clothing about you just so and
ability on the same creature again until they’ve using various tricks and your deep knowledge
made a recovery roll. Action. of your surroundings, you become invisible
in the wilderness for ten minutes. While you
Tier 4: Wilderness Awareness (4 Intellect are invisible, this asset eases your stealth
points). Your connection to the natural world and Speed defense tasks by two steps. This
extends to a degree that some would call effect ends if you do something to reveal your
supernatural. While in the wilderness, you can presence or position—attacking, using an
extend your senses up to a mile in any direction ability, moving a large object, and so on. If this
and ask the GM a very simple, general question occurs, you can regain the remaining invisibility
about that area, such as “Where is the margr effect by taking an action to focus on hiding
camp?” or “Is my friend Deithan still alive?” your position. Action to initiate or reinitiate.
If the answer you seek is not in the area, you
receive no information. Action.

79

Masters Defense GM MASTERS DEFENSE Tier 4: Tower of Will. You are trained in Intellect
intrusions: Shields defense tasks and gain +3 points to your
Protecting yourself is obviously important in Intellect Pool. Enabler.
break when hit, as do dangerous situations, and you are particularly
weapons used to parry. good at it. Cautious and prudent, you learn Armor Master. You reduce the Speed cost of any
techniques to defend against all kinds of armor you wear to 0 (if it isn’t already 0). Enabler.
Armor straps break. attacks, both physical and mental. The winner
is often the last person standing, and you’ve Tier 5: Nothing but Defend. If you do nothing
Masters Weaponry GM done all you can to ensure that person will be on your turn but defend, you are specialized in
intrusions: Weapons you. all defense tasks for one round. Action.

break. Weapons can be You carry a shield and probably wear the Tier 6: Ability Choice. Choose either Defense
stolen. Weapons can best armor you can find. Master or Wear It Well as your tier 6 ability.
be dropped or forced
out of your hand. Glaives make excellent defensive masters, Defense Master. Every time you succeed
but Jacks and Nanos also find at least some of at a Speed defense task, you can make an
Armor Speed these skills of great value. immediate attack against your foe. (This ability
cost, page 95 replaces Dodge and Respond, if you took that;
Connection: Choose one of the following. you can exchange that ability for Dodge and
LOOKING FOR 1. Pick one other PC. This character Resist.) Your attack must be the same type
Greatsword, page 96 protected you from harm recently, and you feel (melee weapon, ranged weapon, or unarmed)
indebted to them for saving your life. as the attack you defend against. If you don’t
Verred, page 96 2. Pick one other PC. This person thinks you have an appropriate type of weapon ready, you
Weapon prices, page 96 are an incredibly selfish person, perhaps based can’t use this ability. Enabler.
on their belief that you always save yourself
Weapons, page 95 first. Wear It Well. When you wear armor of any
3. Pick one other PC. You once fought on kind, you gain an additional +1 to Armor. Enabler.
80 opposite sides of a combat.
4. Pick one other PC. This character seems MASTERS WEAPONRY
to be a jinx for you. Whenever they are next to
you, your Speed defense tasks are hindered. You have worked long and hard with one
Additional Equipment: You have a shield. particular type of weapon: bows, swords, axes,
Minor Effect Suggestions: You gain an asset daggers, whips, or whatever you choose. Thus,
to Speed defense rolls for one round. you are an archer, a swordsman, an axe master,
Major Effect Suggestions: If an attack would a mistress of knives, or whatever is appropriate
hit you next round, it harmlessly strikes your to your chosen weapon. A master of the rapier
shield instead if you choose. is different than a master of the warhammer,
and an archer is different than a whip wielder.
Tier 1: Shield Master. When you use a shield,
in addition to the asset it gives you (easing You might wear a symbol—a badge, a pin, a
Speed defense tasks), you can act as if you are tattoo, an amulet, certain colors, or the like—
trained in Speed defense tasks. However, in that indicates the school in which you trained,
any round in which you use this benefit, your the style of fighting you have mastered, or
attacks are hindered. Enabler. the name of your mentor. Your weapon is
almost certainly your finest possession. Not
Tier 2: Sturdy. You are trained in Might defense only is it well cared for and of high quality, but
tasks. Enabler. you probably keep it in a beautiful scabbard,
harness, belt, case, or something similar.
Armor Expert. When you wear any armor,
the Speed cost for wearing it is reduced by 1. Many Glaives are weapon masters, but
Enabler. sometimes a Jack might choose this path,
particularly with lighter weapons.
Tier 3: Ability Choice. Choose either Dodge
and Resist or Dodge and Respond as your tier Connection: Choose one of the following
3 ability. 1. Pick one other PC. That character shows
potential in the use of your weapon. You would
Dodge and Resist (3 Speed points). You can like to train them, but you’re not necessarily
reroll any of your Might, Speed, or Intellect qualified to teach (that’s up to you), and they
defense rolls and take the better of the two might not be interested (that’s up to them).
results. Enabler. 2. Pick one other PC. If that person is
within immediate range when you’re in a
Dodge and Respond (3 Might points). If a fight, sometimes they grant you an asset, and
melee attack misses you, you can immediately sometimes they hinder you (50% chance either
make a melee attack in return, but no more way, determined per fight).
than once per turn. Enabler.

CHARACTER FOCUS

3. Pick one other PC. You once saved this Tier 4: Never Fumble. If you roll a natural 1 GM intrusion, page 123
person’s life, and they feel indebted to you. You when attacking with your chosen weapon, you
wish they didn’t; it’s all just part of the job. can ignore or countermand the GM intrusion Esoteries, page 40
for that roll. You can never be disarmed of Onslaught, page 40
4. Pick one other PC. This person recently your chosen weapon, nor will you ever drop it Flash, page 40
mocked your combat stance. How you deal accidentally. Enabler. Barrier, page 41
with this (if at all) is up to you.
Tier 5: Extreme Mastery (6 Might or 6 Speed
Additional Equipment: You have a high- points). When using your chosen weapon, you
quality weapon of your choosing. can reroll any attack roll you wish and take the
better of the two results. Enabler.
Weaponry Powers: If you have
“supernatural” special abilities (such as Tier 6: Ability Choice. Choose Damage Dealer,
some esoteries), these look like your chosen Death Dealer, or Master Combatant as your
weapon. So the force blast of the Onslaught tier 6 ability.
esotery appears to be a large weapon made of
force, and the Flash esotery produces a flurry Damage Dealer. You gain a +3 bonus to
of weaponry. These alterations change nothing damage with your chosen weapon. This bonus
other than the appearance of the effects. As adds to the one from the Weapon Master
another example, Barrier becomes a wall ability, giving you a total bonus of +4. Enabler.
of swirling blades of energy. This alteration
changes the esotery such that it is not a solid Death Dealer (5 Might points). If you strike a
barrier but rather inflicts 1 point of damage to foe of level 3 or less with your chosen weapon,
anyone who touches it and 4 points of damage you kill the target instantly. Action.
to anyone who passes through it.
Master Combatant. Choose one type of
Minor Effect Suggestions: The target is so attack in which you are already trained: light
dazzled by your expertise that it is dazed for bashing, light bladed, light ranged, medium
one round, hindering all of its tasks. bashing, medium bladed, medium ranged,
heavy bashing, heavy bladed, or heavy ranged.
Major Effect Suggestions: Make an You are specialized in attacks using that type
immediate additional attack with the weapon of weapon. Enabler.
as part of your turn.

Tier 1: Weapon Master. You gain a +1 bonus to
damage with your chosen weapon. Enabler.

Weapon Crafter. You are trained in crafting
tasks associated with your chosen weapon.
For instance, if your weapon is a bow, you are
trained in tasks related to crafting bows and
fletching arrows; if your weapon is a sword,
you are trained in tasks for forging swords and
sharpening blades; and so on. Enabler.

Tier 2: Weapon Defense. While your chosen
weapon is in your hand(s), you are trained in
Speed defense rolls. Enabler.

Tier 3: Ability Choice. Choose either Disarming LOOKING FOR
Strike or Rapid Attack as your tier 3 ability. Disguise kit, page 97
Equipment prices,
Disarming Strike (3 Speed points). Your attack page 97
inflicts 1 point less damage and disarms your foe Other Equipment,
so that their weapon is now 10 feet (3 m) away page 97
on the ground. (If your chosen weapon is a whip,
you can instead deposit the disarmed weapon 81
into your hands; if your chosen weapon is a
bow or other ranged weapon that fires physical
rounds, you can instead “nail” the disarmed
weapon to a nearby object or structure. Choosing
to do either of these hinders your attack.) Action.

Rapid Attack (3 Speed points). Once per
round, you can make an additional attack with
your chosen weapon. Enabler.

4. Pick one other PC. That character is the
one who got you started down the path of
taking lives, whether they know it or not.

Additional Equipment: You start with a
disguise kit and three doses of a level 2 blade
poison that inflicts 5 points of damage.

Minor 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 able to apply
it just before the strike, adding the poison’s
effects to the normal attack damage.

Tier 1: Surprise Attack. If attacking from a
hidden vantage, with surprise, or before an
opponent has acted, you gain an asset to your
attack. On a successful hit with this surprise
attack, you inflict 2 additional points of
damage. Enabler.

Natural Assassin. You are trained in stealth
and disguise tasks. Enabler.

Murders GM intrusions: MURDERS Tier 2: Quick Death (2 Speed points). You
Most people do know how to kill quickly. When you hit with a
The murderous assassin is a master of dealing melee or ranged attack, you deal 4 additional
not react well to a death. No one is better at sneaking into a points of damage. You can’t make this attack
professional killer. location, eliminating a target, and slipping out in two consecutive rounds. Action.
again. Obviously, a professional killer is not
Disguise kit, page 97 likely to have a lot of friends. Infiltrator. You are trained in interactions
Poison, page 112 involving lies or trickery. Enabler.
You probably wear dark colors—black,
There are other ways charcoal grey, or midnight blue—to help Tier 3: Ability Choice. Choose either Awareness
for characters to learn blend into the shadows. But since you’re also or Poison Crafter as your tier 3 ability.
how to make poisons, a master of disguise, in truth you could look
such as the Jack trick like anyone. Awareness (3 Intellect points). You become
hyperaware of your surroundings in order to
of the trade, Create Any character could be an assassin. Jacks better locate your next victim. For ten minutes,
Deadly Poison, page 47. are the most likely choice, but Nanos with their you are aware of all living things within long
esoteries or Glaives with their combat abilities range (including their general position), and
LOOKING FOR would make efficient killers as well. by concentrating (another action), you can
Glowglobe, page 98 attempt to learn the general health and power
Sprayflesh, page 98 Connection: Choose one of the following. level of any one of them. Action.
1. Pick one other PC. That character knows
82 your real identity, profession, and background. Poison Crafter. You are trained in crafting,
To all others, the truth about you is a closely sensing, identifying, and resisting poisons.
guarded secret. Your poison crafting has given you some
2. Pick one other PC. You were recently immunity to poisons; you have +5 Armor that
approached by someone who wanted to hire applies specifically to poison damage. Enabler.
you to take that character out. You haven’t yet
decided whether to take the job or warn them Tier 4: Better Surprise Attack. If attacking from
that their life is in danger. a hidden vantage, with surprise, or before
3. Pick two other PCs. One night after an opponent has acted, your attack is eased
perhaps too much celebrating, you loudly by two steps instead of one. On a successful
claimed responsibility for a murder you didn’t hit with this surprise attack, you inflict 2
commit. These two characters were the only additional points of damage (for a total of 4
ones who heard. Whether they believe you or additional points of damage). Enabler.
not is up to them.
Tier 5: Slayer (5 Speed points). With a swift
and sudden attack, you strike a foe in a vital
spot. If the target is level 3 or lower, it is killed
outright. Action.

CHARACTER FOCUS

Tier 6: Ability Choice. Choose either Escape Tier 3: Ability Choice. Choose either Ignore Rages GM intrusions:
Plan or Murderer as your tier 6 ability. the Pain or Power Strike as your tier 3 ability. It’s easy for a berserker to
Whichever one you choose, you also gain lose control and attack
Escape Plan. When you kill a foe, you can Unarmored Fighter. friend as well as foe.
attempt a sneaking action to immediately hide
from anyone around, assuming that a suitable Ignore the Pain. Your rage makes minor Minor and major
hiding place is nearby. Enabler. wounds seem insignificant. While you are in a effects, page 105
state of frenzy, gain +1 to your Armor. Enabler.
Murderer (8+ Speed points). With a swift If you also have the Not
and sudden attack, you strike a foe in a vital Power Strike (3+ Might points). If you Dead Yet ability granted
spot. If the target is level 4 or lower, it is killed successfully attack a target, you knock it prone by your type, your
outright. For each additional level of Effort in addition to inflicting damage. The target healing from this ability
you apply, you can increase the level of the must be your size or smaller. You can knock increases to 1d6 + 12.
target by 1. Action. down a target larger than you if you apply a
level of Effort to do so (rather than to ease the Rides the Lightning GM
RAGES attack). Enabler. intrusions: Overcharged
batteries explode.
The berserker is a feared fighter who cannot Unarmored Fighter. While unarmored, you
be stopped. You put yourself into a howling are trained in Speed defense tasks. Enabler. 83
battle frenzy that can make you a terror on the
battlefield. You might hail from a less civilized Tier 4: Greater Frenzy (4 Intellect points). When
society, perhaps even a tribal one. you wish, while in combat, you can enter a
state of frenzy. While in this state, you can’t use
You likely wear little or no armor so as not Intellect points, but you gain +2 to your Might
to restrict your speed or maneuverability. Your Edge and your Speed Edge. This effect lasts as
clothing is probably simple and utilitarian. long as you wish, but it ends if no combat is
taking place within range of your senses. You can
Glaives make the best berserkers. use this ability or your first-tier Frenzy ability, but
Connection: Choose one of the following. you can’t use both at the same time. Enabler.
1. Choose one other PC. You feel strangely
protective toward that character and don’t Tier 5: Attack and Attack Again. Rather than
want to see them come to harm. granting additional damage or a minor
2. Pick one other PC. That character knows or major effect, a natural 17 or higher on
a secret about your past that is tied to your your attack roll allows you the option of
Frenzy ability. immediately making another attack. Enabler.
3. Pick one other PC. The first time you went
into a frenzy was in an attempt to save their Tier 6: Ability Choice. Choose either Not Dead
loved one from an attack. You failed, partly Yet or Tough and Fast as your tier 6 ability.
because of your inexperience.
4. Choose one other PC. That character is Not Dead Yet. When you would normally die,
terrified by your rage and sometimes can’t you instead fall unconscious for one round
help but flee at inopportune times. and then awaken. You immediately gain 1d6
Minor Effect Suggestions: When fighting multiple +6 points to restore your stat Pools and are
foes, you knock one into another, putting both treated as if debilitated (which for you is like
off balance and hindering them for one round. being impaired, thanks to your Ignore the Pain
Major Effect Suggestions: Your foe is terrified ability) until you rest for ten hours. If you die
of your rage and uses its next two actions to flee. again before you make your ten-hour recovery
roll, you are truly dead. Enabler.
Tier 1: Frenzy (1 Intellect point). When you
wish, while in combat, you can enter a state of Tough and Fast. You gain +6 to your Might
frenzy. While in this state, you can’t use Intellect Pool and your Speed Pool. Enabler.
points, but you gain +1 to your Might Edge
and your Speed Edge. This effect lasts as long RIDES THE LIGHTNING
as you wish, but it ends if no combat is taking
place within range of your senses. Enabler. The ancients harnessed electricity in strange
and wonderful ways. Through practice and
Tier 2: Hardy. You gain +5 to your Might Pool. inherent ability (or the subtle use of hidden
These additional points can be used only to or implanted devices), you control the same
absorb damage. You can’t spend them to apply energy. Not only can you create and discharge
Effort to rolls. Enabler. electrical power, but you can eventually learn
to use it to transport yourself.
Mobile Fighter. You are trained in climbing
and jumping tasks. Enabler. You probably wear tight-fitting clothing that
allows you to move quickly. Your garments

Depletion, page 289 might be blue and black, perhaps with a 4. Pick one other PC. This person has the
Flash, page 40 lightning-bolt motif. worst luck with electrical devices of anyone
you’ve ever met. You want to help them, but
Onslaught, page 40 Although Nanos seem most suited to you aren’t sure how or even whether they will
wielding lightning, Jacks can make good use of be open to your assistance.
Artifact, page 289 the varied lightning abilities.
Cypher, page 272 Additional Equipment: You have a bag of
Connection: Choose one of the following. miscellaneous batteries and power cells.
1. Pick one other PC. This character has Whenever you find a new device that operates
been your friend for a long time, and you on batteries or cells (GM’s discretion), there is
have learned to bring them along when you a 75 percent chance that the bag contains one
ride the lightning. If the character is standing that will power the device if it depletes.
right next to you, you can take them with you
when you use the Bolt Rider or Electrical Flight Electrical Abilities: If you have abilities that
powers. (Normally, neither ability allows you to would normally use force or other energy, they
transport other creatures.) instead use electricity. For example, a Flash or an
2. Pick two other PCs. You know about an Onslaught force blast is a blast of lightning. This
important connection between them that even alteration changes nothing other than the type of
they don’t know about. damage and the fact that it might start fires.
3. Pick one other PC. This character has
interesting ideas about electricity and how Minor Effect Suggestions: The target is dazed
it can be harnessed. If you are trained with by electricity for one round, hindering all of
machines, after you talk to this character for an its tasks. Electricity can also shut down an
hour, you gain an asset on any task involving automaton for one round.
identifying, crafting, or repairing a machine
that uses electricity. Major Effect Suggestions: Devices filled
with electrical power explode. You can target
and destroy an artifact that a foe is holding
or wearing.

Tier 1: Shock (1 Intellect point). Your hands
crackle with electricity, and the next time
you touch a creature, you inflict 3 points of
damage. Alternatively, if you wield a weapon,
for ten minutes it crackles with electricity and
inflicts 1 additional point of damage per attack.
Action for touch; enabler for weapon.

Charge (1+ Intellect points). You can charge
an artifact or other device (except a cypher) so
that it can be used once. The cost is 1 Intellect
point plus 1 point per level of the device. Action.

Tier 2: Bolt Rider (4 Intellect points). You
can move a long distance from one location
to another almost instantaneously, carried
by a bolt of lightning. You must be able to
see the new location, and there must be no
intervening barriers. Action.

Tier 3: Ability Choice. Choose either Drain Charge
or Electric Armor as your tier 3 ability. Whichever
you choose, you also gain Lightning Swift.

Drain Charge. You can drain the power from
an artifact or device, allowing you to regain
1 Intellect point per level drained. You regain
points at the rate of 1 point per round and must
give your full concentration to the process each
round. The GM determines whether the device
is fully drained (likely true of most handheld or
smaller devices) or retains some power (likely
true of large machines). Action to initiate;
action each round to drain.

84

CHARACTER FOCUS

Electric Armor (4 Intellect points). When you Some might call you the “face” because "Everything's got a spark
wish it, electricity crackles across your body for when your friends or allies need to put of alive in it, even this
ten minutes, granting you +1 to Armor. While forth their best face, they send you. You’re a dead bit of numenera.
electrified, you have an additional +2 to Armor charmer. The word “charisma” was coined for You just have to know
versus electrical damage specifically, and you people like you—there’s just something about how to touch it properly."
inflict 2 points of damage on any creature you that people seem to like. ~Alerra
that touches you or attacks you with a melee
weapon that conducts electricity. Enabler. Since words are important to you, you may Truth, page 133
have covered your skin with tattooed words or
Lightning Swift. You gain +1 to your Speed have written things on your outfit. You might Free level of Effort,
Edge. Enabler. play an instrument, write books, or compose page 103
songs in your spare time. Speaks With a Silver
Tier 4: Bolts of Power (5+ Intellect points). You Tongue GM intrusions:
blast a fan of lightning out to short range in an arc Jacks, with their ability to take a related flex Distractions can ruin
that is approximately 50 feet (15 m) wide at the skill each day, make excellent speakers, but interactions. Sometimes
end. This discharge inflicts 4 points of damage. Nanos and Glaives might choose this route to even the smoothest words
If you apply Effort to increase the damage rather inspire their companions. can strike the listener the
than to ease the task, you deal 2 additional wrong way. Language
points of damage per level of Effort (instead of 3 Connection: Choose one of the following. can be a barrier.
points); however, targets in the area take 1 point of 1. Pick one other PC. That character
damage even if you fail the attack roll. Action. seems overly affected by your words. You’ve 85
accidentally made them cry or laugh just by
Tier 5: Electrical Flight (5 Intellect points). talking to them.
You exude an aura of crackling electricity that 2. Pick one other PC. That character believes
lets you fly a long distance each round for ten that you speak falsely and is never affected by
minutes. You can’t carry other creatures with your words.
you. Action to activate. 3. Pick one other PC. You’d like to get to
know them better, but don’t want to use your
Tier 6: Ability Choice. Choose either Flash Across skills to do so.
the Miles or Wall of Lightning as your tier 6 ability. 4. Pick one other PC. That character would
like to learn your storytelling techniques, and
Flash Across the Miles (6+ Intellect you’re trying to decide whether to teach them.
points). You can move to an open location Additional Equipment: You have a book in
on the earth that you’re familiar with almost which you keep notes of your favorite words,
instantaneously, transformed into a bolt of inspirational stories, and speech anecdotes.
lightning. If you apply a level of Effort, you can Minor Effect Suggestions: The next time you
attempt to penetrate covered locations that attempt to influence, persuade, or deceive the
you’re aware of as long as a route exists from same foe, the task is eased.
the open air to the area you want to reach that Major Effect Suggestions: You speak
electricity can easily follow. Action. with extra conviction, increasing the effect,
duration, or range of your action.
Wall of Lightning (6 Intellect points). You
create a barrier of crackling electricity up to Tier 1: Poetic License. You are trained in all
2,500 square feet (230 sq. m) in size, shaped social interactions, including persuasion,
as you wish. The wall is a level 7 barrier. deception, and intimidation. You also know
Anyone within immediate distance of the wall two languages other than the Truth. Enabler.
automatically takes 10 points of damage. The
wall lasts for one hour. Action to create. Tier 2: A Smile and a Word. When you use Effort
on any action involving interactions—even
SPEAKS WITH A those having to do with calming animals or
SILVER TONGUE communicating with someone or something
whose language you do not speak—you gain a
You are poetry incarnate. The words flow from free level of Effort on the task. Action.
your tongue like liquid metal. Your voice is
golden and captivating. With enough time and Tier 3: Ability Choice. Choose either Verbal
focus, you can convince almost anyone to do Misdirection or Play to the Crowd as your tier
almost anything for you, with you, or in spite 3 ability.
of you. Words—words are what matter. You
believe they have power. There’s a chance you Verbal Misdirection (2+ Intellect points).
don’t care much about your appearance, as With fast talk and bewildering words, you
long as you can say what you want to say. can confuse and distract anyone that you’re
speaking with, giving you an asset on social

Talks to Machines GM interactions with that person for ten minutes. All types of characters can spend their time
intrusions: Sometimes For each level of Effort you use with this ability, talking to machines, although this practice is
machines malfunction you can affect an additional creature. Enabler. best suited to Nanos.

or act unpredictably. Play to the Crowd (3 Intellect points). You give Connection: Choose one of the following.
Many people look upon a speech that is both rousing and terrifying. 1. Pick one other PC. That character seems to
someone who interfaces Those within short range who can hear and have a terrible relationship with machines—or
so well with machines as understand you have their next action either at least the machines that you communicate
a witch—or at least as eased (an asset) or hindered—you choose, and with. If that person is next to a machine that you
a dangerous individual. it can be different for each individual. interact with in a friendly manner, that machine
is treated in all ways as being 1 level lower than
86 Tier 4: Castigate (4 Intellect points). You intimidate normal (unless doing so benefits you or them,
any opponent within long range who understands in which case the level does not change).
speech (even if it is not your language) so much 2. Pick one other PC. That person seems
that they lose their next action and all the rest of especially leery of you, though this could just
their actions are hindered for one minute. Action. be your perception.
3. Pick one other PC. That character has a
Tier 5: Stay the Course (5 Intellect points). When small machine among their equipment but won’t
your companions are flagging, you can help tell you any details about it or let you see it.
inspire them with a well-timed word or two. Any 4. Pick one other PC. You know that
ally (except you) within immediate range can this character knows an incriminating or
make a recovery roll that is not an action and embarrassing secret about you, and you hope
does not count toward their daily limit. Action. that they do not reveal it.
Additional Equipment: A bag of small tools.
Tier 6: Ability Choice. Choose either Entrancing Minor Effect Suggestions: The duration of
Speech or Command as your tier 6 ability. influence or control is doubled.
Major Effect Suggestions: The duration of
Entrancing Speech (6 Intellect points). influence or control becomes 28 hours.
Everyone within long range who can hear and
understand you takes no action for as long as Tier 1: Machine Affinity. You are trained in
you do not move and use your action to speak tasks involving electrical machines. Enabler.
soothing and calming words. If an affected
creature is attacked during this time, they break Distant Activation (1 Intellect point). You can
out of the trance immediately. Action to initiate. activate or deactivate any machine you can see
within short range, even if normally you would
Command (7 Intellect points). A target have to touch or manually operate the device.
within short range obeys any command you To use this ability, you must understand the
give as long as they can hear and understand function of the machine, it must be your size
you. Further, as long as you continue to do or smaller, and it can’t be connected to another
nothing but issue commands (taking no other intelligence (or be intelligent itself). Action.
action), you can give that same target a new
command. This effect ends when you stop Tier 2: Coaxing Power (2 Intellect points). You
issuing commands or they are out of short boost the power or function of a machine so
range. Action to initiate. that it operates at 1 level higher than normal
for one hour. Action to initiate.
TALKS TO MACHINES
Charm Machine (2 Intellect points). You
Since you were young, you had an affinity for convince an unintelligent machine to “like”
machines. It seemed almost like you were you. A machine that likes you is 50 percent less
speaking to them. likely to function if said function would cause
you harm. Thus, if a foe attempts to detonate a
You were. You have the ability to use your bomb near you controlled by a detonator that
organic brain like an intelligent machine, likes you, there is a 50 percent chance that it
interfacing “wirelessly” with any electronic device. won’t explode. Action to initiate.
You can control and influence them in ways that
others can’t. Intelligent machines are your friends Tier 3: Ability Choice. Choose either
and companions. You have also learned to repair Command Machine or Intelligent Interface
machines of all kinds because the better they as your tier 3 ability.
work, the better off you are as well.
Command Machine (4 Intellect points). If
You likely wear a tool belt full of various you’ve charmed an unintelligent machine or
implements, and machine oils stain your have spoken telepathically with an intelligent
clothes and fingertips.

CHARACTER FOCUS

machine, you can attempt to command it a mile of you, one or more machines will Wears a Sheen of
to take one action within its capabilities on probably provide the answer. Action. Ice GM intrusions:
its next turn. (If you command an intelligent Ice makes surfaces
machine with this power, it likely becomes Tier 6: Ability Choice. Choose either Improved slippery. Extreme
hostile to you afterward.) Action. Machine Companion or Control Machine as cold causes objects to
your tier 6 ability. crack and break.
Intelligent Interface (3 Intellect points). You
can speak telepathically with any intelligent Improved Machine Companion. Your Ravage bear, page 249
machine within long range. Further, you are machine companion improves, becoming a
trained in all interactions with intelligent level 5 creature with the ability either to fly a 87
machines. Such machines and automatons long distance each round (and carry you) for
that normally would never communicate with a up to ten minutes at a time, or to carry an
human might talk to you. Enabler. extra cypher for you that doesn’t count against
your cypher limit. Enabler.
Tier 4: Machine Companion. You create a
level 3 animate, intelligent machine that Control Machine (6 Intellect points). You
accompanies you and acts as you direct. As can attempt to control the functions of any
a level 3 machine companion, it has a target machine, intelligent or otherwise, within short
number of 9 and 9 health, and it inflicts 3 range for ten minutes. Action.
points of damage. If it’s destroyed, it takes you
one month to create a new one. Enabler. WEARS A SHEEN OF ICE

Automaton Fighter. When fighting an Through your studies, you have learned to focus
automaton or intelligent machine, you are your natural talents to command the powers
trained in attacks and defense. Enabler. of ice and cold. People might refer to you as an
ice mage. Sometimes ice mages are thought
Tier 5: Information Gathering (5 Intellect to come into conflict with those known as fire
points). You speak telepathically with any or mages, but this is a fallacy believed by ordinary
all machines within 1 mile (1.5 km). You can folks more than anything based in truth.
ask one basic question about themselves or
anything happening near them and receive a You likely wear white or blue garments that
simple answer. For example, while in an area are heavier than they need to be—unless you
with many machines, you could ask “Where is live in a cold region or wintry clime, in which
the ravage bear?” and if the creature is within case you probably wear less clothing than other
people do because the cold doesn’t bother you.

Stronglass, page 94 Most ice mages are Nanos, but a Glaive Tier 3: Ability Choice. Choose either Freezing
Barrier, page 41 armored in ice, perhaps wielding an ice sword, Touch or Ice Creation as your tier 3 ability.
would be quite impressive.
LOOKING FOR Freezing Touch (4 Intellect points). Your
Distract, page 105 Connection: Choose one of the following. hands become so cold that, in addition to
1. Pick one other PC. Due to a quirk of the inflicting damage as described under Frost
Major Effect, page 105 numenera, if that character is standing next to Touch, your touch freezes solid a living target
Minor Effect, page 105 you when you use your Ice Armor ability, they of your size or smaller, rendering it immobile
Special Rolls, page 104 are also protected by a sheen of ice. (They do for one round. Action.
not get the added protection of your Resilient
Ice Armor ability.) Ice Creation (4+ Intellect points). You create
2. Pick one other PC. For a reason unknown a solid object of ice that is your size or smaller.
to you, their very presence seems to heat the The object is crude and can have no moving
air around you, making it more difficult to parts, so you can make a sword, a shield, a
command the powers of ice and cold. If they short ladder, and so on. Your ice objects are
are within immediate range, their presence as strong as iron, but if you’re not in constant
occasionally hinders your attempts to hit a contact with them, they function for only
target with a focus ability. 1d6 + 6 rounds before breaking or melting.
3. Pick one other PC. That person is For example, you can make and wield an ice
especially susceptible to the cold that radiates sword, but if you give it to another PC, the
from you. How they handle that vulnerability is sword won’t last as long for that character. In
up to them. addition to the normal options for using Effort,
4. Pick one other PC. The two of you have a you can choose to use Effort to create objects
long history and almost always disagree about larger than you. For each level of Effort used in
the best way to handle situations. this way, you can create an object up to twice
Additional Equipment: You have a bladed again as large as you. Action.
weapon made of stronglass that looks like ice.
Ice Abilities: If you possess abilities that Tier 4: Resilient Ice Armor. The sheen of ice
would normally use force or other energy, they you generate using your Ice Armor ability gives
instead use cold and ice. For example, a force you an additional +1 to Armor. Enabler.
blast is a ray of frost. This alteration changes
nothing other than the type of damage. As Tier 5: Cold Burst (5+ Intellect points). You
another example, Barrier creates a wall of ice. emit a burst of cold in all directions, up to
This alteration changes nothing except the short range. All within the burst take 5 points
wall’s appearance and the fact that it takes 2 of damage. If you apply Effort to increase the
additional points of damage from fire. damage rather than to ease the task, you deal
Minor Effect Suggestions: The surface 2 additional points of damage per level of
around the target becomes slick and difficult Effort (instead of 3 points); however, targets in
to stand on. the area take 1 point of damage even if you fail
Major Effect Suggestions: The target is the attack roll. Action.
covered in ice that slows its movement and
hinders its tasks for one minute. Tier 6: Ability Choice. Choose either Ice Storm
or Winter Gauntlets as your tier 6 ability.
Tier 1: Ice Armor (1 Intellect point). When
you wish it, your body is covered in a sheen Ice Storm. You attempt an additional
of ice for ten minutes that gives you +1 to Intellect task as part of your Cold Burst attack,
Armor. While the sheen is active, you feel no and if successful, you blind foes for up to one
discomfort from normal cold temperatures minute with a layer of freezing ice. All tasks of
and have an additional +2 to Armor versus blinded creatures are hindered by two steps.
cold damage specifically. Enabler. Enabler.

Tier 2: Frost Touch (1 Intellect point). Your Winter Gauntlets. When you use Frost
hands become so cold that the next time Touch, you inflict a total of 5 points of damage
you touch a creature, you inflict 3 points of if you touch a creature, or +2 points of damage
damage. Alternatively, you can use this ability if you infuse a weapon. In addition, damaged
on a weapon, and for ten minutes, it inflicts targets are frozen in place (if standing on
1 additional point of damage from the cold. a solid surface) and can’t move from their
Action for touch; enabler for weapon. location until they use an action to break free.
The target can still attack and defend. Action
for touch; enabler for weapon.

88

CHARACTER FOCUS

WIELDS POWER Versatile Mind. When you make a Speed Wields Power
WITH PRECISION defense roll, you can use your Intellect in place With Precision GM
of your Speed. Enabler. intrusions: Even if one
Not only are you blessed with a great tries to remain humble,
command of the numenera, but you are also Tier 4: Greater Repertoire. You can learn one skill and power might
trained to exploit esoteries in ways that elevate additional esotery of fourth tier or lower. betray an arrogance that
you above other Nanos. Some people believe Enabler. others find annoying or
that those who perform esoteries are born insulting. Creatures from
with the ability, but you know that skill and Tier 5: Greater Training. You are specialized beyond time and space
intelligence play important roles. The ancients in all esoteries. As a result, you ease any task take special notice of
created the numenera through knowledge, involved in the use of an esotery by two steps. people who command the
discovery, and intellect, and to use it properly, Enabler. mysterious and strange.
you must follow the same path.
Tier 6: Ability Choice. Choose either Enhanced The GM should
You probably wear spectacles and dapper Esoteries or Supra-Genius as your tier 6 ability. determine which Jack
outfits, carrying extra books, notebooks, and abilities count as
pens so you can continually focus on your Enhanced Esoteries. If you chose Enhanced esoteries for this focus.
studies and experiments. Esoteries as your tier 3 option, your esoteries
that have durations last three times as long. LOOKING FOR
Nanos usually receive this instruction and focus, Your esoteries that have short ranges reach Initial Cost, page 106
but some Jacks do as well. Glaives never do. to very long range instead. Your esoteries Retrying, page 106
that inflict damage deal 2 additional points of
Connection: Choose one of the following. damage. If you didn’t take Enhanced Esoteries
1. Pick one other PC. You’ve placed an at tier 3, you gain the advantages noted there
immutable, one-time ward that renders them now. Enabler.
immune to the esoteries you perform unless
they want to be affected. Supra-Genius. Your Intellect Pool increases
2. Pick one other PC. Due to some quirk by 5, and your Intellect Edge increases by 1.
of the numenera, you can occasionally (and Enabler.
accidentally) share your powers with them,
which gives them an asset on any task they
attempt using their esoteries.
3. Pick one other PC. That character
doesn’t seem to trust or like you, but you feel
compelled to win them over.
4. Pick one other PC. You’ve noticed that
they have a book in their possession that you’d
very much like to study, but you’re unsure how
to ask them about it.
Additional Equipment: You have an
additional book about the numenera.
Minor Effect Suggestions: The special ability
overwhelms and dazzles the target for one
round, hindering it.
Major Effect Suggestions: The special ability
terrifies the target, who uses its next two turns
to flee.

Tier 1: Genius. Your Intellect Pool increases by
5 points. Enabler.

Tier 2: Training and Precision. You are trained
in all esoteries. As a result, you ease any task
involved in the use of an esotery. Enabler.

Tier 3: Ability Choice. Choose either Enhanced
Esoteries or Versatile Mind as your tier 3 ability.

Enhanced Esoteries. Your esoteries that have
durations last twice as long. Your esoteries
that have short ranges reach to long range
instead. Your esoteries that inflict damage deal
1 additional point of damage. Enabler.

89

Wields Two Weapons WIELDS TWO Tier 3: Ability Choice. Choose either Dual Medium
at Once GM intrusions: WEAPONS AT ONCE Wield or Precise Cut as your tier 3 ability.
With so many strikes and
slices, it’s easy to imagine You bear steel with both hands, ready to take Dual Medium Wield. You can use two light
a blade snapping in two on any foe. You fight with two weapons in weapons or medium weapons at the same
or a weapon flying loose melee, sometimes called dual wielding. A time (or one light weapon and one medium
fearsome warrior, quick and strong, you believe weapon), making two separate attacks on your
from its bearer’s grip. that the best defense is a strong offense. turn as a single action. This ability otherwise
works like the Dual Light Wield ability. Enabler.
Free level of Effort, You probably sheathe one weapon on each
page 103 side or both crossed behind your back. They Precise Cut. You inflict +1 damage with light
are likely your most prized possessions, and weapons. Enabler.
Effort, page 23 you might have names for them.
Armor, page 109 Tier 4: Dual Defense. When you wield two weapons,
Works the Back Alleys Many Glaives and Jacks train to fight with you are trained in Speed defense tasks. Enabler.
GM intrusions: When two weapons at once. Very rarely would other
things go wrong for characters spend the time required to learn Tier 5: Dual Distraction (1+ Speed points).
thieves, they end up such a purely physical art, but it’s possible. When you wield two weapons, your opponent’s
in jail. Even when next attack is hindered, and if you apply Effort
things go right, thieves Connection: Choose one of the following. to your next attack against that same foe, you
can earn the enmity 1. Pick one other PC. You have trained with get a free level of Effort on the task. Enabler.
of powerful people, this character so much that if the two of you
including criminals. stand back to back in a fight, you both gain an Tier 6: Ability Choice. Choose either Disarming
asset to Speed defense tasks. Attack or Whirling Dervish as your tier 6 ability.
90 2. Pick one other PC. This character always
seems to inadvertently foil your actions, or Disarming Attack (5 Speed points). You
at least make them more difficult. If they are attempt a Speed task to disarm a foe as part of
within immediate range, actions related to this your melee attack. If you succeed, your attack
focus are hindered. inflicts 3 additional points of damage and the
3. Pick one other PC. You recently had a target’s weapon is knocked from their grip,
weapon go missing, and you’re becoming landing up to 20 feet (6 m) away. If you fail,
convinced that they took it. Whether or not you still attempt your normal attack, but you
they did is up to them. don’t inflict the extra damage or disarm the
4. Pick one other PC. You used to dislike opponent if you hit. Action.
them immensely, but as you get to know this
person, you’re growing more fond of them Whirling Dervish. When you wield two
against your better judgment. weapons, you can attack up to six times in
Additional Equipment: You start with an one round as a single action, but you must
additional light melee weapon. make each attack against a different foe.
Minor Effect Suggestions: The target is Make a separate attack roll for each attack.
intimidated and flees as its next action. You remain limited by the amount of Effort
Major Effect Suggestions: You can make you can apply on one action, but because you
an immediate additional attack with one of make separate attacks, Armor applies to each
your weapons. of them. Anything that modifies your attack
or damage applies to all attacks (positively or
Tier 1: Dual Light Wield. You can use two light negatively), unless it’s specifically tied to one
weapons at the same time, making two separate of the weapons, in which case it applies to only
attacks on your turn as a single action. You half of the attacks. Enabler.
remain limited by the amount of Effort you can
apply on one action, but because you make WORKS THE BACK ALLEYS
separate attacks, your opponent’s Armor applies
to both. Anything that modifies your attack The thief, the burglar, the pickpocket: these
or damage applies to both attacks, unless it’s are the dangerous individuals who haunt the
specifically tied to one of the weapons. Enabler. back alleys of every community. You are a
thief in a city or town, making your livelihood
Tier 2: Double Strike (3 Might points). When at the expense of the wealthy. Your talents,
you wield two weapons, you can choose to however, prepare you for all kinds of pursuits,
make one attack roll against a foe. If you hit, even when you’re not crouching in an alley or
you inflict damage with both weapons plus climbing into a window.
2 additional points of damage, and because
you made a single attack, the target’s Armor is Usually, you dress to blend in with the crowd.
subtracted only once. Action. When you’re on a mission, black, form-fitting
clothing allows you to swim in the shadows.

CHARACTER FOCUS

Most thieves are Jacks, but Nanos make work secretly as a thief (if it’s a secret) and has Bag of light tools, page 97
interesting burglars as well. A Glaive thief likely kept the knowledge safe so far. It’s up to them
adds a little more physicality to their crimes. whether they continue to do so.

Connection: Choose one of the following. Additional Equipment: You start with a bag
1. Pick one other PC. The character knew of light tools.
you beforehand and convinced you to leave
your life of crime for other pursuits—at least Minor Effect Suggestions: You can
temporarily. immediately attempt to hide after this action.
2. Pick one other PC. A while back, you
attempted to “borrow” something from this Major Effect Suggestions: You can immediately
person, but they caught you in the process. take a second action during this turn.
You managed to convince them that it was a
simple misunderstanding, but they may not Tier 1: Thief. You are trained in sneaking,
entirely trust you. pickpocketing, and lockpicking tasks. Enabler.
3. Pick one other PC. You never seem to be
able to hide so that this person can’t see you. Tier 2: Underworld Contacts. You know many
4. Pick one other PC. This character knows people in a variety of communities who
your real identity (if it’s a secret) or that you engage in illegal activities. These people are
not necessarily your friends and might not be
trustworthy, but they recognize you as a peer.
You and the GM should work out the details of
your underworld contacts. Enabler.

Tier 3: Ability Choice. Choose either Pull a Fast "The alleyways are the
One or Guild Training as your tier 3 ability. true streets. The main
thoroughfares are just for
Pull a Fast One (3 Intellect points). When prey."
you’re running a con, picking a pocket, fooling or ~Kaliss, a Clever Jack who
tricking a dupe, sneaking something by a guard, Works the Back Alleys
and so on, you gain an asset on the task. Enabler.

Guild Training. Your type abilities that have
durations last twice as long. Your type abilities
that have short ranges reach to long range
instead. Your type abilities that inflict damage
deal 1 additional point of damage. Enabler.

Tier 4: Master Thief. You are trained in
climbing, escaping from bonds, slipping
through narrow places, and other contortionist
moves. Enabler.

Tier 5: Dirty Fighter (2 Speed points). You
distract, blind, annoy, hamper, or otherwise
interfere with a foe, hindering their attacks and
defenses for one minute. Action.

Tier 6: Ability Choice. Choose either Alley Rat
or All-Out Con as your tier 6 ability.

Alley Rat (6 Intellect points). While in a city,
you find or create a significant shortcut, secret
entrance, or emergency escape route where
it looked like none existed. Doing so requires
that you succeed on an Intellect action whose
difficulty is set by the GM based on the
situation. You and the GM should work out the
details. Action.

All-Out Con (7 Intellect points). You put
everything into it. You add three free levels of
Effort to the next task you attempt. You can’t
use this ability again until after you’ve taken a
ten-hour recovery action. Action.

91

Works Miracles GM WORKS MIRACLES Tier 2: Alleviate (3 Intellect points). You
intrusions: Attempts to attempt to cancel or cure one malady (such as
heal might cause harm You manipulate matter and time to help others disease or poison) in one creature. Action.
and are beloved by everyone you encounter.
instead. Sometimes, a Some people consider you a representative of Tier 3: Ability Choice. Choose either Font of
community or individual the gods or a power from beyond this world. Healing or Miraculous Health as your tier 3 ability.
Perhaps they’re right—transdimensional
needs a healer so experiments in the prior worlds might be what Font of Healing. With your approval, other
desperately that they created the energies that you now wield. creatures can touch you and regain 1d6 points
hold one against his will. to either their Might Pool or their Speed Pool.
You probably wear simple clothes—nothing This healing costs them 2 Intellect points. A
Damage track, page 110 too flashy or stylish. There’s no need to call single creature can benefit from this ability
more attention to yourself. only once each day. Enabler.
A character who works
miracles might be using A Glaive who can heal himself is an Miraculous Health. When you would descend
interesting and dangerous proposition. a step on the damage track, you can attempt
nanites—knowingly a Might task to resist, with a difficulty equal to
or unknowingly—to Connection: Choose one of the following. the level of the foe or effect that harmed you.
1. Pick one other PC. This character If successful, you don’t descend the step and
repair wounds or quietly suspects that you’re a messiah or you regain 1 point in any Pool that is bereft of
improve the physiology supernatural being. points. You can’t use this ability again until after
2. Pick one other PC. This person knows your next ten-hour rest. Enabler.
of the creature being a secret of yours, and you desperately hope
helped. Alternatively, that they do not tell anyone. You can choose Tier 4: Inspiration (4 Intellect points). Through
perhaps a part of the whether or not you’re aware of their suspicion. mental inspiration and the manipulation of
character’s brain can 3. Pick one other PC. This character believes time, one creature you choose within short
speak to individual cells that you cured someone close to them of range is granted an additional, immediate
in a creature’s body, a deadly disease, and they are grateful. You action, which it can take out of turn. Action.
directing and speeding aren’t sure whether you actually helped or if
up their mitotic phase that person wasn’t as sick as was thought. Tier 5: Undo (5 Intellect points). You turn
or even the migration 4. Pick one other PC. You secretly believe back time a few seconds, effectively undoing
of cells in the system, that this person might be a hypochondriac, a single creature’s most recent action. That
and you’re never sure whether they actually creature can then immediately repeat the same
reorganizing entire need your help. action or try something different. Action.
biological structures. Minor Effect Suggestions: The target is
healed for 1 additional point. Tier 6: Ability Choice. Choose either
Healing an NPC, Major Effect Suggestions: The target is Greater Healing Touch or Restore Life as
page 109 healed for 2 additional points. your tier 6 ability.

Tier 1: Healing Touch (1 Intellect point). With Greater Healing Touch (4 Intellect points).
a touch, you restore 1d6 points to one stat You touch a creature and restore its Might
Pool of any creature. This ability is a difficulty Pool, Speed Pool, and Intellect Pool to their
2 Intellect task. Each time you attempt to heal maximum values, as if it were fully rested. A
the same creature, the task difficulty increases single creature can benefit from this ability
by one step. The difficulty returns to 2 after only once each day. Action.
that creature rests for ten hours. Action.
Restore Life (9+ Intellect points). You can
attempt to restore life to a dead creature of
up to level 3, as long as the corpse is no more
than a day old and is mostly intact. You can
also attempt to restore life to a corpse that is
much older but is especially well preserved.
The difficulty of the Intellect task is equal to
the level of the creature you’re attempting
to restore to life. For each additional level of
Effort applied, you can attempt to restore the
life of a creature whose level is 1 higher. When
first restored to life, a creature is dazed for
at least a day, and all tasks they attempt are
hindered. Action; one minute to initiate.

92

EQUIPMENT

CHAPTER 7

EQUIPMENT

T he Ninth World is a dichotomy of past MATERIALS While some materials
and future, of the primitive and the can readily be found
extremely advanced, of limitations and Most objects built in the Ninth World are in various parts of the
limitlessness. Nowhere does this dichotomy made of wood, leather, cloth, stone, glass, Ninth World, others
become more evident than in the tools the or metal. Smithies and forges can produce are more unique to
inhabitants use, the clothing they wear, the high-quality steel objects, but they generally a particular area:
weapons they wield, and the gear they carry. work in iron or bronze. However, plastic
This section looks at currency, materials, and (called “synth”), organic stone or steel, exotic Culat is a particularly
gear in the Ninth World. crystal, and even stranger materials are not hard wood that is favored
unknown. Items made of those substances by the Horges of Castle
Although some of the equipment and are left over from the prior worlds, so many Sarrat (page 146).
materials described in this section are products people are familiar with them, although very
of the distant past, actual cyphers, artifacts, and few know how to produce more. Unlike gold Goldgleam and
oddities are not listed here; they’re covered in or gemstones, some of these materials are silster are decorative
Part 6: The Numenera. indeed recognized as being rare, but none are elements harvested
valuable for their rarity alone. Ninth Worlders from insects in the Slant
CURRENCY are too practical for that. Such materials Milieu (page 174).
include (but are not limited to):
Thanks to the mining and metallurgy of Redstone is a brick-
the prior worlds, and their ability to create Adamant silk: This fabric is five times as colored stone quarried
anything they wished (or so it seems, anyway), strong as regular silk and extremely resistant only in the village of
no metal is rarer than any other. People in to stains and dirt. Redstone (page 197).
the Ninth World have no concept of gold,
silver, gemstones, or even diamonds as Azure steel: This bluish metal is not steel Part 6: The Numenera,
being valuable due to their scarcity. Such and may not be from Earth at all. While page 269
materials are valuable based on their beauty or somewhat lighter than steel, it is at least ten
usefulness alone. Most civilized societies use times harder and tougher. Mineral rarity is not
generic coins commonly referred to as shins. an issue in the Ninth
Molded foam: This substance has the mass World, so gems and
Shins are usually metal but can be made of of soap foam but has been molded firmly into jewels are not intrinsically
glass, plastic, or substances that have no name. other shapes, such as dishes, boxes, or other valuable. People
Some are jagged bits of interesting material or common objects. Most kinds of molded foam still prize well-made
small, coinlike objects (such as highly decorative are brittle, but some types are more durable. jewelry and art objects,
buttons from a machine), and others are properly but real “treasure”
minted and stamped, with writing and images. Organic stone: Although it has the comes in the form of
No minted coin in existence today comes from a appearance and strength of granite (or oddities or artifacts
prior world—no coins survive from the ancients, sometimes other minerals, such as marble of the prior worlds.
if indeed they used such currency at all. or quartz), this material is grown rather than
quarried. Some varieties of organic stone are LOOKING FOR
Some regions of the Ninth World only accept half as light as normal stone, but other types Ambient damage,
coins that were minted in that realm; others are just as heavy—if not heavier. page 110
accept all coins, regardless of origin. This custom Damage track, page 110
varies from place to place and society to society. Pliable metal: This material retains the
strength and durability of steel but is pliable 93
Because shins are from the Ninth enough to make bags, boots, or similar objects.
World, they rarely turn up in old locations. Sometimes pliable metal temporarily molds
Occasionally, explorers of ancient or forgotten to the shape of whatever is pressed against it,
sites find a smattering of items—buttons or similar to 21st-century memory foam.
doodads—that can be salvaged as shins.
Shapestone: Like stone out of precise
molds, shapestone has the durability of granite
but is actually ceramic.

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 materials were
used to make it. An iron axe and a ceramic axe
weigh different amounts.

There’s no need to keep track of how much a
character carries. If the GM determines that a
character is carrying too much equipment, the GM
should either (1) assign a difficulty and ask for a
Might action, or (2) assign the weight a cost to be
added to the character’s Speed Effort. Method 1
is useful when a character wants to carry a single
heavy object for a limited time—for example,
moving a hefty iron box out of a ruin and loading
it onto a cart for transport back to civilization.
Method 2 works well for long-term encumbrance,
such as when a character dons a second backpack
full of machine parts and continues exploring.
As a guideline for what the Speed Effort penalty
should be, compare the character’s burden to the
encumbrance for wearing armor, and assign the
penalty according to that assessment (1 for light, 2
for medium, or 3 for heavy).

Confusingly, sometimes Stronglass: Although this material looks, EQUIPMENT
synthsteel is just called feels, and is worked like glass, it has the LISTS AND PRICES
synth when the context strength of steel.
makes it obvious that The items presented in this chapter are general
Synth: This is a Ninth World name for any examples, not exhaustive lists. Equipment in
it is very strong, such of a number of materials similar to various the Ninth World is often much like that found
as with synth armor. plastics common to 21st-century Earth. They in ancient or medieval societies but can be far
are durable but not particularly strong. more advanced. For example, a simple tent or
Special Equipment, bedroll might be constructed of synthetic fiber
page 97 Synthsteel: Similar in appearance to normal that makes it entirely water-resistant as well as
synth, this somewhat misnamed substance far lighter and warmer than cloth. A chainmail
Oddity, page 304 is harder and tougher than synth, making it hauberk could be made in whole or in part from
stronger but far lighter than steel. glassy links that are harder and lighter than steel.
Cypher, page 272
Most common Ninth World items are made of It’s worth noting that some Ninth World tools
Artifact, page 289 conventional materials, but it’s not strange to and devices would never be found in a medieval
find a few objects made of these more exotic setting because they’re relics from a previous
LOOKING FOR substances. For instance, amid a rack of steel world or were created with knowledge salvaged
Falling and falling and iron axes, a character might find one with from a previous world. Examples of these kinds
damage, page 111 a synthsteel head (likely a piece of synthsteel of objects are ink pens, clothing made from
originally designed for another purpose and denim or spandex, liquid soap, screw-top metal
Recovery roll, page 112 adapted for use as an axe head). Usually, the canisters, rubber gloves, umbrellas, sticky tape,
cost of an item made of exotic materials is nylon fishing line, spray bottles, and a hundred
94 the same as that of a normal item, but if the more similar items. They also include the
material makes a big difference—such as in objects listed under Special Equipment, as well
the case of a shield made of stronglass so you as random oddities and occasional cyphers and
can hold it in front of you and still see through artifacts—although finding either of the latter
it—the seller might charge up to twice the for sale like ordinary goods is quite uncommon.
normal price.
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 15. Most
other common objects cost 1, 2, or 3 shins.
Sellers usually discount for bulk purchases.

EQUIPMENT

ARMOR WEAPONS Glaive, page 28

Characters expecting danger frequently Not all characters are familiar with all weapons. Jack, page 44
wear armor. Even the simplest of protective Glaives know their way around most types. Jacks
coverings helps against slingstones and prefer light or medium weapons and have an Inability, page 101
sword-strokes, and more sophisticated or inability with heavy weapons. Nanos usually
heavier armor protects against graver threats. stick to light weapons and have an inability with Nano, page 36
medium and heavy weapons. (See the chart on
You can wear only one type of armor at a page 96 for additional details on weapons). Players probably
time—you cannot wear chainmail hauberk shouldn’t be able to
and scale armor, for example. However, Armor Light weapons inflict only 2 points of select weapons or armor
bonuses from multiple sources combine to damage, but they ease the attack roll because referred to as “special” in
provide a total Armor rating. For example, if they are fast and easy to use. Light weapons are the Equipment chapter
you have subdermal implants that give you punches, kicks, knives, handaxes, darts, and for their beginning
+1 Armor, a force field that offers another +1 so on. Weapons that are particularly small are character. GMs may even
Armor, and beastskin armor that grants +2 light weapons. want to put a price limit
Armor, you have a total of 4 Armor. of 5 shins on starting
Medium weapons inflict 4 points of damage. weapons and 15 shins
ARMOR Medium weapons include broadswords, on starting armor. If a
battleaxes, maces, crossbows, spears, and so player doesn’t select a free
Light (1 point of Armor) Price on. Most weapons are medium. Anything that weapon or armor they
Leather jerkin 3 shins could be used in one hand (even if it’s often are entitled to, those are
Hides and furs 2 shins used in two hands, such as a quarterstaff or the amounts they should
spear) is a medium weapon. get as compensation.
Special Light (2 points of Armor) Price Players should always
Armoring cloth 40 shins Heavy weapons inflict 6 points of damage, select weapons and
Micromesh 50 shins and you must use two hands to attack with armor they can use.
them. Heavy weapons are huge swords, great
Medium (2 points of Armor) Price hammers, massive axes, halberds, heavy Berserkers, page 83
Beastskin 5 shins crossbows, and so on. Anything that must be
Brigandine 5 shins used in two hands is a heavy weapon. Jaekels, page 164
Chainmail hauberk 6 shins
WEAPON NOTES Milave, page 158
Special Medium (3 points of Armor) Price
Buzzer: This handheld weapon fires thumbnail- Beyond, page 206
Metalweave vest 40 shins sized bladed disks up to short range. It holds LOOKING FOR
five disks in a magazine and requires an
Synth breastplate 50 shins action to reload. It can be used as a rapid-fire Blindness, page 113
weapon. Disease, page 112
Heavy (3 points of Armor) Price Paralysis, page 113
Plate armor 15 shins Crank Crossbow: This long-range weapon Poison, page 112
Scale armor 12 shins is similar to a standard crossbow, but it has a Stunned, page 112
magazine that holds five bolts, requiring a small Surprise, page 113
USING ARMOR crank to advance to the next bolt. Action to
Anyone can wear any armor, but it can be reload. It can be used as a rapid-fire weapon. 95
taxing. Wearing armor increases the cost of
using Speed Effort (see the table). So if you’re Forearm Blade: This metal weapon is
wearing light armor and want to use two levels basically a bracer with a mounted blade on it.
of Effort on a Speed-based roll to run across A favorite of berserkers as well as the Jaekels of
difficult terrain, it costs 7 points from your Aras Island.
Speed Pool rather than 5 (3 for the first level
of Effort, plus 2 for the second level of Effort, Razor ring: This short-range weapon is just
plus 1 per level for wearing light armor). Edge what it sounds like: a ring with a razor-sharp
reduces the overall cost as normal. outer edge. The inner edge is often padded for
holding.
Glaives and Jacks have abilities that reduce
the cost of wearing armor. Sisk: This solid, bladed throwing disk is
about the diameter of a human head. This
Armor Speed Effort additional cost short-range weapon is used most frequently by
Light 1 the warriors of Milave.
Medium 2
Heavy 3 Verred: This weapon resembles a sword with
two forked blades. It is short and useful in
defense as well as offense.

Yulk: This weapon resembles a splayed
metal claw mounted on a 2-foot (60 cm) haft.
It is used mainly by raiders and wildmen of the
Beyond.

WEAPONS Price Notes
1 shin Short range
Light Weapons (2 points of damage) 3 shins
Blowgun 25 shins See Weapon Notes (page 95)
1 shin
12 darts 1 shin Can be thrown up to short range
Buzzer 1 shin Long range
8 shins
5-disk buzzer magazine 3 shins See Weapon Notes (page 95)
Club 4 shins Can be thrown up to short range
Dagger 1 shin
Dart thrower 1 shin See Weapon Notes (page 95)
2 shins See Weapon Notes (page 95)
12 darts 1 shin
Forearm blade 1 shin
Knife —
Punching dagger 2 shins
Rapier
Razor ring
Sisk
Unarmed (punch, kick, etc.)
Whip

Medium Weapons (4 points of damage) Price Notes
Battleaxe 3 shins Long range
Bow 3 shins
5 shins See Weapon Notes(page 95)
12 arrows 3 shins Long range
Broadsword 10 shins
Crank crossbow 5 shins Long range
5 shins Often used two-handed
12 medium bolts 5 shins Often used two-handed
Crossbow 3 shins Can be thrown up to long range
2 shins See Weapon Notes (page 95)
12 medium bolts 2 shins See Weapon Notes (page 95)
Flail 2 shins
Hammer 3 shins
Javelin 2 shins
Mace 2 shins
Polearm 2 shins
Quarterstaff 2 shins
Spear
Verred
Yulk

Heavy Weapons (6 points of damage) Price Notes
Greataxe 5 shins Long range; action to reload
Greatsword 5 shins
Heavy crossbow 7 shins
5 shins
12 heavy bolts 4 shins
Maul 5 shins
Sword-staff

LOOKING FOR

Range, page 113
Fighting in dim light,

page 114
Illumination (darkness)

rules, page 114
Invisible, page 114
Invisible target, page 114

96

EQUIPMENT

OTHER EQUIPMENT Price Other Equipment Notes An explorer can be
2 shins See Other Equipment Notes (page 98) appraised by their gear.
Items for Exploring 10 shins See Other Equipment Notes (page 98) If you see someone in the
Backpack 12 shins See Other Equipment Notes (page 98) wilderness and they don't
Bag of light tools 2 shins have the right equipment,
Bag of heavy tools 5–20 shins See Other Equipment Notes (page 98) they're either a short-lived
Bedroll 1 shin See Other Equipment Notes (page 98) fool, or they're very, very
Book 10 shins See Other Equipment Notes (page 98) dangerous.
Burlap sack 2 shins
Compass 12 shins See Other Equipment Notes (page 98)
Crowbar 20 shins Large enough for two people
Disguise kit 10 shins Notes
Explorer’s pack 3 shins
First aid kit 5 shins Very nice clothing: up to 5 shins
Grappling hook 1 shin High-quality meal: up to 5 shins
Lockpicks 5–10 shins
Matchsticks (10) 1 shin
Musical instrument 2 shins
Pouch or other small container 3 shins
Rope (50 feet / 15 m) 3 shins
Shield 1 shin
Tent
Torches (2) Price
1 shin
Food and Mundane Items 3 shins
Ale/wine/other alcohol (glass) 1 shin
Ale/wine/other alcohol (bottle) 2 shins
Boots or shoes 1 shin
Cigarettes (12) 1 shin
Clothing 2 shins
Meal
Rations for one day Price Special Equipment Notes
1 shin
SPECIAL EQUIPMENT 2 shins See Special Equipment Notes (page 98)
10 shins
Common 5 shins Special Equipment Notes LOOKING FOR
Clear synth bag (small) 2 shins Low gravity, page 115
Clear synth bag (large) Made of extremely durable fabric
Compass Price (such as adamant silk)
Glowglobe, minor 50 shins Glows in the dark permanently
Ink pen 15 shins See Special Equipment Notes (page 98)
See Special Equipment Notes (page 98)
Rare 10 shins
Binoculars/Telescope 30 shins Special Equipment Notes
Ecledda clothing 500 shins See Special Equipment Notes (page 98)
See Special Equipment Notes (page 98)
Glow ink Price See Special Equipment Notes (page 98)
Glowglobe, major 100 shins See Special Equipment Notes (page 98)
Shock ring 20 shins See Special Equipment Notes (page 98)
10 shins See Special Equipment Notes (page 98)
Very Rare 20 shins See Special Equipment Notes (page 98)
Brilliance cloth 100 shins See Special Equipment Notes (page 98)
Floatstone 50 shins
Memory ants 750 shins
Shaper key 20 shins
Sprayflesh
Spraymetal
Stingcharge
Whisperlock

97

Claras the glaive was OTHER EQUIPMENT weight” of about –10 pounds. Thus, if attached
said to carry an axe to anything lighter, it floats away.
with a blade so thin OTHER EQUIPMENT NOTES
and sharp that you Glowglobe: This device illuminates
could see through it, Bag of Light Tools: Contains small tongs, pliers, everything in short range with soft light. It can
and yet it could still screwdriver, small hammer, small pry bar, hover in place on its own, or it can be attached
cut through stone. lockpicks, 10 feet (3 m) of string, 3 feet (1 m) of to something. The minor glowglobe lasts for
wire, and miscellaneous screws and nails. an hour when activated. The major glowglobe
functions continuously.
Bag of Heavy Tools: Contains hammer, six
spikes, crowbar, large tongs, chisel, and 10 feet Memory Ants: This is a small jar of tiny insects
(3 m) of light but strong metal cable. that run across a page of text and then return
to the jar. When spilled out again and given
Book: Provides an asset to any roll made ink, they replicate the text once and then die.
concerning the subject of the book as long as
the character has the book in their possession, Shaper Key: A shaper key is a wad of putty that
can read it, and can devote half an hour to the can be inserted into a conventional lock. It takes
task (or twice as long as normal, whichever is on the form of the key for that lock and then
greater). hardens, permanently, into a functional key.

Disguise Kit: Contains cosmetics, facial Shock Ring: This weapon is a razor ring with
prostheses, and a few other tricks. Provides an a charged outer edge that inflicts 4 additional
asset to disguise tasks, easing the task when points of damage. If it misses, it returns
you attempt to disguise yourself as another unerringly to the thrower’s hand. Its power is
person. normally never depleted.

Explorer’s Pack: Contains 50 feet (15 m) Sprayflesh: This tiny synth canister sprays
of rope, rations for three days, three spikes, out a sticky gelatin that covers and seals
hammer, warm clothes, sturdy boots, three wounds instantly. Its use restores 6 points to a
torches, and two minor glowglobes. character’s Might Pool.

First Aid Kit: Contains bandages, a few tools, Spraymetal: Similar to sprayflesh, but
salves, and so on. Provides an asset to ease instead of restoring flesh, it repairs minor
healing tasks. damage (breaks, tears, and holes) in any
simple object—even a flexible object like cloth
Shield: Provides an asset to Speed defense or a leather bag—but not devices or anything
rolls. as complex as a crossbow. It has the strength
of steel.
SPECIAL EQUIPMENT
Stingcharge: This handheld weapon fires an
Nothing on the special equipment list electrical bolt that inflicts 3 points of damage
(page 97) is regularly manufactured by Ninth at immediate range and 2 points of damage at
World crafters. Most likely, these items are short range. It cannot be made to fire farther
recovered from old sites, but they’re found than that. A stingcharge can be used as a
often enough and in large enough quantities rapid-fire weapon. Its power is normally never
that many communities offer them for sale. depleted.
The GM is the final arbiter of whether or not
the characters can obtain these items, but as a Whisperlock: This is similar to a padlock,
general rule, common special items are always made of powerful synthsteel or stronglass,
available, rare special items are available 50 except that it has no keyhole. It opens with a
percent of the time, and very rare special items secret word selected when it is initially locked.
are available 25 percent of the time. The word must be spoken into the lock itself.

LOOKING FOR SPECIAL EQUIPMENT NOTES
Fighting in zero gravity,
Brilliance Cloth: This synthcloth obeys the
page 115 thoughts of anyone touching it. It has the
High gravity, page 115 ability to slowly change shape and color (but
Zero gravity, page 115 not consistency). A major change requires
about ten minutes. A garment of brilliance
98 cloth can be made into any other garment, for
example, but it can’t be made protective.

Floatstone: A piece of rock, usually about
the size of a brick, that pulls against gravity.
Most people think of it as having a “negative


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