Speed Pool, page 20 STEALTHY PCs because you saw that they were in danger.
2. One of the other PCs convinced you that joining
Esoteries, page 35 You’re sneaky, slippery, and fast. These talents help
you hide, move quietly, and pull off tricks that require the group would be in your best interest.
Intellect Pool, page 20 sleight of hand. Most likely, you’re wiry and small. 3. You’re afraid of what might happen if the other
However, you’re not much of a sprinter—you’re
Of the three character more dexterous than fleet of foot. PCs fail.
aspects, descriptors 4. There is reward involved, and you need the money.
You gain the following benefits:
make the most sense, Quick: +2 to your Speed Pool. STRONG-WILLED
both mechanically Skill: You’re trained in all stealthy tasks.
and narratively, to Skill: You’re trained in all interactions involving You’re tough-minded, willful, and independent. No
lies or trickery. one can talk you into anything or change your mind
change over the life of Skill: You’re trained in all esoteries or special when you don’t want it changed. This quality doesn’t
a character. If it fits abilities involving illusions or trickery. necessarily make you smart, but it does make you a
*OBCJMJUZ You’re sneaky but not fast. The difficulty bastion of willpower and resolve. You likely dress and
the story, for example, of all movement-related tasks is one step higher for act with unique style and flair, not caring what others
a GM might allow a you. think.
character to change Initial Link to the Starting Adventure: From the
following list of options, choose how you became You gain the following benefits:
from being “charming” involved in the first 8JMMGVM +4 to your Intellect Pool.
to being “tough” after adventure. Skill: You’re trained in resisting mental effects.
terrible circumstances 1. You attempted to
have befallen her. When steal from one of Skill: You’re trained in tasks requiring incredible
changing descriptors, the other PCs. That focus or concentration.
the PC loses all former character caught you
benefits and gains those and forced you to *OBCJMJUZ Willful doesn’t mean brilliant. The
from the new descriptor. come along with her. difficulty of any task that involves figuring out
2. You were tailing one puzzles or problems, memorizing things, or using
Might Pool, page 20 of the other PCs for lore is increased by one step.
reasons of your own,
which brought you Initial Link to the Starting Adventure: From the
into the action. following list of options, choose how you became
3. An NPC employer involved in the first adventure.
secretly paid you to 1. Against your better judgment, you joined the other
get involved.
4. You overheard the PCs because you saw that they were in danger.
other PCs talking 2. One of the other PCs convinced you that joining
about a topic that
interested you, so you the group would be in your best interest.
decided to approach the group. 3. You’re afraid of what might happen if the other
STRONG PCs fail.
4. There is reward involved, and you need the money.
You’re extremely strong and physically powerful,
and you use these qualities well, whether through
violence or feats of prowess. You likely have a brawny
build and impressive muscles.
You gain the following benefits:
7FSZ 1PXFSGVM +4 to your Might Pool.
Skill: You’re trained in all actions involving
breaking inanimate objects.
Skill: You’re trained in all jumping actions.
Additional Equipment: You have an extra medium
weapon or heavy weapon.
Initial Link to the Starting Adventure: From the
following list of options, choose how you became
involved in the first adventure.
1. Against your better judgment, you joined the other
50
CHARACTER DESCRIPTOR
SWIFT TOUGH
You move quickly, able to sprint in short bursts and You’re strong and can take a lot of physical
work with your hands with dexterity. You’re great at punishment. You might have a large frame and a
crossing distances quickly but not always smoothly. square jaw. Tough characters frequently have visible
You are likely slim and muscular. scars.
You gain the following You gain the following
benefits: benefits:
Fast: +4 to your Speed Resilient: +1 to Armor. Armor, page 92
Recovery roll, page 94
Pool. Remember that characters are Healthy: Add 1 to the Light weapon, page 80
Skill: You’re trained defined as much by what they’re not points you regain when
in initiative actions (to good at as by what they are good at. you make a recovery roll.
determine who goes first
Skill: You’re trained in
in combat). Might defense actions.
Skill: You’re trained in Additional Equipment:
running actions. You have an extra light weapon.
*OBCJMJUZ You’re fast but not necessarily graceful. Initial Link to the Starting Adventure: From the
The difficulty of any task involving balance is following list of options, choose how you became
increased by one step. involved in the first adventure.
Initial Link to the Starting Adventure: From the 1. You’re acting as a bodyguard for one of the other
following list of options, choose how you became PCs.
involved in the first adventure. 2. One of the PCs is your sibling, and you came
1. Against your better judgment, you joined the other along to watch out for her.
PCs because you saw that they were in danger. 3. You need money because your family is in debt.
2. One of the other PCs convinced you that joining 4. You stepped in to defend one of the PCs when that
the group would be in your best interest. character was threatened. While talking to him
3. You’re afraid of what might happen if the other afterward, you heard about the group’s task.
PCs fail.
4. There is reward involved, and you need the money.
51
CHAPTER 6
CHARACTER FOCUS
F ocus is what makes your character unique. FOCI
No two PCs in a group should have the same
Esoteries, page 35 focus. Your focus gives you benefits when you Bears a Halo of Fire Howls at the Moon
Armor, page 92 create your character and each time you ascend to Carries a Quiver Hunts With Great Skill
the next tier. It’s the verb of the sentence “I am an Commands Mental Leads
adjective noun who verbs.” Lives in the Wilderness
When you choose a character focus, you get a Powers Masters Defense
special connection to one or more of your fellow PCs, Controls Beasts Masters Weaponry
a first-tier ability, and perhaps additional starting Controls Gravity Murders
equipment. A few foci offer slight alterations of Crafts Illusions Rages
esoteries or tricks for nanos and jacks. Each focus Crafts Unique Objects Rides the Lightning
also offers suggestions to the GM and the player for Employs Magnetism Talks to Machines
possible effects or consequences of really good or Entertains Wears a Sheen of Ice
really bad die rolls. Exists Partially Out Wields Power With
As you progress to a new tier, your focus grants you
more abilities. Each tier’s benefit is usually labeled of Phase Precision
Action or Enabler. If an ability is labeled Action, you Explores Dark Places Wields Two Weapons
must take an action to use it. If an ability is labeled Fights With Panache
Enabler, it makes other actions better or gives some Focuses Mind Over at Once
other benefit, but it’s not an action. An ability that Works Miracles
allows you to blast foes with lasers is an action. An Matter Works the Back Alleys
ability that grants you additional damage when you Fuses Flesh and Steel
make attacks is an enabler. You can use an enabler in
the same turn as you perform another action. Although most of those who take up this mantle
Each tier’s benefits are independent of and are nanos, flame-wielding glaives and jacks are
cumulative with benefits from other tiers (unless fearsome indeed.
indicated otherwise). So if your first-tier ability grants
you +1 to Armor and your fourth-tier ability also Connection: Pick one other PC. Through a quirk of
grants you +1 to Armor, when you reach fourth tier, fate, your fire cannot harm that character.
you have a total of +2 to Armor.
Additional Equipment: You have an artifact—a device
Bears a Halo of Fire BEARS A HALO OF FIRE that sprays inanimate objects to make them fire-
GM Intrusions: resistant. All your starting gear has already been treated
You can create a sheath of flames around your unless you don’t want it to be.
Fire burns flammable body. You leave scorch marks wherever you go,
material. Fire spreads, and you can’t handle combustible objects without Fire Esoteries: If you perform esoteries, those that
first dousing your inherent flames. If you perform would normally use force or other energy (such as
perhaps beyond the esoteries (or similar effects beyond the abilities of electricity) instead use fire. For example, force blasts
control of the one who normal humans), all your effects are tainted with from Onslaught are blasts of flame, and Flash is a
flame. Fiery visuals accompany your powers, and burst of fire. These alterations change nothing except
started it. Primitive in some cases, your predilection for flame actually the type of damage and the fact that it might start
creatures fear fire and reshapes your abilities to take on a fiery nature where fires. As another example, Barrier produces a wall of
often attack what they none existed before. roaring flames. In this case, the alteration changes
the esotery so that the barrier is not solid but instead
fear. You probably wear red and yellow, or perhaps black. inflicts 1 point of damage to anything that touches
it and 4 points of damage to anyone who passes
through it.
52
CHARACTER FOCUS
ORIGIN OF SPECIAL POWERS
If you want an explanation for some of the more supernatural powers provided by your focus, roll d100 and check the following table,
discarding results that don’t fit logic.
Roll Explanation
01–05 Natural mutation
06–09 Unexpected viral reconstruction of your body
10–15 Mutation due to ancestral exposure to chemicals, radiation, or virus
16–21 Mutation due to experimental science performed on your ancestor(s)
22–27 An encounter with the Iron Wind (unexpected nanotech reconstruction of your body)
28 Abduction by extraterrestrial(s) who experimented or performed surgery on you
29 Abduction by rogue scientist(s) who experimented or performed surgery on you
30 Abduction by machine intelligence that experimented or performed surgery on you
31 An encounter with an ultraterrestrial entity that mysteriously changed you
32–35 Intentional or accidental fusion/implantation with mechanical devices in fingertips
36–39 Intentional or accidental fusion/implantation with mechanical devices in palms
40–43 Intentional or accidental fusion/implantation with mechanical device in head or eye
44–47 Intentional or accidental fusion/implantation with mechanical device in chest
48–51 Intentional or accidental immersion or treatment with ancient chemicals or radiation
52–56 Hidden artifact(s) secreted on your person
57–60 Cloud of nanotech that follows and responds to you for reasons unknown
61–64 Implant or mutation that provides knowledge and power from the datasphere
65–66 Drugs
67 Training by extraterrestrial entities in strange and mysterious devotions
68–69 Training by secret order that has mastered mysteries passed down from the ancients
70 Training by machine intelligence that shared inhuman knowledge
71–80 Confluence: Roll twice and combine results
81–00 Unknown (GM can secretly roll again and keep the result hidden)
.JOPS &GGFDU 4VHHFTUJPOT The target or something 5JFS 'JFSZ )BOE PG %PPN *OUFMMFDU QPJOUT
Creatures, page 228
near the target catches fire. While your Shroud of Flame is active, you can
reach into your halo and produce a hand made of
.BKPS &GGFDU 4VHHFTUJPOT An important item on animate flame that is twice the size of a human’s
the target’s person is destroyed. hand. The hand acts as you direct, floating in the
air. Directing the hand is an action. Without a
5JFS 4ISPVE PG 'MBNF *OUFMMFDU QPJOU
command, the hand does nothing. It can move
At your command, your entire body becomes a long distance in a round, but it never moves
shrouded in flames that last up to ten minutes. The farther away from you than long range. The hand
fire doesn’t burn you, but it automatically inflicts can grab, move, and carry things, but anything it
2 points of damage to anyone who tries to touch touches takes 1 point of damage per round from
you or strike you with a melee attack. Flames from the heat. The hand can also attack. It’s a level 3
another source can still hurt you. While the shroud creature and deals 1 extra point of damage from
is active, you gain +2 points of Armor that protect fire when it attacks. Once created, the hand lasts
only against damage from fire from another source. for ten minutes. Action to create; action to direct.
Enabler.
5JFS )VSM 'MBNF *OUFMMFDU QPJOUT
While your 5JFS 'MBNFCMBEF *OUFMMFDU QPJOUT
When Onslaught, page 35
Shroud of Flame is active, you can reach into your you wish it, you extend your halo of fire to cover Flash, page 37
halo and hurl a handful of fire at a target. This is a a weapon you wield in flame for one hour. The
ranged attack with short range that deals 4 points of flame ends if you stop holding or carrying the
fire damage. Action. weapon. While the flame lasts, the weapon inflicts 2
additional points of damage. Enabler.
'JFSZ 1PXFS When you use the Onslaught force
blast esotery or the Flash esotery, increase the damage 5JFS 'JSF 5FOESJMT *OUFMMFDU QPJOUT
When you wish
by 1 point. If you don’t have either of those abilities, it, your halo sprouts three tendrils of flame that last
this ability has no effect. Fiery Power does not affect for up to ten minutes. As an action, you can use the
damage from the Onslaught mindslice. Enabler.
53
tendrils to attack, making a separate attack roll for 5JFS $PWFSJOH 'JSF 4QFFE QPJOU
In a round where
each. Each tendril inflicts 4 points of damage. you attack with your bow, if you fire an additional
Otherwise, the attacks function as standard arrow, the difficulty of attacks and special abilities
attacks. If you don’t use the tendrils to attack, used by the target is increased by one step. Enabler.
they remain but do nothing. Enabler.
#PXZFS You are trained in making bows. Enabler.
Carries a Quiver 5JFS 'JSF 4FSWBOU *OUFMMFDU 5JFS 5SBJOFE "SDIFS You are trained in using bows.
GM Intrusions: QPJOUT
You reach into your halo Enabler.
Arrows that miss their and produce an automaton of fire
target strike unwanted that is your general shape and size. It .BTUFS 'MFUDIFS You are specialized in making
targets. Bowstrings break. acts as you direct each round. Directing arrows. Enabler.
Commands Mental the servant is an action, and you can
Powers GM Intrusions: command it only when you are within 5JFS 2VJDL 4IPU If you roll a natural 17 or higher
Other beings that have long range of it. Without a command, the with a bow attack, instead of adding damage or a
mental or psychic powers servant continues to follow your previous minor or major effect, you can make another attack
often seek to destroy command. You can also give it a simple with your bow. This attack reuses the same Effort and
those like themselves programmed action, such as “Wait here, bonuses (if any) from the first attack. Enabler.
out of jealousy and fear. and attack anyone who comes within
Some beings feed on the short range until they’re dead.” The servant .BTUFS #PXZFS You are specialized in making
mental energies of others, lasts for ten minutes, is a level 5 creature, bows. Enabler.
and psychics are the most and deals 1 extra point of damage
desired meal of all. from fire when it attacks. Action to 5JFS 1IFOPNFOBM "SDIFS You are specialized in
create; action to direct. using bows. Enabler.
Mind Control, page 38
Mind Reading, page 37 CARRIES A QUIVER 5JFS 1PXFSGVM 4IPU .JHIU QPJOUT
You inflict 3
additional points of damage with a bow. The Might
The archer is a skilled combatant, deadly in any fight. points spent to use this ability are in addition to any
With a keen eye and quick reflexes, you can eliminate Speed points spent on the attack. Enabler.
foes at range before they reach you. A good archer
also learns to make his own arrows and bows. COMMANDS MENTAL POWERS
You probably wear no more than light armor so You have always had special abilities that others
you can move quickly when needed. didn’t seem to share. Through practice and
devotion, you have honed this unique talent so that
Many glaives and jacks are archers. you can harness the power of your mind to perform
You can use this focus with crossbows instead of deeds.
bows if you wish.
Connection: Pick one other PC to be the true friend No one can tell that you have this ability just by
who gave you the excellent bow that you currently use. looking at you, although you wear a crystal or jewel
Secretly pick a second PC (preferably one who is likely somewhere on your head to help focus your power.
to get in the way of your attacks). When you miss with Either this focusing object was given to you by
a bow and the GM rules that you struck someone other someone who recognized your ability, or you came
than your target, you hit the second character, if possible. upon it by accident and it triggered your abilities.
Additional Equipment: You start with a well-made Some people with mental powers—often called
bow and two dozen arrows. psychics or psionics by ordinary folks—are secretive
.JOPS &GGFDU 4VHHFTUJPOT Hit in a tendon or and a little paranoid.
muscle, the target takes 2 points of Speed damage
as well as normal damage. Although nanos frequently command mental
.BKPS &GGFDU 4VHHFTUJPOT The target is pinned in powers, psionic glaives or jacks are not uncommon.
place with an arrow.
Connection: Pick one other PC. You have found that
5JFS "SDIFS To be truly deadly with a bow, you this character is particularly tuned into your mental
must know where to aim. You can spend points powers. While you’re within short range of him, the two
from either your Speed Pool or your Intellect Pool to of you are always in telepathic contact, and he is never
apply levels of Effort to increase your bow damage. harmed by your Psychic Bursts.
Each level of Effort adds 3 points of damage to a
successful attack. Enabler. Additional Equipment: You have a crystal or jewel
artifact that, when worn against your forehead or
'MFUDIFS You are trained in making arrows. temple, adds 1 point to your Intellect Pool. If you’re ever
Enabler. without the artifact, subtract 5 points from your Intellect
Pool; the points are restored if you regain the item.
Mental Esoteries: If you have the Mind Control
esotery or the Mind Reading esotery, you’re
54
CHARACTER FOCUS
automatically trained in it. If you have both esoteries, control the mind of a level 5 target (three levels above Controls Beasts
you’re trained in both. Enabler. the normal limit), you must apply three levels of GM Intrusions:
Effort. If you also have the Mind Control esotery, the Most civilized communities
.JOPS &GGFDU 4VHHFTUJPOT The range or duration of normal level limit is 3 rather than 2. When the effect are reluctant to welcome
the mental power is doubled. ends, the creature doesn’t remember being controlled dangerous animals and
or anything it did while under your command. Action look warily on those who
.BKPS &GGFDU 4VHHFTUJPOT You can take another to initiate. consort with such creatures.
action on that same turn. Out-of-control beasts can
5JFS 5FMFQBUIJD /FUXPSL *OUFMMFDU QPJOUT
When be a real hazard.
5JFS 5FMFQBUIJD *OUFMMFDU QPJOU
You can speak you wish it, you can contact up to ten creatures known
telepathically with others who are within short range. to you, no matter where they are. All targets must be
Communication is two-way, but the other party must willing and able to communicate. You automatically
be willing and able to communicate. You don’t have succeed at establishing a telepathic network; no roll
to see the target, but you must know that it’s within is required. All creatures in the network are linked and
range. You can have more than one active contact at can communicate telepathically with one another.
once, but you must establish contact with each target They can also “overhear” anything said in the network,
individually. Each contact lasts up to ten minutes. if they wish. Activating this ability doesn’t require an
If you apply a level of Effort to increase the duration action and doesn’t cost Intellect points; to you, it’s as
rather than affect the difficulty, the contact lasts for easy as speaking out loud. The network lasts until you
28 hours. Action to establish contact. choose to end it. If you spend 5 Intellect points, you
can contact twenty creatures at once, and for every 1
5JFS .JOE 3FBEJOH *OUFMMFDU QPJOUT
You can Intellect point you spend above that, you can add ten
read the surface thoughts of a creature within more creatures to the network. These larger networks
short range, even if the target doesn’t want you last for ten minutes. Creating a network of twenty or
to. You must be able to see your target. Once you more creatures does require an action to establish
have established contact, you can read the target’s contact. Enabler.
thoughts for up to one minute. If you also have the
Mind Reading esotery or trick of the trade, you can CONTROLS BEASTS
use this ability at long range, and you don’t need to
be able to see the target (but you do have to know To say that you have a way with animals and
that the target is within range). Action to initiate. nonhuman creatures doesn’t begin to cover it. Your
mastery and communication with beasts is positively
5JFS 1TZDIJD #VSTU *OUFMMFDU QPJOUT
You blast uncanny. They come to you fearlessly, and it’s not
waves of mental force into the minds of up to three uncommon for birds to alight on your shoulder or
targets within short range (make an Intellect roll for small animals to climb up your arms or legs.
against each target). This burst inflicts 3 points of
Intellect damage (and thus ignores Armor). For each 2 You probably wear tough clothing and have a
additional Intellect points you spend, you can make an disheveled or grizzled appearance that suggests a
Intellect attack roll against an additional target. Action. rugged, outdoor life. Perhaps you even smell like an
animal.
5JFS 6TF 4FOTFT PG 0UIFST *OUFMMFDU QPJOUT
You
can see, hear, smell, touch, and taste through the
senses of anyone with whom you have telepathic
contact. You can attempt to use this ability on a willing
or unwilling target within long range; an unwilling
target can try to resist. You don’t need to see the
target, but you must know that it’s within range. Your
shared senses last ten minutes. Action to establish.
5JFS .JOE $POUSPM *OUFMMFDU QPJOUT
You control
the actions of another creature you touch. This
effect lasts for ten minutes. The target must be level
2 or lower. Once you have established control, you
maintain mental contact with the target and sense
what it senses. You can allow it to act freely or override
its control on a case-by-case basis. Instead of applying
Effort to decrease the difficulty, you can apply Effort
to increase the maximum level of the target. Thus, to
55
Creatures, page 228 Any type of character is likely to have this focus. 1 mile (1.6 km) of you. This effect lasts up to ten
Connection: Pick one other PC. That character minutes. Action to establish.
Controls Gravity seems to disturb your creatures in a way that you
GM Intrusions: can’t explain. You know that you must keep your *NQSPWFE $PNQBOJPO Your beast companion
Many people are animals away from him if possible, or you might lose increases to level 4. As a level 4 creature, it has a
control of them. target number of 12 and a health of 12, and it inflicts
frightened to be around Additional Equipment: You have three days’ worth 4 points of damage. Enabler.
someone who controls of food for your beast companion, plus a harness,
collar, or similar accouterment. 5JFS #FBTU $BMM *OUFMMFDU QPJOUT
You summon
gravity. Losing command .JOPS &GGFDU 4VHHFTUJPOT The duration of a horde of small animals or a single level 4 beast
of such powers could calmness or control is doubled. to help you temporarily. These creatures do your
.BKPS &GGFDU 4VHHFTUJPOT The duration of bidding for as long as you focus your attention, but
inadvertently send objects calmness or control extends to 28 hours. you must use your action each turn to direct them.
careening off into the sky, Creatures are native to the area and arrive under their
5JFS #FBTU $PNQBOJPO A level 2 creature of your own power, so if you’re in an unreachable place, this
perhaps even into orbit. size or smaller accompanies you and follows your ability won’t work. Action.
instructions. You and the GM must work out the
Oddity, page 314 details of your creature, and you’ll probably make rolls 5JFS $POUSPM UIF 4BWBHF *OUFMMFDU QPJOUT
You
for it in combat or when it takes actions. The beast can control a calm nonhuman beast within 30 feet
companion acts on your turn. As a level 2 creature, (9 m). You control it for as long as you focus all your
it has a target number of 6 and a health of 6, and it attention on it, using your turn each round. The
inflicts 2 points of damage. Its movement is based on GM has final say over what counts as a nonhuman
its creature type (avian, swimmer, and so on). If your beast, but unless some kind of deception is at work,
beast companion dies, you can hunt in the wild for you should know whether you can affect a creature
1d6 days to find a new companion. Enabler. before you attempt to use this ability on it. Aliens,
extradimensional entities, very intelligent creatures,
5JFS 4PPUIF UIF 4BWBHF *OUFMMFDU QPJOUT
You and automatons never count. Action.
calm a nonhuman beast within 30 feet (9 m).
You must speak to it (although it doesn’t need to *NQSPWFE $PNQBOJPO Your beast companion
understand your words), and it must see you. It increases to level 5. As a level 5 creature, it has a
remains calm for one minute or for as long as you target number of 15 and a health of 15, and it inflicts
focus all your attention on it. The GM has final say 5 points of damage. Enabler.
over what counts as a nonhuman beast, but unless
some kind of deception is at work, you should know CONTROLS GRAVITY
whether you can affect a creature before you attempt
to use this ability on it. Aliens, extradimensional Gravity must have been quite a concern for the
entities, very intelligent creatures, and automatons people of prior epochs because there are many paths
never count. Action. within the numenera to control it. Through a quirk
of fate, some unique device(s), or supreme devotion
$PNNVOJDBUJPO *OUFMMFDU QPJOUT
You can (or a combination of all three), you have learned to
convey a basic concept to a creature that normally tap into the power of gravity. With one foot planted
can’t speak or understand speech. The creature in the distant past, you are a mysterious individual.
can also give you a very basic answer to a simple Most likely, you are also older, having spent much of
question. Action. your life honing your odd, ancient talents.
5JFS .PVOU A level 3 creature serves you as a You might prefer billowy garments that display
mount and follows your instructions. While you’re your mastery of gravity’s pull and conceal your
mounted on it, the creature can move and you can identity and intentions.
attack on your turn, or it can attack foes when you
do. You and the GM must work out the details of No one type of character is more likely to control
the creature, and you’ll probably make rolls for it in gravity than another, but the power is rare.
combat or when it takes actions. The mount acts on
your turn. If your mount dies, you can hunt in the Connection: Pick one other PC. In the recent
wild for 3d6 days to find a new one. Enabler. past, while using your gravitational powers, you
accidentally sent that character hurtling into the air
5JFS #FBTU &ZFT *OUFMMFDU QPJOUT
You can sense or plummeting toward the ground. Either way, she
through your beast companion’s senses if it is within barely survived. It is up to the player of that character
to decide whether she resents, fears, or forgives you.
Additional Equipment: You have a pen-sized oddity
that tells the weight of whatever you point it at (within
short range). The weight is displayed on a small glass
plate in runes that only you can decipher.
56
CHARACTER FOCUS
.JOPS &GGFDU 4VHHFTUJPOT The duration of the never inflict direct harm or exert real force, but they Esoteries, page 35
effect is doubled. can fool creatures, changing opinions and even
behaviors if you craft them cleverly. Stasis, page 37
.BKPS &GGFDU 4VHHFTUJPOT An important item on Teleportation, page 39
the target’s person is destroyed. You likely dress with flair and color. The
appearance of things is important to you, both their Crafts Illusions
5JFS )PWFS *OUFMMFDU QPJOU
You float slowly beauty and their ugliness. You are a visual performer GM Intrusions:
into the air. As your action, you can concentrate to who can entertain, terrify, or fool everyone you Obviously, illusions of
remain motionless in the air, or float up to a short encounter. things that someone has
distance, but no more; otherwise, you drift with the never seen before are not
wind or with any momentum you have gained. This A nano is the most likely character to be an likely to be believable. An
effect lasts for up to ten minutes. If you also have the illusionist, but jacks find illusions to be helpful as NPC might realize that an
Hover esotery or trick of the trade, you can hover for well. The rare glaive illusionist can find ways to use illusion is false at just the
twenty minutes and move your normal speed. Action tricks in battle. wrong moment.
to initiate.
Connection: Pick one other PC. This character is
5JFS -FTTFOJOH (SBWJUZ T 1VMM By manipulating never fooled by your illusions and is never affected
gravity’s pull on yourself, you gain +1 to your Speed by the trickery of your special abilities. You can
Edge. Enabler. choose whether or not you know this fact.
5JFS (SBWJUZ $MFBWF *OUFMMFDU QPJOUT
You Additional Equipment: You have an oddity that
can harm a target within short range by rapidly appears to be a piece of clear glass in a synth frame.
increasing gravity’s pull on one portion of the target By manipulating hidden switches on the frame,
and decreasing it on another, inflicting 6 points of you can make random moving images appear
damage. Action. on the glass. The images are usually strange and
sometimes incomprehensible.
5JFS 'JFME PG (SBWJUZ *OUFMMFDU QPJOUT
When
you wish it, a field of manipulated gravity around Psychedelic Esoteries: If you perform esoteries,
you pulls incoming ranged projectile attacks to the they take on flamboyant visual and auditory
ground. You are immune to such attacks until your qualities of your choosing. This alteration changes
turn in the next round. You must be aware of an nothing other than the appearance of the effects.
attack to foil it. This ability does not work on energy For example, your attack esoteries might look like
attacks. Enabler. monsters made of energy that assail your foes. Your
Stasis esotery might look like a tentacled beast that
5JFS 'MJHIU *OUFMMFDU QPJOUT
You can float holds the victim in place. Your Teleportation esotery
and fly through the air for one hour. For each level might seem like a hole in space opens up and
of Effort applied, you can affect one additional swallows you.
creature of your size or smaller. You must touch the
creature to bestow the power of flight. You direct .JOPS &GGFDU 4VHHFTUJPOT Your illusion has a
the other creature’s movement, and while flying, it special quality to it—perhaps an observer sees an
must remain within sight of you or fall. In terms of image of something from his past.
overland movement, a flying creature moves about
20 miles (32 km) per hour and is not affected by .BKPS &GGFDU 4VHHFTUJPOT The illusion lasts for
terrain. Action to initiate. one hour, or if it already lasts that long, it lasts for 28
hours.
5JFS 8FJHIU PG UIF 8PSME *OUFMMFDU QPJOUT
You can increase a target’s weight dramatically. 5JFS .JOPS *MMVTJPO *OUFMMFDU QPJOU
You create
The target is pulled to the ground and can’t move a single image of a creature or object within
physically under its own power for one minute. The immediate range. The image must fit within a
target must be within short range. For each level of 10-foot (3-meter) cube. The image can move (for
Effort applied, you can affect one additional creature. example, you could make the illusion of a person
Action. walk or attack), but it can’t leave the area defined
by the cube. The illusion includes sound but not
CRAFTS ILLUSIONS smell. It lasts for ten minutes, but if you want to
change the original illusion significantly—such as
You use the numenera to create holographic images making a creature appear to be wounded—you must
that appear real. You are, in effect, an artist—a concentrate on it again (though doing so doesn’t
crafter of light and sound. Holographic images can cost additional Intellect points). If you move beyond
immediate range of the cube, the illusion vanishes.
Action to create; action to modify.
5JFS %JTHVJTF *OUFMMFDU QPJOUT
You appear
to be someone or something else, roughly of your
57
Crafting, page 106 size and shape, for up to one hour. Once created, with wood or metal as understood by the people of
the disguise requires no concentration. For each the Ninth World, but eventually you will master even
Artifact, page 298 additional Intellect point you spend, you can the mysteries of the ancients. Call it magic or call it
Cypher, page 278 disguise one other creature. All disguised creatures technology—you know that you can master it and
must stay within sight of you or lose their disguise. use it for your own designs.
Crafts Unique Objects Action to create.
GM Intrusions: You likely carry a wide array of tools and spare
5JFS .BKPS *MMVTJPO *OUFMMFDU QPJOUT
You create parts wherever you go. Your work apron is probably
Although created devices a complex scene of images within immediate a mainstay of your wardrobe, its pockets and loops
can break, tinkering range. The entire scene must fit within a 100-foot brimming with the instruments of your trade. Your
(30-meter) cube. The images can move, but they calloused fingers might be stained with grease that
with an artifact can lead can’t leave the area defined by the cube. The illusion will never come completely clean, but these marks
to catastrophic failure, includes sound and smell. It lasts for ten minutes are badges of honor among your kind.
causing explosions, and changes as you direct (no concentration is
mutation, rifts between needed). If you move beyond immediate range of the Nanos make interesting crafters, supplementing
cube, the illusion vanishes. Action to create. their esoteries with tools and devices. A glaive
dimensions, or anything builder likely focuses on weapons or armor. Jacks
in between. 5JFS *MMVTPSZ 4FMWFT *OUFMMFDU QPJOUT
You create might be the most common crafters, making things
four holographic duplicates of yourself within short that work in a variety of ways for a variety of uses.
range. The duplicates last for one minute. You
mentally direct their actions, and the duplicates Connection: Pick one other PC. The character
aren’t mirror images—each one can do different has an extra item of regular equipment that you
things. If struck violently, they either disappear fashioned for her. (She chooses the item.)
permanently or freeze motionless (your choice).
Action to create. Additional Equipment: You begin the game with
a bag of light tools, the tools needed to make your
5JFS 5FSSJGZJOH *NBHF *OUFMMFDU QPJOUT
You use first-tier crafts, and any normal item (of level 1 or 2)
a bit of subtle telepathy to learn which images would that you can make with your skills. You also have an
appear terrifying to creatures that you choose within additional oddity.
long range. Those images appear within that area
and menace the appropriate creatures. Make an .JOPS &GGFDU 4VHHFTUJPOT Any rolls you make
Intellect attack roll against each creature you want regarding that artifact gain a +1 bonus for 28 hours.
to affect. Success means the creature flees in terror
for one minute, pursued by its nightmares. Failure .BKPS &GGFDU 4VHHFTUJPOT Any rolls you make
means the creature ignores the images, which do not regarding that artifact gain a +2 bonus for 28 hours.
hamper it in any way. Action.
5JFS $SBGUFS You are trained in the crafting of two
5JFS (SBOEJPTF *MMVTJPO *OUFMMFDU QPJOUT
You kinds of items. Enabler.
create a fantastically complex scene of images that
fit within a 1-mile (1.6-km) cube that you are also .BTUFS *EFOUJmFS You are trained in identifying the
within. You must be able to see the images when you function of any kind of device. Enabler.
create them. The images can move in the cube and
act in accordance with your desires. They can also 5JFS 5JOLFSFS If you spend at least one day
act logically (such as reacting appropriately to fire tinkering with an artifact in your possession, it
or attacks) when you aren’t directly observing them. functions at one level higher than normal. This
The illusion includes sound and smell. For example, applies to all artifacts in your possession, but they
armies can clash in battle, with air support from retain this bonus only for you. Enabler.
machines or flying creatures, on and above terrain
of your creation. The illusion lasts for one hour (or 2VJDL 8PSL *OUFMMFDU QPJOUT
One use of any
longer, if you concentrate on it after that time). Action. artifact (or one minute of its continuous function)
is increased by one level if you use it within the next
CRAFTS UNIQUE OBJECTS minute. If you spend 4 additional Intellect points, the
use is increased by two levels if you use it within the
With the remains of previous civilizations all around, next minute. Action.
the raw materials for a crafter offer themselves to
those who know where to look. You are a maker, a 5JFS .BTUFS $SBGUFS You are trained in the crafting
crafter, and a builder. You might start out working of two more kinds of items, or you are specialized
in two kinds of items that you are already trained in.
Enabler.
5JFS $ZQIFSTNJUI All cyphers you use function
at one level higher than normal. If given a week
and the right tools, chemicals, and parts, you can
tinker with one of your cyphers, transforming it into
58
CHARACTER FOCUS
another cypher of the same type (anoetic or occultic) Connection: Pick one other PC. Whenever you use Employs Magnetism
that you had in the past. The GM and player should your powers, the metallic items on that character’s GM Intrusions:
collaborate to ensure that the transformation is body shudder, rattle, clink, and shake if he is within Metal can twist and bend
logical—for example, you probably can’t transform a short range. in unexpected ways. A lapse
pill into a helmet. Enabler. in concentration might
.JOPS &GGFDU 4VHHFTUJPOT The duration of the cause something to slip or
5JFS *OOPWBUPS You can modify any artifact to give effect is doubled. drop at just the wrong time.
it different or better abilities as if that artifact were
one level lower than normal, and doing so takes half .BKPS &GGFDU 4VHHFTUJPOT An important item on
the normal time to modify a device. Enabler. the target’s person is destroyed.
5JFS *OWFOUPS You can create new artifacts in half 5JFS .PWF .FUBM *OUFMMFDU QPJOU
You can exert
the time, as if they were two levels lower, by spending force on metal objects within short range for one
half the normal XP. Enabler. round. Once activated, your power has an effective
Might Pool of 10, a Might Edge of 1, and an Effort
EMPLOYS MAGNETISM of 2 (approximately equal to the strength of a fit,
capable, adult human), and you can use it to move
Electromagnetism is a fundamental force in the metal objects, push against metal objects, and so
universe, and it is yours to command. You are a on. For example, in your round, you could lift and
master of metal. pull a light metal object anywhere within range
to yourself or move a heavy object (like a piece of
You probably wear a lot of metal, perhaps as part furniture) about 10 feet (3 m). This power lacks the
of your clothing or armor, as part of your accessories fine control to wield a weapon or move objects with
(such as jewelry or piercings), embedded into your much speed, so in most situations, it’s not a means
body surgically, or in some combination of these of attack. You can’t use this ability on your own
options. body. Action.
No one type of character is more likely than 5JFS 3FQFM .FUBM By manipulating magnetism,
any other to employ magnetism, although glaives you are trained in Speed defense tasks against any
who wield weapons and wear armor will find it an incoming attack that uses metal. Enabler.
interesting complement to their powers.
59
Recovery roll, page 94 5JFS %FTUSPZ .FUBM *OUFMMFDU QPJOUT
You Connection: Pick one other PC. This character
instantly tear, rip, or burst a metal object that is is your worst critic. Your abilities to help or inspire
Entertains within sight, within short range, and no bigger than others don’t function for her.
GM Intrusions: half your size. Make an Intellect roll to destroy the
Failing to entertain can object; the difficulty of this task is decreased by three Additional Equipment: You start with a musical
be worse than not having steps (compared to breaking it with brute strength). instrument or other tools needed to perform.
tried, as you often end Action.
up annoying or offending .JOPS &GGFDU 4VHHFTUJPOT You enchant the target,
your audience. Musical 5JFS .BHOFUJD 'JFME *OUFMMFDU QPJOUT
When who remains enchanted as long as you focus all your
instruments break, paints you wish it, a field of magnetism around you pulls attention on keeping her that way.
dry in their pots, and the incoming, ranged, metallic projectile attacks (such
words to a poem or song, as arrows, bullets, a thrown metal knife, and so on) .BKPS &GGFDU 4VHHFTUJPOT The target is forever
once forgotten, never to the ground. You are immune to such attacks for favorably disposed toward you.
one round. You must be aware of an attack to foil it.
return. Enabler. 5JFS -FWJUZ Through wit, charm, humor, and grace,
you are trained in all social interactions other than
Exists Partially 5JFS $PNNBOE .FUBM *OUFMMFDU QPJOUT
You those involving coercion or intimidation. During
Out of Phase reshape a metallic item as you desire. The item must rests, you put friends and comrades at ease so much
be within sight and within short range, and its mass that they gain +1 to their recovery rolls. Enabler.
GM Intrusions: can be no greater than your own. You can affect
Losing your grip on multiple items at once as long as their combined 5JFS *OTQJSBUJPO Through stories, songs, art,
your phase state could mass falls within these limits. You can fuse multiple or other forms of entertainment, you inspire your
send you into another items together. You can use this power to destroy a friends. After spending 28 hours with you, once per
dimension or even out metal object (as the Destroy Metal ability), or you day each of your friends can decrease the difficulty
of existence for a time. can craft it into another desired shape (crudely, of a task by one step. This benefit is ongoing while
People are likely to panic unless you have the proper crafting skills). You can you remain in the friend’s company. It ends if you
if they see someone who then move the new object anywhere within range. leave, but it resumes if you return to the friend’s
For example, you could take a few metal shields, fuse company within 28 hours. If you leave the friend’s
looks ghostly. them together, and use the resulting shape to block a company for more than 28 hours, you must spend
doorway. You can use this ability to make an attack— another 28 hours together to reactivate the benefit.
causing a foe’s armor to constrict, rendering a metal Enabler.
item into shards that you fling across the battlefield,
and so on—against one target within short range. 5JFS ,OPXMFEHF Your stories and songs contain
Regardless of the form of the attack, it is an Intellect truth. You are trained in two areas of knowledge of
action that deals 7 points of damage. Action. your choosing. Enabler.
5JFS %JBNBHOFUJTN You magnetize any 5JFS $BMN *OUFMMFDU QPJOUT
Through jokes, song,
nonmetallic object within short range so that it can or other art, you prevent a living foe from attacking
be affected by your other powers. Thus, with Move anyone or anything for one round. Action.
Metal, you can move any object. With Repel Metal,
you are trained in all Speed defense tasks, regardless 5JFS "CMF "TTJTUBODF When you help someone
of whether the incoming attack uses metal. And so with a task, you always reduce the difficulty of the
on. Enabler. task by one step regardless of your own skill at that
task. Enabler.
ENTERTAINS
5JFS .BTUFS &OUFSUBJOFS Your Inspiration ability
You are an entertainer: a singer, dancer, poet, works more effectively, allowing your friends to
storyteller, or something similar. You perform for the decrease the difficulty of a task by two steps rather
benefit of others. Naturally charismatic and talented, than one step. Enabler.
you have also studied to master your art. You know
all the old poems, songs, jokes, and stories, and EXISTS PARTIALLY OUT OF PHASE
you’re skilled at creating new ones, too.
You have the ability to change your phase state. In
You probably wear flamboyant or at least fact, you’re always slightly out of phase, giving you
fashionable clothes and use cosmetics, tattoos, or a ghostly translucence. With concentration, you can
hair stylings for dramatic effect. pass your hand through a solid object, allow a solid
object to pass harmlessly through you, or literally
The role of the entertainer fits the jack best, but walk through walls. However, moving in and out
glaives and nanos sometimes entertain as well. of different phase states requires extreme force of
will and can be mentally taxing. The explanation for
60
CHARACTER FOCUS
your strange power lies within some aspect of the 5JFS (IPTU *OUFMMFDU QPJOUT
For the next ten “I translated what I think
numenera. Perhaps the ability emerged through the minutes, you are trained in sneaking tasks. During reads as ‘biomechanical
use of (or exposure to) lingering transdimensional this time, you can move through solid barriers (but orbital observation
technology or as the result of an encounter with not energy barriers) at a rate of 1 foot (30 cm) per platform’ but I’m not sure
a creature not native to this world or dimension. round, and you can perceive while phased within a what that means.”
Perhaps one of your ancestors first developed barrier or object, which allows you to peek through ~Sir Arthour
the power and passed it down
through generations. walls. Action to initiate. Explores Dark Places
GM Intrusions:
You might do whatever you 5JFS 6OUPVDIBCMF Sometimes items fall out of
can to play up your translucent *OUFMMFDU QPJOUT
You change pockets or bags in the dark,
appearance by wearing your phase state for the never to be found again. Or
diaphanous, billowy clothing, next one minute so that you at least, not to be found by
or, depending on your can’t affect or be affected by the one who lost them.
personality, you might do normal matter or energy.
just the opposite. Only mental attacks and
special transdimensional
Jacks enjoy the infiltration energies, devices, or abilities
possibilities of changing can affect you, but likewise
their phase state, and nanos you can’t attack, touch, or
appreciate the defensive otherwise affect anything.
capabilities. Glaives can use Action to initiate.
the offensive and defensive
aspects but might find them 5JFS &OIBODFE 1IBTFE
a bit hindering as well. Attack *OUFMMFDU QPJOUT
This
ability works like the third-tier
Connection: Pick one other Phased Attack ability except
PC. You have known that that your attack also disrupts
character for a while, and he the foe’s vitals, dealing an
helped you gain control of your additional 5 points of damage.
phase states.
Enabler.
.JOPS &GGFDU 4VHHFTUJPOT
While out of phase, you also EXPLORES DARK
gain +1 to all Speed defense PLACES
tasks.
You explore the foreboding ruins and mysterious
.BKPS &GGFDU 4VHHFTUJPOT locales of the ancient eras, trained in such activities
While out of phase, you are also by those who have gone before you. You’re the
invisible. archetypical treasure hunter, scavenger, and finder of
lost things. You spend so much of your time in the
5JFS 8BML 5ISPVHI 8BMMT *OUFMMFDU QPJOUT
You dark that you slowly adapt to it, almost becoming
can slowly pass through physical barriers at a rate of a creature of the gloom yourself. Even in civilized
1 inch (2.5 cm) per round (minimum of one round areas, you prefer to keep to the shadows.
to pass through any barrier). You can’t act (other
than moving) or perceive anything until you pass Most likely, you wear dark clothing to help you blend
entirely through the barrier. You can’t pass through into the blackness. On the other hand, you might wear
energy barriers. Action. sensible garments and gear because you have serious
and dangerous business to attend to in the dark.
5JFS %FGFOTJWF 1IBTJOH *OUFMMFDU QPJOUT
You can change your phase so that some attacks Jacks in particular are suited to exploring dark
pass through you harmlessly. For the next ten places; those who do so are called shadowjacks.
minutes, reduce the difficulty of all your Speed Glaives who follow this path are known as shadow
defensive tasks by one step, but during this time warriors, and nanos are called shadowcasters.
you lose any benefit from armor you wear. Action
to initiate. Connection: Pick one other PC. This character
has been your adventuring partner in previous
5JFS 1IBTFE "UUBDL *OUFMMFDU QPJOUT
The attack expeditions, and the two of you work so well together
you make on this turn ignores your foe’s armor. The that you both gain +1 to any die rolls when you
ability works for whatever kind of attack you use collaborate on the same task, fight the same foe, and
(melee, ranged, energy, and so on). Enabler. so on.
61
Explorer's pack, page 82 Additional Equipment: You start with an explorer’s good while doing it. Some might call you a
Glowglobe, page 82 pack. If you already have one, you can instead take swashbuckler or daredevil. You leap through the air,
Esoteries, page 35 50 extra feet (15 m) of rope, rations for two more make a flourish with your weapon, and attack, usually
Flash, page 37 days, and two minor glowglobes. with a clever, biting show of wit. Your enemies hate
Barrier, page 37 you, but your allies adore you. Just watching you fight
Dark Esoteries: If you perform esoteries, they is entertaining.
Bonus, page 17 make almost no sound, and whatever visual
displays they produce are dark and shadowy. You very likely wear no armor, instead preferring
Armor, page 92 These alterations change nothing other than the stylish clothing—perhaps even a hat with a feather.
Minor effect, page 88 appearance of the effects. A Flash esotery is a silent
burst of shadows, a Barrier esotery is a mass of Jacks and glaives make the best swashbucklers,
Fights With Panache shadowy wisps, and so on. and they are the most common types of character to
GM Intrusions: fight with panache.
.JOPS &GGFDU 4VHHFTUJPOT The target is also dazed
Looking silly, clumsy, or for one round, during which time the difficulty of Connection: Pick one other PC. You’re always
unattractive can be the all tasks it performs is modified by one step to its trying to impress this character with your skill, wit,
swashbuckler’s greatest detriment. appearance, or bravado. Perhaps she is a rival,
perhaps you need her respect, or perhaps you’re
fear. .BKPS &GGFDU 4VHHFTUJPOT The target is also romantically interested in her.
stunned and loses its next turn.
Additional Equipment: You begin with a set of
5JFS 5SBJOFE &YQMPSFS You are trained in searching, extremely stylish clothes and a jeweled weapon.
listening, climbing, balancing, and jumping tasks.
Enabler. .JOPS &GGFDU 4VHHFTUJPOT The target is so dazzled
by your style that it is dazed for one round, during
5JFS 5SBJOFE *OmMUSBUPS You are trained in which time the difficulty of all tasks it performs is
lockpicking and tinkering with devices. Enabler. modified by one step to its detriment.
&ZFT "EKVTUFE You can see in extremely dim light .BKPS &GGFDU 4VHHFTUJPOT Make an additional
as though it were bright light. You can see in total attack with your weapon on your turn.
darkness as if it were extremely dim. Enabler.
5JFS "UUBDL 'MPVSJTI With your attack, you add
5JFS 4MJQQFSZ $VTUPNFS You are trained in stylish moves, entertaining quips, or a certain
escaping from bonds, fitting in tight spaces, and “something” that entertains or impresses others.
other contortionist tasks. Thanks to your experience, Choose any number of creatures within short range
you also are trained in Speed defense tasks while who can see you; each of them gains a +1 bonus to
wearing light armor or no armor. Enabler. its next die roll. Enabler.
5JFS 3FTJMJFOU In your explorations of dark places, 5JFS 2VJDL #MPDL If you use a light or medium
you’ve been exposed to all sorts of terrible things weapon, you decrease the difficulty of your Speed
and are developing a general resistance. You gain defense actions by one step. Enabler.
+1 to Armor and are trained in Might defense tasks.
Enabler. 5JFS "DSPCBUJD "UUBDL 4QFFE QPJOUT
You leap
into the attack, twisting or flipping through the air.
5JFS %BSL &YQMPSFS You ignore penalties for any This motion decreases the difficulty of your attack
action (including fighting) in extremely dim light by one step. If you roll a natural 17 or 18, you can
or in cramped spaces. Combined with your Eyes choose to have a minor effect rather than deal extra
Adjusted ability, you can act without penalty even in damage. You can’t use this ability if your Speed is
total darkness. You are also trained in sneaking tasks reduced from wearing armor. Enabler.
while in dim or no light. Enabler.
5JFS .PCJMF 'JHIUFS 4QFFE QPJOUT
As part of
5JFS #MJOEJOH "UUBDL 4QFFE QPJOUT
If you have your attack, you can leap on or over obstacles, swing
a source of light, you can use it to make a melee from ropes, run along narrow surfaces, or otherwise
attack against a target. If successful, the attack deals move around the battlefield at your normal speed
no damage, but the target is blinded for one minute. as if such tasks were routine (difficulty 0). You can’t
Action. use this ability if your Speed is reduced from wearing
armor. Enabler.
FIGHTS WITH PANACHE
5JFS #MPDL GPS "OPUIFS If you use a light or medium
You know that style is at least as important as weapon, you can block attacks made against an ally
substance. Defeating foes is secondary to looking near you. Choose one creature within immediate
range. You decrease the difficulty of that creature’s
62
CHARACTER FOCUS
Speed defense actions by one step. You can’t use pull a light object anywhere within range to yourself Focuses Mind Over Matter
Quick Block while using Block for Another. Enabler. or move a heavy object (like a piece of furniture) GM Intrusions:
about 10 feet (3 m). This power lacks the fine control One mental slip, and
5JFS "HJMF 8JU When attempting a Speed task, you to wield a weapon or move objects with much moving objects drop or
instead can roll (and spend points) as if it were an speed, so in most situations, it’s not a means of fragile objects break.
Intellect action. If you apply Effort to this task, you attack. You can’t use this ability on your own body. Sometimes the wrong item
can spend points from your Intellect Pool instead The power lasts for one hour or until its Might Pool moves, falls, or breaks.
of your Speed Pool (in which case you also use your is depleted—whichever comes first. Action.
Intellect Edge instead of your Speed Edge). Enabler. Psychokinesis doesn’t
5JFS &OIBODF 4USFOHUI *OUFMMFDU QPJOUT
For the necessarily have to
FOCUSES MIND OVER MATTER next ten minutes, tasks that depend on brute force— mean “mental powers.”
such as moving a heavy object, smashing down a Someone using mind over
Telekinesis. Psychokinesis. Mind over matter. The door, or hitting someone with a melee weapon—are matter might actually be
power has many names, but in the end, it all boils easier for you. The difficulty of all such tasks is accessing a mechanical
down to one thing—the molecules that make up all decreased by one step. Action to initiate. or bioengineered portion
matter are yours to command. You likely call yourself of their brain to direct
a telekinetic or just a TK. 5JFS "QQPSUBUJPO *OUFMMFDU QPJOUT
You call a nanobots prevalent in the
physical object to you. You can choose any piece of Ninth World environment.
Many telekinetics prefer to wear tight clothing normal equipment on the standard equipment list, These nanites could
without much accouterment so there is little another or (no more than once per day) you can allow the be actors moving (or
TK could grab hold of psychically. On the other hand, GM to determine the object randomly. If you call a changing) the matter
you have the power to create very minor telekinetic random object, it has a 10 percent chance of being affected by the character, as
effects at will, so your hair might always be in a cypher or artifact, a 10 percent chance of being she directs them, knowingly
motion, you could have a few tiny objects floating an oddity, a 40 percent chance of being a piece of or unknowingly.
around you, or you might wear a long cape that’s standard equipment, and a 40 percent chance of
always billowing. being a bit of worthless junk. You can’t use this
ability to take an item held by another creature.
Jacks are the most likely characters to be Action.
telekinetics, but glaives find that the abilities add
to their combat prowess, and nanos, of course, 5JFS 1TZDIPLJOFUJD "UUBDL *OUFMMFDU QPJOUT
You
appreciate the additional power. can use this attack in one of two ways. The first way
is to pick up a heavy object and hurl it at someone
Connection: Pick one other PC. This character within short range. This attack is an Intellect action,
can cause your telekinetic powers to act oddly. Every and if successful, it deals 6 points of damage to
once in a while, if he stands directly next to you, your the target and to the hurled object (which could be
powers are cancelled, but at other times, they seem another foe, although that would require two rolls—
improved when used near him. one roll to grab the first foe and another roll to hit
the second foe with the first). The second way is to
Mental Esoteries: If you perform esoteries, those unleash a shattering burst of power that works only
that would normally use force or other energy instead against an inanimate object no larger than half your
use telekinetic force. For example, a Flash or an size. Make an Intellect roll to instantly destroy the
Onslaught force blast is a telekinetic blast from your object; the difficulty of this task is decreased by three
mind. This alteration changes nothing except that you steps (compared to breaking it with brute strength).
don’t need a free hand to perform esoteries. Enabler. Action.
.JOPS &GGFDU 4VHHFTUJPOT An object moves faster 5JFS 3FTIBQF .BUUFS *OUFMMFDU QPJOUT
Your
or more efficiently. mastery of telekinesis is so great that you can reshape
objects on a molecular level. You can affect a single
.BKPS &GGFDU 4VHHFTUJPOT You can move or affect object no larger than you, and the object must be
twice as much as normal. visible and close enough for you to touch. You can
use this ability to damage the object (as if using
5JFS %FnFDU "UUBDLT *OUFMMFDU QPJOU
Using your Psychokinetic Attack, except the difficulty of the task
mind, you protect yourself from incoming attacks. is decreased by four steps instead of three), or you
For the next ten minutes, you are trained in Speed can attempt a crafting task to reshape the object
defense tasks. Action to initiate. into another form. Reshaping an object usually has a
difficulty equal to 1 plus the level of the finished object.
5JFS 5FMFLJOFTJT *OUFMMFDU QPJOUT
You can exert
force on objects within short range. Once activated,
your power has an effective Might Pool of 10, a
Might Edge of 1, and an Effort of 2 (approximately
equal to the strength of a fit, capable, adult human),
and you can use it to move objects, push against
objects, and so on. For example, you could lift and
63
Fuses Flesh and Steel FUSES FLESH AND STEEL 4QFDJBM )FBMJOH Traditional healing skills,
GM Intrusion: medicines, and techniques work only half as well
At some point in your past, some of your organic for you. Each time you start at full health, the first 5
People in most societies parts were replaced with artificial components. points of damage you take can never be healed in
are afraid of someone (Alternatively, you belong to a secret race these ways or recovered normally. Instead, you must
of biomechanical hybrids.) These artificial use repairing skills and abilities to restore those
who is revealed to have components might be subdermal, or they might points. For example, if you start with a full Might
mechanical parts. resemble more overt metal or synth plating on Pool of 10 and take 8 points of damage, you can use
your skin. They can also take the form of threadlike recovery rolls to restore 3 points, but the remaining 5
Cypher, page 278 tendrils of circuitry winding across your flesh. points must be restored using repairing methods.
Artifact, page 298 Whatever their appearance, these components give
you special abilities. As you advance, you can add 5JFS *OUFSGBDF By directly plugging into a device,
Howls at the Moon to, modify, or discover new functions for them. you can identify and learn to operate it as though the
GM Intrusions: Unfortunately, your artificial body also has special task were one level lower. Enabler.
requirements when it takes damage.
People are terrified of 5JFS 8FBQPOJ[BUJPO One light or medium melee
monsters, and savage You probably wear a cloak with a hood or weapon of your choice is built into your body, and
beasts that can take the something similar to hide your artificial parts from you are trained in this weapon (even if you are not
form of ordinary folks are those who would persecute you. Because your trained in other weapons of that type). The weapon is
even more frightening. components are tricky to repair, as time goes on, it concealed until you wish to use it. Enabler.
might become more difficult to conceal your true
nature, with exposed circuitry, metal plates, and 5JFS 'VTJPO You can fuse your cyphers and
more in a state of partial disassembly. artifacts with your body. These fused devices function
as if they were one level higher. Enabler.
Anyone—glaive, jack, or nano—might be a
cybernetic organism. 5JFS %FFQ 3FTFSWFT Once each day, you can
Connection: Pick one other PC. This transfer up to 5 points between your Pools in any
character knows your true nature, even if combination, at a rate of 1 point per round. For
no one else does. If your components example, you could transfer 3 points of Might to
are not particularly hidden, she Speed and 2 points of Intellect to Speed, which
knows a different secret of yours, would take a total of five rounds. Action.
such as a preprogrammed word that
will shut you down for ten minutes. 5JFS 6MUSB &OIBODFNFOU You gain +1 to Armor and
Additional Equipment: You have +5 to each of your three stat Pools. Enabler.
a bag of light tools and a variety
of parts to repair yourself. HOWLS AT THE MOON
.JOPS &GGFDU 4VHHFTUJPOT
Your servos learn from your Sometimes the numenera is a double-edged sword.
successful actions. You gain You are cursed and blessed to be able to transform
a +1 bonus to similar actions into a powerful creature, drawing additional mass
involving the same task (such from a transdimensional source. You and the GM
as making attacks against should work out the exact nature of the creature,
the same foe or operating including its appearance, but it’s a wild beast of
the same device). rage and blood—at least until you learn to control it.
.BKPS &GGFDU Creatures like you are often called “lycanthropes.”
Suggestions: You
discharge a small pulse of Style and appearance are probably low on your list
power into your foe. Make of concerns. Your clothes might be ragged because
an immediate attack against your transformation is hard on them (or they’re
that foe (using the same stat cheap because you know they’ll be destroyed the next
as the action that caused the time you transform).
major effect). If the attack
succeeds, it deals 4 points of Anyone—glaive, jack, or nano—can be a
electrical damage. lycanthrope, although a glaive likely benefits the
most from the transformation.
5JFS &OIBODFE #PEZ You
gain +1 to Armor, +3 to your Connection: Pick one other PC. That character is
able to soothe you when you’re in beast form. You’ll
Might Pool, and +3 to your never attack him while transformed, and if he spends
Speed Pool. Enabler. three consecutive turns using his action to calm you
64
CHARACTER FOCUS
down, you can revert to your normal form without 5JFS (SFBUFS #FBTU 'PSN Your beast form gains Although the people of
having to make a roll. the following additional bonuses: +1 to your Might the Ninth World look
Edge, +2 to your Speed Pool, and +1 to your Speed upon a creature that
Additional Equipment: You have an accurate Edge. Enabler. transforms into another
chronometer artifact that always lets you know when creature as mystical
the next transformation is coming. 5JFS (SFBUFS $POUSPMMFE $IBOHF You no longer lycanthropy, it instead
change into your beast form unless you want to. almost certainly involves
.JOPS &GGFDU 4VHHFTUJPOT The target is so Transforming into your beast form or back to your accessing other dimensions
intimidated by your bestial attack that it is dazed normal form is now a difficulty 1 Intellect task. of reality. A character either
for one round, during which time the difficulty of Enabler. draws mass from some
all tasks it performs is modified by one step to its extradimensional space
detriment. 5JFS &OIBODFE #FBTU 'PSN Your beast form gains (perhaps somehow warping
the following additional bonuses: +3 to your Might higher-dimensional mass
.BKPS &GGFDU 4VHHFTUJPOT Your attack conveys a Pool, +2 to your Speed Pool, and +2 to Armor. into our lower dimensions)
small bit of your lycanthropy. If your foe survives, Enabler. or the character actually
one month later, he transforms into an uncontrolled switches places with
beast. The GM decides what happens from there. 5JFS 1FSGFDU $POUSPM You no longer need to make a larger, more savage
a roll to change into your beast form or your normal ultraterrestrial creature
5JFS #FBTU 'PSN On five consecutive nights each form. You can change back and forth as your action. for a time. In this latter
month, you change into a monstrous beast for up to When you return to your normal form, you no longer case, the character and
one hour each night. In this new form, you gain +8 to take a penalty to your rolls. Enabler. the creature clearly have
your Might Pool, +1 to your Might Edge, +2 to your some bond that allows
Speed Pool, and +1 to your Speed Edge. While in beast HUNTS WITH GREAT SKILL them to share general
form, you can’t spend Intellect points for any reason intentions. The character,
other than to try to change to your normal form before You are a tracker. Perhaps you hunt animals or while shunted to another
the one-hour duration is over (a difficulty 2 task). In more deadly creatures. Perhaps you go after people dimension, likely remains
addition, you attack any and every living creature within as a bounty hunter, law enforcer, or killer for hire. in a stasis, unaware of
short range. After you revert to your normal form, you Whatever form your hunting takes, you are trained in anything until he returns to
take a –1 penalty to all rolls for one hour. If you did not stalking your quarry and bringing it down. You are a his normal world.
kill and eat at least one substantial creature while in dangerous individual.
beast form, the penalty increases to –2 and affects all Hunts With Great Skill
your rolls for the next 28 hours. Action to change back. If you hunt animals or creatures, you might GM Intrusions:
carry the trophies of past kills, such as teeth or Even the slightest noise
5JFS $POUSPMMFE $IBOHF You can try to change into skins. If you’re a bounty hunter, you probably wear or movement can alert
your beast form on any night you wish (a difficulty 3 whatever your quarry would find most intimidating the quarry that it’s being
Intellect task). Any transformations you make using so it feels as though it has no chance of getting hunted.
this power are in addition to the five nights per month away from you.
that you change involuntarily. Action to change.
65
Leads GM Intrusions: Most hunters are glaives, but jacks and nanos LEADS
Followers fail, betray, lie, bring unique skills to the chase.
Using charisma, natural leadership, and perhaps
become corrupted, get Connection: Pick one other PC. That person some training, you command the actions of others,
kidnapped, or die. once saw you show surprising mercy toward your who follow you willingly. You are a commander, a
prey, and now you hope she keeps that information captain, a leader, or a general. Your skills allow you
Initiative, page 90 quiet—it might harm your reputation. to make people do what you want, but you also have
the wisdom to know what actions would be best for
Additional Equipment: You wear boots that muffle your followers and allies.
your footsteps, giving you a +1 bonus to any roll
made involving sneaky movement. Since you need the respect of others, you probably
dress and carry yourself in such a way that inspires,
.JOPS &GGFDU 4VHHFTUJPOT You can attempt an endears, or intimidates. You have a voice suited to
intimidating task to cause your foe to immediately barking orders that can be heard even on a noisy
surrender. battlefield.
.BKPS &GGFDU 4VHHFTUJPOT Your foe pauses, terrified Glaives make excellent military leaders, but a
by your prowess, and takes no action on his turn. jack could easily lead a group of explorers or a den
of thieves. A nano might be the head of a group of
5JFS 5SBDLFS You are trained in following and “mages” or scholars, or she might have a gang of
identifying tracks. Enabler. bodyguards as followers.
4UBMLFS You are trained in all types of movement Connection: Pick one other PC. That character was
tasks (including climbing, swimming, jumping, and once a follower of yours, but you have since grown to
balancing). Enabler. think of him as a peer.
5JFS 4OFBL You are trained in stealth and initiative Additional Equipment: You have an artifact that
tasks. Enabler. allows you to tag up to seven followers. By looking
into the glass plate on the device, you can determine
4QSJOU BOE (SBC 4QFFE QPJOUT
You can run a their distance and direction relative to you. The
short distance and make a melee attack to grab a foe tagging process is somewhat demeaning, so it is
of your size or smaller. A successful attack means you likely that only your followers would ever submit to it.
grab the foe and bring it to a halt if it was moving (this
can be treated as a tackle, if appropriate). Action. .JOPS &GGFDU 4VHHFTUJPOT The next time you
attempt to command, captivate, or otherwise
5JFS 2VBSSZ *OUFMMFDU QPJOUT
Choose a quarry influence the same foe, the difficulty of the task is
(a single individual creature that you can see). decreased by one step.
You are trained in all tasks involving following,
understanding, interacting with, or fighting that .BKPS &GGFDU 4VHHFTUJPOT The foe is influenced,
creature. You can have only one quarry at a time. captivated, or otherwise affected by your ability for
Action to initiate. twice as long as normal.
5JFS 4VSQSJTF "UUBDL If attacking from a hidden 5JFS /BUVSBM $IBSJTNB You are trained in all social
vantage, with surprise, or before your opponent has interactions, whether they involve charm, learning a
acted, you decrease the difficulty of your attack by person’s secrets, or intimidating others. Enabler.
one step. On a successful hit, you inflict 2 additional
points of damage. Enabler. (PPE "EWJDF *OUFMMFDU QPJOU
You have a clear
mind for determining the best way to proceed. When
5JFS )VOUFS T %SJWF *OUFMMFDU QPJOUT
Through you give another character a suggestion involving his
force of will, when you wish it, you grant yourself next action, the character is trained in that action for
greater prowess in the hunt for ten minutes. During one round. Action.
this time, you decrease the difficulty of all tasks
involving your quarry, including attacks, by one step. 5JFS 'PMMPXFS You gain a level 2 NPC follower
Your quarry is the creature you selected with your who is completely devoted to you. You and the GM
third-tier ability. Enabler. must work out the details of the follower and you’ll
probably make rolls for it in combat or when it takes
5JFS .VMUJQMF 2VBSSZ *OUFMMFDU QPJOUT
This actions. The follower acts on your turn. As a level 2
ability functions like the third-tier Quarry ability follower, it has a target number of 6 and a health of
except that you can select up to three creatures as 6, and it inflicts 2 points of damage. If the follower
quarry. You must be able to see all three creatures dies, you gain a new one after at least two weeks and
when you initiate this ability. Your Hunter’s Drive proper recruitment. Enabler.
ability applies to all three creatures. Action to initiate.
5JFS $PNNBOE *OUFMMFDU QPJOUT
Through
sheer force of will and charisma, you issue a
66
CHARACTER FOCUS
simple command to a single living creature, which tier.) You and the GM must work out the details of Lives in the Wilderness
attempts to carry out your command as its next these followers. If a follower dies, you gain a new GM Intrusions:
action. The creature must be within short range one after at least two weeks and proper recruitment. People in cities and towns
and be able to understand you. The command can’t Enabler. sometimes disparage those
inflict direct harm on the creature or its allies, so who look (and smell) like
“Commit suicide” won’t work, but “Flee” might. 5JFS .JOE PG B -FBEFS *OUFMMFDU QPJOUT
When they live in the wilds, as
In addition, the command can require the creature you develop a plan that involves your followers, you if they were ignorant or
to take only one action, so “Open the door” might can ask the GM one very general question about what barbaric.
work, but “Open the door and run through it” is likely to happen if you carry out the plan, and you
won’t. Action. will get a simple, brief answer. Action.
$BQBCMF 'PMMPXFS Your first follower increases to $BQBCMF 'PMMPXFST Your first follower increases to
level 3. As a level 3 follower, it has a target number level 5. As a level 5 follower, it has a target number
of 9 and a health of 9, and it inflicts 3 points of of 15 and a health of 15, and it inflicts 5 points of
damage. Enabler. damage. Each of your level 2 followers increases to
level 3. Enabler.
5JFS $BQUJWBUF PS *OTQJSF *OUFMMFDU QPJOUT
You
can use this ability in one of two ways. Either your LIVES IN THE WILDERNESS
words keep the attention of all NPCs that hear them
for as long as you speak, or your words inspire all You dwell in the wilds. You probably have done so
NPCs (of your choosing) that hear them to function most, if not all, of your life, coming to understand
as if they were one level higher for the next hour. the mysteries of nature, weather, and survival. The
Action. ways of flora and fauna are your ways.
$BQBCMF 'PMMPXFS Your first follower increases to Your rough, rugged clothing shows little concern
level 4. As a level 4 follower, it has a target number for style. Most of the time, covering yourself in natural
of 12 and a health of 12, and it inflicts 4 points of smells to keep your scent from arousing suspicion in
damage. Enabler. the wilderness is more important than bathing to keep
yourself presentable to other humans.
5JFS #BOE PG 'PMMPXFST You gain six level 2 NPC
followers who are completely devoted to you. (They Glaives and jacks are the most likely characters
are in addition to the follower you gained at second to live in the wilderness, perhaps working as guides,
hunters, trappers, scouts, or trackers. A nano that does
so might be seen as a nature priest or wild wizard.
67
Margr, page 244 Connection: Pick one other PC who isn’t from the penalties due to natural causes such as tall grass,
wilderness. You can’t help but feel a little contempt thick brush, rugged terrain, weather, and so on.
for that character and her “civilized” ways, which Enabler.
show disdain for all things natural and (to your
mind) true. 5JFS 8JMEFSOFTT "XBSFOFTT *OUFMMFDU QPJOUT
Your connection to the natural world extends to a
Additional Equipment: You have a directional degree that some would call supernatural. While in
compass. the wilderness, you can extend your senses up to a
mile in any direction and ask the GM a very simple,
.JOPS &GGFDU 4VHHFTUJPOT A foe that is a natural general question about that area, such as “Where
creature flees rather than continue to fight you. is the margr camp?” or “Is my friend Deithan still
alive?” If the answer you seek is not in the area, you
.BKPS &GGFDU 4VHHFTUJPOT A foe that is a natural receive no information. Action.
creature becomes warily passive.
5JFS 5IF 8JME *T PO :PVS 4JEF *OUFMMFDU QPJOUT
5JFS 8JMEFSOFTT -JGF You are trained in climbing While you’re in the wilderness, foes within short
and swimming tasks. Enabler. range are tripped by rocks, tangled in vines, bitten by
insects, and distracted or confused by small animals.
8JMEFSOFTT -PSF You are trained in wilderness The difficulty of any tasks performed by those foes
navigation and in identifying plants and creatures. is increased by one step. This effect lasts for ten
Enabler. minutes. Action to initiate.
5JFS -JWJOH PGG UIF -BOE Given an hour or so, you 5JFS 0OF 8JUI UIF 8JME *OUFMMFDU QPJOUT
For the
can always find edible food and potable water in the next ten minutes, natural animals and plants within
wilderness. You can even find enough for a small long range will not knowingly harm you or those you
group of people, if need be. Further, since you’re designate. Action.
so hardy and have gained resistance over time, the
difficulty of resisting the effects of natural poisons .BTUFS PG UIF 8JME While you’re in the wilderness,
(such as those from plants or living creatures) your Might Edge, Speed Edge, and Intellect Edge
is decreased by one step. You’re also immune to increase by 1. When you make a recovery roll in
natural diseases. Enabler. the wilderness, you recover twice as many points.
Enabler.
Masters Defense 5JFS "OJNBM 4FOTFT BOE 4FOTJCJMJUJFT You are
GM Intrusions: trained in listening and spotting things. In addition, MASTERS DEFENSE
most of the time, the GM should alert you if you’re
Shields break when hit, about to walk into an ambush or a trap that is lower Protecting yourself is obviously important in
as do weapons used than level 3. Enabler. dangerous situations, and you are particularly
to parry. Armor straps 8JMEFSOFTT &YQMPSFS While taking any action
break. (including fighting) in the wild, you ignore any
68
CHARACTER FOCUS
good at it. Cautious same type (melee weapon, ranged weapon, or Masters Weaponry
and prudent, you learn unarmed) as the attack you defend against. If you GM Intrusions:
techniques to defend don’t have an appropriate type of weapon ready, you Weapons break. Weapons
against all kinds of can’t use this ability. Enabler. can be stolen. Weapons can
attacks, both physical be dropped or forced out of
and mental. The winner MASTERS WEAPONRY your hand.
is often the last person
standing, and you’ve You have worked long and hard with one particular Armor penalties, page 79
done all you can to type of weapon: swords, axes, daggers, whips, or
ensure that person will whatever you choose. Thus, you are a swordsman, Esoteries, page 35
be you. an axemaster, a mistress of knives, or whatever is Onslaught, page 35
appropriate to your chosen weapon. A master of the Flash, page 37
You carry a shield and rapier is different from a master of the warhammer. Barrier, page 37
probably wear the best
armor you can find. You might wear a symbol—a badge, a pin, a
tattoo, an amulet, certain colors, and so on—that
Glaives make excellent indicates the school in which you trained, the style
defensive masters, but jacks and nanos also find at of fighting you have mastered, or the name of your
least some of these skills of great value. mentor. Your weapon is almost certainly your finest
possession. Not only is it well cared for and of
Connection: Pick one other PC. This character high quality, but you probably keep it in a beautiful
protected you from harm recently, and you feel scabbard, harness, belt, case, or something similar.
indebted to him for saving your life.
Many glaives are weapon masters, but sometimes
Additional Equipment: You have a shield. a jack might choose this path, particularly with
.JOPS &GGFDU 4VHHFTUJPOT You gain a +1 bonus to lighter weapons.
Speed defense rolls for one round.
.BKPS &GGFDU 4VHHFTUJPOT You gain a +2 bonus to Connection: Pick one other PC. That character
Speed defense rolls for one round. shows potential in the use of your weapon. You
would like to train her, but you’re not necessarily
5JFS 4IJFME .BTUFS When you use a shield, in qualified to teach (that’s up to you), and she might
addition to the asset it gives you (lowering the difficulty not be interested (that’s up to her).
of Speed defense tasks by one step), you can act as if
you are trained in Speed defense tasks. However, in Additional Equipment: You have a high-quality
any round in which you use this benefit, the difficulty of weapon of your choosing.
your attacks increases by one step. Enabler.
Weaponry Esoteries: If you perform esoteries, your
5JFS 4UVSEZ You are trained in Might defense attacks always look like your chosen weapon. So the
tasks. Enabler. force blast of the Onslaught esotery appears to be a
large weapon made of force, and the Flash esotery
"SNPS &YQFSU When you wear any armor, you produces a flurry of weaponry. These alterations change
reduce the armor’s penalties (Might cost per hour nothing other than the appearance of the effects. As
and Speed reduction) by 1. Enabler. another example, Barrier becomes a wall of swirling
blades of energy. This alteration changes the esotery
5JFS %PEHF BOE 3FTJTU 4QFFE QPJOUT
You can such that it is not a solid barrier but rather inflicts 1
reroll any of your Might, Speed, or Intellect defensive point of damage to anyone who touches it and 4 points
rolls and take the better of the two results. Enabler. of damage to anyone who passes through it.
5JFS 5PXFS PG 8JMM You are trained in Intellect
defense tasks. Enabler.
"SNPS .BTUFS When you wear any armor, you
reduce the armor’s penalties (Might cost per hour
and Speed reduction) to 0. Enabler.
5JFS /PUIJOH CVU %FGFOE If you do nothing on
your turn other than defend, you are specialized in
all defensive tasks for that one round. Action.
5JFS %FGFOTF .BTUFS Every time you succeed at
a Speed defense task, you can make an immediate
attack against your foe. Your attack must be the
69
.JOPS &GGFDU 4VHHFTUJPOT The target is so
dazzled by your expertise that it is dazed for one
round, during which time the difficulty of all tasks it
performs is modified by one step to its detriment.
.BKPS &GGFDU 4VHHFTUJPOT Make an immediate
additional attack with the weapon as part of your
turn.
5JFS 8FBQPO .BTUFS You gain a +1 bonus to
damage with your chosen weapon. Enabler.
5JFS 8FBQPO %FGFOTF While your chosen weapon
is in your hand or hands, you are trained in Speed
defense rolls. Enabler.
5JFS 3BQJE "UUBDL 4QFFE QPJOUT
Once per
round, you can make an additional attack with your
chosen weapon. Enabler.
Poison, page 95 5JFS /FWFS 'VNCMF If you roll a natural 1 when and three doses of a level 2 blade poison that inflicts
GM intrusion, page 88 attacking with your chosen weapon, you can ignore 5 points of damage.
or countermand the GM’s intrusion for that roll. You
Murders GM Intrusions: can never be disarmed of your chosen weapon, nor .JOPS &GGFDU 4VHHFTUJPOT No one but the foe
Most people do not react will you ever drop it accidentally. Enabler. notices that you make the attack.
well to a professional 5JFS &YUSFNF .BTUFSZ .JHIU QPJOUT
When .BKPS &GGFDU 4VHHFTUJPOT If you have poison amid
killer. using your chosen weapon, you can reroll any attack your belongings, you were able to apply it just before
roll you wish and take the better of the two results. the strike, adding the poison’s effects to the normal
Disguise kit, page 82 Enabler. attack damage.
5JFS %BNBHF %FBMFS You gain a +2 bonus to 5JFS 4VSQSJTF "UUBDL If attacking from a hidden
damage with your chosen weapon. This bonus adds vantage, with surprise, or before an opponent has
to the one from the Weapon Master ability, giving acted, you reduce the difficulty of your attack by one
you a total bonus of +3. Enabler. step. On a successful hit with this surprise attack,
you inflict 2 additional points of damage. Enabler.
%FBUI %FBMFS .JHIU QPJOUT
If you strike a foe
of level 3 or less with your chosen weapon, you kill 5SBJOFE "TTBTTJO You are trained in stealth and
the target instantly. Action. disguise tasks. Enabler.
MURDERS 5JFS 2VJDL %FBUI 4QFFE QPJOUT
You know how
to kill quickly. When you hit with a melee or ranged
The murderous assassin is a master of dealing attack, you deal 4 additional points of damage. You
death. No one is better at sneaking into a location, can’t make this attack in two consecutive rounds.
eliminating a target, and slipping out again. Obviously, Action.
a professional killer is not likely to have a lot of friends.
5JFS 1PJTPO $SBGUFS You are trained in crafting,
You probably wear dark colors—black, charcoal sensing, identifying, and resisting poisons. Enabler.
grey, or midnight blue—to help blend into the
shadows. But since you’re also a master of disguise, 5SBJOFE *OmMUSBUPS You are trained in all
in truth you could look like anyone. interactions involving lies or trickery. Enabler.
Any character could be an assassin. Jacks are the 5JFS #FUUFS 4VSQSJTF "UUBDL If attacking from a
most likely choice, but nanos with their esoteries hidden vantage, with surprise, or before an opponent
or glaives with their combat abilities would make has acted, you reduce the difficulty of your attack
efficient killers as well. by one step. On a successful hit with this surprise
attack, you inflict 2 additional points of damage.
Connection: Pick one other PC. That character These effects add to those from Surprise Attack,
knows your real identity, profession, and giving you a total decrease of two steps and a total of
background. To all others, the truth about you is a 4 additional points of damage. Enabler.
closely guarded secret.
Additional Equipment: You start with a disguise kit
70
CHARACTER FOCUS
5JFS 4MBZFS 4QFFE QPJOUT
With a swift and While in this state, you can’t use Intellect points, Rages GM Intrusions:
sudden attack, you strike a foe in a vital spot. If the but you gain +2 to your Might Edge and your Speed It’s easy for a berserker to
target is level 3 or less, it is slain outright. Action. Edge. This effect lasts for as long as you wish, but lose control and attack friend
it ends if no combat is taking place within range of as well as foe.
5JFS &TDBQF 1MBO When you kill a foe, you can your senses. You can use this ability or your first-tier Minor and major effects,
attempt a sneaking action to immediately hide from Frenzy ability, but you can’t use both at the same page 88
anyone around, assuming that a suitable hiding time. Enabler.
place is nearby. Enabler. Rides the Lightning
5JFS "UUBDL BOE "UUBDL "HBJO Rather than granting GM Intrusions:
RAGES additional damage or a minor or major effect, a Overcharged batteries
natural 17 or higher on your attack roll allows you explode.
The berserker is a feared fighter who cannot be the option of immediately making another attack.
stopped. You put yourself into a howling battle frenzy Enabler. Depletion, page 298
that can make you a terror on the battlefield. You Esoteries, page 35
might hail from a less civilized society, perhaps even 5JFS 5PVHI BOE 'BTU You gain +6 to your Might Flash, page 37
a tribal one. Pool and your Speed Pool. Enabler. Onslaught, page 35
You likely wear little or no armor so as not to RIDES THE LIGHTNING
restrict your speed or maneuverability. Your clothing
is probably simple and utilitarian. The ancients harnessed electricity in strange and
wonderful ways. Through practice and inherent
Glaives make the best berserkers. ability (or the subtle use of hidden or implanted
Connection: Choose one other PC. You feel devices), you control the same energy. Not only can
strangely protective toward that character and don’t you create and discharge electrical power, but you
want to see her come to harm. can eventually learn to use it to transport yourself.
.JOPS &GGFDU 4VHHFTUJPOT When fighting multiple
foes, you knock one into another, putting both off You probably wear tight-fitting clothing that allows
balance. As a result, treat both foes as one level you to move quickly. Your garments might be blue
lower for one round. and black, perhaps with a lightning-bolt motif.
.BKPS &GGFDU 4VHHFTUJPOT Your foe is terrified of
your rage and uses his next two actions to flee. Although nanos seem most suited to wielding
lightning, jacks can make good use of the varied
5JFS 'SFO[Z *OUFMMFDU QPJOU
When you wish, lightning abilities.
while in combat, you can enter a state of frenzy.
While in this state, you can’t use Intellect points, Connection: Pick one other PC. This character
but you gain +1 to your Might Edge and your Speed has been your friend for a long time, and you
Edge. This effect lasts for as long as you wish, but have learned to bring her along when you ride the
it ends if no combat is taking place within range of lightning. If the character is standing right next to
your senses. Enabler. you, you can take her with you when you use the Bolt
Rider or Electrical Flight powers. (Normally, neither
5JFS )BSEZ You gain +5 to your Might Pool. ability allows you to transport other creatures.)
These additional points can be used only to absorb
damage. You can’t spend them to apply Effort to Additional Equipment: You have a bag of
rolls. Enabler. miscellaneous batteries and power cells. Whenever you
find a new device that operates on batteries or cells
.PCJMF 'JHIUFS You are trained in climbing and (GM discretion), there is a 75 percent chance that the
jumping tasks. Enabler. bag contains one that will power it if it depletes.
5JFS 1PXFS 4USJLF .JHIU QPJOUT
If you Electrical Esoteries: If you perform esoteries,
successfully attack a target, you knock it prone in those that would normally use force or other energy
addition to inflicting damage. The target must be instead use electricity. For example, a Flash or an
your size or smaller. You can knock down a target Onslaught force blast is a blast of lightning. This
larger than you if you apply a level of Effort to do so alteration changes nothing other than the type of
(rather than to decrease the difficulty of the attack). damage and the fact that it might start fires.
Enabler.
.JOPS &GGFDU 4VHHFTUJPOT The target is dazed
6OBSNPSFE 'JHIUFS While unarmored, you are by electricity for one round, during which time the
trained in Speed defense tasks. Enabler. difficulty of all tasks it performs is modified by one
step to its detriment. Electricity can also shut down an
5JFS (SFBUFS 'SFO[Z *OUFMMFDU QPJOUT
When you android, robot, or other automaton for one round.
wish, while in combat, you can enter a state of frenzy.
.BKPS &GGFDU 4VHHFTUJPOT Devices filled with
electrical power explode. You can target and destroy
an artifact that a foe is holding or wearing.
71
Artifact, page 298 5JFS 4IPDL *OUFMMFDU QPJOU
Your hands crackle point per level of the device. You regain points at
Cypher, page 278 with electricity, and the next time you touch a the rate of 1 point per round and must give your
creature, you inflict 3 points of damage. Alternatively, full concentration to the process each round. The
if you wield a weapon, for ten minutes it crackles GM determines whether the device is fully drained
with electricity and inflicts 1 additional point of (likely true of most handheld or smaller devices) or
damage per attack. Action for touch; enabler for retains some power (likely true of large machines).
weapon. Action to initiate; action each round to drain.
$IBSHF *OUFMMFDU QPJOUT
You can charge an 5JFS #PMUT PG 1PXFS *OUFMMFDU QPJOUT
You blast
artifact or other device (except a cypher) so that it a fan of lightning out to short range in an arc that is
can be used once. The cost is 1 Intellect point plus 1 approximately 50 feet (15 m) wide at the end. This
point per level of the device. Action. discharge inflicts 4 points of damage. If you apply
Effort to increase the damage rather than to decrease
5JFS #PMU 3JEFS *OUFMMFDU QPJOUT
You can move the difficulty, you deal 2 additional points of damage
a long distance from one location to another almost per level of Effort (instead of 3 points); however,
instantaneously, carried by a bolt of lightning. You targets in the area take 1 point of damage even if you
must be able to see the new location, and there must fail the attack roll. Action.
be no intervening barriers. Action.
5JFS -JHIUOJOH 4XJGU You gain +3 to your Speed 5JFS &MFDUSJDBM 'MJHIU *OUFMMFDU QPJOUT
You exude
Pool and +1 to your Speed Edge. Enabler. an aura of crackling electricity that lets you fly for ten
minutes. You can’t carry other creatures with you.
%SBJO $IBSHF You can drain the power from an Action to activate.
artifact or device, allowing you to regain 1 Intellect
Talks to Machines 5JFS 8BMM PG -JHIUOJOH *OUFMMFDU QPJOUT
You
GM Intrusions: create a barrier of crackling electricity up to 2,500
square feet (230 sq. m) in size, shaped as you wish.
Sometimes machines The wall is a level 7 barrier. Anyone within immediate
malfunction or act distance of the wall automatically takes 10 points of
unpredictably. In damage. The wall lasts for one hour. Action to create.
addition, many people TALKS TO MACHINES
look upon someone who
Since you were young, you had an affinity for
interfaces so well with machines. It seemed almost like you were speaking
machines as a witch—or to them.
at least as a dangerous You were. You have the ability to use your organic
individual. brain like a computer, interfacing “wirelessly” with
any electronic device. You can control and influence
them in ways that others can’t. Computers are your
friends and companions. You have also learned to
repair machines of all kinds because the better they
work, the better off you are as well.
You likely wear a tool belt full of various implements,
and machine oils stain your clothes and fingertips.
All types of characters can spend their time talking to
machines, although this practice fits the nano best of all.
Connection: Pick one other PC. That character
seems to have a terrible relationship with
machines—or at least the machines that you
communicate with. If she is next to a machine that
you interact with in a friendly manner, that machine
is treated in all ways as being one level lower than
normal (unless doing so benefits you or her, in
which case the level does not change).
Additional Equipment: A bag of small tools.
.JOPS &GGFDU 4VHHFTUJPOT The duration of
influence or control is doubled.
72
CHARACTER FOCUS
.BKPS &GGFDU 4VHHFTUJPOT The duration of WEARS A SHEEN OF ICE Wears a Sheen of Ice
influence or control becomes 28 hours. GM Intrusions:
Through your studies, you have learned to focus your Ice makes surfaces slippery.
5JFS .BDIJOF "GmOJUZ You are trained in all tasks natural talents to command the powers of ice and cold. Extreme cold causes objects
involving electrical machines. Enabler. People might refer to you as an ice mage. Sometimes to crack and break.
ice mages are thought to come into conflict with those
%JTUBOU "DUJWBUJPO *OUFMMFDU QPJOU
You can known as fire mages, but this is a fallacy believed by Stronglass, page 77
activate or deactivate any machine you can see ordinary folks more than anything based in truth. Esoteries, page 35
within short range, even if normally you would have Onslaught, page 35
to touch or manually operate the device. To use You likely wear white or blue garments that are Flash, page 37
this ability, you must understand the function of heavier than they need to be—unless you live in Barrier, page 37
the machine, it must be your size or smaller, and a cold region or wintry clime, in which case you
it can’t be connected to another intelligence (or be probably wear less clothing than other people do Armor, page 92
intelligent itself). Action. because the cold doesn’t bother you.
5JFS $PBYJOH 1PXFS *OUFMMFDU QPJOUT
You Most ice mages are nanos, but a glaive armored
boost the power or function of a machine so that in ice, perhaps wielding an ice sword, would be quite
it operates at one level higher than normal for one impressive.
hour. Action to initiate.
Connection: Pick one other PC. Due to a quirk of
$IBSN .BDIJOF *OUFMMFDU QPJOUT
You convince the numenera, if that character is standing next to
an unintelligent machine to “like” you. A machine you when you use your Ice Armor ability, he is also
that likes you is 50 percent less likely to function if protected by a sheen of ice. (He does not get the
said function would cause you harm. Thus, if a foe added protection of your Resilient Ice Armor ability.)
attempts to detonate a bomb near you controlled
by a detonator that likes you, there is a 50 percent Additional Equipment: You have a bladed weapon
chance that it won’t explode. Action to initiate. made of stronglass that looks like ice.
5JFS *OUFMMJHFOU *OUFSGBDF *OUFMMFDU QPJOUT
You can Ice Esoteries: If you perform esoteries, those that would
speak telepathically with any intelligent machine within normally use force or other energy instead use cold and ice.
long range. Further, you are trained in all interactions For example, an Onslaught force blast is a ray of frost, and
with intelligent machines. Such machines and Flash produces a blast of cold and ice shards. This alteration
automatons that normally would never communicate changes nothing other than the type of damage. As another
with a human might talk to you. Enabler. example, Barrier creates a wall of ice. This alteration
changes nothing except the wall’s appearance and the fact
5JFS .BDIJOF $PNQBOJPO You create a level 3 that it takes 2 additional points of damage from fire.
animate, intelligent machine that accompanies
you and acts as you direct. As a level 3 machine .JOPS &GGFDU 4VHHFTUJPOT The surface around the
companion, it has a target number of 9 and a health of target becomes slick and difficult to stand on.
9, and it inflicts 3 points of damage. If it’s destroyed, it
takes you one month to create a new one. Enabler. .BKPS &GGFDU 4VHHFTUJPOT The target is covered in
ice that hinders its movement for one minute, during
3PCPU 'JHIUFS When fighting an automaton or which time the difficulty of all tasks it performs is
intelligent machine, you are trained in attacks and modified by one step to its detriment.
defense. Enabler.
5JFS *DF "SNPS *OUFMMFDU QPJOU
When you wish
5JFS *OGPSNBUJPO (BUIFSJOH *OUFMMFDU QPJOUT
You it, your body is covered in a sheen of ice for ten
speak telepathically with any or all machines within 1 minutes that gives you +1 to Armor. While the sheen
mile (1.6 km). You can ask one basic question about is active, you feel no discomfort from normal cold
themselves or anything happening near them and temperatures and have an additional +2 to Armor
receive a simple answer. For example, while in an area versus cold damage specifically. Enabler.
with many machines, you could ask “Where is the ravage
bear?” and if the creature is within a mile of you, one or 5JFS 'SPTU 5PVDI *OUFMMFDU QPJOU
Your hands
more machines will probably provide the answer. Action. become so cold that the next time you touch a
creature, you inflict 3 points of damage. Alternatively,
5JFS $POUSPM .BDIJOF *OUFMMFDU QPJOUT
You can you can use this ability on a weapon, and for ten
control the functions of any machine, intelligent or minutes, it inflicts 1 additional point of damage from
otherwise, within short range. This effect lasts ten the cold. Action for touch; enabler for weapon.
minutes. Action.
5JFS 'SFF[JOH 5PVDI *OUFMMFDU QPJOUT
Your hands
become so cold that, in addition to inflicting damage
as described under Frost Touch, your touch freezes
solid a living target of your size or smaller, rendering
it immobile for one round. Action.
73
Wields Power 5JFS 3FTJMJFOU *DF "SNPS The sheen of ice you 5JFS *DF $SFBUJPO *OUFMMFDU QPJOUT
You create
With Precision generate using your Ice Armor ability gives you an a solid object of ice that is your size or smaller.
GM Intrusions: additional +1 to Armor. Enabler. The object is crude and can have no moving
Even if one tries to parts, so you can make a sword, a shield, a short
remain humble, skill and 5JFS $PME #VSTU *OUFMMFDU QPJOUT
You emit a ladder, and so on. Your ice objects are as strong
power might betray an blast of cold in all directions, up to short range. All as iron, but if you’re not in constant contact
arrogance that others find within the burst take 5 points of damage. If you apply with them, they function for only 1d6 + 6 rounds
annoying or insulting. Effort to increase the damage rather than to decrease before breaking or melting. For example, you can
Creatures from beyond the difficulty, you deal 2 additional points of damage make and wield an ice sword, but if you give it to
time and space take per level of Effort (instead of 3 points); however, another PC, the sword won’t last as long for that
special notice of people targets in the area take 1 point of damage even if you character. Action.
who command the fail the attack roll. Action.
mysterious and strange. WIELDS POWER WITH PRECISION
Not only are you blessed with a great command
of the numenera, but you are also trained to
exploit esoteries in ways that elevate you above
other nanos and jacks. Some people believe that
those who perform esoteries are born with the
ability, but you know that skill and intelligence
play important roles. The ancients created the
numenera through knowledge, discovery, and
intellect, and to use it properly, you must follow
the same path.
You probably wear spectacles and dapper
outfits, carrying extra books, notebooks, and pens
so you can continually focus on your studies and
experiments.
Nanos usually receive this instruction and focus,
but some jacks do as well. Glaives never do.
Connection: Pick one other PC. You’ve placed an
immutable, one-time ward that renders her immune
to the esoteries you perform unless she wants to be
affected.
Additional Equipment: You have an additional
book on the subject of the numenera.
.JOPS &GGFDU 4VHHFTUJPOT The esotery overwhelms
and dazzles the target for one round, during which
time the difficulty of all tasks it performs is modified
by one step to its detriment.
.BKPS &GGFDU 4VHHFTUJPOT The esotery terrifies the
target, who uses its next two turns to flee.
5JFS (FOJVT Your Intellect Pool increases by 5
points. Enabler.
5JFS 5SBJOJOH BOE 1SFDJTJPO You are trained in all
esoteries. As a result, you reduce the difficulty of any
task involved in the use of an esotery by one step.
Enabler.
5JFS &OIBODFE &TPUFSJFT Your esoteries that have
durations last twice as long. Your esoteries that
have short ranges reach to long range instead. Your
esoteries that inflict damage deal 1 additional point
of damage. Enabler.
74
CHARACTER FOCUS
5JFS (SFBUFS 3FQFSUPJSF You can learn one one light weapon and one medium weapon), making
additional esotery of fourth tier or lower. Enabler. two separate attacks on your turn as a single action.
This ability otherwise works like the Dual Light Wield
5JFS (SFBUFS 5SBJOJOH You are specialized in all ability. Enabler.
esoteries. As a result, you reduce the difficulty of any
task involved in the use of an esotery by two steps. 5JFS %VBM %FGFOTF When you wield two weapons,
Enabler. you are trained in Speed defense tasks. Enabler.
5JFS 4VQSB (FOJVT Your Intellect Pool increases by 5JFS %VBM %JTUSBDUJPO 4QFFE QPJOUT
When you Wields Two Weapons at
5, and your Intellect Edge increases by 1. Enabler. wield two weapons, your opponent’s next attack is Once GM Intrusions:
hindered. As a result, the difficulty of your defense With so many strikes and
WIELDS TWO WEAPONS AT ONCE roll against that attack is reduced by one step, and slices, it’s easy to imagine a
the difficulty of your next attack is reduced by one blade snapping in two or a
You bear steel with both hands, ready to take on any step. Enabler. weapon flying loose from its
foe. You fight with two weapons in melee, sometimes bearer’s grip.
called dual wielding. A fearsome warrior, quick and 5JFS 8IJSMJOH %FSWJTI When you wield two
strong, you believe that the best defense is a strong weapons, you can attack up to six times in one round Bonus, page 17
offense. as a single action, but you must make each attack
against a different foe. Make a separate attack roll Works Miracles GM
You probably sheathe one weapon on each side or for each attack. You remain limited by the amount Intrusions: Attempts to
both crossed behind your back. They are likely your of Effort you can apply on one action, but because heal might cause harm
most prized possessions, and you might have names you make separate attacks, Armor applies to each of instead. Sometimes, a
for them. them. Anything that modifies your attack or damage community or individual
applies to all attacks (positively or negatively), unless needs a healer so
Many glaives and jacks train to fight with two it’s specifically tied to one of the weapons, in which desperately that they hold
weapons at once. Very rarely would a nano spend the case it applies to only half of the attacks. Enabler. one against his will.
time required to learn such a purely physical art, but
it’s possible. WORKS MIRACLES Effort, page 21
Armor, page 92
Connection: Pick one other PC. You have trained You manipulate matter and time to help others
with this character so much that if the two of you and are beloved by everyone you encounter. Some
stand back to back in a fight, you both gain a +1 people consider you a representative of the gods
bonus to Speed defense tasks. or a power from beyond this world. Perhaps they’re
right—transdimensional experiments in the prior
Additional Equipment: You start with an additional worlds might be what created the energies that you
light melee weapon. now wield.
.JOPS &GGFDU 4VHHFTUJPOT The target is intimidated You probably wear simple clothes—nothing too flashy or
and flees as its next action. stylish. There’s no need to call more attention to yourself.
.BKPS &GGFDU 4VHHFTUJPOT You can make an Nanos are the likeliest miracle workers, using their
immediate additional attack with one of your mental fortitude to focus the power of healing. A
weapons. glaive who can heal himself, though, is an interesting
and dangerous proposition.
5JFS %VBM -JHIU 8JFME You can use two light
weapons at the same time, making two separate Connection: Pick one other PC. This character
attacks on your turn as a single action. You remain quietly suspects that you’re a messiah or
limited by the amount of Effort you can apply on supernatural being. You can choose whether or not
one action, but because you make separate attacks, you’re aware of his suspicion.
your opponent’s Armor applies to both. Anything
that modifies your attack or damage applies to both .JOPS &GGFDU 4VHHFTUJPOT The target is healed for
attacks, unless it’s specifically tied to one of the 1 additional point.
weapons. Enabler.
.BKPS &GGFDU 4VHHFTUJPOT The target is healed for
5JFS %PVCMF 4USJLF .JHIU QPJOUT
When you 2 additional points.
wield two weapons, you can choose to make one
attack roll against a foe. If you hit, you inflict damage 5JFS )FBMJOH 5PVDI *OUFMMFDU QPJOU
With a
with both weapons plus 2 additional points of touch, you restore 1d6 points to one stat Pool of any
damage, and because you made a single attack, the creature. This ability is a difficulty 2 Intellect task. Each
target’s Armor is subtracted only once. Action. time you attempt to heal the same creature, the task
difficulty increases by one step. The difficulty returns
5JFS %VBM .FEJVN 8JFME You can use two light to 2 after that creature rests for ten hours. Action.
weapons or medium weapons at the same time (or
75
Works the Back Alleys 5JFS "MMFWJBUF *OUFMMFDU QPJOUT
You attempt WORKS THE BACK ALLEYS
GM Intrusions: to cancel or cure one malady (such as disease or
poison) in one creature. Action. The thief, the burglar, the pickpocket: these are the
When things go wrong dangerous individuals who haunt the back alleys of
for thieves, they end up 5JFS 'POU PG )FBMJOH With your approval, other every community. You are a thief in a city or town,
in jail. Even when things creatures can touch you and regain 1d6 points to either making your livelihood at the expense of the wealthy.
go right, thieves can earn their Might Pool or their Speed Pool. This healing costs Your talents, however, prepare you for all kinds of
the enmity of powerful them 2 Intellect points. A single creature can benefit pursuits, even when you’re not crouching in an alley
from this ability only once each day. Enabler. or climbing into a window.
people, including
criminals. Usually, you dress to blend in with the crowd.
When you’re on a mission, black, form-fitting
Bag of light tools, clothing allows you to swim in the shadows.
page 82
Most thieves are jacks, but nanos make interesting
A character who works burglars as well. A glaive thief likely adds a little more
miracles might be physicality to his crimes.
using—knowingly or Connection: Pick one other PC. The character knew
unknowingly—nanites you beforehand and convinced you to leave your life
to help repair wounds or of crime for other pursuits—at least temporarily.
improve the physiology
of themselves or another Additional Equipment: You start with a bag of light
creature. Alternatively, tools.
it might be that a part
of the character’s brain .JOPS &GGFDU 4VHHFTUJPOT You can immediately
can speak to individual attempt to hide after this action.
cells in a creature’s body,
directing and speeding up .BKPS &GGFDU 4VHHFTUJPOT You can immediately
the cells’ mitotic phase take a second action during this turn.
or even the migration
5JFS 5IJFG You are trained in sneaking,
of cells in the system, pickpocketing, and lockpicking tasks. Enabler.
reorganizing entire
5JFS 6OEFSXPSME $POUBDUT You know many
biological structures. people in a variety of communities who engage in
illegal activities. These people are not necessarily
your friends and might not be trustworthy, but they
recognize you as a peer. You and the GM should
work out the details of your underworld contacts.
Enabler.
5JFS 1VMM B 'BTU 0OF *OUFMMFDU QPJOUT
When you’re
running a con, picking a pocket, fooling or tricking a
dupe, sneaking something by a guard, and so on, you
treat the task as if it were one level lower. Enabler.
5JFS *OTQJSBUJPO *OUFMMFDU QPJOUT
Through mental 5JFS .BTUFS 5IJFG You are trained in climbing,
inspiration and the manipulation of time, one creature escaping from bonds, slipping through narrow
you choose within short range is granted an additional, places, and other contortionist moves. Enabler.
immediate action, which it can take out of turn. Action.
5JFS %JSUZ 'JHIUFS 4QFFE QPJOUT
You distract,
5JFS 6OEP *OUFMMFDU QPJOUT
You turn back blind, annoy, hamper, or otherwise interfere with a foe,
time a few seconds, effectively undoing a single hindering his attack and defense rolls for one minute.
creature’s most recent action. That creature can then As a result, the difficulty of your defense rolls and attack
immediately repeat the same action or try something rolls against the foe is reduced by one step. Action.
different. Action.
5JFS "MMFZ 3BU *OUFMMFDU QPJOUT
While in a city,
5JFS (SFBUFS )FBMJOH 5PVDI *OUFMMFDU QPJOUT
you find or create a significant shortcut, secret
You touch a creature and restore its Might Pool, entrance, or emergency escape route where it looked
Speed Pool, and Intellect Pool to their maximum like none existed. You and the GM should work out
values, as if it were fully rested. A single creature can the details. Action.
benefit from this ability only once each day. Action.
76
EQUIPMENT
CHAPTER 7
EQUIPMENT
T he Ninth World is a dichotomy of past and MATERIALS Mineral rarity is not an
future, of the primitive and the extremely issue in the Ninth World,
advanced, of limitations and limitlessness. Most objects built in the Ninth World are made so gems and jewels are
Nowhere does this dichotomy become more evident of wood, leather, cloth, stone, glass, or metal. not intrinsically valuable.
than in the tools the inhabitants use, the clothing Smithies and forges can produce high-quality steel People still prize well-made
they wear, the weapons they wield, and the gear they objects, but they generally work in iron or bronze. jewelry and art objects, but
carry. This section looks at currency, materials, and However, plastic (called “synth”), organic stone or real “treasure” comes in the
gear in the Ninth World. steel, exotic crystal, and even stranger materials form of oddities or artifacts
are not unknown. Items made of those substances of the prior worlds.
Although some of the equipment and materials are left over from the prior worlds, so many people
described in this section are products of the distant are familiar with them, although very few know While some materials can
past, actual cyphers, artifacts, and oddities are not how to produce more. Unlike gold or gemstones, readily be found in various
listed here; they’re covered in Part 6: The Numenera some of these materials are indeed recognized as parts of the Ninth World,
(page 275). being rare, but none are valuable for their rarity others are more unique to a
alone. Ninth Worlders are too practical for that. particular area:
CURRENCY Such materials include (but are not limited to):
Culat is a particularly hard
Thanks to the mining and metallurgy of the prior Adamant silk: This fabric is five times as strong wood that is favored by the
worlds, and their ability to create anything they as regular silk and extremely resistant to stains Horges of Castle Sarrat
wished (or so it seems, anyway), no metal is rarer and dirt. (page 150).
than any other. People in the Ninth World have no
concept of gold, silver, gemstones, or even diamonds "[VSF TUFFM This bluish metal is not steel and Goldgleam and silster
as being valuable due to their scarcity. Such materials may not be from Earth at all. While somewhat are decorative elements
are valuable based on their beauty or usefulness lighter than steel, it is at least 10 times harder and harvested from insects in
alone. Most civilized societies use generic coins tougher. the Slant Milieu (page
commonly referred to as shins. 179).
.PMEFE GPBN This substance has the mass of
Shins are usually metal but can be made of glass, soap foam but has been molded firmly into other Redstone is a brick-colored
plastic, or substances that have no name. Some are shapes, such as dishes, boxes, or other common stone quarried only in the
jagged bits of interesting material or small, coinlike objects. Most kinds of molded foam are brittle, but village of Redstone (page
objects (such as highly decorative buttons from some types are more durable. 208).
a machine), and others are properly minted and
stamped, with writing and images. No minted coin Organic stone: Although it has the appearance
in existence today comes from a prior world—no and strength of granite (or sometimes other
coins survive from the ancient races, if indeed they minerals, such as marble or quartz), this material
used such currency at all. is grown rather than quarried. Some varieties of
organic stone are half as light as normal stone, but
Some regions of the Ninth World accept only coins other types are just as heavy—if not heavier.
that were minted in that realm; others accept all
coins, regardless of origin. This custom varies from 1MJBCMF NFUBM This material retains the strength and
place to place and society to society. durability of steel but is pliable enough to make bags,
boots, or similar objects. Sometimes pliable metal
Because shins are from the Ninth World, they temporarily molds to the shape of whatever is pressed
rarely turn up in old locations. Occasionally, against it, similar to 21st-century memory foam.
explorers of ancient or forgotten sites find a
smattering of items—buttons or doodads—that can Shapestone: Like stone out of precise molds,
be salvaged as shins. shapestone has the durability of granite but is
actually ceramic.
Stronglass: Although this material looks, feels, and
is worked like glass, it has the strength of steel.
77
Confusingly, sometimes
synthsteel is just called
synth when the context
makes it obvious that it is
very strong, such as with
synth armor.
Players probably Synth: This is a Ninth World name for any of Might action, or (2) assign the weight a Speed and
shouldn’t be able to a number of materials similar to various plastics Might cost to be deducted from the appropriate
select weapons or armor common in 21st-century Earth. They are durable but Pool. Method 1 is useful when a character wants
referred to as “special” in not particularly strong. to carry a single heavy object for a limited time—
the Equipment chapter for example, moving a hefty iron box out of a ruin
Synthsteel: Similar in appearance to normal synth, and loading it onto a cart for transport back to
for their beginning this somewhat misnamed substance is harder and civilization. Method 2 works well for long-term
character. GMs may even tougher than synth, making it stronger but far lighter encumbrance, such as when a character dons
want to put a price limit than steel. a second backpack full of machine parts and
continues exploring.
of 5 shins on starting Most common Ninth World items are made of
weapons and 15 shins on conventional materials, but it’s not strange to find a When assigning a Speed and Might cost, the
starting armor. If a player few objects made of these more exotic substances. Speed cost is a penalty assessed immediately, and
For instance, amid a rack of steel and iron axes, it remains until the character is unburdened. The
doesn’t select a free a character might find one with a synthsteel head lost Speed points aren’t recovered through rest or
weapon or armor he is (likely a piece of synthsteel originally designed for other means—only when the burden is removed.
entitled to, those are the another purpose and adapted for use as an axe The Might cost is a continuing cost deducted each
amounts he should get head). Usually, the cost of an item made of exotic hour, and those points are recovered normally. The
as compensation. Players materials is the same as that of a normal item, but if Speed cost and the Might cost are always the same:
the material makes a big difference—such as in the 1 point for each, 2 points for each, or 3 points for
should always select case of a shield made of stronglass so you can hold each. Wearing armor has a similar cost for the same
weapons and armor they it in front of you and still see through it—the seller reasons.
might charge up to twice the normal price.
can use. EQUIPMENT LISTS AND PRICES
ENCUMBRANCE
The items presented in this chapter are general
Weights of objects are not listed. In fact, it would examples, not exhaustive lists. Equipment in the
be futile to do so because the weight of an object Ninth World is often much like that found in an
depends on what materials were used to make ancient or medieval societies but can be far more
it. An iron axe and a ceramic axe weigh different advanced. For example, a simple tent or bedroll
amounts. might be constructed of synthetic fiber that makes
it entirely water-resistant as well as far lighter and
There’s no need to keep track of how much warmer than cloth. A chainmail hauberk could be
a character carries. If the GM determines that made in whole or in part from glassy links that are
a character is carrying too much equipment, he harder and lighter than steel.
should either (1) assign a difficulty and ask for a
78
EQUIPMENT
It’s worth noting that some Ninth World tools Using Armor Special Equipment, page 81
and devices would never be found in a medieval Oddity, page 314
setting because they’re relics from a previous world Anyone can wear any armor, but doing so can be Cypher, page 278
or were created with knowledge salvaged from a taxing. Wearing armor costs you Might points and Artifact, page 298
previous world. Examples of these kinds of objects reduces your Speed Pool. You can rest to recover
are inkpens, clothing made from denim or spandex, these lost Might points in the standard manner, Glaive, page 26
liquid soap, screw-top metal canisters, rubber gloves, even if you’re still wearing armor. The Speed Pool Jack, page 40
umbrellas, sticky tape, nylon fishing line, spray reduction remains as long as you wear the armor, Nano, page 32
bottles, and a hundred more similar items. They also but the Pool returns to normal as soon as you
include the objects listed under Special Equipment, remove it.
as well as random oddities and occasional cyphers
and artifacts—although finding either of the latter for Glaives and jacks have abilities that reduce the
sale like ordinary goods is quite uncommon. costs and penalties of wearing armor.
When in doubt, light weapons cost 1 shin, medium Might cost Speed Pool
weapons cost 3, and heavy weapons cost 5. Light SFEVDUJPO XIJMF XPSO
armor costs 3 shins, medium armor costs 5, and heavy "SNPS QFS IPVS
armor costs 15. Most other common objects cost 1, 2, 2
or 3 shins. Sellers usually discount for bulk purchases. Light 1 3
5
Medium 2
Heavy 3
ARMOR WEAPONS
Characters expecting danger frequently wear armor. Not all characters are familiar with all weapons.
Even the simplest of protective coverings helps Glaives know their way around most types, but
against slingstones and sword-strokes, and more jacks prefer light or medium weapons, and nanos
sophisticated or heavier armor protects against even usually stick to light weapons. If you wield a
graver threats. weapon that you have no experience with, the
difficulty of making an attack with that weapon is
You can wear only one type of armor at a time—you increased by one step. (See the chart on page 80 for
cannot wear chainmail hauberk and scale armor, for additional details on weapons).
example. However, Armor bonuses from multiple
sources combine to provide a total armor rating. For -JHIU XFBQPOT inflict only 2 points of damage, but
example, if you have subdermal implants that give you they reduce the difficulty of the attack roll by one step
+1 Armor, a force field that offers another +1 Armor, because they are fast and easy to use. Light weapons
and beastskin armor that grants +2 Armor, you have a are punches, kicks, knives, handaxes, darts, and
total of 4 Armor. so on. Weapons that are particularly small are light
weapons.
ARMOR
.FEJVN XFBQPOT inflict 4 points of damage.
-JHIU QPJOU PG "SNPS
1SJDF Medium weapons include broadswords,
Leather jerkin 3 shins battleaxes, maces, crossbows, spears, and so on.
Hides and furs 2 shins Most weapons are medium. Anything that could
be used in one hand (even if it’s often used in
4QFDJBM -JHIU QPJOUT PG "SNPS
1SJDF two hands, such as a quarterstaff or spear) is a
Armoring cloth 40 shins medium weapon.
Micromesh 50 shins
)FBWZ XFBQPOT inflict 6 points of damage, and
.FEJVN QPJOUT PG "SNPS
1SJDF you must use two hands to attack with them. Heavy
Beastskin 5 shins weapons are huge swords, great hammers, massive
Brigandine 5 shins axes, halberds, heavy crossbows, and so on. Anything
Chainmail hauberk 6 shins that must be used in two hands is a heavy weapon.
4QFDJBM .FEJVN QPJOUT PG "SNPS
1SJDF FURTHER NOTES
Metalweave vest 40 shins #V[[FS This handheld weapon fires thumbnail-
sized bladed disks up to short range. It holds five
Synth breastplate 50 shins disks in a magazine and requires an action to reload.
It can be used as a rapid-fire weapon.
)FBWZ QPJOUT PG "SNPS
1SJDF
Plate armor 15 shins $SBOL $SPTTCPX This long-range weapon
Scale armor 12 shins is similar to a standard crossbow, but it has a
magazine that holds five bolts, requiring a small
crank to advance to the next bolt. Action to reload. It
can be used as a rapid-fire weapon.
79
Milave, page 163 Forearm Blade: This metal weapon is basically is used most frequently by the warriors of Milave.
a bracer with a mounted blade on it. A favorite of Verred: This weapon resembles a sword with two
Berserkers, page 71 berserkers as well as the Jaekels of Aras Island.
Jaekels, page 169 forked blades. It is short and useful in defense as
3B[PS SJOH This short-range weapon is just what it well as offense.
The Beyond, page 174 sounds like: a ring with a razor-sharp outer edge. The
inner edge is often padded for holding. :VML This weapon resembles a splayed metal
claw mounted upon a 2-foot (0.6 m) haft. It is used
Sisk: This bladed throwing disk is about the mainly by raiders and wildmen of the Beyond.
diameter of a human head. This short-range weapon
WEAPONS 1SJDF /PUFT
1 shin Short range
-JHIU 8FBQPOT QPJOUT PG EBNBHF
3 shins
Blowgun 25 shins See Further Notes (page 79)
1 shin
12 darts 1 shin Can be thrown up to short range
Buzzer 1 shin Long range
8 shins
5-disk buzzer magazine 3 shins See Further Notes (page 80)
Club 4 shins Can be thrown up to short range
Dagger 1 shin
Dart thrower 1 shin See Further Notes (page 80)
2 shins See Further Notes (page 80)
12 darts 1 shin
Forearm blade 1 shin
Knife —
Punching dagger 2 shins
Rapier
Razor ring
Sisk
Unarmed (punch, kick, etc.)
Whip
.FEJVN 8FBQPOT QPJOUT PG EBNBHF
1SJDF /PUFT
Battleaxe 3 shins Long range
Bow 3 shins
5 shins See Further Notes (page 79)
12 arrows 3 shins Long range
Broadsword 10 shins
Crank crossbow 5 shins Long range
5 shins Often used two-handed
12 medium bolts 5 shins Often used two-handed
Crossbow 3 shins Can be thrown up to long range
2 shins See Further Notes (page 80)
12 medium bolts 2 shins See Further Notes (page 80)
Flail 2 shins
Hammer 3 shins
Javelin 2 shins
Mace 2 shins
Polearm 2 shins
Quarterstaff 2 shins
Spear
Verred
Yulk
)FBWZ 8FBQPOT QPJOUT PG EBNBHF
1SJDF /PUFT
Greataxe 5 shins Long range, action to reload
Greatsword 5 shins
Heavy crossbow 7 shins
5 shins
12 heavy bolts 4 shins
Maul 5 shins
Sword-staff
80
EQUIPMENT
OTHER EQUIPMENT Price Notes
2 shins See Further Notes (page 82)
Adventuring Items 10 shins See Further Notes (page 82)
Backpack 12 shins See Further Notes (page 82)
Bag of light tools 2 shins
Bag of heavy tools 5–20 shins See Further Notes (page 82)
Bedroll 1 shin See Further Notes (page 82)
Book 10 shins See Further Notes (page 82)
Burlap sack 2 shins
Compass 12 shins Asset for Speed defense tasks (decreases the difficulty by one step)
Crowbar 20 shins Large enough for two people
Disguise kit 10 shins
Explorer’s pack 3 shins Notes
First aid kit 5 shins
Grappling hook 1 shin Very nice clothing: up to 5 shins
Lockpicks 5–10 shins High-quality meal: up to 5 shins
Matchsticks (10) 1 shin
Musical instrument 2 shins
Pouch or other small container 3 shins
Rope (50 feet / 15 m) 3 shins
Shield 1 shin
Tent
Torches (2) Price
1 shin
Food and Mundane Items 3 shins
Ale/wine/other alcohol (glass) 1 shin
Ale/wine/other alcohol (bottle) 2 shins
Boots or shoes 1 shin
Cigarettes (12) 1 shin
Clothing 2 shins
Meal
Rations for one day
SPECIAL EQUIPMENT Price Notes
1 shin
Common 2 shins See Further Notes (page 82)
Clear synth bag (small) 10 shins
Clear synth bag (large) 5 shins Notes
Compass 2 shins
Glowglobe, minor Made of extremely durable fabric
Ink pen Price (such as adamant silk)
50 shins Glows in the dark permanently
Rare Special Items 15 shins See Further Notes (page 82)
Binoculars/Telescope See Further Notes (page 82)
Ecledda clothing 10 shins
30 shins Notes
Glow ink 500 shins See Further Notes (page 82)
Glowglobe, major See Further Notes (page 82)
Shock Ring Price See Further Notes (page 82)
100 shins See Further Notes (page 82)
Very Rare Special Items 20 shins See Further Notes (page 82)
Brilliance cloth 10 shins See Further Notes (page 82)
Floatstone 20 shins See Further Notes (page 82)
Memory ants 100 shins See Further Notes (page 82)
Shaper key 50 shins
Sprayflesh 750 shins
Spraymetal 20 shins
Stingcharge
Whisperlock
81
OTHER EQUIPMENT characters can obtain these items, but as a general
rule, common special items are always available, rare
FURTHER NOTES special items are available 50 percent of the time,
and very rare special items are available 25 percent
#BH PG -JHIU 5PPMT Contains small tongs, pliers, of the time.
screwdriver, small hammer, small pry bar, lockpicks,
10 feet (3 m) of string, 3 feet (.09 m) of wire, and FURTHER NOTES
miscellaneous screws and nails.
Brilliance Cloth: This synthcloth obeys the
#BH PG )FBWZ 5PPMT Contains hammer, six spikes, thoughts of anyone touching it. It has the ability to
crowbar, large tongs, chisel, and 10 feet (3 m) of slowly change shape and color (but not consistency).
light (but strong) metal cable. A major change requires about ten minutes. A
garment of brilliance cloth can be made into any
Book: Provides an asset to any roll made other garment, for example, but it can’t be made
concerning the subject of the book as long as the protective.
character has the book in his possession, can read it,
and can devote half an hour to the task (or twice as Floatstone: A piece of rock, usually about the size
long as normal, whichever is greater). of a brick, that pulls against gravity. Most people
think of it as having a “negative weight” of about –10
Disguise Kit: Contains cosmetics, facial pounds. Thus, if attached to anything lighter, it floats
prostheses, and a few other tricks. Provides an asset away.
to disguise tasks, lowering the difficulty by one step
when you attempt to disguise yourself as another (MPXHMPCF This device illuminates everything
person. in short range with soft light. It can hover in place
on its own, or it can be attached to something. The
Explorer’s Pack: Contains 50 feet (15 m) of rope, minor glowglobe lasts for an hour when activated.
rations for three days, three spikes, hammer, warm The major glowglobe functions continuously.
clothes, sturdy boots, three torches, and two minor
glowglobes. Memory Ants: This is a small jar of tiny insects
that run across a page of text and then return to
First Aid Kit: Contains bandages, a few tools, the jar. When spilled out again and given ink, they
salves, and so on. Provides an asset to healing tasks, replicate the text once and then die.
lowering the difficulty by one step when you attempt
to heal yourself or another person. Shaper Key: A shaper key is a wad of putty that
can be inserted into a conventional lock. It takes on
SPECIAL EQUIPMENT the form of the key for that lock and then hardens,
permanently, into a functional key.
Nothing on the special equipment list (page 81)
is regularly manufactured by Ninth World crafters. Shock Ring: This weapon is a razor ring with a
Most likely, these items are recovered from old sites, charged outer edge that inflicts 4 additional points
but they’re found often enough and in large enough of damage. If it misses, it returns unerringly to the
quantities that many communities offer them for thrower’s hand. Its power is normally never depleted.
sale. The GM is the final arbiter of whether or not the
4QSBZnFTI This tiny synth canister sprays out a
sticky gelatin that covers and seals wounds instantly.
Its use restores 6 points to a character’s Might Pool.
Spraymetal: Similar to sprayflesh, but instead of
restoring flesh, it repairs breaks, tears, and holes
in any object—even a flexible object like cloth or a
leather bag. It has the strength of steel.
Stingcharge: This handheld weapon fires an
electrical bolt that inflicts 3 points of damage in
immediate range and 2 points of damage at short
range. It cannot ever be made to fire farther than
that. A stingcharge can be used as a rapid-fire
weapon. Its power is normally never depleted.
Whisperlock: This is similar to a padlock, made
of powerful synthsteel or stronglass, except that it
has no keyhole. It opens with a secret word selected
when it is initially locked. The word must be spoken
into the lock itself.
82
PART 3:
PLAYING THE GAME
Chapter 8: Rules Of The Game 84
Chapter 9: Optional Rules 113
CHAPTER 8
RULES OF THE GAME
Cragworm, page 236 Numenera is played in the joint imagination drunk, climbing a treacherous cliff, or battling a
of all the players, including the GM. The GM savage cragworm. Even if you ignored all the other
sets the scene, the players state what their rules, you could still play Numenera with just this
characters attempt to do, and the GM determines information.
what happens next. The rules and the dice help
make the game run smoothly, but it’s the people, The key features here are: character actions,
not the rules or the dice, that direct the action and determining task difficulty, and determining
determine the story—and the fun. If a rule gets in modifications.
the way or detracts from the game, the players and
the GM should work together to change it. TAKING ACTION
Might, page 20 This is how you play Numenera: Each character gets one turn each round. On a
Speed, page 20 1. The player tells the GM what she wants to do. character’s turn, she can do one thing—an action.
Intellect, page 20 All actions fall into one of three categories: Might,
This is a character action. Speed, or Intellect (just like the three stats). Many
Training, page 25 2. The GM determines if that action is routine actions require die rolls—rolling a d20.
Equipment, page 77
Special abilities, page 24 (and therefore works without needing a roll) or if Every action performs a task, and every task has a
there’s a chance of failure. difficulty that determines what number a character
must reach or surpass with a die roll to succeed.
3. If there is a chance of failure, the GM Most tasks have a difficulty of 0, which means the
determines which stat the task uses (Might, Speed, character succeeds automatically. For example,
or Intellect) and the task’s difficulty—how hard it walking across a room, opening a door, and throwing
will be on a scale from 1 (really easy) to 10 (basically a stone into a nearby bucket are all actions, but
impossible). none of them requires a roll. Actions that are usually
difficult or that become difficult due to the situation
4. The player and the GM determine if anything (such as shooting at a target in a blizzard) have a
about her character—such as training, equipment, higher difficulty. These actions usually require a roll.
special abilities, or various actions—can modify the
difficulty up or down by one or more steps. If these Some actions require a minimum expenditure
modifications reduce the difficulty to less than 1, the of Might, Speed, or Intellect points. If a character
action is routine (and therefore works with no roll cannot spend the minimum number of points
needed). needed to complete the action, she automatically
fails at the task.
5. If the action still isn’t routine, the GM uses its
difficulty to determine the target number—how high DETERMINING TASK STAT
the player must roll to succeed at the action (see the
Task Difficulty Chart, page 87). The GM doesn’t have Every task relates to one of a character’s three
to tell the player what the target number is, but he stats: Might, Speed, or Intellect. Physical activities
can give her a hint, especially if her character would that require strength, power, or endurance relate
reasonably know if the action was easy, average, to Might. Physical activities that require agility,
difficult, or impossible. flexibility, or fast reflexes relate to Speed. Mental
activities that require force of will, memory, or
6. The player rolls a d20. If she rolls equal to mental power relate to Intellect. This means you
or higher than the target number, her character can generalize tasks into three categories: Might
succeeds. tasks, Speed tasks, and Intellect tasks. You can
also generalize rolls into three categories: Might
That’s it. That’s how to do anything, whether it’s rolls, Speed rolls, and Intellect rolls.
identifying a strange device, calming a raging
84
RULES OF THE GAME
KEY CONCEPTS
ACTION: Anything a character does that is STAT: One of the three defining characteristics Pool, page 20
significant—punch a foe, leap a chasm, activate for PCs: Might, Speed, or Intellect. Each stat has Edge, page 20
a device, use a special power, and so on. Each two values: Pool and Edge. Your Pool represents
character can take one action in a round. your raw, innate ability, and your Edge represents Nano, page 32
knowing how to use what you have. Each stat Pool Jack, page 40
CHARACTER: Any creature in the game capable can increase or decrease over the course of play— Abhuman, page 13
of acting, whether it is a player character (PC) run for example, you can lose points from your Might
by a player or a non-player character (NPC) run Pool when struck by an opponent, spend points
by the game master (GM). In Numenera, even from your Intellect Pool to activate a special ability,
bizarre creatures, sentient machines, and living or rest to recover points in your Speed Pool after a
energy beings can be “characters.” long day of marching. Anything that damages a stat,
restores a stat, or boosts or penalizes a stat affects
DIFFICULTY: A measure of how easy it is to the stat’s Pool.
accomplish a task. Difficulty is rated on a scale from
1 (lowest) to 10 (highest). Altering the difficulty to TASK: Any action that a PC attempts. The GM
make a task harder is referred to as increasing the determines the difficulty of the task. In general, a
difficulty. Altering it to make a task easier is referred task is something that you do and an action is you
to as reducing or decreasing the difficulty. All performing that task, but in most cases they mean
changes in difficulty are measured in steps. Difficulty the same thing.
often equates directly with level, so opening a level 3
locked door probably has a difficulty of 3. TURN: The part of the round when a creature
takes its actions. For example, if a nano and a
EFFORT: Spending points from a stat Pool to jack are fighting an abhuman, each round the
reduce the difficulty of a task. A PC decides nano takes an action on his turn, the jack takes
whether or not to apply Effort on his turn before an action on her turn, and the abhuman takes an
the roll is made. NPCs never apply Effort. action on its turn. Some abilities or effects last
only while a creature takes its turn or end when a
LEVEL: A way to measure the strength, difficulty, power, creature starts its next turn.
or challenge of something in the game. Everything in
the game has a level. NPCs and objects have levels that
determine the difficulty of any task related to them. For
example, an opponent’s level determines how hard
she is to hit or avoid in combat. A door’s level indicates
how hard it is to break down. A lock’s level determines
how hard it is to pick. Levels are rated on a scale from
1 (lowest) to 10 (highest). PC tiers are a little like levels,
but they go only from 1 to 6 and mechanically work
very differently than levels—for example, a PC’s tier
does not determine a task’s difficulty.
ROLL: A d20 roll made by a PC to determine
whether an action is successful. Although the
game occasionally uses other dice, when the text
simply refers to “a roll,” it always means a d20 roll.
ROUND: A length of time about five to ten
seconds long. There are about ten rounds in a
minute. When it’s really important to track precise
time, use rounds. Basically, it’s the length of
time to take an action in the game, but since
everyone more or less acts simultaneously, all
characters get to take an action each round.
85
Effort, page 21 The category of the task or roll determines what electronic door lock normally might be difficulty
kind of Effort you can apply to the roll and may 6, but since the character doing the work is skilled
Part 7: Running the determine how a character’s other abilities affect the in such tasks, has the right tools, and has another
Game, page 319, offers roll. For example, a nano may have an ability that character assisting her, the difficulty in this instance
much more guidance for makes him better at Intellect rolls, and a jack may might be much lower. That’s why it’s important for
have an ability that makes her better at Speed rolls. the GM to set a task’s difficulty without taking the
setting difficulty. character into account. The character comes in at
DETERMINING TASK DIFFICULTY this step.
GM intrusion, page 88
The most frequent thing a GM does during the By using skills and assets, working together,
The important thing to game—and probably the most important thing—is and—perhaps most important—applying Effort, a
remember is that a skill setting a task’s difficulty. To make the job easier, use character can decrease a task’s difficulty by multiple
can reduce the difficulty the Task Difficulty table, which associates difficulty steps to make it easier. Rather than adding bonuses
rating with a descriptive name, a target number, and to the player’s roll, reducing the difficulty lowers the
by no more than two general guidance about the difficulty. target number that she needs to reach. If she can
steps, and assets can reduce the difficulty of a task to 0, no roll is needed;
reduce the difficulty Every difficulty from 1 to 10 has a target number success is automatic. (An exception is if the GM
by no more than two associated with it. The target number is easy to decides to use a GM intrusion on the task, in which
steps, regardless of the remember: it’s always three times the difficulty. The case the player would have to make a roll at the
situation. Thus, no task’s target number is the minimum number a player original difficulty.)
difficulty will ever be needs to roll on a d20 to succeed at the task. Moving
reduced more than four up or down on the table is called increasing or There are three basic ways in which a character
steps without using Effort. decreasing the difficulty, which is measured in steps. can decrease the difficulty of a task. Each of them
For example, reducing a difficulty 5 task to a difficulty decreases the difficulty by at least one step—never in
4 task is “reducing the difficulty by one step.” smaller increments.
Most modifiers affect the difficulty rather than the SKILLS: Characters may be skilled at performing
player’s roll. This has two consequences: a specific task. A skill can vary from character to
character. For example, one character might be
1. Low target numbers such as 3 or 6, which would skilled at lying, another might be skilled at trickery,
be boring in most games that use a d20, are not boring and a third might be skilled in all interpersonal
in Numenera. For example, if you need to roll a 6 or interactions. The first level of being skilled is called
higher, you still have a 25% chance to fail. being trained, and it decreases the difficulty of that
task by one step. More rarely, a character can be
2. The upper levels of difficulty (7, 8, 9, and 10) are incredibly skilled at performing a task. This is called
all but impossible because the target numbers are being specialized, and it decreases the difficulty of
21 or higher, which you can’t roll on a d20. However, a task by two steps instead of one. Skills can never
it’s common for PCs to have abilities or equipment decrease a task by more than two steps; being
that reduce the difficulty of a task and thus lower the trained and specialized in a skill decreases the
target number to something they can roll on a d20. difficulty by only two steps, not three.
A character’s tier does not determine a task’s ASSETS: An asset is anything that helps a character
level. Things don’t get more difficult just because with a task, such as having a really good crowbar
a character’s tier increases—the world doesn’t when trying to force open a door or being in a
instantly become a more difficult place. Fourth-tier rainstorm when trying to put out a fire. Appropriate
characters don’t deal only with level 4 creatures or assets vary from task to task. The perfect awl might
difficulty 4 tasks (although a fourth-tier character help when woodworking, but it won’t make a dance
probably has a better shot at success than a first-tier performance much better. An asset usually reduces a
character does). Just because something is level 4 task’s difficulty by one step.
doesn’t necessarily mean it’s meant only for fourth-
tier characters. Similarly, depending on the situation, EFFORT: A player can apply Effort to decrease the
a fifth-tier character could find a difficulty 2 task difficulty of a task. To do this, the player spends
just as challenging as a second-tier character does. points from the stat Pool that’s most appropriate to
Therefore, when setting the difficulty of a task, the the task. For example, applying Effort to push a heavy
GM should rate the task on its own merits, not on rock off a cliff requires a player to spend points from
the power of the characters. her character’s Might Pool; applying Effort to activate
an unusual machine interface requires her to spend
MODIFYING THE DIFFICULTY points from her character’s Intellect Pool. For every
Once the GM sets the difficulty for a task, the
player can try to modify it for her character. Any
such modification applies only to this particular
attempt at the task. In other words, rewiring an
86
RULES OF THE GAME
TASK DIFFICULTY
TASK DIFFICULTY DESCRIPTION TARGET NO. GUIDANCE
0 Routine 0 Anyone can do this basically every time.
1 Simple 3 Most people can do this most of the time.
2 Standard 6 Typical task requiring focus, but most people can usually do this.
3 9 Requires full attention; most people have a 50/50 chance to succeed.
4 Demanding 12 Trained people have a 50/50 chance to succeed.
5 Difficult 15 Even trained people often fail.
6 18 Normal people almost never succeed.
7 Challenging 21 Impossible without skills or great effort.
8 Intimidating 24 A task worthy of tales told for years afterward.
9 Formidable 27 A task worthy of legends that last lifetimes.
10 30 A task that normal humans couldn’t consider (but one that doesn’t
Heroic break the laws of physics).
Immortal
Impossible
level of Effort spent on a task, the task’s difficulty to attack rolls from a minor effect, a +1 bonus to
decreases by one step. It costs 3 points from a attack rolls from a special weapon quality, and a
stat Pool to apply one level of Effort, and it costs 2 +1 bonus to attack rolls from a special ability, she
additional points for every level thereafter (so it costs does not add 3 to her attack roll—instead, she
5 points for two levels of Effort, 7 points for three reduces the difficulty of the attack by one step. So
levels of Effort, and so on). A character must spend if she attacks a level 3 foe, she would normally roll
points from the same stat Pool as the type of task or against difficulty 3 and try to reach a target number
roll—Might points for a Might roll, Speed points for of 9, but thanks to her asset, she rolls against
a Speed roll, or Intellect points for an Intellect roll. difficulty 2 and tries to reach a target number of 6.
Every character has a maximum level of Effort she This distinction is important when stacking skills
can apply to a single task. and assets to decrease the difficulty of an action,
especially since reducing the difficulty to 0 or lower
ROLLING THE DIE
means no roll is needed.
To determine success or failure, a
player rolls a die (always a d20). If THE PLAYER ALWAYS ROLLS
she rolls the target number or higher,
she succeeds. Most of the time, In Numenera, players always drive the
that’s the end of it—nothing else action. That means they make all the dice
needs to be done. Occasionally, a rolls. If a PC leaps out of a moving vehicle,
character might apply a small modifier the player rolls to see if she succeeds. If
to the roll. If she has a +2 bonus when
attempting specific actions, she adds 2 to a PC searches for a hidden panel, the
the number rolled. However, the original roll player rolls to determine whether
sometimes matters (see Special Rolls, page 88). she finds it. If a rockslide
falls on a PC, the player
If a character applies a modifier to her die roll, rolls to try to get out
it’s possible to get a result of 21 or higher, in of the way. If a PC and
which case she can attempt a task with a target an NPC arm wrestle,
number above 20. But if there is no possibility the player rolls, and the
for success—if not even rolling a natural 20 NPC’s level determines
(meaning the d20 shows that number) is sufficient the target number. If a PC
to accomplish the task—then no roll is made. attacks a foe, the player rolls to
Otherwise, characters would have a chance to
succeed at everything, even impossible or ridiculous see if she hits. If a foe attacks the PC,
tasks such as climbing moonbeams, throwing the player rolls to see if she dodges the blow.
elephants, or hitting a target on the opposite side of
a mountain with an arrow. As shown by the last two examples, the PC
rolls whether she is attacking or defending. Thus,
If a character’s modifiers add up to +3, treat something that improves defenses might help or
them as an asset instead. In other words, instead of hinder her rolls. For example, if a PC uses a low
adding a +3 bonus to the roll, reduce the difficulty wall to gain cover from attacks, the wall decreases
by one step. For example, if a glaive has a +1 bonus the difficulty of the player’s defense rolls. If a foe
uses the wall to gain cover from the PC’s attacks, it
increases the difficulty of the player’s attack rolls.
87
For complete details SPECIAL ROLLS Strike a specific body part: The attacker strikes a
about GM intrusion and specific spot on the defender’s body. The GM rules
If a character rolls a natural 1, 17, 18, 19, or 20 what special effect, if any, results. For example, hitting a
how to use it to best (meaning the d20 shows that number), special rules creature’s tentacle that is wrapped around an ally might
effect in the game, see come into play. These are explained in more detail in make it easier for the ally to escape. Hitting a foe in the
the following sections. eye might blind it for one round. Hitting a creature in its
page 108. one vulnerable spot might ignore Armor.
1: Intrusion. The GM makes a free intrusion (see
below) and doesn’t award experience points (XP) for Knock back: The foe is knocked or forced back a
it. few feet. Most of the time, this doesn’t matter much,
but if the fight takes place on a ledge or next to a pit
17: Damage Bonus. If the roll was an attack, it of lava, the effect can be significant.
deals 1 additional point of damage.
Move past: The character can move a short
18: Damage Bonus. If the roll was an attack, it distance (see Distance, next page) at the end of the
deals 2 additional points of damage. attack. This effect is useful to get past a foe guarding
a door, for example.
19: Minor Effect. If the roll was an attack, it
deals 3 additional points of damage. If the roll was Distract: For one round, the difficulty of all tasks
something other than an attack, the PC gets a minor the foe attempts is modified by one step to its
effect in addition to the normal results of the task. detriment.
20: Major Effect. If the roll was an attack, it deals 4 Usually, the GM just has the desired minor effect
additional points of damage. If the roll was something occur. For example, rolling a 19 against a relatively
other than an attack, the PC gets a major effect in weak foe means it is knocked off the cliff. The effect
addition to the normal results of the task. If the PC spent makes the round more exciting, but the defeat
points from a stat Pool on the action, the point cost for of a minor creature has no significant impact on
the action decreases to 0, meaning the character regains the story. Other times, the GM might rule that an
those points as if she had not spent them at all. additional roll is needed to achieve the effect—the
special roll only gives the PC the opportunity for a
GM INTRUSION minor effect. This mostly happens when the desired
effect is very unlikely, such as pushing a 50-ton battle
GM intrusion is explained elsewhere, but essentially automaton off a cliff. If the player just wants to deal
it means that something occurs to complicate the 3 additional points of damage as the minor effect, no
character’s life. The character hasn’t necessarily extra roll is needed.
fumbled or done anything wrong (although perhaps
she did). It could just be that the task presents an MAJOR EFFECT
unexpected difficulty or something unrelated affects
the current situation. A major effect happens when a player rolls a natural
20. Most of the time, a major effect is quite beneficial
For GM intrusion on a defensive roll, a roll of to the character. A climber gets up the steep slope in
1 might just mean that the PC takes 2 additional half the time. A jumper lands with such panache that
points of damage from the attack, indicating that the those nearby are impressed and possibly intimidated.
opponent got in a lucky blow. A defender makes a free attack on his foe.
MINOR EFFECT Either the GM or the player can come up with a
possible major effect that fits the situation, but both
A minor effect happens when a player rolls a must agree on what it should be. As with minor
natural 19. Most of the time, a minor effect is effects, don’t spend a lot of time agonizing over the
slightly beneficial to the PC, but not overwhelming. details of a major effect. In cases where only success
A climber gets up the steep slope a bit faster. A or failure matters, a major effect might offer the
repaired machine works a bit better. A character character a one-time asset (a modification of one
jumping down into a pit lands on her feet. Either the step) to use the next time she attempts a similar
GM or the player can come up with a possible minor action. When nothing else seems appropriate, the
effect that fits the situation, but both must agree on GM can simply grant the PC an additional action on
what it should be. her turn that same round.
Don’t waste a lot of time thinking of a minor effect In combat, the easiest and most straightforward
if nothing appropriate suggests itself. Sometimes, in major effect is dealing 4 additional points to damage
cases where only success or failure matters, it’s okay with an attack. The following are other common
to have no minor effect. Keep the game moving at an major effects for combat.
exciting pace.
Knock down: The foe is knocked prone (see
In combat, the easiest and most straightforward Position, page 95). It can get up on its turn if it wishes.
minor effect is dealing 3 additional points of damage
with an attack. The following are other common
minor effects for combat:
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RULES OF THE GAME
Disarm: The foe drops one object that it is The rationale of the initial cost optional rule is that The words “immediate”
holding. even in Numenera, where things like Effort can help and “close” can be used
a character succeed on an action, logic still suggests interchangeably to talk
Stun: The foe loses its next action. that some actions are very difficult and taxing, about distance. If a creature
Impair: For the rest of the combat, the difficulty of particularly for some PCs more than others. or object is within arm’s
all tasks the foe attempts is modified by one step to reach of the character, it
its detriment. DISTANCE can be considered both
As with minor effects, usually the GM just has the immediate and close.
desired major effect occur, but sometimes he might Distance is simplified into three basic categories:
require an extra roll if the major effect is unusual or immediate, short, and long. Onslaught, page 35
unlikely.
Immediate distance from a character is within Culova, page 236
RETRYING A TASK AFTER FAILURE reach or within a few steps; if a character stands
in a small room, everything in the room is within
If a character fails a task (whether it’s climbing a immediate distance. At most, immediate distance is
wall, picking a lock, trying to figure out a mysterious 10 feet (3 m).
device, or something else) she can attempt it again,
but she must apply at least one level of Effort when Short distance is anything greater than immediate
retrying that task. A retry is a new action, not part distance but less than 50 feet (15 m) or so. Long
of the same action that failed, and it takes the same distance is anything greater than short distance but
amount of time as the first attempt did. less than 100 feet (30 m) or so. Beyond that range,
distances are always specified—500 feet (152 m), 1
Sometimes the GM might rule that retries are mile (1.6 km), and so on.
impossible. Perhaps a character has one chance to
convince the leader of a group of bandits not to attack, All weapons and special abilities use these terms for
and after that, no amount of talking will stop them. ranges. For example, all melee weapons have immediate
range—they are close-combat weapons, and you can use
This rule doesn’t apply to something like them to attack anyone within immediate distance of you.
attacking a foe in combat because combat is always A thrown knife (and most other thrown weapons) has
changing and fluid. Each round’s situation is new, short range. A nano’s Onslaught ability also has short
not a repeat of a previous situation, so a missed range. A bow has long range.
attack can’t be retried.
A character can move an immediate distance as a
INITIAL COST part of another action. In other words, she can take a
few steps to the control panel and activate a switch.
The GM can assign a point cost to a task just for She can lunge across a small room to attack a foe.
trying it. Called an initial cost, it’s simply an indication She can open a door and step through.
that the task is particularly taxing. For example, let’s
say a character wants to try a Might action to open a A character can move a short distance as her
heavy iron door that is partially rusted shut. The GM entire action for a turn. She can also try to move
says that forcing the door open is a difficulty 5 task, a long distance as her entire action, but the player
and there’s an initial cost of 3 Might points simply might have to roll to see if the character slips, trips,
to try. This initial cost is in addition to any points or stumbles for moving so far so quickly.
the character chooses to spend on the roll (such as
when applying Effort), and the initial cost points do GMs and players don’t need to determine exact
not affect the difficulty of the task. In other words, the distances. For example, if the PCs are fighting a group
character must spend 3 Might points to attempt the of culovas, any character can likely attack any culova in
task at all, but that doesn’t help her open the door. If the general melee—they’re all within immediate range.
she wanted to apply Effort to lower the difficulty, she’d However, if one culova stays back to throw javelins, a
have to spend more points from her Might Pool. character might have to use her entire action to move
the short distance required to attack that foe. It doesn’t
Edge helps with the initial cost of a task, just as it matter if the culova is 20 feet (6 m) or 40 feet (12 m)
does with any expenditure from a character’s Pool. away—it’s simply considered short distance. It does
In the previous example, if the character had a Might matter if he’s more than 50 feet (15 m) away because
Edge of 2, she would have to spend only 1 point (3 that distance would require a long move.
points minus 2 from her Might Edge) for the initial
cost to attempt the task. If she also applied a level TIMEKEEPING
of Effort to open the door, she couldn’t use her Edge
again—Edge applies only once per action—so using Generally, keep time the same way that you normally
the Effort would cost the full 3 points. Thus, she’d would, using minutes, hours, days, and weeks. Due
spend a total of 4 points (1 for the initial cost plus 3 to a slow but steady change in the Earth’s rotation
for the Effort) from her Might Pool. over the past billion years, days in the Ninth World
are 28 hours long (though because the Earth’s period
of revolution around the sun is still more or less the
89
Abhuman, page 13 same, years in the Ninth World are only 312 days For example, Colin, James, and Shanna are in
long). Thus, if the characters walk overland for 15 combat with two level 2 abhumans. The GM has
It’s entirely appropriate miles (24 km), about eight hours pass, even though the players make Speed rolls to determine initiative.
to use measurements of the journey can be described in only a few seconds Colin rolls an 8, Shanna rolls a 15, and James rolls
time such as “minutes,” at the game table. Precision timekeeping is rarely a 4. The target number for a level 2 creature is 6,
important. Most of the time, saying things like “That so each round Colin and Shanna act before the
“days,” “weeks,” takes about an hour” works fine. abhumans, then the abhumans act, and finally James
“months,” and “seasons.” acts. It doesn’t matter whether Colin acts before or
Just remember that those This is true even when a special ability has a after Shanna, as long as they think it’s fair.
specific duration. In an encounter, a duration of “one
mean slightly different minute” is mostly the same as saying “the rest of the After everyone—all PCs and NPCs—in the combat
things to people of the encounter.” You don’t have to track each round that has had a turn, the round ends and a new round
Ninth World than they do ticks by if you don’t want to. Likewise, an ability that begins. In all rounds after the first, everyone acts in
lasts for ten minutes can safely be considered the the same order as they did in the first round. The
to us today. length of an in-depth conversation, the time it takes characters cycle through this order until the logical
to quickly explore a small area, or the time it takes to end of the encounter (the end of the fight or the
Might Pool, page 20 rest after a strenuous activity. completion of the event) or until the GM asks them
Jiraskar, page 242 to make new initiative rolls. The GM can call for new
Esoteries, page 35 ENCOUNTERS, ROUNDS, initiative rolls at the beginning of any new round
AND INITIATIVE when conditions drastically change. For example,
As with all other rolls, an if the NPCs gain reinforcements, the environment
initiative roll is a d20 roll, Sometimes in the course of the game, the GM or changes (perhaps the lights go out), the terrain
players will refer to an encounter. Encounters are not changes (maybe part of the balcony collapses under
unless you're spending so much measurements of time as they are events or PCs), or something similar occurs, the GM can call
Effort. The fact that it's a instances in which something happens, like a scene for new initiative rolls.
Speed roll simply means of a movie or a chapter in a book. An encounter
that if Effort is used, the might be a fight with a foe, a dramatic crossing of Since the action moves as a cycle, anything that
a raging river, or a stressful negotiation with an lasts for a round ends where it started in the cycle.
points come from your important official. It’s useful to use the word when If Valleris the nano uses an esotery on an opponent
Speed Pool. referring to a specific scene, as in “My Might Pool is that hinders its defenses for one round, the effect
low after that encounter with the jiraskar yesterday.” lasts until Valleris acts on his next turn.
Cypher, page 278
A round is about five to ten seconds. The length Faster Initiative (Optional Rule): To make an
of time is variable because sometimes one round encounter move faster, if at least one character rolls
might be a bit longer than another. You don’t need high enough to beat the target number of the NPC(s),
to measure time more precisely than that. You can all the characters act before the NPC(s). If nobody
estimate that on average there are about ten rounds rolls high enough to beat the target number of the
in a minute. In a round, everyone—each character NPCs, all the characters act after the NPC(s). On the
and NPC—gets to take one action. characters’ turn, go clockwise around the table.
To determine who goes first, second, and so on ACTIONS
in a round, each player makes a Speed roll called an
initiative roll. Most of the time, it’s only important to Anything that your character does in a round is an
know which characters act before the NPCs and which action. It’s easiest to think of an action as a single
act after the NPCs. On an initiative roll, a character thing that you can do in five to ten seconds. For
who rolls higher than an NPC’s target number takes example, if you use your dart thrower to shoot a
her action before the NPC does. As with all target strange floating orb, that’s one action. So is running
numbers, an NPC’s initiative roll target number is for cover behind a stack of barrels, prying open a stuck
three times the NPC’s level. Many times, the GM will door, using a rope to pull your friend up from a pit, or
have all NPCs take their actions at the same time, activating a cypher (even if it’s stored in your pack).
using the highest target number from among all the
NPCs. Using this method, any characters who rolled Opening a door and attacking an abhuman on the
higher than the target number act first, then all the other side are two actions. It’s more a matter of focus
NPCs act, and finally any characters who rolled lower than time. Drawing your sword and attacking a foe
than the target number act. is all one action. Putting away your bow and pushing
a heavy bookcase to block a door are two actions
The order in which the characters act usually isn’t because each requires a different train of thought.
important. If the players want to go in a precise
order, they can act in initiative order (highest to If the action you want to accomplish is not within
lowest), by going around the table, by going oldest to reach, you can move a little bit. Essentially, you can
youngest, and so on. move up to an immediate distance to perform your
action. For example, you can move an immediate
90
RULES OF THE GAME
distance and attack a foe, open a door and move an
immediate distance into the hallway beyond, or grab
your hurt friend lying on the ground and pull him
back a few steps. This movement can occur before
or after your action, so you can move to a door and
open it, or you can open a door and move through it.
The most common actions are:
Attack
Activate a special ability (one that isn’t an attack)
Move
Wait
Defend
Do something else
ACTION: ATTACK Edge. For example, let’s say that on the first round of
combat, you activate an esotery, use Effort to reduce
An attack is anything that you do to someone that the difficulty of the attack roll, and miss your foe. On
they don’t want you to do. Slashing a foe with a the second round of combat, you can try attacking
curved dagger is an attack, blasting a foe with a again and use Effort to reduce the difficulty of the
lightning artifact is an attack, wrapping a foe in attack roll.
magnetically controlled metal cables is an attack, and
controlling someone’s mind is an attack. An attack The GM is encouraged to describe every attack
almost always requires a roll to see if you hit or with flavor and flair. One attack roll might be a stab
otherwise affect your target. to the foe’s arm. A miss might be the PC’s sword
slamming into the wall. Combatants lunge, block,
In the simplest kind of attack, such as a PC trying duck, spin, leap, and make all kinds of movements
to stab a bandit with his spear, the player rolls and that should keep combat visually interesting and
compares his result against the opponent’s target compelling. The game mastering section (Part 7:
number. If his roll is equal to or greater than the Running the Game, page 319) has much more
target number, the attack hits. Just as with any kind guidance in this regard.
of task, the GM might modify the difficulty based on
the situation, and the player might have a bonus to Common elements that affect the difficulty of a
the roll or might try to lower the difficulty using skills, combat task are cover, range, and darkness. The
assets, or Effort. rules for these and other modifiers are explained in
the Attack Modifiers and Special Situations section
A less straightforward attack might be a special (see page 95).
ability that stuns a foe with a mental blast. However,
it’s handled the same way: the player makes a roll
against the opponent’s target number. Similarly, an
attempt to tackle a foe and wrestle it to the ground is
still just a roll against the foe’s target number.
Attacks are sometimes categorized as “melee”
attacks, meaning that you hurt or affect something
within immediate reach, or “ranged” attacks, meaning
that you hurt or affect something at a distance.
Melee attacks can be Might or Speed actions—
player choice. Physical ranged attacks (such as bows
and thrown weapons) are almost always Speed
actions, but those that come from special abilities
like esoteries are probably Intellect actions. Esoteries
or effects that require touching the target require a
melee attack.
If the attack misses, the power is not wasted, and
you can try again each round as your action until you
hit the target, use another ability, or take a different
action that requires you to use your hands. These
attempts in later rounds count as different actions, so
you don’t have to keep track of how much Effort you
used when you activated the ability or how you used
91
Damage
When an attack strikes a character, it usually means
the character takes damage.
An attack against a PC subtracts points from one
of the character’s stat Pools—usually the Might Pool.
Whenever an attack simply says it deals “damage”
without specifying the type, it means Might damage,
which is by far the most common type. Intellect
damage, which is usually the result of a mental
attack, is always labeled as Intellect damage. Speed
damage is often a physical attack, but attacks that
deal Speed damage are fairly rare.
NPCs don’t have stat Pools. Instead, they have
a characteristic called health. When an NPC takes
damage of any kind, the amount is subtracted from
its health. Unless described otherwise, an NPC’s
health is always equal to its target number. Some
NPCs might have special reactions to or defenses
against attacks that would normally deal Speed
damage or Intellect damage, but unless the NPC’s
description specifically explains this, assume that all
damage is subtracted from the NPC’s health.
Objects are like NPCs: they have health instead of
stat Pools.
Damage is always a specific amount determined
by the attack. For example, a slash with a broadsword
deals 4 points of damage. A nano’s Onslaught force
blast deals 4 points of damage. Often, there are ways
for the attacker to increase the damage. For example,
a PC can apply Effort to deal 3 additional points of
damage, and rolling a natural 17 on the attack roll
deals 1 additional point of damage.
Armor
Pieces of equipment and special abilities protect a
character from damage by giving him Armor. Each
time a character takes damage, subtract his Armor
value from the damage before reducing his stat
Pool or health. For example, if a jack with 2 Armor
is hit by a sword that deals 4 points of damage, the
jack takes only 2 points of damage (4 minus 2 from
his Armor). If Armor reduces the incoming damage
to 0 or lower, the character takes no damage from
the attack. For example, the jack’s 2 Armor protects
him from all physical attacks that deal 1 or 2 points
of damage.
The most common way to get Armor is to wear
physical armor, such as a leather coat, heavy animal
hides, or metal plates. All physical armor comes in
one of three categories: light, medium, or heavy.
Light armor gives the wearer 1 point of Armor,
medium gives 2 points of Armor, and heavy gives 3
points of Armor.
When you see the word “Armor” capitalized in
the game rules (other than as the name of a special
ability), it refers to your Armor characteristic—the
92
RULES OF THE GAME
number you subtract from incoming damage. When to another stat Pool. Damage is applied to Pools in When NPCs (who have
you see the lowercase word “armor,” it refers to any this order: only health) suffer Speed or
physical armor you might wear. Intellect damage, normally
1. Might (unless the Pool is 0) this is treated the same as
Other effects can add to a character’s Armor. If a 2. Speed (unless the Pool is 0) Might. However, the GM
character is wearing chainmail (2 points of Armor) 3. Intellect or the player has the option
and has an ability that covers him in a protective to suggest an appropriate
sheen of ice (1 point of Armor), his total is 3 Armor. Even if the damage is applied to another stat Pool, alternate effect (the NPC
If he also has a cypher that creates a force field (1 it still counts as its original type for the purpose suffers a penalty, moves
point of Armor), his total is 4 Armor. of Armor and special abilities that affect damage. more slowly, is stunned,
For example, if a glaive with 2 Armor is reduced to and so on).
Some types of damage ignore physical armor. 0 Might and then is hit by a monster’s claw for 3
Attacks that specifically deal Speed damage or points of damage, it still counts as Might damage, Stasis, page 37
Intellect damage ignore Armor; the creature takes the so his 2 Armor reduces the damage to 1 point, which Sarrak, page 255
listed amount of damage without any reduction from then is applied to his Speed Pool. In other words,
Armor. Ambient damage (see below) usually ignores even though the glaive takes the damage from his
Armor as well. Speed Pool, it doesn’t ignore Armor like Speed
damage normally would.
A creature may have a special bonus to Armor
against certain kinds of attacks. For example, a In addition to taking damage from their Might
protective suit made of a sturdy, fire-resistant Pool, Speed Pool, or Intellect Pool, PCs also have
material might normally give its wearer 1 point of a damage track. The damage track has four states
Armor but count as 3 points of Armor against fire (from best to worst): hale, impaired, debilitated,
attacks. An artifact worn as a helmet might add 2 and dead. When one of a PC’s stat Pools reaches 0,
points of Armor only against mental attacks. he moves one step down the damage track. Thus,
if he is hale, he becomes impaired. If he is already
Ambient Damage impaired, he becomes debilitated. If he is already
debilitated, he becomes dead.
Some kinds of damage aren’t direct attacks against
a creature, but they indirectly affect everything in the Some effects can immediately shift a PC one or
area. Most of these are environmental effects such more steps on the damage track. These include rare
as winter cold, high temperatures, or background poisons, cellular disruption attacks, and massive
radiation. Damage from these kinds of sources traumas (such as falls from very great heights,
is called ambient damage. Physical armor usually being run over by a speeding vehicle, and so on, as
doesn’t protect against ambient damage, though a determined by the GM).
well-insulated suit of armor can protect against cold
weather. Some attacks, like venom from a serpent’s bite,
a nano’s Stasis esotery, or the mind-controlling
Damage From Hazards influence of a sarrak, have effects other than damage
to a stat Pool or shifting the PC on the damage track.
Attacks aren’t the only way to inflict damage on a These attacks can cause unconsciousness, paralysis,
character. Experiences such as falling from a great and so on.
height, being burned in a fire, and spending time in
severe weather also deal damage. Although no list The Damage Track
of potential hazards could be comprehensive, the
Damage From Hazards table (page 94) includes Hale is the normal state for a character: all three stat
common examples. Pools are at 1 or higher, and the PC has no penalties
from harmful conditions. When a hale PC takes
The Effects of Taking Damage enough damage to reduce one of his stat Pools to 0, he
becomes impaired. Note that a character whose stat
When an NPC reaches 0 health, it is either dead or pools are much lower than normal can still be hale.
(if the attacker wishes it) incapacitated, meaning
unconscious or beaten into submission. Impaired is a wounded or injured state. When an
impaired character applies Effort, it costs 1 extra point
When an object reaches 0 health, it is broken or per level applied. For example, applying one level of
otherwise destroyed. Effort costs 4 points instead of 3, and applying two
levels of Effort costs 7 points instead of 5.
As previously mentioned, damage from most
sources is applied to a character’s Might Pool. An impaired character ignores minor and major
Otherwise, stat damage always reduces the Pool of effect results on his rolls, and he doesn’t deal as
the stat it affects. much extra damage in combat with a special roll. In
combat, a roll of 17 or higher deals only 1 additional
If damage reduces a character’s stat Pool to 0, any point of damage.
further damage to that stat (including excess damage
from the attack that reduced the stat to 0) is applied
93
DAMAGE FROM HAZARDS
Source Damage Notes
Falling 1 point per 10 feet (3 m) fallen (ambient damage) —
Minor fire 3 points per round (ambient damage) Torch
Major fire 6 points per round (ambient damage) Engulfed in flames; lava
Acidsplash 2 points per round (ambient damage) —
Acid bath 6 points per round (ambient damage) Immersed in acid
Cold 1 point per round (ambient damage) Below freezing temperatures
Severe cold 3 points per round (ambient damage) Liquid nitrogen
Shock 1 point per round (ambient damage) Often involves losing next action
Electrocution 6 points per round (ambient damage) Often involves losing next action
Crush 3 points Object or creature falls on character
Huge crush 6 points Roof collapse; cave-in
Collision 6 points Large, fast object strikes character
The damage track allows When an impaired PC takes enough damage you rest, it takes only a few seconds. The next rest takes
you to know how far from to reduce one of his stat Pools to 0, he becomes ten minutes, then one hour, and so on, in a cycle.
debilitated.
death you are: If you haven’t rested yet that day and you take a lot
If you're hale, you're Debilitated is a critically injured state. A of damage in a fight, you could rest a few seconds
three steps from death. debilitated character may not take any actions (regaining 1d6 points + 1 point per tier) and then
If you're impaired, you're other than to move (probably crawl) no more than immediately rest for ten minutes (regaining another
two steps from death. an immediate distance. If a debilitated character’s 1d6 points + 1 point per tier). Thus, in one full day
If you're debilitated, you Speed Pool is 0, he can’t move at all. of doing nothing but resting, you could recover 4d6
are only one small step points + 4 points per tier.
When a debilitated PC takes enough damage to
from death's door. reduce a stat Pool to 0, he is dead. Each character chooses when to make recovery
rolls. If a party of five explorers rests for ten minutes
GMs should always Dead is dead. because two members want to make recovery rolls,
remember that above the other characters don’t have to make rolls at that
all else, describing the Recovering Points in a Pool time. Later in the day, those three can decide to rest
action and how it fits into for ten minutes and make recovery rolls.
the situation at hand is After losing or spending points in a Pool, you
more important than the recover those points by resting. You can’t increase a Recovery Roll Rest Time Needed
Pool past its maximum by resting—just back to its First recovery roll One action
mechanics of it. normal level. Any extra points gained go away with Second recovery roll Ten minutes
no effect. The amount of points you recover from a Third recovery roll One hour
rest, and how long each rest takes, depends on how Fourth recovery roll Ten hours
many times you have rested so far that day.
Restoring the Damage Track
When you rest, make a recovery roll. To do this, roll
1d6 and add your tier. You recover that many points, Using points from a recovery roll to raise a stat Pool
and you can divide them among your stat Pools from 0 to 1 or higher also automatically moves the
however you wish. For example, if your recovery roll character up one step on the damage track.
is 4 and you’ve lost 4 points of Might and 2 points
of Speed, you can recover 4 points of Might, or 2 If all of a PC’s stat Pools are above 0 and the
points of Might and 2 points of Speed, or any other character has taken special damage that moved him
combination adding up to 4 points. down the damage track, he can use a recovery roll
to move up one step on the damage track instead
The first time you rest each day, it takes only a few of recovering points. For example, a jack who is
seconds to catch your breath. If you rest this way in debilitated from a hit with a cell-disrupting numenera
the middle of an encounter, it takes one action on device can rest and move up to impaired rather than
your turn. recover points in a Pool.
The second time you rest each day, you must rest Special Damage
ten minutes to make a recovery roll. The third time
you rest each day, you must rest one hour to make a In the course of playing the game, characters face all
recovery roll. The fourth time you rest each day, you manner of threats and dangers that can harm them
must rest ten hours to make a recovery roll (usually, in a variety of ways, only some of which are easily
this occurs when you sleep). represented by points of damage.
After that much rest, it’s assumed to be a new day
(Ninth World days are 28 hours long), so the next time
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RULES OF THE GAME
Dazed and Stunned: Characters can be dazed or dead. Alternatively, the GM could apply the Diabolis powder is a
when struck hard on the head, exposed to extremely debilitated condition to the NPC, with the same concoction of certain
loud sounds, or affected by a mental attack. When effect as it would have on a PC. crushed leaves and the
this happens, for the duration of the daze effect dried blood of a small
(usually one round), the difficulty of all tasks ATTACK MODIFIERS AND rodent called a crovel—it is
attempted by the character increases by one step. SPECIAL SITUATIONS a level 4 poison that inflicts
Similar but more severe attacks can stun characters. 4 points of damage every
Stunned characters lose their turn (but can still In combat situations, many modifiers might come hour until the victim makes
defend against attacks normally). into play. Although the GM is at liberty to assess a successful Might defense
whatever modifiers he thinks are appropriate to the roll, checking each hour.
Poison and Disease: When characters encounter situation (that’s his role in the game), the following
poison—whether the venom of a serpent, a pinch suggestions and guidelines might make that easier. Blackroot oil is used by
of diabolis powder slipped into a flagon of ale, or Often the modifier is applied as a step in difficulty. assassins in Qi on dart
blackroot oil applied to the tip of a dart—they make So if a situation hinders attacks, that means if a PC throwers. It is a level 5
a Might defense roll to resist it. Failure to resist attacks an NPC, the difficulty for the attack roll is poison that paralyzes the
can result in points of damage, moving down the increased by one step, and if an NPC attacks a PC, victim for one minute.
damage track, or a specific effect such as paralysis, the difficulty of the defense roll is decreased by one
unconsciousness, disability, or something stranger. step. This is because players make all rolls, whether
For example, some numenera poisons affect the they are attacking or defending—NPCs never make
brain, making it impossible to say certain words, attack or defense rolls.
take certain actions, resist certain effects, or recover
points to a stat Pool. When in doubt, if it seems like it should be harder
to attack in a situation, the difficulty of the attack rolls
Diseases work like poisons, but their effect occurs increase by one step. If it seems like attacks should
every day, so the victim must make a Might defense gain an advantage or be easier in some way, the
roll each day or suffer the effects. Disease effects difficulty of the defense rolls increase by one step.
are as varied as poisons: points of damage, moving
down the damage track, disability, and so on. Many Cover
diseases inflict damage that cannot be restored
through conventional means. If a character is behind cover so that a significant
portion of his body is behind something sturdy, attacks
Paralysis: Paralytic effects cause a character are modified by one step in the defender’s favor.
to drop to the ground, unable to move. Unless
otherwise specified, the character can still take If a character is entirely behind cover (his entire
actions that require no physical movement. body is behind something sturdy), he can’t be
attacked unless the attack can go through the
Other Effects: Other special effects can render cover. For example, if a character hides behind a
a character blind or deaf, unable to stand without thin wooden screen and his opponent shoots the
falling over, or unable to breathe. Stranger effects screen with a powered crossbow that can penetrate
might negate gravity for the character (or increase it a the wood, the character can be attacked. However,
hundredfold), transport him to another place, render because the attacker can’t see the character clearly,
him out of phase, mutate his physical form, implant this still counts as cover (attacks are modified by one
false memories or senses, alter the way his brain step in the defender’s favor).
processes information, or inflame his nerves so he
is in constant, excruciating pain. Each special effect Position
must be handled on a case-by-case basis. The GM
adjudicates how the character is affected and how the Sometimes where a character stands gives him an
condition can be alleviated (if possible). advantage or a disadvantage.
NPCs and Special Damage Prone target: In melee, a prone target is easier to
hit (modified by one step in the attacker’s favor).
The GM always has final say over what special In ranged combat, a prone target is harder to hit
damage will affect an NPC. Human NPCs usually (modified by one step in the defender’s favor).
react like characters, but the Ninth World has too
many types of nonhuman creatures to categorize. Higher Ground: In either ranged or melee combat,
For example, a tiny bit of venom is unlikely to hurt a an opponent on higher ground gets the advantage
gigantic cragworm, and it won’t affect an automaton (modified by one step in his favor).
or an ultraterrestrial at all.
Surprise
If an NPC is susceptible to an attack that would
shift a character down the damage track, using that When a target isn’t aware of an incoming attack,
attack on the NPC usually renders it unconscious the attacker has an advantage. A ranged sniper in
a hidden position, an invisible assailant, or the first
salvo in a successful ambush are all modified by two
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Precise ranges are not steps in the attacker’s favor. For the attacker to gain step in the defender’s favor, and attacks against
important in Numenera. this advantage, however, the defender truly must those in short range are modified by two steps in
have no idea that the attack is coming. the defender’s favor. Attackers trained in low-light
The broadly defined spotting modify these difficulties by one step in their
“immediate,” “short,” If the defender isn’t sure of the attacker’s location favor. Attackers specialized in low-light spotting
and “long” ranges are but is still on guard, the attacker’s modifier is only modify these difficulties by two steps in their favor.
there so that the GM can one step in his favor.
quickly make a judgment Darkness: Darkness is an area with no illumination
Range at all, such as a moonless night with cloud cover or
call and keep things a room with no lights. Targets in complete darkness
moving. Basically, the In melee, you can attack a foe who is adjacent to you are nearly impossible to hit. If an attacker can use
idea is: your target is right (next to you) or within reach (immediate range). If other senses (such as hearing) to get an idea of
there, your target is close, you enter into melee with one or more foes, usually where the opponent might be, attacks against such
or your target is pretty far you can attack most or all of the combatants, targets are modified by four steps in the defender’s
meaning they are next to you, within reach, or within favor. Otherwise, attacks in complete darkness fail
away. reach if you move slightly or have a long weapon that without the need for a roll unless the player spends
extends your reach. 1 XP to “make a lucky shot” or the GM uses GM
In certain situations, intrusion. Attackers trained in low-light spotting
such as a PC on top of a The majority of ranged attacks have only two modify this difficulty by one step in their favor.
ranges: short range and long range. Short range is Attackers specialized in low-light spotting modify this
building looking across generally less than 50 feet (15 m) or so. Long range difficulty by two steps in their favor.
an open field, the GM is generally from 50 feet (15 m) to about 100 feet
should allow long-range (30 m). Greater precision than that isn’t important Visibility
attacks to go farther than in Numenera. If anything is longer than long range,
100 feet (30 m). Often the exact range is usually spelled out, such as with a Similar to illumination, factors that obscure vision
much farther. In perfect numenera item that can fire a beam 500 feet (152 m) affect combat.
conditions, a good archer or teleport you up to 1 mile (1.6 km) away.
can hit a (large) target Mist: A target in mist is similar to one in dim light.
with an arrow at 500 feet Thus, the game has three measurements of Ranged attacks against such targets are modified
distance: immediate, short, and long. These apply by one step in the defender’s favor. Particularly
(152 m). to movement as well (see page 100). A few special dense mist makes ranged attacks nearly impossible
cases—point-blank range and extreme range— (treat as darkness), and even melee attacks become
modify an attack’s chance to successfully hit. difficult (modify by one step in the defender’s favor).
Point-Blank Range: If a character uses a ranged Hiding Target: A target in dense foliage, behind
weapon against a target within immediate range, the a screen, or crawling amid the rubble in a ruin is
attacker gets a one-step modifier in his favor. hard to hit because he’s hard to see. Ranged attacks
against such targets are modified by one step in the
Extreme Range: Targets just at the limit of a defender’s favor.
weapon’s range are at extreme range. Attacks
against such targets are modified by one step in the Invisible Target: If an attacker can use other
defender’s favor. senses (such as hearing) to get an idea of where
the opponent might be, attacks against such targets
Illumination are modified by four steps in the defender’s favor.
Otherwise, attacks against an invisible creature fail
What characters can see (and how well they can see) without the need for a roll unless the player spends
plays a huge factor in combat. 1 XP to “make a lucky shot” or the GM uses GM
intrusion.
Dim Light: Dim light is approximately the amount
of light on a night with a bright full moon or the Water
illumination provided by a torch, glowglobe, or
desk lamp. Dim light allows you to see out to short Being in shallow water can make it hard to move,
range. Targets in dim light are harder to hit. Attacks but it doesn’t affect combat. Being in deep water can
against such targets are modified by one step in make things difficult, and being underwater entirely
the defender’s favor. Attackers trained in low-light can seem as different as being on another world.
spotting negate this modifier.
Deep Water: Being in water up to your chest (or
Very Dim Light: Very dim light is approximately the equivalent thereof) hinders your ability to attack.
the amount of light on a starry night with no visible Attacks made in such conditions are modified by one
moon, or the glow provided by a candle or an step in the defender’s favor. Aquatic creatures ignore
illuminated control panel. Very dim light allows this modifier.
you to see clearly only within immediate range and
perceive vague shapes to short range. Targets in Underwater Melee Combat: For nonaquatic
very dim light are harder to hit. Attacks against creatures, being completely underwater makes
targets within immediate range are modified by one
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RULES OF THE GAME
attacking very difficult. Melee attacks with slashing running, swimming, and so on) takes no penalties.
or bashing weapons are modified by two steps in the An attacker mounted on a moving creature or
defender’s favor. Attacks with stabbing weapons are vehicle has some difficulty; its attacks are modified
modified by one step in the defender’s favor. Aquatic by one step in the defender’s favor. An attacker
creatures ignore the penalties for underwater melee trained in riding ignores this penalty.
combat.
Attacker Is Jostled: Being jostled, such as
Underwater Ranged Combat: As with melee combat, while standing on a listing ship or a vibrating
nonaquatic creatures have difficulty fighting underwater. platform, makes attacking difficult. Such attacks
Some ranged attacks are impossible underwater— are modified by one step in the defender’s
you can’t throw things, fire a bow or crossbow, or favor. Conceivably, training could offset this
use a blowgun. Attacks with weapons that do work disadvantage. For example, characters trained in
underwater are modified by one step in the defender’s sailing would ignore penalties for being on a ship.
favor. Ranges underwater are reduced by one category;
long-range weapons work only to short range, and Gravity
short-range weapons work only to immediate range.
In the Ninth World, the numenera can cause gravity
Moving Targets to fluctuate. In addition, characters who have
a large amount of metal (wearing metal armor,
Moving targets are harder to hit, and moving using metal weapons, and so on) can be affected
attackers have a difficult time as well. by fluctuating magnetism just as a character is
affected by gravity.
Target Is Moving: Attackers trying to hit a foe who
is moving very fast are penalized. (A foe moving Low Gravity: Weapons that rely on weight, such
very fast is one who is doing nothing but running, as all heavy weapons, deal 2 fewer points of damage
mounted on a moving creature, riding on a vehicle (dealing a minimum of 1 point of damage). Weapons
or moving conveyance, and so on.) Attacks are with short range can reach to long range, and long-
modified by one step in the defender’s favor. range weapons can reach to about 200 feet (61 m)
instead of 100 feet (30 m). Characters trained in low-
Attacker Is Moving: An attacker trying to make an gravity maneuvering ignore the damage penalty.
attack while moving under its own power (walking,
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Esoteries, page 35 A CLOSER LOOK AT SITUATIONS a skill, ability, asset, or other effect that would
Focus, page 52 THAT DON’T INVOLVE PCs decrease the attack’s difficulty if it were made
against an NPC, the character adds 3 to the roll
Cypher, page 278 Ultimately, the GM is the arbiter of conflicts for each step reduction (+3 for one step, +6 for
Artifact, page 298 that do not involve the PCs. They should be two steps, and so on). If the attacker’s final result
adjudicated in the most interesting, logical, is higher, the attack hits. If the defender’s result
Flash, page 37 and story-based way possible. When in doubt, is higher, the attack misses. Damage is resolved
match the level of the NPCs (characters normally. The GM mediates all special effects.
or creatures) or their respective effects to
determine the results. Thus, if a level 4 NPC Special Situation: Area Attacks
fights a blood barm (level 3), he’ll win, but if
he faces a jiraskar (level 7), he’ll lose. Because Sometimes, an attack or effect affects an area rather
an ithsyn is a level 4 creature, it resists poisons than a single target. For example, a nano’s Flash
or numenera devices of level 3 or less, but not esotery or a landslide can potentially harm or affect
those of level 5 and above. everyone in the area.
The essence is this: in Numenera, it doesn’t In an area attack, all PCs in the area make
matter if something is a monster, a poison, or appropriate defense rolls against the attack to
a gravity-dispelling ray. If it’s a higher level, it determine its effect on them.
wins; if it’s a lower level, it loses. If two things of
equal level oppose each other, there might be a If there are any NPCs in the area, the attacker
long, drawn-out battle that could go either way. makes a single attack roll against all NPCs (one roll,
not one roll per NPC) and compares it to the target
High Gravity: It’s hard to make effective number of each NPC. If the roll is equal to or greater
attacks when the pull of gravity is very strong. than the target number of a particular NPC, the
The difficulty of attacks (and all physical actions) attack hits that NPC.
made in high gravity is increased by one step.
Ranges in high gravity are reduced by one Some area attacks always deal at least a minimum
category (long-range weapons reach only to short amount of damage, even if the attacks miss or if a PC
range, and short-range weapons reach only to makes a successful defense roll.
immediate range). Characters trained in high-
gravity maneuvering ignore the change in difficulty For example, consider a nano who uses Flash to
but not the range decreases. attack six cultists (level 2; target number of 6) and their
leader (level 4; target number of 12). The nano applies
Zero Gravity: It’s hard to maneuver in an Effort to increase the damage and rolls an 11 for the
environment without gravity. The difficulty of attacks Flash attack roll. This hits the six cultists, but not the
(and all physical actions) made in zero gravity is leader, so the Flash deals 4 points of damage to each
increased by one step. Weapons with short range of the cultists. However, the description of the Flash
can reach to long range, and long-range weapons esotery says that applying Effort to increase the damage
can reach to about 200 feet (61 m) instead of 100 also means that targets take 1 point of damage if the
feet (30 m). Characters trained in zero-gravity nano fails the attack roll, so the leader takes 1 point
maneuvering ignore the change in difficulty. of damage. In terms of what happens in the story, the
cultists are caught flat-footed by the nano’s burst of
energy, but the leader ducks and shields herself from
the blast. However, the blast is so intense that despite
the cult leader’s best attempt, she is still burned.
Special Situation: Combat Between NPCs Special Situation: Attacking Objects
When an NPC attacks another NPC, the GM Attacking an object is rarely a matter of hitting it.
should designate a player to roll for one of the Sure, you can hit the broad side of a barn, but can
NPCs. Often, the choice is obvious. For example, a you damage it? Attacking inanimate objects with a
character who has a trained attack animal should melee weapon is a Might action. Objects have levels
roll when her pet attacks enemies. If an NPC ally and thus target numbers. An object’s target number
accompanying the party leaps into the fray, that ally’s also serves as its health to determine whether it is
favorite PC rolls for him. NPCs cannot apply Effort. destroyed. You track the object’s health just as you
would with an NPC.
Special Situation: Combat Between PCs
Hard objects, like those made of stone, have 1
When one PC attacks another PC, the attacking Armor. Very hard objects, like those made of metal,
character makes an attack roll, and the other have 2 Armor. Extremely hard objects, like those
character makes a defense roll, adding any made of diamond or an advanced metal alloy, have 3
appropriate modifiers. If the attacking PC has Armor. Armor subtracts from every attack’s damage.
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RULES OF THE GAME
ACTION: ACTIVATE A SPECIAL ABILITY
Special abilities are things like esoteries, abilities
granted through a character’s focus, or powers
granted by cyphers or artifacts. If a special ability
affects another character in any kind of unwanted
manner, it’s handled as an attack. This is true even
if the ability is normally not considered an attack.
For example, if a character has a healing touch,
but her friend doesn’t want to be healed for some
reason, an attempt to heal her unwilling friend is
handled as an attack.
However, plenty of special abilities and esoteries
do not affect another character in an unwanted
manner. For example, a nano might use Hover
to float into the air. A character with a matter-
reorganizing device might change a stone wall into
glass. A character who exists Partially Out of Phase
might walk through a wall. None of these requires
an attack roll (although when turning a stone wall
to glass, the character must still make a roll to
successfully affect the wall).
If the character spends points to apply Effort on
her attempt, she might want to roll anyway to see if
she gets a major effect, which would reduce the cost
for her action.
ACTION: MOVE
As a part of another action, a character can adjust
his position—stepping back a few feet while
performing an esotery, sliding over in combat to take
on a different opponent to help his friend, pushing
through a door he just opened, and so on. This is
called an immediate distance, and a character can
move this far as a part of another action.
In a combat situation, if a character is in a large
melee, he’s usually considered to be next to most
other combatants, unless the GM rules that he’s
farther away because the melee is especially large or
the situation dictates it.
If he’s not in melee but still nearby, he is
considered to be a short distance away—usually less
than 50 feet (15 m).
If he’s farther away than that but still involved in
the combat, he is considered to be a long distance
away, usually 50 to 100 feet (15 to 30 m).
Beyond that distance, only special circumstances,
actions, or abilities will allow a character to be
involved in an encounter.
In a round, as an action, a character can make a
short move. In this case, he is doing nothing but
moving up to about 50 feet (15 m). Some terrain
or situations will change the distance a character
can move, but generally, making a short move is
considered to be a difficulty 0 action. No roll is
needed; he just gets where he’s going as his action.
A character can try to make a long move—up to
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