NUMENERA PLANS
Specifications: This plan produces a gargantuan LIMITED vs. TRUE AUTOMATON
automaton about 1,000 feet (300 m) in
diameter that moves on hundreds of legs. The Crafters generally divide automatons into two broad categories.
automaton’s function is to build cities. Over the Limited: A limited automaton can take instruction, but it is
course of one year, a buildnought can construct
the infrastructure—including walls, homes, limited in range and can usually perform only one or two sets of
structures, and some basic installations—to related tasks with proficiency. Tasks that lie outside those task sets
house a community of 5,000 people. If citizens cannot be completed, even if the limited automaton is ordered
were to immigrate into the new community, to attempt them. Most (but not all) limited automatons lack the
fill it, and take up appropriate roles, the framework to ever develop conscious individuality. Most of the
infrastructure and installations already in automatons that PCs will make over their career will likely be
place would make it a rank 5 community. limited automatons.
A buildnought can be tasked with building True: A true automaton can take on multiple tasks and can learn
specific things, even if plans are not provided from experience. It is also usually capable of traveling arbitrarily
to it, because it can take a few months far from where it was first crafted and attempting new tasks or
or years to figure out a plan for itself. It accompanying other creatures who travel. Not all true automatons
takes a buildnought about as long to build are fully conscious individuals, though some have the capacity to
any given item or structure as a wright. A become so over time (or accidentally).
buildnought sees to its own iotum needs by
building small armies of extractors, which If a PC wants to modify a plan to create a true automaton, the
it sends out to salvage from nearby ruins. assessed crafting task is increased by four steps (creating artificial
intelligence is really hard, to put it mildly). If the true automaton is
Depletion: 1 in 1d100 (check per century of successfully created, the GM controls its actions.
building)
Specifications: This plan produces an automaton Extractors, page 150
CLEANING MECH that stands about 6 feet (2 m) and has a
body plan similar to that of a human. The The plans for the
Minimum Crafting Level: 2 automaton moves on two legs and has two companion and exploring
Kind: Automaton arms. It is a level 7 creature with 1 Armor. It aventron allow a builder
Iotum: Io (1d6 units); responsive synth (10 units); can learn from experience. Over time, it can to craft true automatons.
become trained or specialized in certain tasks In both cases, the self-
apt clay (4 units); pliable metal (4 units); like a follower. It begins with a predilection consciousness a true
quantium (1 unit) toward the safety of its crafter and a desire automaton enjoys takes
Parts: 18 units to be near them. However, it can unlearn a few months to develop.
Specifications: This plan produces an such things or gain stronger preferences that
automaton about 3 feet (1 m) on a side. override its initial predilections, depending The minimum crafting
The mech moves on a dozen metallic legs, on circumstance and time. levels of the companion
up to an immediate distance each round. It and exploring aventron
follows simple verbal directions on where to Depletion: 1 in 1d100 (check per year of use) are 7 and 8 respectively,
go, and once it arrives in a new location, it but the assessed difficulty
begins to clean using special manipulators, EXPLORING AVENTRON for these crafting
sprays, and sonic devices for abrasion. A tasks is at +4 in both
cleaning mech can clean an area a short Minimum Crafting Level: 8 cases, because these
distance across in about twenty minutes. Kind: Automaton plans produce only
Depletion: 1 in 1d20 (check per month of cleaning) Iotum: Io (1d6 units); responsive synth (6 units); true automatons.
COMPANION synthsteel (10 units); apt clay (10 units);
pliable metal (8 units); smart tissue (3 units);
Minimum Crafting Level: 7 monopole (3 units); psiranium (6 units);
Kind: Automaton midnight stone (3 units); oraculum (2 units);
Iotum: Io (1d6 units); responsive synth (15 units); data orb (1 unit)
Parts: 80 units
synthsteel (10 units); apt clay (10 units); Specifications: This plan produces an
pliable metal (8 units); smart tissue (3 units); automaton about 10 feet (3 m) in
monopole (1 unit); psiranium (6 units); diameter. The automaton can sense its
oraculum (2 units) environment, as well as manipulate its
Parts: 74 units
If left untended, a buildnought continues to build out a city, even in areas where there is Assessed difficulty for
no hope that anyone will ever come to live in what it has wrought. crafting tasks, page 117
149
Gazer: level 1, perception immediate environment with fields of GARDEN MECH
as level 5, Speed defense force. The automaton can fly up to a short
distance each round in combat or up to Minimum Crafting Level: 2
as level 2 due to size; 200 miles per hour (320 kph) on extended Kind: Automaton
Armor 1; long-range trips inside an atmosphere; however, it Iotum: Io (1d6 units); responsive synth (9
focused light attack can launch itself into the void and travel
ignores cover and inflicts at much higher sustained velocities in units); apt clay (2 units); pliable metal (4
2 points of damage; three order to travel between worlds. It is a units)
gazers can act as a single level 8 creature with 2 Armor. Its primary Parts: 20 units
level 4 swarm that inflicts motivation, at least initially, is exploration. Specifications: This plan produces a disc-
4 points of damage (even Depending on the initial mission provided, shaped limited automaton about 1 foot
on a miss, a swarm it will explore a designated area and (30 cm) in diameter. The mech moves on
still inflicts 1 point of return with a complete report if it is a dozen metallic legs. When released in
damage); for more able. However, because it can learn from an area where tended plants are already
details, see The Ninth experience and mentally wake to become growing, whether decorative or food crops,
World Bestiary, page 56 a fully conscious individual, it may decide the automaton sets to work tending to
to change its purpose. Over time, it can their needs within an area up to a short
Extractor automatons become trained or specialized in certain range across. It removes pests by hand,
are useful helpers, though tasks, make alliances and enemies, and act aerates the soil, and performs other related
as a living creature might in other ways. tasks, providing an asset to any task
users should be aware Modifications: To modify the exploring attempted by characters to successfully
that they can become aventron to be able to travel between grow plants within that area.
damaged or lost when in dimensions instead of worlds, add 1 unit of Depletion: 1 in 1d20 (check per growing
an unknown area. Care cosmic foam. season)
should also be taken not Depletion: 1 in 1d100 (check per year of use)
to let them loose near GAZER SWARM
newly built installations, EXTRACTOR
lest they begin to salvage Minimum Crafting Level: 3
Minimum Crafting Level: 4 Kind: Automaton
them for iotum. Kind: Automaton Iotum: Io (1d6 units); responsive synth (31
Iotum: Io (1d6 units); responsive synth (16
units); apt clay (3 units); pliable metal (6
units); apt clay (4 units); pliable metal (4 units); mimetic gel (6 units)
units); quantium (3 units) Parts: 33 units
Parts: 44 units Specifications: This plan produces a swarm
Specifications: This plan produces a disc- of three metallic, spherical limited
shaped automaton about 4 feet (1 m) in automatons called gazers, each about 1.5
diameter that moves up to a short distance feet (45 cm) in diameter. A concavity on
each round on a bed of forced air. When one side of the sphere incessantly emits a
released in an area where iotum salvage beam of scarlet light. Each gazer is level 1,
can be potentially found, the automaton moves up to a long distance each round
harvests what it can find and extract on its when flying, and has 1 Armor.
own, providing one additional iotum (up to The gazers can be set to patrol an area. If they
level 6) per hour that the extractor works come across creatures not designated
in an area that still has salvage. Once it as friendly, they automatically attack with
has acquired 5 units of iotum, it returns to their scarlet beams at long range until
a predetermined location and waits to be the targets flee or are eliminated. When
unpacked. It can return earlier if set to do attacking as a group, treat the gazer swarm
so. as a single level 3 creature that inflicts 4
Modifications: To double the iotum the points of damage.
extractor can gather and increase the As long as one gazer from a swarm survives
level of iotum it can gather by 1, a crafter a combat, it can recreate the other two
can treat the plan as 1 level higher and using stores of mimetic gel, assuming
add 3 units of smart tissue and 1 unit of it doesn’t become depleted. Deploying
psiranium. these automatons to patrol a community
Depletion: 1 in 1d20 (check per week of use) modifies a community’s damage inflicted
by +1.
Depletion: 1 in 1d20 (check once after any
hour that the gazer swarm attacks, or each
time a gazer duplicates itself to replace a
missing swarm member)
150
NUMENERA PLANS
LIFTING AVENTRON sphere up to a short distance each round. Iotum Result
In addition to extendable lift arms ideal Table, page 110
Minimum Crafting Level: 3 for lifting heavy objects and sorting them
Kind: Automaton according to kind, many smaller arms
Iotum: Io (1d6 units); responsive synth (12 units); extend from the salvister, each tipped with a
different kind of tool. It can sort objects like
apt clay (3 units); pliable metal (4 units) a lifting aventron, and it can also take scrap
Parts: 31 units collected from ruins and break it down into
Specifications: This plan produces a blocky, useful components (if any can be found in a
given quantity of scrap). It takes the salvister
limited automaton about 3 feet (1 m) on a few days to process the same amount of
a side with a pair of extendable lift arms. scrap that a character with light tools could
The automaton moves on a dozen metallic salvage in an hour. If a salvister is used, roll
legs up to a short distance each round. If one additional time on the Iotum Result
commanded, the automaton can move Table to determine what components are
and lift heavy objects, either stacking found; however, a salvister can only salvage
them in precise piles or unstacking them, components of up to level 5.
as required. Lifting aventrons move too Depletion: 1 in 1d20 (check per year of use)
slowly to lift creatures that have the ability
to move away from its lifter arms. A lifting SALVISTER, ADVANCED
aventron can be commanded to stack only
certain kinds of objects, to stack different Minimum Crafting Level: 7
kinds of objects using alternate methods Kind: Automaton
and in different locations, and so on. Iotum: Io (1d6 units); responsive synth (25 units);
Depletion: 1 in 1d20 (check per year of use)
apt clay (7 units); pliable metal (5 units);
MECH SOLDIER, BASIC psiranium (5 units); tamed iron (2 units);
data orb (1 unit)
Minimum Crafting Level: 4 Parts: 72 units
Kind: Automaton Specifications: As salvister, except the
Iotum: Io (1d6 units); responsive synth (19 units); advanced version can salvage components
of up to level 7
apt clay (4 units); pliable metal (4 units); Depletion: 1 in 1d20 (check per year of use)
mimetic gel (2 units)
Parts: 42 units SERVITOR, BASIC
Specifications: This plan produces a limited
automaton with a humanoid frame whose Minimum Crafting Level: 5
arms end in metallic blades. The level 4 Kind: Automaton
creature has 1 Armor. The mech soldier has Iotum: Io (1d6 units); bio-circuitry (4 units),
two modes: attack and patrol.
If activated as a character’s action (usually responsive synth (10 units); apt clay (2 units);
via voice command), the soldier attacks pliable metal (4 units)
a selected target with its blades until the Parts: 46 units
target flees or is eliminated. Specifications: This plan produces a limited
Alternatively, the soldier can be set to patrol automaton with a bipedal, humanoid
an area. It will activate automatically if it frame. It is covered in a flexible rubber or
comes across creatures not designated as synth skin that makes it look like an actual
friendly, attacking them until the targets human (or, depending on the plan, as a
flee or are eliminated. humanoid creature such as a lattimor,
Depletion: 1 in 1d20 (check once after any hour varjellen, near-human mutant, humanlike
that the mech attacks) abhuman, or perhaps a humanoid creature
no longer found in the Ninth World).
SALVISTER The exterior skin is durable but not particularly
lifelike—accurate enough that the
Minimum Crafting Level: 5 automaton could pass as a human if clothed
Kind: Automaton appropriately and observed at a long distance.
Iotum: Io (1d6 units); responsive synth (15 units); At a short distance, tasks to recognize the
servitor as a disguised machine are eased, or
apt clay (5 units); pliable metal (5 units); eased by two steps at an immediate distance.
mimetic gel (2 units); quantium (1 unit) The level 5 creature has 1 Armor.
Parts: 53 units The servitor has two modes: observation
Specifications: This plan produces a limited and combat.
automaton that stands about 6 feet (2 m)
high and is nearly as wide. The automaton
balances and moves on a single rolling
151
“Even if one were to develop the plans to craft a warstriker, not to mention collect
the iotum required, actually going through with the crafting process would require a
death wish on the wright’s part.”
~Unaers of Ellomyr
An easy modification In observation mode, the servitor can be set servitor, tasks to see through this disguise
might only require to observe an area or group of creatures at are not eased at a short or immediate
additional parts, a a distance (such as by waiting on a nearby distance). The skin heals if damaged (at
roof or across a busy street), watching the same rate as human skin heals) and is
difficult one might also their actions and noting anything unusual, fed with a concentrated protein paste the
hinder the assessed which it can report to its creator or automaton produces and applies internally.
difficulty, and a very controller at a later time. In addition to its observation and combat modes,
challenging one the automaton has a hunting mode where
might hinder it by If combat mode is activated (as a character’s it is given a specific target (requiring direct
an additional step. action, usually via voice command), the observation, a recorded image, or a very
servitor attacks a selected target until the detailed description). It then searches for that
Modifications, page 123 target flees or is eliminated. target and automatically activates combat
mode when it finds the target. It continues
Margr, page 240 The automaton can use simple humanoid to pursue the target until the target is
Varjellen, page 394 equipment like swords, crossbows, and dead, after which the automaton returns to
Lattimor, page 396 easy-to-use cyphers (such as detonations its creator or a designated location.
Sathosh, page 251 and ray emitters). If it has to defend itself Depletion: 1 in 1d20 (check each day it is active
and doesn’t have a weapon, it attacks with or after any hour that it attacks)
152 its fists. It can speak and understand one
language known by its creator. SERVITOR, SHIFTING
The plan creates an automaton that looks like Minimum Crafting Level: 7
a nondescript member of a specific species Kind: Automaton
(human, varjellen, and so on). Building Iotum: Io (1d6 units); bio-circuitry (10 units);
the servitor with a different appearance
(whether changing the skin color, height, responsive synth (20 units); apt clay (7
facial features, or other cosmetic changes) units); pliable metal (5 units); mimetic gel
requires modifying the plan. Depending on (12 units); amber crystal (1 unit); smart
the plan and the intended appearance, this tissue (12 units), psiranium (4 units),
sort of modification might be easy, difficult, philosophine (2 units)
or very challenging. For example, modifying Parts: 69 units
a human servitor plan to build a margr Specifications: As the biocoat servitor plan,
automaton is easy, modifying a varjellen except the automaton is level 7. It can
servitor plan to build a human automaton change its appearance over the course of
is difficult, and modifying a hulking lattimor one minute, allowing it to disguise itself as
servitor plan to build a gaunt sathosh almost any humanoid (although disguising
automaton is very challenging. itself as a different species than its base
plan is difficult or unreliable). The servitor
Depletion: 1 in 1d20 (check each day it is active might accomplish this with a personal
or after any hour that it attacks) hologram, chromatic emulators in its skin,
expanding or absorbing its organic layer,
SERVITOR, BIOCOAT reconfiguring a subdermal shaping matrix,
or similar methods.
Minimum Crafting Level: 6 Depletion: 1 in 1d20 (check each day it is active
Kind: Automaton or after any hour that it attacks)
Iotum: Io (1d6 units); bio-circuitry (6 units);
STORYTELLER
responsive synth (14 units); apt clay (5 units);
pliable metal (4 units); mimetic gel (3 units); Minimum Crafting Level: 4
smart tissue (4 units); psiranium (2 units) Kind: Automaton
Parts: 60 units Iotum: Io (1d6 units); responsive synth (23 units);
Specifications: As the basic servitor plan,
except this automaton’s skin is living, apt clay (4 units); pliable metal (4 units);
organic tissue, and the servitor is level 6 mimetic gel (2 units); psiranium (2 units)
with 1 Armor. The outer skin makes it look Parts: 41 units
like a normal living member of the species
it is emulating (so, unlike the simple
NUMENERA PLANS
Specifications: This plan produces a limited RANDOM CYPHER EFFECTS FROM PLANS
automaton with a humanoid frame about
the size of a very small child, but covered Unless noted to the contrary in a cypher description, if a Wright has
with soft fur and with some seskii-like a cypher plan, that plan details one specific effect of a cypher, even
features. The storyteller has two modes: if the cypher in Numenera Discovery has an effect that is presented
story mode and companion mode. as two or more randomized elements. For instance, when a Wright
learns a plan for a rejuvenator, they know how to make a specific
If activated as a character’s action (usually kind of rejuvenator that targets Might, Intellect, or Speed; they
via voice command), the storyteller spins do not learn a plan for a cypher that randomly targets one of the
an entertaining yarn—usually a story that three Pools, nor can they choose to make a Might rejuvenator and
is designed to delight a child, though the a Speed rejuvenator with the same plan. Likewise, when a Wright
storyteller can adapt to its audience. learns a plan to make a detonation cypher, they learn how to
produce one specific effect, like fire or electricity. If a Wright wants
Alternatively, the storyteller can be set to to be able to make both fire and electricity detonation cyphers,
companion mode where it interacts in they’ll have to learn two plans, one for each kind of energy.
an apparently smart but programmatic
fashion to a particular person (usually On the other hand, a Wright knows how to make a cypher at any
its owner), providing simple feedback, possible level. They don’t need a different plan for a level 4 fire
encouragement, and company. detonation and a level 5 fire detonation.
Depletion: 1 in 1d20 (check per month of use)
WARSTRIKER CYPHER PLANS Seskii, page 252
Rejuvenator, page 286
Minimum Crafting Level: 10 Instead of plans for each kind of cypher Detonation, page 277
Kind: Automaton presented in this book or in Numenera Adhesion clamps,
Iotum: Io (1d6 units); responsive synth (45 units); Discovery, this section presents a template of page 276
a plan for a typical cypher at various levels. Catseye, page 276
synthsteel (50 units); apt clay (10 units); The minimum crafting level and specific iotum
pliable metal (20 units); protomatter (4 units); requirements depend on what cypher is being 153
smart tissue (20 units); monopole (5 units); crafted. Each kind of cypher requires its own
psiranium (6 units); midnight stone (3 units); plan. For example, level 2 adhesion clamps and
oraculum (5 units); tamed iron (3 units); a level 2 catseye might have similar minimum
cosmic foam (1 unit) crafting levels and iotum requirements, but a
Parts: 120 units Wright who knows the plan to create adhesion
Specifications: This plan produces a giant war clamps can’t use that plan to create a catseye.
machine about 40 feet (12 m) in diameter
with hundreds of synthsteel legs ideal for CYPHER TEMPLATE
running or clinging to almost any surface.
Once created, warstrikers are difficult to Minimum Crafting Level: 1–10
control or influence. Built for destruction, Kind: Cypher
even a newly constructed warstriker is likely Specifications: This plan is a template. When a
to turn on its creator.
Warstrikers can lob life-seeking detonations crafter has a plan for a specific cypher, they
at targets up to 3 miles (5 km) away that can try to craft it at that cypher’s minimum
inflict 15 points of damage on all targets crafting level or higher. Use this template to
within short range of the explosion; targets determine the iotum requirements based
who succeed on a Speed defense roll suffer on the level of the completed cypher. The
5 points of damage. At close range, the GM may decide that additional iotum is
automaton can apply its nest of blade-tipped required, depending on the effect produced.
synthsteel legs to attack all creatures within Depletion: Cypher
immediate range simultaneously as one Parts: 3 × the level of the completed cypher
action, inflicting 10 points of damage per Iotum for level 1 cypher: Io (1d6 units);
strike. Warstrikers automatically regain 3 responsive synth (3 units); quantium (1 unit)
points of health each round. Iotum for level 2 cypher: Io (1d6 units);
Modifications: To modify a warstriker to be responsive synth (5 units); quantium (1 unit)
less belligerent toward its creator, add 1 Iotum for level 3 cypher: Io (1d6 units);
data orb. Doing so lessens the depletion responsive synth (5 units); apt clay (1 unit);
chance from a check per week of use to a quantium (1 unit)
check per month of use. Iotum for level 4 cypher: Io (1d6 units);
Depletion: 1 in 1d20 (check per week of use; on responsive synth (5 units); apt clay (3 units);
depletion it turns on creator and everything quantium (2 units)
around it)
Iotum for level 5 cypher: Io (1d6 units); monitors along a circumference up to a
responsive synth (5 units); apt clay (3 units); very long distance away from the tower in
pliable metal (2 units); quantium (1 unit); all directions. The tower notifies the holder
thaum dust (1 unit) of the handheld device if it detects unusual
motion, behavior associated with attempts
Iotum for level 6 cypher: Io (1d6 units); at stealth, or attempts at crossing the
responsive synth (5 units); apt clay (3 units); circumference that haven’t been previously
pliable metal (4 units); quantium (1 unit); cleared by the builder (for example, normal
thaum dust (2 units) traffic on a road or through a gate would
probably be cleared by the builder). The
Iotum for level 7 cypher: Io (1d6 units); alarm tower could be set to scan for different
responsive synth (5 units); apt clay (3 units); criteria, such as the appearance of a certain
pliable metal (4 units); quantium (1 unit); kind of creature or even a specific individual.
thaum dust (2 units); psiranium (1 unit) Such a device modifies a community’s rank
by +1 for tasks related to perception.
Iotum for level 8 cypher: Io (1d6 units); Depletion: 1 in 1d20 (check per year of use)
responsive synth (5 units); apt clay (3 units);
pliable metal (4 units); quantium (2 units); AUTOMENDER
thaum dust (2 units); psiranium (1 unit);
oraculum (1 unit) Minimum Crafting Level: 3
Kind: Installation
Iotum for level 9 cypher: Io (1d6 units); Iotum: Io (1d6 units); responsive synth (5 units);
responsive synth (5 units); apt clay (3 units);
pliable metal (4 units); quantium (2 units); synthsteel (2 units); apt clay (3 units);
thaum dust (2 units); psiranium (1 unit); mimetic gel (2 units); quantium (2 units)
oraculum (2 units); philosophine (1 unit) Parts: 29 units
Specifications: This plan produces a fixed solid
Iotum for level 10 cypher: Io (1d6 units); no less than 3 feet (1 m) on a side with a
responsive synth (5 units); apt clay (3 units); cavity large enough for a human to stick
pliable metal (4 units); quantium (2 units); their arm or leg into. Someone who does
thaum dust (2 units); psiranium (1 unit); so regains 3 points to a Pool of their choice
oraculum (2 units); philosophine (1 unit); but no more than once in any ten-hour
cosmic foam (1 unit) period.
Depletion: 1 in 1d20 (check after each day the
INSTALLATION PLANS automender is used)
The following plans all build some kind of fixed
installation.
The wielder of an alarm ALARM TOWER AUTOMENDER, ENHANCED
tower’s control device
can cause the tower to Minimum Crafting Level: 5 Minimum Crafting Level: 5
emit an audible alarm Kind: Installation Kind: Installation
Iotum: Io (1d6 units); responsive synth (10 units); Iotum: Io (1d6 units); responsive synth (5 units);
either manually or as an
automatic response to synthsteel (8 units); apt clay (3 units); mimetic synthsteel (2 units); apt clay (3 units);
gel (2 units); amber crystal (5 units); quantium mimetic gel (2 units); quantium (2 units);
what it is set to watch for. (2 units); midnight stone (2 units) midnight stone (2 units)
Parts: 48 units Parts: 50 units
154 Specifications: This plan produces a 3-foot (1 m) Specifications: As the basic automender,
diameter crystal sphere fixed atop a metallic but restores 5 points to one Pool of a
mast that reaches 50 feet (15 m) into the air. character’s choice, and it cures diseases,
It also produces a linked, handheld device poisons, and other afflictions of up to level
with a control surface. The alarm tower 5 with an injection. It can also treat up to
one hundred injured people in any ten-
MULTIPLE INSTALLATIONS hour period. Such a device adds +10 to a
AND COMMUNITY STATS community’s health stat.
Depletion: 1 in 1d20 (check after each month
Some installations modify a community’s the automender is used)
rank or other stats. For instance, an alarm
tower modifies a community’s rank by +1 AUTOMENDER, ULTIMATE
for tasks related to perception. Unless
otherwise noted, multiple instances of Minimum Crafting Level: 9
the same installation do not increase a Kind: Installation
community’s stats more than once. Iotum: Io (1d6 units); responsive synth (5 units);
synthsteel (2 units); apt clay (3 units);
NUMENERA PLANS
mimetic gel (2 units); quantium (2 units); awareness of its prior life. It has only a basic Communities with a
midnight stone (5 units); tamed iron (3 awareness of its community’s layout and a birthing vat normally
units); data orb (1 unit) programmed psychological conditioning to use it to quickly create
Parts: 91 units follow its directives. strong, loyal defenders
Specifications: As the enhanced automender, Modification: To modify the installation to whenever the community
but the ultimate model is large enough for a create level 4 vat warriors, increase the is threatened.
full-size human to rest within. It restores all level by 1 and add smart tissue (3 units)
points to a character’s Pools; cures diseases, and more psiranium (1 unit). Vat warrior: level 3, melee
poisons, and other afflictions of up to level 9 Depletion: 1 in 1d100 (check each use) attacks and resisting
with an injection; and it can even resuscitate trickery, lies, and mental
those who haven’t been dead for long (a BODY TOUGHENER control as level 4; Armor 1
task with a difficulty equal to the number
of days the body has been dead; days the Minimum Crafting Level: 4 155
body has been somehow preserved do not Kind: Installation
count toward this difficulty). The ultimate Iotum: Io (1d6 units); responsive synth (10 units);
automender can also regrow missing eyes,
limbs, and organs; heal scar tissue; and even synthsteel (5 units); apt clay (2 units);
make an aged creature decades younger. pliable metal (2 units); psiranium 1 unit
Such a device adds +30 to a community’s Parts: 42 units
health stat. Specifications: This plan produces a fixed
Depletion: 1 in 1d20 (check after each year the solid no less than 3 feet (1 m) on a side
automender is used) with several metallic antennas protruding
at odd angles. Once activated, the device
BIRTHING VAT operates for up to one hour per day,
thickening the flesh of creatures within
Minimum Crafting Level: 7 a short distance just enough so that
Kind: Installation they gain +1 Armor while they remain
Iotum: Io (1d6 units); responsive synth (15 units); in the area. Such a device adds +1 to a
community’s Armor stat but only during
bio-circuitry (10 units); apt clay (2 units); the hour the device is active.
mimetic gel (10 units); amber crystal (5 units); Depletion: 1 in 1d20 (check each use)
psiranium (1 unit); kaon dot (1 unit);
monopole (2 units); virtuon particle (1 unit) CLEANSING ARCH
Parts: 61 units
Specifications: This plan produces a structure Minimum Crafting Level: 3
about 30 feet (9 m) on a side with an Kind: Installation
intake hatch on one end and an irising Iotum: Io (1d6 units); responsive synth (10 units);
doorway on the other end. If at least 200
pounds (90 kg) of living animal biomass is synthsteel (2 units); mimetic gel (5 units);
fed into the intake hatch, the irising door quantium (3 units)
opens ten minutes later to release a bio- Parts: 33 units
mechanical creature called a vat warrior. Specifications: This plan produces a fixed solid
A vat warrior is vaguely humanoid and cannot about 5 feet (1.5 m) wide and long, on top
speak, but it understands one language of which rises a thick arch some 9 feet (3
known by the builder of the birthing vat. A m) tall and 3 feet (1 m) wide. If a creature
vat warrior is loyal to its community and walks through it, sweat, oil, bad smells,
instinctively defends the people who live stains, drit, and dust are instantly removed
there. The warrior automatically dies from them and their equipment. Objects
1d6 + 20 hours after it is birthed. sent through are similarly cleaned, and
The biomass is used up, modified and sometimes an object that has fallen into
augmented to create the vat warrior. Usually disrepair begins working again (meaning
a community puts criminals, slaves, or the malfunction was caused by an excess
animals into the intake hatch (multiple of filth, not something more serious).
smaller creatures can be added at the Depletion: 1 in 1d20 (check after each month
same time to meet the minimum biomass of use)
requirement, creating a vat warrior that is
an amalgam of these donor creatures). The COOLING OBELISK
vat warrior might have a vague resemblance
to the source of its biomass (such as a scar, Minimum Crafting Level: 1
tattoo, or eyes), but it has no memories or Kind: Installation
Iotum: Io (1d6 units); responsive synth (10
units); synthsteel (1 unit)
Parts: 11 units
An object or structure Specifications: This plan produces a 3-foot DIMENSIONAL ABODE
produced by a plan (1 m) long synth-and-metal obelisk that
cools the air around it. If placed within an Minimum Crafting Level: 9
that allows access to area protected from the wind, the elements, Kind: Installation
an alternate dimension direct vacuum, or other environmental Iotum: Responsive synth (30 units); synthsteel
effects (such as in a small hut, in a tent,
is usually called an under the eaves of a lean-to, and so on), (20 units); mimetic gel (8 units); pliable metal
otherspace rather the cooling obelisk can cool a single area (or (10 units); quantium (10 units); kaon dot
several contiguous, bounded areas) up to a (5 units); midnight stone (3 units); virtuon
than an installation. short distance in diameter at a temperature particle (4 units); cosmic foam (1 unit)
that is comfortably cool for humans, even Parts: 96 units
156 amidst desert-like conditions. Specifications: This plan produces a fixed solid
no less than 20 feet (6 m) on a side. When
Depletion: 1 in d20 (check per month of use) activated, it non-destructively transfers
everything (creatures, objects, structures,
COMPACTOR and so on) within a very long range,
including itself, into a separate pocket
Minimum Crafting Level: 1 dimension. A single doorway about 20 feet
Kind: Installation (6 m) in diameter exists between the origin
Iotum: Io (1d6 units); responsive synth (8 units); dimension and the pocket dimension. This
doorway can be opened or closed from
synthsteel (3 units) within the pocket dimension using control
Parts: 13 units surfaces attached to the installation’s side.
Specifications: This plan produces a fixed solid no Depletion: 1 in 1d100 (check each millennium
of use)
less than 5 feet (1.5 m) on a side with a cavity
that can either be permanently exposed or EARTHQUAKE CARILLON
protected behind an irising or sliding panel.
Anything placed within the cavity is crushed to Minimum Crafting Level: 8
one tenth of its normal volume if the item is Kind: Installation
a level 3 material or less. Creatures that place Iotum: Io (1d6 units); responsive synth (50 units);
a limb in the compactor descend one step
on the damage track, unless they can resist, azure steel (15 units); amber crystal (15 units);
which is a difficulty 3 Might task. Even if they pliable metal (10 units); protomatter (1 unit);
resist, they suffer 3 points of damage. monopole (4 units); philosophine (4 units)
Depletion: 1 in 1d20 (check per week of use) Parts: 81 units
Specifications: This plan produces a tower of
DATASPHERE OBELISK metal and synth about 50 feet (15 m) tall
and 10 feet (3 m) square at its base. At the
Minimum Crafting Level: 9 tower’s top, a series of crystalline rods of
Kind: Installation various lengths hang within a pliable metal
Iotum: Io (1d6 units); responsive synth (50 units); ring. When not in use, chimes from the rods
brushing together pleasantly sound across
synthsteel (20 units); amber crystal (20 units); the surrounding area. When triggered, the
pliable metal (10 units); protomatter (1 unit); rods peal forth a sonic wave that builds in
psiranium (10 units); oraculum (2 units); intensity the farther outward it travels such
data orb (1 unit) that anything near the tower merely vibrates
Parts: 94 units but objects and creatures half a mile
Specifications: This plan produces a hovering (1 km) or more away are targeted as if by an
crystal obelisk about 60 feet (18 m) tall and earthquake, inflicting 12 points of damage
10 feet (3 m) square at the widest point. The from sonic disruption on a failed Might
obelisk hovers with its nadir about 3 feet (1 m) defense task. This installation modifies a
off the ground. A control surface on the obelisk community’s damage inflicted by +3.
allows a user to contact the datasphere and ask Depletion: 1 in 1d100 (check once after any day
a question. Answers are provided if the user the tower was used)
succeeds on an Intellect task with a difficulty
equal to the level of the question posed.
Modification: To modify the installation to ease
the task of receiving an answer, increase
the level by 1 and add one data orb to the
required iotum.
Depletion: 1 in 1d100 (check once in any
one-hundred-year period in which the
installation was used)
NUMENERA PLANS
ENVIROSPHERE EVERFLOWING FOUNTAIN Envirosphere builders
can choose to make
Minimum Crafting Level: 7 Minimum Crafting Level: 6 an envirocube,
Kind: Installation Kind: Installation enviropyramid, or some
Iotum: Io (1d6 units); responsive synth (20 Iotum: Io (1d6 units); responsive synth (13 units); other regular shape
rather than a sphere.
units); synthsteel (5 units); mimetic gel (20 amber crystal (5 units); thaum dust (1 unit)
units); protomatter (1 unit); amber crystal Parts: 61 units 157
(6 units); virtuon particle (2 units) Specifications: This plan produces a
Parts: 73 units
Specifications: This plan produces a synthsteel fixed crystal bowl about 5 feet (1.5 m)
sphere about 140 feet (42 m) in diameter across on a short pedestal. Pure water
with several connected chambers, corridors, constantly jets up from the center of
and stairs within it that can be customized the bowl before falling back and filling
for ideal living using fairly easy-to-understand the bowl to overflowing. No source of
control surfaces. This customization includes water is required. The fountain produces
the extrusion of basic shapes that can serve about 10 gallons (40 l) of pure, potable
as seats, beds, counters, toilet facilities, and water per day, enough to satisfy the
so on. The envirosphere can maintain air, water requirements of twenty normal
temperature, and water for up to ten humans humans per day. This device adds +5 to a
at a time even when the installation is sited community’s infrastructure stat.
in harsh environments such as deserts, arctic Depletion: 1 in 1d20 (check each year of use)
regions, underwater, or in the vacuum of
space. Entering and exiting the envirosphere EVERFLOWING NECTAR
is done via one of two airlocks that prevent
inimical exterior environments, if any, from Minimum Crafting Level: 8
entering the sphere. Kind: Installation
The sphere can be fixed in place during crafting Iotum: Io (1d6 units); responsive synth (18 units);
or it can be crafted in the void of space.
Depletion: 1 in 1d100 (check once per year) amber crystal (5 units); thaum dust (3 units);
oraculum (2 units)
Parts: 82 units
Specifications: This plan produces a fixed
crystal bowl about 5 feet (1.5 m) across on
a short pedestal. A glowing, amber fluid
MOVING INSTALLATIONS FABRICATOR
An installation is fixed to a particular location and cannot be Minimum Crafting Level: 6
(easily) moved. Kind: Installation
Iotum: Io (1d6 units); responsive synth (25 units);
Moving an installation to a new location is a task with a difficulty
equal to the structure’s level. Moving also takes time—at least an apt clay (2 units); mimetic gel (10 units);
hour for the smallest installations to days, weeks, or months for amber crystal (5 units); psiranium (1 unit);
large ones. A failed attempt means the installation is moved, but it kaon dot (1 unit); monopole (2 units);
requires some repair or may even be depleted. virtuon particle (1 unit)
Parts: 64 units
A farspeaking pylon is constantly jets up from the center of the Specifications: This plan produces a structure
sometimes able to tap bowl before falling back and filling the about 30 feet (9 m) on a side with a control
bowl to overflowing. No source of fluid is chamber, an input cavity, and an output
into other, stranger required. The outflow produces about 10 surface. If provided with a plan for an
channels. However, gallons (40 l) of fluid per day. The fluid object of up to level 5 and all the requisite
the messages being is an amazingly delicious and refreshing iotum noted in the plan, it will create the
transmitted on these liquid and is enough to satisfy both the desired object, installation, vehicle, or
hidden and unexpected water and food requirements of twenty automaton, taking only half the time that
channels are difficult normal humans per day. In addition, the crafting the object would normally require.
first task attempted after drinking from Depletion: 1 in 1d20 (check after every time an object
to decipher. the fountain for the first time on any or structure higher than level 3 is produced)
given day is eased. This device adds +10
to a community’s infrastructure stat and FARSPEAKING PYLON
modifies the community’s rank by +1 for
tasks related to pleasant social interaction. Minimum Crafting Level: 4
Depletion: 1 in 1d00 (check each year of use) Kind: Installation
Iotum: Io (1d6 units); responsive synth (12 units);
EXPRESS TUBE
pliable metal (3 units); quantium (5 units)
Minimum Crafting Level: 2 Parts: 40 units
Kind: Installation Specifications: This plan produces a metallic
Iotum: Io (1d6 units); responsive synth (10 units);
pylon rising from the ground to the height of
synthsteel (1 unit); mimetic gel (4 units) 9 feet (3 m). A control surface on the pylon’s
Parts: 20 units side allows a user to compose and transmit
Specifications: This plan produces two 3-foot a message. All other similar pylons across
the world (as well as other installations and
(1 m) cubes of synth and metal connected mech that have the capacity to send and
by a synth tube up to 1 mile (1.5 km) long, receive messages) receive that message.
as well as five synth canisters about 20 Characters at two different towers could talk
inches (50 cm) long and 10 inches (25 cm) to each other in real time, if they desired. A
in diameter. A canister placed in one of sophisticated user could layer their message
the cubes is transported along the synth in a secret form so only someone else at a
tube at about 30 miles per hour (50 kph) receiving pylon who knew the same form
and arrives at the other cube. There are could receive that message. This device adds
switching stations along the length of the +3 to a community’s infrastructure stat.
cube that allow canisters to pass each Depletion: 1 in 1d100 (check each day the
other in either direction. The tubes are pylon is used)
usually buried or elevated to keep them out
of the way of human activity. FARSPEAKING PYLON, ADVANCED
Connecting multiple express tubes together
creates a transportation network with Minimum Crafting Level: 7
controls on the cubes directing each Kind: Installation
canister to the correct end point. Iotum: Io (1d6 units); responsive synth (22 units);
Depletion: 1 in d20 (check per month of use)
pliable metal (3 units); quantium (5 units);
psiranium (4 units)
Parts: 73 units
Specifications: As the farspeaking pylon, but
the message transmitter can specify up
to ten recipients they know or have had
described to them to receive the message
as a psychic transmission. Those who
receive such a transmission can answer
158
NUMENERA PLANS
back in the same fashion. This device adds diameter can be opened or closed in the
+5 to a community’s infrastructure stat. dome by whomever holds the remote
Depletion: 1 in 1d100 (check each month the device. This device adds +3 Armor to a
pylon is used) community’s stats (this doesn’t add to the
benefit provided by a force sphere).
FARSPEAKING PYLON, ULTIMATE Depletion: 1 in 1d20 (check each century of use)
Minimum Crafting Level: 9 FORCE GATE
Kind: Installation
Iotum: Io (1d6 units); responsive synth (5 units); Minimum Crafting Level: 4
Kind: Installation
pliable metal (3 units); quantium (5 units); Iotum: Io (1d6 units); responsive synth (23 units);
psiranium (4 units); oraculum (2 units);
philosophine (1 unit); cosmic foam (1 unit) synthsteel (5 units); mimetic gel (4 units);
Parts: 94 units pliable metal (5 units); quantium (4 units)
Specifications: As the advanced farspeaking Parts: 36 units
pylon, but messages can reach anywhere Specifications: This plan produces a fixed solid
across space (even a distant star in the no less than 5 feet (1.5 m) on a side. When
void) or in another dimension entirely. It activated, it creates an immobile plane of
might even be possible to send a message solid force up to 20 feet by 20 feet
back in time, but sending a temporal (6 m by 6 m) within long range. The plane
message burns out the pylon and also risks conforms to the space available. The force
a time anomaly that could negatively impact plane can be toggled on and off directly or
the message sender. This device adds +10 through a remote handheld device. This
to a community’s infrastructure stat. device adds +1 Armor to a community’s
Depletion: 1 in 1d100 (check each month the stats if the gate controls a check point.
pylon is used) Depletion: 1 in 1d20 (check each year of use)
FLOATSTONE FORCE SPHERE Floatstone is considered
by many wrights
Minimum Crafting Level: 2 Minimum Crafting Level: 9 to be closer to an
Kind: Installation Kind: Installation installation than an
Iotum: Io (1d6 units); responsive synth (14 units); Iotum: Io (1d6 units); responsive synth (29 units); artifact because it is
usually incorporated—
amber crystal (4 units) synthsteel (5 units); mimetic gel (4 units); fixed—into structures.
Parts: 16 units pliable metal (10 units); quantium (12 units);
Specifications: This plan produces a brick-like kaon dot (5 units); virtuon particle (4 units); 159
monopole (2 units)
object that is usually installed in a larger Parts: 93 units
structure or otherwise fixed to an object Specifications: As the force dome, except the
with more mass than it. A floatstone pulls force field it creates is a sphere up to a very
against gravity. Most people think of it long range across, and up to six apertures
as having a negative weight of about –10 of arbitrary diameter can be opened or
pounds (–5 kg). If attached to anything closed in the sphere by whomever holds
lighter than itself, it floats away. the remote handheld device. This device
Depletion: 1 in 1d20 (check each century) adds +3 Armor to a community’s stats (this
doesn’t add to the benefit provided by a
FORCE DOME force dome).
Depletion: 1 in 1d20 (check each millennium
Minimum Crafting Level: 8 of use)
Kind: Installation
Iotum: Io (1d6 units); responsive synth (20 units); FORCE WALL
synthsteel (5 units); mimetic gel (4 units); Minimum Crafting Level: 6
pliable metal (10 units); quantium (10 units); Kind: Installation
kaon dot (5 units); virtuon particle (4 units) Iotum: Io (1d6 units); responsive synth (17 units);
Parts: 81 units
Specifications: This plan produces a fixed solid synthsteel (5 units); mimetic gel (4 units);
no less than 10 feet (3 m) on a side. When pliable metal (10 units); quantium (4 units);
activated, the device creates an immobile kaon dot (5 units)
dome of force up to a very long range Parts: 64 units
across. The dome conforms to the space Specifications: This plan produces a fixed solid
available. The dome can be toggled on and no less than 5 feet (1.5 m) on a side. When
off directly or through a remote; handheld activated, it creates an immobile plane of
device. Up to three apertures of arbitrary
Obtaining a single unit of protomatter is an adventure in itself, if only because of how
large the smallest divisible unit of protomatter is.
Keepsafe bins are an ideal solid force up to 25 feet (8 m) tall, 50 feet KEEPSAFE BIN, ADVANCED
way to store perishable (15 m) long, and 3 feet (1 m) thick within
food, though other uses very long range. The wall conforms to the Minimum Crafting Level: 5
space available. The wall can be toggled Kind: Installation
include storing dangerous on and off directly or through a remote Iotum: Io (1d6 units); responsive synth (18 units);
items for a short period. handheld device. The force wall adds +2
Armor to a community’s stats if the wall synthsteel (3 units); mimetic gel (5 units),
Someone who spends controls a checkpoint. thaum dust (5 units)
several months in the Depletion: 1 in 1d20 (check each year of use) Parts: 50 units
psychic field of a language Specifications: As the keepsafe bin, but no
translator installation HOVERING SLAB time passes within the cavity for up to ten
sometimes retains the years outside.
Minimum Crafting Level: 3 Depletion: 1 in 1d20 (check after each ten years
knowledge of many Kind: Installation of use)
languages for a few days Iotum: Io (1d6 units); responsive synth (14 units);
KEEPSAFE CAPSULE
after leaving the area. synthsteel (2 units); pliable metal (4 units);
apt clay (2 units) Minimum Crafting Level: 8
Parts: 27 units Kind: Installation
Specifications: This plan produces a black Iotum: Io (1d6 units); responsive synth (19 units);
metallic slab about 10 feet (3 m) square and 1
foot (30 cm) thick. Once fashioned, it hovers synthsteel (10 units); mimetic gel (10 units),
about 2 feet (60 cm) above the ground and thaum dust (15 units); kaon dot (3 units);
moves in a slow circle up to a short distance data orb (1 unit)
in circumference that never varies unless a Parts: 82 units
strong external force acts upon it. (It returns Specifications: This plan produces a fixed
to its former position when that external solid up to 20 feet (6 m) on a side with
force is relieved.) It can carry up to 2 tons an interior cavity almost as large that can
(1.8 t) of weight before it ceases to hover be closed. When closed, no time passes
and is pressed to the ground. within the cavity for an indefinite period
Modification: To modify the installation to lasting until some predetermined time
have some continual movement pattern (assuming the operator sets a future
other than a simple circle, increase the date for the cavity to open) or until some
level by 1 and add quantium (3 units). external agent opens the cavity.
Depletion: 1 in 1d100 (check per year of use) Depletion: 1 in 1d100 (check after each
millennium of use)
KEEPSAFE BIN
LANGUAGE TRANSLATOR
Minimum Crafting Level: 2
Kind: Installation Minimum Crafting Level: 3
Iotum: Io (1d6 units); responsive synth (13 units); Kind: Installation
Iotum: Io (1d6 units); responsive synth (9 units);
synthsteel (3 units); thaum dust (1 unit)
Parts: 15 units synthsteel (5 units); apt clay (4 units);
Specifications: This plan produces a fixed solid pliable metal (2 units); psiranium (3 units)
Parts: 33 units
no less than 4 feet (1 m) on a side with Specifications: This plan produces a fixed solid
an interior cavity almost as large that can no less than 3 feet (1 m) on a side with
be closed. When closed, no time passes several metallic antennas protruding at
within the cavity for a period of up to a odd angles. The device operates continually
week outside. At the end of the week, the once activated, allowing all creatures with a
cavity hatch opens and must be reset. language in an area up to a short distance
Depletion: 1 in 1d20 (check after each week of across to speak with each other, even if they
use) don’t normally know each other’s language.
Depletion: 1 in 1d20 (check each month of use)
160
NUMENERA PLANS
LIBRARY OBELISK LUMINOUS DYNAMO Recorder headband,
page 300
Minimum Crafting Level: 5 Minimum Crafting Level: 1
Kind: Installation Kind: Installation
Iotum: Io (1d6 units); responsive synth (5 units); Iotum: Io (1d6 units); responsive synth (9 units);
amber crystal (4 units); pliable metal (2 units) quantium (1 unit)
Parts: 54 units Parts: 12 units
Specifications: This plan produces a hovering Specifications: This plan produces a cube-like
obelisk of crystal and synth about 6 feet device about 3 feet (1 m) on a side and
(2 m) tall and 1 foot (30 cm) square at its up to four somewhat fragile crystalline
widest. The obelisk hovers with its nadir spheres. As long as the spheres are within
about 1 foot (30 cm) off the ground. A long range of the cube, touching them
control surface allows a user to record audio triggers bright light in an immediate range
or video, transcribe voices into text (in the (and dim light within short range) for up to
Truth or another language its builder knows), ten hours or until they are touched again to
or search existing archives for information. turn the light off.
Answers are provided if the user succeeds on Depletion: 1 in 1d100 (check per week of use)
an Intellect task with a difficulty equal to the
level of the question posed. The installation LUMINOUS DYNAMO, IMPROVED
is not connected to the datasphere, so it can
only answer questions about information Minimum Crafting Level: 3
it has been given. Information from Kind: Installation
other storage devices (such as a recorder Iotum: Io (1d6 units); responsive synth (12 units);
headband) can be copied to the library by
connecting the device to the installation. The synthsteel (2 units); quantium (2 units)
library can store thousands of hours of video Parts: 30 points
and a nearly limitless amount of text. Over Specifications: As the luminous dynamo, but
time, the recordings and information added
to the library can make it an excellent record the cube-like device is about 10 feet (3 m)
of the history and events of a community. on a side, and up to twenty somewhat
Modification: To modify the installation to ease the sturdier crystalline spheres are created.
task of receiving an answer, increase the level by The spheres function within 300 feet (90
1 and add one data orb to the required iotum. m) of the cube, providing light for up to
Depletion: 1 in 1d100 (check each month of use) 28 hours or until they are touched again to
turn the light off. This installation adds +2
to a community’s infrastructure stat.
Depletion: 1 in 1d100 (check per week of use)
LIGHTNING TOWER LUMINOUS DYNAMO TOWER 161
Minimum Crafting Level: 8 Minimum Crafting Level: 6
Kind: Installation Kind: Installation
Iotum: Io (1d6 units); responsive synth (52 units); Iotum: Io (1d6 units); responsive synth (50 units);
synthsteel (20 units); amber crystal (15 units); synthsteel (10 units); amber crystal (5 units)
pliable metal (10 units); protomatter (1 unit); Parts: 61 units
monopole (4 units); midnight stone (4 units) Specifications: This plan produces a tower
Parts: 83 units
Specifications: This plan produces a tower of of metal and synth about 30 feet (9 m)
metal and synth about 50 feet (15 m) tall tall and up to 300 fairly tough crystalline
and 10 feet (3 m) square at its base. A single spheres. While the spheres are within 1
metallic antenna that constantly hums and mile (1.5 km) of the tower, touching them
crackles with lightning reaches up from the triggers bright light in an immediate range
top an additional 50 feet (15 m). Targets can (and dim light within short range) for up to
be designated by a user on the installation’s 28 hours or until they are touched again to
control surface at any time. The tower turn the light off. This installation adds +5
releases a storm of lightning automatically to a community’s infrastructure stat.
on targets within very long range (up to ten Depletion: 1 in 1d100 (check per year of use)
attacks per round). The attacks inflict 8 points
of damage from electricity and, on a failed MATERIALS EXTRUDER
Might defense task, stun the target so that it
loses its next turn. This installation modifies a Minimum Crafting Level: 4
community’s damage inflicted by +3. Kind: Installation
Depletion: 1 in 1d100 (check once after any day Iotum: Io (1d6 units); responsive synth (20 units);
the tower was used)
pliable metal (3 units); mimetic gel (5 units)
Parts: 42 units
Each day the materials Specifications: This plan produces a structure on a regular basis). The car can move up to
extruder is operated at full in the form of a cube 30 feet (9 m) to a 30 miles per hour (50 kph), traversing the
side. One side has an opening connected length of the track in about five minutes.
capacity, it can produce to a chute, conveyor belt, or hopper. Raw Connecting multiple monorails together
up to 10 units of materials materials (ore, logs, and so on) are fed into creates a transportation network, perhaps
the large opening and processed into refined with switching stations connecting
useful for crafting most materials that are spit out on the opposite multiple routes together.
commonplace objects end, with the surplus material discarded out Depletion: 1 in 1d20 (check per month of use)
and structures. of a side aperture. The machinery works two
Commonplace objects to five times faster than direct human labor, MUSIC BOX
and in some cases, the only limit to how
and structures, page 124 fast it can process materials is how long it Minimum Crafting Level: 2
takes to feed more into the intake aperture. Kind: Installation
It’s not clear if the music Iotum: Io (1d6 units); responsive synth (13 units);
produced by a music Most plans for materials extruders are
box is a recording of multipurpose, but a specific installation must synthsteel (2 units); apt clay (1 unit); pliable
melodies from a prior be built to process one type of material. For metal (1 unit)
world or if the box example, a wright with this plan could build Parts: 22 units
a smelter (to turn ore or scrap metal into Specifications: This plan produces a fixed
creates unique tunes as ingots or castings), a lumber mill (to turn solid no less than 1 foot (30 cm) on a side
part of its function. trees into boards), a glassworks (to turn with a control surface on one side. When
sand into glass), a brickwork (to turn clay triggered, the box produces a variety of
Oblivion towers are ideal into bricks), or a cotton engine (to separate songs for a period of up to one hour. The
for communities that cotton fibers from the seeds), but they could music is mostly instrumental, though most
not use the plan to make an installation listeners would be hard pressed to identify
want to remain hidden. that does all of these things. what kind of instruments were playing. The
music volume can be adjusted from a bare
162 The extruder has multiple settings, allowing the whisper to loud enough to thunder through
user to determine what form the processed a space a long distance across.
materials appear in. For example, a lumber Depletion: 1 in 1d20 (check after each week the
mill can produce long square beams (useful music box is used)
for constructing buildings), flat panels
(for furniture and doors), or round dowels OBLIVION TOWER
(for axles or reinforcing wooden joints). A
smelter can produce ingots, bars, pipes, Minimum Crafting Level: 9
billets, or slabs. A brickwork can make Kind: Installation
various sizes of bricks and tiles. Iotum: Io (1d6 units); responsive synth (90 units);
Even the surplus material cast aside by the synthsteel (20 units); amber crystal (15 units);
extruder might have additional uses— pliable metal (10 units); protomatter (1 unit);
sawdust and other debris from a lumber psiranium (10 units); monopole (4 units);
mill can be burned for fuel, slag from a midnight stone (6 units); oraculum (2 units)
smelter can be ground up and mixed with Parts: 90 units
water to form cement, and so on. Specifications: This plan produces a tower
of metal and synth about 50 feet (15 m)
Depletion: 1 in 1d20 (check each year of use) tall and 10 feet (3 m) square at its base. A
single metallic antenna that is sometimes
MONORAIL visible and sometimes so innocuous it
can’t be seen reaches up from the top an
Minimum Crafting Level: 4 additional 50 feet (15 m). Targets can be
Kind: Installation designated by a user on the installation’s
Iotum: Io (1d6 units); responsive synth (10 units); control surface at any time. The antenna
automatically releases a stroke of psychic
apt clay (20 units); synthsteel (20 units); turbulence at targets within very long
pliable metal (10 units) range (one attack per round). The attacks
Parts: 39 units cause the target to move directly away
Specifications: This plan produces a track from the tower for a period of at least one
2 miles (3 km) long with one 30-foot (9 m) hour and forget that they ever saw the
long wheeled transport car fitted to the tower, associated structures, or associated
track that can carry a pilot and twenty community, if any.
passengers. The track is usually built as a Depletion: 1 in 1d100 (check per month of use)
line (with the car making trips back and
forth along it) or in a loop (with the car
making a complete pass around the loop
NUMENERA PLANS
PABULUM EXTRUDER period and can’t be activated again for You must first reach
another ten hours. the place you want
Minimum Crafting Level: 2 Depletion: 1 in 1d100 (check each ten years of use) to build a portal
Kind: Installation mouth before it can be
Iotum: Io (1d6 units); responsive synth (12 units); PORTAL MOUTH connected to another.
mimetic gel (2 units); quantium (1 unit) Minimum Crafting Level: 7
Parts: 22 units Kind: Installation
Specifications: This plan produces a fixed Iotum: Io (1d6 units); responsive synth (2 units);
cabinet composed of stone, metal, and pliable metal (12 units); mimetic gel (10 units);
synth about 6 feet (2 m) tall and 3 feet (1 kaon dot (1 unit); monopole (3 units);
m) wide and deep. When triggered, a slot quantium (5 units); protomatter (1 unit);
on the front extrudes a chewy, nutritious, oraculum (2 units)
nearly tasteless white material. Each Parts: 74 units
extrusion can satisfy the food requirements Specifications: This plan produces a solid
of one normal human for one day. This structure 60 feet (18 m) on a side with a
installation adds +2 to a community’s 10-foot (3 m) wide tunnel running through
infrastructure stat. it. If paired with another structure built
Modifications: To modify the structure to using this same plan, a connection is
make ten times more food each day before made between the tunnels, no matter how
requiring a depletion roll (a total of fifty far from each other the two structures
times per day), increase the level by 3 and are located (though not between other
add virtuon particles (3 units). dimensions or times). A series of
Depletion: 1 in 1d20 (check each time an extrusion structures could be linked, allowing travel
is triggered after the first five times that day) from one to the next and then to the next
in a circuit.
PAIN TAKER Modification: To modify the structure to
connect tunnels across dimensions or
Minimum Crafting Level: 2 through time, increase the level by 2 and
Kind: Installation add midnight stone (2 units) and tamed
Iotum: Io (1d6 units); responsive synth (18 units); iron (5 units) to the required iotum.
Depletion: 1 in 1d100 (check each century of use)
apt clay (2 units); mimetic gel (3 units)
Parts: 21 units
Specifications: This plan produces a fixed solid
no less than 3 feet (1 m) on a side that
sprouts a metallic tendril. If the tendril is
held for a few rounds, minor aches and pains
are apparently drained away for one day. If
someone’s tasks are being hindered due to
excess pain, using the pain taker installation
removes the hindrance for the day.
Depletion: 1 in 1d00 (check each day of use)
PHASE DOME
Minimum Crafting Level: 7
Kind: Installation
Iotum: Io (1d6 units); responsive synth (21 units);
synthsteel (5 units); mimetic gel (4 units);
pliable metal (10 units); quantium (10 units);
kaon dot (5 units); midnight stone (3 units);
virtuon particle (4 units)
Parts: 70 units
Specifications: This plan produces a fixed solid
no less than 10 feet (3 m) on a side. When
activated, it renders everything (creatures,
objects, structures, and so on) within a
very long range out of phase for up to ten
hours. Out-of-phase creatures and objects
that leave the area remain out of phase for
about a minute. Once the ten hours expire,
the installation undergoes a cool-down
163
RAIN CALLER attempted within the dome are eased.
This installation adds +4 to a community’s
Minimum Crafting Level: 5 infrastructure stat and modifies the
Kind: Installation community’s rank by +1 for knowledge-
Iotum: Io (1d6 units); responsive synth (12 units); related tasks and discovering secrets.
Depletion: 1 in 1d20 (check per year of use)
synthsteel (2 units); mimetic gel (3 units);
quantium (1 unit); kaon dot (1 unit) SENSORIUM
Parts: 53 units
Specifications: This plan produces a fixed Minimum Crafting Level: 5
pedestal about 5 feet (1.5 m) on a side that Kind: Installation
sprouts an array of slender, metallic arms Iotum: Io (1d6 units); responsive synth (52
that reach up to 20 feet (6 m) into the sky.
Upon activation, clouds begin to gather units); synthsteel (12 units); amber crystal
overhead (if located in an open area). After (5 units); psiranium (3 units)
about an hour, the clouds release a rainstorm Parts: 48 units
that lasts for another hour, covering an Specifications: As the seminarium, but the
area up to 1 mile (1.5 km) in diameter. sensorium is a place of relaxation instead
Depletion: 1 in 1d100 (check each use) of study. Those inside find that all tasks
related to finding escape in entertainment,
The dark fluid produced RESTORATIVE DISPENSER meditation, or other pastimes are eased
by a restorative dispenser by two steps. This installation adds +2 to a
Minimum Crafting Level: 2 community’s infrastructure stat.
has almost as many Kind: Installation Depletion: 1 in 1d20 (check per year of use)
different names as the Iotum: Io (1d6 units); responsive synth (13 units);
number of communities SHIELD WALL, BASIC
mimetic gel (4 units); quantium (1 unit)
that produce it. In Parts: 22 units Minimum Crafting Level: 5
places where it has been Specifications: This plan produces a fixed Kind: Installation
adopted, the stimulating Iotum: Io (1d6 units); responsive synth (50
solid no less than 1 foot (30 m) on a side
fluid is regarded by with an input and output. The input is an units); synthsteel (30 units); mimetic gel
some as essential for any extendable pipe that gently imbibes water (10 units); thaum dust (3 units); monopole
(or any fluid composed partly of water) it (1 unit)
kind of mental work. is placed in. Assuming there is sufficient Parts: 51 units
water, this installation can produce three Specifications: This plan produces a fixed wall
cups of warm, fragrant, stimulating fluid of metal and synth about 20 feet (6 m)
per day. The fluid is a moderate mood tall, 1 foot (30 cm) thick, and 50 feet (15
enhancer; drinkers attempting knowledge m) long. Synthsteel spines protrude from
tasks can reroll 1s for up to one hour after the top of the wall. If several shield walls
it has been consumed. are joined together to create a completely
Depletion: 1 in 1d100 (check each month of use) encircled protected area, or if a single
shield wall is built to create a circular
The hollow interior of SEMINARIUM protected area 16 feet (5 m) in diameter,
a seminarium can be a protective field springs up and covers
decorated and furnished Minimum Crafting Level: 6 the encircled area. Treat the wall and
to create an inviting space Kind: Installation protective field as level 7 for the purposes
for study or deliberation. Iotum: Io (1d6 units); responsive synth (60 units); of withstanding direct physical and energy
attacks. All ranged attacks that attempt
synthsteel (10 units); amber crystal (5 units); to cross a wall with a protective field or
psiranium (3 units) penetrate the walled area from above are
Parts: 60 units hindered by three steps. The only weak
Specifications: This plan produces a hollow points are any entrances made in the wall
dome of metal and synth about 20 feet to allow access. This device adds +2 Armor
(6 m) tall with a single entry. A soft glow to community stats if formed to create a
from the dome’s inner surface provides protective field, but it doesn’t add to the
illumination upon entry. All Intellect tasks benefit provided by installations that create
force walls, domes, or spheres.
The community of Ballarad once built a sensorium. Three Depletion: 1 in 1d100 (check per year of use)
years later, the sensorium was closed because too many people
decided they never wanted to leave.
164
NUMENERA PLANS
SHRINK PAD SPIRE OF A THOUSAND ROOMS Sometimes, new
chambers created by the
Minimum Crafting Level: 6 Minimum Crafting Level: 10 spire of a thousand rooms
Kind: Installation Kind: Installation come pre-decorated with
Iotum: Io (1d6 units); responsive synth (30 units); Iotum: Io (1d6 units); responsive synth (50 units); odd and inscrutable
furnishings or, more
synthsteel (10 units); mimetic gel (10 units); azure steel (25 units); mimetic gel (20 units); alarmingly, occupants.
quantium (3 units); thaum dust (4 units); amber crystal (10 units); smart tissue (3 units);
oraculum (1 unit) virtuon particle (4 units); oraculum (2 units); Normally a space
Parts: 60 units tamed iron (4 units); philosophine (1 unit); elevator connects to an
Specifications: This plan produces a fixed cosmic foam (1 unit) orbital shelter such as an
platform no less than 5 feet (1.5 m) on a side Parts: 95 units envirosphere or spire of a
and about 3 feet (1 m) thick. A raised control Specifications: This plan produces a spire 70 thousand rooms, allowing
surface is connected to the platform, facing feet (20 m) tall and 30 feet (9 m) square extended stays above
away. The control surface can be used to at its base. The spire serves as the seed the planet's surface.
shrink whatever objects or creatures are on of what will eventually grow to be a much
the platform and transfer them into a crystal larger structure. Inside the spire are several Envirosphere, page 157
vial that appears in a small cavity on the connected chambers, corridors, and stairs
control surface. Items can be shrunk from 6 that can be customized for ideal living using
inches (15 cm) down to a tenth of a millimeter. fairly easy-to-understand control surfaces.
The items remain that size for about 28 hours, Customization includes the extrusion of
whereupon all shrunk matter returns to its basic shapes that can serve as seats, beds,
normal size wherever it happens to be. counters, toilet facilities, and so on.
Depletion: 1 in 1d100 (check each use) Every year, the spire has a spurt of growth,
increasing its internal volume and
SPACE ELEVATOR extending its height and width. This growth
doubles the internal living volume at first,
Minimum Crafting Level: 10 though the growth rate falls off over time.
Kind: Installation The spire interior can maintain air, temperature,
Iotum: Io (1d6 units); responsive synth (800 units); and water for up to ten humans at a time,
even if the spire is located in a hostile
synthsteel (100 units); amber crystal (100 environment such as a desert, an arctic
units); protomatter (1 unit); mimetic gel region, underwater, or in the vacuum of
(100 units); smart tissue (10 units); midnight space. The spire is entered and exited via
stone (10 units); oraculum (2 units); one of several airlocks that keep inimical
tamed iron (10 units); data orb (1 unit) exterior environments, if any, safely outside
Parts: 1,000 units the spire. This installation adds +80 to a
Specifications: This plan produces a fixed tower community’s infrastructure stat.
of metal and synth about 50 feet (15 m) Depletion: 1 in 1d100 (check once every
tall and 20 feet (6 m) square at the base. millennium)
A silvery cable extends from the top of the
tower up as high as the eye can see into the Those who take a trip to the top of the space elevator are
sky. Two enclosed cabins (each large enough treated to a magnificent view of the world beneath them. But
to hold about twenty people and several if they leave the cabin, they are exposed to the airless vacuum
tons of cargo) are attached to the wire with
a dozen metallic legs each. The cabins can of space, unless they’ve planned ahead.
move up and down the cable at incredible
speeds, triggered by passengers who enter 165
the cabins. Once triggered, a cabin moves
either all the way up, from the base tower to
a position located in the vacuum of space
some 22,000 miles (35,000 km) above, or
all the way back down. A trip from one end
to the other takes more than fifty hours.
Those who take a trip to the top of the
space elevator are treated to a magnificent
view of the world beneath them. If they
leave the cabin, they are exposed to the
airless vacuum of space (unless they’ve
planned ahead). This installation adds +5
to a community’s infrastructure stat.
Depletion: 1 in 1d100 (check every millennium
of use)
STRUCTURAL BOOSTER output basin. The input cavity takes in husks,
offal, garbage, dead animals, and other waste
Minimum Crafting Level: 2 and produce. After much humming and
Kind: Installation buzzing, it produces bland but nutritious
Iotum: Io (1d6 units); responsive synth (25 units); bars in the output basin. About 20 pounds
(9 kg) of waste product produces one bar.
synthsteel (5 units); mimetic gel (4 units); Three bars will feed one human each day.
quantium (2 units) The synthesizer’s only limit is how much
Parts: 23 units requisite material can be provided for it
Specifications: This plan produces a fixed solid to process. This installation adds +5 to a
no less than 5 feet (1.5 m) on a side with an community’s health stat.
extendable metallic cable that extends for Modification: To modify the installation to
up to 100 feet (30 m). If the cable is fixed improve the flavor and consistency of the
along the length of a defensive wall or the bars, increase the level by 1 and add midnight
outer walls of a discrete building or other stone (2 units) to the required iotum.
standing structure or installation, invisible Depletion: 1 in 1d20 (check after each week of
tendrils of force further stabilize the wall use)
or structure. The wall or structure is treated
as 1 level higher than it would be otherwise TAMING TOWER
(for structures of up to level 7). This device
also adds +1 Armor to a community’s stats if Minimum Crafting Level: 4
the wall or structure controls a checkpoint. Kind: Installation
Multiple structural boosters in the same Iotum: Io (1d6 units); responsive synth (5 units);
community never add more than +1 Armor.
Depletion: 1 in 1d20 (check each year of use) synthsteel (4 units); apt clay (3 units);
psiranium (1 unit)
STRUCTURAL BOOSTER, IMPROVED Parts: 39 units
Specifications: This plan produces a 3-foot (1 m)
Minimum Crafting Level: 4 diameter crystal sphere fixed atop a metallic
Kind: Installation mast that reaches 50 feet (15 m) into the air.
Iotum: Io (1d6 units); responsive synth (31 units); The sphere produces a subtle psychic field
out to a very long distance that makes one
apt clay (2 units); synthsteel (5 units); type of beast (such as aneens, gallens, or
mimetic gel (4 units); quantium (4 units) seskii) act calm and domesticated. The type
Parts: 24 units of beast is chosen on construction. It can’t
Specifications: As the structural booster, but the turn a hostile beast into a friendly one, but
associated wall or structure is treated as if 2 in general, it makes all wild creatures of this
levels higher than it would be otherwise (for type act domesticated, and domesticated
structures of up to level 7). This device also creatures of this type act tame.
adds +2 Armor to a community’s stats if All tasks to influence, tame, command,
the wall or structure controls a checkpoint. persuade, or intimidate creatures of this
Multiple structural boosters in the same type are eased within this psychic field. The
community never add more than +2 Armor. field doesn’t override a beast’s training,
Depletion: 1 in 1d20 (check each year of use) so a guard seskii within the field is just as
effective as one outside the field (the field
SUSTENANCE SYNTHESIZER makes it easier for its handler to deal with,
but it is still trained to react aggressively
Minimum Crafting Level: 4 toward intruders, who do not gain the
Kind: Installation benefits of the field against it).
Iotum: Io (1d6 units); responsive synth (15 units); The plan includes a psychic imprint for one
particular kind of beast. The plan can
mimetic gel (2 units); quantium (2 units);
thaum dust (2 units)
Parts: 40 units
Specifications: This plan produces a house-
sized installation with an input cavity and an
Once a community gains a temporal chime, leave it to some clever nano to try to send
coded chime messages back in time. Such efforts are usually thwarted by the random
intervals at which the chime responds in the past.
166
NUMENERA PLANS
be modified to craft a taming tower that units); synthsteel (5 units); pliable metal Modifications, page 123
affects a different kind of beast, but doing (3 units); quantium (2 units)
so requires a living specimen to calibrate Parts: 22 units A basic turret requires
the installation or very detailed notes about Specifications: This plan produces a fixed solid a gunner or cannoneer
the mental functioning of the desired no less than 3 feet (1 m) on a side. A slender to operate it.
creature (which usually requires extensive tube, open at one end, rotates slowly on
observation and testing). the surface. When activated as a character’s
Depletion: 1 in 1d20 (check per year of use) action, the turret tube discharges a metallic
slug with a loud bang at a target up to
TEMPORAL CHIME very long range that the character can see.
Treat this as a level 4 attack that inflicts
Minimum Crafting Level: 4 5 points of damage. If a battery of ten or
Kind: Installation more of these turrets is installed, modify the
Iotum: Io (1d6 units); responsive synth (13 units); community’s damage inflicted by +1.
Depletion: 1 in 1d20 (check once after any hour
pliable metal (3 units); mimetic gel (10 units); the turret was used)
thaum dust (2 units); kaon dot (1 unit);
monopole (2 units); quantium (5 units) TURRET, GRAVITY
Parts: 40 units
Specifications: This plan produces a hollow Minimum Crafting Level: 7
structure 20 feet (6 m) on a side. Inside, a Kind: Installation
crystal chime hangs in thin air at the very Iotum: Io (1d6 units); responsive synth (17 units);
center. If the chime is struck, it rings weeks
earlier, usually between five and ten weeks synthsteel (5 units); pliable metal (3 units);
before it was struck. psiranium (2 units); monopole (3 units);
Modification: To modify the structure to virtuon particle (3 units); philosophine (1 unit)
reliably cause the chime to ring about one Parts: 70 units
week earlier than struck, increase the level Specifications: This plan produces a fixed
by 3 and add midnight stone (2 units), solid no less than 3 feet (1 m) on a side. A
thaum dust (10 units), and tamed iron (5 single metallic antenna extends from the
units) to the required iotum. top an additional 10 feet (3 m) and bends
Depletion: 1 in 1d20 (check each use) this way and that as if under fluctuating
gravity conditions. The turret automatically
TRUTHBOX releases a stroke of warped spacetime at
designated enemies within very long range
Minimum Crafting Level: 5 (one attack per round). The attacks increase
Kind: Installation a target’s weight dramatically, pulling it to
Iotum: Io (1d6 units); responsive synth (9 units); the ground so it can’t move under its own
power for one minute. This device modifies
synthsteel (2 units); apt clay (4 units); a community’s damage inflicted by +2.
pliable metal (2 units); psiranium (3 units) Depletion: 1 in 1d20 (check once after any
Parts: 33 units week the turret was used)
Specifications: This plan produces a fixed solid
no less than 3 feet (1 m) on a side with AUTOMATED FRIENDLY FIRE
several metallic sensors protruding at odd
angles. The device operates continually Certain installations, such as lightning towers and mechanized
once activated, scanning the biometrics and turrets, as well as certain automatons designed for fighting, can
speech of all creatures up to a short distance automatically attack targets at their own discretion once targets are
away. If someone within range knowingly initially identified. Normally, targets can be designated by a user on
tells a lie, the truthbox uses an audible chime the installation’s control surface at any time. This opens them up to
and flashing directional lights to indicate that the possibility of misidentifying a target and attacking a friend, an
the speaker isn’t telling the truth. Telling a event which could be introduced by GM intrusion.
lie without being detected by the truthbox
is a task with a difficulty equal to the level Installations and automatons keep a record of who has been
of the truthbox; this task is hindered when previously designated as an enemy. Characters can attempt to
within immediate range of the truthbox. change those designations if they are not the original crafter, but
Depletion: 1 in 1d20 (check each month of use) it’s not easy. Changing a designated enemy is a task with a difficulty
equal to the level of the installation or automaton +2.
TURRET, BASIC
167
Minimum Crafting Level: 2
Kind: Installation
Iotum: Io (1d6 units); responsive synth (10
Communities use TURRET, IMPROVED VANISHER
vanishers as waste
disposal, sometimes Minimum Crafting Level: 4 Minimum Crafting Level: 7
as a form of execution Kind: Installation Kind: Installation
(most assume those who Iotum: Io (1d6 units); responsive synth (17 units); Iotum: Io (1d6 units); responsive synth (13 units);
enter are destroyed),
or rarely—and without synthsteel (5 units); pliable metal (4 units); azure steel (3 units); mimetic gel (10 units);
much evidence to confirm quantium (3 units) kaon dot (1 unit); monopole (3 units);
its truth—as a method to Parts: 43 units quantium (5 units)
“travel to a new world” Specifications: As the basic turret, but targets can Parts: 77 units
or to “transcend.” be designated by a user on the installation’s Specifications: This plan produces a fixed solid
control surface at any time. Once an improved about 10 feet (3 m) on a side with an empty
Seminarium, page 164 turret is activated as a character’s action, cavity that can either be permanently
the turret continues to attack a selected exposed or be placed behind an irising
168 target on its own for up to one minute or or sliding panel. Anything placed within
until the target is eliminated. If a battery the cavity vanishes as long as the entire
of five or more of these turrets is installed, object or creature fits within the enclosure
modify the community’s damage inflicted (placing part of an object or creature within
by +1. the cavity will have no effect). It’s not
Depletion: 1 in 1d20 (check once after any hour known where the vanished objects go, but
the turret was used) none have ever been found again.
Depletion: 1 in 1d100 (check per year of use)
TURRET, LIGHTNING
VERMIN WARD
Minimum Crafting Level: 6
Kind: Installation Minimum Crafting Level: 2
Iotum: Io (1d6 units); responsive synth (27 units); Kind: Installation
Iotum: Io (1d6 units); responsive synth (14 units);
synthsteel (5 units); pliable metal (3 units);
psiranium (2 units); monopole (2 units) synthsteel (5 units); apt clay (2 units)
Parts: 62 units Parts: 22 units
Specifications: This plan produces a fixed solid Specifications: This plan produces a fixed
no less than 3 feet (1 m) on a side. A single
metallic antenna extends from the top an solid no less than 3 feet (1 m) on a side
additional 10 feet (3 m) and constantly with several metallic antennas protruding
hums and crackles with lightning. The at odd angles. The device operates
turret automatically releases a stroke of continually once activated, warding an
lightning at designated enemies within area at least a short distance across from
long range (one attack per round). The mundane insects and vermin via a psychic
attacks inflict 8 points of damage from exclusion field.
electricity and, on a failed Might defense Depletion: 1 in 1d20 (check each month of use)
task, stun the target so that it loses its next
turn. This device modifies a community’s VITALIUM
damage inflicted by +1.
Depletion: 1 in 1d20 (check once after any Minimum Crafting Level: 5
week the turret was used) Kind: Installation
Iotum: Io (1d6 units); responsive synth (50 units);
TURRET, MECHANIZED
synthsteel (10 units); amber crystal (3 units);
Minimum Crafting Level: 5 mimetic gel (2 units)
Kind: Installation Parts: 50 units
Iotum: Io (1d6 units); responsive synth (17 units); Specifications: As the seminarium, but the
vitalium is a place of physical training
synthsteel (5 units); pliable metal (3 units); instead of study. Diagrams, viewscreens,
psiranium (2 units); quantium (3 units) and integrated machines coach and train
Parts: 54 units visitors in how to exercise, improve their
Specifications: As the improved turret, except physical fitness, and practice simple self-
the turret fires automatically on targets (one defense combat techniques.
attack per round) it detects that have been All Might and Speed tasks attempted within
designated as enemies. If a battery of three or the dome are eased. This installation
more of these turrets is installed, modify the adds +2 to a community’s health stat and
community’s damage inflicted by +1. modifies the community’s rank by +1 for
Depletion: 1 in 1d20 (check once after any defending against humanoid threats.
week the turret was used) Depletion: 1 in 1d20 (check per year of use)
NUMENERA PLANS
WARMING OBELISK WATER PURIFIER, BASIC Cooling obelisk, page 155
Minimum Crafting Level: 1 Minimum Crafting Level: 2 The water purifier
Kind: Installation Kind: Installation requires two or more
Iotum: Io (1d6 units); responsive synth (6 units); Iotum: Io (1d6 units); responsive synth (13 units); times as much water
on the input end as it
apt clay (2 units) synthsteel (3 units); quantium (1 unit) produces, depending
Parts: 11 units Parts: 33 units on the purity of the
Specifications: As the cooling obelisk, but this Specifications: This plan produces a fixed solid water source.
obelisk warms the air instead of cooling no less than 5 feet (1.5 m) on a side with
it. The warming obelisk can keep a semi- input and output pipes. The input is an
enclosed area warm even in arctic conditions. extendable pipe that gently imbibes water
Depletion: 1 in 1d20 (check per week of use) (or a fluid composed partly of water) it is
placed in. Assuming there is sufficient water
WATER EXCITATION ENGINE to purify, the output can produce a half
gallon (2 l) of pure, potable water up to ten
Minimum Crafting Level: 5 times per day. Each half gallon can satisfy
Kind: Installation the water requirements of one normal
Iotum: Io (1d6 units); responsive synth (23 units); human for one day. This installation adds +2
to a community’s infrastructure stat.
apt clay (1 unit); pliable metal (2 units); Depletion: 1 in 1d20 (check each year of use)
quantium (10 units)
Parts: 50 units WATER PURIFIER, ENHANCED
Specifications: This plan produces a
mechanism about 10 feet (3 m) on a side Minimum Crafting Level: 5
with a spherical dome filled with clear fluid Kind: Installation
and several metallic projections. When Iotum: Io (1d6 units); responsive synth (15 units);
activated, it becomes hot to the touch
and water visibly boils in the sphere. If a synthsteel (5 units); mimetic gel (1 unit);
depleted artifact is touched to one of the quantium (1 unit)
metallic projections, the artifact is usually Parts: 53 units
recharged. This installation adds +5 to a Specifications: As the basic water purifier,
community’s infrastructure stat. but this unit is three times larger and can
Depletion: 1 in 1d20 (check per use) produce enough water to satisfy the water
needs of up to twenty normal humans per
day (provided there is a large-enough water
source to purify). This installation adds +5
to a community’s infrastructure stat.
Depletion: 1 in 1d20 (check each year of use)
169
Who knows what someone will find if they take a burrowing VEHICLE PLANS
vehicle deep into the ground? Each foot down is a thousand
The following plans all build some kind of
years into evidence of past life on the planet. vehicle.
WATER PURIFICATION STATION BATTLE CART
Minimum Crafting Level: 8 Minimum Crafting Level: 7
Kind: Installation Kind: Vehicle
Iotum: Io (1d6 units); responsive synth (50 Iotum: Io (2d6 units); responsive synth (25
units); synthsteel (5 units); mimetic gel (10 units); pliable metal (6 units); synthsteel
units); quantium (1 unit); amber crystal (10 units); mimetic gel (10 units);
(6 units); virtuon particle (2 units); smart quantium (3 units); smart tissue (2 units);
tissue (3 units) monopole (1 unit)
Parts: 82 units Parts: 70 units
Specifications: As the basic water purifier, but Specifications: This plan produces a multi-
this unit is twenty times larger and can wheeled, enclosed vehicle of shining
produce enough water to satisfy the water synthsteel with wide windows for
needs of up to 500 normal humans per day passengers to look out. The vehicle can
(provided there is a large-enough water carry one driver and up to four other
source to purify). This installation adds +15 passengers. In battle, the driver can use
to a community’s infrastructure stat. one control surface to cause the vehicle to
Depletion: 1 in 1d100 (check each year of use) move up to a long distance each round on
relatively smooth terrain but not through
Rampaging beast, WATER SIGNAL (DESTRUCTION) impassible terrain or barriers. On extended
page 315 EMITTER trips on smooth terrain, it can move up to
80 miles per hour (130 kph).
A water signal emitter Minimum Crafting Level: 6 Passengers can use their own control surfaces
can sometimes be used Kind: Installation to fire weapons from the vehicle’s exterior
to transmit information Iotum: Io (1d6 units); responsive synth (19 at targets within long range, inflicting
to craft at sea, but doing 6 points of damage each. The weapons
so takes a deft touch to units); synthsteel (5 units); pliable metal (6 include two energy ray emitters and two
avoid holing the vessel. units); thaum dust (3 units); psiranium (2 missile launch silos.
units); monopole (2 units); virtuon particle If deployed against a large group of enemies or
(1 unit) against an enemy community, treat a fully
Parts: 63 units crewed battle cart as a rank 2 rampaging
Specifications: This plan produces a fixed beast with +1 Armor.
solid about 10 feet (3 m) on a side with After each five hours of use, the vehicle must
a crystalline extension to be placed in rest in the sun for at least one hour before
a body of water (a large body of water it becomes operational again.
produces the best effect). The device emits Depletion: 1 in 1d20 (check per day of use)
a pulse that propagates and builds in the
water, becoming a destructive signal. The BATTLE FLYER
destructive signal can punch a hole in the
hull of a single ship of up to level 7 at the Minimum Crafting Level: 7
waterline, sinking the vessel. The device Kind: Vehicle
must recharge for one hour before it can Iotum: Io (2d6 units); responsive synth (22
be used again. This device modifies a
community’s damage inflicted by +2, as units); pliable metal (6 units); synthsteel
long as the enemy can be targeted on the (10 units); mimetic gel (10 units);
water. quantium (3 units); smart tissue (2 units);
Depletion: 1 in 1d20 (check once after any monopole (2 unit)
week the device was used) Parts: 77 units
Specifications: As the battle cart, but this
vehicle can fly a long distance each round.
Depletion: 1 in 1d20 (check per week of use)
170
NUMENERA PLANS
BURROWER along with the wheel. The driver can use the Packed drit is level 3,
control surface to cause the vehicle to roll up and below that, most
Minimum Crafting Level: 6 to a long distance each round over smooth kinds of natural bedrock
Kind: Vehicle terrain or a well-maintained road, or up to fluctuate between
Iotum: Io (1d6 units); responsive synth (3 units); a short distance per round over rough roads level 4 and level 5.
or wild terrain. On extended trips over
pliable metal (3 units); quantium (3 units); smooth terrain, it can move up to 80 miles 171
monopole (1 unit) per hour (130 kph).
Parts: 66 units A chainpod can roll underwater at half speed or
Specifications: This plan produces an enclosed swim in any direction up to an immediate
burrowing vehicle of shining synthsteel distance each round. Chainpods are
without windows. The vehicle can carry one watertight but do not provide breathable
driver and up to five other passengers. The air, so a typical human using a chainpod
driver can use control surfaces to sense the underwater should surface every four hours
burrower’s surroundings in general ways, to refresh the air supply.
such as stone hardness, mineral types, and After each five hours of use, a chainpod must
gravity gradients. The burrower moves up to a rest in the sun for at least one hour before
short distance each round through material of it becomes operational again.
up to level 4 and up to an immediate distance Multiple chainpods can magnetically link to
each round through materials of level 5 and 6. each other if they make physical contact
Depletion: 1 in 1d20 (check per week of use) (even when moving at full speed). Linked
chainpods operate as one vehicle controlled
CHAINPOD by the lead driver, moving in a line like
beads on a string. Only the lead chainpod
Minimum Crafting Level: 4 consumes power, allowing the others to
Kind: Vehicle recharge while being towed. Any occupant
Iotum: Io (1d6 units); responsive synth (8 units); can instantly unlink their chainpod from
others in the chain (a chainpod unlinked
pliable metal (1 unit); synthsteel (2 units); from the lead pod becomes immediately
mimetic gel (1 unit); amber crystal (1 unit) active and drivable).
Parts: 43 units Depletion: 1–2 in 1d100 (check per day of use)
Specifications: This plan produces a 6-foot (2 m)
diameter spherical vehicle that holds one
person. The chainpod’s entire outer surface
is a kind of wheel, but the driver doesn’t spin
Chrono engine GM CHRONO ENGINE DEEP SWIMMER
intrusion: The vehicle
arrives off-target by 1d100 Minimum Crafting Level: 8 Minimum Crafting Level: 6
feet, 1d6 hours, or both. Kind: Vehicle Kind: Vehicle
Iotum: Io (1d6 units); responsive synth (30 units); Iotum: Io (2d6 units); responsive synth (30 units);
172
synthsteel (5 units); pliable metal (5 units); pliable metal (12 units); synthsteel (20 units);
mimetic gel (10 units); quantium (5 units), mimetic gel (10 units); protomatter (1 unit)
thaum dust (10 units); data orb (1 unit); Parts: 63 units
cosmic foam (1 unit) Specifications: This plan produces an ovoid
Parts: 82 units submersible vehicle about 60 feet (18 m)
Specifications: This plan produces an enclosed long and 15 feet (5 m) wide and deep, though
vehicle of synthsteel with dozens of irregular due to space requirements set aside for the
sides. It can carry one driver and up to four unit of protomatter, only half of that interior
other passengers. The surface of the vehicle space is open for passengers, pilot, and
negates and pushes against gravity, meaning cargo. It can hold a few tons of cargo, up
it can pass over any terrain, including water, to twelve human-sized people, and enough
up to an immediate distance per round. A food, water, and air for them to survive
video monitor connected to external cameras for ten days. It has a couple of floodable
allows the pilot to see in all directions. airlocks and several viewports.
The main function of this vehicle is traveling On or under the water, the swimmer can move
backward in time. The chrono engine takes up to a long distance per turn. On extended
1d20 hours to charge up, during which time trips it can move up to 10 miles per hour
it must remain motionless or the charging (16 kph). In an emergency, the swimmer can
process must begin again. Traveling one day perform a crash dive toward the surface,
into the past is a difficulty 6 understanding moving diagonally upward a long distance
numenera task; each additional day into the in one round, but this puts a strain on the
past increases the difficulty by 1. vehicle, requiring simultaneous actions by
The chrono engine is sensitive to interference several crew members to keep the vehicle
from other time-altering devices, including operating properly (and an opportunity for
past versions of itself. Attempting to a GM intrusion).
travel to a past location where there is an Depletion: 1 in 1d20 (check each month of use)
interference source within 1 mile (1.5 km)
automatically triggers a GM intrusion and DIMENSIONAL TREADER
a depletion roll. For this reason, most
pilots move the vehicle to a new location Minimum Crafting Level: 7
before time-traveling again. Kind: Vehicle
Depletion: 1 in 1d20 (check each use) Iotum: Io (2d6 units); responsive synth (32 units);
DEEP DIVER pliable metal (10 units); synthsteel (2 units);
mimetic gel (10 units); quantium (3 units);
Minimum Crafting Level: 3 smart tissue (2 units); monopole (2 units);
Kind: Vehicle data orb (2 units); cosmic foam (1 unit)
Iotum: Io (1d6 units); responsive synth (8 units); Parts: 70 units
Specifications: This plan produces a synthsteel
pliable metal (5 units); synthsteel (3 units); pod about 15 feet (5 m) in diameter that can
mimetic gel (1 unit); amber crystal (1 unit) hold up to ten human-sized passengers. Two
Parts: 33 units different control surfaces control the vehicle.
Specifications: This plan produces a spherical One allows a driver to physically move the
diving vehicle about 15 feet (5 m) in vehicle by extruding several sturdy legs. The
diameter with a small airlock door, exterior legs can carry it up to an immediate distance
lights, and three small viewports. It has each round. They adhere to almost any
enough interior room for a pilot and solid surface, including vertical surfaces
five other people. Devices clean the air, or on the undersides of caverns, and can
allowing an occupant to remain underwater anchor the vehicle solidly in position. The
for about ten hours. It can safely descend second control surface unlocks only when
8 miles (13 km) and return again. It can the vehicle is locked into position, all legs
move underwater a short distance per anchored. Once the pod is secure, a pilot
round in any direction. Automatic failsafes can shift into alternate dimensions along
engage if there is a critical problem, slowly a transdimensional gradient that includes
raising the vehicle to the surface. first parallel dimensions and then bizarre
Depletion: 1 in 1d20 (check each month of use)
NUMENERA PLANS
dimensions. After each shift, the vehicle FIERY ASCENDER Zero gravity, page 115
requires at least 28 hours to recharge
before it can attempt another shift. A user Minimum Crafting Level: 6 In practice, dynamic
who becomes familiar with the vehicle and Kind: Vehicle frames usually go
knows exact dimensional coordinates can Iotum: Io (1d6 units); responsive synth much slower than their
input them to shift to a specific dimension. maximum speed, because
Otherwise, shifting into alternate dimensions (50 units); synthsteel (100 units); apt clay most terrain and even
is more exploratory. (20 units); amber crystal (5 units); smart roads are not smooth
Depletion: 1 in 1d10 (check after each tissue (4 units); monopole (4 units) enough for such quick
dimensional shift) Parts: 64 units movement without
Specifications: This plan produces a tower of risking a fatal crash.
DIMENSIONAL WING metal and synth about 100 feet (30 m) tall
and 25 feet (8 m) square at its base. Up to 173
Minimum Crafting Level: 9 six travelers can fit in a small pod located
Kind: Vehicle at the ship’s top. The tower is capable
Iotum: Io (2d6 units); responsive synth (32 units); of lifting these brave travelers into the
void on a pillar of fire and thunder. As it
pliable metal (10 units); synthsteel (2 units); ascends, most of the ascender is used up
mimetic gel (10 units); quantium (3 units); and falls back through the sky, burning up
smart tissue (2 units); monopole (2 units); in the atmosphere. Only the pod at the tip
midnight stone (2 units); tamed iron (10 units); goes high enough and fast enough that it
data orb (4 units); cosmic foam (2 units) reaches equilibrium so that it is constantly
Parts: 94 units falling around the world. The pod has
Specifications: This plan produces a enough air, food, and water to keep its
dimensional-traveling pod similar to travelers alive for seven days. While in the
the dimensional treader. However, the void, travelers in the pod experience zero
dimensional wing can fly up to a very long gravity.
distance per round. On extended trips, it The controls provide the travelers with several
can move up to 80 miles per hour (130 navigation possibilities, which include
kph). The dimensional wing can also make moving to some other vehicle, station, or
a transdimensional shift even while the artificial location orbiting the Earth or on
vehicle is physically moving. After each shift, the moon, a transfer that takes several
the vehicle requires at least 28 hours to days to complete. An adaptable airlock
recharge before it can attempt another shift. provides the possibility of docking without
After each ten hours of flying, the vehicle must venting air into the void (assuming there is
rest in the sun for at least one hour before something on the other side of the lock to
it becomes operational again. transfer to).
Depletion: 1 in 1d10 (check after each year of use) The other navigational option is to cause the
pod to descend back to Earth. Pinpointing
DYNAMIC FRAME a specific location on the surface is
difficult. The location where the pod ends
Minimum Crafting Level: 1 up on the planet is imprecise—usually
Kind: Vehicle about 10d10 miles away from the intended
Iotum: Io (1d6 units); responsive synth (13 units); destination or completely random.
Landing, though automated, remains
pliable metal (3 units); apt clay (2 units) dangerous because of turbulence.
Parts: 13 units The pod’s power reserves are used up after a
Specifications: This plan produces a wheeled single trip, after which the pod is good for
nothing more than salvage.
frame with a simple seat for a human- Modification: To modify the fiery ascender
sized creature plus an additional space so it can be reused for launches into the
immediately behind the rider for a void (depletion 1 in 1d10), increase the
passenger or cargo. The driver can use minimum crafting level by 2 and add
the control surface to ride the wheeled responsive synth (50 units), synthsteel (20
frame up to a short distance each round units), apt clay
over rough terrain or a long distance each (20 units), and smart tissue (10 units).
round over smooth terrain, such as a road. Depletion: Automatic
On extended trips over roads, it can move
up to 60 miles per hour (96 kph).
After each ten hours of use, the dynamic frame
must rest in the sun for at least one hour
before it becomes operational again.
Depletion: 1 in 1d20 (check per day of use)
The gambado gathered FLYER Specifications: This plan produces a multi-
itself and leaped across legged enclosed vehicle of synthsteel with
the chasm, its winglets Minimum Crafting Level: 6 narrow viewports for passengers to look
spread wide and shining Kind: Vehicle out. The vehicle can carry one driver and
Iotum: Io (1d6 units); responsive synth (10 units); up to four other passengers. The driver can
with a sapphire light use the single control surface to cause the
that somehow powered pliable metal (3 units); synthsteel vehicle to move up to a long distance each
(10 units); quantium (3 units); round over nearly any terrain, using the legs
the vehicle. Kendri monopole (1 unit) to climb nearly vertical surfaces or jump
screamed in delight at Parts: 64 units over chasms and other rough terrain (the
the zenith, her hands Specifications: This plan produces a flying vehicle can jump a long distance per leap).
enclosed vehicle of shining synthsteel with
pressed tightly to the wide windows for passengers to look out. After each ten hours of use, the vehicle must
buzzing control surface The vehicle can carry one driver and up to rest in the sun for at least one hour before
five other passengers. The flyer can fly over it becomes operational again.
as the world twirled any terrain at a rate of a very long distance
through the viewports. per round and can fly so high that it seems to Depletion: 1 in 1d20 (check per month of use)
skim the edges of the night above (though it
When they came down cannot go any higher). On extended trips, it HOVER DISC
on the other side, can move up to 80 miles per hour (130 kph).
After each ten hours of use, the vehicle must Minimum Crafting Level: 2
the many legs of the rest in the sun for at least one hour before Kind: Vehicle
gambado deftly caught it becomes operational again. Iotum: Io (1d6 units); responsive synth (8 units);
Depletion: 1 in 1d20 (check per week of use)
them. Kendri made apt clay (2 units); pliable metal (3 units)
another celebratory GALLOPING GAMBADO Parts: 20 units
Specifications: This plan creates a synth
sound even as the Minimum Crafting Level: 6
cramped cabin pitched Kind: Vehicle disc about 3 feet (1 m) in diameter. Foot
and rolled. Paro made Iotum: Io (2d6 units); responsive synth (32 units); emplacements securely clamp a rider in
a noise, too, but it was place, after which the rider can safely fly
pliable metal (10 units); synthsteel (10 units); up to a long distance each round. The disc
a strangled scream. mimetic gel (10 units); quantium (3 units); is primarily controlled through the way
smart tissue (2 units) the rider leans, meaning there is a bit of a
The conveyance Parts: 60 units learning curve. Tasks to ride and remain on
continued its weirdly the hover disc are hindered by two steps.
rolling gallop on the Depletion: 1d20 (check per day of use)
chasm’s opposite side,
racing forward.
174
NUMENERA PLANS
HOVER FRAME Specifications: This plan produces an open
frame supported by silvery, ground-
Minimum Crafting Level: 2 effect discs that negate and push against
Kind: Vehicle gravity, allowing it to pass over any
Iotum: Io (1d6 units); responsive synth (23 units); terrain, including water, without slowing.
The ground-effect force is improved by
pliable metal (3 units); quantium (3 units) two nozzles that spew fire. A jet frame’s
Parts: 19 units maximum speed is a long distance each
Specifications: This plan produces an open round during combat. On extended trips, it
can move up to 80 miles per hour (130 km).
frame supported by silvery, ground-effect The frame features a seat for a driver plus
discs that negate and push against gravity, additional space for a passenger or cargo.
allowing it to pass over any terrain, including
water, without slowing. However, the ground- After each ten hours of use, the jet frame must
effect force isn’t as efficient as direct contact, rest in the sun for at least one hour before
and a hover frame’s maximum speed is it becomes operational again.
only an immediate distance each round.
On extended trips, it can move up to 3 Depletion: 1 in 1d20 (check per week of use)
miles per hour (5 kph).The frame features
a place for a driver to lash themselves plus JUMPER
an additional space where a passenger or
cargo could be lashed underneath. Minimum Crafting Level: 4
After each ten hours of use, the hover frame Kind: Vehicle
must rest in the sun for at least one hour Iotum: Io (2d6 units); responsive synth (27 units);
before it becomes operational again.
Depletion: 1 in 1d20 (check per week of use) pliable metal (4 units); synthsteel (4 units);
mimetic gel (2 units)
JET FRAME Parts: 44 units
Specifications: This plan produces an enclosed
Minimum Crafting Level: 4 vehicle on two metallic legs built for
Kind: Vehicle jumping up to 200 feet (60 m) as an
Iotum: Io (1d6 units); responsive synth (23 units); action, over almost any terrain as long as
there is a place to jump from and land on.
apt clay (2 units); pliable metal (3 units); Depletion: 1 in 1d20 (check per week of use)
quantium (3 units)
Parts: 43 units
175
Planetary escape JUNKWING MUD ROLLER
pod GM intrusions:
Minimum Crafting Level: 2 Minimum Crafting Level: 3
The pod goes off Kind: Vehicle Kind: Vehicle
course. The inhabitant Iotum: Responsive synth (4 units); Iotum: Io (6 units); responsive synth (15 units);
awakens at the wrong
apt clay (4 units); pliable metal (8 units) pliable metal (6 units); apt clay (2 units)
time or remains in Parts: 22 units Parts: 33 units
stasis after arrival. Specifications: This plan produces a simple flying Specifications: This plan produces an open-
176 wing about 30 feet (9 m) wide and 10 feet topped wheeled vehicle that seats four
(3 m) long with an attached space for a pilot. humans. The driver can use the simple
The pilot controls the vehicle with levers and controls to move the vehicle up to a short
foot pedals. The vehicle has to move along distance each round on flat and rough
the ground at least a short distance in order terrain or half that on difficult terrain. On
to take flight or land. It cannot hover and extended trips, it can move up to 50 miles
has to move at least a short distance each per hour (80 kph) on flat or rough terrain.
round to remain airborne. It is clumsy in the After each ten hours of use, the mud roller
air, so it is usually flown close to the ground must rest in the sun for at least one hour
with a large wheel, ski, or immediate-range before it becomes operational again.
gravity lift to give it additional stability. Depletion: 1 in 1d20 (check per week of use)
When not within an immediate distance
of the ground, piloting tasks to control the PLANETARY ESCAPE POD
junkwing are hindered by two steps.
In combat, it can move up to a long distance Minimum Crafting Level: 5
each round, but it can’t make turns sharper Kind: Vehicle
than 120 degrees. On extended trips, it can Iotum: Io (2d6 units); responsive synth (25 units);
move up to 100 miles per hour (160 kph).
After each hour of use, the vehicle must rest pliable metal (12 units); synthsteel (15 units);
in the sun for at least ten minutes before it mimetic gel (4 units); amber crystal (3 units);
becomes operational again. kaon dot (2 units)
Depletion: 1 in 1d20 (check per day of use) Parts: 52 units
Specifications: This plan creates one personal
LAVA EEL emergency-survival craft and launch
mechanism. The pod is 10 feet (3 m) long
Minimum Crafting Level: 6 and 3 feet (1 m) wide, heavily reinforced
Kind: Vehicle with armor. The interior space is large
Iotum: Io (1d6 units); responsive synth (8 units); enough for an adult human to sleep in
and keeps the occupant safe within an
pliable metal (8 units); azure steel (10 units); energy field where no time passes for up to
mimetic gel (1 unit); amber crystal (5 units) thousands of years, allowing them to reach
Parts: 62 units a distant location.
Specifications: This plan produces a multi- The pod’s control surface allows preset
segmented vehicle about 30 feet (9 m) conditions to cause an automatic launch,
long covered in hundreds of flat spikes, but part of every preset condition is that at
looking much like a hairy eel or some kind least one living creature first enter the pod.
of protozoan. On land, it is very clumsy Destinations can include other locations
and can move only an immediate distance on the planet (if known) or locations on
per round. In lava or other highly viscous other planets that are close enough to be
and dense materials, it is relatively fast and known to the people of the pod’s home
agile, able to crawl a short distance each planet (if known). Otherwise, the pod
round. It holds enough air, food, and water launches into the night high enough to
for six people for ten days. continually fall around the Earth for an
A lava eel has 10 Armor against heat and indefinite period, waiting for rescue by
pressure, protecting it and its crew against whoever happens by (which might be
complete immersion in molten rock to a decades later or never).
depth of several miles Sensors on the hull When activated, the pod performs a countdown,
transmit navigational data to the cockpit seals itself closed, puts the occupant into
where it is recreated on window-like cold-sleep, launches itself, and heads toward
screens, allowing people inside to “see” the destination at a velocity sufficient to
what is nearby. reach planetary escape orbit.
Depletion: 1 in 1d20 (check per day of use) Depletion: 1 in 1d20 (check after each thirty
years of use)
NUMENERA PLANS
SCREAM WHEELER Specifications: This plan produces a simple In practice, scream
open vehicle that is little more than a frame wheelers usually go
Minimum Crafting Level: 2 with skis and a noisy engine powering a much slower than their
Kind: Vehicle wide, rotating track that pushes against maximum distance per
Iotum: Io (1d6 units); responsive synth (13 units); the ground. It can carry one person across round, because most
snow or ice (or other smooth, unobstructed, terrain and roads are not
pliable metal (3 units); apt clay (2 units) utterly flat surfaces such as a grassy prairie) smooth enough for such
Parts: 23 units up to a long distance each round. On fast movement without
Specifications: This plan produces a narrow, extended trips, it can move up to 60 miles risking a fatal crash.
per hour (95 kph). At top speed, it can
exposed wheeled vehicle (usually one to hydroplane across calm water, but it will 177
three wheels) with a simple seat that a sink if it slows down or turns too quickly.
human-sized creature could sit on and
a loud device mounted on the rear end After each five hours of use, the snowskimmer
(depending on the plan, this might be a must rest in the sun for at least one hour
rocket, a jet, or something more unusual before it becomes operational again.
like an antigravity device). The driver can
use the wheel, pedals, and a simple control Depletion: 1 in 1d20 (check per week of use)
panel to steer the vehicle up to a short
distance each round over smooth terrain SWIMMING MOUNT
or a well-maintained road.
The driver can also activate the engine at Minimum Crafting Level: 2
full power, creating a burst of speed that Kind: Vehicle
propels it for one round in a straight line Iotum: Io (6 units); responsive synth (15 units);
up to 1,000 feet (300 m). This creates a
loud screaming noise and a lot of smoke. pliable metal (2 units); apt clay (3 units)
This burst of speed requires very smooth Parts: 22 units
terrain (like salt flats or a frozen lake), or Specifications: This plan produces a cylindrical
the vehicle might flip into the air and crash
spectacularly. underwater vehicle about 20 feet (6 m)
After each five hours of use, the scream long with two built-in, saddle-like exterior
wheeler must rest in the sun for at least seats for riders and a control surface in
one hour before it becomes operational front of the pilot’s seat. Interior tanks can
again. One use of the burst of speed provide air for two people for up to five
counts as one hour of normal driving. hours. It can move up to a short distance
Depletion: 1 in 1d10 (check per speed boost or per round underwater or a long distance
per week of use) per round on the surface. Because riders
are exposed to water, it usually goes no
SLIVER more than 100 feet (30 m) below the
surface.
Minimum Crafting Level: 4 After each five hours of use, the swimming
Kind: Vehicle mount must rest in the sun for at least one
Iotum: Io (2d6 units); responsive synth (22 units); hour before it becomes operational again.
Depletion: 1 in 1d20 (check per week of use)
pliable metal (4 units); synthsteel (2 units);
azure steel (6 units); mimetic gel (2 units) TERAPEDE
Parts: 41 units
Specifications: This plan produces an open Minimum Crafting Level: 6
vehicle that races across the water. The Kind: Vehicle
vehicle is large enough for just one person. Iotum: Io (4d6 units); responsive synth (111 units);
The driver can cause the vehicle to move
incredibly fast in combat, up to a very long pliable metal (6 units); synthsteel (10 units);
distance each round over water that isn’t azure steel (10 units); mimetic gel (20 units);
too rough. On extended trips, it can move quantium (3 units); smart tissue (10 units)
up to 80 miles per hour (130 kph). Parts: 200 units
Depletion: 1 in 1d20 (check per week of use) Specifications: This plan produces a
mechanical construct about 10 feet (3 m)
SNOWSKIMMER wide and tall but whose length varies from
day to day, though it is usually at least
Minimum Crafting Level: 2 50 feet (15 m) long. Instead of wheels,
Kind: Vehicle this ground transport features hundreds
Iotum: Io (2d6 units); responsive synth (2 units); of individual metallic legs. Each leg digs
several feet into the ground with each step,
pliable metal (2 units); synthsteel (4 units) thus gaining exceptional traction, though
Parts: 20 units it only moves up to a short distance each
round. On extended trips, it can move up After each five hours of use, the vehicle must
to 3 miles per hour (5 kph). When used to rest in the sun for at least one hour before
haul wagons, sledges, or something else it becomes operational again.
(using strong synthsteel cables that the
construct can extend), the terapede hauls Depletion: 1 in 1d20 (check per week of use)
as if level 10 and thus can move things
many times larger and heavier than itself. VOIDGLIDER
One driver can stand astride the terapede’s
“head” and use the control surface to Minimum Crafting Level: 10
control the vehicle. The terapede can also Kind: Vehicle
carry up to four other passengers. Iotum: Io (1d6 units); responsive synth (10
After every four days of use, the vehicle must
rest in the sun for at least one day before it units); apt clay (100 units); azure steel
becomes operational again. (100 units); mimetic gel (20 units); amber
Depletion: 1 in 1d20 (check per year of use) crystal (5 units); protomatter (1 unit);
psiranium (3 units); kaon dot (1 unit);
THUNDER HARNESS monopole (4 units); virtuon particle (10 units);
data orb (2 units); cosmic foam (1 unit)
Minimum Crafting Level: 2 Parts: 100 units
Kind: Vehicle Specifications: This plan produces a 50-foot
Iotum: Io (2d6 units); responsive synth (5 units); (15 m) diameter disc-shaped craft that can
convey passengers to distant locations
synthsteel (4 units); mimetic gel (2 units) around other stars. It is adaptive and
Parts: 24 units highly capable. Passengers can provide
Specifications: This plan creates a metal-and- the voidglider with specific directions, if
they know them, or a general description
synth backpack and harness with a waist of where they’d like to go. The craft can be
strap. The wearer can use it to fly up to a designed to speak in the language of the
short distance each round in any direction crafter, though it has the capacity to pick
while the vehicle makes a noise like a jet of up other languages at need. The craft pilots
steam escaping a pipe. A wired handheld itself. A trip to the other children of the sun
device controls thrust and general requires about four days of travel, while
direction, although accurate steering trips to nearby stars can take several days.
requires careful leaning, which is hard to A galaxy-spanning jaunt requires several
master. Tasks to maneuver the jetpack are months, while moving between galaxies
hindered by two steps. The jetpack can fly requires finding special transfer points that
for up to one minute, after which it needs act as space tunnels. Fuel does not seem
to recharge for one hour in the sun before to be a concern.
it can be used again. Several interior chambers provide passengers
Depletion: 1 in 1d10 (check per hour of use) a place to live during trips. Rooms are
specialized according to need, including
TRANSPORT CART a command chamber withviewscreens,
a room where passengers can control
Minimum Crafting Level: 4 built-in weapons (including a level 6 beam
Kind: Vehicle weapon that can be directed at enemy craft
Iotum: Io (1d6 units); responsive synth (33 units); within 20 miles [32 km]), and various other
rooms that can be customized as desired.
pliable metal (6 units); synthsteel (10 units); Awkward in an atmosphere, a voidglider is
mimetic gel (4 units); quantium (3 units) a poor means of traveling from place to
Parts: 48 units place on Earth (destinations are frequently
Specifications: This plan produces a multi- overshot, and landing is difficult). But it
wheeled enclosed vehicle of shining excels at interplanetary and interstellar
synthsteel with wide windows for journeys. Special engines (if that’s
passengers to look out. The vehicle can even the right word) propel the craft at
carry one driver, up to four passengers, and unimaginable speeds to cross even more
some cargo comfortably. The driver can use unimaginable distances in relatively short
the control surface to cause the vehicle to periods of time.
move up to a long distance each round over Depletion: 1 in 1d20 (check per month of use)
smooth terrain or a well-maintained road, or
up to a short distance per round over rough
roads or wild terrain. On extended trips on
perfectly smooth terrain, it can move up to
80 miles per hour (130 kph).
178
NUMENERA PLANS
VOIDSTRIDER through impassible terrain or barriers. Rampaging beast,
Each passenger can use their control page 315
Minimum Crafting Level: 5 surfaces to fire an integrated weapon from
Kind: Vehicle the vehicle’s surface at a target within very
Iotum: Io (1d6 units); responsive synth (10 units); long range, inflicting 8 points of damage
each. The weapons include two energy
apt clay (4 units) pliable metal (2 units); ray emitters, two missile launch silos, and
mimetic gel (2 units); smart tissue (1 unit) two emplacements throwing slugs of pure
Parts: 63 units force.
Specifications: This plan produces a If deployed against a large group of enemies
pressurized vehicle that is essentially or an enemy community, treat the fully
shaped like a large, bulky human, including crewed war chariot as a rank 5 rampaging
a bowl-shaped helmet that protects the beast with +2 Armor.
wearer in airless places (like the void high After each five hours of use, the vehicle must
above Earth that extends into the night rest in the sun for at least one hour before
beyond) and thin atmospheres. It provides it becomes operational again.
air for up to ten hours before requiring a Depletion: 1 in 1d20 (check per week of use)
recharge of at least ten minutes in an area
that contains breathable air. Once inside WATERSKIMMER
the vehicle, the pilot can move under their
own power up to an immediate distance Minimum Crafting Level: 2
each round and manipulate objects Kind: Vehicle
outside the vehicle clumsily (all tasks to Iotum: Io (2d6 units); responsive synth (2
manipulate objects or take physical actions
outside the vehicle are hindered by two units); pliable metal (2 units); synthsteel
steps). The pilot can also fly the suit up (4 units)
to an immediate distance in any direction Parts: 22 units
in areas of normal gravity or up to a Specifications: This plan produces a simple
short distance each round in weightless open vehicle that is little more than a noisy
environments. engine attached to a flotation device with a
Small pouches inside the helmet can hold seat. It can carry one person (or two at half
food and water for meals while inside the speed and with hindered maneuverability)
vehicle. across the surface of a lake, ocean, or other
The vehicle is like an overlarge suit, and in body of water that isn't too rough up to a
that sense, it acts as medium armor, but long distance each round. On extended
it has the Speed Edge cost of heavy armor. trips, it can move up to 40 miles per hour
Its Armor also applies to heat, cold, and (65 kph).
radiation damage. After each five hours of use, the waterskimmer
Depletion: 1 in 1d100 (check each ten hours of must rest in the sun for at least one hour
use) before it becomes operational again.
Depletion: 1 in 1d20 (check per week of use)
WAR CHARIOT
WINDRIDER
Minimum Crafting Level: 8
Kind: Vehicle Minimum Crafting Level: 4
Iotum: Io (3d6 units); responsive synth (22 units); Kind: Vehicle
Iotum: Io (2d6 units); responsive synth (22
pliable metal (6 units); synthsteel (10 units);
mimetic gel (10 units); quantium (3 units); units); synthsteel (8 units); azure steel (1
smart tissue (2 units); monopole (1 unit); unit); mimetic gel (2 units)
oraculum (2 units) Parts: 43 units
Parts: 84 units Specifications: This plan produces an 8-foot
Specifications: This plan produces a multi- (2.5 m) long metallic wing that can be
wheeled enclosed vehicle of shining ridden by someone who succeeds on
synthsteel with wide windows for a difficulty 1 Speed task each round. In
passengers to look out. The vehicle can combat, the windrider moves a long
carry one driver and up to nine other distance each round, but on extended
passengers, each situated at one control trips, it can move up to 80 miles per hour
surface. The driver can use one control (130 kph).
surface to cause the vehicle to move at up Depletion: 1–2 in 1d100 (check per day of use)
to a long distance each round over rough
roads or moderately rough terrain but not
179
CHAPTER 11
CYPHERS
Cypher dangers, T he cyphers presented in this chapter ABLATIVE THROWER
page 272 add to the assortment presented in
Numenera Discovery. However, the Level: 1d6 + 3
Finding and identifying cyphers described here all have a connection Usable: Bulky handheld device attached to
cyphers, page 274 to building a community, crafting, salvaging,
exploration, cooperation, communication, and large tanks and a wide hose
Using cyphers, page 274 other themes presented here in Numenera Effect: When activated, creatures within short
Destiny. They offer the same cypher dangers
Cypher forms, page 274 for those who surpass their cypher limit as the range are coated with a fine mist of metallic
cyphers described in Numenera Discovery, and nano particles that coats their clothing (but
Defensive horde, page 314 the rules for finding, identifying, and using not flesh), hardening non-flexing portions
them as well as their various forms are also for about an hour and granting +1 Armor. If
consistent with the introductory material in the use is coordinated with attackers who
Numenera Discovery. make up a community’s or horde’s combat
force, the force is treated as a defensive
horde during that community action.
CYPHER LIST
When giving cyphers to characters, either choose from this table or roll 1d100 for random
cyphers.
Cyphers that have an 01–02 Ablative thrower 52–53 Instant workshop
effect against ranked 03–04 Acidic resonator 54–55 Iotum stabilizer
communities or hordes
can be used as a normal 05–07 Community beacon 56–58 Iotum upgrader
action in most cases,
08–09 Crafter’s eyes 59–60 Iron wind resistance
and don't require a
character to attempt a 10–11 Deception filter 61–62 Mechanical wright
community task, though
12–15 Destiny nodule 63–64 Object replicator
the GM may decide
differently depending 16–17 Detonation (horde suppressor) 65–67 Organ factory
on the circumstances.
18–19 Effort enhancement 68–69 Phasing gloves
Community tasks any PC
can attempt, page 310 20–22 Emotion smoother 70–71 Psychic defense nodule
23–24 Farspeaker 72–74 Rage thrower
25–26 Gravity changer 75–76 Retriever
27–29 Harmony lamp 77–78 Salvage graft
30–32 Health resonator 79–81 Shapemetal
33–35 Hiding alarm nodule 82–84 Slash-retardant spray
36–38 Immobilizer 85–87 Stealth thrower
39–40 Infrastructure drill 88–91 Summoning alarm nodule
41–44 Installation enhancer 92–94 Sustenance implant
45–46 Installation mover 95–96 Trail blazer
47–48 Instant item 97–98 Transdimensional sense
49–51 Instant wall 99–00 Travel bubble
180
CYPHERS
ACIDIC RESONATOR DETONATION Hordes, page 313
(HORDE SUPPRESSOR) Community actions,
Level: 1d6 + 2 page 305
Usable: Bulky handheld device Level: 1d6 + 1
Effect: When activated, any exposed metallic Wearable: Wristband projector (long range) Free level of Effort,
Usable: Handheld projector (long range) page 103
weapons within short range bead with Effect: Explodes to release a burst of neurotoxic
acid for about an hour, granting affected Multiple successes
weapons 1 additional point of damage mist affecting all creatures within long for crafting subtasks,
when used in combat. If the use is range, hindering all attacks for about an page 118
coordinated with attackers who make up a hour. If effectively targeted during a conflict
community’s or horde’s combat force, the against a ranked horde or community, A deception filter cypher
community or horde inflicts +1 damage the affected horde or community inflicts 1 is something that
during the next community-scale combat point of damage less than normal during someone could willingly
interaction. that community action. wear to show their good
faith during an important
COMMUNITY BEACON EFFORT ENHANCEMENT discussion or negotiation.
Level: 1d6 + 2 Level: 1d6 + 2
Usable: Handheld device Internal: Pill, ingestible liquid
Effect: When activated, the cypher splits Wearable: Adhesive patch that activates when
into two pieces. One piece is affixed to a slapped
numenera structure, and the other is kept Usable: Injector
by a character. The character can then use Effect: For the next 28 hours, the user can
the connection between the two pieces to
trigger a spatial warp any time within the access a thin connection to the datasphere
next 28 hours. The spatial warp returns to gain a very specific effect. When applying
the user and all targets within immediate Effort to a task related to a predetermined
range to a location next to the numenera skill, the user can apply one free level of
structure, no matter how far apart the Effort. The skills encoded are generally
character and the structure were. restricted to the following.
CRAFTER’S EYES 01–10 Melee attacks
11–20 Ranged attacks
Level: 1d6 + 2 21–40 Understanding numenera
Wearable: Thick lenses on frames worn over 41–50 Salvaging numenera
51–60 Crafting numenera
eyes 61–70 Persuasion
Effect: Informative images formed on the inner 71–75 Healing
76–80 Speed defense
lenses allow the user to automatically 81–85 Intellect defense
succeed on any one crafting subtask whose 86–90 Swimming
level is equal to or less than the cypher’s 91–95 Riding
level. 96–00 Sneaking
DECEPTION FILTER
Level: 1d6
Internal: Pill, ingestible liquid
Wearable: Badge
Effect: User cannot knowingly tell a lie for one
hour.
DESTINY NODULE
Level: 1d6
Usable: Crystal nodule affixed to tool
Effect: For the next 28 hours, each time the
tool the nodule is attached to is used
to repair, craft, or modify an object or
structure, the tool provides the user an
additional asset to the task.
181
Out-of-phase objects EMOTION SMOOTHER HEALTH RESONATOR
can’t be affected by
normal matter but can Level: 1d6 Level: 1d6 + 2
be attacked with energies Internal: Pill, ingestible liquid Usable: Bulky handheld device
tuned to attacking Wearable: Adhesive patch that activates when Effect: When activated, creatures within short
out-of-phase targets.
slapped range each gain 2 points of health (or 2
Usable: Injector points to Might for PCs) for about an hour.
Effect: For the next hour, the character loses If the use is coordinated with attackers who
make up a community’s or horde’s combat
access to the part of their mind that force, the force has +2 health during that
registers and produces emotion. This community action.
allows the user to experience situations
they might not otherwise be able to handle, HIDING ALARM NODULE
to fairly weigh options without emotional
shortcuts, or to tell completely convincing Level: 7
lies because they are no longer generating Usable: Crystal nodule affixed to installation
micro-expressions or other telling responses Effect: For the next 28 hours, each time the
due to emotional inconsistency.
installation to which the nodule is attached
is struck hard enough to inflict damage (but
not more than once per round), the structure
or installation goes out of phase for one hour.
The installation must fit in a cube up to a short
distance wide, tall, and deep. All contents of
the out-of-phase structure also go out of phase,
unless they somehow leave the structure.
FARSPEAKER IMMOBILIZER
Level: 1d6 Level: 1d6 + 2
Usable: Handheld device Usable: Handheld device
Effect: For the next ten minutes, the user can be Effect: The user directs one end of the cypher
heard at any distant location that they can at a target within short range, which is then
see, as long as nothing physically blocks subject to an attack by a projected mass of
the intervening space. They can also hear rapidly expanding and hardening foam. The
sounds made in return. The area in which target is held immobile in the hardened
the user can speak and hear is up to a mass of foam for one hour, after which the
short distance across in the target location. mass turns to powder.
An attempt can be GRAVITY CHANGER INFRASTRUCTURE DRILL
made to track down and
intercept an infrastructure Level: 1d6 + 2 Level: 1d6 + 1
Useable: Metal plates Usable: Large sphere with a thick screw protrusion
drill, but doing so is Effect: Once placed, the plates change the Effect: The user attaches this cypher to a wall
an Intellect task with
direction of gravity within an area up to or other structure. On the following round,
a difficulty equal to a short distance in diameter. The gravitic it drills into the object and keeps going
the cypher’s level. warp could be continuous across the beneath the surface for the next hour,
affected area, or it could bend and curve, creating a series of tunnels that weaken the
182 changing directions within the area up to integrity of the structure and connecting
a number of times equal to the level of the structures. This decreases the level of all
cypher. Once gravity is warped, it cannot commonplace structures connected to
be changed and persists for 28 hours. the initial structure within long range and
inflicts 3 points of damage to a ranked
HARMONY LAMP community’s infrastructure.
Level: 1d6 INSTALLATION ENHANCER
Useable: Crystal orb, nodule, disc
Effect: For an hour after activation, the cypher Level: 1d6 + 3
Wearable: Bulky device and several metal plates
emits a combination of colored light, sound, Effect: When securely attached to an
odor, and healing nanobots that permeate an
area up to a short distance across. All positive installation, it increases the level of the
interaction tasks made in the area gain an asset. entire installation up to the level of the
Creatures who’ve made up their minds about a cypher for about one hour (no effect on
topic may be open to revisiting the issue. PCs installations of a level equal to or higher
add +1 to recovery rolls made in the area. than the cypher).
CYPHERS
INSTALLATION MOVER The additional iotum must be of the same Even if someone resists
kind that has already been discovered, and being killed or directly
Level: 1d6 + 2 the iotum must be of a level equal to or less harmed by the iron
Wearable: Bulky device and several metal plates than the level of this cypher. wind, its touch might
Effect: When securely attached to an installation, still visibly alter them
IOTUM UPGRADER in some weird fashion.
it allows the entire installation to be moved
to another location within very long range Level: 1d6 + 2 If an instant wall is
(which is normally a difficult task). The Usable: Bulky handheld device tactically placed, the
transfer requires that the user be able to push Effect: When attached to 1 unit of iotum, that GM may decide that
the installation to the new location, but for it grants a ranked
the duration of about an hour, the installation iotum can then be used as if it were a unit community 1 additional
seems almost weightless. During the transfer, of iotum 1 level higher in a crafting task. point of infrastructure.
the installation does not function. For example, an upgraded unit of io (level 1)
could be used as if it were a unit of Shapemetal, page 185
INSTANT ITEM responsive synth (level 2) for the purpose
of one crafting task, or a unit of quantium Salvaging, page 107
Level: 1d6 (level 5) could be used as if it were a unit of
Wearable: Bulky amulet protomatter (level 6).
Effect: This cypher has a two-stage activation.
IRON WIND RESISTANCE
The first stage occurs when the wearer keys
an object that they can hold in one hand to Level: 7
the cypher. The object falls into a subspace Internal: Pill, ingestible liquid
pocket and remains indefinitely or until a Usable: Injector
user activates the cypher a second (and final) Effect: Grants the user two assets to defense
time, immediately retrieving the stored item.
tasks made to resist the effects of an
INSTANT WALL instance of the iron wind (and attempts
to resist any ongoing effects instigated by
Level: 1d6 + 1 previous iron wind contact, if any) for the
Usable: Handheld device next 28 hours.
Effect: With the addition of water and air, the
MECHANICAL WRIGHT
small device expands into an immobile
plane up to 10 feet (3 m) tall, 30 feet (9 Level: 1d6 + 3
m) long, and 2 feet (60 cm) thick. It is Usable: Complex device
made from a form of shapestone and is Effect: Crafts one numenera object or
permanent and immobile once created.
structure whose level can be no higher
INSTANT WORKSHOP than the mechanical wright’s level
minus 3 (minimum level 1), as long as a
Level: 1d6 + 2 numenera plan is provided to work from.
Usable: Handheld device Crafting occurs over the course of the
Effect: This small device expands into a next 28 hours, regardless of the target
device’s level. Components, including
workbench that fixes itself in place. The parts and iotum, are contributed from
workbench provides an adjustable-height the mechanical wright, which becomes
work surface with light and a variety completely integrated into the new
of attached tools suitable for working numenera device over the course of the
with commonplace objects, numenera crafting process.
objects, and structural components.
The workshop enables crafting tasks
by providing the appropriate tools and
workspace, though it does not provide
shelter from the elements. The workbench
and all its components are made from a
form of shapemetal, and the workbench is
permanent and immobile once created.
IOTUM STABILIZER 183
Level: 1d6 + 1
Usable: Bulky handheld device
Effect: When used as part of a salvaging task,
the field emitted by the cypher stabilizes
all iotum within short range so that an
additional 1d6 units of iotum are recovered.
OBJECT REPLICATOR PHASING GLOVES
Level: 1d6 + 1 Level: 1d6 + 1
Usable: Crystal nodule affixed to object that Wearable: Gloves
Effect: These gloves can selectively phase
weighs up to 10 pounds (5 kg)
Effect: Replicates three additional copies of through solid objects whose level is no
higher than the cypher level in a fashion
most objects whose level is equal to or less that allows the wearer to see what they are
than this cypher’s level. A unit of iotum can touching, providing an asset for anyone
be replicated, but not functioning cyphers, attempting to repair a disabled object or
artifacts, or similar devices. structure. Someone wearing the gloves
could also search behind walls and under
Salvaging, page 107 ORGAN FACTORY floors using the gloves. The gloves retain
their phasing ability for up to one minute per
Marauding horde, Level: 1d6 cypher level. If used as part of a salvaging
page 314 Internal: Pill, ingestible liquid task, the gloves grant two assets.
Usable: Injector
Effect: Over the course of 28 hours, the PSYCHIC DEFENSE NODULE
user grows an external, fully viable living Level: 1d6 + 2
organ or limb. This is a somewhat painful Usable: Crystal nodule affixed to side of head
process that dazes the user for the last Effect: For the next 28 hours, each time the
half of the process. The completely grown
organ or limb can be transferred to another wearer of the nodule is affected by an
creature simply by placing it on their body attack that attempts to sway their actions
and waiting a few rounds. If the recipient or beliefs or that inflicts Intellect damage,
creature has sustained damage to the they instead go into stasis for one round
same kind of organ or limb, the newly and remain unaffected. While in stasis,
grown one replaces it over the course of they also lose their next turn. Attacks
about a minute (during which time the against a wearer in stasis are made as if
recipient creature is stunned). Otherwise, the wearer were protected by a force field
the duplicate organ or limb withers and whose level is equal to the cypher’s level.
dies.
Duplicate organs must be used within one RAGE THROWER
week. All force-grown organs and limbs are
sealed within a partially living, protective, Level: 1d6 + 2
translucent caul. The cypher can produce Usable: Bulky handheld device attached to
one of the following, chosen by the user at
the time of the cypher’s use: large tanks and a wide hose
Effect: When activated, creatures within
01–04 Heart 36–45 Foot
05–08 Lung 46–55 Full arm short range are coated with a fine mist of
09–12 Brain 56–65 Full leg insinuating nano particles that enter their
13–16 Blood 66–75 Nose blood and stimulate their behavior for
17–20 Ribs 76–85 Mouth about an hour, making them more violent
21–25 Eye 86–95 Stomach but less able to feel pain. This grants them
26–30 Ear 96–00 Intestines +1 Armor but an inability to use Effort
31–35 Hand from their Intellect Pool. If the use is
coordinated with attackers who make up
a community’s or horde’s combat force,
the force is treated as a marauding horde
during that community action.
RETRIEVER
Level: 1d6 + 3
Wearable: Glove of synth and small nodule
Usable: Small handheld device and small
nodule
Effect: These cyphers always come in at
least two parts: a nodule and some kind
of retrieving device. The nodule can be
attached to an item your size or smaller.
When the cypher is activated, that item is
teleported to the device.
184
CYPHERS
SALVAGE GRAFT SUMMONING ALARM NODULE A sustenance implant can
be used for two radically
Level: 1d6 + 1 Level: 6 different situations. The
Usable: Small metallic disc Usable: Crystal nodule affixed to installation first is when someone
Effect: When applied to a creature’s head, the Effect: For the next 28 hours, each time the expects to face extreme
privation. The other is
disk immediately unleashes microfilaments structure or installation to which the nodule when someone expects
that enter the brain. Within five minutes, is attached is struck hard enough to inflict to indulge beyond their
the creature is trained in tasks related to damage (but not more than once per round), normal capacity.
salvaging numenera. If the creature is whoever attached the nodule is teleported
already trained or specialized in salvaging from any location within very long range to a Free level of Effort,
numenera, this graft has no effect. Once location standing next to the installation. page 103
the graft attaches, the effect is permanent,
and this device no longer counts against SUSTENANCE IMPLANT Stealthy horde, page 315
the number of cyphers that a PC can bear,
but the disc remains. Level: 1d6 185
Internal: Pill, ingestible liquid
SHAPEMETAL Usable: Injector
Effect: For the next number of days equal to
Level: 6
Usable: Canister containing a silvery, the cypher level, the wearer feels no ill
effects from not eating or from overeating.
shapeable clay They also gain an asset to any defense
Effect: This metallic clay can be shaped and tasks to withstand poison.
greatly expanded to create individual tools TRAIL BLAZER
or objects such as a hammer, a ladder, or
a basic structure such as a wall, bench, Level: 1d6
floor, staircase, and so on, as long as the Wearable: Single boot with attached device
total volume created could fit in a 10-foot Effect: For the next 28 hours, each time the boot
(3 m) cube. Once formed, the structure or
objects are permanent. touches down on solid ground, it deposits
a patch of nanites that mark the area with
SLASH-RETARDANT SPRAY a symbol. At any time before the duration
expires, the wearer (and up to one other
Level: 1d6 + 2 person that can be carried along) can use
Usable: Bulky handheld device attached to an action to instantly teleport back to any
of these symbols. The teleportation effect
large tanks and a wide hose brings the cypher’s duration to an end.
Effect: For the next 28 hours, walls and
TRANSDIMENSIONAL SENSE
structures sprayed with these repairing
nanites are treated as if 1 level higher. If Level: 1d6
an hour is spent spraying down the outer Internal: Pill, ingestible liquid
walls and defense structures of a ranked Usable: Injector
community, that community gains +1 Effect: The user can see out-of-phase, invisible,
Armor during any conflict that happens
over the next 28 hours. and transdimensional creatures, objects, and
sources of energy within long range for 28
STEALTH THROWER hours. If ingested by a creature who attempts
to salvage a particular kind of iotum during
Level: 1d6 + 2 a salvage task, the effects of this cypher
Usable: Bulky handheld device attached to grant the user one free level of Effort if they
first use a level of Effort on that task.
large tanks and a wide hose
Effect: When activated, creatures within TRAVEL BUBBLE
short range are coated with a fine mist Level: 1d6 + 4
of dull nano particles that render them Useable: Handheld device
more difficult to pick out from their Effect: The user and any additional targets that
surroundings for about an hour, granting
them an asset to stealth tasks. If the use is can fit into a space an immediate distance
coordinated with attackers who make up a in diameter are encapsulated in a spherical
community’s or horde’s combat force, the force field for up to ten hours or until the
force is treated as a stealthy horde during user collapses it. The sphere hovers at all
that community action. times and moves as the user wishes vertically
or horizontally up to a short distance each
round. If the sphere is destroyed or collapsed,
whatever it contains falls to the ground.
CHAPTER 12
ARTIFACTS
Artifacts, page 289 T he artifacts presented in this chapter ABHUMAN LURE
add to the assortment presented in
Finding, identifying, Numenera Discovery. However, the Level: 1d6
and using artifacts, artifacts described here all have a connection Form: A metallic spike with a box-like device
to building a community, crafting, salvaging,
page 289 exploration, cooperation, communication, and on top
Artifact quirks, other themes presented here in Numenera Effect: When activated, the mechanism on top
Destiny. Even though artifacts are sometimes
page 290 more straightforward in actual use, they are releases a series of sounds, odors, and
incomprehensible devices to most people, and illumination tuned to draw the attention
even those who craft them using plans don’t of any abhumans within very long range
fully understand how they do what they do. for one hour. If any abhumans are in the
The methods for finding, identifying, and using area, at least one from any associated
artifacts from Numenera Discovery remain group comes to investigate unless they are
relevant for the artifacts presented here. The higher level than the artifact, in which case
artifacts here may also possess quirks. they could choose to resist the temptation
offered by the lure.
Depletion: 1 in 1d10
Artifacts that have an ARTIFACTS TABLE
effect against ranked
communities or hordes When giving an artifact to a character, either choose from this table or roll 1d100 for a
can be used as a normal random artifact.
action in most cases,
01–03 Abhuman lure 52–54 Instant refuge
and don't require a 04–06 Amulet of operation 55–56 Iotum scanner
character to attempt a 07–08 Automated bath 57–59 Liquid transfer orb
community task, though 09–11 Boring lance 60–62 Multidimensional projector
12–14 Brain fogger 63–64 Multi-opener
the GM may decide 15–16 Breathing field spinner 65–67 Natalitial
differently depending 17–19 Cellular annealer 68–70 Pacifying needler
on the circumstances. 20–23 Cloak of finery 71–72 Psychic eradicator
24-27 Cognition tester 73–75 Rumbler
Community tasks any PC 28–30 Dead timeline viewer 76–78 Salvage pack
can attempt, page 310 31–32 Empty field generator 79–81 Stability spike
33–35 Energy nullifier 82–84 Stasis pod
36–38 Explorer’s gloves 85–87 Structural extruder
39–40 Explorer’s lenses 88–90 Telepathic wire
41–43 Febrifuge 91–92 Temporary wing
44–46 Field destabilizer 93–95 Toxic fogger
47–48 Fingent brace 96–97 Wearable workshop, basic
49–51 Flame suppressor 98–00 Wearable workshop, smart
186
ARTIFACTS
AMULET OF OPERATION Many artifact effects that affect many targets in a large area
for a significant amount of time may have the ability to
Level: 1d6 modify the rank of threats against a community or horde.
Form: A plain metallic disk on a chain
Effect: Once the amulet is keyed to a specific BREATHING FIELD SPINNER If the boring lance
is used against a
numenera installation, the installation Level: 1d6 community’s outer
cannot be used by anyone except the Form: A 12-foot (4 m) tall collapsible metal walls in a coordinated
amulet’s wearer. fashion by attackers over
Depletion: — tripod with a large metal globe at the top; the course of one hour,
the globe has a number of holes in it but is the community suffers
AUTOMATED BATH not hollow a number of points of
Effect: It takes two rounds to assemble and set damage equal to the
Level: 1d6 up this device. It then requires an action to level of the artifact, and
Form: A small metal-and-synth hovering activate. When activated, the globe at the top the artifact is depleted
begins to spin, sending out fresh, breathable (damage occurs at the
sphere that has metallic arms, tubes, and air in all directions in a continuous wind end of the hour in which
cleaning tools up to a very long distance across (though the lance is used).
Effect: This automaton cleans a nearby target current weather or air pressure can shrink
on command if the target doesn’t resist. If that radius) for about an hour. Creatures
allowed to finish, over the course of about within the area can breathe normally even
a minute, the target is cleaned of all dirt if in a toxic atmosphere. Creatures are also
and grime, their teeth are cleaned, their protected from effects that move as a mist,
hair is washed and brushed, and their nails fog, or spread of particulates, assuming
are trimmed. This also cleans the target’s those particulates can’t move under their
clothing. own power. If deployed to protect from a
Depletion: 1 in 1d100 ranked airborne threat of some sort, the rank
of that threat is decreased by one step.
BORING LANCE Depletion: 1 in 1d20
Level: 1d6 + 1 CELLULAR ANNEALER
Form: A long metal-and-glass tube fitted with a
Level: 1d6 + 4
metallic device studded with controls Form: A small handheld device with a few
Effect: When pointed at a solid surface within
simple controls
short range and activated, a cavity is Effect: This device emits a faint, short-range
immediately bored in the surface but only
if the material composing it is less than beam that affects only organic creatures and
or equal to the artifact’s level. The cavity is materials. A living target hit by the beam
an immediate distance across and up to moves up one step on the damage track.
a short distance deep. If the surface being A target that is not down on the damage
bored isn’t at least a short distance thick, track can immediately make a free recovery
the lance doesn’t continue into a different roll (or, for NPCs, regain a number of points
kind of material or into open air—it just of health equal to their level × 3).
stops (but it could be activated again to Depletion: 1 in 1d10
bore through that material).
Depletion: 1 in 1d20
BRAIN FOGGER
Level: 1d6 + 2
Form: Large backpack-sized device with a
metallic wand connected with hoses and
wires
Effect: When activated, the brain fogger
produces a prodigious amount of fog
that moves with the prevailing air in a
cloud a very long distance across. Attacks
attempted by creatures within the fog are
hindered. If deployed against a ranked
community or horde, the target is treated
as if one rank lower than normal during
that community action.
Depletion: 1 in 1d10
187
Long-term play, page 324 CLOAK OF FINERY DEAD TIMELINE VIEWER
Illumination, page 114
Level: 1d6 + 1 Level: 1d6 + 1
Form: A multilayered cloak of glittering Form: Metallic device mounted with a 6-inch
material (15 cm) crystal screen
Effect: This cloak is woven of smart fibers and Effect: Holographic images flicker to life on the
studded with small devices designed to not screen, showing the user in a situation that
only automatically tailor the cloak’s fit to has never happened in this reality and that
its wearer but also highlight the wearer in probably never will. With some study and
the most attractive light possible, providing experimentation, the user deduces that the
variable illumination, sound amplification, images represent outcomes that would’ve
tone control, and even a limited ability to occurred except for some decision the user
edit grammatical mistakes and pauses made made in the past that set them on their
by the wearer. When activated, the cloak current course. Once that is understood, the
provides an asset to all interaction tasks user can attempt to use the device to explore
the wearer attempts for the next minute. a range of different hypothetical strategies for
Depletion: 1 in 1d20 attempting to deal with a particular issue or
problem and see how each might play out.
COGNITION TESTER Using the viewer eases the difficulty of a
numenera crafting task, a salvage task, a
Level: 1d6 + 1 negotiation that takes course over several
Form: A head-sized metallic box studded with days, or long-term play rolls that might be
required to achieve success.
dials and controls Depletion: 1 in 1d20
Effect: Using this device always takes at
EMPTY FIELD GENERATOR
least two rounds because producing an
effect requires that the user solve a newly Level: 1d6
generated cognitive puzzle by successfully Form: : A 12-foot (4 m) tall collapsible metal
manipulating the device’s controls, rotational
planes, and other hidden inputs. Solving the tripod with a complex antenna array on top
puzzle is an Intellect task with a difficulty and a device with a control surface at the
equal to the artifact’s level. If successful, base
the user is injected with the knowledge of a Effect: It takes two rounds to assemble and set
random numenera plan whose level is up to up this device. It then requires an action
the level of the artifact. If the user fails the to activate. When activated, all creatures,
cognition test, they suffer 4 points of Intellect structures, and other artificial alterations in the
damage (but do not trigger a depletion roll). landscape are visually smeared out in a radius
Depletion: 1 in 1d10 equal to a very long distance for one hour.
From the outside of the area, nothing is visible
except bare ground and innocuous brush.
From within the field, creatures can see what’s
around them normally, though all illumination
drops by one category. This holographic
illusion’s level is equal to the artifact’s level.
Depletion: 1 in 1d20
188 ENERGY NULLIFIER
Level: 1d6 + 1
Form: A 15-foot (5 m) tall collapsible tripod
with a large directional crystal dish at the
top and a control box in the center
Effect: It takes two rounds to assemble and
set up this device. Once set up, it takes
an action to activate. The device affects an
area a very long distance across that's less
than 2 miles (3 km) away and in its direct
line of sight. Energy-using devices whose
levels are less than or equal to the artifact’s
lose power for about one hour. This
renders installations, artifacts, and many
cyphers unusable for the duration.
ARTIFACTS
If deployed against a ranked community or a short-range-diameter portion of a much Other types of lenses,
horde that is reliant to even a small degree larger force field—whose level is equal similar to the explorer's
on artifacts and installations, the target is to or less than this artifact’s. A collapsed lenses, have been
treated as if one rank lower for one hour. force field generally remains collapsed for identified, including
at least 28 hours, if not permanently (but those that provide
Depletion: 1 in 1d6 could be reactivated). aid in preparing food
A field destabilizer can also collapse effects recipes, building bridges,
EXPLORER’S GLOVES that create illusions or wide-area and reading other
transdimensional effects within the area. creatures' expressions
Level: 1d6 Depletion: 1 in 1d20 and body language.
Form: Thick but flexible-fingered gloves with Assessed difficulty,
FINGENT BRACE page 117
microscopic adaptive hairs on the palms
Effect: The wearer can cling to or climb any surface Level: 1d6 + 2 Disease, page 112
Form: A synth panel screen and wires that must
for up to one hour. Even level 10 climbing tasks 189
become routine while the gloves are activated, be affixed to the head of a creature using a
but taking any other action while climbing headband or brace, such that the wearer can
requires a new activation. glance to the side and see the screen
Depletion: 1 in 1d20 Effect: This device shows a visual image of the
details of a numenera plan, one at a time,
EXPLORER’S LENSES provided the user has taken a few days to
prep the device. (It can also hold other
Level: 1d6 explicit directions or images, if desired.) If
Wearable: Thick lenses built on a device worn worn during a numenera crafting task for the
majority of the time it takes to build an object
on the upper face and eyes or structure, the artifact provides one asset to
Effect: Informative images formed on the the assessed difficulty of the crafting task.
Depletion: 1 in 1d20 (check per month of use)
inner lenses help the user to navigate and
explore by tracking location, likely trails, and FLAME SUPPRESSOR
potential openings for one hour. Navigation
and perception tasks made while the device Level: 1d6 + 3
is activated gain two assets. Form: A 3-foot (1 m) wide, 6-foot (2 m) long,
Depletion: 1 in 1d20
collapsible metal tube with a set of winding
FEBRIFUGE synth tubes wrapped around it
Effect: This device launches a circular device
Level: 1d6 + 1 high into the air that hovers overhead for a
Form: A 12-foot (4 m) tall collapsible metal tripod moment and then seeks out flames within
a very long distance. Over the next hour, it
with a large metal globe at the top; the globe draws moisture from the air and quenches
has a number of holes in it but is not hollow any small fires it finds within the area. If
Effect: It takes two rounds to assemble and set deployed to protect against a ranked fire
up this device. It then requires an action disaster, the fire’s rank is decreased by 2.
to activate. When activated, the globe Depletion: 1 in 1d6
at the top begins to spin, sending out a
spray of pleasant-smelling, calming mist INSTANT REFUGE
in all directions up to a very long distance
for ten hours. The mist doesn't interfere Level: 1d6 + 4
with vision. All tasks and defense rolls Form: A 2-foot (60 cm) cube with a control surface
by creatures within the area to resist or Effect: It takes about a minute to activate this
overcome infectious diseases are eased for
the duration. If deployed to protect from a device. When activated, it projects a 30-
ranked infectious disease, the rank of that foot (9 m) diameter circular portal on a
disease is decreased by 1. hard surface within immediate range that
Depletion: 1 in 1d20 leads to an extradimensional space large
enough to hold several thousand people
FIELD DESTABILIZER in timeless stasis. The portal persists for
up to an hour, during which time a small
Level: 1d6 + 3 community could be evacuated through
Form: A 9-foot (3 m) tall collapsible tripod with the aperture. Once the portal is closed,
it can be opened from the outside at any
a large directional crystal dish at the top time in the next three months, at which
and a control box in the center
Effect: It takes two rounds to assemble and
set up this device. Once set up, it takes an
action to activate. When activated, this device
collapses a force field within short range—or
time all those who entered are expelled in MULTI-OPENER
the same order that they entered. If three
months pass without the portal being Level: 1d6 + 2
opened manually, it opens automatically Form: Slender metallic box with several smaller
and expels its occupants. For those inside
the portal, no time seems to have passed. telescoping elements
Depletion: 1–2 in 1d6 Effect: When attached to a lock (whether
Iotum found with a IOTUM SCANNER mechanical or machine-mediated) or to the
scanner must still be surface of a sealed machine, the multi-opener
successfully salvaged, Level: 1d6 + 2 extends tiny manipulators and attempts to
though knowing exactly Form: A handheld device with a number of loosen any mechanism holding the device
where to look reduces closed or manipulate any lock that is
salvaging task attempts controls and a wide dish at one end amenable to physical manipulation. Devices
Effect: When activated and pointed at an fall open like peeled fruits if their level is
to just one round. 1 less than this artifact, and locks open
object within immediate range, this device easily if their level is equal to or less than this
sounds a tone if the object contains 1 or artifact. Salvage tasks made in conjunction
more units of iotum of any type. with a multi-opener gain two assets.
Depletion: 1 in 1d20 Depletion: 1 in 1d10
A community looking for LIQUID TRANSFER ORB NATALITIAL
a new source of water
could potentially use Level: 1d6 + 1 Level: 1d6 + 1
a faraway aquifer or Form: A head-sized amber orb inscribed with Wearable: Helm that projects illusionary
other water source by
tiny metallic lines images, sounds, and scents
dropping half of a liquid Effect: To set up the artifact, the orb is Effect: Wearer can trigger the worn device as
transfer orb into it.
broken into two halves. One half must be an action. On subsequent rounds, lasting
190 submerged in a liquid medium of any kind. for up to an hour, the helm produces a
Then the other half can be activated for celebratory atmosphere in an area up to
up to 28 hours at a time (though it can be a long distance around it, superimposing
deactivated at any time), during which liquid colorful streamers, hanging lamps, festive
from the submerged half is instantaneously music, and potentially additional visual and
transferred to the other half across any auditory factors (depending on the specific
distance. Up to 150,000 gallons (568,000 l) parameters set by the crafter). If deployed
can be transferred during a one-day activation in a ranked community or horde, the rank is
period. If smartly deployed during a ranked increased by 1 for all tasks related to abating
flooding event (so that the output end drains sadness and sorrow, to positive interaction,
someplace where it won’t just flow back), the and to the propagation of revelry.
rank of the flood is decreased by 2. Depletion: 1 in 1d20
Depletion: 1 in 1d100
PACIFYING NEEDLER
MULTIDIMENSIONAL PROJECTOR
Level: 1d6 + 2
Level: 1d6 + 2 Form: A small handheld device with a tiny tube
Form: A 9-foot (3 m) tall collapsible tripod with Effect: This device projects either one or two
a complex bundle of interconnected wires needles up to long range each time it is used.
on top and a control box in the center The needles are far thinner than a human
Effect: It takes two rounds to assemble and hair, and they inflict no damage. Instead, if
set up this device. Once set up, the device one needle is fired, it will calm a belligerent,
sends out a transdimensional pulse that raging, or attacking creature so that they
affects all creatures within long range, become calm for at least one minute or until
spreading out their continuity so that they they are attacked. If two needles are fired,
exist on many levels of reality at once for the target falls asleep for up to a minute or
about an hour. Such creatures are treated until they are damaged. The needles can
as phased—they can neither be affected penetrate (ignore) up to 4 Armor.
by normal physical phenomena nor affect A pacifying needler can be activated to fire all
the normal world of physical matter. If its needles at once on a countdown timer,
deployed to protect from a ranked threat creating a detonation-like blast that can
of some sort (including an attacking horde affect all creatures in line of sight within
or community), the rank of that threat is long range. This depletes and destroys the
decreased by 1 for the duration. artifact. If deployed against a ranked horde
Depletion: 1 in 1d10 or community during a conflict in this
ARTIFACTS
fashion, the horde or attacking community
inflicts 3 less points of damage during that
community action.
Depletion: 1 in 1d20
PSYCHIC ERADICATOR on the inside than on the outside thanks to A salvage pack is ideal
transdimensional outpocketing, and it can for grabbing scrap and
Level: 1d6 + 2 contain up to 5 tons (4.5 t) worth of material. salvage, but anything
Form: A 15-foot (5 m) tall collapsible tripod Depletion: 1 in 1d100 (check each time something could be stored inside
is added to the pack; on depletion, all objects it. Creatures that need
with a large directional crystal dish at the are expelled from the pack) to breathe, however,
top and a control box in the center will quickly suffocate
Effect: It takes two rounds to assemble and set up STABILITY SPIKE within its outpocket.
this device. Once set up, it takes an action to
activate. When activated, this device can affect Level: 1d6 + 3 Onslaught, page 40
an area up to a very long distance across for Form: A 6-foot (2 m) tall collapsible metal
one hour. Within that area, all tasks relying
on psychic effects, such as telepathy and tripod with a central tube that extends a
psychokinesis, whose level is equal to or less spike into the earth when deployed
than the artifact’s are hindered by two steps, Effect: It takes two rounds to assemble and set
and higher-level psychic tasks are hindered by up this device. Once set up, it requires an
one step. This means that routine tasks like action to activate and then another round
telepathy are no longer routine, and those that for the powered internal spike to penetrate
require a roll to succeed, such as an Onslaught the ground. (The spike can penetrate any
mindslice, become even more difficult. surface whose level is less than or equal to
If deployed within a ranked community or horde, its own, but it cannot penetrate force fields.)
psychic attacks that would inflict damage When activated, this device stabilizes the
to the community during one community ground and any structures built on the
action are treated as if 1 level lower. ground within very long range for one hour.
Depletion: 1 in 1d10 This reduces shaking, swaying, or vibration,
potentially keeping a tower or buildings
RUMBLER caught in an earthquake from collapsing.
If deployed to protect from a ranked
Level: 1d6 + 4 earthquake or other earth-shaking threat,
Form: A 9-foot (3 m) tall collapsible metal the rank of that threat is decreased by 1.
Depletion: 1 in 1d10
stand with a large crystalline disc that is
partially embedded in the ground at the STASIS POD
base and a control box in the center
Effect: It takes two rounds to assemble and set up Level: 1d6
this device. Once set up, it takes an action to Form: A device attached to a rounded synth
activate. When activated, the disk begins to
agitate the ground underneath. Everyone and chamber just large enough to hold a human
everything within very long range is affected by Effect: A person willingly placed inside this
severe shaking over the next five rounds,
building to peak severity on the third round chamber remains alive and in perfect stasis
when everyone and everything suffers damage until removed.
equal to the artifact level and falls prone. Only Depletion: 1 in 1d100 (check every century a
those within 3 feet (1 m) of the device are subject is in stasis)
unaffected. During all rounds of shaking, tasks
that require movement or balance (including
attacks) are hindered. This effectively creates a
ranked quake event with a rank equal to 4 less
than the artifact’s level, which could threaten a
ranked community or horde.
Depletion: 1 in 1d6
SALVAGE PACK Stasis pods filled with castaways from another time are
sometimes found in groups of twenty or more.
Level: 1d6 + 1
Form: Synth pack with attached devices 191
Effect: This pack’s mouth can be loosened to open
as wide as 6 feet (2 m) in diameter. It is larger
Crafting, page 117 STRUCTURAL EXTRUDER TOXIC FOGGER
Assessed difficulty, Level: 1d6 + 2 Level: 1d6 + 2
page 117 Form: A series of short, rounded tubes and hoses Form: Large backpack-sized device with a
about 12 inches (30 cm) long connected to a metallic wand connected with hoses and
device that can be carried or worn as a pack wires
Effect: When activated, it produces a solid Effect: When activated, the toxic fogger
piece of amber-colored crystal over the produces a prodigious amount of yellowish
course of a minute that can take one or fog that lasts an hour and moves with
two simple shapes: a plank up to 10 feet (3 the prevailing air in a cloud a very long
m) long or a plane up to 10 feet (3 m) by 10 distance across. Creatures exposed to
feet (3 m) that could be used as a floor, a the fog for several minutes take damage
wall partition, a ramp, etc. If the structural from poison equal to the artifact’s level. If
extruder is used as part of the crafting deployed against a ranked community or
process for building a commonplace or horde, 3 points of damage are inflicted to
numenera structure, the assessed difficulty the target’s health during one community
for the task is lowered by one step. action.
Depletion: 1 in 1d10 (check per week of use) Depletion: 1 in 1d10
Workshop, page 128 TELEPATHIC WIRE WEARABLE WORKSHOP, BASIC
Level: 1d6 + 2 Level: 1d6 + 1
Form: A metallic wire on a spindle that can be Usable: Large pack-like device with multiple
rolled out to surround an area up to a very extending arms and tools
long distance in diameter Effect: This mobile workshop allows a crafter
Effect: It takes several minutes to deploy
this device, or longer if trying to place it to work without a workbench and tools.
so it is not obvious. When deployed, all The mobile workbench holds crafted
creatures within the area gain the ability to objects in place and provides additional
telepathically speak with other creatures tools for a variety of needs, including
they can see within short range for up to an not only crafting tasks but also tasks
hour. Should the line be broken, all creatures associated with investigation and analysis.
in the area suffer 1 point of Intellect damage The wearable workshop enables crafting
(ignores Armor). If deployed to surround a tasks by providing appropriate tools; its
ranked community or horde, the rank of the extra limbs replicate a work surface.
target increases by 1 for the duration due The wearable workshop is bulky, however,
to an enhanced ability to communicate. and any character wearing one is hindered
Depletion: 1 in 1d20 in all Speed defense tasks.
Depletion: 1 in 1d100 (check per week of use)
TEMPORARY WING
WEARABLE WORKSHOP, SMART
Level: 1d6
Form: A body harness with a few controls Level: 1d6 + 3
Effect: This device instantly releases wide Usable: Large pack-like device with multiple
synth wings stretched on either side of a extending arms and tools
rigid frame that together reach almost a Effect: As the basic wearable workshop, except
short distance across. The wings allow a
wearer to fly in any direction up to a short the smart workshop has a limited capacity
distance as an action each round, or glide to improve the work of its maker, providing
horizontally or downward up to a long two assets to the assessed difficulty of any
distance each round as part of another crafting task done predominantly while
wearing the workshop.
action. After one hour or upon The wearable workshop is bulky, however,
deactivation, the wings retract. and any character wearing one is hindered
Depletion: 1 in 1d20 in all Speed defense tasks.
Depletion: 1 in 1d20 (check per completed
crafting project)
192
PART 4:
THE SETTING
Chapter 13: Communities of Destiny 194
Chapter 14: Umdera-Follows the Dream Titans 196
Chapter 15: Enthait-Moon Meld You 203
Chapter 16: Rachid-Hears the Catholith’s Whispers 210
Chapter 17: Taracal-Sails the Sea of Secrets 217
Chapter 18: Delend-Under the Changing Moon 225
Chapter 19: Starter Communities 230
Chapter 20: Organizations 245
CHAPTER 13
COMMUNITIES OF DESTINY
Part 4: The Setting, N umenera Discovery introduces the DESTINY SETTING
page 129 setting for the Ninth World, painting OVERVIEW
a broad swath of wonder across the
Steadfast, page 136 Steadfast and Beyond. It sets the baseline The following are short summaries of the
for lands such as Navarene, Thaemor, and chapters in this part.
Beyond, page 169 Ancuan. It leads us through the Black Riage
mountains and lets us gaze across the CHAPTER 14: UMDERA
Navarene, page 137 Cloudcrystal Skyfields. It introduces us to the
Amber Pope and the Aeon Priests, to Queen FOLLOWS THE DREAM TITANS
Thaemor, page 148 Armalu of Navarene, and to King Laird of the This community of some 400 people
Sea Kingdom of Ghan. The Order of Truth, the is frequently on the move—the town is
Ancuan, page 160 Convergence, the Angulan Knights, and other periodically disassembled and hauled to a
organizations are described along with how new location where it is rebuilt. The longest
Black Riage, page 172 their agendas affect the Ninth World. Discovery the elders recall the village ever staying in one
sets the stage for adventures and campaigns place is ten years and the briefest just a few
Cloudcrystal Skyfields, that stride across a world littered with months. Umdera does this because it follows
page 169 incomprehensible relics over a billion years. the dream titans, which appear like shambling
mountains that stride across the plains.
Amber Pope, page 133 Numenera Destiny also introduces new Umdera follows the dream titans because they
locations, NPCs, and organizations. But leave behind a trail of valuable fluid known as
Aeon Priests, page 264 instead of painting with the broad brush of raw elixir.
Numenera Discovery, Destiny takes an in-depth,
Queen Armalu, page 137 detailed look at a handful of new locations. CHAPTER 15: ENTHAIT
In doing so, the focus is kept tight on one
King Laird, page 141 interesting site at a time, rich in story threads MOON MELD YOU
and possibilities for brand new narratives. This large community of about 25,000 people
Sea Kingdom of Ghan, is lost somewhere in the Beyond. Built on
page 141 the ruins of a far more ancient complex,
remnants of which are visible as curling,
Order of Truth, page 215 tower-like structures that the locals call skars,
the city consistently attracts dangers from the
Convergence, page 216 SETTING AND surrounding wastes to trouble the population.
COMMUNITY STATISTICS However, Enthait has developed a dramatic
Angulan Knights, method for predicting such dangers before
page 217 The communities presented in Numenera they manifest.
Destiny are provided with statistics.
Umdera—Follows the Community statistics allow a community CHAPTER 16: RACHID
Dream Titans, page 196 to interact in a meaningful fashion with
competing communities, enemy hordes, HEARS THE CATHOLITH’S WHISPERS
Enthait—Moon Meld or natural disasters like earthquakes or Rachid is built primarily of piled, mortared
You, page 203 fires. Community statistics include rank, stone across the top of a massive mesa. It is
health, infrastructure, damage inflicted, home to about 12,000 people. A hanging span
Rachid—Hears and so on. When you’re ready to delve into connects Rachid with the rest of the Beyond,
the Catholith’s ranked communities, refer to Chapter 26: but overlooking that span is the Catholith—a
Whispers, page 210 Community Stats. giant, synth-wrapped sculpture perched at
Chapter 26: Community one end of the long bridge. The Catholith
Stats, page 297 vouchsafes whispers to those who dare walk
the swaying span over which it watches.
194
COMMUNITIES OF DESTINY
A whisper consists of a few alien syllables that to the other. Along this change line, structural Taracal—Sails the Sea
crackle in the ears of the hearer, but in Rachid, motifs, textures, hues, openings, architectural of Secrets, page 217
the whispers have become a form of currency. prominences, bridges, balconies, and a variety
of protrusions that defy easy categorization are Starter communities,
CHAPTER 17: TARACAL randomly shuffled. After the shift passes, the page 230
structure’s facade and (as exploration shows)
SAILS THE SEA OF SECRETS interior are different than they were mere Delend—Under
Taracal is a massive, inhabited arcology that minutes before. the Changing
migrates across the Sea of Secrets, holding Moon, page 225
some 30,000 people. The arcology remains CHAPTER 19: STARTER COMMUNITIES
afloat no matter the ocean conditions, though Organizations, page 245
unlucky citizens are sometimes washed Unlike the previous chapters, this chapter Amber Gleaners, page 245
overboard during extreme storms when waves contains a series of small settlements that Order of Healing,
as high as the arcology itself crash down upon the GM can use as encounter hubs, places to page 247
the structure. But most of the time, the seas rest, or opportunities for the PCs to become
are calm, the sun is a brilliant sphere above, emotionally and technologically invested. The League, page 248
and residents live happy, industrious lives. And idea behind Numenera Destiny is that the PCs Guild of Purity, page 249
in Taracal, much of that industry is fishing. are helping to build a better future, and these
locations are examples of places where a small
CHAPTER 18: DELEND group of motivated characters can make a big
change in the lives of hundreds, maybe even
UNDER THE CHANGING MOON thousands, of people.
Over the mountain city of Delend floats a
vast artifact of the prior worlds called the CHAPTER 20: ORGANIZATIONS
Changing Moon. Many in Delend came to the
community expressly to study this massive Additional organizations are presented in
structure that blots out the sun. The Changing this chapter: the Amber Gleaners (explorers),
Moon is true to its name, periodically altering the Order of Healing (menders of spirit),
itself in discrete and sudden episodes called the League (spreaders of civilization), and
shifts. During a shift, a visible line of change the Guild of Purity (defenders of human life
rapidly sweeps from one end of the structure against “demonic” machines).
195
CHAPTER 14
UMDERA-FOLLOWS
THE DREAM TITANS
UMDERA RANK 3 (9)
Umdera never stays put for more than a few
years. The longest the elders recall the village UMDERA STATS
ever staying in one place is ten years and the Government: A conclave of elders runs
Umdera, but usually, one or two rise to
briefest just a few months. But short or long, take the High Seat and are thus given
the title of High Elder. The conclave is
the Thunder Season always comes. When it made up of those who control the use of
items called dream lures that can attract
does, Umdera is disassembled by its residents the attention of dream titans, however
briefly. Given that the village is home to
and hauled on a series of wagons following the only a few hundred people, most elders
have roots and younger family in the
wake of the shambling mountains. community, which means the concerns
of the community are always well
Umderans call these shambling mountains represented in the conclave.
Health: 12
Dream titan: rank 7 “dream titans.” The dream titans roam the flat Infrastructure: 9
rampaging beast; Damage Inflicted: 4
lowland region, scarred and cut by who knows Modifications: Diplomacy and
Armor 5; makes one
interaction in a conflict how many generations of titan activity. Where intimidation tasks as rank 6 due to the
suggestion that Umderans can control
and then moves off these vast hulks shamble, Umdera follows. the dream titans, however unreliably
unless pursued Combat: Umdera can deploy armed
Specifically, it follows the dream titan that citizens to attack and defend from
attacking hordes like any community.
leaves behind a trail of blue, phosphorescent In addition, they can deploy an artifact
called a dream lure, which attracts the
liquid known as raw elixir. attention of a dream titan. The dream
titan appears within an hour, and the
Distilled elixir is the most valuable village defenders can direct it in a very
crude way to “run over” an encamped
substance in Umdera. It is the predominant attacking horde. After the dream titan
has one interaction with a horde, it
form of nutrition as well as a source of usually moves off.
spiritual enlightenment. Consuming elixir not
only satisfies one’s need for food and water but
also provides wondrous dreams if taken in a
distilled form. These dreams are usually without
context, each seemingly different from the last.
That doesn’t keep Umdera’s mysterious Night
Speakers from interpreting them.
Terapede: level 6, tasks UMDERA OVERVIEW
related to hauling heavy
Because the lowland where Umdera is built
burdens as level 10; frequently floods, the village rests on high,
also see page 177 synthsteel-reinforced struts. The only things
on the ground are the wagons (which are
constantly being repaired) and a weird,
biomechanical beast called a terapede that is
hitched up to the wagons to pull them.
“We don’t build Umdera any closer to the titans because, when they move, they
sound like thunder that never, ever ends.”
~High Elder Charisa
196
UMDERA-FOLLOWS THE DREAM TITANS
Most people outside Umdera don’t hunger and thirst pangs throughout that entire The boardwalk is propped
know what it’s like to live in a village that period. Most people break their nightly fast on about 20 feet (6 m)
is periodically disassembled and hauled to a cup of steaming elixir seasoned with spices above the ground.
be rebuilt in a new location. One aspect of each morning.
such a community is that everyone has a job Elixir, raw: level 3
when it comes time to disassemble, haul, The material can also be distilled to create
and reassemble. The village of 400 people other effects, though most such recipes are Elixir, distilled: level 4
becomes a frenzy of activity during Moving secret. For example, the Night Speakers closely
Day. Moving bosses shout out the phases guard the recipe for their dream drafts. 197
of disassembly, and the town mobilizes
to unfasten bolts, collapse and fold walls, NIGHT SPEAKERS
pack belongings, and load wagons with the
disassembled infrastructure. Visitors are Night Speakers wear brilliant purple robes
sent away during Moving Day, because they and hoods, along with blank black masks.
invariably get in the way and slow things down. Individual Night Speakers, of which there
are about ten, can be told apart based on the
When not strung out in a long double row symbols that each has adopted, which they say
of terapede-drawn wagons and individuals came to them in dreams. Night Speakers ingest
hauling packs and sledges, Umdera is a well- a special formulation of distilled elixir made
constructed city set on a boardwalk of wood, from a recipe they do not share with anyone
synth, and other light-but-strong materials. else. Their elixir causes a dreaming reverie
The boardwalk is thickly set with similarly where they have many visions. Those dreams,
made structures, and despite the constant they say, are revelatory and can guide those
disassembly and rebuilding (or because of it), who listen, but not all are convinced. The least
the buildings have a pleasing symmetry and convinced are the conclave of elders who run
spacing to them, though all are small and well affairs in the city and like to point out all the
organized by necessity. times the Night Speakers’ interpretations were
wrong. The Night Speakers, in turn, highlight
Residences are generally found in a layer the many times their revelations came true.
that lies just beneath the upper layer of Though they sometimes act as a group, each
structures, while the upper layer is set aside Night Speaker has their own motivations
as public space for businesses, gatherings, and goals. Some truly believe they’re able to
council meetings, and festivals. It’s true that help those who seek their guidance. Others
most people in the community work together; adopted the guise in order to gain power.
otherwise, coordinating Moving Day would fail
and the village would lose easy access to the LOCATIONS AND PEOPLE
elixir. However, a small detail of city guards—
about twelve in all—watch for problems both UMDERA COMMONS
among the residents and in the area around A central portion of the boardwalk is clear
the village, guarding for attack by abhumans of everything but wooden benches and a
who sometimes come after the city, looking few large planters containing small trees.
for distilled elixir they can steal. High Elder Residents gather here for festivals, meetings,
Charisa has putative control over the guards, and, when it comes to it, meetings that spill
but the entire conclave has authority, too. out from the Council House.
ELIXIR
The raw elixir is phosphorescent blue and
potent, spewed by a single dream titan that
Umdera follows across the wide lands. Raw
elixir is also somewhat dangerous, which
may explain why the lands through which the
dream titans wander is nearly devoid of life.
Drinking or coming into contact with raw elixir
inflicts 3 points of Speed damage—which
ignores Armor—each round until the victim
succeeds on a difficulty 3 Might defense task.
However, the material can be consumed
safely when distilled. In fact, just 1 cup (200
ml) of processed elixir provides for a person’s
food and water needs for one day, satisfying all
A traveling Aeon Priest once told the Night Speakers of Umdera that the elixir was a
kind of nanite spewed by the ancient hulks to change the environment in radical ways
but that the nanites forgot their purpose, which is probably a good thing for everyone.
Xaozon, page 201 Several of the shops line the commons as occasional iotum. His distilled elixir comes
well as the all-important Public House, where from Xaozon as part of a special deal. Xaozon
Night Speaker Kazwin: spirits and camaraderie can be had. At any gets the occasional oddity, and Gardun gets
level 5, answering given time, even in the middle of the night, at the special elixirs. (Xaozon has similar deals
questions on any least a dozen Umderans can be found in the with other people in Umdera).
commons. At night, it’s usually Night Speaker
topic after 28 hours of Kazwin and a group of believers watching the COUNCIL HOUSE
preparation as level 7; nearest dream titans on the horizon. By day, a The Council House is a structure much like
Armor 1 from an esotery variety of smaller vendors appear with wagons, others on the boardwalk, though one side can
including Gardun Mlen, seller of oddities and slide open to the Umdera Commons, allowing
Io, page 111 sweets. large village meetings to spill out into the street.
Charisa: level 6; Armor 2 Night Speaker Kazwin: Kazwin has selected a Every three days, the entire conclave of
from hidden subdermal golden sphere as her symbol. She never speaks elders—currently consisting of only seven
plating; long-range ray when she can point, nod, gesture, or have people, including Charisa—meet in the
attack from esotery an acolyte speak for her. Kazwin is one of the Council House to discuss village needs,
inflicts 8 points of Night Speakers who feels a true connection to grievances brought by residents, and
psychic damage the dream titans and her dreams. She has no punishments for anyone found to have
Gardun Mlen: level 4, doubts. In fact, if asked a question—even one committed an offense against the village (the
tasks related to she would usually have no way to answer—she typical punishment is gathering raw elixir in
persuasion, detecting might be able to answer it if the GM deems the lowlands surrounding the city). One of the
lies, and trade as level 6 that the answer is difficulty 7 or less. However, most important tasks is to gauge when to set
Iotum, page 107 she asks for a donation first (with a value of the next Moving Day, based on the expected
at least 50 io). It takes Kazwin 28 hours and route of the dream titan that produces raw
198 a sleep period fortified with special elixir to elixir and those titans whose course threatens
come up with the answer, and she’ll relate it to intersect the village’s current location.
only at night while watching the dream titans
slowly move across the horizon. High Elder Charisa can be found in the
Council House most of the time.
Gardun Mlen: A big man with silver hair and
beard, a generous stomach, and a big laugh, High Elder Charisa: The current High Elder is
Gardun Mlen always stands out. The low but Charisa, a woman with a staff made of yellow
wide automaton that comprises his “shop crystal and blue hair almost as vibrant as the
cart” completes the picture, with its many elixir. Charisa is svelte for her middle years but
silvery legs and a shimmering field of color also brusque to the point of seeming rude.
that plays above it like the memory of a banner. Her manner has won her more than a few
Gardun’s wares lie beneath that banner in enemies over the years, but her reputation
boxes and trays—all kinds of oddities, spare as a humorless automaton isn’t true, at least
parts, and sometimes even a few iotum (of no among those she trusts and understands.
higher than level 4). Oddities cost about 50
shins or a couple of io. UMDERA PUBLIC HOUSE
As they say in Umdera, “The elixir provides.”
Gardun also sells several grades of distilled That’s also true when it comes to formulations
elixir, many of which he claims can provide that can lighten spirits, loosen lips, and ease
additional benefits such as happiness, inhibitions. Just as morning begins with a
wakefulness, arousal, and other custom moods. cup of fortifying elixir, the evening ends with
Each such draft costs about 50 io in trade. celebratory drafts, at least for a rotating subset
of some thirty to sixty citizens who regularly
Gardun gets his wares from two main show up during the week (some more than
suppliers. A group of explorers calling others). As with the Council House, two
themselves the Few, who claim to actually sides of the Public House can be raised to
enter a dream titan from time to time to allow customers to spill into the commons
explore, bringing Gardun oddities and the for nights when more than just a few dozen