Fate Numenera

April 23, 2017 | Author: imaginaari | Category: N/A
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numenera fate conversion...

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͠ Forewords ͠ ͠

Let me clarify a few things.

Forewords ͠

First, I am a huge fan of Numenera. It is a great game, and a great setting. The Ninth World is mysterious, compelling, weird, and enticing. I really love the way it is written, all the books. Monte Cook, Shanna Germain, Bruce Cordell did a so great job. Next, I like the Numenera character creation process. It gives the player the opportunity to build a competent, and dramatic character. Essentially, your character exists within one sentence. It’s really inspiring and gives a indie savor to a streamlined, but nonetheless mainstream, D20 system. Last, I am a huge fan of Fate system. I like the way it provides streamlined and clear rules to build strong story driven, and characters centered games. I must admit that I am more comfortable, despite what I could write elsewhere, with the Fate system than with the Cypher system. This conversion guide exists for these reasons. I want to run games and campaigns which take place in the Ninth World. And I want to run them comfortably, because I want to give the best of the weirdness, and the enticing of this wonderful setting. I certainly don’t want to show hesitation, to to slow down the game, because I don’t really master some rules. I want to thank the people who give birth to Numenera, and the people who give birth to Fate. I love their work, and their words. And I want to thank my wonderful players, for testing, for helping me to tweak and polish this guide. I just hope that Monte Cook, Shanna Germain, Bruce Cordell, and all the kind people at Monte Cook Games, and Numenera fans, won’t go ballistic because of this guide. And I also hope that you will find this guide useful.

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Legal Stuff

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͠ Legal Stuff

This conversion guide should be considered a work published as is. It’s merely a draft

for now, and perhaps changes may occur at the discretion of the games that I run, and at the discretion of the comments that reader will write. The Fate powered Numenera conversion guide by Jean-Christophe Cubertafon is licensed under a Creative Commons Attribution-NonCommercial 4.0 International license (http://creativecommons.org/licenses/by-nc/4.0/). This license may be changed without prior notice. Numenera and its logo are trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games characters and character names, and the distinctive likenesses thereof, are trademarks of Monte Cook Games, LLC. This work is based on Fate Core System and Fate Accelerated Edition (found at http://www.faterpg.com/), products of Evil Hat Productions, LLC, developed, authored, and edited by Leonard Balsera, Brian Engard, Jeremy Keller, Ryan Macklin, Mike Olson, Clark Valentine, Amanda Valentine, Fred Hicks, and Rob Donoghue, and licensed for our use under the Creative Commons Attribution 3.0 Unported license (http://creativecommons.org/licenses/by/3.0/). This work is based on the Fate System Toolkit (found at http://www.faterpg.com/), a product of Evil Hat Productions, LLC, developed, authored, and edited by Robert Donoghue, Brian Engard, Brennan Taylor, Mike Olson, Mark Diaz Truman, Fred Hicks, and Matthew Gandy, and licensed for our use under the Creative Commons Attribution 3.0 Unported license (http://creativecommons.org/licenses/by/3.0/).

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Design Notes

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͠ several weeks ago.

Design Notes

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Here are some of my design notes. I published them on my blog http://talescorps.net

You can easily skip this part. No offense. The design notes are just some historical thoughts, so you can measure the gap between initial intention and final, but draft, result. Also, you can see the result of play testing.

First thoughts First The first thoughts step is to get the essence of Numenera, making it a unique game beyond the setting. So I started with a thorough reading of the book, especially Part 7 “Running the game”. But I also read some extensive studies such as those of Rob Donoghue.

Difficulty levels in Cypher The scale comprises 10 degrees of difficulty. This scale is absolute. Tgus, the difficulty of tasks and obstacles will not be fixed according to the characters. Players will reduce

this difficulty according to the rules. It will be a delicate point to work with, as Fate difficulties are relative.

Overcoming an obstacle Players have several ways to reduce the difficulties and therefore have a better chance of success: Trained and specialized skills Pools and efforts Various objects

This leads to annoying game parts in Cypher which is the micro-management difficulties, in my opinion. The flexibility of Fate should allow to avoid this pitfall .

GM intrusions One of the interesting aspects of Cypher is the GM intrusion system. Unfortunately, still in my opinion, this system is flawed and can be experienced by players as arbitrary. They feel that GM use heavy hand, without subtlety. But the intention is still great. Again Fate compels system seems more elegant .

The importance of objects This is the essential point Numenera! We have a game whose main purpose is the exploration. During these explorations, the characters will discover the remains of the previous Worlds, forgotten knowledge, and artifacts whose abilities are beyond comprehension. Artifacts even give their name to the game! The numeneras play an important role, they are to be treated with care. On the one hand, the use of single-use cyphers could change a critical situation. On the other hand, artifacts have a really strong narrative power. Fate extras and Bronze Rule will bring an elegant answer.

Characters Character creation can be implemented quite simply, as the discussion here shows. The advancement of the characters, however, requires special treatment to transcribe the “tiers”.

Second thoughts Second In Numenera,thoughts characters are defined by a simple sentence:

I’m a adjective name who verb. The name can be one of three character types: glaive, nano or jack. Each type of character has access to special abilities that evolve with tiers. The adjective is chosen from a list of 12 descriptors, eg charming, educated, or resistant. This descriptor defines how the character acts, and this flavors through everything he does, quite like FAE approaches. The verb is selected from 28 focus. This is one thing that makes the character unique. In a group, each player has a unique focus. This one thing gives the character, not just a particular trait, but also special abilities, which change over time and milestones (the famous “tiers”). During character creation, some choices also focuses on the origins of the character, and the origin of his focus. In addition, each character has three pools, one for each of three stats that are Might, Speed and Intellect. These pools are used to provide the necessary effort to succeed actions (mechanically, a player invests points to lower difficulties). And finally, each character has skills that might be trained or specialized. Skills are rather broad, with extended spectra sometimes overlapping. Some skills may be specific to one of the constitutive elements of the character. And the list is not closed. Character creation is actually quite streamlined. The transition to Fate is rather straightforward.

Aspects The describing statement of a character is his High concept: I am a adjective name who verb. We’ll stay with the Numenera rules lists. The background of the character and origins of its focus are two additional aspects, one of them being potentially his Trouble. The remaining aspects will be determined in the usual way at the start of the game: the Phase Trio.

Skills Skills should be reviewed to stick to Numenera, especially the very specific skills to the world, just as Numenera. Moreover, it seems a good idea to have a “tree” of specific skills for each type of character.

Stunts The types of characters, and the focus open many capacities. The best way to transcribe this remains stunts, and it will be a fairly substantial work. I still have to determine whether certain stunts are only accessible character progression and under what conditions.

Third thoughts IThird already mentioned thoughts that numeneras are an essential part of the game. They are both flavor, strangeness, reward and tool. Overall, the word “numenera” means anything that seems supernatural, and means something from a previous World. The physical numeneras come from three sources: scavenging, cobbling, and fashioning (rarest and most intriguing). In terms of mechanics, I consider on one hand the objects and their usages, and on another hand, the limitation of cyphers, or better the exposure to numeneras. For the exposure, I might consider using a specific stress boxes, probably coupling with conditions (see Toolkit). For numeneras usages, it will be necessary to consider each case. But I can draw an outline nevertheless. And finally, it would be good to adapt the creation of numenera process to guide GM (see Numenera pages 317–318).

Cyphers Cyphers are common. They are scavenged, or cobbled, usually diverted from their original purpose. They are unstable and of single use. You should see cyphers as an extension of character abilities. Mechanically speaking, a cypher provides a stunt. It can add a new action, add a bonus, or create a rule exception. In some cases, you could consider a cypher as a way to create an advantage, so an aspect with a free invoke.

Artifacts Artifacts are more complex, durable, and used for their original purpose, eg. a weapon, an armor…

We will examine each case. But, as a guiding principle, I would use the Gadgets and Gears guidelines from the Toolkit, pp. 154–155.

Oddities & discoveries Curiosities have no mechanical effect in game. They provide flavor to the game. Besides, they can be used. They can be sold, offered as a gift, purchased. So, they will be define by an aspect. Discoveries are numeneras that don’t fit in any category. They are not necessary useful, they can be really large (a lab…), they may not change characters’ lives (except the fact they discover them…). Depending on circumstances, discoveries may also be defined by an aspect.

Last words That’s all. I just outlined what is Numenera and some thoughts about the future conversion. The next step will be the writing of the conversion itself, a draft at least.

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Rules ͠

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Rules

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This conversion guide is based on Fate Accelerated Edition. All the rules you may find in this nifty little book are applicable here. Nonetheless, there is some tweaks and exceptions.

Aspects Aspects You know this point is the core of Fate. So we will use aspects extensively. In addition of the standard rules, we will also use some tools from the Fate System Toolkit. Invoking for Effect. You spend a fate point, or a free invocation, to create a specifically defined mechanical effect, something other than a +2 bonus, or a reroll. See Fate System Toolkit page 12. Scaled Invocation. This rule is interesting because it provides mechanical advantage for invoking aspects that apply particularly well to a situation, nor does it provides disincentive for invoking aspects that apply tenuously. See Fate System Toolkit page 13. GM Intrusions. In short, GM Intrusions are compels. Don’t hesitate to compel, a lot. You could find interesting to rely on Quest aspects to reinforce the characters‘ shared goals.

Skills Skills will have one special skill to represent their type: Glaive, Nano, or Jack. Characters This skill will be used as usual, except specific rule. They come with a standard description: Overcome, Create an Advantage, Attack, Defend. In Numenera, each type’s capabilities are given by tiers. As a rule of thumb, when a character tries to use a capability provided by a special skill, the base difficulty is the tier of this capability. For example, a Jack tries to use Transdimensional Weapon (a fourth-tier Trick of the Trade) to harm an opponent which is out of phase. The difficulty of the roll will be +4 (Great). If successful, the Jack creates an advantage that gives his weapon the aspect: Span into other dimension.

Stress and Conditions Stress Each character and hasConditions two stress tracks: a mental stress track and a physical stress track. Each track has three stress boxes. As usual, you can absorb a number of shifts equal to the number of the box you check: one for box 1, two for box 2, three for box 3. You may also take one or more conditions to deal with the hit, by marking off one or more condition slots. You can reduce that stress by 1 if you check off a fleeting condition, by 2 stress if you check off a sticky condition, or by 4 stress if you check off a lasting condition. You can check off as many conditions as you’d like for a single hit. Each character starts with two fleeting conditions, two sticky conditions, and two lasting conditions. So, there are three kinds of conditions: fleeting, sticky, and lasting. A fleeting condition goes away when you get a chance to catch your breath and calm down. A sticky condition stays checked off until a specific event happens. A lasting condition sticks around for at least one whole session, and require someone to overcome an obstacle with a passive opposition of at least Great (+4) before you can start to recover from them. Lasting conditions have two check boxes next to them, and you check them both off when you take the condition. When recovery begins, erase one check box. Erase the second one (and recover from it fully) after one more full session. You can take a lasting condition only if both of its check boxes are empty. Once you’re suffering from a condition, that condition is an aspect on your character sheet like any other. In this way, conditions are a lot like consequences—you can invoke them, and they can be invoked or compelled against you. As with a consequence, when you take a condition, someone else can invoke it against you for free once. See Fate System Toolkit page 18.

͠ Characters

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Characters ͠ ͠ aspects, by his six approaches, as detailed in Fate Accelerated Edition.

A character will be defined by his aspects: high concept, trouble, and up to three other

A new character’s refresh starts at free and is reduced by one for each stunt after the first free you choose. So, a character may start with three stunts for free. Stunts from the character’s focus are not accounted for during creation process. In the end, a character may begin the game with up to five stunts: three regular stunts, and two focus based stunts.

High concept High As for theconcept original Numenera book, a character is defined by one sentence: « I am a … (descriptor) … (type) who … (focus) ». This sentence will be the character’s High Concept. Obviously, everything else will be insignificant. Note that I’m not saying it doesn’t matter. I’m saying that, essentially, you just have to build this sentence to start playing. Nonetheless, building a new character implies examining the details.

Descriptors The Descriptor provides three mechanical effects. It provides justification for fictional actions. It can be invoked as your high concept. It grants access to stunts related to its domain. Justification for fictional actions tells what you can do without going to the dice, most of the time at least. For example, if you are charming, you tend to attract attention from people. You just have to describe it. When things become demanding, the GM will consider that you’re invoking your high concept. When invoking your high concept descriptor, you certainly want to reroll, or get a bonus. You should also consider to invoke for effect, which is more interesting (see Fate System Toolkit page 12). Charming. You may use stunts and invoke for bonus or effect related to positive social interactions, and abilities that influence the minds of others. Clever. You may use stunts and invoke for bonus or effect related to trickery and lies, and also to dangers, or lies detection, quality identifying and assessing. Graceful. You may use stunts and invoke for bonus or effect related to balance and careful movement, or involving physical performing

Intelligent. You may use stunts and invoke for bonus or effect that involve remembering or memorizing things you experience. Learned. You may use stunts that reflect your expertise and knowledge in several, if not numerous, areas of knowledge. Mystical/Mechanical. You are trained in identifying and understanding the numeneras. You may access to a stunt or invoke for effect that grants you the use of Hedge magic (so you could perform small tricks). And you may use any stunt related to numeneras. Rugged. You may use stunts and invoke for bonus or effect involving your nature knowledge and understanding, including natural plants uses, animal training, hunting. Stealthy. You may use stunts and invoke for bonus or effect related to stealth, obviously, but also related to trickery, or even illusion. Strong. You may use stunts and invoke for bonus or effect related to raw strength uses. Strong-Willed. You may use stunts and invoke for bonus or effect related to mental resistance, or that involve extreme concentration. Swift. You may use stunts and invoke for bonus or effect that involve speed and quick actions. Tough. You may use stunts and invoke for bonus or effect related to your physical resistance.

Types Your character could be a glaive, a nano, or a jack. Each offers a different role in a group, as wall as a somewhat different gameplay. In fact, a different gameplay means a different special skill. This special skill starts with a +1 bonus. As every standard skills, it gives access to the appropriate stunts. And it could be trained during appropriate milestones.

Glaive The Glaive gains access to the special skill: Fighting moves and related stunts. Fighting Moves The Fighting Moves skill represents the Glaive’s capabilities during combat, whether through training, or inherent abilities, or whatever. It’s not only attacking and defending moves. It’s also foes assessment, tactical analysis, strategic overview, and so on.

Overcome: You don’t really use Fighting Moves to overcome obstacles. Nonetheless, you might use it to display your fighting prowess in a demonstration, or to participate in some kind of competition. Create an Advantage: You’ll use Fighting Moves to create advantages in a physical conflict, or in a situation that involves tactical or strategic skills. Any number of special moves can be covered here (see Glaive tiers). Attack: You make physical attacks with the appropriate approach., and add your Fighting Moves score to the roll. Defend: You choose the Defend action with the appropriate approach, and add your Fighting Moves score to the roll. Fighting Moves Stunts

You should see the Glaive tiers to borrow some ideas. And you could find some inspiration in the examples below. Killing Stroke. Because I am a Glaive, once per scene, when I force an opponent to take a consequence, I can spend a fate point to increase the consequence’s severity. Riposte. Because I am a Glaive, once per opponent, when I successfully defend, I gain a boost that I must invoke next turn.

Nano The Nano gains access to the special skill: Esoteries and related stunts. Esoteries The Esoteries skill represents the Nano’s capabilities with the numeneras and nanosorcery. Esoteries come with a wide range of power, like mental attack, or reality reshaping (see Nano tiers). Overcome: Several esoteries are used to overcome obstacles. The description of each esotery should guide you. Create an Advantage: Obviously, numerous esoteries may be used to create an advantage, being a personal advantage, or a situational advantage, or whatever. The description of each esotery should guide you. Attack: You can make physical, or mental attacks with the Onslaught esotery for example. Choose the appropriate approach and add your Esoteries score. Defend: You can use Esoteries to defend against any incoming esotery targeted at you. Remember that, usually, you should use Esoteries to create defensive advantages, such as wards, barriers, protections.

Esoteries Stunts

You should see the Nano tiers to borrow some ideas. And you could find some inspiration in the examples below. Analyse this. Because I am a Nano, I get a +2 when I carefully examine a numenera. Multiple headaches. Because I am a Nano, once per scene, I can make a mental onslaught that affect several opponents. Roll the dice for damages and distribute damages among the opponents, the armor is ignored.

Jack The Jack gains access to the special skill: Tricks of the Trade and related stunts. Tricks of the Trade The Tricks of the Trade skill represents the Jack’s capabilities with a range of tactics, and techniques that he will use during his adventures. So Tricks of the Trade comes with a wide range of tactics and techniques, like combat finesse, basic nano-sorcery, and deception skills. Overcome: Several Tricks of the Trade techniques will be used to overcome obstacles, or will be used during contests (see Jack tiers). Create an Advantage: Tricks of the Trade is likely to be used to create advantages in numerous situation. You can create personal advantages, or situational advantages. Attack: You may use Tricks of the Trade to physically or mentally attack an opponent with the Onslaught capability (second-tier). Defend: You choose the Defend action with the appropriate approach, and add your Tricks of the Trade score to the roll. Usually, Tricks of the Trade is better used by creating defensive advantages. Tricks of the Trade Stunts

You should see the Jack tiers to borrow some ideas. And you could find some inspiration in the examples below. Deception Blade. Because I am a Jack, once per combat, I use misdirection and deception to confuse my opponents. I gain a boost that I can invoke freely immediately. Talk the Truth. Because I am a Jack, once per scene, I can force someone to tell the truth.

Focus Your focus makes your character unique. The focus gives you powerful benefits when

you create your character and also when you reach an appropriate milestone. Unlike Numenera, you don’t get a special connection with another player character when choosing a focus, but your focus comes with a cost instead — in fact, a focus is mechanically similar to a power from Wild Blue in Fate Worlds Volume 1 - Worlds in Flame. Focus may be improved during appropriate milestones. A focus gives you an advantage, but at a cost. The advantage provides justification for fictional actions, provides two stunts worth of benefit, and can be invoked as with all aspects. The cost, which should related to the focus but it is not mandatory, provides justification for fictional actions, provides context and limitation for the focus, and can be compelled as if it were an aspect. Justification for fictional actions is the most important thing that a focus does. It tells what you can, or can’t do, without going to the dice, most of the time at least. The GM may ask for a roll if the situation is actually demanding. For example, if you exist partially out of phase, then you can walk through walls. You just have to describe it. The focus tiers should give you some inspiration to justify fictional actions. Creating specific focus stunts follows the standard rules (see Fate Core page 88). With a focus though you have four shifts of effect rather than just 2. You can spend them all on the same thing, but you don’t have to. For example, if you master defense, you may get a +2 to flashily parry an attack and a +2 to quickly evade an arrow; or you may get a +4 to carefully use your shield as an impenetrable wall. The tiers should give you some inspiration to create focus based stunt. Each focus is described by its advantage (its name), an overall description, and examples of costs and stunts. You should refer to Numenera corebook for further developments. You are encouraged to create your own focus (and I’ll be glad if you mail me your creations).

Bears a Halo of Fire You can create a sheath of flames around your body. Cost Cannot hold flammable material with bare hands. Water makes me uncomfortable, and can even harms me

Stunts Because I bear a halo of fire, I can inflict +4 damages with a flaming melee weapon. Because I bear a halo of fire, once per session I may invoke a fire servant (distribute +4 among one to six approaches) for one scene.

Carries a Quiver

The archer is a skilled combatant, deadly in any fight. Cost Cannot wear more than a light armor Must make my own arrows

Stunts Because I carry a quiver, I can get a +4 bonus when I Carefully aim. Because I carry a quiver, once per combat, I can name a target, being a enemy, a rope, a bullseye, or whatever, and hit it on a successful attack.

Commands Mental Powers You can harness the power of your mind to perform deeds. Cost Cannot hide your thoughts when I’m connecting another mind Hear the superficial thoughts of people around me

Stunts Because I command mental powers, once per session, I can control the actions of a creature (including humans) for a limited time. Because I command mental powers, once per session; I can establish a telepathic network between up to ten creatures(including humans) I know.

Control Beasts Your mastery and communication with beasts is positively uncanny. Cost Cannot fit really well with civilized humans Cannot harm a non-aggressive beast

Stunts Because I control beasts, I can calm an aggressive nonhuman beast while I focus all my attention on it. Because I control beasts, once per session, I can summon a horde of small animals to help me during a scene.

Controls Gravity You have learned to tap into the power of gravity. Cost

Stunts Because I control gravity, Because I control gravity,

Crafts Illusions You are, in effect, an artist—a crafter of light and sound. Cost

Stunts Because I craft illusions, Because I craft illusions,

Crafts Unique Objects You are a maker, a crafter, and a builder. Cost

Stunts Because I craft unique objects, Because I craft unique objects,

Employs Magnetism Electromagnetism is a fundamental force in the universe, and it is yours to command. Cost

Stunts Because I employ magnetism, Because I employ magnetism,

Entertains You are an entertainer: a singer, dancer, poet, storyteller, or something similar. Cost

Stunts Because I entertain, Because I entertain,

Exists Partially Out of Phase You have the ability to change your phase state. Cost

Stunts Because I exist partially out of phase, Because I exist partially our of phase,

Explores Dark Places You explore the foreboding ruins and mysterious locales of the ancient eras, trained in such activities by those who have gone before you. Cost

Stunts Because I explore dark places, Because I explore dark places,

Fights With Panache You know that style is at least as important as substance. Cost

Stunts Because I fight with panache, Because I fight with panache,

Focus Mind Over Matter Telekinesis. Psychokinesis. Mind over matter.

Cost

Stunts Because I focus mind over matter, Because I focus mind over matter;

Fuses Flesh and Steel At some point in your past, some of your organic parts were replaced with artificial components. Cost

Stunts Because I fuse flesh and steel, Because I fuse flesh and steel,

Howls at the Moon Creatures like you are often called “lycanthropes.” Cost

Stunts Because I howl at the moon, Because I howl at the moon,

Hunts With Great Skill You are a tracker. Cost

Stunts Because I hunt with great skill, Because I hunt with great skill,

Leads

You are a commander, a captain, a leader, or a general. Cost

Stunts Because I lead, Because I lead,

Lives in the Wilderness You dwell in the wilds. Cost

Stunts Because I live in the wilderness, Because I live in the wilderness,

Masters Defense Protecting yourself is obviously important in dangerous situations, and you are particularly good at it. Cost Cannot attack flashily Must use a shield

Stunts Because I master defense, I get a +2 bonus when flashily parry an attack and a +2 bonus when quickly evade a ranged attack. Because I master defense, I get a +4 bonus when carefully use my shield as an impenetrable wall

Masters Weaponry You have worked long and hard with one particular type of weapon: swords, axes, daggers, whips, or whatever you choose. Cost

Stunts Because I master weaponry, Because I maser weaponry,

Murders The murderous assassin is a master of dealing death. Cost

Stunts Because I murder, Because I murder,

Rages The berserker is a feared fighter who cannot be stopped. Cost

Stunts Because I rage, Because I rage,

Rides the Lightning The ancients harnessed electricity in strange and wonderful ways, you control the same energy. Cost

Stunts Because I ride the lightning, Because I ride the lightning,

Talks to Machines It seemed almost like you were speaking to machines. Cost

Stunts Because I talk to machines, Because I talks to machines,

Wears a Sheen of Ice You have learned to focus your natural talents to command the powers of ice and cold. Cost

Heat will harm you.

Stunts Because I wear a sheen of ice, Because I wear a sheen of ice,

Wields Power With Precision You are also trained to exploit esoteries in ways that elevate you above other nanos and jacks. Cost

Stunts Because I wield power with precision, Because I wield power with precision,

Wields Two Weapon at Once You bear steel with both hands, ready to take on any foe. Cost

Stunts Because I wield two weapon at once, Because I wield two weapon at once,

Works Miracle You manipulate matter and time to help others and are beloved by everyone you

encounter. Cost

Stunts Because I work miracle, Because I work miracle,

Works the Black Alleys You are a thief in a city or town, making your livelihood at the expense of the wealthy. Cost

Stunts Because I work the back alley, Because I work the back alley,

Trouble Trouble The character’s trouble is the thing, an aspect actually, that always gets her into trouble. It could be anything that makes the character’s life complicated. If you have difficulties to find a good trouble that ties you with the Ninth World, you could look at the Glaive connection, Nano connection, and Jack connection tables in the Numenera book. You should find some ideas for your character. It is important to note that the cost of the character’s focus doesn’t count as your trouble.

Three additional aspects Three Now compose additional another aspect. aspects It could be your typical background as described in the Numenera corebook, along with your character’s type description. Or, it could be something really important or interesting about your character. Then, you should create one or two more aspects. These aspects might describe your character’s relationship with other player characters or with an NPC. Or, it might describe something especially interesting about your character. If you prefer, you can leave one or both of these aspects blank right now and fill them

in later, after the game has started. You could also consider using a simplified version of the Phase Trio, detailed in Fate Core to compose your aspects. See Fate Core page 38.

Finishing touch Finishing You’re almost done. touch Read carefully the description of your character’s type in the Numenera book. You should note your starting equipment, and any relevant elements. Then ask the GM a number of starting cyphers and oddities.

Advancement Advancement Character advancement follows the rules described in Fate Accelerated Edition. In addition, you’ll find specific rules for the special skill and the focus.

Minor milestone A minor milestone usually occurs at the end of a session of play, or when one piece of a story has been resolved. After a minor milestone, you can choose to do one (and only one) of the following: Switch the ratings of any two approaches. Rename one aspect that isn’t your high concept. Exchange one stunt for a different stunt. Choose a new stunt (and adjust your refresh, if you already have three stunts).

Also, if you have a lasting condition with only one box checked, you can clear it and recover from it fully.

Significant milestones A significant milestone usually occurs at the end of a scenario or the conclusion of a big plot event (or, when in doubt, at the end of every two or three sessions). In addition to the benefit of a minor milestone, you also gain both of the following: If you have a lasting condition that’s been around for at least two sessions, you can clear it. Raise the bonus of one approach or the special skill by one.

Major milestone Major milestones should only occur when something happens in the campaign that shakes it up a lot—the end of a big story arc, the final defeat of a main NPC villain, or any other large-scale change that reverberates around your game world.

Achieving a major milestone confers the benefits of a significant milestone and a minor milestone. In addition, you may do all of the following: * Take an additional point of refresh. You may immediately use to purchase a stunt if you wish. Or, you may strengthen your focus by adding a +2 bonus to a focus stunt, or broaden your focus by purchasing a new focus stunt. * Rename your character’s high concept (optional).

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The Numenera

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The Numenera

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In the Ninth World, the numenera is a term that refers to anything that seems supernatural and that comes from the prior ages of the Earth. There are three types of numenera: cyphers, artifacts, oddities, and other devices. This guide won’t detail all the cyphers and artifacts that you can find in the Numenera book. But instead, it will detail conversion guidelines.

Cyphers Cyphers Cyphers are one-use. The characters frequently discover and use them. Cypher danger Cyphers are unstable, and can be dangerous when gathered together. If a character carry a lot of cyphers at any given time, she exposes herself, and her companions, to dangerous consequences. The GM could tell that you suffer a sticky condition, or the GM likes crunchy things, he could roll on the Cypher Danger table from the corebook (page 279). Consider that each character can carry up to three or four (Nano and Mechanical/Mystical) cyphers at any given time. Remember that occultic cyphers count as two cyphers for this purpose.

Describing a cypher In Numenera, a cypher is described by a simple stats block: Level: the cypher level Type: internal, wearable Usable: its form Effect: what it does

A cypher will still be described with the same block stats. The level would seems irrelevant with Fate, but in fact it could be influence the effect. The interesting thing with a cypher is what it does. A cypher can have an immediate

effect: cure a disease, explode. Or a cypher can create an advantage, or it can help to overcome an obstacle by granting a bonus. The conversion is pretty straightforward.

Examples Adhesion Clamps: Grants the aspect perfect climber to the holder. Disrupting Nodule: Grants the aspect burst of nanites to the attached weapon (inflicts such a pain that the target loses his next action). Intellect Enhancement. Gives a +2 bonus to any Clever actions. Living solvent. As described in Numenera. Rejuvenator. Unchecks all the stress boxes to one random track.

Artifacts Artifacts Artifacts are much more complex devices. They will be described by more complex stats. But yet, by using the Fate fractal, the conversion is pretty straightforward. Level: relevant with some effects. Quirk: a requirement or side-effect that could be compelled. Effect: description of the effect – action, bonus, advantage, overcome. Depletion stress: a stress track, if relevant. When all boxes are checked, the artifact is depleted. Condition: Lasting: Depleted

Depleted artifacts can sometimes be recharged, which involves materials, time, knowledge and skill. Following are few examples.

Chameleon Cloak This artifact is a very thin, lightweight, transparent cloth formed into a cloak. When activated, the device takes the colors and textures of everything around the wearer. This effect grants the aspect Chameleon, and can be invoked during a scene.

Multidimensional Blade This artifact is a straight bladed weapon with a large haft with a few controls on it. When activated, the blade exists on many levels of reality at once.It harms creatures that can be affected only by transdimensional effects.

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Creatures

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Creatures ͠

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