Numenera Players Guide

July 18, 2017 | Author: Josh N Oregonia | Category: Leisure, Business
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TABLE OF CONTENTS THE NINTH WORLD

2

NUMENERA OVERVIEW

4

CREATING YOUR CHARACTER

10

CHARACTER TYPE

16

CHARACTER DESCRIPTOR

34

CHARACTER FOCUS

38

EQUIPMENT

61

For a free downloadable copy of the official Numenera character sheet and a step-by-step guide to character creation using this sheet, visit www.numenera.com/charactersheet.

CREDITS Writer/Designer M o nte Coo k R u l e Developers M o nte Coo k a n d Sean K. Reyn o l d s Additional Writi ng S h a n n a G e rm a i n Lead Editor S h a n n a G e rm a i n Ed itor Ray Va l Iese Proofreader M i c h e l e Ca rte r Cover Designer and Lead Artist Kieran Ya n n e r G raphic Designer S a ra h Ro b i n so n Artists J a son E n g l e , G u id o K u i p , Patrick M c Evoy, M att Stawi cki, Ad r i an Wi l k i n s , Kieran Ya n n e r

Cartographer Ch risto p h e r We st Al pha Playtesters S h a n n a G e rm a i n , Ray Va l Iese, Co l i n M cCo m b , J a mes Bel l , E r i k M o n a , D a n ica K i n g , Sean Reyn o l d s , Stan!, Hyru m S avage

© 2013 Monte Cook Games, LLC 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.

�LIME NE �

The older man stokes the fire, stirring the embers, some of which float into the night sky. The young girl's gaze follows them as the sparks join the panoply of stars. "Our world is very young," the man says. He leans heavily on his gnarled wooden staff and adjusts his tattered cloak with one hand. "But it is built upon the bones of another, much older world." The girl nods. "Many worlds, actually. Most people say eight, but it could be more. They say eight so that they can call our world the Ninth World." She nods again, but he can see that she doesn't truly understand. Does he? Can anyone comprehend such a passage of time? The face of the world had shifted so much. Even the stars were not untouched by the changing aeons. "The people that came before us, if people they were, commanded great powers." He pulls from his leather pouch a thing made of metal and the light, smooth material called synth. He uses his thumb to touch the clear panel in well practiced, if not entirely understood, ways. The air around the device fills with light that dances and moves in symbols and pictures that mean nothing to him. The girl gasps and then laughs in delight. "Some of their ancient powers remain, even though the people do not," he tells her. "And some bring wonder and beauty. But others bring deaths for which we have no name. Their legacy is a blessing and a curse." "Magic," the girl whispers. The man smiles. "We call it the numenera."

PLAYER'S GUIDE

W

elcome to the N i nth World, where tech nology i s magic and eve n o u r most d i stant fut u re i s sti l l very m uch the past. The N i nth World is the sett i n g of

the rol e p l ayi n g game NuMENERA™. T h i s book is the Numenera

Player's Guide, not the fu l l ru lebook. The Player's Guide offe rs a b rief overview of the sett i n g and the rules of the game, and

it p rovides a l l the i nformation you need to create a character so you can p l ay N u menera, exp lore the N i nth Wo rld , and d i scover its won de rs and d a n gers for you rself. In a ro l e p l ay i n g game, the p l aye rs take o n t h e ro les of peo p l e in a fict i o n a l worl d . Each p l aye r creates a c h a racte r to portray, a n d toget h e r, the p l ayers create a sto ry. I n t h e i r i m a g i n at i o n , the p l aye rs experience t h e s a m e c h a l l e n ges a n d rewa rd s t h at their c h a racte rs experience. To faci l itate t h i s , the r u l e s of the game gove rn whet h e r cha racte rs s u cceed o r fa i l at what they try to do. Th i s book somet i m e s refers to t h e p l aye r c h a racte rs a s PCs. In add ition to t h e p l aye rs who a re the c h a racte rs i n the sto ry, t h e re i s another p l aye r-the game m a ster-who i s n ot o n l y the a rbiter of the r u l e s but a l s o the crafte r of the n a rrative. The game m a ster (somet i m e s refe rred to a s the G M ) i ntrod uces co m p l icat i o n s , enemies, a l l ie s , twi sts, a n d s u rprises i nto the sto ry. H e o r s h e s h o u l d h ave a copy of t h e fu l l coreboo k-Numenera, w h i c h i n c l u d e s a l l t h e i n fo rmation fro m t h i s book, p l u s m u ch more. As a

p l aye r, you can read t h ro ug h t h e corebook if yo u w i s h , but eve ryt h i n g yo u need i s h e re. N u menera i s all about d i scovery. I n the game, you r character wi l l d iscover wonders of the prior ages (ou r own world's far d i stant future) and a tech nology so advanced that, as author Arthur C. Clarke wrote, it is ind isti nguishable from magic. You wi l l d iscover mysteries to solve and meet i nteresting people who populate this strange world. You wi l l d iscover dangerous foes in the form of extraterrestrials, robots, m utants, or the genetic experiments of the past. You wi l l discover tech nology cal led the n u menera that wi l l aid in you r endeavors. The key to playing N u menera i s the story. The way to "wi n " t hi s g a m e i s t o come away with a great tale. Always remember that you r character i s one of the mai n heroes i n a fabulous science-fantasy n arrative. The N i nth World i s a wei rd and won d rous place, and the tri al s and tri b u l ations you face are part of that story. Through you r cha racter, you wi l l d i scover thi ngs u n l i ke anyt h i n g you 've d reamed of, and in so doing craft a tale with you r friend s that you ' l l a lways remember. Read t h ro u g h the N u m e n e ra Ove rview (page 4) , a n d t hen j u m p r i g h t i n a n d m a ke a c h a racte r. Yo u d o n ' t h ave to read t h ro u g h eve ry c h a racte r option right away-j u st choose a type, d e scri ptor, a n d focu s t h at s o u n d i nterest i n g , a n d get go i n g! A whole n ew wo rld awa its yo u .

�LIME NE�

NUMENERA OVERVIEW ''Any sufficiently advanced technology is indistinguishable from magic. " -Arthur C. Clarke The key to playing Numenera is the story. The way to "win" this game is to come away with a great tale. h e re h ave been eight p rev i o u s worl d s . Yo u may refer to th em as ages, aeo n s , epoc h s , or e ra s , but it's n ot wro n g to t h i n k of each as its own i n d ivid u a l worl d . E a c h fo r m e r wo rld st retched acro s s vast m i l l e n n i a o f t i m e .

T

E a c h p l ayed h ost t o a race whose civil izat i o n s rose t o s u p re m acy but eve n t u a l l y d ied o r scatte red , d i sa p peared o r tra n sce n d e d . D u r i n g the t i m e t h at e a c h w o r l d fl o u r i s h e d , those t h at ru l ed it s po ke to t h e sta rs, ree n g i n eered t h e i r physical bod ies , a n d m a stered form a n d essence, a l l i n t h e i r o w n u n i q u e ways . Each left beh i n d re m n a nts. The N i nth Wo rld i s b u i lt o n the bones of the p rev i o u s e i ght, a n d i n particu l a r the l a st fo u r. Reach i nto the d u st, a n d yo u ' l l fi n d t h at each particle h a s been worked , m a n ufact u red, or grow n , a n d t h e n gro u n d back i nto drit-a fi ne, a rtificia l soi l-by the re lentless powe r of t i m e . Look to the h orizon-is t h at a m o u n ta i n , or part of an i m po s s i b l e m o n u ment to t h e fo rgotten e m peror o f a l o s t peo p l e ? Fee l t h at s u btle v i b rat ion beneath yo u r feet a n d know t h at a n cient e n g i n es-vast mach i n e s the s ize of k i n gd o m s-sti l l operate i n t h e bowe l s o f t h e eart h . The N i nth Wo rld i s a b o u t d i scove ri n g the wo n d e rs o f t h e worl d s t h at ca m e before it, n ot fo r t h e i r o w n s a ke, but as the means to i m p rove t h e present a n d b u i l d a futu re. Each of t h e prior eight worl d s , i n its own way, i s too d i stant, too d i fferent, too i n co m p re h e n s i b l e . Life tod ay is too d a n ge ro u s to dwe l l on a past t h at ca n n ot be u nd e rstood . The peo p l e excavate and study the m a rve l s of the prior epoch s j u st e n o u g h to h e l p t h e m s u rvive in the wo rld t h ey h ave been give n . They know t h at e n e rgies a n d knowled ge a re s u s pe n d ed i n vi s i bly i n the a i r, t h at res h a ped co nti n ents of i ro n and g l a s s-be l ow, u po n , and a bove the earth-h o l d vast t rea s u re s , a n d t h at secret doorways to stars a n d oth e r d i m e n s i o n s a n d rea l m s p rovide powe r a n d secrets a n d deat h . They somet i m e s ca l l it m a g i c , a n d who

creat u res b y a n c i e n t e n e rgies, the i nv i s i b l e n a n o - s p i rits h ove r i n g in the a i r in cloud s ca l l ed the I ro n W i n d , t h e i n fo rmation tra n s m itted i nto t h e so-ca l l ed d ata s p h e re, a n d the re m n ants of v i s itors fro m oth e r d i me n s i o n s a n d a l ie n p l a n ets-they ca l l these t h i ngs the numenera. I n the N i nt h Wo r l d , the n u m e n e ra i s b o t h a b o o n a n d a b a n e . I t m a kes l i fe very d iffe rent fro m any oth e r t i m e o n E a rt h . I n a southern part o f t h e vast, s i n g u l a r co nt i nent of the N i nth Wo rld l ie s a c l u ster of settled l a n d s co l l ectively ca l l e d the Steadfast. Alt h o u g h each of t h e k i n g d o m s a n d p r i n c i p a l ities o f the Steadfast h a s i t s o w n ru l e r, a leader known a s t h e Amber Pope g u i d e s the O rd e r of Trut h, a n o rga n izat i o n of A e o n Priests t h at co m m a n d s a great d e a l of res pect i n the reg i o n . T h u s , the Amber P o p e i s l i kely the most powe rfu l ru l e r i n t h e Steadfast eve n t h o u g h h e does not gove rn a s i n g l e s q u a re foot of land. The Order of Truth reve res t h e peo p l e of the past a n d their knowled ge o n a q u a s i re l i g i o u s l evel of ad o ration a n d fa i t h . It i s a re l i gion d evoted to scie nce. Deeper in t h e w i l d s l ies a region ca l l ed the Beyo n d , where vi l l ages a n d com m u n ities a re i s o l ated a n d rare. H e re, Aeo n Priests sti l l s t u d y the secrets of the past, but they d o so cloi stered i n re m ote clave s . These priests d o l ittl e m o re t h a n pay l i p service to the Amber Pope, if t h at, a n d a re n ot co n s i d e red part of t h e O rd e r of Trut h. L i ke the reg i o n s i n w h i c h they l ive, a n d t h e cl aves i n w h i c h t h ey work, they a re i s o l ated , i s l a n d s u nto t h e m s e lve s .

THE PEOPLE OF THE NINTH WORLD I n the yo uth of an age, people use the resou rces they h ave on h a n d , cou p led with wh ateve r u n d e rsta n d i n g of t h e i r world they can master, to ca rve out a l ife for themselves. In the

M o re ofte n , h owever, w h e n t h ey fi n d l eftove rs of the

N i nth World, the resou rces a re the n u menera-the d etritus of the prior e ras-a nd the people's u n d e rsta n d i n g of these resou rces i s crude and i nco m p l ete. The Aeon Priests possess

o l d wo rld s-t h e devices, the vast mach i n e co m p l exes , the a ltered l a n d scapes, t h e c h a n ges wrought u po n l iv i n g

j u st enough d i scern ment and knowled ge to s u ggest pos s i b l e uses for t h i ngs, but so m uch rem a i n s t o be d i scovered . Even

a re we to say t h at t h ey' re wro n g ?

PLAYER'S GUIDE

p rod ucts of the prior ages; the past left beh i n d flora, fa u n a , and mach i n e s , s o m e d e s i gned b y lore or n atu re, others tra n s p l a nted fro m d i stant stars or d i me n s i o n s . The peo p l e of the N i nt h Wo rld c l o t h e t h e m s e lves i n

m i ght be a belt t h at creates a s h i e l d of i nv i s i b l e fo rce to p rotect the wearer or a flyi n g skiff t h at carries peo p l e a n d ca rgo fro m o n e p l ace t o a n ot h e r. The t e r m i s a l m ost always used fo r an item t h at has a n obvi o u s p u rpose-a wea p on, a defe n se, a mode of tra n s po rt, a m e a n s of co m m u n ication

n ewly s p u n fa b rics but weave the a rtifacts of t h e p a s t i nto

or learn i n g n ew i nformat i o n , a m e a n s of o bta i n i n g food o r

each garment. They fo rge armor, wea p o n s , and too l s fro m

ot h e r nece s s it i e s , a n d so fo rt h . Art ifacts m a ke t h e i r u sers more powe rfu l , o r they m a ke l ife easier o r bette r.

the creat u res and p l a nts of the N i nth Wo rld a re stra n ge by­

m ate r i a l s recovered from a n cient struct u res a n d d evices. S ome of these m ateri a l s a re meta l s , but oth e rs a re (or appear to be) glass, sto n e , bone, fl e s h , o r s u b stance s t h at defy catego rizat io n a n d u n d e rsta n d i ng. Those who ri s k t h e myste r i o u s d a n gers to recover the re l i cs of t h e past p rovide a va l u a b l e service. Typ ically these b rave sou l s-wa rrior g l a ive s , science-wi e l d i n g nanos, a n d wil y j acks-b ri n g t h e i r fi n d i ngs to the A e o n Priests, who u s e the a rtifacts to fa s h i o n too l s , wea p o n s , a n d oth e r boo n s fo r the grow i n g civi l izat i o n . As t i m e passes, m o re i n d ivid u a l s l e a r n t o u s e the n u m e n e ra , but it sti l l re m a i n s a myste ry to most peo p l e . W h o , then, are the people o f the N i nth World ? M ost are h u mans, although not a l l that ca l l them selves h u man truly are. There are l i kewi se the a b h u m a n s : some m utants, crossbreed s, genetically engi neered , and their offspring. And then there are the visitants, who are not native to the earth but who now ca l l t h e N i nth World home, a n d w h o have no more understa n d i n g o f the past (even their own) than a nyone else.

THE NUMENERA Peo p l e with knowled ge of the re l i cs of o l d e r worl d s d ivide t h e m i nto th ree types: a rtifacts, cyp hers, a n d oddities.

CYP H E RS a re u s u a l ly s m a l l , m i n o r d evices t h at most cha racte rs can coax a s i n g l e effect fro m before t h ey a re d e p l eted a n d beco m e cu riosities or d ecorat i o n s . They m i ght i n c l u d e a q u ick i n j ecti o n d e s i gned to repa i r physical d a mage i n a l iv i n g creatu re o r a hand h e l d object t h at, when m a n i p u l ated properly, beco mes a weap o n t h at exp lodes with tre m e n d o u s fo rce. H owever, cyp h e rs a re d a n ge ro u s when gat h e red toget her beca u s e t h ey create rad iation a n d h a r m o n i c freq uencies t h at a re i n i m i cal t o h u m a n l i fe. ODDITI ES a re the re l ics t h at a re neither cyp h e rs n o r a rtifacts. They serve n o o bv i o u s p u rpose but h ave stra n ge fu n ct i o n s t h at a re at least c u r i o u s , if n ot d own right enterta i n i ng. Exa m p l es i n c l u d e a p i ece of glass in a metal fra me t h at s h ows pecu l i a r i m ages o r a box with th ree bel l s t h at ri n g a t u n p red icta b l e t i m e s . N ot eve ryt h i n g from the prior worl d s can be u n d e rstood . In fact, m uch of it ca n n ot.

LOOKING AT THE NINTH WORLD FROM THE 21 ST CENTURY The N i nt h Wo rld i s a science-fantasy sett i n g a p p roxi mately

ARTI FACTS a re l a rge d evices t h at typ i ca l ly can be used more t h a n o n ce to p rod uce the s a m e res u lt. An a rtifact

a b i l l io n years i n the fut u re. The peo p l e of the wo rld dwe l l a m i d t h e flotsam o f i m po s s i b l e u ltratech o f e i g h t prior

�LIME NE� T h roughout t h i s book yo u ' l l find p l aces where we s u ggest you a s k you r G M for additional i nformation. The GM can find this i nformation i n the N u menera corebook.

civi l izat i o n s a n d ca l l it magic. U n i magi n a b ly h u ge mach i ne s l i e ben eath the eart h , a n d s ate l l ites o r b i t h i g h a bove , tra n s m itti n g a web of d ata a n d free e n e rgy. N a n otec h , gravitic tech nol ogy, genetic e n g i neering, s p a t i a l warp i n g, a n d s u perd e n s e polymers a l l owed t h e i n h a bitants of the p rev i o u s worl d s to res h a pe t h e p l a n et. Mass a n d e n e rgy were t h e i rs to co m m a n d .

RULES OVERVIEW

I n m a n y ways , the N i nth Wo rld i s a med i eval fa ntasy sett i n g without the h i storicity. When peo p l e who h ave n ' t d o n e a l ot of h o m ework o n the d a r k a g e s run a trad itio n a l fa ntasy g a m e , t h ey often i n sert modern se n s i b i l ities o r

fo r and n o d i e i s s pecified , ro l l a d20. The game m aster sets a difficulty fo r any given task. There

deve l o p m e nts s u c h a s d e mocracy, hygiene, o r matc h e s . But

be rated o n a sca l e of 1 to 1 0.

i n the N i nth Wo rl d , these t h i n g s , a n d m o re, m a ke sen se. C h a racte rs can h ave ra i n s l ickers, i n k pe n s , z i p pers, and p l astic bags, all left ove r from the prior eras (or fa s h ioned fro m leav i n g s of the past) . They can u n d e rsta n d h ow i l l nesses a re tra n s m itted or h ow soci a l i s m works. They can know t h at the earth revo lves a ro u n d the sun a n d be aware of oth e r " a n a c h ro n i stic" bits of knowledge. O n the oth e r h a n d , cha racte rs i n N u m e n e ra don't refer to wea p ons as "gu n s " or ve h icles as "cars . " The tech n o l ogy in the N i nth Wo rld is too advanced a n d too a l i e n fo r s uch term i n ology to h ave e n d u red . U s i n g 2 1 st-centu ry terms fo r wea p o n s a n d ve h i cles i s a s i n a p p ro p r i ate as u s i n g med ieva l te r m s . The n u m e n e ra is wei rd-m uch of it was n 't created by h u m a n s o r fo r h u m a n s . I t i s n 't d e s i gned o r p rese nted in any way t h at m i ght be fa m i l i a r to the p l aye rs o r the c h a racters. O n ly t h ro u g h expe r i m e ntat i o n , p l aye r i n s ight, a n d c h a racte r s ki l l can the PCs identify, a n d pos s i bly u se, what they fi n d . Perh a p s eve n more i m portant, the a rtifacts, cyp hers, a n d odd ities t h at c h a racte rs u s e p robably a re n ' t serv i n g t h e i r o ri g i n a l p u rpose. The exp los ive cyp h e r t h at a c h a racte r tosses at an e n e my m i ght h ave been t h e powe r sou rce fo r a ve h i cle. The fo rce field the enemy u se s to p rotect herself fro m the b l a st m i ght h ave been des igned to conta i n the rad iation of the fu e l rod s i n a m i n i at u re n u clear reactor. Welcome to the N i nth World , where every d i scovery m i ght save you-or ki l l you . But you won't know until yo u try.

N u m e n e ra u s e s a twe nty- s ided d i e (1 d 20) to d eterm i n e the res u lts of most act i o n s . Whenever a roll of any k i n d i s ca l l ed

a re 1 0 degrees of d ifficu lty. T h u s , t h e d ifficu lty of a t as k can Each d ifficu lty h a s a target number associated with it. The ta rget n u m be r i s always th ree t i m e s t h e task's d ifficu lty, so a d ifficu lty 4 t as k h a s a ta rget n u m be r of 1 2 . To s u cceed at the task, yo u m u st ro l l the ta rget n u m be r o r h i g her. C h a racte r s k i l l s , favora b l e c i rc u m stances, or exce l lent e q u i pment can decrease the d ifficu lty of a task. Fo r exa m p l e, if a c h a racte r i s tra i ned i n cl i m b i ng, s h e t u r n s a d ifficu lty 6 cl i m b i nto a d ifficu lty 5 cl i m b. Th i s i s ca l l ed decreasing the difficulty by one step. If s h e is special ized i n

c l i m b i ng, s h e t u r n s a d ifficu lty 6 c l i m b i nto a d i fficu lty 4 c l i m b. Th i s i s ca l l ed decreasing the difficulty by two steps. A skill is a category of knowledge, a b i l ity, or activity re l ati n g to a task, s u c h as cl i m b i ng, geogra phy, or pers u a s ive n e s s . A c h a racte r who has a s ki l l is bette r at co m p l et i n g rel ated tasks t h a n a c h a racter who l acks the s k i l l . A c h a racte r' s l evel of skill i s either trained (rea s o na bly s k i l led) o r specialized (ve ry s k i l led) . I f yo u a re t ra i ned i n a s k i l l re l ati n g to a task, yo u d ecrease t h e d i fficu lty of t h at t as k by o n e ste p. I f you a re special ized , you d ecrease the d i fficu lty by two ste p s . A s k i l l can n ever d ecrease a task's d ifficu lty by m o re t h a n two ste p s . Anyt h i n g e l s e t h at red uces d ifficu lty ( h e l p fr o m a n a l ly, a p a rticu l a r p i ece of eq u i p ment, or some oth e r advantage) i s referred t o a s a n asset. Assets c a n n ever decrease a task's d ifficu lty by more t h a n two ste p s . You c a n also decrease the d ifficu lty o f a given tas k by applyi n g Effort. (Effort is descri bed in more detai l on page 1 1 .)

TASK DIFFICULTY TAS K D I FFICU LTY D ESC R I PTION TARG ET NO. Ro uti n e 0 0 3 Sim ple 2 Sta n d a rd 6 3 Demand ing 9 4 12 Difficult Challenging 5 15 I nt i m i d ati n g 6 18 21 7 Fo rm i d a b l e H e roic 24 8 27 9 I m mortal 30 10 I m possible

G U I DANCE Anyo n e c a n d o t h i s basically eve ry t i m e . M ost peo p l e can d o t h i s most of the t i m e . Typical t as k req u i ri n g focu s , but m o s t peo p l e can u s u a l ly d o t h i s . Req u i res fu l l atte ntion; m o s t peo p l e h ave a 5 0 / 5 0 c h a nce t o s u ccee d . Tra i n ed peo p l e h ave a 5 0 / 5 0 c h a n ce to s u cceed . Eve n tra i ned peo p l e often fa i l . N o r m a l peo p l e a l m ost n ever s u cceed . I m po s s i b l e without s k i l l s or great effo rt. A task worthy of tales told fo r years afterwa rd . A task worthy of lege n d s t h at last l ifet i m e s . A tas k that normal h u ma n s cou l d n 't consider (but o n e that doesn't break the l aws of physics) .

PLAYER'S GUIDE

N u m e n e ra , t h at u s u a l ly mea n s rol l i n g a 1 9 or 20; see

To s u m u p , th ree t h i ngs can d ecrease a task's d ifficu lty: s k i l l s , a s sets, a n d Effort. If you can decrease a task's d ifficu lty to 0, yo u a utomatica l ly s u cceed a n d d o n 't need to m a ke a ro l l .

COMBAT

WHEN DO YOU ROLL?

M a k i n g an attack i n co m bat works t h e s ame way as any ot h e r ro l l : the GM assigns a d i fficu lty to the task, a n d you

Any t i m e yo u r c h a racte r atte m pts a task, the G M a s s i g n s a d ifficu lty t o t h at t a s k , a n d yo u ro l l a d20 aga i n st the associated ta rget n u m ber. When yo u j u m p fro m a b u rn i n g ve h icle, swi n g a battleaxe at a m utant beast, swi m acro s s a rag i n g river, identify a stra n ge device, conv i n ce a m e rchant to give yo u a l ower p rice, craft a n o bject, use a powe r to control a foe's m i n d ,

S pecial Ro l l s o n page 8) .

ro l l a d20 aga i n st the associated ta rget n u m ber. The d ifficu lty of yo u r attack ro l l d e p e n d s on h ow powe rfu l yo u r opponent i s . J u st a s tasks h ave a d ifficu lty fro m 1 to 1 0, creatu res h ave a l eve l from 1 to 1 0. Most of the t i m e , t h e d i fficu lty of you r attack ro l l i s the s a m e as the creat u re ' s leve l . Fo r exa m p l e, if y o u attack a l evel 2 b and it, it's a l evel 2 task, so yo u r ta rget n u m be r is 6.

H owever, i f yo u atte m pt somet h i n g t h at h a s a d ifficu lty

It's worth noting that players make a l l d i e rol l s . I f a character attacks a creature, the player makes an attack rol l . I f a creature attacks a character, the player makes a defense rol l .

of 0, n o ro l l is need ed-yo u a utomatica l ly s u ccee d . M a ny act i o n s h ave a d i fficu lty of O. Exa m p le s i n c l u d e wa l k i n g

The d a m age d e a l t b y a n attack i s n ot d eterm i n ed b y a ro l l-it ' s a fl at n u m be r based on the weapon or attack u s e d .

acro s s the room a n d open i n g a door, u s i n g a s pecial a b i l ity to negate gravity so you can fly, u s i n g an a b i l ity to p rotect

F o r exa m p l e, a s pear always does 4 poi nts of d a m age.

o r u s e a h eat- beam e m itter t o ca rve a h o l e i n a wa l l , yo u m a ke a d20 ro l l .

yo u r friend from rad i at i o n , or activat i n g a d evice (t h at you

Yo u r Arm o r c h a racte ristic red uces the d a m age yo u take fro m attacks d i rected at yo u . Yo u get Armor from wea ri n g

a l ready u n d e rsta nd) to e rect a fo rce fie l d . These a re a l l ro u t i n e act i o n s a n d d o n ' t req u i re ro l l s .

physical a r m o r ( s u c h a s a stu rdy leat h e r jerki n o r c h a i n m a i l)

U s i n g s k i l l , as sets, a n d Effort, yo u c a n decrease t h e d i fficu lty o f potenti a l ly a n y t a s k t o 0 a n d t h u s negate the need fo r a ro l l . Wa l k i n g acro s s a n a rrow wood e n beam is tricky fo r most peo p l e , but fo r a n expe rienced gym n ast, it's ro u t i n e . You can eve n decrease the d ifficu lty of a n attack o n a foe to 0 a n d s u cceed w i t h o u t ro l l i ng.

a fl at n u m ber, n ot a ro l l . I f yo u ' re attacked , s u btract yo u r Armor fro m t h e d a m age you take. Fo r exa m p l e, a leat h e r j e rki n gives yo u 1 point of Armor, m ea n i n g t h at yo u take 1 l es s point of d a m age fro m attacks. If a b a n d it h its yo u

I f t h e re ' s no ro l l , there's n o c h a n ce fo r fa i l u re. H owever, t h e re ' s a l so no c h a n ce for re m a rka b l e s ucce s s ( i n

Armor red uces t h e d a m age fro m a n attack t o 0, yo u take n o d a m age fro m t h at attack.

or fro m s pecial a b i l ities. L i ke weapon d a m age, Armor i s

with a kni fe for 2 poi nts of d a m age wh i l e yo u ' re wea ri n g a leather j e rki n , y o u take o n ly 1 p o i n t o f d a mage. I f yo u r

�LIME NE� When yo u see the word "Armor" capital ized i n t h e game r u l e s (ot h e r t h a n as the n a m e of a s peci a l a b i l ity) , it refers to yo u r Armor c h a racte ristic-t h e n u m be r you s u btract fro m i n co m i n g d a m age. When yo u see t h e wo rd " a rmor" with a l owerca se "a," it refers to any physical armor yo u

Yo u d o n 't earn XP for ki l l i n g foes or ove rco m i n g sta n d a rd c h a l l e n ges i n t h e co u rse o f p l ay. D i scove ry i s t h e s o u l of N u m e n e ra.

m i ght wea r. Typical physical wea po n s co me i n t h ree categories: l i ght,

d a mage with yo u r attack, but aga i n , yo u can choose i n stead to i ntrod uce a d ra m atic eve nt such a s knock i n g d own yo u r

med i u m and h eavy.

foe, stu n n i n g h i m , o r taki n g a n extra act i o n . O uts i d e of co m bat, a major effect m e a n s t h at someth i n g benefici al h a p p e n s b as ed o n the c i rc u m sta nce. Fo r exa m p l e , w he n

L I G H T WEAPONS i n fl ict o n ly 2 poi nts of d a m age, but t h ey red uce the d i fficu lty of t h e attack ro l l by o n e ste p beca u s e they a re fast a n d e a s y to u se. Light wea po n s a re p u nches, kicks, clubs, kn ives, h a n d axes , ra p i e rs , a n d so o n . Wea p o n s t h at a re particu l a rly s m a l l a re l i ght wea p o n s .

M ED I U M WEAPO NS i n fl i ct 4 poi nts of d a mage. M ed i u m wea p o n s i n c l u d e swo rd s , battl eaxe s , maces, cro s s bows, spears, and so on. M ost wea p o n s a re med i u m . Anyt h i n g t h at co u l d b e u sed i n o n e h a n d (even if i t ' s often u s e d i n two h a n d s , s u c h as a q u a rterstaff o r spear) i s a m ed i u m wea p o n . H EAVY WEAPO NS i n fl ict 6 poi nts of d a m age, a n d you m u st use two h a n d s to attack with t h e m . H e avy wea p o n s a re h u ge swo rd s , great h a m mers, m a s s ive axe s , h a l berd s , heavy cro s s bows, a n d so o n . Anyt h i n g t h at m u st be u s e d i n two h a n d s i s a heavy wea p o n .

BONUSES Rarely, an a b i l ity or p i ece of eq u i pment does not d ecrease a task's d ifficu lty but i n stead ad d s a bon u s to the d ie ro l l .

cl i m b i n g u p a c l i ff wa l l , yo u m a ke the as cent twice as fast. When a ro l l grants yo u a major effect, you can choose to use a m i n o r effect i n stead if you p refer. I n co m bat (and o n l y i n co m b at) , if yo u ro l l a natural 1 7 or 1 8 o n yo u r attack ro l l , you add l o r 2 a d d i t i o n a l poi nts of d a m age, res pectively. N e ither rol l has any special effect opti o n s-j ust the extra d a m age. Rol l i n g a natural l i s always bad. I t m e a n s t h at the G M i ntrod uces a new co m p l icat i o n i nto the encou nter.

RANGE AND SPEED D i stance is s i m p l ified i nto th ree catego ries: i m med i ate, s h o rt, and l o n g .

I M M EDIATE DISTANCE fro m a c h a racte r i s wit h i n reach o r with i n a few ste p s . I f a c h a racte r sta n d s i n a s m a l l roo m , eve ryt h i n g i n the roo m i s with i n i m med i ate d i stance . At most, i m med i ate d i stance i s 1 0 feet (3 m) .

S H O RT DISTANCE is anyt h i n g greate r t h a n i m m ed i ate d i stance but l e s s t h a n S O feet (l S m) o r so.

Bon u ses always a d d toget h e r, so if yo u get a + l bon u s fro m two d i fferent s o u rces , y o u h ave a + 2 bon u s . I f yo u get e n o u g h bon u ses to add up to a +3 bon u s fo r a task, treat it a s a n as set: i n stead of ad d i n g the bon u s to yo u r ro l l ,

LO N G DISTANCE i s anyt h i n g greate r t h a n s h o rt d i stance but l es s t h a n l 00 feet (30 m} or so. ( Beyo n d t h at range, d i stances a re always s pecified-SQQ feet [l S 2 m], a m i l e [l . 6

decrease t h e d i fficu lty b y o n e ste p. Th e refore, you n ever add more t h a n + l o r +2 to a die ro l l .

k m ] , a n d so o n . )

SPECIAL ROLLS When yo u ro l l a natural 1 9 (th e d20 s h ows " 1 9") a n d t h e ro l l i s a s ucce s s , yo u a l s o h ave a m i n o r effect. I n co m bat, a m i n o r effect i n fl icts 3 a d d i t i o n a l poi nts of d a mage with yo u r attack, o r, if yo u ' d p refer a s pecial res u lt, yo u co u l d decide i n stead t h at yo u knock the foe back, d i stract h i m , o r so meth i n g s i m i l a r. W h e n n ot i n co m bat, a m i n o r effect co u l d mean t h at yo u perform t h e action with partic u l a r grace. Fo r exa m p l e , w h e n j u m p i n g d own fro m a ledge, you l a n d s m ooth ly o n yo u r feet, o r when tryi n g to pers uade someone, yo u convi n ce h e r t h at yo u ' re s m a rter t h a n you rea l ly a re. In oth e r word s , you n ot o n ly s u cceed but a l so go a bit fu rt h e r. When yo u ro l l a natural 20 (th e d20 s h ows "20") a n d the ro l l i s a s ucce s s , yo u a l s o h ave a major effect. This i s s i m i l a r t o a m i n o r effect, but the res u lts a re m o re re m a rka b l e. I n co m bat, a major effect i n fl i cts 4 add iti o n a l poi nts of

The idea i s t h at it's n ot nece s s a ry t o mea s u re p recise d i stances. I m med i ate d i stance i s right t h e re, p ractica l ly n ext to t h e cha racte r. S h o rt d i stance i s nea rby. Lo n g d i stance i s fa rt her off. All wea p o ns and s peci a l a b i l ities use these terms for ranges. Fo r exa m p l e, a l l m e l ee wea p o ns h ave i m m ed i ate ran ge-they a re close-co m bat wea po n s , and you can u s e t h e m t o attack a nyo n e wit h i n i m med i ate d i stance o f yo u . A t h rown kni fe (and most oth e r th rown wea p o n s) h a s s h o rt range. A bow h a s l o n g ra nge. A n a n o ' s O n s l aught a b i l ity a l s o h a s s h o rt range. A c h a racter can m ove a n i m med i ate d i stance as part of a n ot h e r act i o n . In oth e r word s , h e can take a few ste p s ove r to t h e control p a n e l a n d activate a switc h . H e can l u nge across a s m a l l room to attack a foe. H e can open a door and step t h ro u g h . A c h a racter can m ove a s h o rt d i stance a s h i s enti re act i o n for a t u r n . H e can a l so try to move a l o n g d i stance

PLAYER'S GUIDE

as h i s enti re act i o n , but t h e p l aye r m i ght h ave to ro l l to see if the c h a racte r s l i p s , t r i p s , or st u m ble s as the res u lt of m ov i n g so far so q u i ckly. Fo r exa m p l e , if the PCs a re fight i n g a gro u p of a b h u m a n s , any c h a racte r c a n l i kely attack a n y a b h u m a n i n t h e general m e l ee-they' re all with i n i m med i ate ra n ge. Exact positions

d o n ' t m i x we l l . G at h e ri n g cyp h e rs toget her i n o n e p l ace i s

a re n ' t i m portant. Creatu res i n a fight a re always m ovi ng, s h ift i n g, a n d jostl i n g, anyway. H owever, if o n e a b h u m a n

extraord i n a ri ly u n hea lthy. Cha racte rs wi l l fi n d new cyp h e rs freq uently i n t h e

stayed back t o u s e h i s cross bow, a c h a racte r m i ght h ave to use her e n t i re actio n to move the s h o rt d i stance req u i red to attack t h at foe. I t do e sn ' t m atte r if the a b h u m a n is 20 feet

co u rse of p l ay, so p l aye rs s h o u l d n 't h e s itate to u s e t h e i r cyp h e r a b i l ities. Beca u se cyp h e rs a re always d ifferent, the

(6 m) o r 40 feet (1 2 m) away-it' s s i m ply co n s i d e red s h o rt

There a re two k i n d s of cyp h e rs: anoetic a n d occultic.

d i stance. It does m atte r if h e ' s m o re t h a n 50 feet (1 5 m) away beca u s e t h at d i stance wo u l d req u i re a long m ove.

EXPERIENCE POINTS Expe rience poi nts (X P) a re rewa rd s given to p l ayers w hen the GM i ntrudes o n the story (th i s i s called G M i ntru s i on) with a n ew a n d u n expected c h a l l e nge. Fo r exa m p l e, i n the m i d d l e of co m bat, t h e GM m i ght i nform the p l ayer t h at he d ro p s h i s wea po n . H owever, to i ntrude i n t h i s m a n n e r, the G M m u st awa rd t h e p l ayer 2 XP. The rewa rd ed p l aye r, i n t u r n , m u st i m m ed i ately give o n e of those XP to another p l ayer a n d j u stify the gift (perh a p s t h e oth e r p l aye r had a good idea, told a fu n ny j o ke, performed a n action t h at s aved a l i fe, a n d so on) .

I n N u menera, players make all d ie rol l s . If a character attacks a creatu re, the player makes an attack rol l . If a creatu re attacks a character, t h e player makes a defense rol l .

cha racte rs wi l l always h ave new s peci a l powers to t ry.

ANOETIC CYP H E RS a re s i m p l e to us e: a p i l l to swa l l ow, a s m a l l h a n d h e l d d evice with a switch to fl i p, or a bo m b to th row. OCC U LTIC CYP H E RS a re more co m p l ex a n d more d a n ge ro u s , but they often h ave bette r a n d more i nterest i n g effects. An occultic cyp h e r co u nts as two cyp h e rs fo r t h e p u rpose of d eterm i n i n g h ow m a n y yo u can bear at the s ame time.

OTHER DICE I n add ition to a d 20, yo u ' l l need a d6 (a s ix- s i d e d d i e) . Rarely, yo u ' l l need to ro l l a n u m be r between l a n d l 00 (ofte n ca l l ed a d l OO or d% ro l l ) , w h i c h yo u can do by ro l l i n g

Alternatively, the p l aye r can refu s e the G M i ntru s i o n . lf h e does so, h e d oesn ' t get the 2 X P fro m the G M , a n d h e m u st

a d 2 0 twice, u s i n g t h e last d i git o f t h e fi rst ro l l a s t h e "te n s "

a l so s p e n d l XP t h at he a l ready h a s . I f the p l ayer h a s no X P to s p e n d , h e can't refu se the i nt ru s i o n .

p l ace a n d the l a st d i git o f t h e seco n d ro l l as the "ones" p l ace. Fo r exa m p l e, ro l l i n g a 1 7 a n d a 9 gives you 79, ro l l i n g

The G M c a n a l s o give p l aye rs X P betwee n s e s s i o n s a s a rewa rd fo r recove ri n g i nterest i n g a rtifacts o r m a k i n g d i scove ries d u ri n g a n adventu re. Yo u d o n ' t e a r n X P fo r

a 3 a n d a n 1 8 gives you 3 8 , a n d ro l l i n g a 20 a n d a 1 0 gives you 00 (a l s o known as 1 00) . I f you h ave a dl 0 (a t e n - s i d ed d ie) , you can u s e it i n stead of t h e d20 to ro l l n u m bers betwee n l a n d 1 00.

ki l l i n g foes o r ove rco m i n g sta n d a rd c h a l l e n ges i n the co u rse of p l ay. D i scove ry i s t h e s o u l of N u m e n e ra. Expe rience poi nts a re u sed p r i m a r i l y for c h a racte r advancement (for d eta i l s , s e e C h a pter 3 : Creat i n g Yo u r C h a racte r, page 1 0) , b u t a p l aye r can a l s o s p e n d 1 XP to rero l l any die ro l l a n d take t h e better of the two ro l l s .

CYPHERS As exp l a i ned i n C h a pter 2 : N u m e n e ra Overview, cyp h e rs a re a type of n u m e n e ra t h at h ave a s i n g l e m i nor u se . A c h a racter can carry cyp h e rs a n d u s e t h e m d u ri n g t h e g a m e . Yo u ca n ' t bear ma ny cyp h e rs at a t i m e beca u s e a l a rge n u m be r of these wei rd ite m s e m it rad iation o r d a n ge ro u s c h e m i ca l s t h at

�LIME NE�

CREATING YOUR CHARACTER This section explains how to create characters to play in a Numenera game. For a free downloadable copy of the official Numenera character sheet and a step-by-step guide to character creation using this sheet, visit www. numenera. com/charactersheet.

CHARACTER STATS

POOL, EDGE, AND EFFORT

Eve ry p l ayer c h a racter h a s th ree d efi n i n g c h a racte ristics,

Each of these stats has two co m ponents: you r Pool and you r Edge. Yo u r Pool rep resents you r raw, i n n ate a b i l ity, a n d you r Edge rep resents knowi n g h ow t o u s e what you h ave. A t h i rd element ties i nto t h i s con ce pt: Effort. When yo u r characte r rea l ly need s to acco m p l i s h a task, you a p p ly Effort.

w h i c h a re typ i ca l ly ca l l ed " stat i stics" o r " stats . " These stats a re M i ght, S peed , and I nte l l ect. They a re b road catego ries t h at cover ma n y d iffe rent but re l ated as pects of a cha racte r.

M IG HT: M i ght defines how strong and d u ra ble you r characte r i s . T h e concepts o f strength , end u rance, constitution, h a rd i ness, a n d physical p rowess are all folded i nto this one stat. M ight i s n 't re l ative to s ize; i n stead , it's a n absol ute meas u rement. An elephant has more M i ght t han the m i ghtiest tiger, which has more M i ght th a n the m i g htiest rat, which has more M i ght than the m i ghtiest s p i d e r. M i ght gove rns act i o n s fro m fo rci n g doors open to wa l k i n g for d ays without food to res i st i n g d i sease. I t ' s a l s o the p r i m a ry m e a n s o f d eterm i n i n g h ow m uch d a mage yo u r c h a racter can s u sta i n i n a d a n ge ro u s s it u atio n . Physical c h a racters, to u g h c h a racters, a n d c h a racters i nterested in fight i n g s h o u l d focus on M i ght.

SPEED: S peed describes h ow fast a n d phys ically coord i n ated yo u r c h a racte r i s . The stat e m bo d i e s q u ickn e s s , m ove m e nt, d exterity, a n d refl exe s . S peed gove rns s uch d ive rge nt act i o n s as d od g i n g attacks, s neaki n g arou n d q u ietly, a n d t h rowi n g a b a l l accu rate ly. I t h e l p s d eterm i n e whet h e r yo u c a n m ove fa rt h e r o n yo u r t u r n . N i m b l e , fa s t , o r s n e a ky c h a racte rs wi l l w a n t good S peed stats, a s wi l l t h o s e i nterested i n ran ged co m bat. I NTELLECT: T h i s stat d eterm i n e s h ow s m a rt, knowl ed gea b l e , a n d l i ka b l e yo u r c h a racter is. I t i n c l u d e s i nte l l i ge n ce , w i s d o m , c h a r i s m a , e d u cati o n , rea so n i ng, wit, wi l l powe r, and c h a r m . I nte l l ect gove r n s solv i n g puzzles, re m e m be r i n g facts, te l l i n g convi n c i n g l i es, a n d u s i n g mental powe rs. C h a racte rs i nterested i n com m u n icat i n g effectively, b e i n g le a rned scholars, a n d wie l d i n g t h e n u m e n e ra s h o u l d stre s s t h e i r I nte l l ect stat.

Pool Yo u r Pool is the most b a s i c meas u rement of a stat. Co m p a ri n g the Poo l s of two creatu res wi l l give yo u a general s e n s e of wh ich creatu re is s u perior i n t h at stat. Fo r exa m p l e, a c h a racter who h a s a M i ght Pool of 1 6 is stronger ( i n a b a s i c sen se) t h a n a c h a racte r who h a s a M i ght Pool of 1 2 . M ost c h a racte rs sta rt with a Pool of 9 to 1 2 i n most stats-that's the average ra n ge. W hen yo u r c h a racte r i s i n j u red, s i cke ned , o r attacked , you te m porarily lose poi nts fro m o n e of yo u r stat Poo l s . The n atu re of the attack d eterm i n e s w h i c h Pool loses points. For exa m p l e, physical d a mage fro m a swo rd red u ces yo u r M i ght Poo l , a poison t h at m a kes yo u c l u m sy red uces yo u r S peed Poo l , a n d a p s i o n i c b l a st red uces yo u r I nte l l ect Poo l . You c a n a l so s p e n d p o i n t s fro m o n e o f you r stat Poo l s to d ecrease a task's d ifficu lty (see Effo rt, n ext page) . Yo u can rest to rega i n lost poi nts fro m a stat Pool (ask yo u r G M fo r a d d i t i o n a l i n fo rmation) , a n d some special a b i l ities o r n u m e n e ra m i ght a l l ow yo u to recover lost poi nts q u ickly.

Edge Although you r Pool is the basic mea s u rement of a stat, you r Edge i s also i m portant. When somet h i n g req u i res you to s pend poi nts from a stat Pool, you r Edge for that stat red uces the cost. It also red uces the cost of applying Effort to a rol l . For exam ple, let' s say you have a mental blast abil ity, and activating it costs 1 poi nt from you r I ntellect Pool. S u btract you r I ntellect Edge from t h e activation cost, and t h e result is how many poi nts you m u st s pend to use the mental blast. If using you r Edge red uces the cost to 0, you can use the abil ity for free.

PLAYER'S GUIDE

Yo u r E d ge can be d i fferent for each stat. Fo r exa m p l e , yo u co u l d h ave a M i ght E d ge of l , a S peed E d ge of l , a n d

choose to a p p l y Effort to a task, yo u m u st do it before yo u atte m pt the ro l l-yo u ca n ' t ro l l fi rst a n d t h e n decide to a p p l y Effort if yo u ro l l ed poorly.

a n I nte l l ect E d ge o f 0. Yo u ' l l always h ave a n E d ge o f at least 1 in one stat. Yo u r Edge for a stat red uces the cost of s p e n d i n g poi nts from t h at stat Poo l , but not fro m oth e r Poo l s . Yo u r M i ght E d ge red u ces t h e cost o f s pe n d i n g poi nts

App lyi n g m o re Effo rt can l ower a t a s k ' s d ifficu lty fu rt h e r: each a d d i t i o n a l level of Effort red uces t h e d ifficu lty by a n ot h e r ste p . A p p lyi n g o n e l evel of E ffo rt lowers t h e

fro m yo u r M i ght Poo l , but it does n ' t affect yo u r S peed Pool

d ifficu lty by o n e ste p , a p p l yi n g two l eve l s lowers t h e

o r I nte l l ect Poo l . O n ce a stat ' s E d ge reaches 3 , yo u can apply o n e l evel of Effort fo r free. A c h a racte r who h a s a l ow M i ght Pool but a h i g h M i ght Edge h a s t h e pote ntial t o perform M i ght act i o n s

d ifficu lty by two ste p s , a n d so o n . H oweve r, each l evel o f Effort after t h e fi rst c o s t s o n ly 2 p o i n t s fro m t h e s t a t P o o l i n stead of 3 . S o a p p lyi n g two leve l s of Effo rt c o s t s 5 p o i n t s (3 fo r t h e fi rst l evel p l u s 2 fo r t h e seco n d l eve l ) , a p p l yi n g

co n s i stently bette r t h a n a c h a racte r who h a s a M i ght Edge

th ree l eve l s costs 7 p o i n t s ( 3 p l u s 2 p l u s 2) , a n d s o o n . Eve ry c h a racte r h a s a n Effort score, w h i c h i n d icates t h e

of O. The h i gh E d ge wi l l l et h e r red uce t h e cost of s p e n d i n g poi nts fro m t h e Poo l , w h i c h m e a n s s h e' l l h ave m o re poi nts ava i l a b l e to spend o n a p p ly i n g Effort.

maxi m u m n u m be r o f l eve l s of Effo rt t h at c a n b e a p p l ied to a ro l l . A begi n n i n g (fi rst-ti e r) c h a racte r h a s a n Effort of

Effort

A more expe rienced c h a racte r h a s a h i g her Effort score

When yo u r c h a racte r rea l ly need s to acco m p l i s h a task, yo u can a p p l y Effort. Fo r a begi n n i n g c h a racter, a p p l y i n g Effort req u i res s p e n d i n g 3 poi nts fro m the stat Pool a p p ro p r i ate

a n d can a p p l y m o re l eve l s of Effort to a ro l l . Fo r exa m p l e, a c h a racte r who h a s an Effort of 3 can a p p l y u p to t h ree leve l s

l , mea n i n g yo u can apply only o n e l evel of Effort to a ro l l .

to the act i o n . T h u s , if yo u r c h a racte r tries to d od ge a n attack ( a S peed ro l l ) a n d wants t o i n crease the c h a n ce fo r s ucce s s , yo u can a p p l y Effort b y s p e n d i n g 3 poi nts from yo u r S peed Poo l . Effort l owers the d ifficu lty of the task by one ste p. Th i s is ca l l ed a p p ly i n g one l eve l of Effort. Yo u d o n ' t h ave to a p p l y Effort if yo u d o n 't want to. If you

o f Effort t o red u ce a t a s k ' s d ifficu lty. When you a p p l y Effort, s u btract yo u r re levant Edge from the total cost of a p p l y i n g Effo rt. For exa m p l e, l et' s s ay you need to m a ke a S peed ro l l . To i ncrease yo u r c h a nce for s u cces s , yo u decide to a p p ly one l evel of Effo rt, w h i c h wi l l red u ce t h e d ifficu lty o f t h e t as k b y o n e ste p. N o r m a l ly, t h at wo u l d cost 3 points fro m yo u r S peed Poo l . H oweve r, yo u

�LIME NE� h ave a S peed E d ge of 2 , so you s u btract t h at from the cost. T h u s , a p p lyi n g Effort to the ro l l costs o n ly 1 point fro m yo u r S peed Poo l . What if y o u a p p l ied two l eve l s o f Effort t o the S peed ro l l i n stead o f j u st o n e ? That wo u l d red uce t h e d i fficu lty o f t h e ta sk by two ste p s . N o r m a l ly, it wo u l d cost 5 points fro m yo u r S peed Poo l , but after s u btract i n g yo u r S peed E d ge of 2, it costs o n ly 3 points. O n ce a stat ' s E d ge reaches 3 , yo u can a p p l y o n e l evel of Effort fo r free. Fo r exa m p l e, if you h ave a S peed E d ge of 3 a n d yo u a p p l y o n e l evel of Effort to a S peed ro l l , it costs yo u

you c a n u s e yo u r I nte l l ect E d ge t o red u ce t h e cost o f o n e of those t h i n g s , n ot bot h .

STAT EXAMPLES A begi n n i n g c h a racte r is fight i n g a creatu re ca l l ed a b roken h o u n d . She sta bs her spear at the broken h o u n d , wh ich is a l evel 2 creatu re and t h u s has a ta rget n u m be r of 6. The c h a racte r sta n d s atop a boulder a n d stri kes d ownward at t h e beast, a n d t h e GM r u l e s t h at this helpful tactic i s a n a s set t h at d ecreases t h e d ifficu lty b y o n e step (to d i fficu lty 1 ) . That l owers the ta rget n u m be r to 3. Attacki n g with a

0 poi nts fro m yo u r S peed Poo l . ( N o r m a l ly, a p p lyi n g o n e

s pear is a M i ght act i o n ; the c h a racte r h a s a M i ght Pool

l evel of Effort wo u l d cost 3 points, but yo u s u btract yo u r S peed Edge fro m t h at cost, red uci n g i t t o 0.)

of 1 1 and a M i ght E d ge of 0. Before m a k i n g the ro l l , s h e d e c i d e s t o a p p l y a l evel o f Effort t o d ecrease the d ifficu lty of the attack. T h at costs 3 poi nts fro m h e r M i ght Poo l ,

S ki l l s and oth e r advantages a l so decrease a task's d ifficu lty, a n d you can u s e t h e m i n co n j u n ctio n with Effort. I n a d d i t i o n , yo u r c h a racte r m i ght h ave s pecial a b i l ities o r eq u i pment t h at a l l ow y o u to a p p l y Effort to acco m p l i s h a s peci a l effect, su c h as knocki n g d own a foe with an attack o r affecti n g m u lt i p l e ta rgets with a powe r t h at n o r m a l l y affects o n ly one .

Effort and Damage

red uci n g t h e Pool t o 8. But they a p p e a r t o be poi nts we l l s pent. App lyi n g t h e Effort l owers t h e d ifficu lty fro m 1 t o 0, so n o ro l l is need ed-t h e attack a utomatica l ly s u cceed s . Anot h e r c h a racte r i s atte m pt i n g to convi n ce a g u a rd to let h i m i nto a p rivate office to s p e a k to a n i n fl u e n t i a l n o b l e . T h e G M r u l e s t h at t h i s i s a n I nte l l ect act i o n . T h e c h a racter i s t h i rd t i e r a n d h a s a n Effo rt of 3 , a n I ntel lect

you a p p l y i n t h i s way, you i n fl ict 3 a d d i t i o n a l poi nts of d a m age. T h i s works for any k i n d of attack t h at i n fl i cts

Pool of 1 3 , a n d an I nte l l ect E d ge of 1 . Before m a k i n g t h e ro l l , h e m u st d e c i d e w h et h e r t o a p p l y Effo rt. H e c a n choose t o a p p l y o n e , two, o r t h ree l eve l s o f E ffo rt, o r a p p l y n o n e a t a l l . T h i s act i o n i s i m portant to h i m , s o h e d e c i d e s to a p p l y two l eve l s of Effo rt, decrea s i n g t h e d ifficu lty b y two ste p s . T h a n ks to h i s I nte l l ect Edge, a p p lyi n g t h e Effort

d a m age, whether a swo rd , a cross bow, a m i n d b l a st, o r somet h i n g e l s e .

costs o n ly 4 p o i n t s fro m h i s I nte l l ect Pool (3 poi nts for t h e fi rst l evel of Effo rt p l u s 2 p o i nts fo r t h e seco n d l evel m i n u s

When u s i n g Effort to i n crease t h e d a mage of a n a rea attack, s uch a s t h e exp l o s i o n created by a n a n o ' s F l a s h

1 poi nt fo r h i s Ed ge) . S pe n d i n g t h o s e p o i nts red uces h i s I nte l l ect Pool to 9 . T h e GM decides t h at conv i n c i n g

a b i l ity, yo u i n fl ict 2 a d d i t i o n a l poi nts o f d a m age i n stead

t h e g u a rd i s a d ifficu lty 3 (d e m a n d i n g) ta s k w i t h a ta rget

of 3 poi nts. H oweve r, the a d d i t i o n a l poi nts a re d e a lt to a l l ta rgets in the a rea. Furt h e r, eve n if one o r more of t h e ta rgets i n t h e a rea re s i st the attack, yo u sti l l i n fl i ct 1 point o f

n u m be r of 9; a p p l yi n g two l eve l s of Effort red uces t h e d ifficu lty to 1 (s i m p l e) a n d t h e ta rget n u m be r to 3 . T h e

I n stead of a p p l y i n g Effort to red uce t h e d ifficu lty of yo u r attack, yo u can a p p l y Effort t o i n crease t h e a m o u nt of d a m age yo u i n fl ict with an attack. Fo r each level of Effort

d a m age to t h e m .

Multiple Uses of Effort and Edge I f yo u r Effort is 2 or h i g h e r, yo u can a p p l y Effort to m u lt i p l e a s pects o f a s i n gle act i o n . F o r exa m p l e, if yo u m a ke a n attack, yo u c a n a p p l y Effort to yo u r attack ro l l a n d a p p l y Effort t o i ncrease t h e d a mage. The total amount of Effort yo u apply ca n ' t be h i g her t h a n

p l aye r rol l s a d 2 0 a n d g e t s a n 8 . Beca u s e t h i s re s u lt i s a t l e a st eq u a l to t h e ta rget n u m be r of t h e t a s k , h e s u cceed s . H oweve r, if h e h a d n ot a p p l ied s o m e E ffo rt, h e wo u l d h ave fa i led beca u s e h i s ro l l (8) wo u l d h ave been l e s s t h a n t h e t a s k ' s o r i g i n a l ta rget n u m be r (9) .

CHARACTER TIERS AND BENEFITS Eve ry c h a racte r sta rts t h e g ame at t h e fi rst t i e r. T i e r

yo u r Effort score. Fo r exa m ple , if yo u r Effort i s 2 , y o u c a n

i s a m e a s u re m e n t of powe r, to u g h n e s s , a n d a b i l ity. C h a racte rs can adva n ce u p to t h e s i xt h t i e r. As yo u r

a p p l y u p t o two leve l s o f Effort. You co u l d a p p l y o n e l eve l

c h a racter advances t o h i g h e r t i e r s , yo u ga i n m o re

to an attack ro l l a n d o n e l eve l to its d a m age, two l eve l s to

a b i l it i e s , i n creas e yo u r Effo rt, a n d can i m p rove a stat ' s E d ge o r i n creas e a stat. G e n e r a l l y s pea k i n g, eve n fi rst t i e r c h a racters a re a l ready q u ite ca p a b l e . I t ' s safe to a s s u m e

t h e attack a n d no l eve l s to the d a m age, or no l eve l s to the attack a n d two l eve l s to the d a m age. You can u s e E d ge fo r a p a rticu l a r stat o n ly o n ce per act i o n . For exa m p l e, if yo u a p p l y Effort to a M i ght attack ro l l and to yo u r d a mage, yo u can use yo u r M i ght E d ge to red u ce the cost of one of those u s e s of Effo rt, not bot h . I f y o u s p e n d 1 I nte l l ect p o i n t t o activate yo u r m i nd b l a st a n d o n e l evel o f Effort t o d ecrease the d i fficu lty o f t h e attack ro l l ,

t h at t h ey've a l ready got s o m e exp e r i e n ce u n d e r t h e i r belt. This i s not a "zero to h e ro " p rogre s s i o n , b u t rat h e r an i n st a n ce of com petent peo p l e refi n i n g a n d h o n i n g t h e i r capa b i l it i e s a n d knowledge. Adva n c i n g t o h i g h e r t i e rs i s n ot rea l l y t h e "goa l " o f N u m e n e ra c h a racte rs, b u t rat h e r a representat i o n of h ow c h a racters p rogre s s i n a sto ry.

PLAYER'S GUIDE

Ove rv i ew (page 6) , a c h a racter t ra i n ed i n a s ki l l t reats t h e Eve ry c h a racte r starts the game at the fi rst t i er. Tier is a meas u rement of powe r, to u g h n e s s , a n d a b i l ity. C h a racte rs can advance u p t o t h e s ixth t i er. To progre s s to the n ext tie r, c h a racte rs earn expe rience poi nts (X P) by go i n g on adve n t u res a n d d i scove ri n g new t h i n gs-t h e N i nth Wo rld i s about d i scove ry of the past a n d what it m e a n s fo r the fut u re. Experience poi nts h ave m a ny u s e s , a n d o n e u s e i s to p u rchase c h a racter benefits . Afte r yo u r c h a racter p u rchases fo u r c h a racte r benefits , he or s h e goes u p t o t h e n ext tie r. E a c h benefit costs 4 XP, a n d you can p u rchase them in any o rd e r, but you m u st p u rchase o n e of each k i n d of benefit (after w h i c h yo u adva n ce to the n ext tier} before you can p u rchase the s a m e ben efit aga i n . T h e fo u r c h a racte r benefits a re as fo l lows.

d i fficu lty o f a rel ated t a s k a s o n e s t e p l ower t h a n n o rm a l . T h e s k i l l you c h o o s e fo r t h i s b e n efit c a n be a n yt h i n g yo u w i s h , s u c h a s c l i m b i n g , j u m p i n g, p e rs u a d i n g , o r s n e a k i n g. Yo u ca n a l s o c h o o s e to be k n owl e d g e a b l e i n a certa i n a re a of l o re , s u c h as h i sto ry or g e o l o gy. Yo u c a n eve n c h o o s e a s k i l l b a s e d o n yo u r c h a racte r' s s pe c i a l a b i l it i e s . F o r exa m p l e , i f yo u r c h a racte r c a n m a ke a n I n tel l e ct ro l l to b l ast a n e n e m y w i t h m e n t a l fo rce, yo u c a n beco m e t ra i n e d i n u s i n g t h at a b i l ity, treat i n g its d i fficu lty as one ste p l owe r t h a n n o r m a l . If you c h o o s e a s k i l l t h at yo u a re a l read y t ra i n e d i n , yo u beco m e s pe c i a l ized i n t h at s ki l l , red u c i n g t h e d i fficu lty of re l ated ta s ks by two ste p s i n stead of o n e . P l aye rs c a n a l s o s p e n d 4 X P t o p u rchase oth e r s pecial o pt i o n s i n lieu of ga i n i n g a n ew s ki l l . Select i n g any of these o pt i o n s co u nts a s t h e skill benefit nece s s a ry to adva n ce to

I NC REAS I N G CAPAB I LITI ES: Yo u ga i n 4 poi nts to add to yo u r stat Poo l s . Yo u can a l l ocate the poi nts a m o n g the Poo l s h owever yo u w i s h .

t h e n ext t i er. The s pecial opti o n s a re a s fo l lows: •



M OV I N G TOWARD PERFECTI O N : Yo u add 1 t o yo u r M i ght E d ge, yo u r S peed E d ge, o r yo u r I nte l l ect Edge (yo u r choice) .





EXTRA E F FO RT: Yo u r Effort score i n creases by 1 . •

S K I L LS: Yo u beco m e t ra i n e d i n o n e s k i l l of yo u r c h o i ce , ot h e r t h a n attacks o r d efe n s e . As d e s c r i bed i n t h e R u l e s

Red uce the cost fo r wea ri n g armor. Th i s option l owers the M i ght cost by 1 and l owers the S peed red uction by 1 . Ad d 2 to yo u r recove ry ro l l s . I f yo u ' re a g l a ive, sel ect a n ew fight i n g m ove. T h e m ove m u st be fro m yo u r t i er or a l owe r t i er. I f yo u ' re a n a n o , sel ect a n ew esotery. The esote ry m u st be fro m yo u r tier or a l ower t i er. I f yo u ' re a j ack, sel ect a n ew trick of the trad e. The trick m u st be fro m yo u r t i er o r a l owe r t i er.

�LIME NE � SKILLS S o met i m e s yo u r c h a racte r ga i n s tra i n i n g i n a s pecific s ki l l or task. For exa m p l e, yo u r focu s m i ght mean t h at yo u ' re tra i ned i n s n e a k i n g , i n cl i m b i n g a n d j u m p i n g, or i n soc i a l i nteract i o n s . Ot h e r t i m e s , yo u r c h a racte r can choose a s k i l l t o become t ra i ned i n , a n d yo u c a n p i c k a s k i l l t h at re l ates t o any t a s k y o u th i n k yo u m i ght face. The game has n o defin itive l i st of s ki l l s . H oweve r, the fo l l owi n g l i st offers ideas: Astronomy Balancing B i o l ogy Bota ny Ca rry i n g

Healing H i story I d entifyi n g I n itiat ive

Percept i o n Pers u a s i o n P h i losophy Pickpocket i n g Repa i r i n g

I nt i m i d at i o n

Cl i m b i n g

j umping

Rid i n g

Deceivi n g Esca p i n g

Leat h e rworki n g Lockp icki n g

G eogra ph y Geol ogy

M etalworki n g N u m e n e ra

Smashing Sneaking Swi m m i n g Woodworki n g

Yo u co u l d c h o o s e a s ki l l t h at i n corporates m o re t h a n o n e of t h e s e a reas (i nte ract i n g m i ght i n c l u d e d eceivi n g , i n t i m i d at i n g , a n d pers u ad i n g) o r i s a m o re s pecific vers i o n of o n e (h i d i n g m i ght be s n eaki n g w h e n you ' re n o t movi n g) . Yo u co u l d a l s o m a ke u p m o re ge n e ra l , p rofe s s i o n a l s ki l l s , s u c h a s baker, s a i l o r, o r l u m berj ack. I f you want to choose a s ki l l t h at' s n ot o n t h i s l i st, it's p ro b a b l y best to run it past the G M fi rst, but in ge n e ra l , the most i m portant a s pect i s to choose s ki l l s t h at a re a p p ro p r i ate to yo u r c h a racter. Re m e m be r t h at if yo u g a i n a s ki l l t h at yo u ' re a l ready t ra i ned i n , yo u beco m e s p e c i a l ized i n t h at s ki l l . Beca u s e s ki l l d e s c r i pt i o n s can be n e b u l o u s , d eterm i n i n g whet h e r yo u ' re t ra i ned o r s p e c i a l ized m i ght take s o m e t h i n ki n g. Fo r exa m p l e , if yo u ' re t ra i ned i n lyi n g a n d l ater ga i n an a b i l ity t h at grants you s ki l l with a l l soci a l i nteract i o n s , yo u beco m e s peci a l ized i n lyi n g a n d t ra i ned i n a l l ot h e r types of i nteract i o n s . B e i n g t ra i ned t h ree t i m e s i n a s ki l l i s n o better t h a n be i n g t ra i ned twice ( i n ot h e r wo rd s , s peci a l ized i s a s good a s it gets) . O n ly s k i l l s gai ned t h ro u gh c h a racte r type a b i l it i e s , s u c h as the g l a ive's fight i n g moves focus a b i l ities, or oth e r rare i n stances a l l ow yo u to beco m e s k i l led with attack o r defe n se tasks. I f you ga i n a s peci a l a b i l ity t h ro u g h yo u r type, yo u r focu s , o r some oth e r a s pect of yo u r cha racter, you can choose it i n p l ace of a s ki l l a n d become t ra i ned o r s peci a l ized i n t h at a b i l ity. Fo r exa m p l e , if yo u h ave a mind b l ast, when it' s t i m e to choose a s k i l l to be t ra i ned i n , you can sel ect yo u r m i n d b l a st as yo u r s k i l l . That wo u l d red uce the d i fficu lty eve ry t i m e you u sed it. Each a b i l ity yo u h ave co u nts a s a separate s ki l l fo r t h i s p u rpose. You ca n ' t sel ect " a l l m i n d powe rs" o r " a l l e soteries" a s o n e s k i l l a n d beco me tra i ned o r special ized i n s u c h a b road catego ry.

You r type h e l p s d eterm i n e yo u r characte r' s p l ace i n the world and relatio n s h i p with other peo p l e in the setting. It's the

CHARACTER DESCRJPTOR, TYPE, AND FOCUS To create yo u r c h a racte r, yo u b u i l d a s i m p l e state ment t h at describes h i m or h e r. The state ment takes t h i s fo r m: " I a m

noun of the sentence "I a m an adjective noun who verbs." Yo u can choose fro m th ree c h a racte r type s : g l a ive, j ack, and nano.

a [fi l l i n a n adjective h e re] [fi l l i n a n o u n h e re] who [fi l l i n a verb h e re]. " Th u s : " I am an adjective noun who verbs." Fo r exa m p le ,

Descri ptor d e fi n e s yo u r cha racte r-it fl avors eve ryt h i n g yo u d o . Yo u r d escri ptor p l aces yo u r c h a racte r i n t h e

yo u m i ght say, " I a m a Ru gged g l a ive who Co ntro l s Beasts" o r "I a m a C h a rm i n g nano who Focuses M i n d ove r M atte r. " I n t h i s sentence, t h e adject ive i s ca l l ed yo u r descriptor.

a n d h e l p s p rovide motivat i o n . I t ' s t h e adjective of the se ntence " I a m a n adjective noun who verbs." You can choose fro m twe lve c h a racte r d escri pto rs.

The n o u n is yo u r character type. The verb is ca l led yo u r focus. Eve n t h o u g h c h a racte r type i s i n the m i d d l e of the se ntence, that's w h e re we' l l sta rt this d i sc u s s i o n . (J ust as in a sentence, t h e n o u n p rovides the fo u n d at i o n . ) Cha racte r type i s the core of you r cha racter. I n some

Focu s i s w h at yo u r c h a racte r does best. Foc u s gives yo u r c h a racte r s pecificity a n d p rovides i nterest i n g n ew a b i l ities

roleplayi n g games, it m ight be ca l l ed you r characte r class.

s ituation (th e fi rst adve n t u re, wh ich starts the ca m p a i g n )

t h at m i ght co me i n h a n d y. Yo u r focu s a l so helps you u n d e rsta n d h ow you re l ate with the oth e r p l aye r cha racte rs in yo u r gro u p . I t ' s the verb of the sentence "I a m an adjective noun who verbs."

T here a re m a ny c h a racte r foci to choose fro m .

�1 4�

PLAYER'S GUIDE

SPECIAL ABILITIES Character types and foci grant PCs s pecial a b i l ities at each new tier. U s i n g these a bil ities u s u a l ly costs poi nts from you r stat Pools; the cost is l i sted in parentheses after the a b i l ity name. You r Edge i n the appropriate stat can red uce the cost of the a bil ity, but remember that you can apply Edge o n ly once per action. For example, let's say a nano with an I ntellect Edge of

perform an action t h at s h e co u l d n 't n o r m a l l y do, s uch a s p roj ect i n g rays of co l d o r attack i n g m u lt i p l e foes a t o n ce . U s i n g o n e of these a b i l ities i s a n act i o n u nto itself, a n d t h e e n d of the a b i l ity' s description s ays "Act i o n " to re m i n d yo u . I t a l so m i ght p rovide m o re i nformation a b o u t w hen o r h ow yo u perform the act i o n . Some s pecial a b i l ities a l l ow y o u t o perform a fa m i l i a r

2 wants to use his Onsla ught a bil ity to create a bolt of force,

action-o n e t h at yo u can a l ready d o-in a d ifferent way. Fo r

which costs 1 I ntel lect poi nt. H e also wants to i ncrease the damage from the attack by u s i n g a level of Effort, which costs 3 I ntel l ect points. The total cost for h i s action is 2 poi nts from

exa m p l e, an a b i l ity m i ght let yo u wea r heavy armor, red u ce the d i fficu lty of S peed d efe n s e ro l l s , or add 2 poi nts of fi re d a mage to yo u r weapon d a m age. These a b i l ities a re ca l led e n a b lers. U s i n g o n e of these a b i l ities i s n ot co n s id e red an act i o n . E n a b l e rs either fu n ct i o n constantly (such as bei n g a b l e t o wear heavy armor, w h i c h i s n 't a n action) o r h a p pe n

h i s I ntel l ect Pool (1 point for the bolt of force p l u s 3 poi nts for u s i n g Effort m i n u s 2 poi nts from h i s Ed ge) . S omet i m e s t h e point cost for an a b i l ity h a s a + s i g n after the n u m ber. Fo r exa m ple , the cost m i ght be given as "2+ I nte l l ect points . " T h at means yo u can spend more poi nts o r more l eve l s of Effort to i m p rove the a b i l ity fu rt h e r. M a ny special a b i l ities grant a c h a racte r the option to

as p a rt of a n ot her act i o n (such a s add i n g fi re d a m age t o yo u r w e a p o n d a mage, w h i c h h a p p e n s as part of yo u r attack action) . I f a s peci a l a b i l ity i s a n e n a b l e r, the end of the a b i l ity' s d escri pt i o n says " E n a b l er" to re m i n d yo u .

�LIME NE �

CHARACTER TYPE Character type is the core ofyour character. In some roleplaying games, it might be called your character class. Your type helps determine your character's place in the world and re­ lationship with other people in the setting. It's the noun of the sentence "I am an adjective n o u n who verbs. " You can choose from three character types: glai11e, nano, andjack.

GLAIVE

GLAIVE STAT POOLS

G l a ives a re t h e e l ite w a r r i o r s of t h e N i n t h Wo r l d , u s i n g wea p o n s a n d a r m o r t o fi g h t t h e i r e n e m i e s . H u nters,

Stat Pool Starti ng Value M i ght 11 10 S peed I nte l l ect 7 You get 6 a d d i t i o n a l poi nts to d iv i d e a m o n g yo u r stat Poo l s h oweve r yo u wi s h .

g u a rd i a n s , a n d s o l d i e rs co u l d be g l a ive s . S o m et i m e s s c o u t s , wa r l o rd s , b a n d i t s , a n d eve n at h l etes a re g l a ive s . " G l a ive" i s a co m m o n s l a n g term u s ed a l m o s t everyw h e re i n t h e Ste a d fa st a n d t h e Beyo n d fo r a n y p e r s o n s k i l l e d w it h wea p o n s o r a m a rt i a l a rt, b u t i n t r u t h , it a p p l i e s o n l y to t h e b e s t of t h e b e s t . G l a ives a re w a r r i o r s w h o co m m a n d a b i l i t i e s fa r beyo n d t h o s e of a typ i c a l p e r s o n w i t h a sword . M ost g l a ives a re either stro n g-u s i n g the heaviest armor a n d wea p ons ava i l a b l e a n d h avi n g a high M i ght-o r fast, sticki n g with l i ght wea p o n s a n d armor a n d h avi n g a h i g h S peed . A few atte m pt t o u s e both M i ght a n d S peed a n d stay somewh e re in the m id d le. G l a ives a l so use ra n ged wea p o n s s uch a s bows o r d a rts. Some d o n 't r e l y o n wea po n s at a l l , p referri n g t o u s e t h e i r bod ies i n h a n d -to- h a n d com bat­ p u nch i ng, kicki ng, gra b b i n g, t h rowi n g, a n d so o n .

G laives i n Society: I n m o s t cities a n d v i l l ages, peo p l e h o l d g l a ives i n great e stee m . Alt h o u g h a g l a ive co u l d j u st as l i kely be a thug a s a n o b l e warri o r, those who help p rotect t h e i r fe l l ow h u m a n s from the d a n gers of the N i nt h Wo rld a re always treated with res pect. Th e re i s n o s h a m e in gett i n g p a id fo r the u s e of one's s k i l l s , so be i n g a blade fo r h i re i s a perfectly acce pta b l e p rofe s s i o n . Restrict i o n s o n ca rryi n g wea p o n s o p e n l y a re rare, a n d most g l a ives wea r the too l s o f t h e i r trade w i t h pride. N ot s u rp ri s i n gly, g l a ives often get a l o n g best with oth e r g l a ives, o r a t l e a s t sold iers, g u a rd s , o r s i m i l a r co m rades i n a r m s . N a n o s , scholars, a n d peo p l e who a re n ' t terri bly physical a re l e s s l i kely to m ix we l l with g l a ives, but obvio u s ly n ot eve ry g l a ive is t h e s a m e . They focus on t h e i r bod i es , but t h at d oesn't mean they d o n 't va l u e m o re cerebral p u r s u its a s we l l . A g l a ive need n ot fo l l ow the ste reotype of t h e d u m b b r u i s e r with a sword o r a n axe.

G laives i n the G roup: I n a gro u p o f exp l o rers, g l a ives typ ically take the lead . They' re u s u a l ly the most phys ically ca p a b l e , t h e most d u ra b l e , a n d t h e most ready to m eet d a n ge r head-o n . S o met i m e s they act p rotectively toward t h e i r co m p a n i o n s ; oth e r t i m e s , t h ey' re m o re self- i ntereste d . Either way, a g l a ive' s p l ace i s often i n the m i d d l e of the fray.

G laives and the N u menera: When it co mes to t h e n u m e n e ra , most g l a ives a re i nterested i n wea po n s , armor, or devices t h at a i d t h e m i n co m b at. The ancients p rod uced a l l sorts of i n cred i b ly d u ra b l e s u b stances, m a n y of w h i c h can be made i nto armor t h at i s l i ghter a n d more p rotective t h a n stee l . Somet i m e s , g l a ives can scave n ge a s u it of armor co m posed of these advanced materi a l s , but m o re often they fi n d the m ateri a l s a n d t h e n a s k a crafter or s m ith to m a ke the armor. Of course, the p ro b l e m is t h at a s u b stance t h at is d ifficult to d a m age is a l s o h a rd to work. As v a r i e d a s a r m o r i n g m ateri a l s m i g h t be, n u m e n e ra wea p o n ry i s i n fi n itely m o re s o . T h e s e ite m s i n c l u d e m e l ee wea p o n s t h at s h ock, stu n , o r b u rn wh ateve r t h ey to u c h ; a n d ra n ged wea p o n s t h at b l ast p roject i l e s w i t h i n cred i b l e p o w er o r b u rsts of stra n g e e n e rg i e s . T h e re a re a l s o b o m b s , d a m a g i n g e n e rgy fi e l d s , p o i s o n o u s g a s e s , a n d fa r stra n ge r wea p o n ry, b u t s o m e g l a ives fi n d t h at s u c h co m p l ex objects a re better off i n t h e h a n d s of a n a n o . M a n e uvera b i l ity i s j u st a s i m p o rt a n t as attack o r defe n s e , h oweve r, s o a n i t e m t h at a l l ows a g l a ive to m ove q u i c k l y o r n e gate gravity is a g reat p r i z e . A s for cyphers, glaives prefer physically e n h ancing or

PLAYER'S GUIDE

restorative objects, such as i njections of chemicals that i m p rove reaction time or p i l l s with m i croscopic repair devices that heal wou n d s and restore fatigued m u scle tiss ue. They use the n ickname " boost" for any cypher that e n h a nces their strength, sta m i n a , reflexes, or other physical as pects, wh i l e one that repairs damage or a lleviates fatigue i s cal led a "treat."

Advanced G laives: As they progre s s , g l a ives become bette r co m bata nts, ofte n fe l l i n g m u lt i p l e foes i n a s i n g l e stroke. They ga i n special types of attacks and learn to use armor more efficiently to get t h e most out of the p rotect i o n it offers.

m a kes you d i fferent is deep i n s id e , e ntwi n ed i n yo u r genetic h e ritage. M aybe i t w a s t h e l u c k o f b e i n g born fit. M aybe yo u ' re a h u l ki n g b rute-a m o u nt a i n o u s fig ure who co m m a n d s atte ntion when yo u enter a roo m . O r m aybe yo u r stre n gth i s m o re s u btle; yo u m i ght be the desce n d a n t o f a b i o e n g i n ee red race b red ( o r d e s i gned) fo r pe rfect i o n . Pe r h a p s yo u ' re a m utant w i t h psych ic a b i l ities t h at a u g m e nt yo u r physical n atu re; yo u g u i d e a n d e n h a n ce yo u r attacks with te leki n e s i s , o r yo u use a natural m utation in yo u r b ra i n t o control m atte r o n a m o l ecu l a r l evel t o res i st b l ows and i n fl ict h a r m . Perh a p s yo u ' re someth i n g w h o l l y n ew: a n abe rrat i o n o r a h u m a n so pe rfect t h at yo u ' re beyo n d

GLAIVE BACKGROUND

h u m a n . Yo u m i ght be a posth u m a n-th e n ext s t e p towa rd the true desti ny of t h e peo p l e of the N i nth Wo rl d .

G laives are no mere band its or town guard s . They stand head and shou lders above ord i nary soldiers and brawlers. Someth i n g i n you r background-whether i nten s ive tra i n i ng, i n born traits, or biomech an ical mod ification-has made

Advancement: You h ave talents o f which you a re o n ly d i m ly aware. You m u st p ractice and expe riment to find you r l i m itations, if any. At some point i n t h e fut u re, you m i ght h ave to seek out someone who can help yo u master you r

you more than the others around you . Choose one of those three options (descri bed below) as the source of you r s ki l l s ,

i n h erent a b i l ities. Yo u were born with great power-now you need to learn how to use that power, even if the ed ucation takes a l ifetime. When you r stats i m p rove, it's because you ' re tap p i n g

strength, reflexes, and sta m i na. It wi l l p rovide the foundation of you r background and give you an idea of how you ca n i m p rove. The G M ca n use t h i s i nformation to develop adventures and quests that are s pecific to you r character and play a role i n you r advancement.

deeper i nto the u n known reserves wit h i n you . W h e n you g a i n a n e w glaive ab i l ity, i t ' s the res u lt o f you r s u perh u man traits as m uch as it i s about you r study, practice, or knowledge. You ca n do th i n gs that other people s i m ply can n ot, no matter how

Intensive Training

hard they tra i n .

Yo u a re strong, fast, or bot h , but what rea l ly separates yo u fro m the crowd is yo u r tra i n i ng. Perh a p s you asce n d ed

Biomechanical Modification

the h i ghest peak of t h e B l ack Ri age or sought the deepest sewers beneath Q i to find teach e rs who co u l d s h ow yo u h ow to move, fight, a n d e n d u re beyo n d n o r m a l h u m a n

You m i ght be a fighter, but yo u ' re no a rch a i c ste reotype­ t h i s is t h e N i nth Wor l d , after a l l . Although yo u tra i ned a n d

l i m its. Yo u know a t h o u s a n d ways to ki l l a foe, m o s t of t h e m secret to a l l but a chosen few. Yo u ' re p rivy to tech n iq u e s a n d fight i n g styles t h at most peo p l e i n the N i nth Wo rld h ave n ever see n . You h ave learned t h at the i m po s s i b l e is pos s i b l e-as long a s you know the secret. Yo u r body i s a wea p o n , a n d yo u r wea po n i s part of yo u r body. You h ave stud ied with the m a sters, a n d n ow yo u carry t h at reg i m e n a s yo u ve ntu re i nto t h e worl d .

Advancement: You need t o t ra i n a n d p ractice con sta ntly to hone yo u r s ki l l s and d eve l o p new tech n i q u e s , b u i l d i n g

gai ned yo u r s h a re o f p ractical experience, yo u h ave the n u m e n e ra o n yo u r s i d e a s we l l . S o me of yo u r knowled ge of fighti n g tech n i q ues i s i m p l a nted i n yo u r b ra i n a n d s p i n e , w i red i nto yo u r n e rves a n d m u scles. Yo u r j o i nts h ave s u rgica l ly i m p l a nted servo m oto rs. S u bd e r m a l p l ati n g m a kes y o u to u g h e r t h a n s h o u l d be pos s i b l e. Yo u r m u scle tissue i s a u g m e nted with a rtificial fibers. Perh a p s yo u r genetic code h a s been rewritte n by e n g i n ee red viruses, o r the tissues i n yo u r body h ave been reworked by n a n otec h , t u rn i n g yo u i nto an efficient battle mach i n e . O r m aybe yo u 've been a ltered by stra n ge science-rad ioactive t reatments of biza rre e n e rgies,

o n what yo u 've been taught. Pe rhaps a t s o m e poi nt you wi l l ret u rn t o yo u r secret m a sters fo r fu rth e r i n itiation o r fi n d

chem ical co m po u n d s a n d d rug s , o r extrad i m e n s i o n a l

n ew teach e rs o r l e s s o n s t h at can take yo u to the n ext ste p .

e n h a n cements-th at m a ke s yo u stro n ge r, faster, to u g h e r,

When y o u ga i n a d d i t i o n a l poi nts for you r stat Poo l s , a n i n crease t o a stat's E d g e , or a n i n crease i n the l evel of Effort

a n d m o re p roficient i n attack a n d defe n se t h a n anyone a ro u n d yo u . Whatever the case, you ' re the result o f ancient knowled ge

you can a p p ly, the benefit comes as the res u l t of rigoro u s exerci se and personal d evelop ment. When yo u gain a new s ki l l or gla ive a b i l ity, it's the res u lt of the m a rtial a rts yo u h ave stud ied .

Inborn Traits Yo u 've t ra i ned u n d e r exce l lent i n structors a n d h ave experience in m a n y d a n ge ro u s s i t u at i o n s , but w h at

made man ifest in the present, and now you ' re shaping the future. Perhaps you r mod ifications are obvious and visi ble; perhaps they' re not. Regard less, you know that you ' re more than merely human. Advancement: Yo u r body i s a n o n go i n g p roject. In a way, it's a work of a rt, although its bea uty comes n ot fro m its a p peara n ce but fro m w h at it can d o . As you go fo rwa rd ,

�LIME NE � yo u s h o u l d keep an eye out at a l l t i m e s for n ew parts a n d syste m s t h at can be i n corpo rated i nto yo u r body, o r n ew doses of d rugs a n d s u p p l e m e nts to m a i nta i n yo u r a b i l ities. Yo u m i ght need to seek out s u rgeo n s , mech a n ics, o r bioen h a n cement s peci a l i sts to take yo u to the n ext l eve l . Perh a p s the Aeon Priests c a n h e l p . Pe r h a p s the parts yo u need can be fo u n d o n ly i n t h e ru i n s of the past or t h e d a n ge ro u s b l ack m a rket of a fa raway city. When yo u r stats i m p rove, it's beca u s e yo u l itera l ly h ave added someth i n g n ew to yo u r body. When yo u ga i n a n ew a b i l ity, it's t h e d i rect re s u lt of a ta n g i b l e c h a n ge i n yo u r own

attack (such a s a p u nch o r kick) , it co u nts a s a med i u m weapon i n stead o f a l i ght wea p o n. E n a b l e r. • Pierce (1 Speed point): T h i s is a wel l -aimed, penetrat i n g ra n ged attack. You m a ke a n attack and i n fl ict 1 ad d itional point of d a m age if yo u r weapon h a s a s h a rp poi nt. Action. • Th rust (1 M ight poi nt) : This i s a powe rfu l melee sta b. Yo u m a ke an attack a n d i n fl i ct 1 add iti o n a l point of d a m age if yo u r weapon h a s a s h a rp edge o r poi nt. Act i o n . • Trained Without Armor: You a re tra i ned i n S peed d efe n s e act i o n s w hen n ot wea ri n g armor. E n a b l e r.

Second-Tier Glaive

physical b e i n g .

First-Tier Glaive

Seco n d -t i er g l a ives h ave t h e fo l l owi n g a b i l it i e s : Skill With Attacks: C h o o s e o n e type of attack i n w h i c h y o u a re n ot a l ready tra i ned : l i ght b a s h i ng, l i ght b l ad e d , l i ght ran ged , med i u m bas h i ng, m ed i u m b l aded , m ed i u m ra n ged ,

F i rst-t ier g l a ives h ave the fo l l owi n g a b i l it i e s : Effort: Yo u r Effort i s 1 .

heavy bas h i ng, heavy b l a d e d , or heavy ra nged. Yo u a re t ra i ned i n attacks u s i n g t h at type of wea p o n . E n a b l e r.

GLAIVE TIERS

Fighter: Yo u h ave a M i ght E d ge of 1 , a S peed E d ge of 1 ,

Fighti ng M oves: Choose o n e of the fo l l owi n g fight i n g

a n d a n I nte l l ect E d ge of O. Cypher Use: Yo u can bear two cyp hers at a t i m e . Practiced i n Armor: G l a ives c a n wea r a r m o r for long

m oves ( o r a move fro m a l ower t i er) t o add t o yo u r re perto i re. I n a d d i t i o n , you c a n re p l ace o n e o f yo u r fi rst-t ier fighti n g m oves with a d i fferent fi rst-t i er fight i n g m ove.

period s of time without tiring and can com pe n sate for s l owed reactions fro m wea ring armor. You can wear any kind of armor. Yo u red uce the M i ght cost per hour for wea ring armor and the S peed Pool red uction for weari n g armor by 2 . E n a b l e r.

• Chop (2 M ight poi nts) : Th i s is a heavy, powe rfu l s l i ce with a b l aded wea p o n, p ro b a b ly ove r h a n d . You m u st grip yo u r weapon with two hands to chop. When making t h i s attack, y o u take a -1 p ena lty t o t h e attack ro l l , a n d you i n fl i ct 3 add iti o n a l poi nts of d a m age. Act i o n . • Crush ( 2 M ight poi nts) : Th i s i s a powe rfu l p u m m e l i n g attack with a ba s h i n g wea p o n, p robably ove r h a n d . You m u st gri p yo u r weapon with two h a n d s to cru s h . ( I f fighti n g u n armed , t h i s attack i s mad e w i t h both fists o r b o t h feet toget her.) When m a k i n g t h i s attack, yo u take a -1 p ena lty to the attack ro l l , a n d you i nfl ict 3 a d d i t i o n a l poi nts of d a m age. Act i o n . • Reload (1 Speed poi nt) : When u s i n g a weapon t h at n o r m a l l y req u i res an act i o n to re load, s uch as a heavy cro s s b ow, you can re load a n d fi re (or fi re a n d re load) i n t h e s a m e act i o n . E n a b l e r. • Skill With Defense: Choose o n e type of defe n s e task i n w h i c h yo u a re n ot a l ready t ra i n e d : M i ght, S peed , o r I nte l l ect. You a re tra i ned i n defe n s e tasks of t h at type. U n l i ke most fight i n g m ove s , you can sel ect t h i s move up to t h ree t i m e s . Each time you select it, you m u st choose a d i fferent type of defe n s e task. E n a b l e r. • Successive Attack (2 Speed poi nts) : If yo u take d own a foe, you can i m med iately m a ke another attack on t h at s a m e t u rn aga i n st a new foe with i n yo u r reach. The seco n d attack i s p a rt of the s a m e act i o n . Yo u can u s e t h i s fighti n g m ove with m e l ee attacks a n d ra n ged attacks. E n a b l e r.

Practiced With All Weapons: You can u s e any wea p o n . E n a b l e r. Physical Skills: You a re tra i ned i n yo u r choice of o n e of the fo l l owi ng: b a l a n c i n g, c l i m b i ng, j u m p i n g, or swi m m i ng. E n a b l e r.

Starti ng Eq u i pment: You start with cloth i n g, two wea p o n s ( o r o n e wea p on a n d a s h i e l d ) , l i ght o r med i u m armor, a n exp l o rer 's p a c k , two cyp h e rs (ch osen fo r yo u by the G M ) , o n e odd ity (ch osen fo r yo u by the G M ) , a n d 5 s h i n s (co i n s) . If you start with a ra n ged wea po n t h at req u i res a m m u n it i o n (a rrows, fo r exa m p l e) , y o u start with 1 2 of t h at type o f a m m u n it i o n . Before select i n g yo u r wea p o n s , armor, a n d oth e r gear, y o u m i ght w a n t t o w a i t u nt i l after yo u 've chosen yo u r fight i n g move s , d escri ptor, a n d focu s . Fighti ng M oves: You h ave a s pecial talent fo r co m bat a n d can perform feats t h at others can b a rely i m a g i n e . These fe a t s a re ca l led . So m e fight i n g moves a re co n stant, o n go i n g effects, a n d oth e rs a re s pecific act i o n s t h at u s u a l ly cost poi nts from o n e of yo u r stat Poo l s . Choose two o f the fight i n g m oves d escri bed bel ow. Yo u ca n ' t choose the s a m e fight i n g m ove m o re t h a n o n ce u n l e s s its d escri pt io n says ot h e rwi se.

• Bash (1 M ight poi nt) : This i s a p u m m e l i n g m e l ee attack. Yo u r attack i n fl i cts 1 less point of d a mage t h a n n o rm a l , but d azes yo u r ta rget fo r o n e rou n d , d u ri n g w h i c h t i m e the d ifficu lty o f a l l t a s k s it perfo rm s i s mod ified b y o n e s t e p to its d etri ment. • N o N eed for Weapons: When you m a ke a n u n a rmed

Third-Tier Glaive T h i rd-tier g l a ives h ave t h e fo l l owi n g a b i l it i e s : Expert Cypher Use: Yo u can bear t h ree cyp h e rs at a t i m e .

S k i l l With Attacks: C h o o s e o n e type of attack i n w h i c h

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PLAYER'S GUIDE

GLAIVE CONNECTION Ro l l a d20 or choose from the fo l l owi n g l i st to d eterm i n e a s pecific fact about you r backgro u n d t h at p rovides a co n n ecti o n to the rest of t h e worl d . Yo u can a l so create yo u r own fact.

Roll 1 2 3 4 5 6 7 8 9 10 11 12 13 14

Background Yo u we re i n t li e m i l ita!}'. a n a li ave fr i e n a s wli o sti l l serve. Yo u r former co m m a n a e r re mem oers yl.
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