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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 r m a i n
Ed itor Ray Va l Iese
Proofreader M ichele 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
S a m u e l Araya , H e l ge Balzer, M a rk B u h a l o , C h ro m , Florian Devos , S a ra D i e s e l , D re a m st i m e. co m , J a son E n gle, Ka l i F itzge ra l d ,
G u i d o K u i p , E ri c Lofgre n , Patrick M c Evoy, J e remy M c H u g h , B ryn n M ethe ny, M ichael Perry, Roberto Pittu rru / Fa b i o Passamonti, Scott
P u rdy, Lee S m it h , M att Stawicki, M a rk Ta rri sse, Ke ith T h o m p s o n , Prosper T i p a l d i , Co ry Trego- E rd n e r, S h a n e Tyree,
Bear We iter, Ad rian Wi l k i n s , Kieran Ya n n e r

Cartographer Ch risto p h e r We st

Alpha 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 King, Sean Reyn o l d s , Stan!, Hyru m S avage

Dedicated to JD Sparks LJay Peterson), who journeyed with me all through the lead-up to Numenera, helping to form my view on science fiction,
fantasy, and everything that is cool about wild and wonderful ideas.

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. Printed in Canada.
TABLE OF CONTENTS

i- - ----

NEW WORLD, NEW GAME PART 6: THE NUMENERA 275


Dreaming of the Future 4 Chapter 17: Technology 276
The Amber Monolith 6 Chapter 18: Cyphers 278
Chapter 19: Artifacts 298
PART 1: GETIING STARTED 11 Chapter 20: Oddities &. Discoveries 314
Chapter 1: Welcome to the Ninth World 12
Chapter 2: How to Play Numenera 15 PART 7: RUNNING THE GAME 319
Chapter 21: Using the Rules 320
PART 2: CHARACTERS 19 Chapter 22: Building a Story 340
Chapter 3: Creating Your Character 20 Chapter 23: Realizing the Ninth World 354
Chapter 4: Character Type 26
Chapter 5: Character Descriptor 47 PART 8: ADVENTURES 365
Chapter 6: Character Focus 52 Chapter 24: Adventures Overview 366
Chapter 7: Equipment 77 Chapter 25: The Beale of Boregal 367
Chapter 26: Seedship 379
PART 3: PLAYING THE GAME 83 Chapter 27: The Hidden Price 385
Chapter 8: Rules of the Game 84 Chapter 28: Three Sanctums 390
Chapter 9: Optional Rules 113
PART 9: BACK MATIER 399
PART 4: THE SETIING 129 Appendix A: Character Creation Walkthrough 400
Chapter 10: Living in the Ninth World 130 Appendix B: Bibliography and Resources 402
Chapter l 1: The Steadfast 136 Appendix C: Kickstarter Backers 403
Chapter 12: The Beyond 174 Glossary 411
Chapter 13: Beyond the Beyond 213 Index 412
Chapter 14: Organizations 222 Numenera Character Sheet 414

PART 5: CREATURES &. CHARAffiRS 227


Chapter 15: Creatures 228
Chapter 16: Non-Player Characters 269
DREAMING OF THE FUTURE
' m a d reamer. I 've had a l ot of d re a m s . B ut for twe nty years, two d re a m s of m i n e h ave stuck with me, n o

I m atte r what e l s e I w a s d o i n g o r w h at I w a s worki n g o n . Projects came a n d went, but these two d re a m s


always h overed i n the backgro u n d .
T h e first was a roleplaying game system where players got t o decide how m uch effort they wanted t o p u t i nto
any given action, and that decision would help determ i n e whether their action would succeed or fail. This wou l d
be a s i m p l e b u t elegant system where s u stained dam age and physical exertion d rew from the s a m e resou rce (so
as you became wounded, you cou l d do less, and as you became exh austed , you were easier to take down) . Where
you r wi l l power and you r mental " power points" were the same th i n g, and as you d rew on you r mental resources,
you r a b i l ity to stave off mental attacks waned . And where it was all so i ntegrated i nto the character that it was easy
to p rocess and keep track of. But most of a l l , I d reamed of a game system that was des igned from the ground u p
t o b e played t h e way people actually pl ayed games, a n d t o b e r u n t h e way that game masters really ran them.
The second d ream that stuck with me was a world that fu sed science fiction and fantasy, but not i n the usual
m ixed-ge n re sort of way. I n stead, it was a place that felt l i ke fantasy but was actually science fiction. Or perhaps it
felt l i ke science fiction but was actua l ly fantasy. Could I ach ieve both at once? The wel l - known quote from Sir Art h u r
C . Clarke that " a n y s ufficiently adva nced technology i s i n d i stinguishable from magic" seemed t o lie a t t h e heart of
this concept. I n my m i n d , I envi sioned strangely ga rbed p riests chanting wel l-rehearsed prayers and i nvocations,
using sacred i n struments and maki n g precise gestures, but then we real ize that the i n stru ments are technological
i n nature, and some of the gestu res are actually fingers playing over buttons or sections of a touch screen . . . .
But t h at w a s a l l twe nty yea rs ago.
Time passed. I worked o n h u n d red s of p rojects fo r d iffe rent co m pa n ie s-i n cl u d i n g my own . I n ever
co m p letely fo rgot about those ideas, but they mostly faded away i nto t h e rece sses of my m i n d .
Then, I was lyi ng i n bed one night about a year ago, a n d i n m y mind's eye I saw two figures pulling tattered cloaks
around themselves to ward off the ch i l l as they wal ked. The two trudged across a grey land scape, wary with each step.
And as this scene receded , I saw that the terrain they crossed was a massive gear, and the land scape was i n fact an
u n bel ievably h u ge and ancient mach ine. The key to this scene, I real ized , was that the figures were i n no way part of
this terrai n-perhaps they d i d n 't even understand the concept of the mach ine-but they were accustomed to it. It
was a part of the world they l ived i n as m uch as mountains, rivers, and forests are a part of ours.
A l l at o n ce, I knew t h at it was t i m e to create this game a n d this sett i n g t h at had been b rew i n g i n my
co n s c i o u s n e s s fo r twe nty years. I t was t i m e to create NuMENERA.
At the time of this writing, I have worked as a professional game designer for twenty-five years. I 've written articles,
adventu res, sourcebooks, and roleplayi ng game settings (along with short stories, novels, scripts, and comic books) .
LIME NE
DREAMING OF THE FUTURE

I 've designed or co-designed four roleplayi ng games based on earl ier versions of other games, designed a m i n i atures ACKNOWLEDGMENTS

game, and worked on a few com puter games, card games, and other m i scellaneous projects. But I had never
During the making of
designed a roleplayi ng game all on my own , from the ground up, based entirely on a setting of my own creation. this book, we received
I had always wanted to. The games I worked on are all things I'm very proud of, but none expressed exactly how I invaluable assistance
wanted to play an RPG. It seemed l i ke it was time to give it a shot: to try to put down on paper what I ' d been doing i n directly or indirectly-from
t h e games I ran fo r so long. I 've never been a G M w h o rel ied heavily on rules. I n stead, I tried t o focu s more on story, the following people, places,
fu n , and gameplay. Even when I ran a game with a rather rigid ruleset, I would add i n new elements so that there and things:
would be spells or creatures or player resou rces or som e thing that was more mysterious or more flexi ble to give the
Brazilian Game Fans
story a l ittle breathing room. To allow both the players and me to be creative rather than always rigid ly defined. Borderlands 2
To create a n ew sett i n g to go with these ru l e s , it wo u l d h ave to fit the se n s i b i l ities of the n a rrative syste m I Bill Cavalier
was creat i n g . S i n ce t h e rules we re m o re about sto ry, mood , a n d ideas t h a n about rigid d efi n it i o n s , the wo rld Paul Chapman
had to be t h at way, too. I t h ad to be a wo rld of we i rd myste ries a n d i ntrigu i n g q uest i o n s . Sir Arthur C. Clarke
Eric Coates
The trad itio n a l ways o f p resent i n g RPG sett i n g material made it d ifficult beca u s e t h ey we re a l so u s u a l ly
Florence and the Machine
fa i rly rigid-closed a n d d efined rat h e r t h a n open-ended a n d mysterious. And u n d e rsta n d a b ly so. RPG sett i n g Fringe
d e s i g n i s a l l a b o u t givi n g a G M t h e i n fo rmation s h e need s t o run a g a m e , a n d t h at c a n be a l ot o f i nformat i o n . Glasya
I knew I co u l d d o t h i s n ew sett i n g j u stice t h a n ks to two t h i n g s . Grizzly Bear
T h e first w a s a prod uct line I worked on a l o n g t i m e ago cal led Planescape. It was a setting fu l l o f mystery. It never Ken and Marilyn Harrison
allowed itself to be pin ned down. Planescape was wei rd and wild and imaginative. It was a setting about mood and Scott Holden
Kickstarter
ideas and amazi ng vistas more than it was about nailing down every l ittle detail. It experimented with narrative voice
Ryan Klemm
and d ifferent kinds of presentation that stressed story, emotion, and flavor. So I knew it could be done. Iced Soy Mochas
The second was a prod uct I worked very hard on a few years back cal led Ptolus. Ptolus was a d20 setting, but it in Xile Entertainment
abandoned most of the trad itional RPG approaches to presenti n g setting materia l . I n stead , it took i n s p i ration from jewel Box Cafe
travel guides and nonfiction books. With Ptolus, I learned that there were ways to present i nformation to G M s and Two MacBook Airs
pl ayers that made their l ives easier and their games more fu n . With that kind of presentation-i nformative and yet One MacBook Pro
Two iPhones
fl avorfu l thanks to its art- heavy and visual natu re-I could take a Planescape narrative approach and sti l l make a
One iPad
very usable prod uct. Mateusz Kaluzny
So that's what I 've tried to d o . Kid Snippets
A l ot of the N i nth Wo rld can be cred ited to i n s p i ration fr o m two people, t h e French a rt i st M oe b i u s a n d Mary Robinette Kowal
the write r G e n e Wolfe. I 've l o n g b e e n a fa n of M oe b i u s ' s wo rks, i n p a rticu l a r h i s v i s i o n of tec h n o l ogy, h i s MazM Salad
Mono
synt h e s i s of science a n d mystici s m , a n d h i s method o f i n fu s i n g h i s backgro u n d s w i t h deep, deep h i story.
Nick a( Trish
Eve ry M oe b i u s a rt p i ece tel l s the story of a wo rld with a rich a n d wo n d e rfu l ly we i rd past. Ninth World Hub
I 've been a fan of Gene Wolfe-particu larly his series The Book of the New Sun-s i nce I was very you n g. In fact, Danny O'Neil
as I write this, I rea l ize that I was i ntrod uced to t h i s series by my ch i l d hood friend J D, a fact particu larly poignant Road Trips
to me because i n two d ays I go to )D's memorial service. H e was a friend whose sen s i b i l ities about fantasy and Charles Ryan
science fiction and cool, imaginative ideas were developed right alongside m i ne. Which i s probably why even Tammie Ryan
Treadmill Desk
though we grew up and went our separate ways, we managed to stay in touch a l l these years. The world lost a
Aaron Voss
great, creative soul with h i s passi ng. Through h i s i nfl uence on me, he now l ives on in the N i nth World. Sue Weinlein
In The Book of the New Su n , Wolfe acco m p l ishes with asto n i s h i n g l iterary depth a work that at first see m s Steve Wieck
t o be a fantasy s e t i n the past, but eventu a l ly w e l e a r n that it i s , i n fact, a science fiction story s e t i n the fa r, fa r David Wilson Brown
fut u re. I t i s b ri l l iant and wel l writte n , as fu l l of creative i d e a s as a nyth i n g I 've eve r read. Yo u s h o u l d read i t , too. Annie Yamashita
I was fo rt u n ate e n o u g h to study fiction u n d e r Wolfe, and I learned a great d e a l about writ i n g . Th u s , h i s work George Z
a n d h i s style wi l l always be an i n s p i ration to me, but n ever m o re t h a n in N u m e n e ra , to be s u re .
And a special hat tip to our
There are, o f cou rse, m a n y i n s p i rations for N u menera, so I created a bibl iography for the g a m e that you ' l l fi n d Kickstarter backers
i n Appendix B (page 402) . But long before you get there, w h y n o t give "The A m b e r Monolith" (page 6 ) a q u ick (see Appendix C, page 403,
read ? The story sets the tone for the setting and esta b l i s hes a great many deta i l s a bout the N i nth World, the for the complete list).
kinds of thi ngs characters will do i n the game, and the amount of latitude G M s and players h ave to stretch their
i magi nations here.
Then read Welcome to the N i nth World, which presents things a bit more plain ly. After that, read How to Play
N umenera, and you'll pretty much have a good handle on the essentials of what you need to know. The rest--character
creation, the fu l l rules, the setting, the creatures, and so on-are just details, although hopefully they' re fun and
i nteresting details. (Here's a h i nt that I hope wi l l really help: use How to Play N umenera [page 1 5] to learn and teach the
essentials of the game, and use Rules of the Game [page 84] as you r reference tool when you have questions.)
If you ' re goi ng to be a G M , read the Running the Game sections (page 3 1 9) carefu l ly after read ing the rules. There
I 've done my best to convey what the game's all about and provide some of my secrets to ru n n i n g a great game.
I s i n cerely hope t h at yo u find N u menera fu n , fu l l of w i l d ideas, and most of a l l i n s p i rati o n a l so t h at yo u ' l l
create yo u r own i m a g i n ative c h a racte rs a n d stories. Yo u ' re about t o e m bark o n some a m a z i n g adventures.
THE AMBER MONOLITH
The Catechism of Lore:
All glory to the originators of truth and understanding.
Praise to the innovators of steel and synth.
Praise to the shapers of flesh, of bone, and of mind.
Glory to those who re-sculpted the sustaining earth and the life-giving sun.
Praise to the senders of signals, who even now whisper into machine ears and give life to the inanimate.
Praise to those who traveled to the stars, and the realms beyond the stars.
All glory to the originators of truth and understanding.

Let us then resume the recitation of the Sacred Chronicle of High Father Calaval, Amber Pope and founder of the Citadel
of the Conduit and the Order of Truth, as written by his grandniece, Doroa of the Silent Song:

Aeo n Priests a n d t h e i r knowl edge of n u m e n e ra co u l d p reve nt


CHAPTER IX: WIND OF IRON i n cidents l i ke t h at. Ca l aval sought to j o i n t h e i r ra n ks .
H i story taught t h at the ancient race s t h at had dwe l led u p o n
In which we learn the lesson of dedication. earth before the N i nt h Wo rld wielded great powe r. Th i s powe r
Ca l aval c l i m bed t h e h i l l , his pet t h u m a n at his s i d e . Cru m b l i n g bits came fro m knowledge. It m i ght not be pos s i b l e for Ca l ava l , the
of ancient brick tu rned to grave l with each ste p . At the top, h e saw Aeo n Priests, o r a nyo n e e l s e o n eart h of t h e p resent to m a ster a l l
the a m be r obel i s k the o l d wo m a n had told h i m a bout. I t stretched t h at knowledge, b u t s u rely there we re secrets there , lost t o the
i m po s s i b ly i nto t h e s ky. The red d i s h -ye l l ow l i ght of the old, ti red past, u po n which t h ey co u l d b u i ld a fut u re.
s u n ca ught in its angles h i gh a bove the p l a i n of ru i n . Eve n after a l l Ca l aval was ce rta i n of it. I t j u st had to be d i scove red . O r rat h e r,
these eo n s , t h e mach i n e a t t h e h e a rt o f the o be l i s k sti l l t h r u m med red i scove red . H e had a p l a n on h ow to sta rt.
with powe r. Rings orb ited the d evice, s p i n n i n g with u n ea rt h l y A red cloud rose o n the horizon, beyo n d t h e obel i s k i n the s ky.
p reci s i o n . Someone m ovi n g acro s s t h e d ry p l a i n ? Ce rta i n ly somet h i n g b i g if
The t h u m a n s a t o n i t s h a u nches, m u lti-joi nted l e g s fo l d i n g t h at was the case. Perh a p s a h e rd . Perh a p s a pack of ra iders.
ben eath i t . I t looked u p a t i t s m aster w i t h n a rrow, b l ack eyes . Red Fed d i k w h i ned. The cloud loomed l a rge r. N o h e rd . N o creat u re
d u st cove red the fu rry crest atop its head . at a l l-a d u st sto rm.
Ca l aval set h i s heavy pack d own n ext to h i m , exh a u sted . H e bent Ca l aval u n packed his desert filter a n d put it ove r his mouth.
down and brus hed t h e d i rt a n d d u st away fro m it, a n d then fro m Then h e fitted o n e ove r Fed d i k' s nose a n d mouth. The beast pawed
h i s clothes. F i n a l ly, he brus hed the red d u st fro m the t h u m a n . at it a few t i m e s , but accepted it q u ickly. They had been t h ro u g h
" Do n ' t worry, Fed d i k, " h e wh i s pe red . "Yo u wo n ' t h ave t o g o i n s id e . d u st sto rms toget h e r before.
I ' l l h ave to d o t h at a l o n e . " The ba rren p l a i n offe red l ittl e s h e lter. Ca l aval kept wa l ki n g, for
Fed d i k' s gaze, a s a lways, made it s e e m a s though h e there we re few oth e r o pt i o n s . The t h u m a n stayed very close. The
u nd e rstood . wa l l of o n ru s h i n g red e n g u l fed the obel i s k and bore d own u po n
Afte r a s h o rt rest, t h e p a i r res u med t h e i r j o u rn ey. The peo p l e i n the exp l o rers l i ke a mon ster. T h rough h i s filter, a s c e n t ca ught the
t h e l a st v i l l age, Cloud ridge, h a d ca l l ed t h i s t h e P l a i n o f B rick. The yo u n g man's atte ntion. I t jogged a memory. I t tri ggered fea r.
lack of creativity d id n ot s u rprise Ca l ava l . A s i m p l e fo l k without a " I ro n Wi n d!"
cl ave , t h ey to i l ed i n fie l d s a n d h e rded s h ereh i n the fe rt i l e va l l ey to Ca l aval looked a ro u n d h e l p lessly fo r some kind of s h elter. But
the south. B ut t h ey'd given h i m food i n exc h a n ge for a few b a u b l e s there was n owh e re to h id e . N ot fro m t h e w i n d .
a n d s h i n s h e carried w i t h h i m , a n d gave h i m a p l ace t o s l eep, so H e wo u l d sta n d aga i n st the ravages o f a s a n d sto rm, eve n a s i t
it was d ifficu lt to fee l anyt h i n g but ki n d ly towa rd them. I so l ated tore a t h i s fl e s h , but I ro n Wi n d w a s so meth i n g d i fferent a ltoget h e r.
v i l l ages with Aeo n Priests often beca me fea rfu l of stra n gers a n d It d i d n 't j u st tear at fl e s h , it a ltered it. Wit h i n the w i n d l ived
d a n ge ro u s ly i n s u l a r. O n ce, h e had co m e u p o n a com m u n ity t h at particles crafted by the n u m e n e ra far too t i n y fo r a m a n to see.
had stu m b led u p o n a b u ried faci l ity fro m t h e prior wo rld s wh i l e Ca l aval wa s n 't act u a l ly certa i n t h at p a rticles was t h e right word .
d i ggi n g a we l l . They had i n adve rte ntly re lea sed a n oxi o u s gas, Creat u re s ? M ac h i n e s ? It s u rpassed u n d e rsta n d i ng.
tra n sfo rm i n g the enti re popu l ation i nto m a n i acal, s u pe rh u m a n His pack t h u d d e d o n t h e gro u n d . H e ru m maged t h rough its
ca n n i b a l s . Ca l aval had barely escaped a l ive. contents wh i l e the t h u m a n w h i ned. F i n a l ly, h e p rod uced a s m a l l

6
LIME NE
THE AMBER MONOLITH

i ro n awl , a n d a d evice t h at looked l i ke it was meant to fit s n ugly i n co m pa n i o n s l owly writ h i n g on the gro u n d . P a i n was evi dent i n
a perso n ' s clenched fist, i f a person h a d s ix fi n gers. I n two p l aces eve ry fiber o f t h e creatu re, n ew a n d o l d .
acro s s its synth s u rface s m a l l w i res l ay exposed . Ca l aval crouched W i t h a wa i l , Ca l aval d rew the l o n g knife a t h i s s i d e fr o m its
l ow. leather s h eat h .
A s m a l l g l a s s p a n e l o n o n e s i d e s h owed l i ghted sym bols when H e h e l d h i s b reat h . Tea rs streamed d own h i s face. H e wanted
h e p ressed a s m a l l stud where his t h u m b wo u l d fit. H e d i d n 't to close h i s eye s , but h e fea red h i s aim wo u l d fa i l . So h e sta red
know what the sym b o l s meant, but he knew t h at when a sym bol down at Fed d i k. He watched h i s fri e n d ' s eyes as he s l iced i nto t h e
t h at re m i n d ed him a bit of a b i rd i n fl i ght fl a s h e d , h e needed to n o n meta l l i c part of its n e c k . B lood pooled a ro u n d the creatu re. I t
p re s s the stud aga i n . H e g l a nced u p a n d saw the ro i l i n g red cloud d i ed i n s i le nce.
a p p roach . I gn o ri n g the sweat bead i n g at t h e bridge of his nose, Ca l aval d id n ot c u rse the god s h i s mot h e r had taught h i m , nor
Ca l aval p u shed the awl u p i nto the cavity among t h e exposed did h e p ray to them fo r me rcy. I t was n 't t h at h e did n ot be l i eve i n
w i res near the botto m . The d evice shook a bit and t h e re was a vast, non h u m a n i n te l l i ge n ce s l iv i n g i n t h e s ky a bove-he h a d seen
s izzl i n g s o u n d a n d the s m e l l of b u rnt a i r. S u d d e n ly, a d ro n i n g t h e m orbiti n g in Yes s a i ' s telescope n i ght after n i ght-he j u st d i d
n o i s e e n g u l fed Ca l aval a n d the n e rves a l l a l o n g h i s fl e s h t i n gled n ot be l i eve t h at they d i rected events. H e bel ieved i n ca u s e a n d
u n pleasa ntly. The awl s l i p ped fro m his h a n d . effect. N ot god s . Eve n t h e t h i ngs i n h a biti n g t h e d ata s p h e re were
H e clenched the d evice a n d p u l led Fed d i k close. The t h u m a n created, the re s u lt of someone's knowledge a n d u n d e rsta n d i ng. H e
s q u i rmed as the a i r a ro u n d t h e m s h i m m e re d . T h e h a i r o n Ca l ava l ' s bel ieved i n t h e u n iverse a n d i t s l aws, set i n motion b i l l i o n s o f yea rs
a r m s rose a n d h i s s k i n prickled. T h e s h i m m eri n g a i r s m e l led l i ke a earl i e r.
t h u n d e rsto rm. H e knew t h at it was a sort of h a l o a ro u n d h i m . An j u st beca u s e t h e peo p l e of t h i s wo rld ca l l e d it magic d i d n ot
a u ra. A fie l d . H e d id n ot kn ow, but h e h o ped , t h at t h e field wo u l d mean t h at he co u l d n ot see beyo n d . T h at was what the Aeon
re pel the d a n ge ro u s , u n seen t h i ngs i n the I ro n W i n d . Priests d i d , a n d-as h a rd a s it was to acce pt-t h at i s what he
The a p p roach i n g n u m e n e ra storm d id not offer h i m m u c h t i m e wo u l d d o too. The n u menera, a s the p riests ca l l ed it, a rose beca u s e
t o wo n d e r if it wo u l d work. The a i r w a s s u d d e n ly red , ch u rn i ng. The of the i nte l l ect of the peo p l e of the prior worl d s . I t o n ly s e e m e d l i ke
ge n e rato r i n his h a n d v i b rated at a terri b l e freq u e n cy. I t n u m bed h i s m i racles.
h a n d a n d then h i s arm. H e co ncentrated o n h o l d i n g fa s t t o i t eve n I t o n ly seemed l i ke d a m n at i o n .
though he co u l d no longer fee l it. H e told h i mself t h at the b i l l i o n s
o f t i ny s h rieks i n the w i n d we re but h i s i m agi n at i o n .
The I ro n W i n d ro i l ed a ro u n d h i m , but it d id n ot h a rm h i m .
With a wh i n e t h at q u ickly beca me a h owl , Fed d i k twi sted fro m
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h i s gra s p , p u l l i n g away. Ca l aval s h o uted without s o u n d . The beast' s CHAPTER X: ALONE
leftmost l i m b s a n d s i d e e m e rged fro m t h e s h i m me r i n g d i stortion
a n d entered the w i n d .
In which we learn the lesson of loss.
Ca l aval co u l d n ot s e e what h a p pened , n o r co u l d h e sti l l h e a r Alas, C h a pter X i s lost to u s . It is b e l i eved by t h e co u n c i l t h at it
h i s co m pa n i o n . The t h u m a n ' s body t h ra s h e d . Ca l aval grabbed a conta i ned d eta i l s of Ca l ava l ' s m o u rn i n g of h i s a n i m a l , and t h u s
h a n dfu l of Fed d i k' s h a i r a n d h e l d on as best he co u l d wh i l e the d e scri bed h i s co m pa s s i o n a n d capacity fo r l ove. L i kely it a l s o
d evice i n his oth e r h a n d n u m bed m o re a n d more of his body, deta i led h i s fa ntastic i nte l l i ge n ce (particu l a rly h i s near-pe rfect
wea ke n i n g eve ry m u scle he h a d . reca l l ) a n d h i s great w i s d o m , often be i n g we l l prepared fo r
H e closed h i s eye s . co nti n gencies t h at most oth e rs wo u l d n eve r h ave foresee n .
The w i n d p a s s e d m o re q u ickly t h a n any s a n d storm wo u l d , I n stead o f i t s co ntents e n rich i n g u s , l et u s conte m p l ate o n t h e
b u t n o n e too q u ickly fo r Ca l ava l . T h e d evice d ro p ped from h i s s i g n ifica n ce o f lost knowledge. N o greate r loss exists.
contorted, n u m b fist onto t h e stony gro u n d . H e co l l a p sed , b u t was A l l glory to t h e o ri g i n ators of truth a n d u n d e rsta n d i ng.
ca refu l to p u l l Fed d i k atop h i m , rat h e r t h a n to fall u po n the beast.
Fed d i k made a p l a i ntive moan u n l i ke a nyth i n g Ca l aval had eve r
heard .
When h e co u l d m a n age it, Ca l aval l ifted h i s head t o look a t h i s
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pet. H u n d reds o f t i n y, worm l i ke te n d ri l s fl a i led where Fed d i k' s CHAPTER XI: ENTERING THE OBELISK
left two l i m b s h a d o n ce bee n . T h e fl e s h a ro u n d those legs, a n d
a l l a l o n g t h e l e ft s i d e , looked a n d fe lt l i ke meta l l i c p l ates. O rifices
In which we learn the lesson ofpersei;erance.
t h at Ca l aval co u l d n ot begin to u n d e rsta nd eru pted and closed on The Amber M o n o l ith rose h i gh a bove Ca lava l . A l m ost d i rectly
the beast' s new port i o n s . The left s i d e of its face contorted with below t h e o be l i s k mach i n e , t h e noise t h at t h e vast s p i n n i n g
open i n g and clos i n g eyes as if a crowd of s m a l l e r creat u re s had mech a n i s m p rod u ced d rowned o u t t h e s o u n d s o f h i s own wea ry
taken up res i d e n ce in its head . b reat h . The rotat i n g rings moved a n d t h r u m med i n a rhyt h m t h at
The w i n d had rewritte n the t h u m a n . Eve ry bit of its fl e s h t h at t h e heartened h i m . It was exactly what he was looki n g fo r. The old
w i n d had to uched , it c h a n ged. wo m a n i n Cloud ridge had told the trut h .
Ca l aval p u shed Fed d i k from atop him a n d stood . His sta n ce was Ca l aval h ad o n ly o n e l a st trick i n h i s b a g . The rest o f i t s contents
n ot steady, but h e h a rd ly notice d . H e looked o n l y at his l o n gt i m e were m u nd a n e s u p p l ie s , too l s , and eq u i p ment. But h e had s aved
o n e m i n o r bit of n u m e n e ra for j u st t h i s moment. H e p u l led a fa i nt and fa l l , h e l et go of h i s own wrist and t h rashed at the h atch
w i re m e s h belt fro m t h e bag a n d affixed it a ro u n d h i s wai st. A to t ry to find a way to open it.
metal d evice on the s i d e of t h e belt had some s i m p l e contro l s . That task, at least, was s u rp ri s i n gly s i m p l e . An e a s i l y moved
Somet i m e s b i t s o f tech nol ogy l i ke t h i s-cyp hers, m o s t peo p l e lever p rod uced a s u d d e n h i s s , and t h e n the h atch opened s l owly.
ca l l ed t h e m-seemed l i ke t h ey were once parts o f oth e r, l a rger Ca l aval struggled to h a n g on to the m ovi n g h atch . When it
device s . Those who had come before h i m had j u st figu red out a stopped, h e twi sted h i s body a ro u n d to look up i nto t h e o pe n i n g it
way to m a ke u s e of them i n a temporary, u s u a l ly one-shot, d a m n gave. I t was d a rk, but a meta l l i c ladder offe red a way up t h ro u g h an
the-ri s ks sort o f way. Ca l aval knew a l ot o f the tricks. H e d id n't a m be r s h aft. With h i s free h a n d , h e grabbed the botto m rung, but
fu l ly u n d e rsta n d h ow t h ey worked . N o o n e h e knew did. B ut h e as h e d i d h i s oth e r arm wrenched free .
knew e n o u g h to t ry t h at switc h , o r cro s s those w i res, o r look fo r a Aga i n , terrific p a i n l a n ced d own h i s b o d y fro m s h o u l d e r to h i p.
readout with t h i s sym bol on it. E n o u g h to somet i m e s get an effect He bit d own on h i s to ngue, w h i c h m ay h ave been the o n ly t h i n g
he wanted . Someth i n g he co u l d u s e . L i ke n ow. t h at kept h i m co n s c i o u s . H i s o n e a r m d a n gled u s e l e s s . H e had n o
Exce pt the belt was n 't l i ke t h at. The belt, Ca l aval fe lt s u re, was idea h ow h e wo u l d cl i m b u p the l a d d e r.
i ntended fo r p reci sely the p u rpose fo r w h i c h h e was about to u s e He d id t h e o n ly t h i n g he co u l d th i n k of, a n d p u l led h i mself u p as
it. The o n ly t h i n g was t h e way it fit h i m . Obvi o u s ly, it h ad been h i gh a s h e co u l d a n d kicked his leg u p to hook it onto a rung. After
d e s i gned fo r a creatu re oth e r than a h u m a n to wea r it. a few tries, h e s u cceed ed . B ut when h e d i d , h i s pack came loose
Ca l aval m a n i p u l ated t h e co ntro l s . S o u n d l e s s ly, h i s feet left the a n d s p i l led its contents down t h e long way to the gro u n d .
gro u n d . B u oya nt, h e floated u pwa rd . The belt gently re m oved h i m Thou ghts o f god s t o cu rse o n ce aga i n ca m e t o h i s m i n d . O nce
fro m t h e gra s p o f gravity. H e soared eve r h i g h e r. T h e red brick aga i n , h e refused.
l a n d scape stretched below h i m . A warm wind tu gged at his tanned
leather cloth i n g-h i s coat, his ca p . I t brus hed aga i n st his wo rn,
u n s h ave n face.
Above h i m , the A m b e r M o n o l it h d rew c l o s e r, a n d h e co u l d
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s e e t h at , t r u e t o i t s n a m e , t h e ye l l owi s h - b rown struct u re CHAPTER XII: HUNTED IN THE DARK
offe red a t ra n s l ucent s u rfa ce i n contrast to t h e s i lvery meta l l i c
m e ch a n i s m a t i t s h e a rt. T h e o be l i s k offe red a p o i nted t o p a n d
In which we learn the lesson of ingenuity.
botto m , b u t t h e center w a s a m a s s ive c l ockwo rk d e v i ce w i t h The cl i m b was l o n g a n d ago n izing. Eve ry s u rface a ro u n d Ca l aval
s p i n n i n g r i n g s o r b it i n g a ro u n d it at s kewed b u t s o m e h ow v i b rated s l i ghtly with a co n stant thrum t h at kept time with the
ext ra o rd i n a r i l y p rec i s e a n g l e s . s p i n n i n g rings of the central heart of the monolith. Eve n the
A s he got very close-l i kely h u n d reds o f feet a bove t h e grou nd air seemed to s h a ke, eve r so s l i ghtly. Exactly the rhyt h m h e had
the very lowest point of the h overi n g obel i s k offered a meta l l i c h atch m e m o rized . The o n e h e had been looki n g fo r.
to Ca l ava l . Contro l l i n g h i s horizontal position p resented some The top of the amber s h aft offered l i ght too d i m to see, and
d ifficu lties. Once aga i n , the position of the belt's console s u ggested Ca l aval had lost h i s glowglobes when h i s pack fel l . With h i s good
a wea re r with a very d ifferent body type than h i s . H i s arm grew sore h a n d , he p u l led a box of m atches from h i s pocket and struck one.
from reach i n g d own and a ro u n d to touch the ti ny, glowi n g panels. H e confirmed that his i m mediate s u rro u n d i ngs were safe, and then
The wind made t h i ngs eve n h a rder. Ca l aval maneuvered towa rd the tossed the m atch away, col l a p s i n g on his side for a n u n known time.
h atch , but then the breeze carried him off i n the wrong d i rection H e knew h e h ad to p u s h his arm back i nto its p roper position. When
aga i n . The situation s u ggested how h a rd it m i ght be to be a l eaf in h e was a you n g man, h e had seen his farmer father i n a s i m i l a r
the b reeze with a n objective. Or even a b utterfly. Ca l aval fu m b led s ituation. H e had had t o h e l p the m a n reset h i s s h o u l d er.
across the belt co ntro l s over and over, gras p i n g at the h atch as he Tod ay Ca l aval wo u l d h ave to do it h i m se l f. He struggled to h i s
got close each time, and each time fa i l i n g to reach it. feet. T h e p a i n m a d e h i s head swi m a n d h e a l most fe l l .
H e began to worry about j u st h ow m u c h powe r the belt had. H e fe lt t h e wa l l i n t h e d i m a m ber- h ued l i ght. H e positioned h i s
H ow l o n g a d u ration the gravity- n u l l ify i n g effect offe red . d i s l ocated l i m b with h i s u sefu l a r m . H e took t h ree q u ick b reat h s .
H i s arms sore, each from st retch i n g i n d i fferent d i rect i o n s , i n N ot givi n g h i m self t i m e to t h i n k a b o u t i t , h e ra m med h i s body
d i fferent awkward positio n s , h e tried o n e l a st t i m e , a n d fi n a l ly aga i n st the wa l l .
m a n e uve red close enough to loop h i s arm t h rough a h a n d l e on t h e H e s h rieked a n d fe l l t o t h e floor, writh i n g i n ago ny.
h atch l i ke a h o o k . The i n co h e rent s o u n d h e made w a s a moan o f He s h rieked l o u d e r t h e seco n d t i m e . He passed out for a t i m e
exa s peration a n d a cry of t ri u m p h at o n ce. he d i d n ot know for h ow l o n g-afte r rea l iz i n g t h at t h at atte m pt
Then t h e powe r of the belt gave out. d i d n 't s u cceed either.
H i s own s u d d e n we ight je rked o n h i s arm, wrench i n g it with a The t h i rd atte m pt had a s i m i l a r re s u lt.
p a i n fu l cracki n g noise. Ago ny s h ot d own h i s s h o u l d e r a n d i nto h i s F i n a l ly, the fo u rth try gave h i m s u cce s s . H e did n ot pass out, but
s i d e . H e grabbed h i s wrist with h i s free h a n d t o m a ke i t h a rd e r fo r l ay, re st i n g i n his own sweat, fo r what seemed about a n h o u r. O n ce
h i m t o s l i p loose, b u t h e a l m ost b l acked o u t fro m t h e p a i n . he recovered , he cl i m bed o n ce aga i n to h i s feet. He stood stead i e r
D a n g l i n g fro m the botto m o f the obel i s k, h e gas ped fo r a b reath t h a n before. W i t h t h ree deep b reat h s , h e gathered h i m self menta l ly
h e co u l d n ot seem to get. H i s m i nd swa m and h e had to fight to a n d physical ly. At l a st, he decided to exp l o re .
keep a focu s . F i n a l ly, beca u s e if h e d i d n ot, h e knew h e wo u l d soon H e had c o m e h e re fo r a rea s o n , afte r a l l .
LIME NE
THE AMBER MONOLITH

H e fo u n d h i m self with i n a series of t u n n e l s we n d i n g t h e i r Ca l aval reached the botto m of t h e s h aft, but knew t h at the t h i n g
way t h rough vast, i n co m p re h e n s i b l e mach i n e s . O r perh a p s , h e wo u l d reach h i m t h i s t i m e .
co n s id e red , p a rts o f o n e l a rge mach i n e . The l atte r, h e d eterm i n ed, I n fact, h e cou nted o n it.
seemed most l i kely. H e grasped the j agged l e n gth of synth t u b i n g and th ru st it u p
Afte r b u r n i n g t h ro u g h h a l f h i s m atch e s i n h i s exp l o rat i o n s , h e t h e s h aft, o n e e n d b raced aga i n st t h e floor.
fo u n d a p i l e of s c r a p synth i n vari o u s s izes a n d co lors. M ostly I m med i ately, t h e beast d ro p ped d own u po n the t u be , its we ight
p i pe s , some of which were h o l l ow, and oth e rs fi l led with cables s n a p p i n g it i n two, a n d knocki n g Ca l aval to t h e gro u n d . Ca l ava l ' s
a n d w i res. Some we re broken a n d j agge d . Ca l aval fo u n d a h o l l ow head struck t h e wa l l . H e s a w wh ite i n t h e d a rkne s s .
p i pe of wh ite synth about two feet long. H e used h i s k n i fe to cut H e fo u n d h i m s e l f l ayi n g o n t h e t re m u l o u s meta l floor, u n a b l e
h i s leather cap i nto stri p s . Poki n g a stri p d own i nto t h e p i pe , he t o s e e . T h e s o u n d o f h i s o w n b reat h s we re d rowned out by
created a m a ke s h ift torc h . I t wo u l d n 't last long, and it created a l ot a n ot h e r s o u n d-rhyt h m ic, wet, g u rg l i n g wh eezes fro m not fa r
of s m o ke, but it wo u l d l a st l o n ge r t h a n a m atch , a n d he had many away.
stri ps of leat h e r a n d cloth to use. Ca l aval struck a matc h . I n the l i ght, he saw the a pe-th i n g, with
H e cl i m bed another s h aft, and afte r wanderi n g more, yet another. meta l p l ates a n d fleshy parts i ntegrated i nto a co b b l ed whole.
D u r i n g each ascent h i s torch fai led h i m and he had to re l i ght it i n the There was not h i n g beautifu l , ca refu l , o r elegant about t h e t h i n g ' s
dim l i ght once he reached the top. By the time h e d i d this after the co n struct i o n . Eve n i t s o rga n i c port i o n s d i d n ot s e e m t o exi st i n
th i rd cl i m b , a loud staccato b u rst of sound startled h i m . H e d ro p ped any sort o f natural re l ati o n s h i p. H a i rl i ke te n d r i l s writhed acro s s its
the torch and the barely l it leather stri p fel l out. body, each e n d i n g in a t i ny s p h i ncter mouth . And each t i ny mouth
The stra n ge, i rreg u l a r noise acco m p a n ied a flash of b l u e-wh ite w h i ned i n agony.
i l l u m i n atio n . And aga i n . T h ro u g h the center of its b road torso p roj ected the broken t u be.
I n these b rief i n stance s o f l i ght, h e s a w somet h i n g m ove. A The momentu m of the creat u re ' s d escent had th ru st t h e s h aft
panel i n o n e wa l l opened . M o re l i ght fro m with i n . With a yawn i n g more t h a n th ree feet i nto its i n n a rd s . The beast d i d n ot m ove. Each
h i s s , a s i l h o u ette e m e rged . Cl atter. Wh i r. G roa n . Ancient l i m bs b reath was l a b o red a n d fi l led with fl u i d . B l ood m ixed with some
stretched to l i fe. M et a l , fl e s h , a n d w i ri n g s h a m b l ed i n t h e form of wh ite m i l ky l i q u i d s pooled a ro u n d its p ro n e body.
a l oo m i n g ape. S h a ggy h a i r fl uttered about it, as if each stra n d had Ca l ava l ' s fea r t u rned to re morse. Pity. H e thought t h at t h e best
its own p re h e n s i l e l ife. Wh ite eyes g l a red from a bove a wide s nout, t h i n g h e co u l d d o was b ri n g t h e beast' s s u ffe r i n g to a n e n d . He
sym b o l s scro l l i n g across t h e m from side to s i d e . wanted to give it a q u ick deat h .
Ca l aval d id n ot w a i t to s e e m o re. H e leapt d own the s h aft, H e had n o idea h ow t o d o t h at. H i s s m a l l k n i fe, n ow i n h i s h a n d ,
th rowi n g h i mself fro m rung to rung, l ett i n g gravity take h i m at seemed rid icu l o u s ly t i n y a n d fra g i l e fo r the t a s k . H e a p p roached
s peed . H i s s h o u l d e r was sti l l te n d e r, but h e ignored it. closer in the l i ght of a n ew m atch , but t h e creatu re howled and
A h owl from a bove shook h i s bones. A d a r k s h a pe b l otted out struggled to m ove, ca u s i n g it fa r more p a i n .
the l i ght fro m above. Ca l aval s i g h e d . H i s thou ghts d rifted b a c k t o Fed d i k.
He cl i m bed d own faster. Reckless ly, h e d ro p ped d own the s h aft. He s at on the floor. H e stayed with the creatu re u n t i l it d rew its
Each d ro p ri s ked p u l l i n g h i s arm fro m its socket, but terror r u l ed last labored b reat h .
h i s behavior, not p a i n .

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A t the botto m o f the s h aft, h e retraced h i s path t h ro u g h t h e
wi n d i n g m aze o f mach i n e acce s s co n d u its. H e heard t h e t h i n g
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l a n d a t t h e bottom beh i n d h i m with a powe rfu l grunt. H e w a s s u re
t h at he co u l d s m e l l the beast too. M u s k a n d mach i n e o i l m ixed CHAPTER XIII: MACHINE'S HEART
with someth i n g he co u l d n 't p l ace.
In the near d a rkness, he s u rged d own the corridors, ru n n i n g a
In which we learn the lesson of comprehension and
h a n d along the wa l l s . The guard ia n t h i n g that he had awoke n was understanding_
beh i n d h i m , tracki n g h i m . By sound, perh a p s ? Ca l aval tried to be as
q u iet as h e cou l d , but soon gave u p a n d e rred on the s i d e of s peed . I n t h e m e c h a n i c a l p a rt s of t h e d e a d g u a rd i a n , Ca l av a l h a d fo u n d
The t h i n g cou l d be fol low i n g h i m by scent. It co u l d even be fol lowi n g s o m e e a s i ly re m oved b i t s t h at, with s o m e s l i g h t m o d ificat i o n s
a heat tra i l o f h i s own steps. H e knew such t h i ngs we re pos s i b l e . a n d a d a ptat i o n s , h e co u l d u s e . I f h e h ad n 't d ro p ped m o s t o f h i s
F i n a l ly, h e reached t h e p i l e of s c r a p t u b i ng. The p i pes, h owever, too l s with t h e rest o f h i s gea r, h e perh a p s co u l d h ave ach i eved
o n ce he grasped a few, seemed far too l i ght to be u sed as wea p o n s . m o re .
I n stea d , h e grab bed one about h i s h e i ght a n d got mov i n g aga i n . Perh a p s m o s t i m porta nt of t h e m a l l were the glowi n g m od u les
T h e best i a l t h i n g l u m bered eve r closer. i n the creat u re ' s eyes t h at, o n ce re m oved , p rovided about a s m u c h
Ca l aval reached t h e s h aft d own a n d d ro p ped t h e tu be. Then h e l i ght a s h i s t i n y torc h . H e knew t h at t h e i r i l l u m i nation wo u l d fa d e ,
fo l l owed it d own , aga i n perform i n g more of a barely contro l led but i n term s of h i s o w n need s , it wo u l d be l o n g after it ceased
d ro p than a c l i m b i n g d escent. bei n g i m portant.
The creatu re came d own beh i n d h i m . Closer this time, and With these n ew cyp h e rs , h e ascended back u p t h rough the
ga i n i ng. L i ke Ca l ava l , it was d ro p p i n g down, u s i n g the rungs o n ly obel i s k ' s i n n e r worki ngs. H e crept s l owly n ow. Q u i etly. N o m o re
occasional ly. But its d rops were longer, its movements more s k i l l e d . g u a rd i a n s appeared .
H e sto p ped to re st, a n d regretted t h e p a n e l . H e saw noth i n g, but fe lt the fi st
h avi n g no food . s ized t h i n g a l m ost buck out of h i s h a n d .
H e s l e pt. H e th rust it towa rd the p a n e l , which
Stead i ly, he cl i m bed the length of the buckled with a l o u d b a n g a n d fo l d ed l i ke
mass ive monolith, until the q u iveri n g in paper. G u i d i n g it with the d evice as though
every s u rface reached a powerfu l i nten s ity. it was a n i nv i s i b l e fist, h e p u l led back a n d
Reach i n g the top of the twenty-th i rd s h aft t h e panel tore fr o m its m o u n t i n g s .
he had cl i m bed, he determi ned that he Ca l aval tossed t h e d evice to t h e floor n ext
had found the heart of the mach ine. At to it with satisfact i o n .
that level, he began to explore i n earnest, T h e newly exposed g l a s s plate flared t o life
carefu l ly noting everyt h i n g he found. and l i ght, showing sym bols and d iagrams.
The glow i n g cyl i n d e r stretched twe nty Cal aval recogn ized al most nothi ng, but after a
feet acro s s , t h i rty feet h i g h . M ad e of few tries, touch i n g the screen and movi n g the
b l u e meta l , it gave off a b l ue-wh ite gl ow. sym bols as though they were objects rather
It fl oated two feet from the gro u n d a n d than bits of l ight, he q u ickly figured out how
h overed two feet fro m the h i g h ce i l i n g. to activate the cyl i nder's door.
N oth i n g co n nected to it fro m a l l the Tu rn i n g to face it, he watched as t h e
mach i n e ry a ro u n d it, but Ca l aval knew s q u a re section of the mach i n e ' s heart
t h at it was co n n ected by i nv i s i b l e fie l d s of s i m ply faded from s i ght.
e n e rgy a n d fo rce. T h i s revealed a n e m pty but brightly l it
He wi ped the sweat from h i s b row. The i nterior.
i nterior of t h e monol ith was warm a n d h u m i d . The a i r was sta le. Without hes itat i o n , Ca l aval entered the cyl i n d e r.
Stifl i n g. H e needed to get i n s id e t h at cyl i nd e r. And t h e n stood e l sewhere.
H e stu d ied its s u rface for h o u rs , looki n g for an acce s s panel or a Without rea l ization of tra n s ition o r tra n s l at i o n , Ca l aval had
h i d d e n h atch . He fo u n d noth i n g. moved vast d i stances. As h e h ad hoped. Lo n g ago h e had learned
H e s l e pt aga i n . F itfu l ly. of t h i s p l ace.
H e searched t h e wa l l s of t h e l a rge c h a m b e r a ro u n d the cyl i n d e r. H igh a bove h i m stretched a tra n s p a rent dome. T h rough it, he
H e stu d ied t h e m for mech a n i s m s t h at m i ght open or p rovide looked u p at the wo rld , d i s p l ayed before him as the center jewel of a
acce s s i nto it. F i n a l ly, h e retu rned to the cyl i n d e r a n d scou red its vast n ight-s ky panorama. Or rather, he reasoned , he looked d own at
v i b rati n g, glowi n g s u rface aga i n . After l o n g l a st, h e d ete r m i ned the world. For he knew that he was in a citade l created in eo n s past
t h at t h e re was a panel in its s u rface-a door-a l most i m po s s i b l e by i n h u m a n h a n d s and p l aced h i gh a bove, permanently in the s ky.
t o perceive. B ut t h e re w a s n o o bv i o u s way t o open it. Legends spoke of a citadel i n the sky so h igh that it was barely visible
D riven by t h i s n ew d i scove ry, h e ret u rned to the mach i ne-fi l led from the ground. Calaval had seen it i n Yessai's telescope. And the old
peri meter of the roo m . H e fo l l owed l i nes of co n d u its t h at ra n woman i n Cloud ridge had given him the secret of how to access it.
acro s s t h e i r s u rfaces, u p to the cei l i n g a n d d own to t h e floor. H e re, Ca l aval kn ew, we re the true secrets of the n u m e n e ra .
H e ascerta i n ed t h at t h e co ntro l s of some i m portant fu n ction l ay H e re h e co u l d perh a p s-j u st perha ps-s peak w i t h one of t h e vast
beh i n d a l a rge metal p a n e l , but when he tried to p ry it off with h i s i n te l l i ge n ces given l i fe in the prior worl d s . I f h e co u l d m a ke h i s
knife, its i ro n blade s n a p ped. q uesti o n s u n d e rstood , h e co u l d fi n d t h e knowled ge h e sought to
H e sat d own o n the floor, ti red a n d h u n g ry. j o i n the Aeon Priesth ood , a n d perh a p s eve n beco me a p ro m i nent
"Of co u rs e , " h e s a i d a l o u d . H e p u l led out o n e of the m e m be r of their ra n ks .
co m po n e nts h e had re moved fro m the g u a rd i a n creat u re. A T h u s e n d s t h e second part o ft h e Sacred Chron icle o ft h e Amber
weapon t h at had been b u i lt i nto one of its a r m s , he co u l d coax its Papacy. Little did Calaval know that the knowledge he would gai n would
powe r fo r a d i fferent u s e of h i s own . S l i d i n g open a tiny panel at make h i m not an Aeon Priest, but greatest among them: the high father,
o n e e n d of the d evice, h e m oved a t i ny switch wh i l e pointi n g it at greatest of the Aeon Priests, and founder of the Order ofTruth .

All glory to the originators of truth and understanding.


Praise to the innovators of steel and synth.
Praise to the shapers of flesh, of bone, and of mind.
Glory to those who re-sculpted the sustaining earth and the life-giving sun.
Praise to the senders of signals, who even now whisper into machine ears and give life to the inanimate.
Praise to those who traveled to the stars, and the realms beyond the stars.
All glory to the originators of truth and understanding.
Chapter 1 : Welcome to the Ninth World 12

Chapter 2 : How to Play Numenera 15


CHAPTER 1

WELCOME TO THE
NINTH WORLD
h e re h ave been eight p rev i o u s worl d s . Yo u a n d g l a s s-below, u p o n , a n d above the earth-h o l d

T may refer to them as age s , aeon s , epoc h s , o r


e r a s , but it's n ot wro n g to t h i n k of e a c h a s i t s
o w n i n d ivid u a l worl d . E a c h former wo rld stretched
v a s t trea 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
acro s s vast m i l l e n n i a of time. Each p l ayed host who a re w e t o s a y t h at t h ey' re wro n g ?
to a race whose civil izat i o n s rose to s u p re m acy M o re ofte n , h owever, when t h ey fi n d leftove rs
but eventually d ied or scatte red , d i s a p peared o r of the old wo rld s-t h e devices, the vast mach i n e
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 world co m p l exes , the a ltered l a n d scapes, the c h a n ges
fl o u r i s h e d , those t h at r u l ed it spoke to the stars, wrought u po n l iv i n g creatu res by ancient e n e rgies,
ree n g i n ee red t h e i r physical bod ies, a n d m a stered the i nv i s i b l e n a n o-s p i rits h overi n g i n the a i r i n clouds
form and essence, a l l in t h e i r own u n iq u e ways. ca l l ed t h e I ro n W i n d , t h e i nformation tra n s m itted
Iron Wind, page 1 3 5
Each left beh i n d re m n a nts. i nto the so-ca l l ed d ata s p h e re, and the re m n ants of
The N i nth Wo rld i s b u i lt o n the bones of the v i s itors fro m ot h e r d i me n s i o n s and a l i e n p l a n ets
The numenera, page 275 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 they ca l l these t h i ngs the numenera. In the N i nth
i nto the d u st, and yo u ' l l Wo r l d , the n u m e n e ra
fi n d t h at each p a rticle i s both a boon a n d a
h a s been worked , bane. It m a kes l i fe ve ry
m a n ufact u red, or grow n , The Ninth World is about disco11ering d iffe rent fro m any oth e r
a n d then gro u n d back t i m e o n E a rt h .
i nto drit-a fine, a rtifici a l the wonders ofthe worlds that came I n a southern p a rt
The Steadfast, page 1 3 6 soi l-by the re lentless of the vast, s i n g u l a r
before it, not for their own sake, but
powe r of t i m e . Look to co ntinent o f the N i nt h
the h orizon-is t h at a as the means to impro11e the present Wo rld l ies a cl u ster o f
Am ber Pope, page 7 3 3
Order of Truth, page 222 m o u n ta i n , o r part of an and build a future. settled l a n d s co l l ectively
i m po s s i b l e m o n u ment ca l l ed t h e Steadfast.
The Beyond, page 7 74 to the fo rgotten e m peror Although each of
Aeon Priest, page 269 of a lost peo p l e ? Feel the kingdoms and
t h at s u btle v i b rati o n beneath yo u r feet and know princi p a l ities o f the Steadfast h a s i t s o w n ru l e r, a
Claves-small cloistered
t h at a n cient e n g i n es-vast mach i n e s the s ize of leader known as the Amber Pope g u i d e s the O rd e r
groups of Aeon Priests in
the Beyond-can kingdoms-st i l l ope rate i n the bowe l s of the eart h . o f Truth, a n o rga n ization o f Aeo n Priests t h at
offer protection and 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 co m m a n d s a great deal of res pect i n t h e reg i o n .
resources for the of the wo rld s t h at ca m e before it, n ot for t h e i r own Th u s , t h e Amber P o p e i s l i kely t h e m o s t powe rfu l
communities that s a ke, but a s the m e a n s to i m p rove the present a n d ru l e r i n t h e Steadfast eve n though h e does not
spring up around
b u i l d a fut u re. gove rn a s i n g l e s q u a re foot of l a n d . The O rd e r
them. However, claves
sometimes become so Each of t h e prior eight worl d s , i n its own way, is o f Truth reve res the peo p l e o f t h e p a s t a n d t h e i r
insular and focused on too d i stant, too d i fferent, too i n co m p re h e n s i b l e . Life knowled ge o n a q u a s i re l i g i o u s l evel o f adoration a n d
their work that they tod ay i s too d a ngero u s to dwe l l on a past t h at ca n n ot fa i t h . I t i s a re l i gion d evoted to science.
end up putting the be u n d e rstood . The peo p l e excavate a n d study the Deeper i n the wilds l i es a region ca l l ed t h e
community at risk with m a rve l s of t h e prior epoch s j u st e n o u g h to h e l p Beyo n d , where v i l l ages a n d com m u n ities a re i s o l ated
their strange experiments.
t h e m s u rvive i n the wo rld they h ave b e e n give n . They and rare. H e re, Aeo n Priests st i l l study the secrets of
know t h at e n e rgies and knowled ge a re s u s pe n d ed the past, but they d o so cloi stered in re m ote claves .
i nv i s i bly i n t h e a i r, t h at res h a ped co nti n e nts of i ro n T h e s e p riests d o l ittl e more t h a n p a y l i p service to
LIME NE
WELCOME TO THE NINTH WORLD

the Amber Pope, if t h at, a n d a re n ot co n s i d e red the rel ics of the past p rovide a valuable service. Typ ica l ly
part of the O rd e r of Truth . L i ke the reg i o n s in wh ich these brave sou l s-warrior glaives, science-wield i n g
they l ive, a n d the cl aves in which t h ey work, they a re nanos, and w i l y jacks-bring t h e i r find i n gs t o t h e Aeon
i s o l ated , i s l a n d s u nto t h e m s e lves. Priests, who use the artifacts to fash ion tools, weapons,
and other boons for the growing civi l ization. As time
passes, more i n d ivid uals learn to use the n u menera,
THE PEOPLE OF THE
but it sti l l rema i n s a mystery to most people.
NINTH WORLD Abhumans:
Who, then, a re the peo p l e of t h e N i nth Wo rld ? Chirog, page 235
I n the yo uth of an age, peo p l e u s e t h e res o u rces t h ey M ost a re h u m a n s , although n ot a l l t h at ca l l Margr, page 244
h ave on h a n d , co u p led with wh ateve r u n d e rsta n d i n g t h e m s e lves h u m a n truly a re . There a re l i kewi se Murden, page 247
o f t h e i r wo rld they c a n m a ster, t o ca rve o u t a l ife fo r the a b h u m a n s : m utants, cro s s b reed s , genetica l ly Sathosh, page 256
them selves. I n t h e N i nth Wo rld , the resou rces a re e n g i neered , a n d t h e i r offs p ri n g. And then there a re Yovok, page 267
the n u m e n e ra-the d etrit u s of the prior e ra s-a n d the v i s itants , who a re n ot n ative to the earth but
the peo p l e ' s u n d e rsta n d i n g of these resou rces i s who n ow ca l l t h e N i nth Wo rld home, a n d who h ave Visitants:
crude a n d i n c o m p l ete. T h e Aeon Priests possess no more u n d e rsta n d i n g of t h e past (eve n t h e i r own) Lattimors, page 7 22
j u st e n o u g h d i scernment a n d knowledge to s u ggest t h a n anyone e l se. Va rjellen, page 7 2 7
pos s i b l e uses fo r t h i n gs , but so m uch re m a i n s to
be d i scove red . Eve n the creatu res a n d p l a nts of the THE NUMENERA Artifacts, page 298
N i nth Wo rld a re stra n ge by- p rod u cts of t h e prior Peo p l e w i t h knowled ge of the re l i cs of o l d e r worl d s
Cyphers, page 278
ages; the past left be h i n d fl o ra , fauna, a n d mach i n es, d ivide t h e m i nto t h ree type s : a rtifacts , cyp h e rs , a n d Oddities, page 3 7 4
some des igned by l o re o r n atu re, oth e rs tra n s p l a nted odd ities .
fro m d i stant stars o r d i m e n s i o n s .
The peo p l e o f t h e N i nth World clothe t h e m se lves ARTI FACTS a re l a rge d evices t h at typ i ca l ly can be
in n ewly s p u n fa b rics but weave the a rtifacts of the used m o re t h a n o n ce to p rod u ce the same re s u lt.
past i nto each garment. They fo rge armor, wea p o n s , An a rtifact m i ght be a belt t h at creates a s h i e l d of
a n d too l s fro m m ateri a l s recovered fro m a n c i e n t i n vi s i b l e fo rce to p rotect the wearer o r a flyi n g s k i ff
struct u re s a n d devices. Some of these m ateri a l s a re t h at c a r r i e s peo p l e a n d ca rgo fro m o n e p l ace to
meta l s , but oth e rs a re (or appear to be) g l a s s , stone, a n o t h e r. The term is a l most a l ways u s e d for an item
bone, flesh, o r s u bstances t h at d efy catego rization t h at has a n o bv i o u s p u rpose-a wea p o n , a defe n s e ,
a n d u n d e rsta n d i ng. a mode o f t ra n s po rt, a m e a n s of co m m u n icat i o n
Those who ri s k the mysterious dangers to recover o r learn i n g n ew i n fo r m at i o n , a m e a n s of o bta i n i n g
food or ot h e r nece s s i t i e s , a n d so fo rt h . Art i facts leavi ngs of the pa st) . They can u n d e rsta n d h ow
m a ke t h e i r u sers m o re powe rfu l , o r t h ey m a ke l ife i l l nesses a re tra n s m itted or h ow soci a l i s m wo rks.
e a s i e r or better. They can know t h at t h e earth revo lves a ro u n d the
sun a n d b e awa re o f oth e r " a n a c h ro n i stic"
CYPH E RS a re u s u a l ly s m a l l , m i n o r bits of knowledge.
devices t h at most c h a racters c a n O n t h e oth e r h a n d , c h a racte rs in
coax a s i n g l e effect fro m N u m e n e ra don't refer to wea pons
before they a re d e p l eted a s "guns" o r ve h i cles a s "cars . "
and beco me cu riosities or The tech nol ogy i n the N i nth Wo rld i s
Numenera items such as d ecorat i o n s . They m i ght too advanced a n d too a l i e n fo r such
artifacts and cyphers add i nc l u d e a q u ick i njection term i n o l ogy to h ave e n d u re d . U s i n g
capabilities to the player d e s i gned to re p a i r physical 2 1 st-centu ry terms fo r wea pons a n d
character's repertoire d a m age i n a l iv i n g creat u re o r ve h i cles i s a s i n a p p ropriate as u s i n g
but they are the purview a h a n d h e l d object t h at, when med i eval term s . T h e n u m e n e ra i s
of the game master.
m a n i p u l ated p rope rly, becomes wei rd-m uch o f i t wa s n 't created
Very rarely does a player
choose these items; they a weapon t h at exp lodes with by h u m a n s o r fo r h u m a n s . It i s n 't
are discovered while tre m e n d o u s fo rce. H owever, cyp hers des igned or p rese nted i n any way
exploring ancient ruins a re d a n ge ro u s when gat h e red together t h at m i ght be fa m i l i a r to the p l ayers
or overcoming other beca u s e they create rad iation a n d o r the c h a racte rs. O n ly t h ro u g h
challenges of the Ninth
h a r m o n i c freq uencies t h at a re i n i m ical expe r i m e ntat i o n , p l ayer i n s ight, a n d
World.
to h u m a n l i fe. c h a racte r s k i l l can the P C s identify, a n d
pos s i bly use, what they fi n d .
ODDITI ES a re t h e re l i cs t h at a re Perh a p s eve n m o re i m portant, the a rtifacts ,
neither cyp h e rs n o r a rtifacts. They cyp h e rs , a n d odd ities t h at c h a racte rs u s e probably
serve no obvi o u s p u rpose but h ave a re n ' t servi n g their origi n a l p u rpose. The exp los ive
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 cyp h e r t h at a c h a racte r tosses at an e n e my m i ght
d own right enterta i n i ng. Exa m p l es i n c l u d e a p iece of h ave been the powe r sou rce fo r a ve h i cle. The fo rce
g l a s s i n a metal frame t h at s h ows pecu l i a r i m ages field the e n e my uses to p rotect herself fro m the b l a st
o r a box with th ree bel l s t h at ri n g at u n p red i cta b l e m i ght h ave been d e s i gned to conta i n the rad iation of
t i m e s . N ot eve ryt h i n g fro m the prior worl d s can b e the fu e l rod s i n a m i n i at u re n u clear reactor.
u nd e rstood . I n fact, m uch of it ca n n ot. We lcome to the N i nt h Wo rld, where eve ry
d i scove ry m i ght save you-o r k i l l yo u . But yo u wo n 't
For more information
on the Ninth World, see LOOKING AT THE know u n t i l you try.
Part 4: The Setting (page
7 29) . Game masters will
NINTH WORLD FROM
want to refer to Chapter THE 21ST CENTURY
23: Realizing the Ninth
The N i nth Wo rld is a science-fantasy sett i n g
World (page 354).
a p p roxi m ately a b i l l i o n years i n the fut u re. T h e
peo p l e o f t h e wo rld dwe l l a m i d t h e flotsam of
i m po s s i b l e u ltratech of eight prior civil izat i o n s
a n d ca l l it m a g i c . U n i m a g i n a bly h u ge mach i n e 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 w e b o f d ata a n d free e n e rgy.
N a notec h , gravitic tech nol ogy, genetic e n g i neering,
s pati a l warp i n g, a n d s u pe rd e n s e polymers a l l owed
the 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. M a s s a n d e n e rgy we re t h e i rs to co m m a n d .
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 done a l ot of homework o n the d a rk ages ru n
a t rad itio n a l fa ntasy game, they often i n se rt modern
se n s i b i l ities o r d eve l o p m e nts s u c h as d e m ocracy,
hygiene, or m atches. But i n t h e N i nth Wo rl d , these
t h i n gs , a n d more , m a ke sense. C h a racte rs can h ave
ra i n s l ickers, i n k p e n s , z i p pers, a n d p l astic bags,
all left ove r from the prior eras (or fa s h ioned fro m
LIME NE
HOW TO PLAY NUMENERA

CHAPTER 2

HOW TO PLAY
NUMENERA
he ru les of exce l l e n t eq u i p m e n t can

T N u menera
a re q u ite
stra ightforwa rd at their
You don 't earn XP for killing foes or
01.1ercoming standard challenges in
d ecrease t h e d ifficu lty
of a task. Fo r exa m p l e ,
i f a c h a racte r i s t ra i ned
heart, as a l l of ga meplay i s the course ofplay. Disco1.1ery is the in cl i m b i n g , s h e t u r n s
based a ro u n d a few core a d i fficu lty 6 cl i m b i nto
soul of Numenera.
concepts. a d i fficu lty 5 cl i m b .
Decreasing the difficulty,
Th i s c h a pter p rovides T h i s i s ca l l ed decreasing
page 86
a b rief exp l a n ation of h ow to p l ay the game, a n d it's the difficulty by one step. If s h e is s peci a l ized i n
u sefu l fo r learn i n g the game. O n ce yo u u n d e rsta n d cl i m b i n g, s h e t u r n s a d ifficu lty 6 cl i m b i nto a
the b a s i c co ncepts, yo u ' l l l i kely w a n t to refe re n ce d ifficu lty 4 c l i m b . T h i s i s ca l l ed decreasing the
C h a pter 8: R u l e s of the G a m e , page 84, for a m o re difficulty by two steps.
i n-dept h treatment. A skill is a category of knowledge, a b i l ity, o r Skills, page 25
N u menera u ses a twe nty- s i d ed d ie (1 d20) to activity re l at i n g to a t a s k , s u c h a s cl i m b i n g,
d eterm i n e the res u lts of most act i o n s . Whenever a geogra p h y, o r pers u a s ive n e s s . A c h a racte r w h o
roll of any k i n d is ca l led for a n d no d ie i s s pecifie d , h a s a s ki l l i s bette r at co m p leti n g re l ated tasks
ro l l a d 20. than a c h a racter w h o lacks t h e s ki l l . A c h a racte r' s
The game m a ster sets a difficulty fo r any given l evel of s ki l l i s e i t h e r trained (rea s o n a b l y s k i l led) o r Trained, page 86
Specialized, page 86
task. There a re 1 0 degrees of d ifficu lty. T h u s , the specialized (ve ry s k i l led) .
d i fficu lty of a task can be rated o n a sca l e of 1 to 1 0. I f you a re tra i ned i n a s ki l l re l ati n g to a task, yo u Difficulty, page 86
Each d ifficu lty h a s a target number associated with decrease the d i fficu lty of t h at task by o n e ste p. If you
it. The ta rget n u m be r i s always t h ree times the task's a re special ized , yo u decrease the d i fficu lty by two
d ifficu lty, so a d ifficu lty 4 task h a s a ta rget n u m be r of ste p s . A s k i l l can n ever d ecrease a task's d ifficu lty by
1 2 . To s u cceed at the task, you m u st ro l l t h e ta rget m o re t h a n two ste p s .
n u m be r or h i g h e r. Anyth i n g else that red uces d ifficu lty (help fro m a n
C h a racter s k i l l s , favo ra b l e c i rc u m sta nces, o r a l ly, a particu l a r p iece o f eq u i p ment, or some other

TASK DIFFICULTY
TAS K D I FFICU LTY D ESC R I PTION TARG ET NO. G U I DANCE
0 Ro uti n e 0 Anyo n e can d o this basica l ly eve ry time.
Sim ple 3 M ost peo p l e can d o this most of the time.
2 Sta n d a rd 6 Typical task req u i ri n g focu s , but most peo p l e can u s u a l ly d o t h i s .
3 Demand ing 9 Req u i res fu l l atte ntion; m o s t peo p l e h ave a 50/50 c h a n ce t o s u ccee d .
4 Difficult 12 Tra i n ed peo p l e h ave a 5 0 / 5 0 c h a n ce to s u cceed .
5 Challenging 15 Eve n tra i ned peo p l e often fa i l .
6 I nt i m i d ati n g 18 N o r m a l peo p l e a l most n ever s u cceed .
7 Fo rm i d a b l e 21 I m po s s i b l e without s ki l l s or great effo rt.
8 H e roic 24 A task worthy of tales told fo r years afterwa rd .
9 I m mortal 27 A task worthy of lege n d s t h at l a st l ifet i m e s .
10 I m possible 30 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 laws of p hysics) .
COMBAT
M a ki n g an attack in com bat works the same way as any
other rol l : the GM assigns a d ifficu lty to the tas k, and
you rol l a d20 aga i n st the associated target n u m ber.
The d ifficu lty of you r attack rol l depends on how
powerfu l you r opponent is. J u st as tasks h ave a d ifficu lty
from 1 to 1 0, creatures h ave a level from 1 to 1 0. M ost
of the time, the d ifficu lty of you r attack rol l is the same
as the creature's level. For exa m ple, if you attack a level
2 band it, it's a level 2 tas k, so you r target n u m ber i s 6.
It's worth n ot i n g t h at p l aye rs m a ke all d ie ro l l s . If
a c h a racte r attacks a creatu re, t h e p l aye r m a kes an
attack ro l l . I f a creatu re attacks a cha racter, t h e p l aye r
m a kes a d efe n s e ro l l .
T h e d a mage dealt b y a n attack i s not d ete r m i ned
by a ro l l-it' s a fl at n u m be r based o n the weapon
advantage} i s referred to as a n asset. Assets c a n neve r o r attack used . Fo r exa m p le , a spear always does 4
d ecrease a task's d ifficu lty by more than two steps. poi nts of d a m age.
Yo u can a l s o d ecrease the d ifficu lty of a given task You r Armor characteristic red uces the d amage you
Effort, page 2 7 by a p p lyi n g Effort. (Effo rt i s d e scri bed i n m o re d eta i l take from attacks d i rected at you. You get Armor from
i n C h a pter 8: R u l e s o f t h e G a m e . } weari ng physical armor (such as a sturdy leather jerkin
Armor, page 92
To s u m u p , th ree t h i ngs can d ecrease a task's or chain mail) or from s pecial abilities. Like weapon
d ifficu lty: s k i l l s , a s sets, a n d Effo rt. damage, Armor is a flat n u m ber, not a rol l . I f you ' re
Combat will be an I f you can decrease a task's d ifficu lty to 0, yo u attacked , su btract you r Armor from the damage you
important part of a utomatica l ly s u cceed a n d d o n 't need to m a ke a ro l l . take. For exam ple, a leather jerki n gives you 1 poi nt of
Numenerafor some Armor, meaning that you take 1 less point of damage
people. However, this is
your choice; Numenera
WHEN DO YOU ROLL? from attacks. If a bandit h its you with a knife for 2 poi nts
doesn 't have to be a A n y t i m e yo u r c h a racte r atte m pts a t a s k , the G M of damage while you ' re weari ng a leather jerki n , you
game about com bat. a s s i g n s a d i fficu lty to t h at task, a n d yo u ro l l a d20 take only 1 point of damage. If you r Armor red uces the
aga i n st t h e associated ta rget n u m ber. damage from an attack to 0, you take no damage from
When yo u j u m p fro m a b u rn i n g ve h icle, swi n g a that attack.
battleaxe at a m utant beast, swi m across a rag i n g When yo u see the word "Armor" capital ized i n
Although the Ninth
river, i d e ntify a stra nge d evice, co nvince a m e rchant t h e game rules (other t h a n a s t h e n a m e o f a special
World has many quasi
historical weapons and to give yo u a l ower p rice, craft a n object, u s e a powe r a b i l ity} , it refers to yo u r Armor cha racte ristic-th e
armor like swords, spears, to control a foe's m i n d , or u s e a h eat- beam e m itte r n u m be r yo u s u btract fro m i ncom i n g d a m age. When
and chainmail, it also has to 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 see t h e wo rd " a rmor" with a l owe rca se " a , " it
unique items like razor H owever, i f yo u atte m pt somet h i n g t h at h a s a refers to any physical armor you m i ght wea r.
rings, which are bladed
d ifficu lty of 0, no ro l l is need ed-yo u automatica l ly Typical physical wea pons co me i n t h ree catego ries:
metal throwing weapons.
s u cceed . M a ny act i o n s h ave a d ifficu lty of O. l i ght, m ed i u m a n d heavy.
For more on the types Exa m p le s i n c l u d e wa l k i n g across the roo m a n d
of weapons that your open i n g a door, u s i n g a s peci a l a b i l ity t o negate L I G H T WEAPONS i n fl ict o n l y 2 poi nts of d a m age,
characters can use, see gravity so yo u can fly, u s i n g an a b i l ity to p rotect yo u r but they red uce t h e d ifficu lty of the attack ro l l by one
Chapter 7: Equipment friend from rad i at i o n , o r activat i n g a d evice (t h at you step beca u s e they a re fast and easy to u se. Light
(page 77).
a l ready u n d e rsta nd) to e rect a fo rce fie l d . These a re wea p o n s a re p u nches, kicks, c l u b s , kn ive s , h a n d axes ,
a l l rout i n e act i o n s a n d d o n ' t req u i re ro l l s . ra piers, a n d so o n . Wea p o n s t h at a re p a rticu l a rly
Using ski l l , assets, a n d Effort, you can decrease the s m a l l a re l i ght wea p o n s .
d ifficu lty of potentially any task to 0 and thus negate the
need for a rol l . Walking across a narrow wooden beam is M ED I U M WEAPO NS i n fl i ct 4 points of d a mage.
tricky for most people, but for an experienced gym nast, M ed i u m wea pons i n c l u d e swo rd s , battl eaxe s , maces,
it' s routine. You can even decrease the d ifficu lty of an cross bows, s pears, a n d so on. M ost wea pons a re
attack on a foe to 0 and succeed without rol l i ng. m ed i u m . Anyt h i n g t h at co u l d be u sed i n o n e h a n d
I f there' s no rol l , there' s no chance for fa i l u re. (even if it's often u sed i n two h a n d s , s uch a s a
H owever, there's also no cha nce for remarkable q u a rterstaff or spear} i s a m ed i u m wea pon.
success (in N u menera, that u s u a l ly mea n s rol l i n g a
1 9 or 20; see S pecial Rol l s in Chapter 8: Rules of the H EAVY WEAPONS i n fl ict 6 poi nts of d a m age, and
Game) . you m u st use two h a n d s to attack with them. H eavy

16
LIME NE
HOW TO PLAY NUMENERA

weapons a re h u ge sword s , great h a m mers, mass ive GLOSSARY


axes, h a l berd s, heavy cross bows , and so o n . Anyt h i n g
that m u st be u sed i n two h a n d s i s a heavy wea pon. Game M aster (G M ) : The p l ayer who does n ' t run a cha racter, but i n stead
g u i d e s the fl ow of the story (and r u n s all the N PCs) .
BONUSES
Rarely, an abil ity or piece of eq u i pment does not decrease Non-Player Character (N PC) : Cha racte rs ru n by t h e G M . Th i n k of them a s
a task's d ifficu lty but i n stead add s a bon us to the die rol l . the m i n o r c h a racte rs i n the sto ry, o r the v i l l a i n s o r o p p o n e n t s . T h i s i n c l u d e s
Bon u ses always a d d together, so if you get a + 1 bon us any k i n d o f creatu re as we l l a s peo p l e .
from two d ifferent sources, you have a +2 bonus. If you
get enough bon u ses to add up to a +3 bon us for a task, Party: A gro u p of p l aye r c h a racte rs (a n d perh a p s some N PC a l l ies) .
treat it as an asset: i n stead of add ing the bon u s to you r
rol l , decrease t h e d ifficu lty b y o n e step. Therefore, you Player Character ( PC): A c h a racte r ru n by a p l aye r rat h e r t h a n t h e G M . T h i n k
never add more than + 1 or +2 to a die rol l . o f t h e m as t h e m a i n c h a racters i n t h e sto ry.

SPECIAL ROLLS Player: The players who run characters i n the game.
When you rol l a natural 1 9 (the d20 shows " 1 9") and
the rol l i s a success, you also have a m i nor effect. I n Session: A s i n g l e p l ay experience. U s u a l ly l a sts a few h o u rs . Somet i m e s o n e
com bat, a m i nor effect inflicts 3 additional poi nts of adventure can be acco m p l i shed i n a s e s s i o n . M o re ofte n , o n e adventure i s
damage with you r attack, or, if you'd prefer a s pecial m u lt i p l e s e s s i o n s .
res u lt, you cou l d decide i n stead that you knock the foe
back, d i stract h i m , or someth i n g s i m i l ar. When not i n Adventu re: A s i n gle portion o f the ca m p a i g n w i t h a begi n n i n g a n d a n e n d .
com bat, a m i nor effect could mean that you perform U s u a l ly d efined a t the begi n n i n g b y some g o a l put fo rth b y the P C s a n d at
the action with particular grace. For example, when the end by whether o r n ot they ach ieve t h at goa l .
j u m p i n g down from a ledge, you land s moot h ly on you r
feet, or when tryi ng t o pers uade someone, you convince Cam paign: T h i s i s a series o f ses s i o n s stru n g together with a n ove ra rc h i n g
her that you ' re smarter than you rea l ly a re. I n other story ( o r l i n ked sto ries) with the s a m e c h a racters. Ofte n , b u t n ot a lways , a
word s, you not o n ly succeed but also go a bit fu rther. ca m pa i g n i nvolves a n u m be r of adventures.
When you rol l a natural 20 (th e d20 s h ows "20")
and the rol l i s a success, you also h ave a major effect. Character: Anyt h i n g t h at can act i n t h e game. While this i n c l u d e s PCs
T h i s is s i m i l a r to a m i nor effect, but the res u lts a re a n d h u m a n N PCs, it a l so tec h n ica l ly i nc l u d e s creat u res, a l i e n s , m utants,
more re m a rka ble. I n com bat, a major effect i n fl icts a uto m ato n s , a n i m ate p l a nts, a n d so o n . The wo rd "creat u re" i s u s u a l ly
4 additional poi nts of d a m age with you r attack, but synonym o u s .
aga i n , you can choose i n stead to i ntrod uce a d ramatic
eve nt such as knocki n g d own you r foe, stu n n i n g h i m ,
or taki n g a n extra action. Outs ide o f com bat, a major
effect means that somet h i n g beneficial happens based
on the circu m stance. Fo r exa m ple, when cl i m b i n g up
For more information o n
a cliff wa l l , you make the ascent twice as fast. When a special rolls a n d how they
rol l grants you a major effect, yo u can choose to use a affect combat and other
m i nor effect i n stead if you p refe r. interactions, see page 88.
I n co m bat (a nd o n ly i n co mbat) . if you rol l a natural
1 7 o r 1 8 on you r attack ro l l , you add 1 or 2 additional
poi nts of d a mage, res pectively. N e ither rol l h a s any
s pecial effect option s-j u st the extra d a m age.
Rol l i n g a natural 1 i s a lways bad . I t means that the
GM i ntrod uces a new com p l ication i nto the enco u nter.

Distance, page 89
RANGE AND SPEED
D i stance i s s i m p l ified i nto t h ree catego ries:
i m m ed i ate, s h o rt, a n d long.

I M M EDIATE D ISTANCE fro m a c h a racte r i s with 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 m ed i ate d i stance. At most, i m m ed i ate d i stance i s
l O feet ( 3 m) .
SHORT DISTANCE is anyt h i n g greater than i m med iate player and justify the gift (perhaps the other player had a
d i stance but less than 50 feet (1 5 m) or so. good idea, told a funny joke, performed an action that saved
a life, and so on) .
LONG DISTANCE is anyth i n g greater than short Alternatively, the player can refuse the G M i ntrusion.
d i stance but less than 1 00 feet (30 m) or so. (Beyond l f he does so, he doesn't get the 2 XP from the G M ,
that range, d i stances are always s pecified-500 feet a n d he m u st also spend 1 X P that he a l ready has. I f the
[1 52 m], a m i l e [1 .6 km], and so on.) player has no XP to spend, he ca n't refuse the i ntrusion.
The GM can also
The idea i s that it's not give players XP between
necessary to measure sessions as a reward for
p recise d i stances. In Numenera, players make all die recoveri n g i nteresti n g
I m med i ate d i stance is rolls. If a character attacks a creature, artifacts or making
right there, p ractica l ly next the player makes an attack roll. If d i scoveries d u ri n g an
People of the Ninth World to the cha racter. Short a creature attacks a character, the adventure. You don't
have units of measurement
very different from our
d i stance is nearby. Lon g player makes a defense roll. earn XP for ki l l i n g foes
own. When converting d i stance i s farther off. or overco m i n g standard
these to U. S. standard and Al l weapons and s pecial abilities use these term s for challenges in the cou rse of play. Discovery is the soul of
metric units, we've used ranges. For example, all melee weapons have i m med iate N u menera.
approximations rather than range-they are close-com bat weapons, and you can use Experience points are used pri mari ly for character
precise conversions for ease them to attack anyone with i n i m med iate d i stance of you. advancement (for details, see Chapter 3: Creating You r
of use.
A th rown knife (and most other th rown weapons) has Character, page 20) , b u t a player can also s pend 1 XP to
Nano, page 32 short range. A bow has long range. A nano's Onslaught reroll any d ie rol l and take the better of the two rolls.
Onslaught, page 35 abil ity also has short range.
A cha racter can move a n i m med i ate d i stance as CYPHERS
Cypher, page 278 part of another action. I n other word s , he can take A s explai ned i n Chapter 1 : Welcome t o t h e N i nth World,
a few steps ove r to the control panel and activate a cyphers are a type of n u menera that have a si ngle minor
Abhuman, page 7 3
switch. He can l u nge across a s m a l l roo m to attack a use. A character can carry cyphers and use them d u ring
Experience points, page 7 08 foe. He can open a door and ste p t h rough. the game. You can't bear many cyphers at a time because
A c h a racter can m ove a s h o rt d i stance a s h i s a large n u m ber of these wei rd items emit rad iation or
GM intrusion, page 88 entire action fo r a t u r n . H e c a n a l so try t o move a dangerous chemicals that don't m ix wel l . G atheri ng
l o n g d i stance as h i s entire act i o n , but the p l ayer cyphers together i n one place i s extraord inarily u n healthy.
A dG is used most often for
m i ght h ave to ro l l to see if the c h a racte r s l i p s , tri p s , Characters wi l l find new cyphers freq uently in the
recovery rolls (page 94) and
to determine the effects of o r stu m b l e s a s t h e res u lt of mov i n g so fa r so q u i ckly. cou rse of play, so players shouldn't hesitate to use their
numenera devices (Part 6, For example, ifthe PCs are fighti ng a group of cypher abilities. Because cyphers are always d ifferent, the
page 275) . abhumans, any character can l i kely attack any abhuman characters will always have new special powers to try.
i n the general melee--they're all with i n i m med iate There a re two k i n d s of cyp hers: anoetic and occultic.
range. Exact position s aren't i m portant. Creatu res i n
a fight are always movi ng, sh ifting, a n d ANOETIC CYPH E RS a re s i m p l e to u s e : a p i l l to
jostl ing, anyway. However, if one swa l l ow, a s m a l l h a n d h e l d d evice with a switch to
abhuman stayed back to use h i s fl i p, o r a bo m b to th row.
cross bow, a character might have t o u s e
her enti re action t o move t h e short d i stance req u i red OCC U LTIC CYPH E RS a re m o re co m p lex a n d m o re
to attack that foe. It doesn 't matter if the abhuman is 20 d a n ge ro u s , but t h ey often h ave bette r a n d m o re
feet (6 m) or 40 feet (1 2 m) away-it's sim ply considered i nterest i n g effects . An occu ltic cyp h e r counts as two
short d i stance. It does matter if he's more than 50 feet cyp h e rs for the p u rpose of d eterm i n i n g h ow many
(1 5 m) away because that d i stance would requ i re a long yo u can bear at t h e same time.
move.
OTHER DJCE
EXPERJENCE POJNTS In add ition to a d20, you ' l l need a d6 (a six-sided d ie) .
Experience points (XP) are rewards given to players when Rarely, you ' l l need to rol l a n u m ber between 1 and 1 00
the GM intrudes on the story (this is called GM intrusion) (often cal led a d l OO or d% roll) , which you can do by
with a new and unexpected chal lenge. For example, in the rol l i n g a d20 twice, using the last d igit of the first rol l as
middle ofcombat, the GM might inform the player that the "tens" place and the last d igit of the second rol l as
he d rops his weapon. However, to intrude in this manner, the "ones" place. For exam ple, rol l i n g a 1 7 and a 9 gives
the G M must award the player 2 XP. The rewarded player, you 79, rol l i n g a 3 and an 1 8 gives you 38, and rol l i n g a
in turn, must immed iately give one of those XP to another 20 and a 1 0 gives you 00 (also known as 1 00) . If you have

18
Chapter 3 : Creating Your Character 20

Chapter 4: Character Type 26

Chapter 5 : Character Descriptor 47

Chapter 6: Character Focus 52

Chapter 7 : Equipment 77
CHAPTER 3

CREATING YOU R
CHARACTER
h i s section exp l a i n s h ow to create c h a racters I NTELLECT: T h i s stat d eterm i n e s h ow s m a rt,

T to p l ay in a N u menera game. T h i s i nvolves


a series of deci s i o n s t h at wi l l s h a pe yo u r
cha racter, so t h e m o re yo u u n d e rsta n d w h at k i n d
knowl edgea b l e , a n d l i ka b l e yo u r c h a racter is. It
i n c l udes 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 ,
reason i n g, w i t , wi l l powe r, a n d charm. I nte l l ect
o f c h a racter yo u w a n t t o p l ay, t h e easier c h a racte r gove rns solvi n g puzzles, re m e m beri n g facts,
creation wi l l be. The p roce s s i nvolves u n d e rsta n d i n g tel l i n g convi n c i n g l ie s , a n d u s i n g mental powe rs.
the v a l u e s o f t h ree g a m e stat i stics a n d choos i n g C h a racte rs i nterested i n com m u n icat i n g effect ively,
th ree as pects t h at d eterm i n e yo u r c h a racte r's be i n g learned scholars, a n d wie l d i n g t h e n u m e n e ra
ca p a b i l ities. s h o u l d stre s s t h e i r I nte l l ect stat.

POOL, EDGE, AND EFFORT


CHARACTER STATS Each of these stats h a s two co m ponents: yo u r Pool
Eve ry p l aye r c h a racter h a s t h ree d efi n i n g and yo u r E d ge. Yo u r Pool re p resents yo u r raw, i n n ate
c h a racte ristics, w h i c h a re typ i ca l ly ca l l ed " stat i stics" a b i l ity, a n d you r E d ge re p resents know i n g h ow to
o r " stats . " T h e s e stats a re M i ght, S peed , and use what yo u h ave. A t h i rd element ties i nto t h i s
I nte l l ect. T h ey a re b road categories t h at cove r m a ny concept: Effort. W h e n yo u r c h a racte r rea l l y need s to
d i fferent b u t re l ated a s pects of a c h a racter. acco m p l i s h a task, yo u a p p l y Effort.
Might could be thought
of as Might/Health M IG HT: M i ght defines how strong and d u rable you r Pool
because it governs how
characte r i s . T h e concepts o f strength , end u rance, You r Pool is the most basic mea s u rement of a stat.
strong you are and
how much physical constitution, h a rd i ness, a n d physical p rowess are a l l Comparing the Pools of two creatures will give you a
punishment you can take. folded i nto t h i s o n e stat. M i ght i s n 't rel ative t o s ize; general sense of wh ich creatu re is s u perior in that stat.
i n stead , it' s a n absol ute mea s u rement. An elephant For exa m ple, a character who has a M ight Pool of 1 6 i s
has more M i ght than the m i ghtiest tiger, which has stronger (in a b a s i c sen se) than a character w h o has a
more M i ght than the m i ghtiest rat, which has more M ight Pool of l 2. M ost characters start with a Pool of
M i ght than the m i ghtiest spider. 9 to 1 2 in most stats-that' s the average ra nge.
Speed could be thought M i ght gove rns act i o n s fro m fo rci n g doors When yo u r c h a racte r i s i n j u red , s ickened, or
of as Speed/Agility
open to wa l k i n g fo r d ays without food to res isti n g attacked , you te m porarily lose poi nts from one of
because it governs your
overall swiftness and d i sease. I t ' s a l s o t h e p r i m a ry mea n s o f d eterm i n i n g yo u r stat Poo l s . The n at u re of the attack d eterm i n e s
reflexes. h ow m uch d a m age yo u r c h a racte r c a n s u sta i n i n which P o o l l o s e s p o i n t s . Fo r exa m p l e, physical
a d a ngero u s situat i o n . Physical c h a racte rs, tough d a m age from a swo rd red uces yo u r M i ght Poo l , a
c h a racters, a n d c h a racters i nterested i n fight i n g poison t h at m a kes yo u cl u m sy red uces yo u r S peed
s h o u l d fo c u s o n M i ght. Poo l , and a p s i o n i c b l a st red u ces yo u r I nte l l ect Poo l .
Yo u c a n a l s o s p e n d poi nts fr o m o n e o f yo u r stat
Intellect could be thought
SPEED: S peed describes h ow fast and phys ically Poo l s to decrease a task's d ifficu lty (see Effo rt, n ext
of as Intellect/Personality
because it governs coord i n ated yo u r c h a racte r i s . The stat e m bodies page) . You can rest to rega i n lost poi nts fro m a stat
both intelligence and q u ickn e s s , m ove m e nt, d exte rity, a n d reflexes . Pool (see Recove ri n g Po i nts in a Poo l , page 94) , a n d
charisma. S peed gove rns s u c h d iverge nt act i o n s as d od g i n g some s p e c i a l a b i l ities o r n u m e n e ra m i ght a l l ow you
attacks, s n e a k i n g a ro u n d q u ietly, a n d t h rowi n g a to recove r lost poi nts q u ickly.
b a l l accu rate ly. It h e l p s d eterm i n e whet h e r yo u can
m ove fa rt h e r o n yo u r turn. N i m b le, fast, o r s n e a ky Edge
cha racters wi l l want good S peed stats, as wi l l those Although you r Pool is the basic meas u rement of a stat,
i nterested i n ran ged co m bat. you r Edge is also i m portant. When somet h i n g req u i res
LIME NE
CREATING YOUR CHARACTER

you to spend 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 exa m ple, let' s say you h ave a mental bl ast abil ity,
Every character starts the game at the first tier. Tier is a
and activating it costs 1 point from you r I ntel l ect Pool . measurement ofpower, toughness, and ability. Characters
S u btract you r I ntel lect Edge from the activation cost, can advance up to the sixth tier.
and the res u lt is how many poi nts you m u st spend to
use the mental blast. If u s i n g you r Edge red uces the
cost to 0, you can use the abil ity for free. p o i nts fro m t h e stat Pool a p p ro p r i ate to t h e act i o n .
Your stat Pools, a s well
Yo u r E d ge can be d i ffe rent fo r each stat. Fo r T h u s , i f yo u r c h a ract e r t r i e s to d o d ge a n attack ( a
as your Effort and Edge,
exa m p l e , yo u co u l d h ave a M i ght E d ge of 1 , a S peed S peed ro l l ) a n d w a n t s to i n crease t h e c h a n ce fo r are determined by the
E d ge of l , and a n I nte l l ect E d ge of O. Yo u ' l l a l ways s u cce s s , you c a n a p p ly E ffo rt b y s p e n d i n g 3 p o i n t s character type, descriptor,
h ave an E d ge of at least 1 in one stat. Yo u r E d ge fro m yo u r S peed Poo l . E ffo rt l owers t h e d i fficu l ty and focus that you choose.
fo r a stat red uces t h e cost of s pe n d i n g p o i n t s fro m of t h e ta s k by o n e ste p . T h i s i s ca l l ed a p p lyi n g o n e Within those guidelines,
however, you have a lot
t h at stat Poo l , but not fro m oth e r Poo l s . Yo u r M i ght level of E ffo rt .
offlexibility in how you
E d ge red uces t h e cost of s p e n d i n g p o i nts fro m yo u r Yo u d o n ' t h ave to a p p l y Effort if yo u d o n 't w a n t to. develop your character.
M i ght Poo l , but i t d o e s n ' t affect yo u r S peed Pool o r I f you choose to a p p l y Effort to a task, you m u st do
I nte l l ect Poo l . O n ce a stat ' s E d ge reach e s 3 , yo u can it before you atte m pt the ro l l-yo u ca n't ro l l fi rst a n d
apply o n e l evel of Effort fo r free . t h e n d e c i d e t o a p p l y Effort if y o u ro l l ed poorly.
A character who has a l o w M ight Pool b u t a h igh A p p lyi n g m o re E ffo rt ca n l ower a t a s k' s d i fficu l ty
M ight Edge has the potential to perform M ight actions fu rt h e r: each a d d it i o n a l level of E ffo rt red uces t h e
con s i stently better than a character who has a M ight d i fficu l ty b y a n o t h e r ste p . A p p l y i n g o n e level o f
Edge ofO. The h i gh Edge will let her red uce the cost E ffo rt l owers t h e d i ffi c u l ty b y o n e ste p , a p p l yi n g
of spen d i n g points from the Pool, which mea n s she'll two leve l s l owers t h e d i fficu l ty b y two ste p s , a n d
h ave more poi nts available to spend on applyi n g Effort. s o o n . H oweve r, e a c h level of E ffo rt after t h e fi rst
costs o n l y 2 p o i nts fro m the stat Pool i n stead of
Effort 3. S o a p p l y i n g two leve l s of E ffo rt costs 5 p o i n t s
W h e n yo u r c h a ract e r re a l ly n eed s to acco m p l i s h (3 fo r t h e fi rst l e v e l p l u s 2 fo r t h e s e c o n d leve l ) ,
a t a s k , yo u c a n a p p l y E ffo rt. Fo r a b e g i n n i n g a p p ly i n g t h ree leve l s costs 7 p o i nts (3 p l u s 2 p l u s
c h a ract e r, a p p lyi n g E ffo rt req u i re s s p e n d i n g 3 2) , a n d s o o n .
Eve ry c h a racter h a s a n Effort score, which Multiple Uses of Effort and Edge
i n d icates the m axi m u m n u m be r of l eve l s of Effort If yo u r Effort i s 2 or h i gher, you can a p p l y Effort to
t h at can be a p p l ied to a ro l l . A begi n n i n g (fi rst- m u lt i p l e a s pects of a s i ngle act i o n . For exa m p l e,
tier) c h a racte r h a s an Effort of 1 , m ea n i n g yo u if you m a ke a n attack, you can a p p l y Effort to yo u r
can a p p l y o n ly o n e l evel of Effort to a ro l l . A m o re attack ro l l a n d a p p ly Effort t o i n crease t h e d a m age.
experienced c h a racte r h a s a h i gher Effort score a n d The total a m o u nt of Effort yo u apply can't be
can a p p l y more leve l s o f Effort t o a ro l l . Fo r exa m p l e, h i gher than yo u r Effort score. Fo r exa m p l e, if yo u r
a c h a racte r who h a s a n Effort of 3 can a p p ly u p to Effort i s 2 , yo u can a p p l y u p t o two l eve l s o f Effort.
th ree l eve l s of Effort to red u ce a task's d ifficu lty. Yo u co u l d a p p l y o n e l eve l to an attack ro l l a n d o n e
When yo u a p p ly Effo rt, s u btract yo u r rel eva nt E d ge l evel to its d a m age, two leve l s to t h e attack a n d n o
fro m the total cost of a p p l y i n g Effort. Fo r exa m p l e, l eve l s to the d a m age, o r n o l eve l s to the attack a n d
l et' s say yo u need to m a ke a S peed ro l l . To i ncrease two l eve l s t o the d a m age.
yo u r c h a n ce fo r s ucce s s , yo u decide to a p p l y one Yo u can use E d ge fo r a partic u l a r stat o n ly o n ce
l evel of Effort, which wi l l red u ce the d ifficu lty of the per act i o n . Fo r exa m p l e , if yo u a p p l y Effort to a M i ght
MAKING ATTACKS task by one ste p . N o r m a l ly, t h at wo u l d cost 3 poi nts attack ro l l a n d to yo u r d a m age, you can u s e yo u r
When applying Effort to fro m yo u r S peed Poo l . H owever, yo u h ave a S peed M i ght Edge t o red u ce t h e cost o f o n e o f those u s e s
melee attacks, you have the E d ge of 2 , so yo u s u btract t h at fro m the cost. T h u s , of Effort, n ot bot h . I f y o u s pe n d 1 I nte l l ect point t o
option ofspending points a p p lyi n g Effort t o t h e ro l l costs o n ly 1 p o i n t fro m activate yo u r m i n d b l ast a n d o n e l evel of Effort t o
from either your Might Pool
yo u r S peed Poo l . decrease t h e d ifficu lty of t h e attack ro l l , yo u can u s e
or your Speed Pool. When
What if yo u a p p l ied two l eve l s o f Effort to t h e yo u r I nte l l ect E d ge to red u ce t h e cost of o n e of t h o s e
making ranged attacks,
you may only spend points S peed ro l l i n stead of j u st o n e ? That wo u l d red uce t h i n gs , n ot bot h .
from your Speed Pool. This the d ifficu lty of the task by two ste p s . N o r m a l ly, it
reflects that with melee you wo u l d cost 5 poi nts from yo u r S peed Poo l , but afte r
sometimes use bruteforce s u btract i n g yo u r S peed E d ge of 2 , it costs o n ly 3
and sometimes usefinesse,
points.
but with ranged attacks,
it's always about careful O n ce a stat ' s Edge reaches 3 , yo u can a p p l y o n e
targeting. l evel of Effort fo r free. Fo r exa m p l e, if y o u 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 you 0 poi nts fro m yo u r S peed
For information on Poo l . ( N o r m a l ly, a p p lyi n g one l evel of Effort wo u l d
additional types ofdamage,
cost 3 points, but y o u s u btract you r S peed E d ge
see Damage Track, page
93, and Special Damage, fro m t h at cost, red u c i n g it to 0.)
page 94. S k i l l s a n d ot h e r advantages also d ecrease a task's
d ifficu lty, a n d yo u can u s e t h e m i n co n j u nction with
Effort. In addi t i on, you r c h a racte r m i ght h ave s peci a l
a b i l ities o r e q u i pment t h at a l l ow y o u to a p p l y Effort STAT EXAMPLES
to acco m p l i s h a special effect, s u c h as knocki n g A begi n n i n g c h a racte r i s fight i n g a creatu re ca l l ed
Broken hound, page 232 d own a foe with a n attack o r affect i n g m u lt i p l e a b roken h o u n d . She sta b s her s pear at the b ro ke n
ta rgets w i t h a powe r t h at n o r m a l l y affects o n ly o n e . h o u n d , which is a l evel 2 creatu re a n d t h u s h a s a
ta rget n u m be r of 6. The c h a racte r sta n d s atop a
Effort and Damage bou l d e r a n d stri kes d ownward at the beast, a n d
I n stead of a p p lyi n g Effort to red u ce the d ifficu lty the G M rules t h at t h i s h e l pfu l tactic i s a n asset t h at
of yo u r attack, yo u can a p p l y Effort to i n crease t h e decreases the d ifficu lty by o n e step (to d i fficu lty 1 ) .
a m o u nt of d a m age yo u i n fl ict w i t h a n attack. For T h at l owers the ta rget n u m be r to 3 . Attacki n g with
each l evel of Effort you a p p l y in t h i s way, you i nfl ict 3 a s pear i s a M i ght act i o n ; t h e c h a racte r has a M i ght
add iti o n a l poi nts of d a m age. Th i s works for any k i n d Pool of 1 1 a n d a M i ght Edge of 0. Before m a k i n g
o f attack t h at i n fl i cts d a mage, whet h e r a swo rd , a the ro l l , s h e decides t o a p p l y a level o f Effort to
cross bow, a m i n d b l a st, or someth i n g e l se. decrease the d ifficu lty of the attack. T h at costs 3
W h e n u s i n g Effo rt to i n crease t h e d a m age of poi nts fro m h e r M i ght Poo l , red uci n g t h e Pool to 8.
a n a rea attack, s u c h a s t h e exp l o s i o n created But they a p pear to be poi nts we l l s pent. Applyi n g the
Flash, page 37 by a n a n o ' s F l a s h a b i l ity, you i nfl i ct 2 a d d i t i o n a l Effort l owers the d ifficu lty fro m 1 to 0, so no ro l l is
p o i n t s of d a m age i n stead o f 3 p o i n t s . H oweve r, need ed-t h e attack a utomatica l ly s u cceed s .
t h e a d d i t i o n a l p o i n t s a re d e a l t to a l l ta rgets i n t h e Anot h e r c h a racte r i s atte m pti n g t o convi nce a
area. Fu rt h e r, eve n if o n e o r m o re of t h e ta rgets i n g u a rd to l et h i m i nto a p rivate office to speak to
t h e a rea re s i st t h e attack, yo u sti l l i n fl i ct 1 poi nt o f an i n fl uential noble. The G M rules t h at t h i s i s a n
d a m age to t h e m . I nte l l ect act i o n . The c h a racte r i s t h i rd tier a n d h a s
LIME NE
CREATING Yat!IA\IGM2lR.}\CCTl?R

Skills are a broad


an Effort of 3 , an I nte l l ect Pool of l 3 , a n d an I nte l l ect got some experience u n d e r t h e i r belt. Th i s i s n ot a
category ofthings your
E d ge of 1 . Before m a k i n g the rol l , he m u st decide "zero to h e ro" p rogre s s i o n , but rat h e r an i n sta n ce character can learn and
whet h e r to a p p l y Effort. H e can choose to a p p l y one, of com pete nt peo p l e refi n i n g a n d h o n i n g t h e i r accomplish. For a list
two, o r th ree l eve l s of Effo rt, o r a p p l y none at a l l . ca p a b i l ities a n d knowledge. Adva n c i n g t o h i g h e r tiers ofsample skills, see the
Th i s action i s i m porta nt t o h i m , so h e decides to is n ot rea l ly the "goa l " of N u m e n e ra c h a racte rs, but Skills sidebar on page 25.
a p p l y two l eve l s of Effort, decrea s i n g the d ifficu lty rather a re p rese ntation of h ow c h a racte rs progre s s
by two ste p s . T h a n ks to h i s I nte l l ect E d ge, a p p lyi n g i n a sto ry.
the Effort costs o n ly 4 poi nts fr o m h i s I nte l l ect Pool To progress to the next tier, cha racters earn
(3 poi nts fo r the fi rst l evel of Effort p l u s 2 poi nts experience points (XP) by goi n g on adventures and
fo r t h e seco n d l evel m i n u s 1 point fo r h i s Ed ge) . d i scovering new th i n gs-the N i nth World i s about
S p e n d i n g those poi nts red uces h i s I nte l l ect Pool to d i scovery of the past and what it means for the future.
9. The G M decides t h at convi n c i n g t h e g u a rd i s a Experience poi nts h ave many uses, and one use i s
d i fficu lty 3 (d e m a n d i n g) task with a ta rget n u m be r t o p u rchase character benefits. After you r character
of 9; a p p lyi n g two leve l s of Effo rt red uces the p u rchases four character benefits, he or she goes u p
d ifficu lty to 1 (s i m p le) a n d the ta rget n u m be r to 3. t o t h e next tier. Each benefit costs 4 X P , and you ca n
The p l aye r ro l l s a d20 a n d gets a n 8 . Beca u s e t h i s p u rchase them in any order, but you m u st p u rchase
res u lt i s a t least eq u a l t o the ta rget n u m be r o f t h e one of each kind of benefit (after which you advance to
task, h e s u cceed s . H oweve r, if h e had n ot a p p l ied the next tier) before you can p u rchase the same benefit
some Effort, h e wo u l d h ave fa i led beca u s e his ro l l (8) aga i n . The four character benefits are as fol lows.
wo u l d h ave been less t h a n the task's o ri g i n a l ta rget
n u m be r (9) . I N C REAS I N G CAPAB I LITI ES: Yo u g a i n 4 poi nts to
add to yo u r stat Poo l s . You can a l l ocate the poi nts
a m o n g the Poo l s h owever you w i s h .
CHARACTER TIERS
AND BENEFITS M OV I N G TOWARD PERFECTI O N : Yo u add 1 t o yo u r
Eve ry c h a racter starts the game at the fi rst tier. M i ght Edge, yo u r S peed E d ge, o r you r I nte l l ect E d ge
Tier i s a meas u rement of powe r, tough n e s s , a n d (yo u r choice) .
a b i l ity. C h a racters can adva n ce u p t o the s ixth tier.
As yo u r c h a racter adva n ces to h i g h e r tiers, yo u EXTRA E F FO RT: Yo u r Effort score i n creases by 1 .
ga i n more a b i l ities, i n crease yo u r Effort, a n d can
i m p rove a stat ' s E d ge o r i n crease a stat. G e n e ra l ly S K I LLS: 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
s peaking, eve n fi rst tier cha racte rs a re a l ready q u ite c h o i ce , ot h e r t h a n attacks o r d e fe n s e . A s d e s c r i bed
ca pable. I t ' s safe to a s s u m e t h at t h ey've a l ready in the C h a pter 8 : R u l e s of the G a m e (page 84) , a
c h a ra ct e r t ra i n e d in a
s k i l l treats t h e d i fficu lty
of a rel ated t a s k a s o n e "/ am a [fill in an adjecti11e here] [fill in a noun here] who
s t e p l owe r t h a n n o rm a l . [fill in a 11erb here]. "
T h e s ki l l yo u 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 you wi 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 . s o m e ro l e p l ayi n g g a m e s , i t m i ght b e ca l l ed yo u r
Yo u c a n a l s o c h o o s e to be knowled ge a b l e i n a c h a racte r c l a s s . Yo u r type h e l p s d eterm i n e yo u r
certa i n a rea of l o re , s u c h as h i story o r geo l o gy. Yo u c h a racte r's p l ace i n t h e world a n d re lat i o n s h i p with
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 ot h e r peo p l e i n t h e sett i n g . It's t h e noun of the
s pe c i a l a b i l it i e s . For exa m p l e , if yo u r c h a racte r sentence "I a m a n adjective noun who verbs. "
c a n m a ke a n I n te l l ect ro l l to b l a st a n e n e m y with Yo u can choose from th ree c h a racte r types: g l a ive,
Glaive, page 26 mental fo rce, you c a n beco m e t ra i n e d in u s i n g jack, a n d n a n o.
jack, page 40
t h at a b i l ity, treat i n g its d i fficu lty a s o n e step l ower Descri ptor defines yo u r c h a racte r-it fl avors
Nano, page 32
t h a n n o r m a l . I f you choose a s k i l l t h at you a re eve ryt h i n g yo u do. Yo u r descri ptor p l aces yo u r
a l ready 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 c h a racter i n t h e s ituation (th e fi rst adventu re, which
s k i l l , red u ci n g t h e d i fficu lty of re l ated t a s k s by two starts the campaign) a n d helps p rovide m otivat i o n .
ste p s i n stead of o n e . I t ' s the adj ective of the se ntence " I a m a n adjective
P l ayers c a n a l so s p e n d 4 X P t o p u rchase oth e r noun who verbs."
s pecial opti o n s i n l i e u o f ga i n i n g a n ew s ki l l . Yo u can choose from twe lve c h a racte r descri ptors .
Character descriptor, page 47
Select i n g a n y o f these opti o n s co u nts a s t h e s ki l l Focu s is what you r character does best. Focus gives
benefit nece s s a ry t o adva n ce t o t h e n ext tier. The you r character specificity and provides i nteresti n g new
s pecial opti o n s a re a s fo l lows: abil ities that m ight come in handy. You r focus also
helps you understa nd how you rel ate with the other
Red u ce t h e cost fo r wea r i n g armor. This option player characters i n you r group. It's the verb of the
l owers the M i ght cost by l and l owers the S peed sentence "I am a n at:fjective noun who verbs. "
red uction by l . There a re many c h a racte r foci to choose fro m .
Characterfocus, page 52 Add 2 to yo u r recovery ro l l s .
Fighting moves, page 29 I f yo u ' re a g l a ive, sel ect a n ew fight i n g move. The SPECIAL ABILITIES
m ove m u st be fro m yo u r tier o r a l ower tier. C h a racter types and foci grant PCs s peci a l a b i l it i e s
If yo u ' re a n a n o , sel ect a n ew esotery. The esotery at each new t i e r. U s i n g t h e s e a b i l it i e s u s u a l ly costs
Esoteries, page 35
m u st be fro m yo u r tier or a l ower tier. p o i n t s fro m yo u r stat Poo l s ; the cost i s l i sted i n
Tricks of the trade, page 42 If yo u ' re a jack, sel ect a n ew trick of t h e trade. The parentheses after t h e a b i l ity n a m e . Yo u r E d ge i n
trick m u st be fro m yo u r tier o r a l ower tier. t h e a p p ro p r i ate stat c a n red uce t h e cost o f t h e
a b i l ity, b u t re m e m be r t h at yo u can a p p ly E d ge o n l y
o n ce per act i o n . F o r exa m p l e , l et ' s say a n a n o w i t h
Onslaught, page 35 CHARACTER DESCRIPTOR,
a n I nte l l ect E d ge of 2 wants to u s e h i s O n s l a u ght
TYPE, AND FOCUS a b i l ity to create a bolt of fo rce, which costs l
To create yo u r c h a racte r, yo u b u i l d a s i m p l e I nte l l ect p o i nt. H e a l s o wants to i n crease t h e
state ment t h at describes h i m o r h e r. T h e state ment d a m age fro m t h e attack by u s i n g a l evel of Effo rt,
takes this form: "I a m a [fi l l i n a n adjective h e re] [fi l l which costs 3 I nte l l ect points. T h e tot a l cost fo r h i s
i n a n o u n h e re] w h o [fi l l i n a verb h e re] . " act i o n i s 2 p o i nts fro m h i s I nte l l ect Pool ( l p o i n t
Th u s : " I a m a n adjective noun w h o verbs." Fo r fo r t h e bolt o f fo rce p l u s 3 p o i n t s fo r u s i n g Effort
exa m ple, yo u m i ght say, " I am a Ru gged g l a ive who m i n u s 2 p o i n t s fro m h i s Ed ge) .
Co ntro l s Beasts" o r "I a m a C h a rm i n g n a n o who Somet i m e s t h e point cost for an a b i l ity h a s a +
Focuses M i n d ove r M atte r. " s i g n after the n u m ber. Fo r exa m p l e, the cost m i ght
I n t h i s sentence, t h e adject ive i s ca l l ed yo u r be given a s "2+ I nte l l ect points." That means you
descriptor. can spend m o re poi nts o r m o re l eve l s of Effort to
The noun is yo u r c h a racte r type. i m p rove the a b i l ity fu rt h e r.
The verb i s ca l l ed yo u r focu s . M a ny special a b i l ities grant a c h a racte r the option
Eve n though c h a racte r type i s i n the m i d d l e of the to perform a n action t h at she co u l d n 't normally do,
se ntence, that's where we' l l sta rt this d i sc u s s i o n . s uch a s p roject i n g rays of co l d o r attacki n g m u lt i p l e
(J ust as i n a sentence, t h e n o u n p rovides t h e fo e s a t o n ce . U s i n g o n e o f t h e s e a b i l ities i s a n action
fo u n d ation.) u nto itself, a n d t h e e n d of the a b i l ity' s description
C h a racter type i s t h e core of yo u r c h a racter. I n s ays "Act i o n " to re m i n d yo u . I t a l so m i ght p rovide
LIME NE
CREATING YOUR CHARACTER

SKILLS
Somet 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. Fo r exa m p le , yo u r focus 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, o r i n soci a l i nteract i o n s . Oth e r t i m e s , yo u r c h a racte r c a n choose a s k i l l t o become tra 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 a n y t a s k you th i n k yo u m i ght face.
The game has n o d efi n 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:

Astro n o my Healing Perce ption


Balancing H i story Pers u a s i o n
B i o l ogy I d entifyi n g P h i losophy
Botany I n iti ative P i ckpocket i n g
Ca rryi n g I nt i m i d ation Repa i r i n g
Climbing J umping Rid i n g
Deceivi n g Leat h e rworki n g Smashing
Esca p i n g Lockp icki n g S n eaki n g
G eography M etalwork i n g Swi m m i n g
Geology N u m e n e ra 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 nt i m i d ati 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 not m ov i n g) . Yo u co u l d a l s o m a ke
u p m o re genera l , p rofe s s i o n a l s ki l l s , s u ch as baker, s a i l o r, or l u m b e rjack. I f yo u want to choose a s ki l l t h at' s not on t h i s l i st, it' s
probably best to r u n it past t h e G M fi rst, b u t i n ge n e ra l , t h e 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 whether yo u ' re t ra i ned o r s peci a l ized m i ght t a ke 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 later ga i n a n a b i l ity t h at grants yo u 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 o f 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 b e i n g t ra i ned twice ( i n ot h e r word s , s p e c i 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 g h c h a racter type a b i l ities, 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 stance s a l low
yo u to beco me s k i l led with attack o r defe n s e 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 k i l l a n d beco m e tra i ned or s peci a l ized i n t h at a b i l ity. For exa m p l e, if yo u h ave a m i nd b l a st, when it's t i m e to choose a s ki l l to be
tra i ned in, yo u can sel ect yo u r m i n d b l ast a s yo u r s ki l l . T h at wo u l d red u ce the d ifficu lty eve ry time you used it. Each a b i l ity you 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" as one s k i l l a n d beco me tra i ned or
s pecial ized in s u c h a b road catego ry.

m o re i n fo rmation about when o r h ow yo u perform


the act i o n .
S o m e s pe c i a l a b i l it i e s a l low yo u to perform a
fa m i l i a r act i o n-o n e t h at you ca n a l ready d o-i n
a d i fferent way. Fo r exa m p l e , a n a b i l ity m i g h t
l et you we a r h e avy a r m o r, red uce t h e d i fficu lty
of S peed d efe n s e ro l l s , o r add 2 p o i nts of fi re
d a m a ge to yo u r we a p o n d a m a ge. T h e s e a b i l i t i e s
a re ca l l ed e n a b l e r s . U s i n g o n e of t h e s e a b i l it i e s i s
not co n s i d e red a n act i o n . E n a b l e rs e i t h e r fu n ct i o n
co n st a n t l y ( s u c h a s b e i n g a b l e to wea r h e avy
a r m o r, w h i c h i s n ' t an act i o n ) or h a p pe n as p a rt of
a n ot h e r act i o n ( s u c h a s a d d i n g fi re d a m a ge to yo u r
wea p o n d a m a ge, w h i c h h a p p e n s a s p a rt o f yo u r
attack a ct i o n ) . I f a s peci a l a b i l ity i s a n e n a b l e r, t h e
e n d of t h e a b i l ity' s d e s c r i p t i o n s ays " E n a b l er" t o
re m i n d yo u .
CHAPTER 4

CHARACTER TYPE
In some roleplaying games, C h a racte r type i s the core of yo u r cha racter. Yo u r type GLAIVE STAT POOLS
character type might be h e l p s d eterm i n e yo u r c h a racte r' s p l ace in the wo rld Stat Pool Starti ng Value
called your character class.
a n d re lation s h i p with oth e r peo p l e i n the sett i n g. M i ght 11
I t ' s the n o u n of the sentence " I am an adjective noun S peed 10
who verbs." I nte l l ect 7
Yo u can choose from th ree c h a racte r types: g l a ive, Yo u get 6 add iti o n a l poi nts to d ivide a m o n g yo u r stat
n a n o , and jack. Poo l s h owever yo u w i s h .

GLAIVE a re n ' t terri bly physical a re less l i kely to m ix we l l with


G l a ives a re the e l ite warri o rs of the N i nth Wo r l d , g l a ives, but obvi o u s ly n ot eve ry g l a ive i s t h e same.
u s i n g wea p o n s a n d armor to fight t h e i r e n e m i e s . They focu s o n t h e i r bod ies, but t h at does n ' t mean
H u nters, g u a rd i a n s , a n d sold i e rs co u l d be g l a ives . they d o n ' t va l u e m o re ce re b ra l p u r s u its a s we l l . A
Somet i m e s scouts, warlord s , band its, a n d eve n g l a ive need n ot fo l l ow the ste reotype of t h e d u m b
ath l etes a re g l a ive s . " G l a ive" is a co m mo n s l a n g b r u i s e r with a sword o r a n axe.
term u s e d a l most eve rywhere i n t h e Steadfast a n d
The Steadfast, page 7 3 6
The Beyond, page 7 74 the Beyo n d fo r any person s k i l led w i t h wea p o n s o r a G laives in the G roup: I n a gro u p of exp l o rers, g l a ives
m a rt i a l a rt, but i n trut h , it a p p l ies o n ly to the best of typ i ca l ly take the lead. They' re u s u a l ly the most
the best. G l a ives a re warriors who co m m a n d a b i l ities phys ically capable, the most d u ra b l e , and the most
fa r beyo n d those of a typical person with a swo rd . ready to meet d a n ge r head-o n . Somet i m e s they act
M ost g l a ives a re either stro n g-u s i n g the heaviest p rotectively towa rd t h e i r co m p a n i o n s ; oth e r t i m e s ,
armor a n d wea p o n s ava i l a b l e a n d h avi n g a h i gh they' re more self- i nterested . E it h e r way, a g l a ive' s
Might, page 20 M i ght-o r fast, sticki n g with l i ght wea p o n s a n d p l ace i s often i n t h e m i d d l e o f t h e fray.
armor a n d h avi n g a h i g h S peed . A few atte m pt t o
Speed, page 20
u s e b o t h M i ght a n d S peed a n d stay somewhere i n G laives and the N u menera: When it co mes to the
the m id d le. G l a ives a l so u s e ra n ged wea p o n s s uch n u m e n e ra , most g l a ives a re i nterested i n wea p o n s ,
The numenera, page 275 a s bows o r d a rts. Some don't re ly o n wea p o n s at armor, o r d evices t h at a i d t h e m i n co m bat. The
a l l , p referri n g to use t h e i r bod ies in h a n d -to- h a n d a n cients p rod u ced all sorts of i n cred i b ly d u ra b l e
co m bat-p u n c h i ng, kicki ng, gra b b i ng, t h rowi ng, a n d s u b stances, many o f which can be made i nto armor
so o n . t h at i s l i ghter a n d more p rotective t h a n stee l .
Someti m e s , g l a ives c a n scave n ge a s u it o f armor
G laives i n Society: I n m o s t cities a n d v i l l ages, peo p l e co m posed of these advanced m ateria l s , but m o re
h o l d g l a ives i n great estee m . A l t h o u g h a g l a ive co u l d often they fi n d the m ateri a l s a n d t h e n a s k a crafter
j u st a s l i kely be a t h u g as a n o b l e warrior, t h o s e w h o o r s m ith to m a ke the armor. Of co u rse, the p ro b l e m
h e l p p rotect t h e i r fe l l ow h u m a n s fro m t h e d a n gers i s t h at a s u b stance t h at i s d ifficult t o d a m age i s a l so
of the N i nt h Wo rld a re always treated with res pect. h a rd to work.
There is n o s h a m e in gett i n g paid fo r the use of As varied a s a r m o r i n g m ateri a l s m i g h t be,
o n e ' s s k i l l s , so be i n g a blade for h i re is a perfectly n u m e n e ra wea p o n ry is i n fi n itely m o re so. T h e s e
accepta b l e p rofe s s i o n . Restrict i o n s o n ca rryi n g ite m s i n c l u d e m e l e e wea p o n s t h at s h ock, stu n , o r
wea p o n s o p e n ly a re rare, a n d most g l a ives wear t h e b u rn w h ateve r t h ey t o u c h ; a n d ran ged wea p o n s
too l s of t h e i r t r a d e w i t h p r i d e . t h at b l ast p roject i l e s w i t h i n cred i b l e powe r o r
N ot s u rp ri s i n gly, g l a ives o ft e n get a l o n g b e s t with b u rsts o f 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 ,
oth e r gla ive s , o r at least sold iers, g u a rd s , o r s i m i l a r 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
co m rades i n a r m s . N a nos, scholars , a n d peo p l e who 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
LIME NE
CHARACTER TYPE

s u c h co m p l ex o bj ects a re bett e r off i n t h e h a n d s develop adventures and q uests that are s pecific to you r
o f a n a n o . M a n euvera b i l ity i s j u st a s i m p o rt a n t a s character a n d play a role i n you r advancement.
attack o r d efe 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 egate gravity i s a great Intensive Training
prize. Yo u a re strong, fast, or bot h , but what rea l ly
As for cyphers , glaives p refer physica l ly e n h a n c i n g separates yo u fro m the crowd i s yo u r tra i n i ng. Cypher, page 2 78
or restorative objects, such as i njections o f chemicals Perh a p s yo u asce n d ed the h i ghest peak of t h e B l ack
that i m p rove reaction time or p i l l s with m icroscopic Riage o r sought t h e d eepest sewe rs ben eath Q i to Black Riage, page 1 77
rep a i r d evices that heal wou n d s and restore fatigued fi n d teachers who co u l d s h ow yo u h ow to move, Qi, page 1 48
m u scle tissue. They use the n ickname " boost" for any fight, and e n d u re beyo n d normal h u m a n l i m its.
cyp her that e n h a nces their strength , sta m i n a , reflexes , Yo u know a thousand ways to ki l l a foe, most of
or other physical as pects, wh i l e one that rep a i rs t h e m secret to all but a chosen few. Yo u ' re p rivy to
d a mage or a l l evi ates fatigue is called a "treat." tech n iq u e s a n d fight i n g styl es t h at most peo p l e in
the N i nth Wo rld h ave n ever see n . Yo u h ave learned
Advanced G laives: As they progre s s , g l a ives become t h at the i m po s s i b l e i s pos s i b l e-as long a s you
bette r co m b atants, often fe l l i n g m u lt i p l e foes i n a know the secret. Yo u r body is a wea pon, and yo u r
s i n g l e stroke. They ga i n s peci a l types of attacks a n d weapon i s p a rt o f yo u r body. You h ave stu d ied with
l e a r n t o u s e a r m o r m o re efficiently t o get the most the m a sters, a n d now you ca rry t h at reg i m e n a s yo u
out of t h e p rotection it offers. ve nture i nto the worl d .
Advancement: You need t o t ra i n a n d p ractice
GLAIVE BACKGROUND co n stantly to hone yo u r s k i l l s a n d d eve l o p n ew
G laives are no mere band its or town guard s . They tech n iq u e s , b u i l d i n g on what yo u 've been taught.
stand head and shoulders above ord i n a ry soldiers and Perh a p s at some point yo u wi l l ret u rn to yo u r secret
brawlers. Someth i n g i n you r background-whether m a sters for fu rther i n itiation or fi n d n ew teachers o r
i nten s ive tra i n i ng, i n born tra its, or biomechan ical l e s s o n s t h at can take yo u to t h e next ste p.
mod ification-has made you more than the others When you ga i n additional poi nts for you r stat Poo l s ,
around you . Choose one of those th ree options a n i ncrease t o a stat's E d g e , or a n i n crease i n the l evel
(descri bed below) as the sou rce of you r s ki l l s , strength, of Effort you can apply, the benefit comes as the res u lt
reflexes, and stamina. It wi l l provide the foundation of rigoro u s exerci se and personal d evelopment. When
of you r background and give you an idea of how you you ga i n a new s ki l l or gla ive a b i l ity, it's the res u lt of
can i m p rove. The G M can use this i nformation to the m a rtial arts you h ave stud ied.
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 ect ion to
the rest of the worl d . You can a l s o create yo u r own fact.

Rol l Background
You we re in t h e m i l itary a n d h ave friends who sti l l serve. Yo u r former co m m a n d e r re mem bers yo u we l l .
2 You we re t h e perso n a l g u a rd of a wealthy m e rchant who accused yo u of t h eft. Yo u left h e r service i n d i s grace.
3 You we re t h e bo u n ce r i n a local bar for a w h i le, a n d t h e patro n s there re m e m b e r yo u .
4 You tra i ned with a h i g h l y res pected mentor. H e rega rd s yo u we l l , but he h a s many e n e m i e s .
5 You tra i ned i n an i s o l ated m o n astery far away. The m o n ks th i n k of yo u as a b rother, but yo u ' re a stra n ge r to a l l others.
6 You h ave no formal tra i n i ng. Yo u r a b i l ities co m e to yo u n atu ra l ly (or u n n at u ra l ly) .
7 You spent t i m e on the streets a n d eve n were i n prison for a w h i le.
8 You we re conscri pted i nto m i l itary service, but yo u deserted before long.
9 You served as a bodyg u a rd to a powe rfu l cri m i n a l who now owe s yo u h i s l i fe.
10 You worked as a co n stable. Eve ryo n e knows yo u , but t h e i r o p i n i o n s of you va ry.
11 You r o l d e r s i b l i n g i s a n i nfa m o u s g l a ive who h a s been d i s graced .
12 You served as a caravan g u a rd . You know a s m atte ri n g of peo p l e i n many cities a n d tow n s .
13 You r best friend i s a sage a n d a scholar. S h e i s a great s o u rce of knowledge.
14 You a n d a friend both s m o ke t h e same k i n d of rare, exp e n s ive tobacco. The two of yo u get together wee kly to chat a n d s m o ke.
15 You r u n cle ru n s a th eater i n tow n . Yo u know a l l t h e actors a n d watch a l l the s h ows fo r free.
16 You r b l acksm ith friend somet i m e s cal l s o n yo u fo r h e l p at t h e fo rge. H oweve r, h e pays yo u we l l .
17 You r m e ntor wrote a book o n the m a rt i a l a rts. Somet i m e s oth e r warri o rs seek yo u out to a s k about its stra n ge r passages.
18 A m a n you fought a l o n g s i d e i n the m i l itary i s n ow t h e m ayo r of a nea rby tow n .
19 You saved the l ives of a fa m i ly when their house bu rned down. They' re indebted to you , and their neigh bors regard you as a hero.
20 You r o l d tra i n e r st i l l expects yo u to come back and s h a rpen her blades a n d clean up after her classes, but when you do, s h e
occas i o n a l ly s h ares i nterest i n g rumors.

Inborn Traits s u perh u man traits as m uch as i t i s about you r study,


Many ofthe people you Yo u 've t ra i ned u n d e r exce l lent i n structors a n d h ave practice, or knowledge. You can do t h i ngs that other
meet in the Ninth World
experience in m a n y d a n ge ro u s situat i o n s , but w h at people s i m ply can n ot, no matter how hard they tra i n .
are mutants, whether you
are aware of it or not. For m a kes yo u d ifferent i s deep i n s i d e , e ntwi ned i n yo u r
more information on the genetic h e ritage. M aybe i t was t h e l u ck o f bei n g born Biomechanical Modification
types of m utations, see fit. M aybe yo u ' re a h u l ki n g b rute-a m o u n ta i n o u s Yo u m i ght be a fighter, but yo u ' re no a rc h a i c
page 1 23. figu re who co m m a n d s atte ntion when y o u enter a ste reotype-t h i s i s the N i nt h Wo rld, a ft e r a l l .
roo m . Or m aybe yo u r stre n gth is more s u btle; yo u Although you tra i ned a n d ga i n ed yo u r s h a re of
m i ght be the desce n d a nt of a bio enginee red race p ractical expe rience, yo u h ave the n u m e n e ra o n yo u r
b red (or d e s i gned) for pe rfect i o n . Pe rhaps yo u ' re s i d e a s we l l . S o m e o f yo u r knowled ge o f fight i n g
a m utant with psyc h i c a b i l ities t h at augment yo u r tech n iq u e s i s i m p l anted i n yo u r b ra i n a n d s p i n e,
physical nature; you g u i d e a n d e n h a n ce yo u r attacks wi red i nto yo u r n e rves a n d m u scles. Yo u r joi nts
with teleki n e s i s , o r yo u use a n atu ra l m utation i n 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
yo u r b ra i n t o control m atte r o n a molecu l a r l eve l p l at i 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 .
to res i st b l ows a n d i n fl ict h a r m . Perh a p s yo u ' re Yo u r m u scle t i s s u e i s a u g m e nted w i t h a rtifici a l fibers.
someth i n g wholly n ew: an a be rration or a h u m a n so Perh a p s yo u r genetic cod e h a s been rewritte n
pe rfect t h at yo u ' re beyo n d h u m a n . You m i ght be a by e n g i n ee red viruses, or the t i s s u e s i n yo u r body
posth u m a n-th e next ste p towa rd t h e true desti ny of h ave been rewo rked by n a n otec h , t u rn i n g yo u i nto
the peo p l e of the N i nth Wo rld. an efficient battle mach i n e . O r m aybe yo u 've been
Advancement: Yo u h ave talents of which you a re a ltered by stra n ge science-ra d i oactive treatments
only d i mly aware. You m u st p ractice and experiment of biza rre e n e rgies, chem ical co m p o u n d s a n d d ru g s ,
to find you r l i m itations, if any. At some point i n the o r extrad i m e n s io n a l e n h a n ce m e nts-t h at m a kes
fut u re, you m i ght h ave to seek out someone who can yo u stronger, faster, to u g h e r, a n d m o re p roficient in
h e l p you master you r i n he rent a b i l ities. You we re born attack a n d defe n s e t h a n anyo n e a ro u n d yo u .
with great powe r-now you need to learn h ow to use Whatever the case, you're the res u lt o f ancient
that power, eve n if the education takes a l i fetime. knowledge made man ifest i n the present, and now
When you r stats i m p rove, it' s beca use you ' re tapping you ' re shaping the future. Perhaps you r mod ifications
deeper i nto the u n known reserves wit h i n you . When are obvious and visi ble; perhaps they' re not. Regard less,
you gai n a new gla ive abil ity, it' s the res u lt of you r you know that you ' re more than merely h u man.
LIME NE
CHARACTER lYPE

Advancement: Yo u r body i s an o n go i n g p roject. I n Bash (1 M ight poi nt) : T h i s is a p u m m e l i n g m e l ee


a way, it's a work of a rt, although its bea uty comes attack. Yo u r attack i n fl i cts 1 less point of d a m age
n ot fro m its a p pearance but fro m w h at it can do. t h a n n o rm a l , but d azes yo u r ta rget fo r one ro u n d ,
As yo u go fo rwa rd , yo u s h o u l d keep a n eye out at d u ri n g w h i c h t i m e t h e d ifficu lty o f a l l tasks i t
all times fo r n ew parts a n d syste m s t h at can be performs i s mod ified b y o n e ste p t o i t s detri ment.
i ncorporated i nto yo u r body, o r n ew doses of d rugs N o N eed for Weapons: When you m a ke a n
a n d s u p p l e m ents to m a i nta i n yo u r a b i l ities. You u n a rmed attack ( s u c h as a p u n c h o r kick) , i t
m i ght need to seek out s u rgeo n s , mech a n ics, o r co u nts a s a med i u m weapon i n stead o f a l i ght
bioen h a n cement s peci a l i sts to take yo u to the n ext wea p o n . E n a b l e r.
l eve l . Perh a p s t h e Aeo n Priests can h e l p . Perh a p s the Pierce (1 Speed point) : Th i s is a we l l-aimed, Aeon Priest, page 269
parts you need can be found o n ly i n the ru i n s of the penetrat i n g ra n ged attack. You m a ke a n attack and
past o r the d a n ge ro u s b l ack m a rket of a fa raway city. i n fl ict 1 additional point of d a m age if yo u r weapon
When yo u r stats i m p rove, it's beca u s e yo u l itera l ly has a s h a rp poi nt. Action.
h ave added somet h i n g n ew to yo u r body. When you Th rust (1 M ight point) : Th i s i s a powe rfu l m e l ee
ga i n a n ew a b i l ity, it' s the d i rect res u lt of a ta n g i b l e sta b . You m a ke an attack a n d i n fl ict 1 a d d i t i o n a l
c h a n ge i n yo u r o w n physical b e i n g . 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 .
GLAIVE TIERS Trai ned Without Armor: Yo u a re tra i ned i n S peed
defe n s e act i o n s when n ot wea ri n g armor. E n a b l e r.
First-Tier Glaive
F i rst-t ier g l a ives h ave the fo l l owi n g a b i l ities:
Effort: Yo u r Effort i s 1 .
Fighter: Yo u h ave a M i ght E d ge of l , a S peed E d ge
of 1 , a n d an I nte l l ect E d ge of 0.
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
period s of time without tiring and can com pensate for
s l owed reactions fro m wea ring armor. You can wear
any kind of armor. You red uce the M i ght cost per h o u r
for weari n g a r m o r and the S peed P o o l red uction for
weari n g armor by 2 . Enabler.
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 owing: b a l a n c i n g , cl i m b i ng, j u m p i ng,
o r 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 (or o n e weapon a n d a s h ield) , l i ght o r
m ed i u m armor, a n exp l o rer's p a c k , two cyp hers Your character's starting
equipment is as important
(chosen fo r you by the G M ) , one odd ity (chosen
as his beginning skills. Learn
fo r you by t h e G M ) , a n d 5 s h i n s (co i n s) . I f yo u start more about what you carry
with a ra n ged weapon t h at req u i res a m m u n ition and what it's usedfor in
(a rrows, fo r exa m p l e} , you start with 1 2 of t h at type Chapter 7: Equipment (page
77) .
of 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, yo u m i ght w a n t to w a i t u nt i l
after yo u 've c h o s e n yo u r fight i n g m ove s , d escri ptor, Descriptor, page 47
a n d focu s . Focus, page 52
Fighti ng M oves: You h ave a s pecial talent fo r
co m bat a n d c a n perform feats t h at oth e rs c a n b a rely
i m agine. These feats a re ca l l e d .fighting moves. Some
fight i n g moves a re constant, 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
fro m 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 t h e same fight i n g m ove m o re t h a n
o n ce u n le s s i t s d escri ption says oth e rwise.
Second-Tier Glaive fight i n g moves (or a move fro m a l ower tier) to add
Seco n d -tier g l a ives h ave the fo l l owi n g a b i l ities: to yo u r re perto i re . In addition, yo u can a l s o re p l ace
Practiced in armor, page Ski l l With Attacks: Choose o n e type of attack in one of yo u r lowe r-ti e r fight i n g m oves with a d iffe rent
29
which yo u a re n ot a l ready tra i n e d : l i ght bas h i ng, fight i n g move fro m t h e same l owe r tier.
l i ght b l aded , l i ght ra n ged , m ed i u m bas h i ng, med i u m Experienced With Armor: The cost red u ction from
bladed, med i u m ran ged , heavy bas h i ng, heavy yo u r P racticed in Armor a b i l ity i m p rove s . You n ow
bladed, or heavy ra nged . Yo u a re tra i ned i n attacks red uce the M i ght cost per h o u r a n d the S peed
u s i n g t h at type of wea p o n . E n a b l e r. Pool red u ction by 3. E n a b l e r.
Fighti ng M oves: Choose o n e of the fo l l owi n g Lunge (2 M ight poi nts): T h i s move req u i re s yo u
fight i n g moves ( o r a m ove fro m a l ower tier) to a d d to extend yo u rself for a powe rfu l sta b or s m a s h .
t o yo u r re perto i re . I n a d d i t i o n , yo u c a n re p l ace o n e The awkwa rd l u n ge i n creases the d ifficu lty o f t h e
of yo u r fi rst-tier fight i n g moves w i t h a d iffe rent fi rst attack ro l l b y o n e ste p . I f yo u r attack i s s u ccessfu l ,
tier fight i n g move. it i n fl i cts 4 a d d i t i o n a l poi nts o f d a m age. Act i o n .
Chop (2 M ight poi nts) : Th i s is a h eavy, powe rfu l Sl ice ( 2 Speed poi nts) : T h i s i s a q u ick attack
s l i ce with a b l aded wea p o n , probably ove rh a n d . with a b l aded o r poi nted weapon t h at is h a rd to
Yo u m u st grip yo u r weapon w i t h two h a n d s defe n d aga i n st. The d i fficu lty of the attack ro l l i s
t o c h o p . W h e n m a k i n g t h i s attack, yo u take a decreased b y o n e ste p. I f the attack i s s u ccessfu l , i t
-1 pena lty to t h e attack ro l l , a n d yo u i n fl i ct 3 d e a l s 1 less p o i n t o f d a m age t h a n n o r m a l . Act i o n .
add iti o n a l poi nts of d a m age. Act i o n . Spray ( 2 Speed poi nts) : I f a weapon h a s t h e a b i l ity
Crush ( 2 M ight poi nts) : T h i s i s a powe rfu l to fi re ra p i d s h ots without re load i n g (u s u a l ly ca l led
Rapid:fire weapon,
p u m m e l i n g attack with a ba s h i n g wea pon, a ra p i d -fi re weapon , such a s the cra n k cross bow) ,
page 79
Crank crossbow, page 79 p robably ove r h a n d . You m u st gri p you r weapon yo u can s p ray m u lt i p l e s h ots a ro u n d yo u r ta rget
with two hands to cru s h . ( I f fight i n g u n a rmed , to i n crease t h e c h a n ce of h itti n g. Th i s m ove u ses
t h i s attack i s made with both fists or both feet 1 d 6 + 1 ro u n d s of ammo (or all the ammo i n t h e
toget h e r.) When m a k i n g t h i s attack, you take wea p o n , if it h a s l e s s t h a n the n u m be r ro l l ed) . The
a -1 pena lty to the attack ro l l , a n d you i nfl ict 3 d i fficu lty of t h e attack ro l l i s d ecreased by o n e ste p .
add iti o n a l poi nts of d a m age. Act i o n . I f t h e attack i s s u ccessfu l , it d e a l s 1 less point o f
Reload (l Speed point) : When u s i n g a weapon t h at d a m age t h a n n o rm a l . Act i o n .
normally req u i res an action to re load , s u c h as a Trick Shot ( 2 Speed poi nts) : As part of t h e same
heavy crossbow, yo u can re load a n d fi re (or fi re act i o n , you m a ke a ra n ged attack aga i n st two
a n d re load) i n t h e same act i o n . E n a b l e r. ta rgets t h at a re with i n i m me d i ate ra n ge of each
Ski l l With Defense: Choose o n e type of d efe n s e oth e r. M a ke a separate attack ro l l aga i n st each
Defense tasks are when a task i n wh ich y o u a re n ot a l ready tra i ned: M i ght, ta rget. The d ifficu lty of each attack ro l l i s i n creased
player makes a roll to keep S peed , o r I nte l l ect. Yo u a re tra i ned i n defe n se by one ste p . Act i o n .
something undesirable tasks of t h at type. U n l i ke most fight i n g m ove s , yo u
from happening to his PC. can sel ect t h i s move u p to t h ree t i m e s . Each t i m e Fourth-Tier Glaive
The type ofdefense task yo u sel ect i t , yo u m u st choose a d i fferent type of Fo u rth-tier g l a ives h ave t h e fo l l owi n g a b i l ities:
matters when using Effort.
defense task. E n a b l e r. Ski l l With Attacks: Choose o n e type of attack in
Might defense: Used for Successive Attack (2 Speed poi nts) : I f you take which yo u a re n ot a l ready tra i n e d : l i ght bas h i ng,
resisting poison, disease, d own a foe, yo u can i m me d i ately m a ke another l i ght b l aded , l i ght ra n ged , m ed i u m bas h i ng, med i u m
and anything else that can attack o n t h at s a m e t u rn aga i n st a new foe with i n bladed, med i u m ran ged , heavy bas h i ng, heavy
be overcome with strength yo u r reach . T h e seco n d attack i s p a rt o f t h e s a m e bladed, or heavy ra nged . Yo u a re tra i ned i n attacks
and health. act i o n . You can u s e t h i s fight i n g move w i t h m e l ee u s i n g t h at type of wea p o n . E n a b l e r.
attacks a n d ra n ged attacks. E n a b l e r. Fighti ng M oves: Choose o n e of the fo l l owi n g
Speed defense: Used
for dodging attacks and fight i n g moves ( o r a m ove fro m a l ower tier) to a d d
escaping danger. This is Third-Tier Glaive t o yo u r re perto i re . I n a d d i t i o n , yo u c a n a l so re p l ace
by far the most commonly Th i rd-tier g l a ives h ave the fo l l owi n g a b i l ities: one of yo u r l owe r-ti e r fight i n g m oves with a d iffe rent
used defense task. Expert Cypher Use: You can bear th ree cyp hers at fight i n g move fro m t h e s a m e l owe r tier.
a time. Capable Warrior: Yo u r attacks deal 1 add iti o n a l
Intellect defense: Used for
fending off mental attacks Ski l l With Attacks: C h o o s e o n e type o f attack i n point o f d a m age. E n a b l e r.
or anything that might which yo u a re n ot a l ready tra i n e d : l i ght bas h i ng, Experienced Defender: When wea r i n g armor, you
affect or influence one's l i ght b l aded , l i ght ra n ged , m ed i u m bas h i ng, med i u m ga i n + 1 to Armor. E n a b l e r.
mind. bladed, med i u m ran ged , heavy bas h i ng, heavy Fei nt (2 Speed poi nts) : I f you s pe n d one action
bladed, or heavy ra nged . Yo u a re tra i ned i n attacks creat i n g a m i s d i rection o r d ivers i o n , i n t h e n ext
u s i n g t h at type of wea p o n . E n a b l e r. ro u n d yo u can take advantage of yo u r opponent's
Fighti ng M oves: Choose o n e of the fo l l owi n g l owered defe n s e s . M a ke a m e l ee attack ro l l

30
LIME NE
CHARACTER TYPE

aga i n st t h at o p po n e nt. The d i fficu lty of t h e ro l l i s S peed , or I nte l l ect. Yo u a re s peci a l ized i n defe n s e
decreased b y o n e ste p . I f yo u r attack i s s u ccessfu l , t a s k s of t h at type. U n l i ke most fight i n g m ove s , yo u
it i n fl i cts 4 a d d i t i o n a l poi nts o f d a m age. Act i o n . can sel ect t h i s move u p to t h ree t i m e s . Each t i m e
M i nor t o M ajor: You treat ro l l s o f n atu ra l 1 9 a s yo u sel ect i t , yo u m u st choose a d i fferent type of
ro l l s of n atu ra l 20 fo r M i ght attack ro l l s o r S peed defense task. E n a b l e r.
attack ro l l s (yo u r cho ice when yo u ga i n t h i s Parry (5 Speed poi nts) : Yo u can d efl ect i n com i n g
a b i l ity) . Th i s a l l ows yo u t o ga i n a major effect o n a attacks q u ickly. W h e n you activate t h i s m ove, fo r
natural 1 9 or 20. E n a b l e r. the n ext 1 0 ro u n d s y o u red u ce the d ifficu lty fo r a l l
Snipe (2 Speed poi nts) : I f yo u s p e n d o n e action S peed d efe n s e ro l l s b y one ste p . E n a b l e r.
a i m i ng, i n the n ext ro u n d you can m a ke a p recise
One glaive of renown in the
ra n ged attack. The d ifficu lty of the attack ro l l i s Sixth-Tier Glaive Steadfast is Yerra Mestanir,
decreased b y one ste p . I f yo u r attack i s s u ccessfu l , S ixth-tier g l a ives h ave t h e fo l low i n g a b i l ities: who held off the Squirming
it i n fl i cts 4 a d d i t i o n a l poi nts o f d a m age. Act i o n . Skill With Attacks: Choose one type of attack, even Horde on her own in
one i n which you a re a l ready tra i ned : l i ght bas h i ng, Batrak's Pass until the
Fifth-Tier Glaive l i ght bladed, l i ght ran ged , med i u m bas h i ng, med i u m armies of Navarene could
arrive. Single-handedly,
Fifth-tier g l a ives h ave t h e fo l l owi n g a b i l ities: bladed, med i u m ran ged , heavy bas h i ng, heavy bladed,
she likely saved the eastern
Adept Cypher Use: Yo u can bear fo u r cyp h e rs at a or heavy ra n ged . You a re tra i n ed i n attacks using that portion of the kingdom
time. type of weapon. If you ' re a l ready tra i ned i n that type from destruction at the
Ski l l With Attacks: C h o o s e o n e type of attack, eve n of attack, you i n stead a re s peci a l ized in that type of hands of the abhumans.
o n e i n which yo u a re a l ready tra i ned: l i ght bas h i ng, attack. Enabler.
l i ght b l aded , l i ght ra n ged , m ed i u m bas h i ng, med i u m Fighti ng M oves: Choose o n e of the fo l l owi n g
bladed, med i u m ran ged , heavy bas h i ng, heavy fight i n g moves ( o r a m ove fro m a l ower tier) to a d d
bladed, or heavy ra nged . Yo u a re tra i ned i n attacks t o yo u r re perto i re . I n a d d i t i o n , yo u c a n a l s o re p l ace
u s i n g t h at type of wea p o n . If yo u ' re a l ready tra i ned i n one of yo u r l owe r-ti e r fight i n g m oves with a d iffe rent
t h at type o f attack, yo u i n stead beco me s pecial ized i n fight i n g move fro m t h e s a m e l owe r tier.
t h at type o f attack. E n a b l e r. Finishing Blow (5 M ight poi nts) : I f yo u r foe
Fighti ng M oves: Choose o n e of the fo l l owi n g i s p rone, stu n ne d , or somehow h e l p l e s s o r
fight i n g moves ( o r a m ove fro m a l ower tier) to a d d i ncapacitated when y o u strike, y o u i n fl i ct 6
t o yo u r re perto i re . I n a d d i t i o n , yo u c a n a l so re p l ace add iti o n a l poi nts of d a m age on a s u cce ssfu l h it.
one of yo u r l owe r-ti e r fight i n g m oves with a d iffe rent E n a b l e r.
fight i n g move fro m t h e s a m e l owe r tier. Slayer (3 M ight poi nts) : When yo u s u ccessfu l ly
Arc Spray (3 Speed poi nts): If a weapon h a s stri ke an N PC or creatu re of l eve l 5 or lower, m a ke
the a b i l ity t o fi re ra pid s h ots without re load i n g a n other ro l l (u s i n g w h i c h eve r stat yo u used to
(u s u a l ly ca l l ed a ra pid-fire weapon, s u c h as the attack) . If you s u cceed on the seco n d ro l l , yo u ki l l
cra n k cross bow) , you can fire you r wea pon at up t h e ta rget outright. I f you u s e t h i s fight i n g m ove
to th ree ta rgets (a l l n ext to one another) at once. aga i n st a PC of any tier a n d yo u s u cceed on t h e
M a ke a separate attack ro l l aga i n st each ta rget. The seco n d ro l l , the c h a racte r moves d own one step
d ifficu lty of each attack i s i ncreased by one step. o n the d a m age track. E n a b l e r.
Action. Spin Attack (5 Speed poi nts) : Yo u sta n d sti l l a n d
J u m p Attack (5 M ight poi nts) : Yo u atte m pt a m a ke m e l ee attacks aga i n st u p to five foes wit h i n
d ifficu lty 4 M i ght action to j u m p h i g h i nto the a i r reach , a l l as part o f t h e s a m e action i n o n e ro u n d .
as part o f you r melee attack. I f you s u cceed, you r M a ke a separate attack ro l l fo r each fo e . You
attack infl icts 3 additional poi nts o f d a m age and re m a i n l i m ited by t h e a m o u nt of Effort you can
knocks the foe down . I f you fa i l , you sti l l m a ke yo u r apply o n o n e act i o n . Anyt h i n g t h at mod ifies yo u r
normal attack rol l , b u t you d o n 't i n fl ict the extra attack o r d a mage a p p l ies t o a l l o f these attacks.
d a mage or knock d own the opponent if you h it. Act i o n .
Action. Weapon a n d Body ( 5 Speed poi nts) : Afte r m a k i n g
M astery With Armor: When yo u wea r any armor, a m e l ee weapon o r ran ged weapon attack, yo u
you red uce the armor' s penalties ( M ight cost and fo l l ow u p with a p u n c h or kick as an a d d i t i o n a l
S peed red uction) to 0. I f you select t h i s fighti n g attack, a l l a s part of the s a m e action i n o n e ro u n d .
move and y o u a l ready h ave the Experienced With T h e two attacks c a n b e d i rected a t d i fferent foes.
Armor move, you s h o u l d rep l ace Expe rienced With M a ke a separate attack ro l l fo r each attack. Yo u
Armor with a d iffe rent th i rd-tier move beca use re m a i n l i m ited by t h e a m o u nt of Effort you can
M aste ry With Armor i s better. Enabler. apply o n o n e act i o n . Anyt h i n g t h at mod ifies yo u r
M astery With Defense: Choose o n e type of attack o r d a mage a p p l ies t o both attacks, u n l e s s i t
defe n s e task i n which yo u a re tra i ned: M i ght, i s tied s pecifica l ly t o yo u r wea p o n . Act i o n .
GLAIVE EXAMPLE The G M ge n e ro u s ly gives Co l i n a n extra 1 0 s h i n s
Co l i n wants to create a g l a ive c h a racte r who is fast beca u s e h e chose t o fo rgo armor, a n d h e u ses t h i s
a n d strong. He p uts 3 of h i s a d d i t i o n a l poi nts i nto money t o b u y more cro s s bow bolts. T h e g l a ive ' s
h i s M i ght Pool and 3 i nto h i s S peed Poo l ; h i s stat start i n g eq u i p m ent i n c l u d e s two cyp hers, a n d t h e
Poo l s a re n ow M i ght 1 4 , S peed 1 3 , I nte l l ect 7 . As a G M decides t h at Co l i n ' s cyp h e rs a re a p i l l t h at
fi rst-tier cha racter, h i s Effort is 1 , h i s M i ght E d ge a n d restores 6 poi nts of M i ght when swa l l owed a n d a
S peed E d ge a re 1 , a n d h i s I nte l l ect E d ge i s 0. H i s s m a l l d evice t h at exp lodes l i ke a fi re b o m b when
g l a ive i s n ot p a rticu l a rly s m a rt o r c h a r i s m atic. t h rown , i n fl ict i n g 3 poi nts of d a mage to all with i n
H e wants to u s e a b road swo rd (a med i u m i m med i ate range. Co l i n chooses swi m m i n g fo r h i s
Heay crossbow, page 79 weapon t h at i n fl icts 4 poi nts o f d a m age) a n d a heavy tra i ned physical s ki l l .
cross bow (a heavy weapon t h at i n fl i cts 6 poi nts of H e sti l l need s t o choose a descri ptor and a focu s.
d a m age but req u i res the u s e of both h a n d s) . Co l i n Looking ahead to the descri ptor ru les, Col i n chooses
Strong, page 50 decides n ot t o wea r armor, so fo r h i s fi rst fight i n g Strong, which increases his M ight Pool to 1 8. H e also
Trained Without Armor; m ove, h e chooses Tra i n ed Without Armor so h e becomes tra i ned i n j u m p i n g and breaking i n a n i mate
page 29 red uces t h e d ifficu lty of S peed d efe n s e act i o n s . Fo r objects. (lf he had chosen j u m p i n g as h i s physical s ki l l ,
h i s seco n d fight i n g move, he chooses Th ru st so h e t h e Strong descri ptor would h ave made h i m s pecial ized
c a n i n fl i ct extra d a m age w i t h h i s swo rd if h e s p e n d s in j u m p i n g i n stead of trai ned.) Being Strong also gives
1 p o i n t o f M i ght. S i n ce h e h a s a M i ght E d ge o f 1 , h e Col i n an extra med i u m or heavy weapon. He chooses
Thrust, page 29 can u s e Th rust fo r free if h e does n ' t u s e h i s M i ght another broad sword as a backu p blade. H e decides that
fo r a nyth i n g else t h at act i o n . one sword is s l ightly smaller than the other, and he' l l
Masters Weaponry, page 69 sheathe them together on h i s left side.
Fo r his focu s , Co l i n chooses M a sters Wea p o n ry.
Th i s gives h i m yet a n other weapon of h i gh q u a l ity.
He chooses a b road swo rd a n d a s ks the G M if h i s
fi rst swo rd c a n b e a s h i e l d i n stea d , which wi l l red u ce
the d ifficu lty of h i s S peed defe n s e ro l l s (th e s h ie l d
co u nts a s a n a s set) . The G M agrees to t h e c h a nge.
D u r i n g t h e game, Co l i n ' s g l a ive wi l l be h a rd to h it
he i s tra i ned i n S peed d efe n s e ro l l s a n d h i s s h i e l d
decreases the d ifficu lty b y a n ot h e r ste p .
T h a n ks to h i s focu s , h e a l s o i n fl i cts 1 a d d i t i o n a l
point of d a m age w i t h h i s chosen wea pon. N ow h e
i n fl icts 5 poi nts of d a m age w i t h h i s blade. Co l i n ' s
c h a racter i s a deadly co m bata nt, l i kely start i n g t h e
game w i t h some a m o u nt of re n own a s a swo rd s m a n .

NANO
N a nos are sometimes ca l led mages, wizard s , sorcerers ,
or witches by the people of the N i nth World. Nano
sorcerer is also a common term, with their abil ities
referred to as na no-sorcery. Some cl a i m to be the
rep resentatives of god s or other s u pernatural agencies.
Wh atever they' re cal led, nanos master the mysteries
The numenera, page 275 of the past to the degree that they seem to perform
m i racles. They tap i nto the n u menera to alter real ity or
learn thi ngs that they cou l d n 't otherwise know.
The term " n a n o" i s d e rived from the
n a n otech n o l ogy t h at i s o m n i p resent t h roughout
the N i nth Wo rld (wh et h e r anyone rea l izes it o r n ot) .
Somet i m e s peo p l e ca l l these i nv i s i b l e , n u m i n o u s
particles t h at i nfu se the l a n d scape n a n o- s p i rits.
Iron Wind, page 1 3 5 Somet i m e s these s p i rits take o n a d evastat i n g
m a n i festation ca l led the I ro n Wi n d a n d move
t h rough the a i r in c l o u d s , wh ich can be far m o re
d a n ge ro u s t h a n any conventional storm. I n trut h ,
n a n ites a re l itera l ly eve rywhere.
LIME NE
CHARACTER TYPE

A n a n o ' s stra nge a b i l ities a re u n s ettl i n g eve n to "The Aeon Priests have
NANO STAT POOLS the b ravest sou l s u n less they h ave a mod i c u m of discovered the means to
directly control people's
Stat Pool Starti ng Value knowledge about t h e n u m e n e ra . T h at s a i d , n ot
thoughts simply through
M i ght 7 eve ryo n e i s frightened of or i nti m i d ated by n a n o s . the use of words and
S peed 9 There a re oth e r peo p l e a n d creat u res t h at h ave images. Everything they
I nte l l ect 12 ca p a b i l ities far beyo n d the u n d e rsta n d i n g of normal say, do, and even wear
Yo u get 6 add iti o n a l poi nts to d ivide a m o n g yo u r stat fo l ks-t h i ngs t h at eve n n a n o s m i ght n ot u n d e rsta n d . is carefully calculated. "
Poo l s h owever yo u w i s h . Th i ngs t h at eve n n a n o s m i ght fea r. -Narada Trame, anti-papist
Like the wizard s of fables, some nanos dwe l l i n
N a nos w i e l d t h e i r powe r i n the form o f what sol itude t o study a n d conduct o d d experi ments, wh i l e
they ca l l esoteries, although some p refe r to ca l l others gather i n schools and teach those with potential
t h e m spel l s , e n c h a ntments, o r c h a r m s . N a nos a re to use their a b i l ities. They enjoy time i n the com pany
p roficient with oth e r d evices as we l l , a n d somet i m e s of people with s i m i lar p red i lections and i nterests. N ot
t h e i r powers a re act u a l ly the s u btle u s e o f such ite m s every nano is a frai l bookworm, however-that's j u st
h i d d e n u po n t h e i r perso n . A l l n a n o s ca l l fo rt h t h e i r the stereotype pl aced u pon them by society.
powe r i n s l ightly d i fferent ways . S o m et i m e s , peo p l e v i ew n a n o s a s
Typical ly, n a n o s a re i n te l l i gent, learned, a n d re p re s e ntatives of t h e powers t h at b e : god s ,
i n s i ghtfu l . M ost of t h e t i m e , they d evote t h e m selves d e m o n s , o r s p i rits. T h at' s n ot t o o s u rp ri s i n g
to the n u menera and oth e r e sote rica rat h e r than to co n s i d e r i n g t h at t h ey a ffect t h e world a ro u n d t h e m
p u rely physical p u rs u its. As a res u lt, they' re often i n ways t h at m o s t peo p l e c a n ' t fat h o m . W h at' s
we l l versed i n the a rtifacts and l eftove rs of the m o re s u rp ri s i n g i s t h at s o m e n a n o s b e l i eve t h i s
p rev i o u s eras. t o be t r u e a s we l l . T h ey ca l l t h e m s e l ve s p r i e s t s
o r s h a m a n s a n d t reat t h e i r e s ote r i e s m o re l i ke
N anos i n Society: Freq uently, co m m o n fo l ks fea r ritu a l s , p raye rs, or i nvocat i o n s . W h e n t h e s e n a n o s
n a n o s o r l o o k u po n t h e m w i t h s u s p i cion. I t ' s easy t o gat h e r, t h ey d o s o i n te m p l e s , b u t j u st a s oft e n
be afra i d o f a b rute w i t h a n axe, but w h e n it co mes o n e of t h e m l ives a l o n e a m i d a fl o c k of t h e fa i t h fu l .
to someone who w i e l d s i nv i s i b l e powers-magic, S o m e o f t h e s e l o n e r n a n o s d o n 't ca l l t h e m s e lves
fo r lack of a bette r term-too m u ch i s u n known . p r i e st s ; t h ey ca l l t h e m s e lves god s .

33
Al most any n u menera item wo u l d be welcome,
One infamous nano is but general ly, n a n o s a re most i nterested i n ra n ged
Nordarvar, who was the
wea p o n s , p rotective d evices oth e r t h a n armor, a n d
first to develop the now
ubiquitous Push esotery. devices t h at h ave i nterest i n g util ity effects-u s i n g
He used it to knock Duke magneti s m , creat i n g fo rce fie l d s , h ea l i n g wo u n d s ,
Guchian off the top of his res h a p i n g fl e s h , creat i n g o r d e stroy i n g m atte r, a n d s o
own tower, thus ending o n . T h i s i s true o f cyp h e rs as we l l as a rtifacts.
the War of Three Li/lies.
Advanced N anos: As n a n o s ga i n more expe rience,
they typ ically learn n ew a n d more powe rfu l esoteries.
They begin their careers by making pers o n a l s h ie l d s
a n d b l a st i n g fo e s w i t h e n e rgy, but eventual ly, they
can fly t h rough the a i r, d i s i ntegrate m atte r, teleport
vast d i stances, a n d control the weather.

NANO BACKGROUND
N a nos can do t h i ngs t h at seem l i ke magic to oth e r
peo p l e , but t h e i r powe rs a re n ' t b a s e d o n charms o r
s pe l lcast i n g-t h e exp l a n ation i s l i kely fa r stra n ge r.
Choose o n e of the th ree o pt i o n s d escribed below
as the sou rce of yo u r a b i l ities. It wi l l p rovide the
fo u n d ation of yo u r backgro u n d a n d give yo u a n
idea of h ow y o u can i m p rove. The G M can u s e t h i s
i nformation to d eve l o p adventures a n d q u e sts t h at
a re s pecific to yo u r c h a racte r a n d p l ay a ro l e i n yo u r
advancement.

Forbidden Knowledge
Yo u u n d e rsta nd the n u m e n e ra far bette r t h a n
m o s t peo p l e . You know t h at it i s n 't j u st stra n ge
mach i n e s b u ried i n o l d ru i n s . The n u m e n e ra i s
eve rywhere, beyo n d t h e perception o f h u m a n s . You
know t h at m i crosco p i c mach i n es ca l l ed n a n ites a re
th readed t h ro u g h eve ry i n c h of t h e worl d , waiti n g
N anos in the G roup: Typical ly, a n a n o is the party t o be activated . Yo u know t h at s ate l l ites i n orbit a re
m e m b e r who kee p s to t h e back of the gro u p , a s b roadcast i n g i nformat i o n , waiti n g for someone to
fa r fro m the d a n ge r a s pos s i b l e. Co m pa red to t h e i r acce s s it. H avi n g stu d ied l o n g a n d h a rd , learn i n g the
co m rades, n a n o s a re ofte n a bit frag i l e a n d l e s s we l l p roper ways to tap i nto the fo rces all a ro u n d yo u ,
p rotected aga i n st t h reats. I n a d d i t i o n , most o f t h e i r yo u know h ow to activate t h e s e mach i ne s a n d m a ke
a b i l ities work b e s t a t range. t h e m do what yo u w i s h , at least i n l i m ited , s pecific
As u s efu l a n d i m p re s s ive as nanos' offe n s ive ways . These uses of powe r a re ca l l ed esoteries.
powers can be, t h e i r knowledge is often most Th rough vari o u s t i n y devices t h at you possess, which
va l u a b l e to a gro u p . When the p a rty comes u p o n p robably seem l i ke magic charms to t h e u n i n it i ated ,
myste rious d evices, we i rd creat u re s , o r oth e r a s pects yo u "conj u re" e n e rgy. By acce s s i n g t h e d atas p h e re
of the n u menera, the n a n o is u s u a l ly the one who tra n s m itted across t h e worl d , yo u co n n ect with
knows h ow to identify o r deal with the finds. H e o r mach i n es-i n c l u d i n g the n a n ites-to c h a n ge yo u r
s h e can b e s t scave n ge fo r n e w cyp hers o r figu re enviro n ment.
out h ow to u s e a rt ifacts fro m t h e past. M a ny n a n o s Advancement: You m u st co nti n u e to study. There's
p o s s e s s oth e r va l u a b l e knowled ge i n a r e a s such a s fa r more to t h e n u m e n e ra t h a n o n e person can
geogra phy, botany, med icine, a n d m o re. eve r kn ow, but t h at does n 't mean you s h o u l d n 't t ry
to learn it a l l . M o re secrets a n d more knowledge
N anos and the N u menera: A l l n a n o s know a fa i r mean m o re powe r. At some point i n yo u r career, yo u
b i t about t h e n u m e n e ra . I n m a n y ways , i t ' s t h e i r m i ght need to fi n d a teacher or a n other s o u rce of
l ife b l ood . When a gro u p fi n d s a b roken ve h icle, a n knowledge. So many q u esti o n s need a n swers.
i n active automato n , o r a n ancient mach i n e, the n a n o When yo u r stats i m p rove o r yo u learn n ew
ste p s u p a n d searches it fo r u s efu l devices. s k i l l s , it's beca u s e yo u h ave m a stered a n ot h e r new
LIME NE
CHARACTER TYPE

tech n i q u e t h at taps i nto the secret worl d . When yo u you r primary means of picking u p new tricks. Add i n g
ga i n a n ew esote ry, it' s t h e res u lt of l o n g h o u rs of poi nts t o you r stat Poo l s m i ght m e a n u n d ergo i n g
study a n d p ractice i n u s i n g yo u r myste rio u s l o re . n e w p roced u res. Add i n g a n e w esotery m i ght req u i re
putt i n g an i m p l ant i n you r head , although changing
Psionics one esotery to another co u l d be as s i m p le as
Yo u know t h at the wo rld i s fi l led with ancient u n p l uggi n g one mod u le a n d jacki n g i n a re p l acement.
mach i n e s a n d t h e i r creat i o n s . Some of them a re
v i s i b l e, but m a ny a re not. I t ' s n ot j u st s k i l l o r NANO TIERS
knowled ge t h at a l l ows y o u to ga i n acce s s to t h e m . "When adding a fluctuating
Yo u h ave a psyc h i c t a l e n t t o i nterface w i t h the First-Tier Nano generator to an unstable
mach i n e s to p rod uce va rious effects. Some of these F i rst-t ier n a n o s h ave t h e fo l l owi n g a b i l ities: warp capacitor, make sure
mach i n e s a re secreted about you r pers o n , a n d oth e rs Effort: Yo u r Effort i s l . you polarize the endings
correctly or you'll end
a re i n fu sed i nto t h e envi ro n ment of the N i nth Wo rl d . Geni us: Yo u h ave a n I nte l l ect E d ge of l , a M i ght
up draining the energy. . .
Yo u ca n ' t conj u re e n e rgy o r warp m atte r o n yo u r E d ge of 0, a n d a S peed E d ge of 0. directly into your brain. "
own , b u t yo u h ave t h e ra re a n d spectac u l a r a b i l ity Expert Cypher Use: You can bear th ree cyp hers at -Sir Arthour
to control t h e i nv i s i b l e n a n o- m ach i n es t h at do it fo r a time.
yo u . I s t h i s gift the n atu ra l res u lt of extre m e expo s u re Practiced With Light Weapons: You can u s e l i ght
to tec h n o l ogy? I s it t h e fu s i o n of the b i o l ogical a n d wea p o n s without pena lty. I f you wield a m ed i u m
mech a n ica l ? I s it the d e s i g n o f a ge n i u s a rch itect, wea p o n , i n crease t h e d i fficu lty o f t h e attack b y o n e
ge n e rat i o n s earl i e r, who m a n i p u l ated the genetics ste p . I f yo u wield a heavy wea p o n , i n crease it by two
of yo u r fa m i ly? O r i s it j u st a ra n d o m m utation ? I n ste p s .
any case, yo u ' re the n atu ra l synth e s i s of h u m a n a n d N u menera Traini ng: You a re tra i ned i n the
mach i n e , worki n g as o n e . n u m e n e ra a n d can atte m pt to u n d e rsta n d a n d
Advancement: U n d e rsta n d i n g t h i s n a t u r a l talent identify i t s p roperties.
Your character's starting
took t i m e a n d tra i n i ng, a n d m o re of both i s needed Starti ng Eq u i pment: You start with cloth i n g, o n e
equipment is as important
to exp a n d a n d refi n e yo u r powe rs. In add ition to wea p o n , a b o o k about the n u m e n e ra , t h ree cyp hers as your character's
seeki n g help with yo u r i n struct i o n , yo u m i ght need to (chosen fo r you by t h e G M ) , one odd ity (chosen fo r beginning skills. Learn
fi n d d rugs, devices, o r oth e r exte rnal st i m u l at i o n . yo u b y t h e G M ) , a n d 4 s h i n s {co i n s) . Before select i n g more about what you carry
When as pects of yo u r c h a racte r i m p rove o r yo u yo u r wea p o n s , armor, a n d oth e r gear, y o u m i ght and what it's used for in
learn n ew s ki l l s or esote ries, it's beca u s e yo u h ave
Chapter 7: Equipment,
want to wait u n t i l after yo u 've chosen yo u r esote ries,
page 77.
m a stered a n ew facet of yo u r psyc h i c a b i l ities or d e scri ptor, a n d focu s .
d i scovered an e n t i rely n ew use fo r a mach i n e in yo u r Esoteries: Yo u can tap i nto the n u m e n e ra t o
enviro n ment. res h a pe the wo rld a ro u n d yo u . S i m i l a r i n appeara n ce
to the way a fa b l ed wizard m i ght seem to cast s p e l l s ,
Ports and Plugs t h e s e exp re s s i o n s o f yo u r knowled ge a re ca l l ed
Yo u h ave a co n n ecti o n with mach i n e s for o n e clear esoteries. Peo p l e who a re n ot n a n o s somet i m e s ca l l
rea s o n : yo u ' re p ractica l ly a mach i n e yo u rself. Yo u r t h e m spel l s o r c h a r m s .
n e rvo u s syste m i s l aced with c i rcu itry, a n d yo u r M ost esote ries m u st be activated , which req u i res
body h a s i m p l a nted jacks a n d ports where yo u t h at yo u h ave a free hand a n d spend l o r m o re
p l u g i n m od u les a n d oth e r tech n o l ogical b its t h at I nte l l ect points. l f n o I nte l l ect poi nt cost i s given fo r
p rovide yo u r capa b i l ities. When yo u p rod u ce effects a n esote ry, it fu n cti o n s co nti n uo u s ly w i t h o u t need i n g
o r m a n i p u l ate n a n ites, you d o so t h rough yo u r t o b e activated . S o m e esote ries s pecify a d u rati o n ,
body' s d i rect mech a n ical i nterface. Yo u r fo rce b l a sts but yo u c a n always e n d one o f yo u r own esote ries
m i ght co m e fro m a d evice i m p l anted i n yo u r p a l m anyt i m e yo u w i s h .
o r fi n ge rt i p . Yo u r a b i l ity t o tap i nto the d ata s p h e re Choose two o f the esote ries d escri bed bel ow.
m i ght co m e fro m the rece iver p l u gged i nto a port Yo u ca n ' t choose t h e same esotery more t h a n o n ce
yo u b u i lt i n t h e back of yo u r neck. u n l e s s its d escri ption says ot h e rwi se.
Obvi o u s ly, to beco me a nano, yo u h ave u n d e rgo n e H edge M agic (1 I ntel lect poi nt) : You can perform
n u m e ro u s s u rgeries a n d p roced u res (e ither wi l l i ngly s m a l l tricks: te m porarily c h a n ge t h e co l o r o r basic
o r u nwi l l i n gly) . You a re fo reve r c h a n ged. Some appeara n ce of a small o bj ect, ca u s e small o bjects
peo p l e t reat yo u with d i s d a i n o r derision, but to float t h ro u g h the a i r, clean a s m a l l area, m e n d a
perh a p s most of yo u r mod ificat i o n s can be h id d e n by b roken object, p repare (but n ot create) food , a n d
a h ooded cloak o r s i m i l a r garment. so o n . Yo u can't u s e hedge magic to h a rm a n other
Advancement: Do you want to ga i n more a b i l ities? creatu re o r o bject. Act i o n .
J u st find new h a rdware and plug it in. Alth ough talent Onslaught (1 I ntel lect point) : Yo u attack a fo e
and p ractice a re sti l l i nvolved , physical upgrades a re u s i n g e n e rgies t h at a s s a i l either h i s physical fo r m

35
NANO 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 ect ion to the
rest of t h e worl d . Yo u can a l so create yo u r own fact.

Rol l Background
You served a s a n a p p rentice fo r a n a n o-sorcerer re s pected a n d fea red by many peo p l e . N ow you bear his m a rk.
2 You stud ied i n a school i nfa m o u s for its d a rk, b rood i n g i n structors a n d grad u ates.
3 You learned n a n o-sorcery (or gai ned yo u r mod ifications) i n the te m p l e of an obscu re god . Its p riests a n d wors h i ppers,
although s m a l l i n n u m ber, res pect a n d ad m i re yo u r talents a n d potenti a l .
4 Wh i l e trave l i n g alone, yo u saved the l i fe of a powe rfu l a b h u m a n b rute. Although u nwi l l i n g to acco m pany you on yo u r j o u rn ey,
h e re m a i n s i n d e bted to yo u .
5 Yo u r mother was a powe rfu l n a n o wh i l e s h e l ived , h e l pfu l to many loca l s . They look u po n you k i n d ly, but they a l s o expect
m uch fro m yo u .
6 You owe m o n ey to a n u m be r of peo p l e a ro u n d town a n d d o n 't h ave the fu n d s to pay yo u r debts.
7 You fa i led d i sgracefu l ly at yo u r i n it i a l stud ies with yo u r teacher a n d n ow p roceed on yo u r own .
8 You learned you r s ki l l s faster than you r teachers had ever seen before. The powers that be took notice and are payi n g close attention.
9 You k i l led a we l l - kn own cri m i n a l i n self-defe n se, earn i n g t h e res pect of m a n y a n d t h e e n m ity of a d a n ge ro u s few.
10 You tra i ned a s a g l a ive, but yo u r s k i l l s with the n u menera a n d oth e r types of l o re eventually led yo u d own a d i fferent pat h .
Yo u r former co m rades d o n ' t u n d e rsta n d yo u , but they res pect yo u .
11 Wh i l e studyi n g to be a n a n o , yo u worked a s a n a s s i stant fo r a sea m stre s s , m a k i n g friends with t h e own e r a n d the c l i e ntele.
12 Yo u r fa m i ly own s a l a rge v i n eya rd nea rby known to a l l fo r its fi n e w i n e a n d fa i r b u s i n e s s d ea l i ngs.
13 You tra i ned fo r a t i m e with a gro u p of Aeon Priests, a n d they sti l l look u po n yo u with fo n d n e s s .
14 You worked the gard e n s i n the p a l ace of a n i n fl uential n o b l e . S h e wo u l d n 't re m e m be r yo u , but yo u made frie n d s with h e r
yo u n g d a u ghter.
15 An experiment you co n d u cted i n the past went horribly awry. The loca l s re m e m b e r yo u as a d a n ge ro u s a n d foo l h a rdy i n d ivid u a l .
16 You h a i l from a d i stant l a n d where yo u we re we l l known a n d regarded , but peo p l e h e re t reat yo u with s u s p i c i o n .
17 Peo p l e yo u m eet seem put off by t h e stra n ge b i rt h m a rk o n yo u r face.
18 Yo u r best friend i s a l s o a n a n o . Yo u a n d s h e s h a re d i scove ries a n d secrets read i ly.
19 You know a local m e rchant ve ry we l l . S i n ce you give h i m so m uch b u s i n e s s , h e offers yo u d i sco u nts a n d s peci a l t reatment.
20 You belong to a secretive soci a l cl u b t h at gathers monthly to d ri n k and tal k.

o r h i s m i n d . I n either case, yo u m u st be a b l e to of h ow p owerfu l , d a n ge ro u s , or d i fficu l t it i s) .


see yo u r ta rget. I f the attack is phys i c a l , yo u e m i t Yo u a l s o l e a r n wh ateve r facts t h e G M fee l s a re
a s h o rt-ra n ge ray of fo rce t h at i n fl i cts 4 poi nts o f p e rt i n e n t a b o u t t h e m atte r a n d e n e rgy i n t h at
d a m age. I f the attack i s menta l , y o u focus yo u r a re a . Fo r exa m p l e , you m i g h t l e a r n t h at t h e
mental e n e rgy t o b l a st t h e thought p rocesses wood e n b o x conta i n s a d ev i ce of m e t a l a n d
of another creatu re with i n s h o rt range. Th i s synt h . Yo u m i g h t l e a r n t h at t h e g l a s s cyl i n d e r i s
m i n d s l ice i n fl i cts 2 poi nts o f I nte l l ect d a m age fu l l o f p o i s o n o u s g a s , a n d t h at i t s metal sta n d
Armor, page 92 (a n d t h u s i g n o res Armor) . Some creatu res without h a s a n e l ect r i c a l fi e l d ru n n i n g t h ro u g h it t h at
m i n d s (such a s a utomato n s) m i ght be i m m u n e to co n n ects to a metal m e s h i n t h e fl o o r. Yo u m i g h t
m i n d s l ice. Act i o n . l e a r n t h at t h e creatu re sta n d i n g befo re yo u i s
P u s h ( 2 I ntel lect poi nts) : Yo u p u s h a creatu re o r a m a m m a l with a s m a l l b ra i n . H oweve r, t h i s
o bj ect a n i m med i ate d i stance i n any d i rection you e s otery d o e s n 't te l l you w h at t h e i n fo rm a t i o n
w i s h . Yo u m u st be a b l e to see the ta rget, which m e a n s . T h u s , i n t h e fi rst exa m p l e , yo u d o n 't
m u st be yo u r s ize o r s m a l l e r, m u st n ot be affixed k n ow w h at t h e m eta l a n d synth d ev i ce d o e s . I n
to anyt h i ng, a n d m u st be with i n s h o rt ra n ge. t h e seco n d , yo u d o n 't k n ow i f ste p p i n g o n t h e
The push i s q u ick, a n d the fo rce i s too crude to fl o o r ca u s e s t h e cyl i n d e r to re l e a s e t h e g a s . I n
be m a n i p u l ated . Fo r exa m p l e, yo u ca n ' t u s e t h i s t h e t h i rd , you m i g h t s u s pect t h at t h e creatu re
esotery t o p u l l a l ever o r eve n close a door. Act i o n . is n ot very i ntel l i ge n t , b u t s ca n s , l i ke l o o k s , c a n
S c a n ( 2 I ntel l ect poi nts) : Yo u s c a n a n a rea eq u a l be d e ce i v i n g . M a ny m ateri a l s a n d e n e rgy fi e l d s
i n s i ze t o a 1 0-foot ( 3 - m ete r) c u be, i n c l u d i n g a l l p reve n t o r re s i st s ca n n i n g . Act i o n .
o bj ects o r creat u re s w it h i n t h at a re a . T h e a re a Ward: Yo u h ave a s h i e l d o f e n e rgy a ro u n d you at
m u st be with i n s h o rt ra n g e . S ca n n i n g a creat u re a l l t i m e s t h at h e l p s d efl ect attacks. Yo u ga i n + 1 to
Level, page 85 or o bj ect a l ways reve a l s its level (a m e a s u re Armor. E n a b l e r.

36
LIME NE
CHARACTER TYPE

Second-Tier Nano move out of range, the co n n ection i s broke n .


Seco n d -tier n a n o s h ave t h e fo l l owi n g a b i l ities: Action t o i n itiate.
Esoteries: Choose o n e of the fo l l owi n g esote ries Stasis (3 I ntel lect poi nts) : You s u rro u n d a foe
(or a n esote ry fro m a l ower tier) to add to yo u r of yo u r s ize o r s m a l l e r with scinti l l at i n g e n e rgy,
re perto i re. I n a d d i t i o n , yo u c a n re p l ace o n e o f yo u r kee p i n g it fro m m ovi n g or act i n g for o n e m i n ute,
fi rst-tier esote ries with a d ifferent fi rst-tier esotery. a s if frozen s o l i d . You m u st be able to see the
Ad aptation (2+ I ntel lect poi nts) : Yo u a d a pt ta rget, and it m u st be with i n s h o rt range. W h i l e i n
to a h o st i l e e n v i ro n m e n t fo r 28 h o u rs . As a sta s i s , t h e ta rget i s i m perv i o u s t o h a r m , ca n n ot be
re s u lt, yo u can b reat h e safe l y, t h e te m p e ratu re m oved , and i s i m m u n e to all effects. Act i o n .
does n 't ki l l yo u (t h o u g h it m i g ht be ext re m e l y
u n co m fo rt a b l e o r d e b i l itat i n g) , cru s h i n g g ravity Third-Tier Nano
does n 't i n ca p acitate or h a rm you (t h o u g h , a ga i n , Th i rd-tier n a n o s h ave t h e fo l l owi n g a b i l ities:
yo u m i ght be s e ri o u s l y h i n d e red ) , a n d so o n . I n Adept Cypher Use: Yo u can bear fo u r cyp h e rs at a
ext re m e e n v i ro n m e n t s , t h e G M m i ght i n crease time. "Humans lived on the
t h e cost of activat i n g this e s otery to a maxi m u m Esoteries: C h o o s e o n e of the fo l l owi n g esote ries Earth many millions of
years ago, in at least one if
cost o f 1 0 I nte l l ect p o i n t s . Ro u g h ly s p e a k i n g , t h e (or a n esote ry fro m a l ower tier) to add to yo u r
not many great civilizations
cost s h o u l d eq u a l t h e a m o u nt of d a m age you re perto i re. I n a d d i t i o n , yo u c a n re p l ace o n e o f yo u r that rose and fell. But for
wo u l d s u sta i n in a given ro u n d . Fo r exa m p l e , l owe r-ti e r esote ries with a d i fferent esotery fro m t h e some of the planet's history,
if yo u enter a h o st i l e envi ro n m e n t t h at wo u l d s a m e l ower tier. there were no humans.
n o rm a l ly d e a l 6 p o i n t s o f d a m a ge p e r ro u n d , Barrier (3+ I ntellect poi nts) : Yo u create an opaque, But now humans are back.
How can that be? Where
u s i n g Ad a ptat i o n t o avo i d t h at d a m age costs stat i o n a ry barrier of s o l i d e n e rgy with i n i m med i ate
were they in the intervening
6 p o i n t s . Yo u can p rotect ot h e r creat u re s i n ra n ge. The barrier is 1 0 feet by 1 0 feet (3 m by time?" -Visixtru, va rjellan
a d d ition t o yo u rs e l f, b u t each a d d i t i o n a l creatu re 3 m) and of negl i g i b l e th ickness. I t is a l evel 2 philosopher
costs yo u t h e s a m e n u m be r of I ntel lect p o i n t s a s barrier a n d l a sts for ten m i n utes. It can be p l aced
it costs to p rotect yo u . T h u s , i f it costs 6 poi nts t o a nywh e re it fits , whet h e r aga i n st a s o l i d object
p rotect yo u rs e l f, it costs 1 2 m o re to p rotect two ( i n cl u d i n g the gro u n d ) or fl oati n g i n the a i r. Each
ot h e r peo p l e . Th i s e s otery n ever p rotects aga i n st l evel of Effort you apply stre n gt h e n s the barrier
q u ick, i n stanta n e o u s t h reats , l i ke a n attack with by one leve l . Fo r exa m p l e, a p p lyi n g two leve l s of
a wea p o n o r a s u d d e n exp l o s i o n of fi re . Act i o n to Effort creates a l evel 4 barrier. Act i o n .
i n itiate. Cou ntermeasu res ( 4 I ntel lect poi nts) : Yo u
Flash (4 I ntel lect poi nts) : You create a n exp l o s i o n i m med i ately e n d o n e o n go i n g n u m e n e ra effect
of e n e rgy at a poi nt with i n close ra n ge, affect i n g a n (such as an effect created by an esotery) with i n
a rea u p t o i m med i ate ra n ge fro m t h at poi nt. You i m med i ate range. Alternatively, you can u s e t h i s a s
m u st be a b l e to see the l ocation where yo u i ntend a d efe n s e action t o cancel a n y i n co m i n g esotery
to ce nter the exp l o s i o n . The b l a st i n fl i cts 2 poi nts ta rgeted at yo u , or yo u can cancel any n u menera
of d a m age to all creatu res o r o bjects with i n the d evice or the effect of any n u m e n e ra d evice fo r
a rea. Beca u s e t h i s i s a n a rea attack, ad d i n g Effort 1 d 6 ro u n d s . You m u st touch the effect o r d evice to
to i n crease yo u r d a m age works d i fferently t h a n it cancel it. Act i o n .
does for s i n g l e-ta rget attacks: if yo u a p p l y a l evel Energy Protection ( 3 + I ntellect poi nts) : C h o o s e a
of Effort to i n crease the d a m age, add 2 poi nts of d i screte type of e n e rgy t h at yo u h ave experience
d a m age fo r each ta rget, and eve n if you fa i l you r with (such as heat, son ic, e l ectricity, a n d so on) .
attack ro l l , a l l ta rgets i n t h e a rea sti l l take 1 point Yo u ga i n + 1 0 to Armor aga i n st d a m age fro m t h at
of d a m age. Act i o n . type of e n e rgy for ten m i n utes. Alternatively, yo u
H over ( 2 I ntellect poi nts) : Yo u fl oat s l owly i nto ga i n + 1 to Armor aga i n st d a m age from t h at e n e rgy
the a i r. If yo u concentrate, yo u can control yo u r for 28 h o u rs . You m u st be fa m i l i a r with the type
m ovement t o re m a i n m ot i o n l e s s i n t h e a i r, o r float of e n e rgy; fo r exa m p l e, if yo u h ave n o experience
up to a s h o rt d i stance as yo u r act i o n , but n o m o re; with a ce rta i n k i n d of extrad i me n s i o n a l e n e rgy,
oth e rwise, yo u d rift with t h e wind o r with any yo u ca n 't p rotect aga i n st it. I n stead of a p p lyi n g
momentu m yo u h ave ga i n e d . T h i s effect l asts fo r Effort t o decrease t h e d ifficu lty o f t h i s esotery,
u p to ten m i n utes. Action to i n itiate. yo u can a p p l y Effort to p rotect more ta rgets, with
Mind Read ing (4 I ntellect poi nts) : Yo u can read each l evel of Effo rt affect i n g up to two add iti o n a l
the s u rface thou ghts of a creatu re with i n s h o rt ta rgets . Yo u m u st t o u c h a d d i t i o n a l ta rgets to
ra n ge of yo u , eve n if t h e ta rget does n ' t want you p rotect t h e m . Action to i n iti ate.
to. Yo u m u st be a b l e to see the ta rget. O n ce yo u Sensor (4 I ntel lect poi nts) : You create an
h ave esta b l i s h ed contact, yo u can read the ta rget ' s i m m o b i l e , i nv i s i b l e sensor with i n i m med i ate
thou ghts fo r u p to o n e m i n ute. I f y o u o r the ta rget ra n ge t h at l asts for 28 h o u rs . At any t i m e d u ri n g

37
t h at d u rati o n , you can concentrate to see, hear, 5 -foot (.5 m) cube. I f yo u s p e n d o n ly one action
a n d s m e l l t h ro u g h the sensor, no m atte r h ow fa r o n t h i s esotery, the c h a nges yo u m a ke a re crude
yo u move fro m i t . The s e n s o r d o e s n ' t grant yo u at best. I f yo u spend at least ten m i n utes a n d
sensory capa b i l ities beyo nd the norm. Action to s u cceed a t a n a p p ropriate craft i n g task (with a
create; action to check. d i fficu lty at least o n e step h i g h e r t h a n n o rm a l ,
Targeting Eye: You a re tra i ned i n any physical d u e t o the ci rcu m stances) . yo u c a n m a ke co m p l ex
ran ged attack that i s a n esotery or comes fro m a c h a n ges to t h e mate r i a l . You ca n ' t c h a n ge the
n u menera d evice. For exa m ple, you a re tra i ned nature of t h e mate r i a l , o n ly its s h a pe . Thus, you
when u s i n g a n O n s l a u ght force blast beca use it's a can m a ke a h o l e i n a wa l l o r floor, o r you can seal
physical attack, but not when u s i n g an O n s l aught o n e u p . Yo u can fa s h ion a rud i m e ntary sword fro m
m i n d s l ice beca use it's a mental attack. E n a b l e r. a l a rge p i ece of i ro n . You can b reak or re p a i r a
ch a i n . With m u lt i p l e uses of t h i s esote ry, yo u co u l d
Fourth-Tier Nano b r i n g a b o u t l a rge c h a n ges, m a k i n g a bridge, a wa l l ,
Fo u rth-tier n a n o s h ave the fo l l owi n g a b i l ities: o r a s i m i l a r struct u re. Act i o n .
Throughout the Ninth Esoteries: Choose o n e of the fo l l owi n g esote ries Slay ( 6 I ntel lect poi nts} : You gather d i s ru pti n g
World, people of all walks (or a n esote ry fro m a l ower tier) to add to yo u r e n e rgy i n yo u r fi n ge rt i p a n d touch a creat u re. I f t h e
of life report random re perto i re. I n a d d i t i o n , yo u c a n re p l ace o n e o f yo u r ta rget i s a n N PC o r a creatu re of l eve l 3 o r l ower,
glimmers ofimages or
l owe r-ti e r esote ries with a d i fferent esotery fro m t h e it d ie s . If the ta rget is a PC of any tier, he m oves
information that seem
to come from nowhere. s a m e l ower tier. d own one step o n the d a m age t rack. Act i o n .
These unexpected I nvisi bility (4 I ntellect poi nts} : You beco me i nv i s i b l e
bursts ofdata are often for t e n m i n utes. Wh i l e i nvisible, yo u a re s peci a l ized Fifth-Tier Nano
nonsensical, are rarely in stealth and S peed d efense tasks. Th i s effect e n d s Fifth-tier n a n o s h ave the fo l l owi n g a b i l ities:
useful or pertinent, if y o u d o someth i n g t o revea l you r p resence o r M aster Cypher Use: You can bear five cyp h e rs at a
and are sometimes
position-attacki ng, perform i n g a n esote ry, u s i n g time.
disturbing. While some
call them visions, nanos a n a b i l ity, movi n g a l a rge object, and so o n . I f t h i s Esoteries: C h o o s e o n e of the fo l l owi n g esote ries
and other experts in occurs, you c a n rega i n the rem a i n i n g i nvi s i b i l ity (or a n esote ry fro m a l ower tier) to add to yo u r
the numenera believe effect by ta k i n g an action to focus on h i d i n g yo u r re perto i re. I n a d d i t i o n , yo u c a n re p l ace o n e o f yo u r
that the "glimmers" position. Action t o i n iti ate or rei n itiate. l owe r-ti e r esote ries with a d i fferent esotery fro m t h e
are malfunctions of the M i nd Control (6+ I ntellect points}: You co ntrol the s a m e l ower tier.
datasphere that still
actions of another creatu re you to uch. T h i s effect Absorb Energy (7 I ntel lect poi nts) : Yo u touch a n
permeates the world.
lasts for ten m i n utes. The ta rget m u st be leve l 2 o bj ect a n d absorb i t s e n e rgy. I f y o u touch a cyp h e r,
or lowe r. Once you h ave esta b l i s h ed contro l , you yo u re n d e r it u s e l e s s . I f you touch an a rt ifact, ro l l
m a i nta i n mental contact with the ta rget and sense o n t h e a rtifact ' s d e p l et i o n . I f yo u touch another
what it senses. Yo u can a l low it to act free ly o r k i n d of powered mach i n e o r d evice, the G M
override i t s control on a case-by-case bas i s . I n stead d eterm i n e s whet h e r its powe r i s fu l ly d ra i n e d .
of applyi n g Effort to decrease the d ifficu lty, you can I n any case, y o u absorb e n e rgy fro m t h e o bj ect
a p p ly Effort to i n crease the m axi m u m leve l of the touched a n d rega i n l d l O I nte l l ect points. If t h i s
ta rget. T h u s , to control the m i n d of a leve l 5 ta rget wo u l d give yo u m o re I nte l l ect t h a n yo u r Poo l ' s
(th ree leve l s a bove the normal l i m it) , you m u st m axi m u m , t h e extra poi nts a re lost, a n d you m u st
a p p ly th ree leve l s of Effort. S m a rt nanos use the m a ke a M i ght d efe n s e ro l l . The d ifficu lty of the
Scan esotery o n a creatu re to learn its leve l before ro l l i s eq u a l to the n u m be r of poi nts ove r yo u r
trying to control its m i n d . When the M i nd Control m axi m u m you absorbed . I f yo u fa i l t h e ro l l , yo u
esotery e n d s , the creatu re doesn't remem ber bei n g take 5 poi nts of d a mage a n d a re u n a b l e to act fo r
control led o r a nyth i n g it d i d w h i l e u n d e r you r o n e ro u n d . You can u s e t h i s esotery as a defe n s e
com m a n d . Action t o i n iti ate. action when yo u ' re t h e ta rget of a n i n com i n g
Regeneration (6 I ntel lect poi nts} : You restore esotery. D o i n g so ca n ce l s t h e i n com i n g esotery,
poi nts to a ta rget ' s M i ght or S peed Pool i n o n e of a n d yo u a b sorb the e n e rgy as if it were a d evice.
two ways : either the chosen Pool rega i n s u p to 6 Act i o n .
points, or it is restored to a total va l u e of 1 2 . Yo u Dust t o Dust (7 I ntel lect poi nts) : You d i s i ntegrate
m a ke t h i s d eci s i o n when yo u i n iti ate t h i s esotery. one n o n l iv i n g o bj ect t h at is s m a l l e r t h a n you
Points a re rege n e rated at a rate of 1 point each a n d whose l evel is less t h a n o r e q u a l to yo u r tier.
ro u n d . Yo u m u st m a i nta i n contact with the ta rget Yo u m u st touch t h e object to affect it. I f the G M
the whole t i m e . I n no case can t h i s ra i s e a Pool fee l s it a p p ropriate to the ci rcu m stances, you
h i gher than its maxi m u m . Act i o n . can d i s i ntegrate a portion of a n o bj ect (t h e total
Reshape ( 5 I ntel lect poi nts): You re s h a pe m atte r vol u m e of wh ich i s s m a l l e r t h a n yo u) rather than
with i n s h o rt ra n ge i n an a rea no l a rger t h a n a the e n t i re t h i ng. Act i o n .

38
LIME NE
CHARACTER TYPE

Knowi ng the U n known (6 I ntel lect poi nts): can co l l apse b u i l d i n g s , red i rect s m a l l rive rs, o r
Ta p p i n g i nto the d ata s p h e re, yo u can ask the perform oth e r d ra m atic effects. Act i o n .
GM o n e q u estion and get a general a n swe r. Traverse the Worlds ( 8 + I ntel lect poi nts) : Yo u
The G M a s s i g n s a l evel to the q ue st i o n , so the i n stanta n e o u s l y t ra n s m it yo u rs e l f to a n ot h e r
more obscu re the a n swe r, t h e more d ifficult t h e p l a net, d i m e n s i o n , p l a n e , o r l evel of rea l i ty.
t a s k . G e n eral ly, knowled ge t h at yo u co u l d fi n d Yo u m u st k n ow t h at t h e desti n at i o n exi sts; t h e
by looki n g somewhere oth e r t h a n yo u r cu rre nt G M wi l l decide if y o u h ave e n o u g h i n fo rmation
l ocation i s l evel 1 , a n d obscure knowled ge of the to co nfirm its exi ste n ce a n d w h at t h e l evel of
past i s l evel 7 . G a i n i n g knowledge of the fut u re is d ifficu lty m i ght be to reach t h e desti n at i o n .
i m po s s i b l e . Act i o n . I n stead o f a p p lyi n g Effort t o d ecrease t h e
Teleportation (6+ I ntel lect poi nts) : Yo u d ifficu lty, y o u can a p p l y Effort to b ri n g ot h e r
i n stantaneously tra n s m it yo u rself to any location peo p l e w i t h yo u , w i t h e a c h l evel of Effo rt affect i n g
t h at yo u h ave seen o r been to, n o m atte r t h e u p t o t h ree a d d i t i o n a l ta rget s . Yo u m u st touch
d i stance , a s l o n g a s it i s o n E a rth ( o r wh ateve r a n y a d d i t i o n a l ta rget s . Act i o n .
wo rld yo u ' re cu rrently on) . I n stead of a p p lyi n g U s u rp Cypher: C h o o s e o n e cyp h e r t h at you Cypher, page 278
Effort t o decrease t h e d ifficu lty, yo u c a n a p p l y carry. T h e cyp h e r m u st h ave a n effect t h at i s n ot
Effort t o b r i n g oth e r peo p l e w i t h yo u , w i t h each i n stanta n e o u s . Yo u destroy t h e cyp h e r a n d ga i n
l evel of Effort affecti n g up to th ree a d d i t i o n a l its powe r, w h i c h fu n ct i o n s fo r yo u conti n u o u s ly.
ta rgets. Yo u m u st t o u c h any a d d i t i o n a l ta rgets.
Act i o n .
True Senses: Yo u can see i n co m p l ete d a rkness
u p to 50 feet (1 5 m) as if it we re dim l i ght. You
recogn ize hologra m s , d i s g u i se s , optical i l l u s i o n s ,
s o u n d m i m icry, a n d oth e r s u c h tricks (fo r a l l
sen ses) fo r what they a r e . E n a b l e r.

Sixth-Tier Nano
S ixth-tier n a n o s h ave the fo l l owi n g a b i l ities:
Esoteries: Choose o n e of the fo l l owi n g esote ries
{or a n esote ry fro m a l ower tier) to add to yo u r
re perto i re. I n a d d i t i o n , yo u c a n re p l ace o n e o f yo u r
l owe r-ti e r esote ries with a d i fferent esotery fro m t h e
s a m e l ower tier.
Control Weather (1 0 I ntel lect poi nts) : Yo u c h a n ge
the weat h e r i n yo u r general reg i o n . I f performed
i n d oors, t h i s esotery create s o n ly m i n o r weather
effects, s u c h as m i st, mild te m pe ratu re c h a n ge s ,
a n d so o n . I f performed outside, y o u can create
ra i n , fog, s n ow, w i n d , o r any oth e r k i n d of normal
(not ove rly seve re) weather. The c h a n ge l asts fo r
a n atu ra l l e n gt h o f t i m e , so a storm m i ght last fo r
a n h o u r, fog fo r two o r th ree h o u rs , a n d s n ow fo r a
few h o u rs {or for ten m i n utes if it's out of season) .
Fo r the fi rst ten m i n utes after activat i n g t h i s
esotery, y o u c a n create m o re d ra m atic a n d s pecific
effects, such as l i ghtn i n g stri kes , giant h a i l sto n e s ,
twi sters, h u rrica n e fo rce w i n d s , a n d so o n .
T h e s e effects m u st occ u r with i n 1 ,000 feet (305
m) of yo u r l ocat i o n . You m u st spend you r t u rn
co ncentrat i n g to create an effect or to m a i nta i n
i t i n a n ew ro u n d . These effects i n fl ict 6 poi nts of
d a m age each ro u n d . Act i o n .
M ove Mou ntai ns ( 9 I ntel lect poi nts) : You exe rt a
tre m e n d o u s a m o u nt of physical fo rce with i n 250
feet (76 m) of yo u . You can push u p to 1 0 to n s
(9 . 1 t ) o f material u p t o 5 0 feet (1 5 m) . Th i s fo rce
Yo u can choose a cyp h e r w h e n you ga i n t h i s a p p lyi n g Effort costs 0 I nte l l ect points. Her I nte l l ect
a b i l ity, o r y o u c a n wait a n d m a ke t h e c h o i ce l ater. E d ge wi l l a l l ow h e r to save poi nts to d evote towa rd
H oweve r, o n ce yo u u s u rp a cyp h e r ' s powe r, yo u a p p lyi n g Effort for oth e r p u rposes, perhaps to boost
ca n n ot l ater switch to a d ifferent cyp h e r-t h e the accu racy of her O n s l a ught o r S h ock a b i l ities.
esotery works o n l y o n ce . Act i o n to i n i t i ate.
JACK
NANO EXAMPLE J acks a re i ntrepid explorers and adventu rers. They a re
S h a n n a wants to create a n a n o . S h e decides to j acks of a l l trades-h ence the name--a lthough the
be so mewhat we l l ro u n d e d , so s h e puts 2 of h e r wo rd also hearken s back to fables i nvolvi n g a wily,
add iti o n a l poi nts i nto e a c h stat Poo l , giv i n g h e r a resou rcefu l hero who a lways see m s to be n a med J ack.
M i ght Pool of 9, a S peed Pool of l l , a n d an I nte l l ect U sed as a verb, "to jack" means to stea l , to d eceive, or
Pool of 1 4. H e r n a n o is s m a rt a n d q u ick. S h e h a s a n to get out of a tight scrape t h rough ingenu ity or l uck.
I nte l l ect E d ge of l , a M i ght E d ge of 0, a n d a S peed J acks d o n ' t use one s ki l l o r tactic exc l u s ively;
E d ge of 0. As a fi rst-tier cha racter, her Effort is l . S h e they use wh ateve r wea po n s , armor, esote ries, or
i s tra i ned i n the n u menera. As h e r i n it i a l esoteries, a nyth i n g e l se t h at m i ght h e l p t h e m . They a re h u nters
s h e chooses O n s l aught a n d Wa rd , givi n g h e r a (particu l a rly t rea s u re h u nters) , con a rtists, s k a l d s ,
stro n g offe n s e a n d d efe n s e . rogu e s , scouts, a n d expe rts i n a variety o f fie l d s .
She c a n b e a r th ree cyphers, b u t the G M gives her
Occultic and anoetic two: a n occultic cypher (wh ich cou nts as two cyp hers jacks in Society: J acks are crafters, entertai ners, leaders,
cyphers, page 279 for t h i s pu rpose) and an anoetic cypher, which together and th ieves. They' re a rch itects, engi neers, con artists,
count as three. The occultic cypher i s a hand held, short sales people, and teachers. Th i s d ivers ity doesn't mean
range teleporter, and the anoetic cypher is a device that that the jack i s the archetypal everyman-that kind
exp lodes l i ke a fiery bomb. For her weapon, S h a n n a of s i m ple categorization would d i m i n i s h
chooses a knife, w h i c h i s a l ight wea pon. t h e character type. J acks are remarkable i n
Graceful, page 48 Fo r her descri ptor, S h a n n a chooses G racefu l , that they c a n do so m a n y d ifferent
which adds 3 poi nts to her S peed Pool , t h i n gs, and some do m u ltiple
b ri n g i n g i t t o 1 4. That descri ptor m e a n s s h e t h i n gs. I f one jack i s an artist
i s trai ned i n b a l a n c i n g and anyt h i n g req u i ri n g and another is an explorer,
carefu l movements, physical perform i n g there's l i kely a t h i rd who i s
arts, and S peed d efense tasks. both a t once.
Perh aps s h e i s a d a n ce r. In fact, she Skil led and learned jacks
begi n s to develop a backstory that who share their gifts with
i nvolves gracefu l , l ithe movements others are prized mem bers
that s h e i n corporates i nto her of society, wel l res pected for
esotery performance. what they know and can do.
Fo r her focu s, she chooses A vill age m ight be protected by
Rides the Lightning, Rides the Lightn i n g. Th i s gives her warriors, but it' s the jack who makes
page 71 S h ock, another offe n s ive power, which everyt h i n g ru n s moot h ly by repairing
s h e p l a n s on u s i n g with the knife if she or b u i l d i n g wh atever i s needed,
eve r gets i nto hand-to- h a n d com bat (though hand l i n g d i s putes, i nvestigating
she'll try to avoid th at) . S h e also ga i n s mysteries, and so on. On the other
Charge, which wi l l come i n hand, jacks who use their varied
h a n dy when s h e fi n d s more a b i l ities to benefit o n ly them selves
n u menera a rtifacts i n her a re d i stru sted at best and reviled at
explorations. worst. The m u rderers and thieves of a
H e r esote ries a n d focu s com m u n ity are l i kely jacks.
a b i l ities cost I nte l l ect poi nts to
activate, so s h e ' s glad to h ave a l ot Jacks in the G roup: J acks fill i n the
of poi nts i n h e r I nte l l ect Poo l . I n s pace between the extremes of nanos
a d d i t i o n , h e r I nte l l ect Edge w i l l and glaives. They frequently do a l ittle of
h e l p red uce t h o s e costs. I f s h e everything and know a l ittle of everythi ng.
u ses h e r O n s l a ught fo rce b l a st They can fight alongside a glaive or have
without a p p lyi n g Effort, it costs a scholarly tal k with a nano. There are no
her 0 I nte l l ect poi nts and d e a l s right or wrong places, actions, or roles for
4 p o i n t s o f d a mage. L i kewi se, jacks. They can hold their own i n combat
u s i n g h e r S h ock a b i l ity without or other dangerous situations, but they
LIME NE
CHARACTER TYPE

JACK STAT POOLS parents, t h e i r p a rents, a n d so o n . Some of yo u r


Stat Pool Starti ng Value genetic advantage m i ght eve n grant yo u l ow- l evel
M i ght 10 psyc h i c a b i l ities t h at greatly rese m b l e t h e " m i racles"
S peed 10 performed by n a n o s .
I nte l l ect 10 Advancement: You m i ght be a s u perh u m a n , b u t
Yo u get 6 add iti o n a l poi nts to d ivide a m o n g yo u r stat yo u ' re sti l l l i m ited b y w h at y o u l e a r n a n d experience.
Poo l s h owever yo u w i s h . Therefore, you m u st co nti n u e to tra i n a n d study.
P ractice is the key-it j u st comes easier for yo u t h a n
excel a t many assorted tasks l i ke search ing fo r clues, it does fo r ot hers.
using d i plomacy with the locals, or repai ring a piece of When yo u i m p rove , it's beca u s e you h ave h o n e d
Confusingly, in some
broken gear. The d rawback, of cou rse, i s that jacks are yo u r n at u ra l a b i l it i e s o r u n l ocked h e retofo re
cultures, the term 'Yack" is
rarely the best fighters in com bat or the best hand lers of u n k n own genetic t ra it s . an insult, while in others it's
the n u menera. They m ight, however, be the best at more a compliment.
special ized s kills. They' re the most l i kely characters to School of Hard Knocks
know how to di mb, how to stand watch effectively, how You learned t h i ngs the h a rd way-on you r own .
to j i m my a lock, and how to jury-rig a makeshift shelter Ad aptive and can ny, you exp ress the true stre n gt h s
or snare trap. o f h u m a n ity i n you r a b i l ity to adj u st q u ickly to
circum sta nces, pick up new tricks to s u cceed , and
j acks and the N u menera: J acks gravitate toward u lt i m ately s u rvive when yo u probably s h o u l d be dead .
cyp h e rs o r a rtifacts t h at expa n d t h e i r a rray of o pt i o n s M ost l i kely, yo u grew u p on yo u r own , perh a p s
eve n fu rt h e r. An e n h a n ced p i ece o f armor m i ght b e o n the streets, i n the w i l d e r n e s s , o r a m i d ru i n s .
fi n e fo r a g l a ive, but many j acks wo u l d rather h ave T h e d eta i l s d o n ' t rea l ly m atte r. Wh at' s i m porta nt i s
an object t h at a l l ows t h e m to com m u n i cate at a t h at yo u taught yo u rself h ow t o ove rco m e wh ateve r
d i stance, wa l k t h rough wa l l s , or put foes to sleep. c h a l l e n ges came a l o n g .
Advancement: J u st k e e p o n kee p i n g o n . You got
Advanced jacks: J acks are the most flexi ble of the to where yo u a re by observ i n g , learn i n g, a d a pt i n g, Esoteries, page 35
character types, and advanced jacks are no d ifferent. a n d adopt i n g . To adva n ce, yo u need to do more of
Some learn esoteries, as nanos do. Others hone their the same. Co n stant wari n e s s co u p led (somewhat
com bat a b i l ities. Some jacks do both, ga i n i n g more paradoxical ly) with con sta nt cu rios ity a l l ows yo u to
skills and i m p rovi ng at, wel l , a l ittle bit of everyt h i ng. h o n e yo u r s ki l l s a n d n ew ca p a b i l ities.

JACK BACKGROUND A Cobbled Jumble


Yo u m i ght hear peo p l e say t h at a jack is j u st the Yo u ' re t h e p rod uct of ge n e rat i o n s
typical eve rym a n (or everype rson) , but d o n ' t bel ieve of eugenics, bol stered b y m i n o r
it. You a re n ' t l i ke a nyo n e e l s e . You can d o t h i ngs t h at cybe rnetic e n h a n cements, a few
no one e l s e can do beca u s e you do so many t h i n gs . s m a l l psyc h i c a b i l ities, a n d the
Yo u ' re a warrior, yo u ' re a t h i ef, yo u ' re a d i p l o m at, l e s s o n s of secret m a sters. I n
yo u ' re a sage, a n d yo u ' re a s py. oth e r word s , you d o n ' t h ave
When you choose jack as you r characte r type, come one sou rce of powe r o r o n e
u p with a n exp l a n ation for how you learned you r wide exp l a n ation fo r yo u r a b i l ities
variety of talents. Choose one of the t h ree options yo u h ave many, a n d as far as
descri bed below. It wi l l p rovide the fo u n d ation of yo u ' re co n cerned, that's t h e
you r backgro u n d and give you an idea of how you can b e s t fo rm u l a fo r s ucce s s . Yo u
i m p rove. The GM can use this information to develop d o n ' t put a l l yo u r eggs i n a
adventu res and q uests that a re s pecific to you r s i n g l e p roverbial bas ket. To
characte r a n d p l ay a ro le i n you r advancement. rea l ly get ahead, yo u m u st rely
o n m u lt i p l e stre n gt h s .
Born Lucky Yo u 've always got a n
Yo u seem to be bette r t h a n most peo p l e beca u s e u n expected trick u p
yo u a r e . Yo u r a n ce stors we re p a rt of a genetic yo u r s l eeve o r a fa l l back
experi ment, and yo u r genes a re s u perior to those co nti n ge n cy. Fo r exa m p l e,
of the ave rage h u m a n . Yo u ' re s m a rter, stro n ge r, yo u m i ght h ave
m o re d exte ro u s , a n d a b l e to learn mental a n d s u bdermal i m p l a nts
physical s k i l l s m o re q u ickly. Fo l ks m i ght ca l l you t h at m a ke you more
c h a ri s m atic, b l e s sed , d ivinely gifted , o r j u st p l a i n res i l ient, yo u r tra i n i n g
l ucky. They probably s a i d t h e s a m e t h i n g about yo u r m i ght l et you sense
a foe's attack before h e strikes, a n d yo u r psych ic to float t h ro u g h the a i r, clean a s m a l l area, m e n d a
a b i l ities co u l d a l l ow yo u to push yo u r enemy's blade broken object, prepare (but n ot create) food , a n d
s l i ghtly to t h e left so yo u can j u st barely d od ge it. I n so o n . Yo u can't u s e hedge magic to h a rm a n other
the e n d , yo u ' re s i m ply h a rd to h u rt. creatu re o r o bject. Act i o n .
Although technically Advancement: Yo u h ave chosen every pat h , so you Pierce (1 Speed point) : Th i s i s a we l l - a i m e d ,
"esoteries" are nano
m u st trave l each of them. Tra i n i n g and d rugs fuel you r penetrat i n g ran ged attack. You m a ke a n attack a n d
abilities, jacks often refer
to their more clearly body a n d m i n d , bra i n i m p l ants grant you additional i nfl ict 1 a d d i t i o n a l point of d a m age if yo u r weapon
supernatu ra I tricks of the s ki l l s , and d evices h idden i n you r palms give you h a s a s h a rp poi nt. Act i o n .
trade as esoteries as well. fres h a b i l ities. Adva ncement means new teachers and Practiced i n Armor: j acks can wea r a r m o r fo r
tech n icians, stra n ge s u bsta nces and rad i ations, and rea s o n a b l e period s o f t i m e without t i r i n g a n d can
a n eve r- i ncrea s i n g n eed to d i scover the secrets of the co m p e n s ate fo r s l owed react i o n s fro m wea ri n g
past that will p rove essential for yo u r fut u re. a r m o r. Yo u c a n wear a n y k i n d o f a r m o r. You
red uce t h e M i ght cost per h o u r for wea r i n g a r m o r
JACK TIERS a n d t h e S peed Pool red u ct i o n fo r wea ri n g a r m o r
b y 2 . E n a b l e r.
First-Tier Jack Skill With Defense: Choose one type of defense task
F i rst-t ier j acks h ave t h e fo l l owi n g a b i l ities: i n which you a re not a l ready trained: M ight, S peed , or
Effort: Yo u r Effort i s 1 . I ntel l ect. You are tra i ned i n defense tas ks of that type.
j ack of All Trades: You h ave a n E d ge of 1 fo r o n e U n l i ke most tricks of the trade, you can select t h i s
stat of yo u r cho ice: M i ght, S peed , o r I nte l l ect. Yo u trick u p t o three t i m e s . Each time you select i t , you
h ave an E d ge of 0 for the oth e r two stats. m u st choose a d ifferent type of defense task. Enabler.
Cypher Use: Yo u can bear two cyp hers at a t i m e . Th rust (1 M ight point) : Th i s i s a powe rfu l m e l ee
Practiced With Light and M ed i u m Weapons: Yo u sta b . You m a ke an attack a n d i n fl ict 1 a d d i t i o n a l
can u s e l i ght a n d m ed i u m wea p o n s without pena lty. point of d a m age if yo u r weapon h a s a s h a rp edge
If you wield a heavy wea p o n , i n crease the d i fficu lty of o r poi nt. Act i o n .
the attack by one ste p . Trained Without Armor: Yo u a re t ra i ned i n S peed
Ski l ls: Yo u a re tra i ned i n o n e task of you r choos i n g defe n s e act i o n s when n ot wea ri n g armor. E n a b l e r.
(ot h e r t h a n attacks o r defe n se) .
Flex Ski l l : At the begi n n i n g of each d ay, choose Second-Tier Jack
o n e task (ot h e r than attacks o r defe n se) o n which Seco n d -tier j acks h ave t h e fo l l owi n g a b i l ities:
yo u wi l l co ncentrate. For the rest of t h at d ay, yo u ' re Ski l ls: Yo u a re tra i ned i n o n e task of you r choos i n g
tra i ned i n t h at task. You ca n ' t u s e t h i s a b i l ity with a (ot h e r t h a n attacks o r defe n se) . I f yo u choose a task
s k i l l yo u ' re a l ready tra i ned i n to become s peci a l ized . yo u ' re a l ready t ra i ned in, you become s peci a l ized
Your character's Starti ng Eq u i pment: You start with cloth i n g, two in t h at task. You ca n ' t choose a task yo u ' re a l ready
starting equipment is wea p o n s , l i ght armor, an exp l o rer's pack, a pack of s pecial ized i n .
as important as your l i ght too l s , two cyp h e rs (chosen for you by the G M ) , Tricks of the Trade: Choose o n e o f t h e fo l l owi n g
character's beginning
o n e odd ity (ch osen b y the G M ) , a n d 8 s h i n s . Before tricks ( o r a trick fr o m a l owe r tier) t o add t o yo u r
skills. Learn more about
what you carry and what select i n g yo u r wea p o n s , armor, a n d oth e r gear, yo u re perto i re. I n a d d i t i o n , yo u can re p l ace o n e o f yo u r
it's usedfor in Chapter 7: m i ght want to wait u nt i l after yo u 've chosen yo u r fi rst-tier tricks with a d i fferent fi rst-tier trick.
Equipment, page 77. tricks o f t h e trad e , d escri ptor, a n d focu s . Brute Finesse: Somet i m e s a swift kick i s j u st the
Tricks ofthe Trade: You h ave a w i d e range o f abil ities trick to po p p i n g open a lock o r start i n g a re l u ctant
that keep people gues s i n g. Some of these tricks of the p i ece of mach i n e ry. When yo u apply Effort to a
trade a re tech n ica l ly esoteries, u s i n g the n u menera, n o n co m bat S peed task, yo u can s p e n d poi nts
while others are more m u ndane. Some tricks are fro m yo u r M i ght Pool a s if they came fro m yo u r
con stant, ongoing effects; others are s pecific actions S peed Poo l . For exa m p l e, yo u co u l d s p e n d 3 M i ght
that u s u a l ly cost poi nts from one of you r stat Pools. poi nts a n d 2 S peed poi nts to a p p l y two leve l s of
Choose two of the tricks descri bed below. You Effort to picki n g a loci<. E n a b l e r.
ca n ' t choose the s a m e trick more t h a n o n ce u n le s s Experienced Adventu rer: When yo u u s e a
its description s ays oth e rwise. n o n co m bat s ki l l s u ccessfu l ly, if you d i d n 't ro l l a
Bash (1 M ight point): This i s a pummeling melee natural 1 9 or 20, you can a p p l y a l evel of Effort
attack. You make an attack and infl ict 1 additional (after t h e ro l l ) to get a m i n o r s pecial effect. The
point of damage using a l most any weapon except stat poi nts spent fo r this l evel of Effort m u st come
the l ightest (such as a wh i p or a small knife) . Action. fro m the same stat a s the o n e u sed fo r the s ki l l .
H edge M agic (1 I ntel lect poi nt) : You can perform Th u s , if yo u made a S peed ro l l , t h e cost o f t h e
s m a l l tricks: te m porarily c h a n ge t h e co l o r o r basic Effort co mes fr o m yo u r S peed Poo l . Applyi n g the
appeara n ce of a small o bj ect, ca u s e small o bjects Effort does n ' t mod ify t h e d ifficu lty of the task-it
LIME NE
CHARACTER TYPE

JACK 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 ect ion to
the rest of the worl d . You can a l s o create yo u r own fact.

Rol l Background
You co m e fro m a l a rge fa m i ly a n d had to fe nd fo r yo u rself fro m a n early age.
2 You r o l d e r s i ster is a s k i l led n a n o . You were n 't a b l e to fo l l ow h e r pat h , but the n u menera i s n ot u n known to yo u .
3 You ' re a m e m b e r of a g u i l d of exp l o rers who special ize i n u ncove r i n g ancient myste ries.
4 You worked a l o n g s i d e yo u r fath e r, who was s k i l led i n m a ny t h i n gs , u nt i l he d i s a ppeared one d ay with no exp l a n at i o n .
5 You grew u p on the streets a n d stu d ied at the school of h a rd knocks.
6 You re m e m b e r l ittl e of yo u r past, w h i c h h a s always seemed stra n ge to yo u .
7 You came of age i n the w i l d a n d a re used to l iv i n g ro u g h .
8 You r fa m i ly i s wealthy but earns l ittl e re s pect from the loca l s .
9 You ' re frie n d s with many peo p l e i n t h e com m u n ity a n d a re ge nerally we l l regarded .
10 You h ave a n a n n oyi n g rival who always see m s to get i n yo u r way o r fo i l yo u r p l a n s .
11 You ' re i n l ove with a local s h o p keeper, but t h at person s h ows l ittl e i nterest i n yo u .
12 Seve ra l exped itions prepari n g to exp lore o l d ru i n s a n d odd myste ries wo u l d l i ke yo u to j o i n them beca u s e you seem l i ke a
p ro m i s i n g add ition to the tea m .
13 You r best friend fro m ch i l d h ood i s now a n Aeo n Priest.
14 You co m e fro m a nea rby com m u n ity, but the loca l s co n s i d e r the fo l k of yo u r h o m etown to be u ntru stwo rthy riva l s .
15 You ' re close friends with a local m a rried co u p le, both of whom a re expe rienced n a n o s .
16 You ' re d ri n ki n g b u d d i e s with a n u m be r of t h e local guards a n d g l a ives.
17 You o n ce saved the c h i l d of a local n o b l e fro m a fi re, a n d s h e i s very gratefu l .
18 You used to work with a tro u pe of trave l i n g m i n st re l s a n d performers, a n d t h ey re m e m b e r yo u fo n d ly (as d o peo p l e i n the
p l aces yo u v i s ited ) .
19 You ' re wanted fo r a cri m e yo u d id n't co m m it.
20 You h ave a friend with an exten s ive l i b rary, plenty of food and d r i n k, and a comforta ble home-a nd the door i s always open to you .

jacks are able to take the


o n ly creates the m i n o r effect. E n a b l e r. yo u ' re a l ready tra i ned in, you become s peci a l ized
best of all abilities and fuse
No N eed for Weapons: When you m a ke a n in t h at task. You ca n ' t choose a task yo u ' re a l ready them into a style all their
u n a rmed attack ( s u c h as a p u n c h o r kick) , i t special ized i n . own.
co u nts a s a med i u m weapon i n stead o f a l i ght Tricks ofthe Trade: Choose o n e of t h e fol lowi ng tricks
wea p o n . E n a b l e r. (or a trick from a lower tier) to add to you r repertoi re.
Push (2 I ntellect points): You push a creatu re or In addition, you ca n replace one of you r lower-tier tricks
object an i m med iate d i stance i n any d i rection you with a d ifferent trick from the same lower tier.
wish. You m u st be able to see the target, which Enhancement (4 I ntellect points): You ga i n a + 1
m u st be you r s ize or smaller, m u st not be affixed bon u s to the Edge for one stat of yo u r choice
to anyt h i n g, and m u st be wit h i n short range. The (M ight, S peed , or I ntel l ect) for ten m i n utes . Yo u
push i s q u ick, and the force i s too crude to be can h ave o n ly one vers ion of t h i s trick i n effect at a
m a n i p u lated . For example, you can't use t h i s trick to time. Action to i n itiate.
p u l l a lever or even close a door. Action. H over (3 I ntellect poi nts) : Yo u fl oat s l owly i nto
Reload (1 Speed point) : When u s i n g a weapon the a i r. If yo u concentrate, yo u can control yo u r
t h at normally req u i res a n action to re load , you m ovement t o re m a i n m ot i o n l e s s i n t h e a i r, o r float
can re load a n d fi re (or fi re a n d re load) i n the s a m e up to a s h o rt d i stance as yo u r act i o n , but n o m o re;
act i o n . E n a b l e r. oth e rwise, yo u d rift with t h e wind o r with any
Ward: Yo u h ave a s h i e l d of e n e rgy a ro u n d you at momentu m yo u h ave ga i n e d . T h i s effect l asts fo r
a l l t i m e s t h at h e l p s d efl ect attacks. Yo u ga i n + 1 to u p to ten m i n utes. Action to i n itiate.
Armor. E n a b l e r. Mind Read ing (4 I ntel lect poi nts) : Yo u can read
the s u rface thou ghts of a creatu re with i n s h o rt
Third-Tier jack ra n ge of yo u , eve n if t h e s u bject does n ' t want you
Th i rd-tier j acks h ave t h e fo l l owi n g a b i l ities: to. Yo u m u st be a b l e to see the ta rget. O n ce yo u
Expert Cypher Use: You can bear th ree cyp hers at h ave esta b l i s h ed contact, yo u can read the ta rget ' s
a time. thou ghts fo r u p to o n e m i n ute. I f y o u o r the ta rget
Ski l ls: Yo u a re tra i ned i n o n e task o f you r choos i n g m ove out of range, the co n n ection is broke n .
(ot h e r t h a n attacks o r defe n se) . I f yo u choose a task Action t o i n itiate.
Fourth-Tier jack
Fo u rth-tier jacks h ave the fo l l owi n g a b i l ities:
Feiren Quevas is a Ski l ls: Yo u a re tra i ned i n o n e task of you r choos i n g
well-known jack who (ot h e r t h a n attacks o r defe n se) . I f yo u choose a task
sought the legendary
yo u ' re a l ready t ra i ned in, you become s peci a l ized
three keys of the Silver
Door, the only entrance in t h at task. You ca n ' t choose a task yo u ' re a l ready
to the massive numenera s pecial ized i n .
object known as the Tricks of the Trade: Choose o n e o f t h e fo l l owi n g
Mushroom due to its tricks ( o r a trick fr o m a l owe r tier) t o add t o yo u r
shape. Although he never re perto i re. I n a d d i t i o n , yo u can re p l ace o n e o f yo u r
possessed all three keys
l owe r-ti e r tricks with a d i fferent trick fro m t h e same
at once, he did manage
to uncover an artifact l ower tier.
known as the Red Glove, An alytical Combat: S o m et i m e s t h e most
which could transmute i m portant m u sc l e i n a fight i s yo u r b ra i n . If
any material touched to yo u can p red i ct w h e re a n o p po n e n t wi l l m ove
vapor.
n ext o r see her weak s pot, yo u can be a m o re
s u ccessfu l co m bata nt. W h e n yo u a p p l y Effo rt to
a co m bat M i ght t a s k or S peed task, yo u can a l s o
s p e n d p o i n t s fro m yo u r I nte l l ect P o o l a s if t h ey
came fro m yo u r M i ght Pool or S peed Poo l . Fo r
exa m p l e , yo u co u l d s p e n d 3 I nte l l ect poi nts a n d
2 M i ght p o i n t s t o a p p l y two l eve l s o f Effo rt t o
attacki n g w i t h a swo rd . E n a b l e r.
Lunge (2 M ight poi nts) : Th i s m ove req u i re s yo u
to exte n d yo u rs e l f for a powe rfu l sta b or s m a s h .
T h e awkwa rd l u nge i n creases t h e d i fficu lty
of t h e attack ro l l by o n e ste p . I f yo u r attack
i s s u ccessfu l , it i n fl i cts 4 a d d i t i o n a l points of
d a m age. Act i o n .
Sl ice ( 2 Speed poi nts) : T h i s i s a q u i c k attack
with a b l ad e d o r p o i nted weapon t h at i s h a rd
to d e fe n d a ga i n st . T h e d i fficu l ty of t h e attack
ro l l i s d ecreased by one ste p . I f t h e attack is
s u ccessfu l , it d e a l s 1 less point of d a m a ge t h a n
n o r m a l . Act i o n .
Spray (2 Speed points): I f a weapon h a s t h e abil ity
to fire rapid shots without reload i n g (u s u a l ly cal led
a rapid-fire weapon, such as the cra n k cross bow) ,
Onslaught (2 I ntel lect poi nts) : You attack a foe you ca n s p ray m u ltiple shots around you r target to
u s i n g e n e rgies t h at a s s a i l either h i s physical form i ncrease the chance of h itti n g. This move uses l d 6 +
o r his m i n d . In either case, yo u m u st be able to 1 rou n d s of ammo (or a l l the ammo in the wea pon,
see yo u r ta rget. I f the attack is phys i c a l , yo u e m i t if it has less than the n u m ber rol led) . The d ifficu lty of
a s h o rt-range, i nv i s i b l e ray of fo rce t h at i n fl i cts the attack rol l i s decreased by one step. I f the attack
4 points of d a mage. I f t h e attack i s menta l , you i s successfu l , it deals 1 less point of damage than
focu s yo u r mental e n e rgy to b l a st the thought normal. Action.
p rocesses of another creatu re with i n s h o rt range. Transdi mensional Weapon (3 I ntel lect poi nts):
Th i s m i n d s l i ce i n fl icts 2 poi nts of I nte l l ect d a m age One melee we a p o n t h at you to u c h v i b rates on
(a n d t h u s i g n o res Armor) . Some creatu res without a d i m e n s i o n a l freq u e n cy s o t h at it s p a n s i n to
m i n d s (such a s a utomato n s) m i ght be i m m u n e to ot h e r d i m e n s i o n s for o n e h o u r. D u ri n g t h i s
m i n d s l ice. Act i o n . t i m e , it i n fl i ct s 1 a d d i t i o n a l p o i n t o f d a m a ge o n
Ski l l With Attacks: C h o o s e o n e type o f attack i n a s u ccessfu l h it a n d affects ta rgets t h at c a n o n l y
which yo u a re n ot a l ready tra i n e d : l i ght bas h i ng, be a ffected by s peci a l t ra n s d i m e n s i o n a l effect s ,
l i ght b l aded , l i ght ra n ged , m ed i u m bas h i ng, s u c h a s t h o s e t h at a re o u t o f p h a s e . Act i o n t o
m ed i u m b l aded , m ed i u m ra n ged , heavy bas h i ng, i n i t i ate.
heavy b l aded , o r heavy ran ged . You a re tra i ned in
attacks u s i n g t h at type of wea pon. E n a b l e r.
LIME NE
CHARACTER TYPE

Fifth-Tier Jack yo u ' re a l ready tra i ned i n , you become s peci a l ized
Fifth-tier jacks h ave the fo l l owi n g a b i l ities: in t h at task. You ca n ' t choose a task yo u ' re a l ready
Adept Cypher Use: Yo u can bear four cyp h e rs at a special ized i n .
time. Tricks ofthe Trade: Choose o n e of t h e fol lowi ng tricks
Ski l ls: Yo u a re tra i ned i n o n e task of you r choos i n g (or a trick from a lower tier) to add to you r repertoi re.
(ot h e r t h a n attacks o r defe n se) . I f yo u choose a task In addition, you ca n replace one of you r lower-tier tricks
yo u ' re a l ready t ra i ned in, you become s peci a l ized with a d ifferent trick from the same lower tier.
in t h at task. You ca n ' t choose a task yo u ' re a l ready Energy Protection {4+ I ntel lect poi nts) : Choose a
s pecial ized i n . d i s crete type of e n e rgy yo u h ave expe r i e n ce with
Tricks of the Trade: Choose o n e o f t h e fo l l owi n g ( s u c h a s heat, s o n i c, e l ect ricity, a n d so o n ) . Yo u
tricks ( o r a trick fro m a l owe r tier) t o add t o yo u r g a i n + 1 0 to Armor aga i n st d a m age fro m t h at type
re perto i re. I n a d d i t i o n , yo u can re p l ace o n e o f yo u r of e n e rgy for ten m i n utes. Alternatively, yo u g a i n
l owe r-ti e r tricks with a d i fferent trick fro m t h e same + 1 to A r m o r aga i n st d a m age fro m t h at e n e rgy
l ower tier. for 28 h o u rs . You m u st be fa m i l i a r with t h e type
Feint (3 Speed poi nts) : I f yo u s pe n d o n e act i o n of e n e rgy; fo r exa m p l e , if yo u h ave n o expe r i e n ce
creat i n g a m i s d i rect i o n o r d ivers i o n , i n t h e with a certa i n k i n d of extrad i m e n s i o n a l e n e rgy,
n ext ro u n d yo u can ta ke advantage o f yo u r yo u can't p rotect a ga i n st it. I n stead of a p p lyi n g
o p p o n e n t ' s l owered defe n s e s . M a ke a m e l e e Effo rt to d ecrease t h e d ifficu lty, y o u can a p p l y
attack ro l l aga i n st t h at o p p o n e nt. T h e d ifficu lty Effo rt to p rotect m o re ta rget s , w i t h e a c h l evel o f
of the ro l l is d ecreased by o n e ste p . If yo u r attack Effort affect i n g u p to two a d d i t i o n a l ta rgets . Yo u
i s s u ccessfu l , it i n fl i cts 4 a d d i t i o n a l points of m u st touch a d d i t i o n a l ta rgets to p rotect t h e m .
d a m age. Act i o n . Act i o n to i n itiate.
S n i pe ( 3 Speed poi nts) : I f yo u s pe n d o n e act i o n
a i m i n g , i n t h e n ext ro u n d yo u can m a ke a
p rec i s e ra n ged attack. T h e d i fficu lty of t h e attack
ro l l i s d ecreased by one ste p . If yo u r attack Anotherfamous jack is
i s s u ccessfu l , it i n fl i cts 4 a d d i t i o n a l points of Crimson Tellach, an expert
d a m age. Act i o n . in both the numenera and
the finer points of combat.
Successive Attack (2 Speed points): If you take down
She lost her hand in a
a foe, you can i m med iately make another attack on battle with a jiraskar, but
that same turn against a new foe with i n you r reach. replaced it herself with
The second attack is part of the same action. You can a solid light emitter that
use this trick with melee attacks and ranged attacks. allows her to create a
Enabler. temporary hand, weapon,
tool, or anything else she
Targeting Eye: You a re tra i ned i n any physical
needs.
ran ged attack that i s a trick of the trade or comes
from a n u menera d evice. For example, you a re
tra i ned when u s i n g an O n s l aught force blast
beca use it's a physical attack, but not when u s i n g
a n O n s l aught m i n d s l ice because i t ' s a mental
attack. Yo u a re tra i ned when attacking with a d eath
ray e m itter beca use it co mes fro m a n u menera
d evice, but not when u s i n g a cross bow beca use it's
a m u ndane weapon. Enabler.
M astery With Defense: Choose o n e type of
defe n s e task i n which yo u a re tra i ned: M i ght,
S peed , o r I nte l l ect. Yo u beco me s pecial ized i n
defe n s e tasks o f t h at type. U n l i ke most tricks of
the trad e, yo u can sel ect t h i s trick up to th ree
t i m e s . Each t i m e yo u sel ect it, yo u m u st choose a
d i fferent type of defe n se task. E n a b l e r.

Sixth-Tier Jack
S ixth-tier jacks h ave the fo l l owi n g a b i l ities:
Ski l ls: Yo u a re tra i ned i n o n e task of you r choos i n g
(ot h e r t h a n attacks o r defe n se) . I f yo u choose a task
I nvisi bil ity (5 I ntel lect poi nts} : You become h i m 1 point of Armor, so J a mes s u btracts 1 from a l l
i nv i s i b l e fo r ten m i n utes. While i nv i s i ble, yo u a re d a mage he takes. T h i s type o f armor norm a l l y red uces
s pecial ized i n stealth a n d S peed defe n s e tasks. the wearer' s S peed Pool by 2 and costs 1 point of
Th i s effect ends if you d o somet h i n g to revea l yo u r M i ght per hour wo rn. To com pe n sate, J a mes chooses
Practiced i n Armor, page 2 9 p resence o r position-attacki ng, perform i n g a n Practiced in Armor as one of his tricks of the trade,
esotery, u s i n g a n a b i l ity, m ovi n g a l a rge o bj ect, which red uces both costs by 2 (mea n i n g they both
a n d so o n . If t h i s occurs, yo u can rega i n t h e become 0) .
Skill With Defense, page 30 re m a i n i n g i nvi s i b i l ity effect by taki n g a n action t o For h i s other trick, he chooses S k i l l With Defense and
focu s o n h i d i n g yo u r position. Action to i n itiate o r selects S peed tasks. J ames i s very defensive m i nded.
re i n itiate. H e also chooses a s k i l l to be tra i ned in. J a mes
Parry (6 Speed poi nts}: Yo u can defl ect i n com i n g decides to go with stealth so t h at whenever h e
attacks q u i ckly. W h e n yo u activate t h i s trick, fo r t r i e s to h i d e , m ove q u ietly, o r s l i p so meth i n g i nto
t h e n ext 1 0 ro u n d s yo u red uce t h e d ifficu lty fo r a l l h i s pocket u n notice d , h e red uces the d ifficu lty of
S peed defe n s e ro l l s b y o n e ste p . E n a b l e r. the task by one ste p. I n a d d i t i o n , h i s fl ex s ki l l lets
Spin Attack (6 Speed poi nts) : Yo u sta n d sti l l a n d h i m choose another s k i l l each d ay, so h e has many
m a ke m e l ee attacks aga i n st u p to five foes wit h i n optio n s .
reach , a l l as part o f t h e s a m e action i n o n e ro u n d . H i s c h a racte r c a n bear two cyp hers. T h e G M
M a ke a separate attack ro l l fo r each fo e . You decides t h at o n e item i s a n i njecto r t h at gives J a mes
re m a i n l i m ited by t h e a m o u nt of Effort you can a tempora ry + 1 bon u s to his S peed E d ge fo r o n e
apply o n o n e act i o n . Anyt h i n g t h at mod ifies yo u r h o u r, a n d t h e oth e r i s a belt- m o u nted d evice t h at
attack o r d a mage a p p l ies t o a l l o f these attacks. p rojects a fo rce s h i e l d a ro u n d h i m for ten m i n utes
Act i o n . and grants +3 to h i s Armor.
True Senses: Yo u can see i n co m p l ete d a rkness J a m e s sti l l need s to c h o o s e h i s d e s c r i ptor
u p to 50 feet (1 5 m) as if it we re dim l i ght. and fo c u s . Fo r h i s d e s c r i ptor, h e p i cks
Cleer, page 48 Yo u recogn ize h o logra m s , d i s g u i se s , C l ever to co m p l e m e n t h i s " d ev i o u s "
optical i l l u s i o n s , s o u n d m i m icry, a n d t h e m e , s o h e a d d s 3 to h i s I n te l l ect Poo l ,
oth e r such tricks ( fo r a l l sen ses) fo r ra i s i n g it t o 1 7 . T h e C l ever d e s c r i ptor
what they a r e . E n a b l e r. a l s o m e a n s h e is t ra i n e d in l i e s
a n d t r i c ke ry (wh i c h i s fitt i n g
JACK EXAMPLE fo r h i s c h a racte r) , d e fe n s e ro l l s
J a mes wants to p l ay a jack. He l i ke s a ga i n st m e n t a l effect s , a n d
the idea of be i n g crafty, s n e a ky, i d e nt i fyi n g o r a s s e s s i n g t h i n gs .
a n d m aybe a l ittl e devi o u s . H e B a s i c a l l y, h i s j a c k i s good at
p uts 4 o f h i s a d d i t i o n a l poi nts fi g u r i n g out w h ateve r s it u a t i o n
in h i s I nte l l ect Pool (ra i s i n g it h e l a n d s i n . Co nversely, h e
to 1 4) and 2 poi nts in h i s d o e s n ' t exce l at read i n g books,
S peed Pool (ra i s i n g i t to studyi n g , o r re m e m be r i n g
1 2) . Th i s l eave s h i s d eta i l s . F i n a l l y, t h e d e s cri pto r
M i ght Pool a t 1 0. H e gives J a m e s s o m e ext ra
decides t o h ave a S peed start i n g m o n ey-p ro b a b l y
E d ge of 1 , but it was a fro m b e i n g s o c l ever.
h a rd choice-h e was For h i s focu s, he makes
tem pted to put h i s a choice that's devious but
Crafts Illusions, page 5 7 E d ge point i n I nte l l ect. overt: Crafts 1 l l usions. At
As a fi rst-tier c h a racte r, first tier, he can spend 1
h i s Effort is 1 . point from h i s I ntel l ect Pool
J a mes chooses a to create m i nor i m ages.
Quarterstaff, page 80 q u a rterstaff a n d a d a rt th rower The focus also grants h i m a
Dart thrower, page 80 fo r h i s wea p o n s . The staff i s a strange odd ity that i nvolves
m ed i u m weapon t h at i n fl i cts 4 i m ages in a piece of glass. J a mes
poi nts of d a m age. The d a rt t h rowe r is a wi l l use these abil ities to create a
l i ght wea pon, so he d ecreases t h e d ifficu lty con artist character who is carefu l
of attack ro l l s with it, but each s h ot i n fl icts a n d clever and backs u p h i s l ies
o n ly 2 poi nts of d a mage. The d a rt th rowe r with i l l usions.
co mes with 1 2 d a rts.
Leatherjerkin, page 79 H e wears a leather jerkin that gives
LIME NE
CHARACTER DESCRIPTOR

CHAPTER S

CHARACTER
DESCRI PTOR
o u r descri ptor defines yo u r c h a racte r-it

Y
DESCRIPTORS
fl avors eve ryt h i n g you do. The d iffe re nces
between a C h a rm i n g g l a ive and a G racefu l C h a rm i n g Ru gged
Clever Stealthy
g l a ive a re co n s iderable. T h e d e scri ptor c h a n ges the
G racefu l Stro n g
way those cha racte rs go about eve ry act i o n . Yo u r
I nte l l igent Stro n g-W i l led
d e scri ptor p l aces yo u r c h a racte r i n t h e s ituation (t h e Lea rned Swift
fi rst adventure, which sta rts the ca m pa i gn) a n d h e l p s Mystica l / M ec h a n ical Tough
p rovide m otivat i o n . I t i s t h e adject ive of t h e sente n ce
" I am an adjective noun who verbs. " Yo u ga i n the fo l l owi n g benefits :
Descri ptors offe r a one-t i m e package o f extra Personable: +2 t o yo u r I nte l l ect Poo l .
Intellect Pool, page 20
a b i l ities, s k i l l s , or mod ificat i o n s to yo u r stat Poo l s . Skill: Yo u ' re tra i ned i n a l l t a s k s i nvo lvi n g pos itive
N ot a l l o f a d escri pto r' s offerings a re pos itive o r pleasant soci a l i nteract i o n .
c h a racter mod ificat i o n s . Fo r exa m p l e, some Skill: Yo u ' re tra i ned when u s i n g esote ries Esoteries, page 35
d e scri ptors h ave i n a b i l ities-ta s ks t h at a c h a racte r o r special a b i l ities t h at i n fl u e n ce t h e m i n d s of
i s n 't good at. You can th i n k of i n a b i l ities as " n egative others.
s k i l l s"-i n stead of b e i n g one step bette r at t h at k i n d Contact: Yo u h ave a n i m portant contact who is
o f t a s k , yo u ' re o n e ste p worse. I f y o u become s k i l led i n a n i n fl uential pos ition, such a s a m i n o r noble,
at a task t h at you h ave a n i n a b i l ity wit h , t h ey cancel the capta i n of the town guard, a n Aeon Priest, o r Aeon Priest, page 269
out. Re m e m b e r t h at c h a racte rs a re d efined as m u c h the head o f a l a rge gang of t h i eves. Yo u a n d t h e G M
by what they' re not good a t a s w h at t h ey are good at. s h o u l d work out the d eta i l s together.
Descri ptors a l s o offer a few brief s u ggest i o n s of I nabil ity: You we re n ever good at studyi n g o r
You can customize an
existing descriptor or create
h ow yo u r c h a racter got i nvolved with the rest of t h e reta i n i n g facts. The d ifficu lty of any task i nvolvi n g
a new one. For guidance,
gro u p o n t h e i r fi rst adventure. You can u s e these, o r l o re, knowledge, o r u n d e rsta n d i n g i s i n creased by see page 1 1 7.
n ot, as yo u wi s h . one ste p.
T h i s section deta i l s t h e following descri ptors: I nabil ity: Yo u r wi l l powe r i s n ot o n e of yo u r stro n g
Charmi ng, Clever, G racefu l , I ntel l i gent, Learned , p o i n t s . Whenever y o u try t o res i st a m e n t a l attack,
Mystical/ M echan ica l , Rugged , Stealthy, Strong, Strong the d ifficu lty i s i n creased by one ste p.
Wi l led, Swift, and Tough. Choose one of them for Add itional Equi pment: Yo u 've m a n aged to ta l k
you r character. You can pick any descri ptor you wi s h yo u r way i nto some d ecent d i sco u nts a n d b o n u s e s
regard less o f whether you ' re a glaive, n a n o , or jack. i n rece nt wee ks. As a res u lt, yo u h ave 1 0 extra s h i n s
j a n g l i n g i n yo u r pocket.
CHARMING I n itial Li n k to the Starti ng Adventu re: Fro m the
You ' re a smooth ta l ker and a charmer. Whether through fo l l owi n g l i st of optio n s , choose h ow you beca me
seem i n gly s u pernatural mea n s or j u st a way with i nvolved i n the fi rst adventu re.
word s, you can convi nce others to do as you wish. 1 . Yo u convi n ced one of the ot h e r PCs to te l l you
M ost l i kely, you ' re physically attractive or at least h i g h ly what h e was d o i n g.
chari s m atic, and others enjoy l i sten i n g to you r voice. 2. You i n stigated the whole t h i n g a n d convi n ced t h e
You probably pay attention to you r appearance, keeping others to j o i n yo u .
you rself wel l groomed. You make friends easi ly. 3 . O n e o f the oth e r P C s d id a favo r fo r yo u , a n d now
Yo u p l ay u p t h e perso n a l ity facet of yo u r I nte l l ect yo u ' re re payi n g t h at o b l igation by h e l p i n g her with
stat; i nte l l i ge n ce is n ot you r stro n g s u it. Yo u ' re the task at h a n d .
pers o n a b l e , not necessarily stu d i o u s or stron g-wi l l ed. 4. There is reward i nvolved , a n d you need t h e money.
CLEVER and ca refu l move m e nt.
Yo u ' re q u ick-witted , t h i n k i n g we l l o n yo u r Ski l l : Yo u ' re t ra i ned in all tasks
feet. You u nd e rsta n d peo p l e , so you can i nvolvi n g physical perform i n g a rts.
fool them but a re rarely Skill: Yo u ' re tra i ned i n all S peed
fooled . Beca u s e yo u e a s i l y defe n s e tasks.
see t h i ngs fo r what they a re , I n itial Li n k to the Starti ng Adventu re:
yo u get the l ay of the Fro m the fo l l owi n g l i st of optio n s , choose
l a n d swiftly, s ize up h ow you beca me i nvolved i n the fi rst
th reats a n d a l l ies, adventure.
a n d assess s ituat i o n s l . Aga i n st yo u r bette r j u d gment, yo u
w i t h accu racy. j o i ned t h e oth e r PCs beca u s e you
Perh a p s yo u ' re s aw t h at they we re in d a n ge r.
phys ically attractive, 2. O n e of t h e oth e r PCs convi n ced
o r m aybe yo u use yo u r you t h at joi n i n g the gro u p wo u l d be i n
wit t o ove rco me any yo u r best i nterest.
physical o r mental 3. Yo u ' re afra id of what m i ght
i m pe rfect i o n s . h a p pe n if t h e oth e r PCs fa i l .
Yo u ga i n the fo l l owi n g benefits : 4. There i s rewa rd i nvolved , a n d yo u need t h e m o n ey.
Intellect Pool, page 2 0 Smart: + 2 t o yo u r I nte l l ect Poo l .
Skill: You ' re tra i ned i n a l l i nteract i o n s i nvo lvi n g INTELLIGENT
l ie s o r trickery. Yo u ' re q u ite s m a rt. Yo u r memory is s h a rp , a n d you
Skill: You ' re tra i ned i n d efe n s e ro l l s to res i st e a s i l y gra s p co ncepts t h at others m i ght struggle
mental effects . with. Th i s a ptitude doesn't necessarily mean t h at
Skill: You ' re tra i ned i n a l l tasks i nvo lving, yo u 've had years of formal ed ucat i o n , but yo u h ave
i d e ntifyi n g o r asses s i n g d a n ger, l ie s , q u a l ity, learned a great deal in yo u r l ife, p r i m a r i l y beca u s e
i m po rtance, fu nct i o n , or powe r. yo u pick t h i ngs u p q u ickly a n d reta i n so m uc h .
I nabil ity: You we re n ever good at studyi n g o r Yo u ga i n the fo l l owi n g benefits :
reta i n i n g trivi a l knowledge. The d ifficu lty of any Smart: + 2 t o yo u r I nte l l ect Poo l .
task i nvo lvi n g l o re, knowledge, o r u n d e rsta n d i n g is Skill: You ' re tra i ned i n a n a rea o f knowled ge of
i ncreased by o n e ste p . yo u r choice.
Additional Equipment: You s e e through the schemes Skill: You ' re trai ned i n a l l actions that i nvolve
of others and occasionally convince them to bel ieve remembering or memorizing t h i ngs you experience
you-even when, perhaps, they should not. Th a n ks to d i rectly. For exa m p le, i n stead of being good at reca l l i n g
Shins, page 77 you r clever behavior, you h ave l 0 extra s h i n s. deta i l s o f geography that you read about i n a book,
I n itial Li n k to the Starti ng Adventu re: Fro m the you ca n remember a path through a set of tunnels that
fo l l owi n g l i st of optio n s , choose h ow you beca me you 've explored before.
i nvolved i n the fi rst adventu re. I n itial Li n k to the Starti ng Adventu re: Fro m the
1 . Yo u convi n ced one of the ot h e r PCs to te l l you fo l l owi n g l i st of optio n s , choose h ow you beca me
what h e was d o i n g. i nvolved i n the fi rst adventu re.
2. Fro m afar, yo u observed t h at someth i n g 1 . One of the oth e r PCs a s ked yo u r o p i n io n of the
i nterest i n g w a s go i n g o n . m i s s i o n , knowi n g t h at if yo u thought it was a good
3 . You tal ked yo u r way i nto t h e situation beca u s e yo u idea, it p robably was.
thought it m i ght earn some m o n ey. 2 . You saw va l u e i n what the oth e r PCs we re d o i n g.
4. You s u s pect t h at the oth e r PCs wo n ' t s u cceed 3 . You be l i eved t h at the task m i ght lead to i m porta nt
without yo u . and i nterest i n g d i scoveries.
4. A co l l eague req uested t h at you take part i n the
GRACEFUL m i s s i o n a s a favo r.
Yo u h ave a pe rfect sense of b a l a n ce, m ovi n g a n d
s peaki n g w i t h grace a n d beauty. Yo u ' re q u ick, l ithe, LEARNED
fl exi b l e , a n d d exte ro u s . Yo u r body i s pe rfectly s u ited Yo u h ave stud ied, either o n yo u r own o r with a n
to d a n ce, and yo u use t h at advantage in co m bat to i n structor. You know many t h i ngs a n d a re a n expe rt
dodge b l ows. You m i ght wear garments t h at e n h a n ce on a few to pics, s uch as h i story, b i o l ogy, geogra phy,
yo u r a g i l e m ovement a n d s e n s e of style. the n u menera, nature, or any oth e r a rea of study.
Yo u ga i n the fo l l owi n g benefits : Lea rned c h a racte rs typ ically ca rry a few books a ro u n d
Speed Pool, page 20 Agile: + 2 t o yo u r S peed Poo l . w i t h them a n d s p e n d t h e i r s p a re t i m e read i n g.
Skill: You ' re tra i ned i n a l l tasks i nvo lvi n g b a l a nce
LIME NE
CHARACTER DESCRIPTOR

Yo u ga i n the fo l l owi n g benefits : broken object, prepare (but n ot create) food , a n d


Smart: + 2 t o yo u r I nte l l ect Poo l . so o n . Yo u can't u s e hedge magic to h a rm a n other
Skill: You ' re tra i ned i n th ree a reas of knowledge of creatu re o r o bject. Act i o n .
yo u r choice. I nabil ity: You h ave a m a n n e r o r a n a u ra t h at
I nability: You h ave few soci a l graces. The d ifficu lty others fi n d a bit u n n e rvi ng. The d i fficu lty of any
of any task i nvo lvi n g charm, pers u a s i o n , or etiquette i s task i nvo lvi n g charm, pers u a s i o n , o r deception i s
i n creased b y one step. i n c reased b y o n e ste p .
Add itional Equi pment: You h ave two a d d i t i o n a l Add itional Equi pment: You h ave a n extra odd ity, Oddity, page 3 7 4
b o o k s o n t o p i c s of yo u r cho ice. d eterm i n ed by the G M .
I n itial Li n k to the I n itial Li n k to the
Starti ng Adventu re: Starting Adventu re:
Fro m t h e fo l l owi n g l i st of Fro m the fo l l owi n g l i st of
optio n s , choose h ow you Your descriptor defines your o pt i o n s , choose h ow you
beca me i nvolved in the character-it flavors everything beca me i nvolved in t h e
fi rst adventure. you do. fi rst adventu re.
1 . O n e of the oth e r PCs 1 . A d ream gu ided you to
a s ked yo u to come t h i s poi nt.
along beca u s e of yo u r knowledge. 2 . You need m o n ey to fu nd yo u r stu d i es.
2 . You need m o n ey to fund yo u r stu d i e s . 3 . You be l i eved the m i s s i o n wo u l d be a great way to
3 . You be l i eved t h at the task m i ght l e a d t o i m porta nt learn more about the n u m e n e ra .
and i nterest i n g d i scoveries. 4. Va rious s i g n s a n d portents led yo u h e re.
4. A co l l eague req uested t h at you take part i n the
m i s s i o n a s a favo r. RUGGED
Yo u ' re a n at u re l over accu sto med to l iv i n g rou g h ,
MYSTICAL/MECHANICAL pitt i n g yo u r w i t s aga i n st the e l e ments. M ost l i kely,
Yo u h ave a s peci a l talent t h at can be viewed i n two yo u ' re a s k i l led h u nter, gat h e re r, or n atu ra l i st. Yea rs
ways . You m i ght th i n k of yo u rself as " mystica l , " of l iv i n g i n t h e w i l d h ave left t h e i r m a rk with a worn
a n d t h u s attu ned with the myste rio u s a n d t h e co u nte n a n ce, wild h a i r, o r scars. Yo u r cloth i n g i s
paranorm a l , o r y o u m i ght th i n k o f yo u rself a s p robably m u c h l e s s refi ned t h a n t h e garments worn
" mech a n i ca l , " a n d t h u s adept w i t h d evices a n d by city dwe l lers.
mach i n e s . I n e i t h e r c a s e , yo u r t r u e talents l i e w i t h t h e Yo u ga i n the fo l l owi n g benefits :
n u m e n e ra . Yo u l i kely h ave experience w i t h a n c i e n t Skill: You ' re tra i ned i n a l l tasks i nvo lvi n g cl i m b i ng, The numenera, page 275
l o re, a n d yo u can sense a n d wield the n u m e n e ra j u m p i ng, ru n n i n g, a n d swi m m i ng.
though whet h e r t h at m e a n s " m agic" or "tec h n o l ogy" Skill: You ' re tra i ned i n all tasks i nvo lvi n g tra i n i ng,
is up to yo u (and p robably up to those a ro u n d yo u as ri d i ng, o r p l acat i n g natural a n i m a l s .
we l l ) . Mystical c h a racte rs often wea r jewel ry, such as Skill: You ' re tra i ned i n a l l tasks i nvo lvi n g
a r i n g o r an a m u l et, o r h ave tattoos o r oth e r m a rks identifyi n g o r u s i n g natural p l a nts.
t h at s h ow t h e i r i nterests. M ec h a n ical cha racters I nabil ity: You h ave n o soc i a l graces a n d p refer
tend to carry a l ot of too l s and treat them a l most l i ke a n i m a l s to peo p l e . The d ifficu lty of any task i nvo lvi n g
ta l i s m a n s . c h a r m , pers u a s i o n , et i q u ette, o r deception i s
Yo u ga i n the fo l l owi n g benefits : i ncreased b y o n e ste p .
Smart: + 2 t o yo u r I nte l l ect Poo l . Add itional Equi pment: You ca rry a n exp l o rer's
Skill: You ' re tra i ned i n a l l act i o n s i nvo lvi n g pack. I f yo u a l ready h ave one, yo u can i n stead take
identifyi n g o r u n d e rsta n d i n g the n u m e n e ra . 50 extra feet ( 1 5 m) of ro pe, two m o re d ays' worth of
Sense "magic": You can sense whet h e r the rat i o n s , a n d an extra ra n ged weapon . Ranged weapon, page 80
n u m e n e ra i s active i n s it u atio n s where its p resence I n itial Li n k to the Starti ng Adventu re: Fro m the
i s n ot obvio u s . Yo u m u st study an object or location fo l l owi n g l i st of optio n s , choose h ow you beca me
closely fo r a m i n ute to get a fee l fo r whet h e r the i nvolved i n the fi rst adventu re.
touch of the a n cients i s at work. 1 . Aga i n st yo u r bette r j u d gment, you joi ned the oth e r
Esotery: You can perform the esotery known as P C s beca u s e yo u s a w t h at they were i n d a n ge r.
H ed ge M agic when yo u h ave a free h a n d and can pay 2. O n e of the oth e r PCs co nvinced yo u t h at jo i n i n g
the I nte l l ect point cost. t h e gro u p wo u l d b e i n yo u r best i nterest.
H edge M agic (1 I ntel lect poi nt) : You can perform 3. Yo u ' re afra i d of what m i ght h a p p e n if the oth e r
s m a l l tricks: te m porarily c h a n ge t h e co l o r o r basic P C s fa i l .
appeara n ce of a small o bj ect, ca u s e small o bjects 4. There i s rewa rd i nvolved , a n d yo u need t h e m o n ey.
to float t h ro u g h the a i r, clean a s m a l l area, m e n d a
STEALTHY PCs beca u s e yo u saw t h at they were i n d a n ge r.
Yo u ' re s n e a ky, s l i ppery, a n d fast. These talents h e l p 2. O n e of the oth e r PCs co nvinced yo u t h at jo i n i n g
yo u h id e , move q u i etly, a n d p u l l o ff tricks t h at req u i re t h e gro u p wo u l d b e i n yo u r best i nterest.
s leight of h a n d . M ost l i kely, yo u ' re w i ry a n d s m a l l . 3. Yo u ' re afra i d of what m i ght h a p p e n if the oth e r
H owever, yo u ' re n ot m u ch o f a s p r i nte r-yo u ' re P C s fa i l .
more d exte ro u s t h a n fl eet of foot. 4 . There is reward i nvolved , a n d you need the money.
Yo u ga i n the fo l l owi n g benefits :
Speed Pool, page 20 Quick: + 2 t o yo u r S peed Poo l . STRONG-WILLED
Skill: You ' re tra i ned i n a l l stealthy tasks. Yo u ' re to u g h - m i nded , wi l l fu l , a n d i n d e pe n d e nt. N o
Skill: You ' re tra i ned i n all i nteract i o n s i nvo lvi n g o n e c a n t a l k yo u i nto a nyth i n g o r c h a n ge yo u r m i n d
l ie s o r trickery. w h e n yo u d o n ' t want it c h a n ged . T h i s q u a l ity does n ' t
Esoteries, page 35 Skill: You ' re tra i ned i n a l l esote ries o r special necessarily m a ke y o u s m a rt, but it does m a ke y o u a
a b i l ities i nvo lvi n g i l l u s i o n s o r trickery. bastion of wi l l powe r a n d re solve. You l i kely d ress a n d
I nabil ity: Yo u ' re s n e a ky but n ot fast. The d ifficu lty act w i t h u n i q u e style a n d fl a i r, n ot cari n g w h at oth e rs
of a l l m ove m e nt-rel ated tasks is one ste p h i gher for th i n k.
yo u . Yo u ga i n the fo l l owi n g benefits :
Intellect Pool, page 20 I n itial Li n k to the Starti ng Adventu re: Fro m the Willful: + 4 t o yo u r I nte l l ect Poo l .
fo l l owi n g l i st of optio n s , choose h ow you beca me Skill: You ' re tra i ned i n re s i st i n g mental effects.
i nvolved i n the fi rst
Of the three character adventure.
aspects, descriptors
1 . Yo u atte m pted to
make the most sense,
both mechanically steal from o n e of
and narratively, to the oth e r PCs. T h at
change over the life of c h a racter ca ught yo u
a character. If it fits a n d fo rced yo u to
the story, for example, co m e a l o n g with h e r.
a GM might allow a
2. You we re tai l i n g o n e
character to change
from being "charming" of the oth e r P C s fo r
to being "tough " after rea s o n s of yo u r own ,
terrible circumstances which b rought yo u
have befallen her. When i nto t h e act i o n .
changing descriptors, 3 . An N PC e m p l oyer
the PC loses all former
secretly paid yo u to
benefits and gains those
from the new descriptor. get i nvolve d .
4. You ove rheard t h e
oth e r P C s ta l k i n g
a b o u t a to p i c t h at
i nterested yo u , so yo u
decided to a p p roach t h e gro u p . Skill: You ' re tra i ned i n tasks req u i r i n g i n cred i b l e
focu s o r concentrat i o n .
STRONG I nabil ity: W i l lfu l does n ' t mean b ri l l i a nt. The
Yo u ' re ext re mely stro n g and phys i ca l l y powe rfu l , d ifficu lty of any task t h at i nvolves figu ri n g out
a n d yo u u s e these q u a l ities we l l , whether t h rough p uzzles o r p ro b l e m s , memorizi n g t h i ngs, o r u s i n g
violence o r feats of p rowe s s . You l i kely h ave a b rawny l o re i s i n c reased b y o n e ste p .
b u i l d and i m press ive m u scles. I n itial Li n k t o t h e Starti ng Adventu re: Fro m the
Yo u ga i n the fo l l owi n g benefits : fo l l owi n g l i st of optio n s , choose h ow you beca me
Might Pool, page 20 Very Powerfu l : + 4 t o yo u r M i ght Poo l . i nvolved i n the fi rst adventu re.
Skill: You ' re tra i ned i n a l l act i o n s i nvo lvi n g 1 . Aga i n st yo u r bette r j u d gment, you joi ned the oth e r
b rea k i n g i n a n i m ate o bj ects . P C s beca u s e yo u s a w t h at they were i n d a n ge r.
Skill: You ' re tra i ned i n a l l j u m p i n g act i o n s . 2. O n e of the oth e r PCs co nvinced yo u t h at jo i n i n g
Add itional Equi pment: You h ave a n extra m ed i u m t h e gro u p wo u l d b e i n yo u r best i nterest.
weapon o r heavy wea p o n . 3. Yo u ' re afra i d of what m i ght h a p p e n if the oth e r
I n itial Li n k t o t h e Starti ng Adventu re: Fro m the P C s fa i l .
fo l l owi n g l i st of optio n s , choose h ow you beca me 4. There i s rewa rd i nvolved , a n d yo u need t h e m o n ey.
i nvolved i n the fi rst adventu re.
1 . Aga i n st yo u r bette r j u d gment, you joi ned the oth e r

so
LIME NE
CHARACTER DESCRIPTOR

SWIIT TOUGH
Yo u move q u i ckly, a b l e to s p r i n t i n s h o rt b u rsts a n d You ' re strong and ca n take a lot of physical
work w i t h yo u r h a n d s w i t h d exte rity. Yo u ' re great at p u n i s h ment. You m ight have a large fra me and a
cro s s i n g d i stances q u ickly but n ot always s m ooth ly. square jaw. Tough characters freq uently h ave visible
Yo u a re l i kely s l i m a n d m u sc u l a r. scars.
Yo u ga i n the fo l l owi n g Yo u ga i n the fo l l owi n g
benefits : benefits :
Fast: +4 to yo u r S peed Resil ient: + 1 t o Armor. Armor, page 92
Poo l . Remember that characters are H ealthy: Ad d 1 to the
Skill: You ' re tra i ned poi nts yo u rega i n when
defined as m uch by what they're not
in i n itiat ive act i o n s (to yo u m a ke a recovery ro l l . Recovery roll, page 94
d eterm i n e who goes fi rst
good at as by what they are good at. Skill: Yo u ' re tra i ned i n
in com bat) . M i ght d efe n s e act i o n s .
Skill: You ' re tra i ned i n Add itional Equi pment:
ru n n i n g act i o n s . Yo u h ave an extra l i ght weapon . Light weapon, page 80
I nabil ity: Yo u ' re fast but n o t necessarily gracefu l . I n itial Li n k to the Starti ng Adventu re: Fro m the
T h e d ifficu lty o f a n y task i nvolvi n g b a l a n ce i s fo l l owi n g l i st of optio n s , choose h ow you beca me
i ncreased b y o n e ste p . i nvolved i n the fi rst adventu re.
I n itial Li n k t o t h e Starti ng Adventu re: Fro m the 1 . Yo u ' re act i n g a s a bodyg u a rd fo r one of the oth e r
fo l l owi n g l i st of optio n s , choose h ow you beca me PCs.
i nvolved i n the fi rst adventu re. 2 . O n e of the PCs i s yo u r s i b l i ng, a n d yo u came
1 . Aga i n st yo u r bette r j u d gment, you joi ned the oth e r along to watch out fo r h e r.
P C s beca u s e yo u s a w t h at they were i n d a n ge r. 3 . You need m o n ey beca u s e yo u r fa m i ly is i n d e bt.
2. O n e of the oth e r PCs co nvinced yo u t h at jo i n i n g 4. You ste pped i n to defe n d one of t h e PCs when t h at
t h e gro u p wo u l d b e i n yo u r best i nterest. c h a racter was th reate ned. W h i l e ta l k i n g to h i m
3. Yo u ' re afra i d of what m i ght h a p p e n if the oth e r afterward , yo u heard about t h e gro u p ' s task.
P C s fa i l .
4. There i s rewa rd i nvolved , a n d yo u need t h e m o n ey.
CHAPTER 6

CHARACTER FOCUS
ocus is w h at m a kes yo u r c h a racter u n i q u e . FOCI

F N o two P C s i n a gro u p s h o u l d h ave the s a m e


focu s . Yo u r focu s gives y o u benefits when yo u
create yo u r c h a racte r a n d each ti me you ascend to
Bears a Halo of Fire
Carries a Qu iver
H owls at the M oon
H u nts With G reat Skill
the n ext tier. I t ' s the verb of t h e sentence " I am a n Com mands Mental Leads
adjective noun who verbs. " Powers Lives i n the Wilderness
When you choose a cha racter focu s, you get a Controls Beasts M asters Defense
s pecial con n ection to one or more of you r fe l l ow PCs, Controls G ravity M asters Weaponry
a first-tier a b i l ity, and perh aps additional start i n g Crafts I l l usions M u rders
eq u i p ment. A few fo c i offe r s l i ght alterations of Crafts U n ique Objects Rages
Esoteries, page 35 esoteries or tricks for nanos and jacks. Each focus Employs M agnetism Rides the Lightn ing
also offe rs s u ggestions to the GM and the p l ayer for E ntertai n s Tal ks to Machines
pos s i ble effects o r consequences of rea l ly good o r Exists Partially Out Wears a Sheen of I ce
rea l ly b a d d i e rol l s . of Phase Wields Power With
As you progress to a new tier, you r focus grants you Explores Dark Places Precision
more abil ities. Each tier's benefit is u s u a l ly labeled Fights With Panache Wields Two Weapons
Action or Enabler. I f an abil ity i s labeled Action, you Focuses M i nd Over at Once
m u st take an action to use it. If an a b i l ity is labeled M atter Works M i racles
Enabler, it makes other actions better or gives some Fuses Flesh and Steel Works the Back Al leys
other benefit, but it' s not an action. An a b i l ity that
allows you to bl ast foes with lasers is an action. An
abil ity that grants you add itional damage when you
make attacks is an enabler. You can use an enabler i n Although most of those who take up t h i s mantle
t h e s a m e turn as you perform another action. a re n a n o s , fl a m e-wie l d i n g g l a ives a n d jacks a re
Each tier's benefits a re i ndependent of and fearsome i n deed .
cu m u l ative with benefits fro m oth e r tiers ( u n l e s s Connection: Pick o n e oth e r PC. T h ro u g h a q u i rk of
i n d icated oth e rwise) . So if yo u r fi rst-tier a b i l ity grants fate, yo u r fi re ca n n ot h a rm t h at c h a racter.
Armor, page 92 yo u + 1 to Armor and yo u r fo u rth-tier a b i l ity a l s o Additional Equipment: You h ave an artifact-a device
grants y o u + 1 to Armor, when yo u reach fo u rth tier, that s p rays i n a n i mate objects to make them fire
yo u h ave a total of +2 to Armor. res i stant. Al l you r sta rting gea r has a l ready been treated
u n less you don't want it to be.
Bears a Halo of Fire BEARS A HALO OF FIRE Fire Esoteries: If yo u perform esote ries, those that
GM Intrusions: Yo u can create a s h eath o f fl a m e s a ro u n d yo u r wo u l d norm a l ly use force or other energy (such as
Fire burns flammable
body. Yo u leave scorch m a rks whereve r yo u go, el ectricity) i n stead use fi re. For exa m ple, force b l asts
material. Fire spreads,
perhaps beyond the and yo u can't h a n d l e co m b u st i b l e o bj ects without from O n s l a u ght a re b l asts of flame, and F l a s h i s a
control ofthe one who fi rst d o u s i n g yo u r i n h e rent flames. I f yo u perform b u rst of fire. These a lterations change noth i n g except
started it. Primitive esote ries (or s i m i l a r effects beyo n d the a b i l ities of the type of d a m age and the fact that it m i ght start
creatures fearfire and normal h u m a n s} , all yo u r effects a re tai nted with fires. As another exa m ple, Barrier p rod uces a wa l l of
often attack what they fl a m e . F i e ry v i s u a l s acco m p a n y yo u r powe rs, a n d roa ri n g flames. I n t h i s case, the a lteration changes
fear.
i n some cases, yo u r p red i l ect ion fo r fl a m e act u a l ly the esotery so that the barrier i s not solid but i n stead
res h a pes yo u r a b i l ities to take on a fiery nature where i n fl icts 1 point of d a m age to a nyth i n g that touches
n o n e existed before. it and 4 poi nts of d a m age to a nyone who passes
You p robably wea r red and yel l ow, or perh a p s b l ack. t h rough it.
LIME NE
CHARACTER FOCUS

ORIGIN OF SPECIAL POWERS


If you want an exp l a n ation for some of the more s u pernatural powers p rovided by yo u r focu s , ro l l d l 00 a n d check the fo l l owi n g table,
d i scard i n g res u lts t h at d o n 't fit logic.

Roll Explanation
01 -05 N at u ra l m utation
06-09 U n expected v i ra l reco n struction of yo u r body
1 0-1 5 M utation d ue to a n cestral expo s u re to c h e m i ca l s , rad i at i o n , o r v i r u s
1 6-2 1 M utation d ue to expe r i m e ntal science performed o n yo u r a n cestor(s)
22-2 7 An e n co u nter with the I ro n Wi n d ( u n expected n a n otech reco n struction of yo u r body)
28 Abd u ction by ext rate rre stri a l (s) who experi me nted or performed s u rge ry on yo u
29 Abd u ction by rogue scientist (s) who expe rime nted or performed s u rge ry on yo u
30 Abd u ction by mach i n e i nte l l i ge n ce t h at experi mented or performed s u rgery on yo u
31 An e n co u nter with an u ltraterrest rial entity t h at myste rio u s ly c h a n ged yo u
3 2-3 5 I ntent i o n a l or accide ntal fu s i o n / i m p l a ntation with mec h a n ical devices i n fi n ge rt i p s
3 6-3 9 I ntent i o n a l o r accide ntal fu s i o n / i m p l a ntation w i t h mec h a n ical devices i n p a l m s
40-43 I ntent i o n a l o r accide ntal fu s i o n / i m p l a ntation w i t h mec h a n ical d evice i n h e a d o r eye
44-4 7 I ntent i o n a l or accide ntal fu s i o n / i m p l a ntation with mec h a n ical d evice i n chest
48-5 1 I ntent i o n a l o r accide ntal i m mersion o r treatment with ancient c h e m i ca l s o r rad iation
5 2-5 6 H id d e n a rtifact (s) secreted o n yo u r person
5 7-60 Cloud of n a n otech t h at fo l l ows a n d res p o n d s to yo u fo r rea s o n s u n known
6 1 -64 I m p l a n t o r m utation t h at p rovides knowled ge a n d powe r from the d atas p h e re
65-66 Drugs
67 Tra i n i n g by extrate rrestri a l entities i n stra n ge a n d myste rious d evot i o n s
68-69 Tra i n i n g b y secret o rd e r t h at h a s m a stered myste ries p a s s e d d own fro m the ancients
70 Tra i n i n g by mach i n e i n te l l i ge n ce t h at s h a red i n h u m a n knowled ge
7 1 -80 Co n fl u e nce: Ro l l twice a n d co m b i n e res u lts
8 1 -00 U n known (G M can secretly ro l l aga i n and keep the res u lt h id d e n )

M i nor Effect Suggestions: The ta rget or someth i n g Tier 3 : Fiery H and of Doom (3 I ntel lect poi nts).
n e a r the ta rget catches fi re. Wh i l e yo u r S h ro u d of F l a m e i s a ctive, yo u c a n
M ajor Effect Suggestions: An i m portant item o n r e a c h i n to yo u r h a l o a n d p ro d u ce a h a n d m a d e o f
the ta rget ' s p e r s o n i s d e stroyed . a n i m ate fl a m e t h at i s t w i c e t h e s i ze of a h u m a n ' s
h a n d . T h e h a n d acts a s yo u d i rect, fl oati n g i n t h e
Tier 1 : Shroud of Flame (1 I ntel lect poi nt) . a i r. D i rect i n g t h e h a n d i s a n a ct i o n . W i t h o u t a
At yo u r com m a n d , yo u r enti re body beco m e s com m a n d , t h e h a n d d o e s n ot h i n g . I t c a n m ove
s h ro u d e d i n fl a m e s t h at l a st u p to ten m i n utes. T h e a l o n g d i st a n ce in a ro u n d , but it never m oves
fi re d o e s n ' t b u rn yo u , b u t it a utomatica l ly i n fl i cts fa rt h e r away fro m you than long range. T h e h a n d
2 points of d a m age to a nyo n e w h o tries to touch c a n g ra b , m ove, a n d carry t h i n gs , b u t a n yt h i n g i t
yo u o r stri ke yo u with a m e l e e attack. Flames fro m t o u c h e s takes l p o i n t of d a m a ge p e r ro u n d fro m
a n o t h e r s o u rce can sti l l h u rt yo u . Wh i l e t h e s h ro u d t h e h e at. T h e h a n d c a n a l s o attack. I t ' s a l e v e l 3
i s active, yo u g a i n +2 poi nts of A r m o r t h at p rotect creat u re a n d d e a l s l ext ra p o i n t of d a m a ge fro m Creatures, page 228
o n l y aga i n st d a m age fro m fi re fro m a n ot h e r s o u rce. fi re w h e n it attacks. O n ce created , t h e h a n d l a st s
E n a b l e r. fo r ten m i n ute s . Act i o n to create; act i o n to d i rect.

Tier 2: H u rl Flame (2 I ntel lect poi nts) . W h i l e yo u r Tier 4: Flameblade (4 I ntel lect poi nts) . When
S h roud o f F l a m e i s active, you c a n reach i nto yo u r yo u w i s h it, yo u extend yo u r h a l o of fi re to cove r
h a l o a n d h u rl a h a n d fu l o f fi re a t a ta rget. Th i s i s a a weapon yo u wield i n fl a m e for o n e h o u r. The
ra n ged attack with s h o rt ra n ge t h at d e a l s 4 poi nts of fl a m e ends if you stop h o l d i n g o r ca rryi n g the Onslaught, page 35
fi re d a m age. Act i o n . wea p o n . Wh i l e t h e fl a m e l a sts, the weapon i n fl icts 2 Flash, page 37
Fiery Power. When you use the O n s l a u ght force add iti o n a l poi nts of d a m age. E n a b l e r.
b l ast esotery or the Flash esote ry, i n crease the d a m age
by l poi nt. I f yo u d o n 't h ave either of those a b i l ities, Tier 5: Fire Tendrils (5 I ntellect poi nts) . When yo u wish
this a b i l ity has no effect. Fiery Powe r does n ot affect it, you r halo s p routs t h ree tend ri l s of flame that l a st
d a mage from the O n s l a u ght m i n d s l ice. Enabler. for u p to ten m i n utes . As an action, yo u can use the

53
te n d r i l s t o attack, making a sepa rate attack rol l for Tier 2: Coveri ng Fire (1 Speed point). I n a rou n d where
each . Each ten d r i l infl icts 4 poi nts of d a mage. you attack with you r bow, if you fire an add itional
Otherwise, the attacks fu nction as sta n d a rd arrow, the d ifficu lty of attacks and s peci a l a b i l ities
attacks. If you d o n 't use the ten d r i l s to attack, u sed by the ta rget i s i n creased by one step. Enabler.
they re m a i n but do n oth i n g. Enabler. Bowyer. You a re tra i ned i n m a k i n g bows. E n a b l e r.

Tier 6: Fire Servant (6 I ntellect Tier 3: Trai ned Archer. You a re tra i ned i n u s i n g bows.
points). You reach i nto you r halo E n a b l e r.
and prod uce an automaton of fire M aster Fletcher. Yo u a re special ized i n m a k i n g
that is you r general shape and s ize. It a rrows. E n a b l e r.
acts as you d i rect each rou n d . D i recting
the servant i s an action, and you can Tier 4: Quick Shot. I f yo u ro l l a natural 1 7 or h i gher
command it o n ly when you a re wit h i n with a bow attack, i n stead of add i n g d a m age o r a
long range of it. Without a com mand, t h e m i n o r or major effect, you can m a ke another attack
servant conti n ues t o fol low you r previous with yo u r bow. Th i s attack re uses the same Effort a n d
com mand. You can also give it a s i m p l e bo n u se s (if any) fro m t h e fi rst attack. E n a b l e r.
progra m med action, s u c h as "Wait here, M aster Bowyer. You a re s pecial ized i n m a k i n g
and attack a nyone who comes with i n bows. E n a b l e r.
short range u n t i l they' re dead . " T h e servant
lasts for ten m i n utes, i s a level 5 creatu re, Tier 5: Phenomenal Archer. You a re special ized i n
and deals l extra point of damage u s i n g bows. E n a b l e r.
from fire when it attacks. Action to
create; action to d i rect. Tier 6: Powerfu l Shot (2 M ight poi nts) . Yo u i n fl i ct 3
add iti o n a l poi nts of d a m age with a bow. The M i ght
Carries a Quiver CARRIES A QUIVER poi nts spent to u s e t h i s a b i l ity a re in add ition to any
GM Intrusions: The a rcher is a s k i l led co m b atant, deadly in any fight. S peed points spent o n the attack. E n a b l e r.
Arrows that miss their With a keen eye a n d q u ick reflexe s , yo u can e l i m i n ate
target strike unwanted
targets. Bowstrings break.
foes at ra n ge before they reach yo u . A good a rcher COMMANDS MENTAL POWERS
a l so learns to m a ke his own a rrows a n d bows. Yo u h ave a l ways h a d s peci a l a b i l it i e s t h at ot h e rs
Commands Mental Yo u p ro b a b ly wea r no m o re t h a n l i ght armor so d i d n ' t seem to s h a re . T h ro u g h p ract i ce a n d
Powers GM Intrusions: yo u can m ove q u ickly when need e d . d evot i o n , yo u h ave h o n e d t h i s u n i q u e t a l e n t so t h at
Other beings that have M a ny gla ives a n d j acks a re a rchers. yo u can h a rn e s s t h e powe r of yo u r m i n d to perform
mental or psychic powers Yo u can u s e this focu s with cro s s bows i n stead of deed s .
often seek to destroy
bows if you w i s h . N o one c a n te l l t h at yo u h ave t h i s a b i l ity j u st by
those like themselves
out ofjealousy and fear. Connection: Pick o n e other P C t o b e t h e true friend looki n g at yo u , although yo u wear a crysta l o r jewel
Some beings feed on the who gave you the excellent bow that you cu rrently use. somewh e re o n yo u r h ead to h e l p focus yo u r powe r.
mental energies of others, Secretly pick a second PC (preferably one who i s l i kely Either t h i s focu s i n g object was given to yo u by
and psychics are the most to get i n the way of you r attacks) . When you miss with someone who recogn ized yo u r a b i l ity, or you ca m e
desired meal of all.
a bow and the GM rules that you struck someone other u po n it by acci dent a n d it triggered yo u r a b i l ities.
than you r target, you h it the second character, if possi ble. Some peo p l e with mental powers-often ca l l ed
Add itional Equi pment: You start with a we l l -made psyc h i cs o r p s i o n ics by o rd i n a ry fo l ks-a re secretive
bow a n d two d ozen a rrows. and a l ittl e para n o i d .
M i nor Effect Suggestions: H it i n a te n d o n o r Although n a n o s freq uently co m m a n d mental
m u scle, the ta rget t a k e s 2 poi nts of S peed d a mage powe rs, p s i o n i c g l a ives o r jacks a re n ot u n co m m o n .
as we l l as normal d a mage. Connection: Pick o n e other PC. You have fo u n d that
M ajor Effect Suggestions: The ta rget i s p i n ned in this character is particu larly tuned i nto you r mental
p l ace with a n a rrow. powers. While you ' re wit h i n short range of h i m , the two
of you are always in telepathic contact, and he is never
Tier l : Archer. To be truly deadly with a bow, yo u harmed by you r Psychic B u rsts.
m u st know where to a i m . You can spend poi nts Additional Equipment: You h ave a crystal or jewel
fro m either yo u r S peed Pool or yo u r I nte l l ect Pool to artifact that, when worn aga i n st you r forehead or
Mind Control, page 38
Mind Reading, page 37 a p p l y l eve l s of Effort to i n crease yo u r bow d a m age. tem p le, adds l point to you r I ntel l ect Pool . I f you ' re ever
Each l evel of Effort ad d s 3 poi nts of d a m age to a without the artifact, s u btract 5 poi nts from you r I ntellect
s uccessfu l attack. E n a b l e r. Pool ; the poi nts a re restored if you regai n the item.
Fletcher. You a re tra i ned i n m a k i n g a rrows. M ental Esoteries: I f yo u h ave the M i n d Co ntrol
E n a b l e r. esotery o r the M i n d Read i n g esote ry, yo u ' re
LIME NE
CHARACTER FOCUS

a utomatica l ly tra i ned i n it. If yo u h ave both esote ries, control the m i n d of a l evel 5 ta rget (th ree leve l s a bove
yo u ' re tra i ned i n bot h . E n a b l e r. the normal l i m it) , you m u st a p p ly t h ree leve l s of
M i nor Effect Suggestions: The ra n ge or d u rati o n of Effort. If yo u a l so h ave the M i n d Control esotery, the
the mental powe r i s d o u b l ed. normal leve l l i m it i s 3 rather than 2 . When the effect
M ajor Effect Suggestions: Yo u can take another e n d s , the creat u re doesn't re mem ber be i n g co ntrol led
action o n t h at s a m e turn. or anyt h i n g it did wh i l e under you r co m m a n d . Action
to i n itiate.
Tier 1 : Telepath ic (1 + I ntel lect point) . Yo u can s peak
te lepath i ca l ly with ot h e rs who a re with i n s h o rt ra nge. Tier 6: Telepathic Network (O+ I ntellect points). When
Co m m u n ication i s two-way, but t h e oth e r p a rty m u st you wish it, you can contact u p to ten creat u res known
be w i l l i n g a n d a b l e to com m u n icate. You d o n ' t h ave to you , n o m atte r where they a re. All ta rgets m u st be
to see the ta rget, but yo u m u st know t h at it's with i n wi l l i n g and able to com m u n icate. You a utomatica l ly
ra n ge. Yo u c a n h ave m o re t h a n o n e active contact at s u cceed at esta b l i s h i n g a tele path ic network; no rol l
o n ce, but yo u m u st esta b l i s h contact with each ta rget i s req u i red . A l l creat u res i n the network a re l i n ked and
i n d ivid u a l ly. Each contact l a sts up to ten m i n utes. can com m u n icate te lepath ically with one another.
I f you apply a l eve l of Effort to i n crease t h e d u rat ion They can also "overhear" anyt h i n g said in the network,
rat h e r t h a n affect the d i fficulty, t h e contact l asts fo r if they wi s h . Activat i n g t h i s a b i l ity doesn't req u i re an
28 h o u rs . Action t o esta b l i s h contact. action and doesn't cost I ntel l ect poi nts; to you , it's as
easy as s peaki n g out loud. The netwo rk l a sts until yo u
Tier 2: M i nd Reading (2 I ntel lect poi nts) . Yo u can choose to end it. If you spend 5 I ntel lect points, you
read t h e s u rface thou ghts of a creatu re with i n can contact twenty creat u res at once, and for every 1
s h o rt ra n ge, eve n if t h e ta rget doesn't want yo u I ntel lect point you spend a bove that, you can add ten
to. Yo u m u st be a b l e to see you r ta rget. O n ce yo u more creatu res to the network. These l a rger networks
h ave esta b l i s h ed contact, yo u can read the ta rget ' s last for ten m i n utes . Creati n g a network of twe nty or
thou ghts fo r u p to o n e m i n ute. I f y o u a l so h ave t h e more creatu res does req u i re a n action to esta b l i s h
M i n d Read i n g esotery o r t r i c k of the t r a d e , yo u c a n contact. Enabler.
u s e t h i s a b i l ity a t l o n g ra n ge, a n d y o u d o n ' t n e e d t o
Controls Beasts
be a b l e to see the ta rget (but yo u d o h ave to know CONTROLS BEASTS GM Intrusions:
t h at the ta rget is with i n ran ge) . Action to i n itiate. To say t h at yo u h ave a way with a n i m a l s a n d Most civilized communities
n o n h u m a n creatu res doesn't begin to cover it. Yo u r are reluctant to welcome
Tier 3 : Psychic Bu rst (3+ I ntel lect points). You b l ast m astery a n d com m u n i cation with beasts i s pos itively dangerous animals and
waves of mental force i nto the m i n d s of up to t h ree u ncan ny. They co m e to yo u fearless ly, a n d it' s n ot look warily on those who
consort with such creatures.
ta rgets with i n short ra n ge (make a n I ntel lect ro l l u nco m m o n for b i rd s to a l ight on yo u r s h o u l d e r o r
Out-ofcontrol beasts can
aga i n st each ta rget) . T h i s b u rst i n fl icts 3 poi nts of fo r s m a l l a n i m a l s to cl i m b u p yo u r a r m s o r l e g s . be a rea I hazard.
I ntel lect d a m age (a nd t h u s ignores Armor) . For each 2 Yo u p ro b a b ly wea r t o u g h clot h i n g a n d h ave a
additional I ntel lect poi nts you spend, you can make a n d i s h eve led or grizzled appeara n ce t h at s u ggests a
I ntel lect attack rol l aga i n st a n ad d itional ta rget. Action. ru gged , outdoor l i fe. Pe rhaps yo u eve n s m e l l l i ke a n
animal.
Tier 4: Use Senses of Others (4 I ntellect poi nts) . You
can see, hear, s m e l l , touch , and taste t h rough the
senses of a nyone with whom you h ave tele path ic
contact. You can attem pt to use this a b i l ity on a wi l l i n g
or u nwi l l i n g ta rget with i n l o n g ra n ge; a n unwi l l i n g
ta rget c a n try t o res i st. Yo u don't need t o s e e the
ta rget, but you m u st know that it's with i n ra n ge. You r
s h a red senses last ten m i n utes . Action t o esta b l i s h .

Tier 5: M i nd Control (6+ I ntellect points): You control


the actions of another creatu re you touch . Th i s
effect lasts for t e n m i n utes. T h e ta rget m u st be level
2 or lowe r. Once yo u h ave esta b l i s hed co ntro l , you
m a i nta i n mental contact with the ta rget and sense
what it senses. You can a l low it to act free ly o r ove rride
its control on a case- by-case basis. I n stead of a p p lyi n g
Effort t o d ecrease the d ifficu lty, y o u can a p p ly Effort
to i n crease the m axi m u m leve l of the ta rget. Th u s , to

55
Any type of c h a racte r is l i kely to h ave t h i s focu s . 1 m i l e (1 . 6 km) of yo u . Th i s effect l a sts u p to ten
Connection: P i c k one oth e r P C . T h at c h a racte r m i n utes. Action to esta b l i s h .
seems to d i st u rb yo u r creatu res i n a way t h at yo u I m proved Companion. Yo u r beast co m pa n io n
ca n ' t exp l a i n . You know t h at yo u m u st kee p yo u r i n creases to l evel 4 . As a l evel 4 creatu re, it h a s a
a n i m a l s away from h i m i f pos s i ble, o r yo u m i ght lose ta rget n u m be r of 1 2 a n d a health of 1 2 , a n d it i n fl i cts
control of t h e m . 4 poi nts of d a mage. E n a b l e r.
Add itional Equi pment: You h ave t h ree d ays' worth
of food fo r yo u r beast co m p a n i o n , p l u s a h a rn e s s , Tier 5: Beast Call (5 I ntel lect poi nts). You s u m mo n
co l l a r, o r s i m i l a r acco uterment. a h o rd e of s m a l l a n i m a l s o r a s i n g l e l evel 4 beast
M i nor Effect Suggestions: The d u rat ion of to h e l p yo u te m p o rari ly. These creat u res d o yo u r
ca l m n e s s o r control i s d o u b l ed. b i d d i n g fo r a s l o n g as yo u focus yo u r atte ntion, but
M ajor Effect Suggestions: The d u ration of yo u m u st u s e yo u r action each turn to d i rect t h e m .
ca l m n e s s o r control exte n d s to 28 h o u rs . Creat u res a re n ative to t h e a rea a n d a rrive u n d e r t h e i r
o w n powe r, so if yo u ' re i n a n u n reac h a b l e p l ace, t h i s
Tier l : Beast Com panion. A leve l 2 creatu re o f you r a b i l ity w o n ' t work. Act i o n .
Creatures, page 228 s ize or s m a l l e r accompanies you a n d fo l l ows you r
i n structions. You a n d t h e G M m u st work o u t the Tier 6: Control t h e Savage ( 6 I ntel lect poi nts) . You
d eta i l s of yo u r creat u re, and you ' l l p robably make rol l s can control a ca l m n o n h u m a n beast with i n 30 feet
for i t i n com bat or when i t takes actions. T h e beast (9 m) . Yo u control it for as l o n g as yo u focu s a l l yo u r
com p a n i o n acts o n yo u r turn. As a level 2 creat u re, atte ntion o n i t , u s i n g yo u r t u r n each ro u n d . The
it h a s a ta rget n u m ber of 6 and a health of 6, and it GM h a s fi n a l say ove r w h at counts as a n o n h u m a n
i n fl icts 2 poi nts of d a m age. Its movement i s based on beast, b u t u n l e s s s o m e k i n d o f deception i s a t work,
its creatu re type (avian, swi m m e r, and so on) . I f you r yo u s h o u l d know whet h e r yo u can affect a creatu re
beast com p a n i o n d ies, yo u can h u nt i n t h e w i l d fo r before yo u atte m pt to u s e t h i s a b i l ity on it. Al i e n s ,
1 d 6 d ays t o fi n d a new co m p a n i o n . Enabler. extrad i m e n s i o n a l entities, very i nte l l i gent creat u res,
a n d auto m ato n s n ever count. Act i o n .
Tier 2: Soothe the Savage (2 I ntel lect poi nts) . Yo u I m proved Companion. Yo u r b e a s t co m pa n io n
ca l m a non h u m a n beast wit h i n 30 feet (9 m) . i n creases to l evel 5 . As a l evel 5 creatu re, it h a s a
Yo u m u st s peak to it (a lthough it does n ' t need to ta rget n u m be r of 1 5 a n d a health of 1 5 , a n d it i n fl i cts
u nd e rsta n d yo u r word s) , a n d it m u st see yo u . I t 5 poi nts of d a mage. E n a b l e r.
re m a i n s ca l m fo r o n e m i n ute o r fo r a s l o n g as yo u
focu s a l l yo u r atte ntion on it. The G M h a s fi n a l say CONTROLS GRAVITY
Controls Gravity ove r what co u nts a s a n o n h u m a n beast, but u n less G ravity m u st h ave been q u ite a concern for t h e
GM Intrusions: some k i n d of d ece ption i s at work, yo u should know peo p l e of prior epoch s beca u s e t h e re a re many pat h s
Many people are
whet h e r yo u can affect a creatu re before yo u atte m pt with i n t h e n u m e n e ra to control i t . T h rough a q u i rk
frightened to be around
someone who controls to u s e t h i s a b i l ity on it. A l i e n s , extrad i m e n s i o n a l of fate, some u n i q u e d evice (s) , or s u p re m e d evotion
gravity. Losing command entities, ve ry i n te l l i gent creat u re s , a n d auto m ato n s (or a co m b i nation of all th ree) , you h ave learned to
ofsuch powers could n ever co u nt. Act i o n . tap i nto the powe r of gravity. With o n e foot p l a nted
inadvertently send objects Com m u n ication ( 2 I ntel lect poi nts) . You c a n in the d i stant past, you a re a mysterious i n d ivid u a l .
careening off into the sky,
convey a b a s i c concept t o a creatu re t h at n o r m a l l y M ost l i kely, yo u a re a l s o o l d e r, h avi n g s pent m u c h of
perhaps even into orbit.
ca n ' t speak o r u n d e rsta n d s peec h . The creatu re yo u r l ife h o n i n g yo u r odd, ancient talents.
can a l s o g ive you a ve ry basic a n swer to a s i m p l e Yo u m i ght p refe r b i l l owy garments t h at d i s p l ay
q u esti o n . Act i o n . yo u r m a stery of gravity' s p u l l a n d co nceal yo u r
i d e ntity a n d i ntent i o n s .
Tier 3 : Mount. A l evel 3 creatu re serves yo u a s a N o one type o f c h a racte r i s m o re l i kely t o control
m o u n t a n d fo l l ows yo u r i n struct i o n s . W h i l e yo u ' re gravity than a n other, but the powe r is rare.
mou nted on it, t h e creatu re can move a n d you can Connection: Pick one oth e r PC. I n the rece nt
attack o n yo u r turn, o r it can attack foes when yo u past, wh i l e u s i n g yo u r gravitat i o n a l powe rs, yo u
do. Yo u a n d the G M m u st work out the deta i l s of acci denta l ly sent t h at c h a racte r h u rt l i n g i nto the a i r
the creatu re, a n d yo u ' l l probably m a ke ro l l s for it i n o r p l u m met i n g towa rd t h e g ro u n d . E it h e r way, s h e
co m bat o r w h e n it takes act i o n s . T h e m o u n t acts o n barely s u rvived . I t i s u p t o t h e p l aye r o f t h at c h a racte r
yo u r t u r n . I f yo u r m o u n t d i es, yo u can h u nt i n the to decide whet h e r s h e resents, fears, or fo rgives you .
Oddity, page 3 7 4 w i l d fo r 3 d 6 d ays to fi n d a new one. E n a b l e r. Additional Equipment: You have a pen-sized odd ity
that tel l s the weight of whatever you point it at (within
Tier 4: Beast Eyes (3 I ntel lect poi nts) . Yo u can sense short range) . The weight is displayed on a small glass
t h rough yo u r beast co m p a n i o n ' s senses if it i s wit h i n plate i n runes that only you can deci pher.

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M i nor Effect Suggestions: The d u rat ion of the n ever i n fl i ct d i rect h a rm or exe rt rea l fo rce, but t h ey
effect i s d o u b l e d . can fool creat u re s , c h a n g i n g o p i n io n s a n d eve n
M ajor Effect Suggestions: An i m portant i t e m o n behaviors if yo u craft them cleverly.
the ta rget ' s p e r s o n i s d e stroyed . Yo u l i kely d re s s with fl a i r a n d co l o r. The
appeara n ce of t h i ngs i s i m portant to yo u , both their
Tier 1 : H over (1 I ntel lect poi nt) : You float s l owly bea uty a n d t h e i r u g l i n e s s . Yo u a re a visual performer
i nto t h e a i r. As yo u r act i o n , yo u can co ncentrate to who can enterta i n , terrify, o r fool eve ryo n e yo u
re m a i n moti o n less in the a i r, o r fl oat up to a s h o rt e n co u nter.
d i stance, but no more; ot h e rwise, you d rift with the A n a n o is t h e most l i kely c h a racte r to be a n
w i n d o r with any momentu m you h ave ga i n e d . Th i s i l l u s i o n i st, but jacks fi n d i l l u s i o n s t o be h e l pfu l as
effect l asts fo r u p t o t e n m i n utes. I f yo u a l s o h ave the we l l . The ra re g l a ive i l l u s i o n i st can fi n d ways to u s e
H over esote ry o r trick of the trad e, yo u can h over fo r tricks i n battle.
twe nty m i n utes a n d m ove yo u r normal s peed . Action Con n ectio n : P i c k one ot h e r PC. T h i s c h a ra ct e r is
to i n itiate. never fo o l ed by yo u r i l l u s i o n s and i s n ever a ffected
by the t r i c ke ry of yo u r s peci a l a b i l it i e s . Yo u c a n
Tier 2: Lessening G ravity's Pu l l . By m a n i p u l ati n g c h o o s e w h et h e r o r not you k n ow t h i s fa c t .
gravity's p u l l o n yo u rself, yo u ga i n + 1 t o yo u r S peed Add itional Equi pment: You h ave a n odd ity t h at
E d ge. E n a b l e r. a p pears to be a p i ece of clear g l a s s i n a synth fra me.
By m a n i p u l ati n g h id d e n switches o n the fra me,
Tier 3: G ravity Cleave (3 I ntel lect poi nts) . Yo u yo u can m a ke ra n d o m m ov i n g i m ages a p pear
can h a rm a ta rget wit h i n s h o rt ra n ge by ra p i d ly o n the glass. The i m ages a re u s u a l ly stra n ge a n d
i ncrea s i n g gravity' s p u l l on o n e portion of the ta rget somet i m e s i n c o m p re h e n s i ble.
a n d decrea s i n g it on another, i n fl i ct i n g 6 poi nts of Psychedelic Esoteries: I f yo u perform esote ries , Esoteries, page 35
d a m age. Act i o n . they take on fl a m boya nt v i s u a l a n d a u d itory
q u a l ities of yo u r choos i n g. Th i s a lteration c h a nges
Tier 4: Field o f G ravity ( 4 I ntel lect poi nts) . When noth i n g ot h e r than the appeara n ce of the effects .
yo u w i s h it, a field of m a n i p u l ated gravity a ro u n d Fo r exa m ple, you r attack esote ries m i ght l o o k l i ke
yo u p u l l s i ncom i n g ran ged p roject i l e attacks to t h e mon sters made of e n e rgy t h at a s s a i l yo u r foes. Yo u r
gro u n d . Yo u a re i m m u ne to s u c h attacks u nt i l yo u r Sta s i s esotery m i ght look l i ke a tentacled beast t h at Stasis, page 3 7
t u rn i n t h e n ext ro u n d . Yo u m u st b e aware o f a n h o l d s the vict i m i n p l ace. Yo u r Te leportation esotery Teleportation, page 3 9
attack t o fo i l i t . T h i s a b i l ity d o e s n ot work o n e n e rgy m i ght seem l i ke a h o l e i n s pace opens u p a n d
attacks. E n a b l e r. swa l l ows yo u .
M i nor Effect Suggestions: Yo u r i l l u s i o n h a s a
Tier 5: Fl ight (4+ I ntel lect poi nts) . Yo u can fl oat special q u a l ity to it-perh a p s an observer sees a n
a n d fly t h rough t h e a i r for o n e h o u r. Fo r each level i m age o f someth i n g fr o m h i s past.
of Effort a p p l ied, yo u can affect one add iti o n a l M ajor Effect Suggestions: The i l l u s io n l asts fo r
creatu re o f yo u r s ize o r s m a l l e r. You m u st t o u c h the o n e h o u r, o r if it a l ready l asts t h at long, it l a sts fo r 28
creatu re to bestow the powe r of fl i ght. You d i rect h o u rs .
the oth e r creat u re ' s move m e nt, a n d wh i l e flyi ng, it
m u st re m a i n with i n s i ght of yo u o r fa l l . In term s of Tier 1 : M i nor I l l usion (1 I ntel lect poi nt) . You create
overland move m e nt, a flyi n g creatu re moves about a s i n g l e i m age of a creatu re o r o bj ect with i n
20 m i les (32 km) per hour a n d i s n ot affected by i m med i ate range. T h e i m age m u st fit with i n a
terra i n . Action to i n itiate. 1 0-foot (3 - m eter) cube. The i m age can m ove (for
exa m ple, yo u co u l d m a ke the i l l u s io n of a person
Tier 6: Weight of the World (6+ I ntel lect poi nts) . wa l k o r attack) , but it ca n ' t leave the a rea defined
Yo u can i n crease a ta rget ' s we ight d ra m atical ly. by the cu be. The i l l u s i o n i n c l u d e s sound but n ot Crafts Illusions
The ta rget is p u l led to the gro u n d a n d ca n ' t move s m e l l . It l a sts for ten m i n utes, but if you want to GM Intrusions:
phys ically u n d e r its own powe r fo r one m i n ute. The c h a n ge the origi n a l i l l u s i o n s i g n ificantly-s uch a s Obviously, illusions of
ta rget m u st be with i n s h o rt range. Fo r each l evel of m a k i n g a creatu re a p pear to be wo u n d ed-yo u m u st things that someone has
never seen before are not
Effort a p p l ied, yo u can affect o n e additional creatu re. co ncentrate on it aga i n (th o u g h d o i n g so doesn't
likely to be believable. An
Act i o n . cost a d d i t i o n a l I nte l l ect poi nts) . I f yo u m ove beyo n d NPC might realize that an
i m med i ate ra n ge of t h e cube, the i l l u s i o n va n i s h e s . illusion isfalse at just the
CRAFTS ILLUSIONS Action to create; action to mod ify. wrong moment.
Yo u u s e the n u menera to create h o l ogra p h i c i m ages
t h at appear rea l . Yo u are, in effect, a n a rti st-a Tier 2: Disguise (2+ I ntel lect poi nts) . Yo u appear
crafter of l i ght a n d s o u n d . H o logra p h i c i m ages can to be someone o r somet h i n g e l s e , ro ugh ly of yo u r
s ize a n d s h a pe , for up to o n e h o u r. O n ce created, with wood or metal as u n d e rstood by the peo p l e of
the d i s g u i se req u i res no concentrat i o n . Fo r each the N i nth Wo rl d , but eventually you wi l l m a ster eve n
add iti o n a l I nte l l ect point yo u s p e n d , yo u can the myste ries of t h e ancients. Ca l l it magic or ca l l it
d i sg u i se o n e oth e r creatu re. Al l d i sg u i sed creatu res tec h n o l o gy-you know t h at you can m a ster it a n d
m u st stay with i n s i ght of you o r lose their d i s g u i se. u s e it fo r yo u r o w n d e s i g n s .
Action to create. Yo u l i kely carry a wide array o f too l s a n d s p a re
parts whereve r yo u go. Yo u r work a p ro n is p robably
Tier 3 : M ajor I l l usion (3 I ntel lect poi nts) . Yo u create a m a i n stay of yo u r wa rd ro be, its pockets a n d loops
a co m p l ex sce n e of i m ages wit h i n i m m ed i ate b ri m m i n g with t h e i n stru ments of yo u r trade. Yo u r
ra n ge. The enti re sce n e m u st fit with i n a 1 00-foot ca l l o u sed fi n ge rs m i ght b e sta i n ed with grease t h at
(30- meter) cube. The i m ages can move, but they wi l l n ever co m e co m p l etely clea n , but these m a rks
Crafting, page 7 06 ca n ' t leave the a rea defined by the cu be. The i l l u s i o n a re bad ges of h o n o r a m o n g yo u r k i n d .
i nc l u d e s s o u n d a n d s m e l l . I t l a sts fo r t e n m i n utes N a n o s m a ke i nterest i n g crafters , s u p p l e m e n t i n g
and c h a n ges a s you d i rect (no concentration is t h e i r esote ries with too l s a n d d evices. A g l a ive
needed) . I f you m ove beyo n d i m m ed i ate ra n ge of the b u i l d e r l i kely focuses o n wea p o n s o r a r m o r. J acks
cube, t h e i l l u s i o n va n i s h e s . Action to create . m i ght be t h e most co m m o n crafters, m a k i n g t h i n g s
t h at w o r k i n a variety of ways fo r a variety of u s e s .
Tier 4: I l l usory Selves (4 I ntel lect poi nts) . Yo u create Connection: Pick o n e oth e r P C . The c h a racter
fo u r hologra p h i c d u p l icates of yo u rself with i n s h o rt h a s a n extra ite m of reg u l a r e q u i pment t h at yo u
ra n ge. The d u p l icates l a st for o n e m i n ute. You fa s h ioned for h e r. (S h e chooses t h e ite m . )
mentally d i rect t h e i r act i o n s , a n d the d u p l icates Add itional Equi pment: You b e g i n the game with
a re n ' t m i rro r i m ages-each one can d o d i fferent a bag of l i ght too l s , the too l s needed to m a ke yo u r
t h i n gs . I f struck violently, they either d i sa p pear fi rst-tier crafts, a n d a n y normal item (of l evel 1 o r 2)
perm a n e ntly o r freeze moti o n less (yo u r choice) . t h at yo u can m a ke with yo u r s k i l l s . You a l so h ave an
Action to create. add iti o n a l odd ity.
Minor Effect Suggestions: Any rol l s you make
Tier 5 : Terrifyi ng I mage (6 I ntel lect poi nts) . You u s e regard i n g that artifact gai n a + 1 bon u s for 28 hours.
a bit of s u btle te lepathy to learn which i m ages wo u l d M ajor Effect Suggestions: Any ro l l s yo u m a ke
appear terrifyi n g t o creatu res t h at yo u choose with i n rega rd i n g t h at a rtifact ga i n a +2 bon u s for 28 h o u rs .
l o n g ra nge. Those i m ages a p pear with i n t h at a rea
and men ace t h e a p p ro p ri ate creat u res. M a ke a n Tier 1 : Crafter. You a re tra i ned i n the craft i n g of two
I nte l l ect attack ro l l aga i n st e a c h creatu re y o u want k i n d s of ite m s . E n a b l e r.
to affect. S u cce s s means the creatu re flees in terror M aster I dentifier. You a re tra i ned i n identifyi n g t h e
fo r o n e m i n ute, p u rs ued by its n i ghtmare s . Fa i l u re fu n ction of any k i n d of d evice. E n a b l e r.
m e a n s t h e creatu re ignore s the i m ages, which do n ot
Artifact, page 298 h a m pe r it i n any way. Act i o n . Tier 2: Tin kerer. I f yo u s p e n d at least o n e d ay
t i n keri n g with an a rtifact i n yo u r posses s i o n , it
Cypher, page 278 Tier 6 : G randiose I l l usion ( 8 I ntellect poi nts). Yo u fu n ct i o n s at o n e l evel h i g h e r t h a n n o r m a l . T h i s
create a fa ntastica l ly com p lex scene of i m ages that a p p l ies t o a l l a rtifacts i n yo u r posse s s i o n , but they
fit with i n a 1 - m i l e (1 .6-km) cube that yo u are a l so ret a i n t h i s bon u s o n ly for yo u . E n a b l e r.
with i n . You m u st be able to see the i m ages when you Quick Work (3+ I ntel lect poi nts) . O n e u s e of any
create them. The i m ages can move in the cube and a rtifact (or o n e m i n ute of its co nti n u o u s fu n ction)
Crafts Unique Objects act i n accord ance with you r d e s i res. They can also i s i n creased by o n e l evel if yo u u s e it with i n the n ext
GM Intrusions: act logica l ly (such as react i n g a p p ropriately to fire m i n ute. I f yo u s p e n d 4 a d d i t i o n a l I nte l l ect points, the
Although created devices
or attacks) when you a re n 't d i rectly observi n g them. u s e i s i n creased by two l eve l s if yo u u s e it wit h i n the
can break, tinkering
with an artifact can lead The i l l usion i ncludes sound and smell. For exa m p l e , n ext m i n ute. Act i o n .
to catastrophicfailure, a r m i e s can clash i n battle, w i t h a i r s u p port from
causing explosions, mach ines or flyi n g creat u res, o n and a bove terra i n Tier 3 : M aster Crafter. Yo u a re tra i ned i n t h e craft i n g
mutation, rifts between o f you r creation. T h e i l l usion lasts for one h o u r (or o f two more k i n d s o f ite m s , o r y o u a re s peci a l ized
dimensions, or anything lon ger, if you co ncentrate o n it after that time) . Action. in two k i n d s of ite m s t h at yo u a re a l ready tra i ned i n .
in between.
E n a b l e r.
CRAffS UNIQUE OBJECTS
With t h e re m a i n s of p rev i o u s civi l izat i o n s a l l a ro u n d , Tier 4: Cyphersmith. Al l cyp h e rs yo u u s e fu nction
the raw m ateri a l s fo r a crafter offe r t h e m se lves to at one l evel h i gher t h a n n o rm a l . I f given a week
those who know where to look. Yo u a re a m a ker, a and the right too l s , c h e m i ca l s , and parts, yo u can
crafter, a n d a b u i ld e r. Yo u m i ght start out worki n g t i n ke r with one of yo u r cyp h e rs , transform i n g it i nto

58
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a n other cyp h e r of the s a m e type (a n oeti c or occu ltic) Connection: Pick o n e oth e r PC. Whenever you u s e
t h at yo u had i n the past. The G M a n d p l ayer s h o u l d yo u r powe rs, t h e meta l l i c ite m s o n t h at c h a racte r' s
co l l aborate to e n s u re t h at the tra n sformation i s body s h ud d e r, rattle, c l i n k, a n d s h a ke if he i s with i n
logica l-for exa m p l e, yo u p robably ca n ' t tra n sform a s h o rt ra n ge.
p i l l i nto a h e l met. E n a b l e r. M i nor Effect Suggestions: The d u rat ion of the
effect i s d o u b l e d .
Tier 5: I n novator. You can mod ify any a rtifact to give M ajor Effect Suggestions: An i m portant i t e m o n
it d ifferent o r bette r a b i l ities as if t h at a rtifact we re the ta rget ' s p e r s o n i s d e stroyed .
o n e l eve l l ower t h a n n o rm a l , a n d d o i n g so takes h a l f
the normal t i m e to modify a device. E n a b l e r. Tier 1 : M ove M etal (1 I ntel lect point) . Yo u can exe rt
fo rce on meta l obj ects with i n s h o rt ra nge for o n e
Tier 6: I nventor. You can create n ew a rtifacts i n h a l f ro u n d . O n ce activate d , yo u r powe r h a s a n effective
the t i m e , a s if they were two l eve l s l ower, b y spend i n g M i ght Pool of 1 0, a M i ght E d ge of 1 , and an Effo rt
h a l f t h e normal X P . E n a b l e r. of 2 (a p p roxi m ately e q u a l to t h e stre n gt h of a fit, Employs Magnetism
ca p a b l e , ad u lt h u m a n ) , and yo u can use it to m ove GM Intrusions:
EMPLOYS MAGNETISM meta l object s , p u s h aga i n st meta l object s , a n d so Metal can twist and bend
in unexpected ways. A lapse
E l ectromagnet i s m is a fu n d a mental fo rce in the o n . Fo r exa m p l e , in yo u r ro u n d , you co u l d l i ft a n d
in concentration might
u n ive rse, a n d it i s yo u rs to co m m a n d . Yo u a re a p u l l a l i ght metal o bj ect a n yw h e re with i n ra n ge cause something to slip or
m aster of m eta l . to yo u rs e l f or m ove a h eavy obj ect (l i ke a p i ece of drop at just the wrong time.
Yo u p ro b a b ly wea r a l ot o f meta l , perh a p s a s part fu r n i t u re) about 1 0 feet (3 m) . Th i s powe r lacks t h e
of yo u r cloth i n g or armor, as part of yo u r accessories fi n e control to w i e l d a wea p o n o r m ove o bj ects w i t h
(such as jewel ry o r p i e rci ngs) , e m bedded i nto yo u r m u c h s peed , so i n most s ituatio n s , it' s n ot a m e a n s
body s u rgical ly, o r i n s o m e co m b i n ation o f these of attack. Yo u can't u s e t h i s a b i l ity o n yo u r own
optio n s . body. Act i o n .
N o o n e type o f c h a racte r i s m o re l i kely t h a n
any oth e r t o e m p loy magneti s m , although g l a ives Tier 2: Repel M etal . By m a n i p u l at i n g magneti s m ,
who wield wea pons and wear armor wi l l find it an yo u a re tra i ned i n S peed defe n s e tasks aga i n st a n y
i nterest i n g co m p lement to t h e i r powe rs. i n com i n g attack t h at u ses meta l . E n a b l e r.
Tier 3 : Destroy M etal (3 I ntel lect poi nts) . You Connection: Pick o n e oth e r PC. T h i s c h a racter
i n stantly tear, rip, or b u rst a metal object t h at i s i s yo u r worst critic. Yo u r a b i l ities to help o r i n s p i re
with i n s i ght, with i n s h o rt range, a n d n o b i gger t h a n others d o n ' t fu n ction for h e r.
h a l f yo u r s ize. M a ke a n I nte l l ect ro l l t o destroy t h e Add itional Equi pment: You start with a m u s ical
o bj ect; the d ifficu lty of t h i s task i s decreased b y t h ree i n stru m e nt o r ot h e r too l s needed to perform.
ste p s (co m p a red to b rea k i n g it with b rute stre n gth) . M i nor Effect Suggestions: Yo u enchant the ta rget,
Act i o n . who re m a i n s e n c h a nted a s l o n g as you focus a l l yo u r
atte ntion o n kee p i n g h e r t h at way.
Tier 4: M agnetic Field ( 4 I ntel lect poi nts) . When M ajor Effect Suggestions: The ta rget is fo reve r
yo u w i s h it, a field of magneti s m a ro u n d you p u l l s favorably d i s posed towa rd yo u .
i nco m i ng, ran ged , m eta l l ic p roject i l e attacks (such
a s a rrows, b u l lets, a t h rown metal knife, a n d so on) Tier 1 : Levity. Th rough wit, c h a r m , h u m o r, a n d grace,
to the gro u n d . Yo u a re i m m u n e to s u c h attacks fo r yo u a re tra i ned in all soc i a l i nteract i o n s ot h e r t h a n
o n e ro u n d . You m u st be awa re of a n attack to fo i l i t . t h o s e i nvolvi n g coercion o r i nt i m idation. D u ri n g
E n a b l e r. rests, y o u p u t frie n d s a n d co m rades a t ease so m u c h
Recovery roll, page 94 t h at they ga i n + 1 to t h e i r recove ry ro l l s . E n a b l e r.
Tier 5: Com mand M etal (5 I ntel lect poi nts) . Yo u
res h a pe a meta l l i c item as yo u d e s i re. The item m u st Tier 2: I nspiration. T h ro u g h sto ries, s o n g s , a rt,
be with i n s i ght a n d with i n s h o rt ra nge, a n d its m a s s o r ot h e r forms of enterta i n ment, yo u i n s p i re yo u r
can be n o greater t h a n yo u r own . You can affect fri e n d s . After s p e n d i n g 28 h o u rs with yo u , o n ce per
m u lt i p l e ite m s at once as l o n g as t h e i r co m b i ned d ay each of yo u r fri e n d s can d ecrease t h e d ifficu lty
mass fa l l s with i n these l i m its. Yo u can fu s e m u lt i p l e of a t a s k by one ste p . T h i s benefit is o n go i n g w h i l e
ite m s toget h e r. You can u s e t h i s powe r t o d e stroy a yo u re m a i n i n t h e fri e n d ' s co m p a ny. I t e n d s if you
metal object (as the Destroy M etal a b i l ity) . or yo u l e ave, b u t it re s u m e s if yo u ret u rn to the fri e n d ' s
can craft it i nto another d e s i red s h a pe (cru dely, co m pa n y with i n 28 h o u rs . I f y o u l e ave t h e fri e n d ' s
u n l e s s you h ave t h e proper craft i n g s k i l l s) . Yo u can co m pa n y fo r m o re t h a n 28 h o u rs , yo u m u st s p e n d
then m ove the n ew object anywhere with i n range. a n o t h e r 28 h o u rs toget h e r to reactivate t h e b e n efit.
Fo r exa m p l e , you co u l d take a few metal s h i e l d s , fu se E n a b l e r.
t h e m toget h e r, a n d u s e the res u lt i n g s h a pe to block a
doo rway. You can u s e t h i s a b i l ity to m a ke an attack Tier 3: Knowledge. Yo u r sto ries a n d songs conta i n
ca u s i n g a foe's armor to con strict, re n d e r i n g a metal trut h . Yo u a re tra i ned i n two areas o f knowledge of
Entertains item i nto s h a rd s t h at yo u fl i n g acro s s the battl efie l d , yo u r choos i n g. E n a b l e r.
GM Intrusions: a n d so o n-aga i n st o n e ta rget with i n s h o rt ra n ge.
Failing to entertain can
Rega rd l e s s of t h e form of the attack, it i s a n I nte l l ect Tier 4: Cal m (3 I ntel lect poi nts) . T h ro u g h jokes, song,
be worse than not having
tried, as you often end action t h at d e a l s 7 poi nts of d a m age. Act i o n . o r oth e r a rt, you p reve nt a l iv i n g foe from attacki n g
up annoying or offending a nyo n e o r anyt h i n g fo r o n e ro u n d . Act i o n .
your audience. Musical Tier 6: Diamagnetism. Yo u magnetize any
instruments break, paints n o n meta l l i c o bj ect with i n s h o rt ra n ge so t h at it can Tier 5 : A b l e Assistance. When yo u h e l p someone
dry in their pots, and the be affected by yo u r oth e r powe rs. Th u s , with M ove with a task, you always red uce the d ifficu lty of t h e
words to a poem or song,
M eta l , you can move any o bject. With Repel M eta l , task by o n e s t e p rega rd less of yo u r o w n s k i l l at t h at
once forgotten, never
return. yo u a re tra i ned i n a l l S peed d efe n s e tasks, regard l e s s task. E n a b l e r.
of whet h e r the i n com i n g attack u s e s m eta l . And so
on. E n a b l e r. Tier 6: M aster Entertainer. Yo u r I n s p i ration a b i l ity
works more effectively, a l l owi n g yo u r fri e n d s to

Exists Partially
ENTERTAINS decrease the d ifficu lty of a task by two ste p s rat h e r
Out of Phase Yo u a re a n enterta i n e r: a s i n ge r, d a n ce r, poet, t h a n o n e ste p . E n a b l e r.
GM Intrusions: storyte l l e r, o r someth i n g s i m i l a r. Yo u perform fo r the
Losing your grip on benefit of others. N at u ra l ly c h a r i s m atic a n d tale nted , EXISTS PARTIALLY OUT OF PHASE
your phase state could yo u h ave a l so st ud ied to m a ster yo u r a rt. You know Yo u h ave t h e a b i l ity to c h a n ge yo u r p h a s e state. I n
send you into another a l l t h e old poe m s , songs, jokes, a n d stories, a n d fact, you ' re a l ways s l ightly out of p h a se , givi n g you
dimension or even out
yo u ' re s k i l led a t creat i n g n ew ones, too. a g h ostly t ra n s l ucence. With co ncentrat i o n , yo u can
of existence for a time.
People are likely to panic Yo u p ro b a b ly wea r fl a m boya nt o r at least p a s s yo u r h a n d t h ro u g h a s o l i d o bj ect, a l l ow a s o l i d
if they see someone who fa s h i o n a b l e clothes a n d u s e cos metics, tattoos, o r o bject t o p a s s h a r m l e s s l y t h ro u g h yo u , o r l itera l ly
looks ghostly. h a i r styl i n gs fo r d ra m atic effect. wa l k t h ro u g h wa l l s . H oweve r, movi n g i n a n d o u t
The ro l e of the enterta i n e r fits the jack best, but of d i fferent p h a se states req u i re s ext re m e fo rce o f
g l a ives a n d n a n o s somet i m e s e nterta i n a s we l l . wi l l a n d can be m e n ta l ly taxi n g . T h e exp l a n at i o n fo r

60
LIME NE
CHARACTER FOCUS

yo u r stra n ge powe r l i e s with i n s o m e a s pect of t h e Tier 4: G h ost (4 I ntel lect poi nts) . For the n ext ten
n u m e n e ra . Perh a p s t h e a b i l ity e m e rged t h ro u g h t h e m i n utes, yo u a re tra i ned in s n e a k i n g tasks. D u ri n g
u s e of (or expos u re t o ) l i ngeri n g t ra n s d i m e n s i o n a l t h i s t i m e , y o u c a n m ove t h ro u g h s o l i d ba rriers (but
tech n o l ogy o r a s t h e re s u lt o f a n e n co u nter with n ot e n e rgy ba rriers) at a rate of 1 foot (30 cm) per
a creat u re n ot n ative to t h i s world o r d i m e n s i o n . ro u n d , a n d you can perceive while p h ased with i n a
Perh a p s o n e o f yo u r a n cestors fi rst d eve l o ped barrier or object, which a l l ows yo u to peek t h rough
the powe r and pas sed it d own wa l l s . Action to i n iti ate.
t h ro u g h generat i o n s .
Yo u m i ght d o wh ateve r you Tier 5: U ntouchable (6
can to p l ay up yo u r tra n s l u cent I ntel lect poi nts) . Yo u c h a n ge
appeara n ce by wea ri n g yo u r p h a s e state for t h e
d i a p h a n o u s , b i l l owy cloth i n g, n ext o n e m i n ute so t h at you
o r, depend i n g on yo u r can't affect o r be affected by
pers o n a l ity, yo u m i ght d o normal m atte r o r e n e rgy.
j u st t h e oppos ite. O n ly mental attacks a n d
J acks enjoy the i nfiltration special tra n sd i m e n s i o n a l
poss i b i l ities of c h a n g i n g e n e rgies, d evices, o r a b i l ities
t h e i r p h a s e state, a n d n a n o s can affect yo u , but l i kewi se
a p p reci ate t h e defe n s ive yo u ca n 't attack, to u c h , o r
ca p a b i l ities. G l a ives can u s e oth e rwise affect anyt h i ng.
the offe n s ive a n d defe n s ive Action to i n itiate.
a s pects but m i ght find t h e m
a bit h i n d e r i n g a s we l l . Tier 6: Enhanced Phased
Connection: Pick o n e oth e r Attack (5 I ntel lect poi nts) . Th i s
"/ translated what I think
P C . Yo u h ave known t h at a b i l ity works l i ke t h e t h i rd-tier reads as 'biomechanical
c h a racter for a w h i le, a n d h e P h a sed Attack a b i l ity exce pt orbital observation
h e l ped y o u ga i n control of yo u r t h at yo u r attack a l so d i s ru pts platform ' but I'm not sure
p h a s e states . t h e foe's vita l s , deal i n g a n what that means. "
M i nor Effect Suggestions: a d d i t i o n a l 5 poi nts of d a m age. -Sir Arthour
W h i l e out of p h ase, yo u a l s o E n a b l e r.
ga i n + 1 t o a l l S peed defense
tasks. Explores Dark Places
EXPLORES DARK GM Intrusions:
M ajor Effect Suggestions:
W h i l e out of p h ase, yo u a re a l so PLACES Sometimes items fall out of
pockets or bags in the dark,
i nv i s i b l e. Yo u exp l o re the fo rebod i n g ru i n s and myste rious
never to be found again. Or
loca l e s of t h e ancient eras, tra i ned i n s u c h activities at least, not to be found by
Tier 1 : Wal k Through Walls (2 I ntel lect poi nts) . You by those who h ave gone before yo u . Yo u ' re the the one who lost them.
can s l owly pass t h ro u g h physical ba rriers at a rate of a rch etyp ical trea s u re h u nter, scave nger, a n d finder of
1 i n ch (2 . 5 cm) per ro u n d (m i n i m u m of one ro u n d lost t h i n g s . You s pe n d so much of yo u r time in the
t o p a s s t h rough any barrier) . Yo u can't act (ot h e r d a rk t h at you s l owly a d a pt to it, a l most beco m i n g
t h a n mov i n g) o r perceive anyt h i n g u nt i l yo u pass a creatu re o f the gloom yo u rself. Eve n i n civi l ized
enti rely t h rough t h e barrier. You ca n ' t pass t h ro u g h a reas, yo u p refe r to kee p to the s h adows.
e n e rgy barriers. Act i o n . M ost l i kely, you wea r dark clot h i n g to help you blend
i nto the blackness. On the other hand, you m ight wear
Tier 2 : Defens ive P h as i n g ( 2 I ntel l ect poi nts) . sensible garments and gear because you have serious
Yo u c a n c h a n ge yo u r p h a s e so t h at s o m e attacks and dangerous busi ness to attend to i n the dark.
pass t h ro u g h yo u h a rm l e s s l y. Fo r the n ext t e n J acks in partic u l a r a re s u ited to exp lori n g d a r k
m i n ut e s , red u ce t h e d i ffi c u l ty of a l l yo u r S p eed p l aces; those who d o so a re ca l l ed s h ad owj acks.
d efe n s ive tasks by one ste p , b u t d u r i n g t h i s t i m e G l a ives who fo l l ow t h i s path a re known a s s h adow
y o u l o s e a n y b e n efi t fro m a r m o r y o u we a r. Act i o n warri ors, a n d n a n o s a re ca l led s h ad owca ste rs.
to i n i t i at e . Connection: Pick one oth e r PC. T h i s c h a racter
h a s been yo u r advent u r i n g partner in p revious
Tier 3 : Phased Attack (3 I ntel lect poi nts) . The attack exped iti o n s , a n d the two of yo u work so we l l toget h e r
yo u m a ke o n t h i s turn i g n o res yo u r foe's armor. The t h at yo u both ga i n + 1 to any d ie ro l l s when yo u
a b i l ity works fo r wh ateve r kind of attack yo u u s e co l l aborate on the s a m e task, fight t h e s a m e foe, a n d
(melee, ra n ged , e n e rgy, a n d so on) . E n a b l e r. so o n .
Add itional Equi pment: You start with an exp l o rer's good wh i l e d o i n g i t . S o m e m i ght ca l l yo u a
Explorer's pack, page 82 pack. I f yo u a l ready h ave one, yo u can i n stead take swas h b uckler or d a redevi l . You leap t h ro u g h the a i r,
50 extra feet ( 1 5 m) of ro pe, rat i o n s for two m o re m a ke a fl o u r i s h with you r wea pon, a n d attack, u s u a l ly
Glowglobe, page 82 d ays, a n d two m i n o r glowglobes . with a clever, biti n g s h ow of wit. Yo u r e n e m i e s h ate
Esoteries, page 35 Dark Esoteries: If you perform esote ries , they yo u , but yo u r a l l ies adore yo u . j u st watc h i n g yo u fight
m a ke a l most no s o u n d , a n d wh ateve r v i s u a l i s enterta i n i n g.
d i s p l ays t h ey p rod uce a re d a r k a n d s h ad owy. Yo u ve ry l i kely wea r no armor, i n stead p referri n g
These a lterat i o n s c h a n ge noth i n g ot h e r t h a n the styl i s h cloth i n g-perh a p s eve n a h at w i t h a feath e r.
Flash, page 37 appeara n ce of the effects . A F l a s h esotery i s a s i lent j acks a n d gla ives m a ke the best swa s h b ucklers,
Barrier, page 37 b u rst of s h a d ows, a Barrier esote ry i s a m a s s of a n d they a re t h e most co m m o n types of c h a racte r to
s h ad owy wisps, a n d so on. fight with panache.
M i nor Effect Suggestions: The ta rget i s a l s o d azed Connection: Pick o n e oth e r PC. Yo u ' re always
fo r one ro u n d , d u ri n g which t i m e the d i fficu lty of tryi n g to i m p re s s t h i s c h a racte r with yo u r s ki l l , wit,
a l l tasks it performs is mod ified by one step to its a p peara n ce, o r b ravado. Pe rhaps she i s a riva l ,
detri ment. perh a p s yo u need h e r res pect, or perh a p s yo u ' re
M ajor Effect Suggestions: The ta rget i s a l so ro mantica l ly i nterested i n h e r.
stu n n ed a n d loses its n ext t u r n . Add itional Equi pment: You begin with a set of
extre mely styl i s h clothes a n d a jewe led wea p o n .
Tier l : Trai ned Explorer. Yo u a re tra i ned i n searc h i ng, M i nor Effect Suggestions: The ta rget i s so d azz led
l i ste n i ng, c l i m b i ng, balanci n g, a n d j u m p i n g tasks. by yo u r style t h at it i s d azed fo r o n e ro u n d , d u ri n g
E n a b l e r. w h i c h t i m e t h e d ifficu lty o f a l l tasks i t performs i s
mod ified b y o n e step t o i t s detri ment.
Tier 2: Trai ned I nfi ltrator. You a re tra i ned i n M ajor Effect Suggestions: M a ke a n a d d i t i o n a l
lockp icki n g a n d t i n ke r i n g with devices. E n a b l e r. attack w i t h yo u r weapon o n yo u r t u r n .
Eyes Adj usted. Yo u can see i n ext re mely d i m l i ght
a s though it we re bright l i ght. Yo u can see i n total Tier l : Attack Flourish. W i t h yo u r attack, y o u a d d
d a rkness a s if it were extre mely d i m . E n a b l e r. styl i s h move s , e nterta i n i n g q u i ps , o r a ce rta i n
"somet h i ng" t h at enterta i n s o r i m presses others.
Tier 3: Slippery Customer. Yo u a re tra i ned i n Choose any n u m be r of creatu res with i n s h o rt ra n ge
esca p i n g fro m b o n d s , fitt i n g i n tight s pace s , a n d who can see yo u ; each of them gai n s a + 1 bon u s to
Bonus, page 7 7 oth e r contort i o n i st tasks. T h a n ks t o yo u r experience, its n ext d i e ro l l . E n a b l e r.
yo u a l s o a re t ra i ned i n S peed defense tasks wh i l e
wea ri n g l i ght armor or no armor. E n a b l e r. Tier 2: Quick Block. If yo u u s e a l i ght or med i u m
wea p o n , you decrease t h e d ifficu lty o f yo u r S peed
Tier 4: Resil ient. I n yo u r exp l o rat i o n s of d a rk p l ace s , defe n s e act i o n s by one ste p . E n a b l e r.
yo u 've b e e n exposed to a l l sorts of terri b l e t h i ngs
a n d a re d eve l o p i n g a general re s i stance. Yo u ga i n Tier 3: Acrobatic Attack (3 Speed poi nts) . Yo u leap
Armor, page 92 + 1 t o Armor a n d a re t ra i ned i n M i ght defe n s e tasks. i nto t h e attack, twisti n g o r fl i p p i n g t h ro u g h t h e a i r.
E n a b l e r. Th i s motion d ecreases t h e d ifficu lty of yo u r attack
by one ste p . I f yo u ro l l a natural 1 7 o r 1 8 , you can
Minor effect, page 88 Tier 5: Dark Explorer. You ignore penalties for any choose to h ave a m i no r effect rat h e r than deal extra
action ( i n cl u d i n g fight i n g) i n extremely dim l i ght d a m age. You ca n ' t u s e t h i s a b i l ity if yo u r S peed i s
o r in cra m ped s pace s . Co m b i ned with yo u r Eyes red uced fro m wea ri n g armor. E n a b l e r.
Adj u sted a b i l ity, you can act without pena lty eve n i n
total d a rkness. Yo u a re a l s o t ra i ned i n s n e a k i n g tasks Tier 4: Mobile Fighter (3 Speed poi nts) . As p a rt of
wh i l e i n d i m o r n o l i ght. E n a b l e r. yo u r attack, yo u can leap on or ove r obstacles, swi n g
fro m ro pes, ru n a l o n g narrow s u rface s , o r oth e rwise
Tier 6: Blinding Attack (3 Speed poi nts) . I f you h ave move a ro u n d t h e battlefield at yo u r normal s peed
a sou rce of l ight, you can use it to m a ke a melee a s if s u c h tasks were ro utine (d ifficu lty 0) . You ca n ' t
attack aga i n st a ta rget. I f s u ccessfu l , t h e attack d e a l s u s e t h i s a b i l ity if yo u r S peed i s red u ced fr o m wea ri n g
Fights With Panache n o d a mage, but the ta rget i s b l i nded fo r o n e m i n ute. armor. E n a b l e r.
GM Intrusions: Act i o n .
Looking silly, clumsy, or
Tier 5: Block for Another. If you use a l i ght or med i u m
unattractive can be the
swashbuckler's greatest FIGHTS WITH PANACHE weapon, you can block attacks made aga i n st a n a l ly
fear. Yo u know t h at style i s at least as i m portant a s near you . Choose one creatu re with i n i m mediate
s u b stance. Defeat i n g foes i s seco n d a ry to looki n g ran ge. You d ecrease the d ifficu lty of that creat u re ' s
LIME NE
CHARACTER FOCUS

S peed defense actions by one ste p. Yo u ca n't use p u l l a l i ght o bj ect a nywh e re wit h i n ra n ge to yo u rself
Quick B l ock wh i l e using Block for Another. Enabler. o r move a heavy object ( l i ke a p i ece of fu rniture)
about 1 0 feet (3 m) . Th i s powe r l acks the fine control
Tier 6: Agile Wit. When atte m pt i n g a S peed task, yo u to wield a weapon or move objects with m uch
i n stead can ro l l (and spend poi nts) as if it we re a n speed, so i n most s it u at i o n s , it's n ot a m e a n s of
I nte l l ect act i o n . I f y o u a p p l y Effort t o t h i s t a s k , you attack. Yo u can't use t h i s a b i l ity o n yo u r own body.
can spend poi nts fro m yo u r I nte l l ect Pool i n stead The powe r l a sts for o n e h o u r or u n t i l its M i ght Pool
of yo u r S peed Pool (in which case you a l so use yo u r i s d e p l eted-whichever co mes fi rst. Act i o n .
I nte l l ect E d ge i n stead o f yo u r S peed Ed ge) . E n a b l e r.
Tier 3 : Enhance Strength ( 3 I ntel lect poi nts) . F o r the Focuses Mind Over Matter
FOCUSES MIND OVER MATIER n ext ten m i n utes, tasks t h at depend o n brute fo rce GM Intrusions:
Te leki n e s i s . Psychoki n e s i s . M i n d ove r m atte r. The such as m ovi n g a heavy o bj ect, s m a s h i n g d own a One mental slip, and
powe r h a s many names, but i n the end, it all boi l s door, or h itti n g someone with a melee weapo n-a re moving objects drop or
fragile objects break.
down t o o n e t h i n g-th e molecules t h at m a ke u p a l l easier for yo u . The d ifficu lty of a l l such tasks i s
Sometimes the wrong item
m atte r a re yo u rs t o co m m a n d . Yo u l i kely ca l l yo u rself decreased b y o n e ste p . Action t o i n itiate. moves, falls, or breaks.
a telekinetic o r j u st a T l<.
M a ny teleki netics p refe r to wea r tight clot h i n g Tier 4: Apportation (4 I ntel lect poi nts) . Yo u ca l l a
without m u ch accouterment so t h e re i s l ittl e a n other physical obj ect to yo u . Yo u can choose a n y p i ece of
T l< co u l d grab h o l d of p sych ical ly. O n the oth e r h a n d , n o r m a l eq u i p m e n t on t h e sta n d a rd eq u i p m e n t l i st,
yo u h ave the powe r t o create ve ry m i n o r te l e k i n etic o r ( n o m o re than o n ce per d ay) yo u can a l l ow the
effects at wi l l , so yo u r hair m i ght always be in GM to d eterm i n e t h e o bject ra n d o m ly. I f yo u ca l l a
m ot i o n , yo u co u l d h ave a few t i n y o bj ects float i n g ra n d o m obj ect, it h a s a 1 0 percent c h a nce of be i n g
a ro u n d yo u , o r y o u m i ght wea r a l o n g c a p e that's a cyp h e r o r a rt ifact, a 1 0 p e rcent c h a n ce o f b e i n g
always b i l l owi ng. a n odd ity, a 40 percent c h a n ce of be i n g a p i ece of
J acks a re the most l i kely cha racte rs to be sta n d a rd eq u i p m e nt, a n d a 40 percent c h a nce of
te l e k i n etics, but g l a ives find t h at the a b i l ities add be i n g a bit of wort h l e s s j u n k. Yo u ca n ' t use t h i s
to t h e i r co m bat p rowe s s , a n d n a n o s , of co u rse, a b i l ity t o take a n item h e l d b y a n ot h e r creat u re .
a p p reci ate t h e additional powe r. Act i o n .
Connection: Pick one oth e r PC. T h i s c h a racter
can ca u s e yo u r te leki netic powe rs to act odd ly. Eve ry Tier 5: Psychoki netic Attack ( 5 I ntellect poi nts). Yo u Psychokinesis doesn 't
o n ce i n a w h i l e , if h e sta n d s d i rect ly n ext to yo u , yo u r can use t h i s attack in one of two ways. The fi rst way necessarily have to
mean "mental powers. "
powers a re cance l led, b u t a t ot h e r t i m e s , they seem is to pick u p a heavy object and h u rl it at someone
Someone using mind over
i m p roved when u sed near h i m . with i n short range. Th i s attack i s a n I ntel l ect action, matter might actually be
Mental Esoteries: I f you perform esote ries, those and if s uccessfu l , it deals 6 poi nts of d a mage to accessing a mechanical
that wou l d norm a l ly use force or other energy i n stead the ta rget and to the h u rled object (wh ich cou l d be or bioengineered portion
use te leki netic force. Fo r exa m ple, a F l a s h or an another foe, although that wou l d req u i re two rol l s of their brain to direct
O n s l aught force bl ast i s a teleki netic b l ast from you r one rol l to grab the fi rst foe and another rol l to h it nanobots prevalent in the
Ninth World environment.
m i n d . T h i s a lteration changes noth i n g exce pt that you the second foe with the fi rst) . The second way is to
These nanites could
d o n 't need a free hand to perform esoteries. Enabler. u n leash a s h atteri n g b u rst of powe r that works o n ly be actors moving (or
M i nor Effect Suggestions: An object m oves faster aga i n st an i n a n i m ate object no l a rger than half yo u r changing) the matter
o r m o re efficiently. s ize. M a ke an I ntel lect rol l t o i n stantly destroy t h e affected by the character, as
M ajor Effect Suggestions: Yo u can m ove or affect object; the d ifficu lty o f t h i s t a s k i s d ecreased b y t h ree she directs them, knowingly
or unknowingly.
twice as m uch as n o rm a l . ste ps (co mpared to brea king it with b rute strength) .
Action.
Tier 1 : Deflect Attacks ( 1 I ntel lect point) . U s i n g yo u r
m i n d , yo u p rotect yo u rself fro m i n co m i n g attacks. Tier 6: Reshape M atter (6 I ntellect points). You r
Fo r t h e n ext ten m i n utes, yo u a re tra i ned in S peed mastery o f teleki nesis i s s o great that you ca n reshape
defe n s e tasks. Action to i n itiate. objects on a molecu lar level. You can affect a s i ngle
object no larger than you , and the object m u st be
Tier 2: Teleki nesis (2 I ntel lect poi nts) . You can exe rt visible and close enough for you to touch . You can
fo rce on o bjects with i n s h o rt ra n ge. O n ce activated , use this abil ity to damage the object (as if u s i n g
yo u r powe r h a s an effect ive M i ght Pool of l O, a Psychoki netic Attack, except the d ifficu lty o f the task
M i ght Edge of 1 , a n d an Effort of 2 (approxi mately i s decreased by four steps i n stead of th ree) , or you
eq u a l to the stre n gt h of a fit, ca pable, ad u l t h u m a n ) , can attem pt a crafting tas k to res hape the object
a n d yo u can u s e it to m ove o bjects, p u s h aga i n st i nto another form. Reshaping an object u s u a l ly has a
o bj ects , a n d so o n . Fo r exa m p le , you co u l d l ift a n d d ifficu lty equal to 1 p l u s the level of the fi n i s hed object.
Fuses Flesh and Steel
FUSES FLESH AND STEEL Special H eali ng. Trad iti o n a l heal i n g s k i l l s ,
A t s o m e p o i n t i n yo u r past, s o m e of yo u r o rga n i c med i c i n e s , a n d tech n i q u e s work o n ly h a l f as we l l
GM Intrusion:
People in most societies p a rts were re p l aced with a rtific i a l co m po n e n t s . fo r yo u . Each t i m e you start a t fu l l health, t h e fi rst 5
are afraid ofsomeone (Alte r n atively, yo u b e l o n g to a secret race poi nts of d a mage yo u take can n ever be healed i n
who is revealed to have of b i o m e c h a n ical hybri d s . ) These a rtific i a l these ways o r recovered normal ly. I n stea d , yo u m u st
mechanical parts. co m po n e nts m i ght be s u bd e r m a l , o r t h ey m i ght u s e re p a i r i n g s k i l l s a n d a b i l ities to restore those
re se m b l e m o re ove rt metal o r synth plating o n points. For exa m p l e, if yo u sta rt with a fu l l M i ght
Cypher, page 278
Artifact, page 298 yo u r s k i n . T h ey can a l s o take t h e form of t h read l i ke Pool of 1 0 a n d take 8 poi nts of d a m age, you can use
tend ri l s of c i rcu itry wi n d i n g acro s s yo u r fl e s h . recove ry ro l l s to restore 3 points, but t h e re m a i n i n g 5
Wh ateve r t h e i r a p peara n ce , t h e s e co m po n e n t s give poi nts m u st be restored u s i n g re p a i ri n g met h od s .
yo u s peci a l a b i l it i e s . As yo u adva n ce, you can add
to, mod ify, o r d i scove r n ew fu n ct i o n s fo r t h e m . Tier 2: I nterface. B y d i rectly p l u gg i n g i nto a device,
U n fo rtu n ately, yo u r a rtific i a l b o d y a l s o h a s s peci a l yo u can i d e ntify and learn to ope rate it a s though the
Howls at the Moon
GM Intrusions: req u i re m e n t s w h e n it t a ke s d a m age. task we re o n e level l ower. E n a b l e r.
People a re terrified of Yo u p ro b a b ly wea r a cloak with a hood o r
monsters, and savage someth i n g s i m i l a r to h id e yo u r a rtific i a l parts fro m Tier 3: Weaponization. O n e l i ght or m ed i u m melee
beasts that can take the those who wo u l d persecute yo u . Beca u s e yo u r weapon of yo u r cho ice i s b u i lt i nto yo u r body, and
form of ordinary folks are co m po n e nts a re tricky t o re p a i r, a s t i m e goes o n , it yo u a re tra i ned i n this weapon (eve n if you a re n ot
even more frightening.
m i ght beco m e more d ifficult to conceal yo u r true tra i ned i n oth e r wea p o n s of t h at type) . The weapon i s
nature, with exposed c i rcuitry, metal p l ates, and co ncealed u n t i l yo u w i s h t o u s e i t . E n a b l e r.
more i n a state of part i a l d i s a s s e m b ly.
Anyo n e-g l a ive, j ack, o r n a n o-might be a Tier 4: Fusion. Yo u can fu s e yo u r cyp h e rs a n d
cybe rnetic orga n i s m . a rtifacts w i t h you r body. These fu sed devices fu n ction
Connection: Pick o n e other PC. This a s if they were o n e l evel h i gher. E n a b l e r.
character knows you r true nature, even if
no one else does. If you r components Tier 5: Deep Reserves. O n ce each d ay, you can
are not particu larly h idden, she tra n s fe r up to 5 poi nts between yo u r Poo l s i n any
knows a d ifferent secret of you rs, co m b i n at i o n , at a rate of 1 point per ro u n d . Fo r
such as a preprogram med word that exa m ple, you co u l d tran sfe r 3 poi nts of M i ght to
will s h ut you down for ten m i n utes. S peed a n d 2 poi nts of I nte l l ect to S peed , which
Add itional Equipment: Yo u h ave wo u l d take a total of five ro u n d s . Act i o n .
a bag of l i ght too l s a n d a variety
of parts to re p a i r yo u rself. Tier 6: U ltra Enhancement. Yo u ga i n + 1 to A r m o r a n d
M i nor Effect Suggestions: +5 t o e a c h o f yo u r t h ree stat Poo l s . E n a b l e r.
Yo u r servos learn from yo u r
s u ccessfu l act i o n s . Yo u ga i n HOWLS AT THE MOON
a + 1 bon u s t o s i m i l a r act i o n s Somet i m e s t h e n u m e n e ra i s a d o u b l e-ed ged swo rd .
i nvo lvi n g the s a m e task ( s u c h Yo u a re cu rsed a n d b l e s sed to be a b l e to tra n sform
a s m a k i n g attacks aga i n st i nto a powe rfu l creatu re, d rawi n g a d d i t i o n a l m a s s
the s a m e foe or operat i n g fro m a tran s d i me n s i o n a l s o u rce. Yo u a n d t h e G M
t h e same d evi ce) . s h o u l d work out the exact n at u re of the creatu re,
M ajor Effect i nc l u d i n g its a p peara n ce, but it' s a w i l d beast of
Suggestions: You rage a n d b l ood-at least u nt i l you learn to control it.
d i scharge a s m a l l p u l se of Creatu res l i ke you a re often ca l l ed " lycanth ropes."
power i nto you r foe. M a ke Style a n d a p peara n ce a re p robably l ow o n yo u r l i st
an i m med iate attack aga i n st of co n ce r n s . Yo u r clothes m i ght be ragged beca u s e
that foe (using the same stat yo u r tra n sformation i s h a rd o n t h e m ( o r t h ey' re
as the action that cau sed the cheap beca u s e yo u know they' l l be destroyed t h e n ext
major effect) . I f the attack t i m e you tra n sform) .
succeed s, it deals 4 poi nts of Anyo n e-g l a ive, j ack, or n a n o-ca n be a
electrical damage. lyca nth rope, although a g l a ive l i kely benefits t h e
m o s t fro m the tra n sformat i o n .
Tier l : Enhanced Body. Yo u Connection: Pick one oth e r P C . T h at c h a racte r i s
ga i n + 1 to Armor, +3 to yo u r a b l e t o soot h e yo u when yo u ' re i n beast fo r m . Yo u ' l l
M i ght Poo l , a n d + 3 t o yo u r n ever attack h i m w h i l e tra n sformed , a n d i f h e s p e n d s
S peed Poo l . E n a b l e r. th ree co n secut ive t u r n s u s i n g h i s action to ca l m you
LIME NE
CHARACTER FOCUS

Although the people of


the Ninth World look
upon a creature that
transforms into another
creature as mystical
lycanthropy, it instead
almost certainly involves
accessing other dimensions
of reality. A character either
draws mass from some
extradimensional space
(perhaps somehow warping
higher-dimensional mass
into our lower dimensions)
or the character actually
switches places with
a larger, more savage
ultraterrestrial creature
for a time. In this latter
case, the character and
the creature clearly have
some bond that allows
them to share general
down, yo u can reve rt to yo u r normal form without Tier 3: G reater Beast Form. Yo u r beast form ga i n s intentions. The character,
h avi n g to m a ke a ro l l . t h e fo l l owi n g a d d i t i o n a l b o n u s e s : + 1 t o yo u r M i ght while shunted to another
Add itional Equi pment: You h ave a n accu rate E d ge, +2 to yo u r S peed Poo l , a n d + 1 to yo u r S peed dimension, likely remains
in a stasis, unaware of
c h ronometer a rtifact t h at always lets yo u know when E d ge. E n a b l e r.
anything until he returns to
the n ext transformation i s co m i ng. his normal world.
M i nor Effect Suggestions: The ta rget i s so Tier 4: G reater Controlled Change. Yo u no l o n ge r
i nt i m i d ated by yo u r best i a l attack t h at it i s d azed c h a n ge i nto yo u r b e a s t form u n l e s s yo u w a n t t o .
fo r one ro u n d , d u ri n g which t i m e the d ifficu lty of Tra n sfo rm i n g i nto yo u r b e a s t form o r b a c k to yo u r
a l l tasks it performs is mod ified by one step to its normal fo r m i s n ow a d i fficu lty 1 I nte l l ect task.
detri ment. E n a b l e r.
M ajor Effect Suggestions: Yo u r attack conveys a
s m a l l bit of yo u r lyca nth ropy. If yo u r foe s u rvive s , Tier 5: Enhanced Beast Form. Yo u r beast form ga i n s
o n e month l ater, h e tra n sforms i nto a n u n contro l led t h e fo l l owi n g a d d i t i o n a l b o n u s e s : + 3 t o yo u r M i ght
beast. The GM decides w h at h a p p e n s fro m t h e re. Poo l , +2 to yo u r S peed Poo l , a n d +2 to Armor.
E n a b l e r.
Tier l: Beast Form. On five con secutive n ights each
month, you change i nto a monstrous beast for up to Tier 6: Perfect Control. Yo u no l o n ge r need to m a ke
one hour each n ight. I n t h i s new form, you gain +8 to a ro l l to c h a n ge i nto yo u r beast form or yo u r normal
you r M ight Pool, + l to you r M ight Edge, +2 to you r form. You can c h a n ge back a n d fo rt h as yo u r act i o n .
S peed Pool, and + 1 t o you r S peed Ed ge. Wh ile i n beast When yo u ret u rn t o yo u r normal form, yo u n o l o n ge r
form, you can't spend I ntel l ect poi nts for any reason take a pena lty to yo u r ro l l s . E n a b l e r.
other than to try to change to you r normal form before Hunts With Great Skill
the one-hour d u ration is over (a d ifficu lty 2 task) . I n HUNTS WITH GREAT SKILL GM Intrusions:
Even the slightest noise
addition, you attack any and every l ivi ng creatu re wit h i n Yo u a re a tracker. Pe rhaps yo u h u nt a n i m a l s o r
or movement can alert
short range. After you revert t o you r normal fo r m , you more deadly creat u re s . Perh a p s y o u go a ft e r peo p l e the quarry that it's being
take a -1 penalty to a l l rol l s for one hour. If you d i d not a s a bou nty h u nter, l aw enfo rce r, o r k i l l e r fo r h i re. hunted.
kill and eat at least one s u bstantial creatu re while i n Wh ateve r form yo u r h u nt i n g takes, yo u a re tra i ned in
beast form, t h e penalty i ncreases t o - 2 a n d affects a l l sta l k i n g yo u r q u a rry a n d b ri n g i n g it down. Yo u a re a
you r rol l s for the next 28 hours. Action t o change back. d a n ge ro u s i n d ivid u a l .
J f yo u h u n t a n i m a l s o r creat u re s , y o u m i g h t
Tier 2: Controlled Change. You can try to change i nto carry t h e t ro p h i e s of p a s t ki l l s , s u c h a s t e e t h o r
you r beast form o n any n ight you wish (a d ifficu lty 3 s k i n s . I f yo u ' re a b o u nty h u nter, y o u p r o b a b l y wea r
I ntel lect task) . Any tran sformatio n s you m a ke u s i n g w h ateve r yo u r q u a rry wo u l d fi n d most i n t i m i d at i n g
t h i s power a re i n add ition t o the five n i ghts p e r month s o it fee l s a s t h o u g h it h a s n o c h a n ce o f gett i n g
that you change invo l u ntari ly. Action to change. away fro m yo u .
M ost h u nters a re g l a ive s , but jacks a n d n a n o s LEADS
b r i n g u n i q u e s k i l l s t o the chase. U s i n g c h a r i s m a , natural leaders h i p , and perh a p s
Connection: Pick one oth e r PC. T h at person some tra i n i ng, yo u co m m a n d t h e act i o n s o f others,
o n ce s aw you s h ow s u rp ri s i n g m e rcy toward yo u r who fo l l ow yo u w i l l i n gly. You a re a co m m a n d e r, a
p rey, a n d n ow yo u hope s h e kee p s t h at i nformation capta i n , a leader, or a ge n e ra l . Yo u r s ki l l s a l low you
q u iet-it m i ght h a rm yo u r re p utat i o n . to m a ke peo p l e d o what yo u want, but yo u a l s o h ave
Add itional Equi pment: You wea r boots t h at m uffl e the wisdom to know what act i o n s wo u l d be best for
yo u r footste p s , givi n g y o u a + 1 bon u s to any ro l l yo u r fo l l owers and a l l ies.
made i nvo lvi n g s n e a ky move ment. S i nce yo u need the res pect of oth e rs , yo u probably
M i nor Effect Suggestions: Yo u can atte m pt a n d ress a n d carry yo u rself i n such a way t h at i n s p i re s ,
i nt i m i d ati n g task to ca u s e yo u r foe to i m med iately endears, o r i nti m i d ates. Yo u h ave a voice s u ited t o
s u rre n d e r. bark i n g o rd e rs t h at can be heard eve n o n a n o i sy
M ajor Effect Suggestions: You r foe pauses, terrified batt lefie l d .
by you r p rowess, and takes n o action on h i s turn. G l a ives m a ke exce l lent m i l itary leaders, but a
jack co u l d e a s i l y lead a gro u p of exp l o rers or a d e n
Tier l : Tracker. You a re tra i ned i n fo l l owi n g a n d o f t h i eve s . A n a n o m i ght be the h e a d o f a gro u p of
Leads CM Intrusions: i d e ntifyi n g tracks. E n a b l e r. " m ages" o r scholars, o r s h e m i ght h ave a gang of
Followers fail, betray, lie, Stal ker. Yo u a re tra i ned i n a l l types of m ovement bodyg u a rd s as fo l l owers.
become corrupted, get tasks (incl u d i n g cl i m b i ng, swi m m i ng, j u m p i n g, a n d Connection: Pick one oth e r PC. T h at c h a racte r was
kidnapped, or die. balanci n g) . E n a b l e r. o n ce a fo l lower of yo u rs , but yo u h ave s i n ce grown to
th i n k of h i m a s a peer.
lnitiatie, page 90 Tier 2: Sneak. You a re tra i ned i n stealth a n d i n itiative Add itional Equi pment: You h ave an a rtifact t h at
tasks. E n a b l e r. a l l ows yo u to tag u p to seven fo l l owe rs. By looki n g
Sprint and G rab (2 Speed poi nts) . You can run a i nto t h e g l a s s p l ate o n the d evice, y o u can d ete rm i n e
short d i stance and m a ke a melee attack to grab a foe t h e i r d i stance a n d d i rection rel ative t o yo u . The
of you r s ize or s m a l l e r. A s u ccessfu l attack means yo u tagg i n g p roce s s i s somew h at demean i n g, so it i s
grab the foe and bri n g it to a halt if it was mov i n g (th i s l i kely t h at o n ly yo u r fo l l owers wo u l d eve r s u b m it t o it.
c a n be treated as a tackle, if a p p ropriate) . Action. M i nor Effect Suggestions: The n ext time yo u
atte m pt to co m m a n d , ca ptivate, or oth e rwise
Tier 3 : Quarry (2 I ntel lect poi nts) . Choose a q u a rry i nfl uence t h e same foe, t h e d ifficu lty of the task is
(a s i n g l e i n d ivid u a l creatu re t h at yo u can see) . decreased by one ste p .
Yo u a re tra i ned i n a l l tasks i nvolvi n g fo l l owi ng, M ajor Effect Suggestions: The foe i s i n fl uenced ,
u nd e rsta n d i ng, i nteract i n g with, o r fight i n g t h at captivated , or oth e rwise affected by yo u r a b i l ity fo r
creat u re . You can h ave o n ly o n e q u a rry at a t i m e . twice a s l o n g as norm a l .
Action to i n itiate.
Tier l : N atu ral Charisma. You a re tra i ned i n a l l soci a l
Tier 4: Su rprise Attack. I f attacki n g from a h i d d e n i nteract i o n s , whet h e r they i nvolve charm, learn i n g a
vantage, w i t h s u rprise, o r before yo u r o p p o n e n t h a s pers o n ' s secrets, or i nti m i d at i n g oth e rs . E n a b l e r.
acted , y o u d ecrease the d i fficu lty o f yo u r attack by Good Advice (1 I ntel lect point) . Yo u h ave a clear
one ste p. O n a s uccessfu l h it, yo u i n fl i ct 2 a d d i t i o n a l mind fo r d eterm i n i n g the best way to p roceed . When
poi nts of d a m age. E n a b l e r. yo u give another c h a racte r a s u ggestion i nvo lvi n g h i s
n ext act i o n , t h e c h a racte r i s tra i ned i n t h at action fo r
Tier 5: H u nter's Drive (5 I ntel lect poi nts). T h ro u g h o n e ro u n d . Act i o n .
fo rce of w i l l , when yo u w i s h it, yo u g r a n t yo u rself
greate r p rowes s i n the h u nt fo r ten m i n utes. D u ri n g Tier 2: Fol lower. You ga i n a l evel 2 N PC fo l l ower
t h i s t i m e , y o u decrease t h e d ifficu lty o f a l l tasks who is co m p l etely d evoted to yo u . Yo u and the G M
i nvolvi n g yo u r q u a rry, i n c l u d i n g attacks, by o n e ste p. m u st work out t h e d eta i l s of the fo l l ower a n d yo u ' l l
Yo u r q u a rry i s the creatu re yo u sel ected with yo u r p robably m a ke ro l l s fo r i t i n co m bat o r when i t takes
t h i rd-tier a b i l ity. E n a b l e r. act i o n s . The fo l l ower acts o n yo u r t u r n . As a l evel 2
fo l l ower, it h a s a ta rget n u m be r of 6 a n d a health of
Tier 6: M u ltiple Quarry (6 I ntel lect poi nts). T h i s 6, a n d it i n fl icts 2 poi nts of d a mage. If t h e fo l l ower
a b i l ity fu n ct i o n s l i ke the t h i rd-tier Q u a rry a b i l ity d i e s , you ga i n a n ew one after at least two wee ks a n d
except t h at you can sel ect up to t h ree creatu res as p roper recru itment. E n a b l e r.
q u arry. Yo u m u st be a b l e to see a l l t h ree creatu res
when yo u i n itiate this a b i l ity. Yo u r H u nter' s D rive Tier 3: Command (3 I ntel lect poi nts) . T h ro u g h
a b i l ity a p p l ies to a l l t h ree creat u re s . Action to i n itiate. s h e e r fo rce o f wi l l a n d c h a ri s m a , y o u i s s u e a
LIME NE
CHARACTER FOCUS

s i m p l e co m m a n d to a s i n g l e l i v i n g creat u re , w h i c h tier.) Yo u a n d t h e G M m u st work out the deta i l s of


atte m pts to carry out yo u r co m m a n d a s its n ext these fo l l owe rs. If a fo l l owe r d i es, yo u ga i n a n ew
act i o n . T h e creatu re m u st be with i n s h o rt ra n ge o n e after at least two weeks a n d p roper recru itment.
a n d be a b l e to u n d ersta n d yo u . T h e co m m a n d ca n ' t E n a b l e r.
i n fl i ct d i rect h a rm o n t h e creatu re o r its a l l i e s , so
" Co m m it s u i c i d e " wo n ' t work, but " F lee" m i g ht. Tier 6: M i n d of a Leader (6 I ntel lect poi nts) . When
In a d d i t i o n , t h e co m m a n d can req u i re t h e creatu re you develop a p l a n that i nvolves yo u r fo l l owers, you
to t a ke o n l y o n e act i o n , so " O p e n t h e d o o r" m i ght can ask the G M one very general q uestion about what
work, but " O p e n t h e d o o r a n d r u n t h ro u g h it" is l i kely to h a p pen if yo u ca rry out the p l a n , and you
wo n ' t . Act i o n . wi l l get a s i m ple, brief a n swer. Action.
Capable Fol lower. Yo u r fi rst fo l lower i n creases to Capable Fol lowers. Yo u r fi rst fo l l ower i n creases to
l evel 3. As a l evel 3 fo l l ower, it h a s a ta rget n u m be r l evel 5 . As a l eve l 5 fo l l ower, it h a s a ta rget n u m be r
of 9 a n d a health of 9 , a n d it i n fl i cts 3 poi nts o f of 1 5 a n d a health of 1 5 , a n d it i n fl i cts 5 poi nts o f
d a m age. E n a b l e r. d a m age. Each of yo u r l evel 2 fo l l owers i n creases t o
l evel 3 . E n a b l e r.
Tier 4: Captivate or I nspire (4 I ntel lect poi nts). You
Lives in the Wilderness
can u s e t h i s a b i l ity i n o n e of two ways . E it h e r yo u r LIVES IN THE WILDERNESS GM Intrusions:
wo rd s keep t h e atte ntion o f a l l N PCs t h at hear t h e m Yo u dwe l l in the w i l d s . Yo u p robably h ave d o n e so People in cities and towns
fo r a s l o n g as yo u s peak, o r yo u r wo rd s i n s p i re a l l most, if n ot a l l , of yo u r l i fe, co m i n g to u n d e rsta n d sometimes disparage those
N P C s (of yo u r choos i n g) t h at hear them to fu n ction the myste ries of n atu re, weather, a n d s u rviva l . The who look (and smell) like
a s if t h ey were one l evel h i gher fo r the n ext h o u r. ways of fl o ra a n d fauna a re yo u r ways. they live in the wilds, as
Act i o n . You r rou g h , ru gged cloth i n g s h ows l ittle co ncern if they were ignorant or
barbaric.
Capable Fol lower. Yo u r fi rst fo l lower i n creases t o for style. M ost of the time, cove ri n g you rself in n at u ra l
l evel 4 . As a l evel 4 fo l l ower, it h a s a ta rget n u m be r s m e l l s to kee p yo u r scent fro m a rou s i n g s u s picion i n
of 1 2 a n d a health of 1 2 , a n d it i n fl i cts 4 poi nts o f the wilderness i s more i m portant than bath i n g t o kee p
d a m age. E n a b l e r. you rself p resenta ble to other h u m a n s .
G laives and jacks are t h e most l i kely characters
Tier 5: Band of Followers. You ga i n six l eve l 2 N PC to l ive in the wilderness, perhaps worki n g as guides,
fo l l owers who a re co m p l etely d evoted to yo u . (Th ey h u nters, trappers, scouts, or trackers. A nano that does
a re i n add ition to t h e fo l l ower yo u ga i n ed at seco nd so m ight be seen as a nature priest or wild wizard .
Connection: Pick one oth e r PC who i s n 't fro m the penalties d u e to natural ca uses s u c h as ta l l gra s s ,
w i l d e r n e s s . You ca n ' t help but fee l a l ittl e contem pt th ick b ru s h , ru gged terra i n , weather, a n d so o n .
for t h at c h a racte r a n d h e r "civi l ized " ways , wh ich E n a b l e r.
s h ow d i s d a i n fo r all t h i ngs natural a n d (to yo u r
m i n d) true. Tier 4: Wilderness Awareness (4 I ntel lect poi nts) .
Add itional Equi pment: You h ave a d i rect i o n a l Yo u r co n n ecti o n to the n atu ra l wo rld exte n d s to a
co m pa s s . degree t h at some wo u l d ca l l s u pernat u ra l . Wh i l e i n
M i nor Effect Suggestions: A foe t h at i s a natural t h e wilderness, yo u can extend yo u r senses u p t o a
creatu re flees rat h e r t h a n cont i n u e to fight yo u . m i l e i n any d i rection a n d a s k the G M a very s i m p l e ,
M ajor Effect Suggestions: A fo e t h at i s a n atu ra l g e n e r a l q u estion about t h at a rea, s uch a s "Where
Margr, page 244 creatu re becomes wa rily pass ive. i s the m a rgr ca m p ? " or " I s my friend Deit h a n sti l l
a l ive ? " I f t h e a n swer you seek i s n ot i n t h e area, yo u
Tier l : Wilderness Life. You a re tra i ned in cl i m b i n g rece ive no i nformat i o n . Act i o n .
a n d swi m m i n g tasks. E n a b l e r.
Wilderness Lore. Yo u a re tra i ned i n w i l d e rn e s s Tier 5 : T h e Wi ld I s on You r S i d e ( 5 I ntel lect poi nts) .
n avigation a n d i n identify i n g p l a nts a n d creat u re s . Wh i l e yo u ' re i n the w i l d e r n e s s , foes with i n s h o rt
E n a b l e r. ra n ge a re tri p ped by rocks, tangled i n v i n e s , b itte n by
i n sects, a n d d i stracted or confused by s m a l l a n i m a l s .
Tier 2: Livi ng off the Land. G iven an h o u r or so, yo u The d i fficu lty o f any tasks performed b y those foes
can always fi n d ed i b l e food a n d pota b l e wate r i n the i s i n creased by o n e ste p . T h i s effect l asts fo r ten
w i l d e r n e s s . You can eve n fi n d e n o u g h fo r a s m a l l m i n utes. Action to i n iti ate.
gro u p o f peo p l e , if need b e . Fu rther, s i nce yo u ' re
so h a rdy a n d h ave ga i n ed res i stance ove r t i m e , t h e Tier 6: One With the Wild (6 I ntel lect poi nts) . For the
d ifficu lty of res i s t i n g the effects of n atu ra l p o i s o n s n ext ten m i n utes, n atu ra l a n i m a l s a n d p l a nts with i n
(such as those fr o m p l a nts o r l iv i n g creat u res) l o n g ra n ge wi l l n ot knowi ngly h a rm yo u o r those yo u
i s decreased by o n e ste p . Yo u ' re also i m m u n e to d e s i g n ate. Act i o n .
natural d i seases. E n a b l e r. M aster o ft h e Wi ld. Wh i l e yo u ' re i n the w i l d e r n e s s ,
yo u r M i ght E d ge, S peed E d ge, a n d I nte l l ect E d ge
Tier 3: Animal Senses and Sensibil ities. Yo u a re i n crease by 1 . When yo u m a ke a recovery ro l l i n
Masters Defense
tra i ned i n l i ste n i n g a n d s pott i n g t h i n gs . I n a d d i t i o n , t h e wilderness, yo u recover twice a s many points.
GM Intrusions:
Shields break when hit, m o s t of the t i m e , t h e G M s h o u l d a l e rt yo u if yo u ' re E n a b l e r.
as do weapons used about to wa l k i nto an a m b u s h or a trap t h at is l owe r
to parry. Armor straps t h a n l evel 3 . E n a b l e r. MASTERS DEFENSE
break. Wilderness Explorer. W h i l e taki n g any action P rotect i n g yo u rself i s obvio u s ly i m porta nt in
( i n cl u d i n g fight i n g) i n t h e wild, you ignore any d a n ge ro u s s ituati o n s , a n d yo u a re p a rticu l a rly

68
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good at it. Ca utious


a n d prudent, yo u learn
tech n iq u e s to d efe n d
aga i n st a l l k i n d s o f
attacks, b o t h physical
a n d menta l . The w i n n e r
i s often the l a st person
sta n d i ng, a n d yo u 've
d o n e a l l you can to
e n s u re t h at person wi l l
b e yo u .
Yo u carry a s h ield a n d
p robably wea r the best
armor yo u can fi n d .
G l a ives m a ke exce l lent
defe n s ive m a sters, but jacks a n d n a n o s a l so fi n d at s a m e type (melee wea pon, ra n ged wea p o n , o r
least some of these s k i l l s of great value. u n a rmed) a s t h e attack yo u defend aga i n st. I f yo u
Connection: Pick one oth e r PC. This c h a racter d o n ' t h ave an a p p ropriate type of weapon ready, you
p rotected you fro m harm rece ntly, a n d yo u fee l ca n ' t use t h i s a b i l ity. E n a b l e r.
i nd e bted to h i m fo r savi n g yo u r l ife.
Add itional Equi pment: You h ave a s h i e l d . MASTERS WEAPONRY
M i nor Effect Suggestions: Yo u ga i n a + 1 bon u s to Yo u h ave worked l o n g a n d h a rd with o n e partic u l a r Masters Weaponry
S peed d efe n s e ro l l s fo r one ro u n d . type o f wea p o n : swo rd s , axes , d agge rs, w h i p s , o r GM Intrusions:
M ajor Effect Suggestions: Yo u ga i n a + 2 bon u s to wh ateve r yo u c h o o s e . T h u s , yo u a re a swo rd s m a n , Weapons break. Weapons
S peed defense ro l l s fo r one ro u n d . a n axe m a ster, a m i st re s s o f kn ives, o r wh ateve r i s can be stolen. Weapons can
be dropped orforced out of
a p p ropriate t o yo u r chosen wea p o n . A m a ster o f the
your hand.
Tier l : Shield Master. When you u s e a s h ield, i n ra p i e r i s d iffe rent fro m a m aster of the warh a m m e r.
add ition t o t h e asset i t gives you (loweri n g t h e d ifficu lty Yo u m i ght wea r a sym bo l-a badge, a p i n , a
of S peed defense tasks by one step) , you can act as if tattoo, an a m u l et, ce rta i n co lors, a n d so o n-th at
you are trained in S peed defense tasks. H owever, i n i n d icates the school i n which you tra i n e d , the style
a n y round i n wh ich you u s e this benefit, t h e d ifficu lty of of fight i n g yo u h ave m a stered , o r t h e name of yo u r
you r attacks i ncreases by one step. Enabler. m e ntor. Yo u r weapon i s a l m ost certa i n ly yo u r fi n e st
posses s i o n . N ot o n ly is it we l l ca red for a n d of
Tier 2: Stu rdy. You a re tra i ned i n M i ght defe n s e h i g h q u a l ity, but yo u p robably keep it i n a beautiful
t a s k s . E n a b l e r. scabbard, h a rn e s s , belt, case, o r someth i n g s i m i l a r.
Armor Expert. When yo u wea r any armor, yo u M a ny gla ives a re weapon m a sters, but somet i m e s
red uce the armor's penalties ( M ight cost per h o u r a jack m i ght c h o o s e t h i s pat h , p a rticu l arly with
Armor penalties, page 79
a n d S peed red uction) b y 1 . E n a b l e r. l i ghter wea p o n s .
Connection: Pick one oth e r P C . T h at c h a racte r
Tier 3: Dodge and Resist (3 Speed poi nts) . Yo u can s h ows potential i n t h e u s e of yo u r wea p o n . You
re ro l l any of yo u r M i ght, S peed , o r I nte l l ect d efe n s ive wo u l d l i ke to tra i n h e r, but yo u ' re n ot nece s s a ri ly
ro l l s a n d take the bette r of the two res u lts. E n a b l e r. q u a l ified to teach (that's u p to you) , a n d s h e m i ght
n ot be i nterested (that's u p to h e r) .
Tier 4: Tower of Wi l l . You a re tra i ned i n I nte l l ect Add itional Equi pment: You h ave a h i gh-q u a l ity
defe n s e tasks. E n a b l e r. weapon of yo u r choos i n g.
Armor M aster. When yo u wea r any armor, yo u Weaponry Esoteries: I f you perform esoteries, you r Esoteries, page 35
red uce the armor's penalties ( M ight cost per h o u r attacks a lways look l i ke you r chosen weapon. So the
a n d S peed red uction) t o 0. E n a b l e r. force blast of the Onsla ught esotery appears to be a Onslaught, page 35
large weapon made of force, and the Flash esotery
Flash, page 37
Tier 5: N oth ing but Defend. I f you do noth i n g o n prod uces a fl u rry of weaponry. These a lterations change
yo u r t u rn oth e r t h a n defe n d , yo u a re s peci a l ized i n noth i n g other than the appearance ofthe effects. As Barrier, page 37
a l l d efe n s ive tasks fo r t h at o n e ro u n d . Act i o n . another exa m ple, Barrier becomes a wal l of swi rl i n g
blades o f energy. This alteration changes t h e esotery
Tier 6: Defense M aster. Eve ry t i m e yo u s u cceed at such that it is not a solid barrier but rather inflicts 1
a S peed defe n se task, yo u can m a ke an i m me d i ate point of damage to anyone who touches it and 4 poi nts
attack aga i n st yo u r foe. Yo u r attack m u st be the of dam age to anyone who passes t h rough it.
M i nor Effect Suggestions: The ta rget is so
d azzled by yo u r expe rt i s e t h at it i s d azed fo r one
ro u n d , d u ri n g wh ich time t h e d i fficu lty of all tasks it
performs i s mod ified by o n e ste p to its detri ment.
M ajor Effect Suggestions: M a ke a n i m med i ate
add iti o n a l attack with the weapon a s p a rt of yo u r
turn.

Tier l : Weapon M aster. You ga i n a + 1 bon u s to


d a m age with yo u r chosen wea pon. E n a b l e r.

Tier 2: Weapon Defense. Wh i l e yo u r chosen weapon


i s i n yo u r h a n d o r h a n d s , you a re tra i ned i n S peed
defe n s e rol l s . E n a b l e r.

Tier 3: Rapid Attack (3 Speed poi nts). O nce per


ro u n d , yo u can m a ke a n additional attack with yo u r
chosen wea pon. E n a b l e r.

Tier 4: N ever Fu m ble. I f yo u ro l l a natural 1 when


attacki n g with yo u r chosen wea pon, yo u can i g n o re a n d t h ree doses of a l evel 2 blade poison t h at i n fl i cts
Poison, page 95
or co u nterm a n d the G M ' s i ntrusion for t h at ro l l . Yo u 5 poi nts of d a mage.
GM intrusion, page 88 can never be d i s a rmed of yo u r chosen wea pon, n o r M i nor Effect Suggestions: N o one but t h e foe
wi l l y o u eve r d ro p it accidental ly. E n a b l e r. notices t h at you m a ke the attack.
M ajor Effect Suggestions: I f yo u h ave poison a m i d
Tier 5: Extreme M astery (4 M ight poi nts) . When yo u r b e l o n g i n g s , yo u we re a b l e t o a p p l y it j u st before
u s i n g yo u r chosen wea p o n , you can re ro l l any attack the stri ke, ad d i n g t h e po i s o n ' s effects to the normal
ro l l yo u wish a n d take t h e better of the two res u lts. attack d a mage.
E n a b l e r.
Tier l : Su rprise Attack. I f attacki n g from a h i d d e n
Tier 6: Damage Dealer. You ga i n a +2 bon u s to vantage, w i t h s u rprise, o r before a n o p po n e nt h a s
d a m age with yo u r chosen wea pon. Th i s bon u s ad d s acted , y o u red u ce the d i fficu lty o f yo u r attack b y o n e
t o t h e o n e fro m t h e Weapon M a ster a b i l ity, givi n g ste p . O n a s u ccessfu l h it w i t h t h i s s u rprise attack,
yo u a total bon u s o f +3 . E n a b l e r. yo u i n fl i ct 2 a d d i t i o n a l poi nts of d a mage. E n a b l e r.
Death Dealer (5 M ight poi nts) . If yo u stri ke a foe Trained Assassi n . You a re tra i ned i n stealth a n d
of l eve l 3 or less with yo u r chosen wea p o n , you ki l l d i sg u i se tasks. E n a b l e r.
t h e ta rget i n stantly. Act i o n .
Tier 2: Quick Death (2 Speed poi nts) . You know h ow
MURDERS to ki l l q u ickly. When you h it with a melee or ran ged
Murders GM Intrusions: T h e m u rderous assas s i n i s a master o f deal i n g attack, yo u d e a l 4 a d d i t i o n a l poi nts of d a m age. You
Most people do not react death . N o one i s better a t sneaking i nto a location, ca n ' t m a ke t h i s attack in two co n s ecutive ro u n d s .
well to a professional e l i m i n ati n g a target, and s l i p p i n g out aga i n . Obvious ly, Act i o n .
killer. a p rofessional killer is not l i kely to h ave a lot of friends.
Yo u p ro b a b ly wea r d a rk co l o rs-b l ack, c h a rcoal Tier 3 : Poison Crafter. Yo u a re tra i ned i n craft i n g,
grey, o r m i d n ight b l u e-to h e l p b l e n d i nto the s e n s i ng, i d e ntifyi ng, a n d re s i st i n g po i s o n s . E n a b l e r.
s h ad ows. But s i n ce yo u ' re a l so a m a ster of d i s g u i se , Trained I nfi ltrator. Yo u a re tra i ned i n a l l
i n t r u t h y o u co u l d look l i ke a nyo ne. i nteract i o n s i nvolvi n g l i es o r trickery. E n a b l e r.
Any c h a racte r co u l d be a n a s s a s s i n . J acks a re t h e
m o s t l i kely choice, but n a n o s w i t h t h e i r esote ries Tier 4: Better Su rprise Attack. I f attack i n g fro m a
o r g l a ives with their co m bat a b i l ities wo u l d m a ke h i d d e n vantage, with s u rprise, or before an opponent
efficient k i l l e rs as we l l . h a s acted , yo u red u ce the d ifficu lty of yo u r attack
Connection: Pick o n e oth e r PC. T h at c h a racte r by one ste p . O n a s u ccessfu l h it with t h i s s u rprise
knows yo u r real identity, p rofe s s i o n , a n d attack, yo u i n fl ict 2 a d d i t i o n a l poi nts of d a m age.
backgro u n d . To a l l others, t h e truth a b o u t y o u i s a These effects add to those fro m S u rprise Attack,
Disguise kit, page 82 closely g u a rded secret. givi n g you a total decrease of two ste p s and a total of
Add itional Equi pment: You start with a d i sg u i se kit 4 a d d i t i o n a l poi nts of d a mage. E n a b l e r.

70
LIME NE
CHARACTER FOCUS

Tier 5: Slayer (5 Speed poi nts) . With a swift a n d W h i l e i n t h i s state, yo u ca n ' t u s e I nte l l ect poi nts,
s u d d e n attack, y o u stri ke a foe i n a v i t a l s pot. I f the but yo u ga i n +2 to yo u r M i ght E d ge a n d yo u r S peed
ta rget i s l evel 3 o r l e s s , it i s slain outright. Act i o n . E d ge. Th i s effect l a sts fo r as l o n g a s you w i s h , but
it e n d s if no co m b at is taki n g p l ace with i n ra n ge of
Tier 6: Escape P l a n . When yo u ki l l a foe, yo u c a n yo u r senses. You can use t h i s a b i l ity o r yo u r fi rst-tier
atte m pt a sneaki n g action to i m med iately h id e fro m Fre nzy a b i l ity, but you ca n ' t u s e both at the s a m e
a nyo n e a ro u n d , a s s u m i n g t h at a s u itable h i d i n g t i m e . E n a b l e r.
Rages GM Intrusions:
p l ace i s nea rby. E n a b l e r.
It's easy for a berserker to
Tier 5: Attack and Attack Again. Rather t h a n gra n t i n g
lose control and attack friend
RAGES add iti o n a l d a m age o r a m i n o r o r m a j o r effect, a as well as foe.
The berserker i s a fea red fighter who ca n n ot be natural 1 7 or h i g h e r on yo u r attack ro l l a l l ows yo u
sto p ped . You put yo u rself i nto a h owl i n g battle fre nzy the option of i m m ed i ately m a k i n g a n other attack. Minor and major effects,
t h at can m a ke yo u a terror o n the battlefi e l d . Yo u E n a b l e r. page 88
m i ght h a i l from a l e s s civil ized soci ety, perh a p s eve n
a tribal one. Tier 6: Tough and Fast. You ga i n +6 to yo u r M i ght
Yo u l i kely wear l ittl e o r n o armor so as not to Pool a n d yo u r S peed Poo l . E n a b l e r.
restrict yo u r s peed o r m a n e uvera b i l ity. Yo u r clot h i n g
i s p ro b a b ly s i m p l e a n d uti l itari a n . RIDES THE LIGHTNING Rides the Lightning
G l a ives m a ke t h e best berserkers. The ancients h a rnessed e l ectricity i n stra nge and GM Intrusions:
Overcharged batteries
Connection: Choose o n e oth e r PC. You fee l wo n d e rfu l ways . T h ro u g h p ractice a n d i n h e rent
explode.
stra n gely p rotect ive towa rd t h at c h a racter a n d d o n ' t a b i l ity (or the s u btle u s e of h id d e n o r i m p l anted
w a n t to s e e h e r co me to h a r m . devices) , yo u control t h e same e n e rgy. N ot o n ly can
M i nor Effect Suggestions: When fight i n g m u lt i p l e yo u create a n d d i sc h a rge e l ectrical powe r, but yo u
fo e s , y o u knock o n e i nto a n other, putt i n g both off can eve n t u a l l y learn to u s e it to tra n sport yo u rself.
b a l a n ce. As a re s u lt, t reat both foes a s one l evel Yo u p ro b a b ly wea r tight-fitt i n g clot h i n g t h at a l lows
l ower fo r one ro u n d . yo u to move q u i ckly. Yo u r garments m i ght be b l u e
M ajor Effect Suggestions: Yo u r fo e i s terrified of a n d b l ack, perh a p s w i t h a l i ghtn i n g-bolt motif.
yo u r rage and uses h i s n ext two act i o n s to flee. Although n a n o s seem most s u ited to wie l d i n g
l i ghtn i n g, jacks c a n m a ke good u s e o f t h e varied
Tier 1 : Frenzy (1 I ntel lect point) . When you w i s h , l i ghtn i n g a b i l ities.
wh i l e i n co m bat, yo u c a n enter a state o f frenzy. Connection: Pick one oth e r PC. This c h a racter
W h i l e i n t h i s state, yo u ca n ' t u s e I nte l l ect poi nts, h a s been yo u r friend fo r a long time, a n d yo u
but yo u ga i n + l to yo u r M i ght E d ge a n d yo u r S peed h ave learned to bri n g h e r a l o n g when you ride the
E d ge. Th i s effect l a sts fo r as l o n g a s you w i s h , but l i ghtn i n g. I f the c h a racte r i s sta n d i n g right n ext to
it e n d s if no com b at is taki n g p l ace with i n ra n ge of yo u , yo u can take h e r with yo u when yo u u s e t h e Bolt
yo u r senses. E n a b l e r. Rider o r E l ectrical F l i ght powe rs. ( N o r m a l ly, neither
a b i l ity a l l ows you to tra n s port ot h e r creat u res.)
Tier 2: Hardy. Yo u ga i n +5 to yo u r M i ght Poo l . Additional Equipment: You h ave a bag of
T h e s e a d d i t i o n a l p o i n t s c a n be u s e d o n ly t o absorb m i scel l a neous batteries and power cel l s . Whenever you
d a m age. You ca n ' t spend t h e m to a p p l y Effort to find a new device that operates on batteries or cel l s
ro l l s . E n a b l e r. (G M d i scretion) , there i s a 75 percent chance that the
Mobile Fighter: You a re tra i ned i n cl i m b i n g a n d bag conta i n s one that wi l l power it if it depletes.
Depletion, page 298
j u m p i n g t a s k s . E n a b l e r. Electrical Esoteries: I f yo u perform esote ries ,
Esoteries, page 35
those t h at wo u l d normally u s e fo rce or oth e r e n e rgy
Tier 3: Power Stri ke (3+ M ight poi nts) . If you i n stead u s e e l ectricity. Fo r exa m p l e, a F l a s h or a n
s u ccessfu l ly attack a ta rget, yo u knock it p ro n e i n O n s l aught fo rce b l a st i s a b l a st of l i ghtn i n g. Th i s Flash, page 3 7
add ition t o i n fl ict i n g d a m age. T h e ta rget m u st be a lteration c h a n ge s noth i n g oth e r t h a n t h e type of Onslaught, page 35
yo u r size o r s m a l l e r. You can knock d own a ta rget d a m age a n d the fact t h at it m i ght start fi re s .
l a rger t h a n yo u if yo u a p p l y a l evel of Effort to do so M i nor Effect Suggestions: The ta rget i s d azed
(rat h e r t h a n to d ecrease the d ifficu lty of the attack) . by e lectricity for one rou n d , d u ri n g which time the
E n a b l e r. d ifficu lty of a l l tasks it performs i s mod ified by one
Unarmored Fighter. Wh i l e u n a rmored , yo u a re ste p to its d etri ment. E lectricity can a l so s h ut d own a n
tra i ned i n S peed d efe n s e tasks. E n a b l e r. a n d ro i d , robot, o r other a utomaton for one rou n d .
M ajor Effect Suggestions: Devices fi l led with
Tier 4: G reater Frenzy (4 I ntel lect poi nts) . When you e l ectrical powe r exp lode. You can ta rget and destroy
w i s h , wh i l e in co m bat, yo u can enter a state of frenzy. an a rtifact t h at a foe is h o l d i n g or wea ring.
Tier l : Shock (1 I ntel lect point) . Yo u r h a n d s crackle p o i n t p e r l evel of t h e d evice. You rega i n p o i n t s at
with e l ectricity, a n d the n ext time yo u touch a t h e rate of 1 p o i n t p e r ro u n d a n d m u st give yo u r
creat u re , you i n fl ict 3 poi nts of d a m age. Alternatively, fu l l co ncentrat i o n t o t h e p roce s s each ro u n d . T h e
if you wield a wea p o n , for ten m i n utes it crackles G M d eterm i n e s w h et h e r t h e d ev i ce i s fu l l y d ra i ned
with e l ectricity and i n fl icts 1 add iti o n a l point of (l i kely true of most hand h e l d o r s m a l l e r d ev i ces) o r
d a m age per attack. Action fo r to uch; e n a b l e r for reta i n s s o m e powe r (l i kely t r u e of l a rge m ach i n es) .
wea p o n . Act i o n to i n it i ate; act i o n each ro u n d to d ra i n .
Charge (l + I ntel lect poi nts) . You can c h a rge a n
Artifact, page 298 a rtifact o r oth e r d evice (exce pt a cyp h e r) so t h at i t Tier 4 : Bolts of Power (5+ I ntel lect poi nts) . You b l a st
Cypher, page 278
c a n be u sed once. The cost i s 1 I nte l l ect p o i n t p l u s 1 a fan of l i ght n i n g out to s h o rt ra n ge i n an a rc t h at i s
point per l evel of t h e device. Act i o n . a p p roxi m ately 50 feet (1 5 m) w i d e a t t h e e n d . T h i s
d i sc h a rge i n fl i cts 4 poi nts o f d a m age. I f yo u a p p l y
Tier 2: Bolt Rider ( 4 I ntel lect poi nts) . You can move Effort to i n crease the d a m age rat h e r t h a n to d ecrease
a l o n g d i stance fro m one l ocation to a n other a l most the d ifficu lty, yo u d e a l 2 additional poi nts of d a m age
i n stanta neous ly, carried by a bolt of l i ghtn i n g. You per l evel of Effo rt ( i n stead of 3 poi nts) ; h oweve r,
m u st be a b l e to see the n ew l ocat i o n , a n d there m u st ta rgets i n the a rea take 1 point of d a mage eve n if yo u
be no i nterve n i n g barriers. Act i o n . fa i l the attack ro l l . Act i o n .

Tier 3 : Lightn ing Swift. You ga i n +3 to yo u r S peed Tier 5 : Electrical Fl ight ( 5 I ntel lect poi nts) . You exu d e
Pool and + 1 to yo u r S peed Edge. E n a b l e r. a n a u ra of crackl i n g e l ectricity t h at l e t s yo u fly fo r t e n
Drain Charge. Yo u can d ra i n t h e powe r fro m a n m i n utes. Yo u ca n 't carry oth e r creat u res w i t h yo u .
a rt i fact o r d evice, a l lowi n g yo u to rega i n 1 I ntel lect Action t o activate.

Tier 6: Wal l of lightn ing (6 I ntel lect poi nts) . Yo u


create a barrier of crackl i n g e l ectricity u p to 2 , 5 00
s q u a re feet (230 sq. m) i n s ize, s h a ped as you w i s h .
The wa l l i s a l evel 7 barrier. Anyo n e wit h i n i m m ed i ate
d i stance of the wa l l a utomatica l ly takes 1 0 poi nts of
d a m age. The wa l l l a sts fo r one h o u r. Action to create.

Talks to Machines TALKS TO MACHINES


GM Intrusions: S i nce you we re you n g , yo u had an affin ity for
Sometimes machines
mach ines. I t seemed a l most l i ke you were s peaki n g
malfunction or act
unpredictably. In to them.
addition, many people Yo u were. You h ave t h e a b i l ity to u s e yo u r o rga n i c
look upon someone who b ra i n l i ke a co m p ute r, i nterfaci n g "wi re l e s s ly" with
intetfaces so well with any e l ectro n i c d evice. Yo u can control a n d i n fl ue nce
machines as a witch-or
them in ways t h at ot h e rs can't. Com p uters a re yo u r
at least as a dangerous
individual. friends a n d co m p a n i o n s . You h ave a l so learned to
re p a i r mach i n es of a l l k i n d s beca u s e the bette r they
work, the bette r off yo u a re as we l l .
You l i kely wear a tool belt fu l l o f various i m p lements,
and mach i n e oils sta i n you r clothes and fingertips.
Al l types of characters can spend their time talking to
mach ines, although this practice fits the nano best of all.
Con n ection: P i c k o n e ot h e r PC. T h at c h a racte r
see m s to h ave a terri b l e re l at i o n s h i p with
m ach i n e s-o r at l e a st t h e mach i n e s t h at yo u
co m m u n i cate wit h . I f s h e i s n ext to a mach i n e t h at
yo u i nteract with i n a fr i e n d l y m a n n e r, t h at mach i n e
i s t reated i n a l l ways a s be i n g o n e l evel l owe r t h a n
n o r m a l ( u n l e s s d o i n g so b e n efits yo u o r h e r, i n
w h i c h case t h e l evel does not c h a n ge) .
Add itional Equi pment: A bag of s m a l l too l s .
M i nor Effect Suggestions: The d u rat ion of
i nfl uence o r control is d o u b l ed.
LIME NE
CHARACTER FOCUS

M ajor Effect Suggestions: The d u ration of WEARS A SHEEN OF ICE Wears a Sheen of Ice
i nfl uence or control beco mes 28 h o u rs . Through you r stud ies, you have learned to focus you r GM Intrusions:
Ice makes sutfaces slippery.
natural talents t o command t h e powers o f ice and col d .
Extreme cold causes objects
Tier 1 : M achine Affi n ity. Yo u a re t ra i ned i n a l l tasks People m ight refer t o you as a n i c e mage. Sometimes to crack and break.
i nvolvi n g e l ectrical mach i n e s . E n a b l e r. ice mages a re thought to come i nto confl ict with those
Distant Activation (1 I ntel lect point} . Yo u can known as fire mages, but this i s a fall acy believed by
activate o r d eactivate any mach i n e you can see ord i n a ry folks more than anyt h i n g based in truth .
with i n s h o rt ra n ge, eve n if normally yo u wo u l d h ave Yo u l i kely wear wh ite or b l u e garments t h at a re
to touch o r m a n u a l ly operate the d evice. To u s e heavier t h a n they need to be-u n l e s s yo u l ive i n
t h i s a b i l ity, yo u m u st u n d e rsta nd the fu nction o f a cold region o r wintry c l i me, i n which case you
the mach i ne , it m u st be yo u r s ize o r s m a l l e r, a n d p robably wea r less cloth i n g t h a n oth e r peo p l e do
it can't be co n n ected to a n o t h e r i n te l l i ge n ce ( o r be beca u s e the co l d doesn't bother yo u .
i nte l l i gent itself) . Act i o n . M ost i ce m ages a re n a n o s , but a g l a ive armored
in ice, perh a p s wie l d i n g a n ice swo rd , wo u l d be q u ite
Tier 2: Coaxi ng Power ( 2 I ntel lect poi nts} . Yo u i m p re s s ive.
boost the powe r or fu n ction of a mach i n e so t h at Connection: Pick one oth e r PC. Due to a q u i rk of
it operate s at one l evel h i gher t h a n normal for o n e the n u menera, if t h at c h a racte r is sta n d i n g n ext to
h o u r. Action to i n itiate. yo u when yo u u s e yo u r I ce Armor a b i l ity, h e is a l so
Charm M achine (2 I ntel lect poi nts} . Yo u convi nce p rotected by a s h een of ice. ( H e does n ot get the
a n u n i nte l l i gent mach i n e to " l i ke" yo u . A mach i n e added p rotection of yo u r Re s i l ient I ce Armor a b i l ity.)
t h at l i ke s yo u i s S O percent l e s s l i kely t o fu n ction i f Add itional Equi pment: You h ave a b l aded weapon
s a i d fu n ction wo u l d ca u s e yo u h a r m . Th u s , if a foe made of stro n g l a s s t h at looks l i ke ice. Strong/ass, page 77
atte m pts to d eto n ate a bo m b near yo u contro l led Ice Esoteries: Ifyou perform esoteries, those that would
by a d eto n ator t h at l i kes yo u , t h e re i s a 5 0 percent normally use force or other energy instead use cold and ice. Esoteries, page 35
c h a n ce t h at it wo n ' t exp lode. Action to i n itiate. For example, an Onslaught force blast is a ray offrost, and
Onslaught, page 35
Flash produces a blast ofcold and ice shards. Th is alteration
Tier 3: I ntelligent I nterface (3 I ntellect points}. You can changes noth ing other than the type of damage. As another Flash, page 37
speak telepath ica l ly with any inte l l i gent mach ine wit h i n example, Barrier creates a wall of ice. Th is alteration
long range. Fu rther, you are tra i ned i n a l l i nteractions changes noth ing except the wall's appearance and the fact Barrier, page 37
with inte l l i gent mach ines. Such mach ines and that it takes 2 additional points of damage from fire.
automatons that normally would never com m u n icate M i nor Effect Suggestions: The s u rface a ro u n d t h e
with a h u m a n m ight tal k to you . Enabler. ta rget becomes s l ick a n d d i fficult to sta n d o n .
M ajor Effect Suggestions: T h e ta rget i s covered i n
Tier 4: M achine Companion. You create a leve l 3 ice that h i nders its movement for o n e m i n ute, d u ri n g
a n i m ate, inte l l igent mach i n e that accompan ies w h i c h time the d ifficu lty o f a l l tasks it performs i s
you and acts as yo u d i rect. As a level 3 mach i n e mod ified b y one ste p t o i t s detriment.
com p a n i o n , it has a ta rget n u m ber of 9 and a health of
9, and it i n fl icts 3 poi nts of d a m age. If it's destroyed, it Tier 1 : I ce Armor (1 I ntel lect point} . When you w i s h
takes yo u one month to create a new one. Enabler. i t , yo u r b o d y i s cove red i n a s h een o f i c e fo r ten
Robot Fighter. When fighti n g an auto m aton o r m i n utes t h at gives yo u + l to Armor. W h i l e t h e sheen Armor, page 92
i nte l l i gent mach i n e , yo u a re tra i ned i n attacks a n d i s active, yo u fee l n o d i scomfort fro m normal co l d
defe n se. E n a b l e r. te m pe ratu res a n d h ave a n a d d i t i o n a l +2 to Armor
vers u s cold d a mage s pecifica l ly. E n a b l e r.
Tier 5: I nformation Gathering (5 I ntellect points). You
speak telepath ically with any or all mach ines with i n l Tier 2: Frost Touch (1 I ntel lect point) . Yo u r h a n d s
m i le (l .6 km) . You can ask one basic q uestion about become so co l d t h at the n ext t i m e yo u touch a
themselves or anyth ing happen ing near them and creat u re , you i n fl ict 3 poi nts of d a m age. Alternatively,
receive a sim ple answer. For exam ple, while i n an area yo u can u s e t h i s a b i l ity on a wea p o n , a n d for ten
with many mach ines, you could ask "Where is the ravage m i n utes, it i n fl i cts l a d d i t i o n a l point of d a m age fro m
bear?" and ifthe creatu re is with i n a m i le of you, one or the co l d . Action for to uch; e n a b l e r for wea p o n .
more mach ines wi l l probably provide the an swer. Action.
Tier 3 : Freezing Touch ( 4 I ntel lect poi nts) . Yo u r h a n d s
Tier 6: Control M achine (6 I ntel lect poi nts) . You can become so co l d t h at, i n add ition to i n fl ict i n g d a m age
control t h e fu n ct i o n s of any mach i n e , i n te l l i gent o r a s d e scri bed u n d e r Frost To u c h , yo u r touch freezes
oth e rwise, wit h i n s h o rt ra n ge. T h i s effect l asts t e n s o l i d a l i v i n g ta rget of yo u r s ize o r s m a l l e r, re n d e ri n g
m i n utes. Act i o n . it i m m o b i l e fo r o n e ro u n d . Act i o n .

73
Wields Power Tier 4: Resil ient I ce Armor. The s h e e n of i ce yo u T i e r 6: I ce Creation (6 I ntel lect poi nts). Yo u create
With Precision gene rate u s i n g yo u r I ce Armor a b i l ity gives yo u a n a s o l i d object of ice t h at is yo u r s i ze o r s m a l l e r.
GM Intrusions: add iti o n a l + 1 to Armor. E n a b l e r. T h e object i s c r u d e a n d c a n h ave n o movi n g
Een if one tries to p a rt s , s o yo u c a n m a ke a swo rd , a s h i e l d , a s h o rt
remain humble, skill and
Tier 5: Cold B u rst (5+ I ntel lect poi nts) . You e m it a l a d d e r, a n d so o n . Yo u r ice objects a re a s stro n g
power might betray an
arrogance that others find b l a st of cold i n a l l d i rect i o n s , u p to s h o rt ra nge. A l l a s i ro n , b u t i f yo u ' re n ot i n co n st a n t contact
annoying or insulting. with i n t h e b u rst take 5 poi nts o f d a mage. I f y o u a p p l y with t h e m , t h ey fu n ct i o n fo r o n ly 1 d 6 + 6 ro u n d s
Creatures from beyond Effort to i n crease the d a m age rather t h a n to decrease b e fo re b re a k i n g o r m e lt i n g. Fo r exa m p l e , yo u c a n
time and space take the d ifficu lty, yo u deal 2 a d d i t i o n a l poi nts of d a m age m a ke a n d w i e l d a n ice swo rd , b u t i f yo u give it to
special notice ofpeople per l evel of Effort ( i n stead of 3 poi nts) ; h oweve r, a n ot h e r PC, the sword wo n 't l a st a s l o n g for t h at
who command the
ta rgets i n the a rea take 1 point of d a mage eve n if yo u c h a ract e r. Act i o n .
mysterious and strange.
fa i l the attack ro l l . Act i o n .
WIELDS POWER WITH PRECISION
N ot o n l y a re yo u b l e s s e d w i t h a great co m m a n d
o f t h e n u m e n e ra , b u t y o u a re a l s o t ra i n e d to
exp l o i t e s ot e r i e s in ways t h at e l evate yo u a b ove
ot h e r n a n o s a n d j a c k s . S o m e p eo p l e b e l ieve t h at
t h o s e w h o p e rfo rm e s ote r i e s a re b o r n w i t h t h e
a b i l ity, b u t yo u k n ow t h at s k i l l a n d i n te l l i g e n ce
p l ay i m p o rt a n t ro l e s . T h e a n c i e n t s created t h e
n u m e n e ra t h ro u g h k n ow l e d ge, d i s cove ry, a n d
i n te l l e ct, a n d to u s e i t p ro p e r l y, yo u m u st fo l l o w
t h e s a m e p at h .
Yo u p ro b a b l y wea r s pectacl e s a n d d a p p e r
o utfit s , carryi n g ext ra books, n ote books, a n d p e n s
so y o u can cont i n u a l ly focu s o n yo u r st u d i e s a n d
expe r i m e n t s .
N a nos u s u a l ly rece ive t h i s i n struction a n d focu s ,
but s o m e jacks d o a s we l l . G l aives n ever d o .
Connection: Pick one oth e r P C . Yo u 've p l aced a n
i m m utable, one-t i m e wa rd t h at re n d e rs h e r i m m u n e
t o t h e esote ries you perform u n l e s s s h e wants t o b e
affected .
Add itional Equi pment: You h ave an a d d i t i o n a l
b o o k o n the s u bject of t h e n u m e n e ra .
M i nor Effect Suggestions: The esotery ove rwh e l m s
a n d d azz les t h e ta rget fo r o n e ro u n d , d u ri n g which
t i m e t h e d ifficu lty of a l l tasks it performs i s mod ified
by one step to its detri ment.
M ajor Effect Suggestions: The esotery terrifies the
ta rget, who u ses its n ext two t u r n s to flee.

Tier l : Geni us. Yo u r I nte l l ect Pool i ncreases by 5


points. E n a b l e r.

Tier 2: Training and Precision. Yo u a re tra i ned i n a l l


esoteries. A s a res u lt, yo u red u ce the d ifficu lty o f any
task i nvolved i n the u s e of a n esote ry by one ste p .
E n a b l e r.

Tier 3: Enhanced Esoteries. Yo u r esote ries t h at h ave


d u rati o n s last twice a s long. Yo u r esote ries t h at
h ave s h o rt ranges reach to l o n g ra n ge i n stead . Yo u r
esote ries t h at i n fl ict d a mage d e a l 1 add iti o n a l point
of d a m age. E n a b l e r.
LIME NE
CHARACTER FOCUS

Tier 4: G reater Repertoi re. Yo u can learn o n e o n e l i ght weapon a n d o n e m ed i u m wea pon) , m a k i n g
add iti o n a l esotery of fo u rth tier o r l ower. E n a b l e r. two separate attacks o n yo u r t u rn as a s i n g l e act i o n .
Th i s a b i l ity oth e rwise works l i ke the D u a l L i g h t W i e l d
Tier 5: G reater Traini ng. Yo u a re s peci a l ized i n a l l a b i l ity. E n a b l e r.
esoteries. A s a res u lt, yo u red u ce t h e d ifficu lty o f any
task i nvolved i n the u s e of a n esote ry by two ste p s . Tier 4: Dual Defense. When yo u wield two wea p o n s ,
E n a b l e r. yo u a re tra i ned i n S peed defe n s e tasks. E n a b l e r.

Tier 6: Supra-Geni us. Yo u r I nte l l ect Pool i ncreases by Tier 5: Dual Distraction (4 Speed poi nts) . When yo u
5, a n d yo u r I nte l l ect E d ge i n creases by 1 . E n a b l e r. wield two wea p o n s , yo u r opponent's n ext attack i s
h i n d e re d . A s a res u lt, t h e d i fficu lty o f yo u r defe n s e Wields Two Weapons at
WIELDS TWO WEAPONS AT ONCE ro l l aga i n st t h at attack i s red uced b y o n e ste p , a n d Once CM Intrusions:
With so many strikes and
Yo u bear steel with both h a n d s , ready to take on any the d ifficu lty of yo u r next attack i s red u ced by o n e
slices, it's easy to imagine a
foe. Yo u fight with two wea pons i n melee, somet i m e s ste p . E n a b l e r. blade snapping in two or a
ca l l ed d u a l wield i n g. A fearsome warrior, q u ick a n d weapon flying loose from its
strong, yo u bel ieve t h at the best d efe n s e i s a stro n g Tier 6: Whirling Dervish. When you wield two bearer's grip.
offe n s e . wea p o n s , yo u can attack u p to six t i m e s i n o n e ro u n d
Yo u p ro b a b ly s h eathe o n e weapon o n e a c h s i d e o r a s a s i n g l e act i o n , b u t y o u m u st m a ke each attack
b o t h cros sed beh i n d yo u r b a c k . They a re l i kely yo u r aga i n st a d i fferent foe. M a ke a separate attack ro l l
most p rized posses s i o n s , a n d yo u m i ght h ave n a m e s fo r each attack. Yo u re m a i n l i m ited b y t h e a m o u n t
fo r t h e m . of Effort yo u can a p p l y o n o n e act i o n , but beca u s e
M a ny gla ives a n d j acks tra i n to fi g h t w i t h two yo u m a ke separate attacks, A r m o r a p p l ies to e a c h o f
wea p o n s at o n ce. Very rarely wo u l d a n a n o s pe n d t h e t h e m . Anyt h i n g t h at mod ifies yo u r attack o r d a m age
t i m e req u i red to learn such a p u rely p h y s i c a l a rt, but a p p l ies to a l l attacks (pos itively o r n egatively) , u n less
it's pos s i b l e. it's s pecifica l ly tied to o n e of the wea p o n s , i n which
Connection: Pick one oth e r PC. You h ave tra i ned case it a p p l ies to o n ly h a l f of t h e attacks. E n a b l e r.
with t h i s c h a racter so m uch t h at ifthe two of yo u
sta n d back to back i n a fight, yo u both ga i n a + 1 WORKS MIRACLES
bon u s to S peed d efe n s e tasks. Yo u m a n i p u l ate m atte r and t i m e to h e l p others Bonus, page 7 7
Add itional Equi pment: You start with a n a d d i t i o n a l a n d a re beloved by eve ryo n e yo u e n co u nter. Some
l i ght melee wea p o n . peo p l e co n s i d e r you a re p rese ntative of t h e god s
M i nor Effect Suggestions: The ta rget i s i nti m i d ated or a powe r fro m beyo n d t h i s wo r l d . Pe rhaps they' re
and flees as its n ext act i o n . right-tra n sd i me n s i o n a l experi ments in the prior Works Miracles GM
M ajor Effect Suggestions: Yo u can m a ke a n worl d s m i ght be what created the e n e rgies t h at you Intrusions: Attempts to
heal might cause harm
i m m ed i ate a d d i t i o n a l attack w i t h o n e o f yo u r n ow wie l d .
instead. Sometimes, a
wea p o n s . You probably wear simple clothes-nothing too flashy or community or indiidual
stylish. There's no need to call more attention to yourself. needs a healer so
Tier 1 : D u a l Light Wield. Yo u can u s e two l i ght N a nos a re the l i ke l iest m i racle worke rs, u s i n g t h e i r desperately that they hold
wea p o n s at t h e same t i m e , m a k i n g two separate m e n t a l fo rtitude t o fo c u s the powe r o f h ea l i n g. A one against his will.
attacks o n yo u r t u rn as a s i n g l e act i o n . Yo u re m a i n g l a ive who can heal h i m s e lf, t h o u g h , i s an i nterest i n g
l i m ited b y the a m o u nt o f Effort y o u c a n a p p l y o n a n d d a n ge ro u s p roposition. Effort, page 2 7
o n e act i o n , but beca u s e yo u m a ke separate attacks, Connection: Pick one oth e r PC. This c h a racter
yo u r opponent's Armor a p p l ies to bot h . Anyt h i n g q u ietly s u s pects t h at yo u ' re a m e s s i a h o r Armor, page 92
t h at mod ifies yo u r attack o r d a m age a p p l ies t o both s u pernatural being. Yo u can c h o o s e w h e t h e r o r n ot
attacks, u n less it' s s pecifica l ly tied to one of the yo u ' re awa re of h i s s u s p ic i o n .
wea p o n s . E n a b l e r. M i nor Effect Suggestions: The ta rget i s healed fo r
1 add iti o n a l poi nt.
Tier 2: Double Stri ke (3 M ight poi nts) . When yo u M ajor Effect Suggestions: The ta rget i s healed fo r
wield two wea p o n s , yo u can choose to m a ke o n e 2 additional points.
attack ro l l aga i n st a foe. I f yo u h it, yo u i n fl i ct d a m age
with both wea p o n s p l u s 2 a d d i t i o n a l poi nts of Tier 1 : Healing Touch (1 I ntellect point) . W i t h a
d a m age, a n d beca u s e yo u made a s i n g l e attack, the to uch, you resto re 1 d6 poi nts to one stat Pool of any
ta rget ' s Armor i s s u btracted o n l y o n ce. Act i o n . creatu re. Th i s a b i l ity i s a d ifficu lty 2 I ntel lect task. Each
time you attem pt to heal the same creat u re, the task
Tier 3 : D u a l M ed i u m Wield . Yo u can u s e two l i ght d ifficu lty i n creases by one step. The d i fficulty returns
wea p o n s o r med i u m wea p o n s at the same time (or to 2 after that creat u re rests for ten h o u rs . Action.
WORKS THE BACK ALLEYS
The t h ief, t h e b u rg l a r, the p i ckpocket: these a re t h e
Works the Back Alleys d a n ge ro u s i n d ivid u a l s who h a u nt the b a c k a l l eys o f
GM Intrusions: eve ry com m u n ity. Yo u a re a t h i ef i n a city o r tow n ,
When things go wrong m a k i n g yo u r l ive l i h ood at the expe n s e of the wealthy.
for thieves, they end up Yo u r talents, h oweve r, p re p a re you for a l l k i n d s of
in jail. Even when things p u r s u its, eve n when you ' re n ot crouch i n g i n an a l l ey
go right, thieves can earn
or cl i m b i n g i nto a w i n d ow.
the enmity ofpowetful
people, including U s u a l ly, you d ress to b l e n d i n with the crowd .
criminals. When yo u ' re on a m i s s i o n , b l ack, form-fitt i n g
cloth i n g a l l ows yo u t o swi m i n the s h adows.
M ost th ieves a re j acks, but nanos m a ke i nterest i n g
b u rg l a rs as we l l . A g l a ive th ief l i kely a d d s a l ittl e more
physical ity to h i s cri mes.
Connection: Pick one oth e r PC. The c h a racte r knew
yo u before h a n d a n d convi n ced you to leave yo u r l i fe
of cri me for oth e r p u rs u its-at least tem porari ly.
Bag oflight tools, Add itional Equi pment: You start with a bag of l i ght
page 82
too l s .
M i nor Effect Suggestions: Yo u can i m m ed i ately
A character who works atte m pt to h i d e after t h i s act i o n .
miracles might be M ajor Effect Suggestions: Yo u can i m m ed i ately
using-knowingly or take a seco n d action d u ri n g t h i s t u r n .
unknowingly-nanites
to help repair wounds or
Tier 1 : Thief. You a re tra i ned i n s n e a k i n g ,
improve the physiology
of themselves or another p i ckpocket i n g , a n d lockp icki n g tasks. E n a b l e r.
creature. Alternatively,
it might be that a part Tier 2: U nderworld Contacts. You know many
of the character's brain peo p l e i n a variety of com m u n ities who e n gage in
can speak to individual
i l legal activities. These peo p l e a re n ot necessarily
cells in a creature's body,
directing and speeding up Tier 2: Alleviate (3 I ntel lect poi nts) . Yo u atte m pt yo u r friends a n d m i ght not be tru stwo rthy, but t h ey
the cells' mitotic phase to cancel or c u re o n e m a l ady (such as d i sease o r recogn ize yo u as a peer. Yo u a n d t h e G M s h o u l d
or even the migration poison) i n o n e creat u re. Act i o n . work out the deta i l s o f yo u r u nd e rwo rld contacts.
of cells in the system, E n a b l e r.
reorganizing entire Tier 3: Font o f Healing. With you r approval , other
biological structures.
creatures can touch you and regai n 1 d 6 poi nts to either Tier 3: Pull a Fast One (3 I ntellect poi nts). When you ' re
their M ight Pool or their S peed Pool. Th i s hea l i n g costs ru n n i n g a con , picki n g a pocket, fool i n g or tricki n g a
them 2 I ntel l ect points. A s i ngle creatu re ca n benefit d u pe, sneaking someth i n g by a guard , and so o n , you
from t h i s abil ity only once each d ay. Enabler. treat the task as if it were one leve l lower. Enabler.

Tier 4: I nspiration (4 I ntellect points). Through mental Tier 4: M aster Thief. Yo u a re t ra i ned i n c l i m b i ng,
i n s p i ration and the m a n i p u l ation of time, one creatu re esca p i n g fro m b o n d s , s l i p p i n g t h ro u g h n a rrow
you choose with i n short ra nge is granted an add ition al, p l aces, a n d oth e r contort i o n i st m ove s . E n a b l e r.
i m med iate action, which it can take out of turn. Action.
Tier 5: Dirty Fighter (2 Speed points). You d i stract,
Tier 5 : U ndo (5 I ntel lect poi nts) . Yo u t u rn back b l i n d , annoy, h a m per, or otherwise i nterfere with a foe,
time a few seco n d s , effective ly u n d o i n g a s i n g l e h i nderi n g h i s attack and defense rol l s for one m i n ute.
creat u re ' s m o s t rece nt act i o n . That creatu re can then As a res u lt, the d ifficu lty of you r defense rol l s and attack
i m m ed i ately re peat the s a m e action o r try someth i n g rol l s aga i n st the foe i s red uced by one step. Action.
d i fferent. Act i o n .
Tier 6: Alley Rat (4 I ntel lect poi nts) . Wh i l e i n a city,
Tier 6: G reater Healing Touch ( 4 I ntel lect poi nts) . yo u fi n d or create a s i g n ifica nt s h o rtcut, secret
You touch a creatu re a n d restore its M i ght Poo l , entrance, or e m e rgency escape ro ute where it looked
S peed Poo l , a n d I nte l l ect Pool t o t h e i r maxi m u m l i ke n o n e exi sted . Yo u and the G M s h o u l d work out
values, a s if i t we re fu l ly rested . A s i n g l e creatu re can the d eta i l s . Act i o n .
benefit fro m t h i s a b i l ity o n ly o n ce each d ay. Act i o n .

76
LIME NE
EQUIPMENT

CHAPTER 7

EQUIPMENT
h e N i nt h Wo rld i s a d ichotomy of past a n d MATERIALS
T
Mineral rarity is not an
futu re, o f t h e p r i m itive a n d t h e extre mely M o st objects b u i lt in the N i n t h Wo r l d a re m a d e
issue in the Ninth World,
advanced , of l i m itat i o n s a n d l i m it l e s s n e s s . of woo d , l e ath e r, c l ot h , sto n e , g l a s s , o r meta l . so gems andjewels are
N owhere d o e s t h i s d i ch otomy become m o re evident S m it h i e s a n d fo rges c a n p rod u ce h i g h -q u a l ity stee l not intrinsically valuable.
t h a n i n the too l s t h e i n h a b itants u s e , t h e cloth i n g object s , b u t t h ey g e n e ra l ly work i n i ro n or b ro n z e . People still prize well-made
they wea r, t h e wea pons they w i e l d , a n d t h e gear t h ey H oweve r, p l a s t i c (ca l l ed " synth " ) , orga n i c sto n e o r jewelry and art objects, but
real "treasure" comes in the
carry. Th i s section looks at cu rre n cy, materi a l s , a n d stee l , exot i c cryst a l , a n d e v e n stra n ge r m at e ri a l s
form of oddities or artifacts
g e a r i n the N i nth Wo rl d . a re n o t u n k n own . I t e m s m a d e o f t h o s e s u bstances of the prior worlds.
Although some o f t h e eq u i p ment a n d mate r i a l s a re left ove r fro m t h e prior wo rl d s , s o m a ny peo p l e
d e scri bed i n t h i s section a re p rod u cts o f t h e d i stant a re fa m i l i a r w i t h t h e m , a l t h o u g h very few k n ow
past, act u a l cyp h ers, a rtifacts, a n d odd ities a re n ot h ow to p ro d u ce m o re . U n l i ke g o l d o r ge m sto n e s , While some materials can
l i sted h e re; they' re covered i n Part 6: The N u m e n e ra s o m e of t h e s e m ateri a l s a re i n d eed reco g n ized a s readily be found in various
parts of the Ninth World,
(page 2 7 5 ) . b e i n g rare, b u t n o n e a re va l u a b l e fo r t h e i r ra rity
others are more unique to a
a l o n e . N i n t h Wo r l d e rs a re too p ract i c a l for t h at . particular area:
CURRENCY S u ch m ateri a l s i n c l u d e ( b u t a re not l i m ited to) :
T h a n ks to t h e m i n i n g a n d meta l l u rgy of the prior Ad amant s i l k: T h i s fa b ri c i s five t i m e s as stro n g Cu/at is a particularly hard
worl d s , a n d t h e i r a b i l ity to create anyt h i n g t h ey a s regu l a r s i l k a n d extre m e l y re s i st a n t t o sta i n s wood that is favored by the
wished (or so it see m s , anyway) , no metal i s rarer a n d d i rt . Harges of Castle Sarrat
(page 1 50).
t h a n any ot h e r. Peo p l e in the N i nth Wo rld h ave no Azu re steel: T h i s b l u i s h m e t a l i s n ot s t e e l a n d
co ncept of go l d , s i lver, gemsto n e s , o r eve n d i a m o n d s may n ot be fro m E a rt h at a l l . W h i l e s o m ew h at Goldgleam and silster
a s be i n g va l u a b l e d u e t o t h e i r scarcity. S u c h m ateri a l s l i g hter t h a n stee l , it i s at l e a st 1 0 t i m e s h a rd e r a n d are decorative elements
a re va l u a b l e based o n t h e i r bea uty o r u sefu l ness to u g h e r. harvestedfrom insects in
a l o n e . M ost civ i l ized societies u s e generic co i n s Molded foam: Th i s s u b stance h a s the m a s s of the Slant Milieu (page
soap foam but h a s been m o l d ed firmly i nto oth e r
7 79) .
co m mo n ly refe rred t o a s shins.
S h i n s a re u s u a l ly metal but can be made of g l a s s , s h apes, s u c h a s d i s h e s , boxe s , o r oth e r co m m o n Redstone is a brick-colored
p l astic, o r s u bstances t h at h ave no n a m e . Some a re o bj ects . M o s t k i n d s o f m o l d ed foam a re b rittle, b u t stone quarried only in the
jagged bits of i nterest i n g material or s m a l l , co i n l i ke some types a re more d u ra b l e . village of Redstone (page
o bj ects (such as h i g h l y d ecorative b utto n s fro m Organic stone: Although it h a s the appeara n ce 208) .
a mach i n e) , a n d ot h e rs a re p roperly m i nted a n d a n d stre n gth of gran ite (or somet i m e s ot h e r
sta m ped , w i t h writ i n g a n d i m ages. N o m i nted co i n m i n e ra l s , s u c h as m a rb l e o r q u a rtz) , t h i s material
i n exi ste n ce tod ay comes fro m a prior wo rld-no i s grown rather t h a n q u a rried . Some varieties of
co i n s s u rvive fro m the ancient race s , if i n deed they o rga n i c sto n e a re h a l f as l i ght a s normal stone, but
u sed s u c h cu rre n cy at a l l . oth e r types a re j u st as h eavy-if n ot heavier.
S o m e reg i o n s o f t h e N i nth World accept o n ly co i n s Pliable metal: T h i s m aterial reta i n s the strength a n d
t h at were m i nted i n t h at rea l m ; oth e rs accept a l l d u ra b i l ity o f steel but i s p l i a b l e enough t o m a ke bags,
co i n s , rega rd less o f origi n . T h i s cu stom varies fro m boots, or s i m i l a r objects. Sometimes p l i a b l e metal
p l ace to p l ace a n d society to soci ety. te m porarily molds to the s h a pe of wh atever i s p ressed
Beca u s e s h i n s a re fro m t h e N i nth Wo rld, they aga i n st it, s i m i l a r to 2 1 st-century memory foam.
rarely t u r n u p i n o l d locat i o n s . Occa s i o n a l ly, Shapestone: L i ke sto n e out of p recise m o l d s ,
exp l o rers of ancient or fo rgotten s ites fi n d a s h a pesto n e h a s the d u ra b i l ity o f gran ite but i s
s m atte r i n g of ite m s-butto n s or d oodad s-t h at can act u a l ly cera m ic.
be s a lvaged a s s h i n s . Stronglass: Although t h i s m ateri a l looks, fee l s , and
i s worked l i ke g l a s s , it h a s the stre n gth of stee l .

77
Confusingly, sometimes
synthsteel isjust called
synth when the context
makes it obvious that it is
very strong, such as with
synth armor.

Players probably
shouldn 't be able to
select weapons or armor
referred to as "special" in
the Equipment chapter
for their beginning
character. GMs may even
want to put a price limit
of 5 shins on starting
weapons and 15 shins on
Synth: Th i s is a N i nth Wo rld n a m e fo r any of M i ght act i o n , or (2) a s s i g n t h e we i g h t a S peed a n d
starting armor. If a player
doesn 't select a free a n u m be r of m ate r i a l s s i m i l a r to vari o u s p l a stics M i ght cost t o be ded u cted fro m t h e a p p ro p r i ate
weapon or armor he is co m mo n i n 2 1 st-ce ntury E a rt h . They a re d u ra b l e but Poo l . M ethod 1 is u s efu l w h e n a c h a racte r wants
entitled to, those are the n ot particu l a rly strong. to carry a s i n g l e h e avy o bj ect fo r a l i m ited t i m e
amounts he should get Synthsteel: S i m i l a r i n a p pearance to normal synth, for exa m p l e , movi n g a hefty i ro n box out of a ru i n
as compensation. Players this somew h at m i s n a m ed s u b stance i s h a rd e r a n d a n d load i n g i t onto a cart fo r t ra n s po rt back to
should always select
to u g h e r t h a n synth, m a k i n g it stronger but fa r l i ghter civi l i zat i o n . M ethod 2 wo rks we l l for l o n g-term
weapons and armor they
can use. than stee l . e n c u m brance , such a s when a c h a racter d o n s
a seco n d backpack fu l l o f mach i n e p a rts a n d
M ost co m m o n N i nth Wo rld ite m s a re m a d e of conti n u e s exp l o ri n g.
conventional materi a l s , but it's n ot stra n ge to find a When a s s i g n i n g a S peed a n d M i ght cost, the
few o bjects made of these m o re exot ic s u b stances. S peed cost i s a pena lty asses sed i m m ed i ately, a n d
Fo r i n stance, amid a rack of steel a n d i ro n axe s , it re m a i n s u n t i l t h e c h a racte r i s u n b u rd e n e d . The
a c h a racte r m i ght fi n d o n e w i t h a synth steel h e a d lost S peed poi nts a re n ' t recove red t h rough rest o r
(l i kely a p i ece of synth steel o ri g i n a l ly des igned fo r oth e r m e a n s-o n ly when t h e b u rd e n i s re m ove d .
a n other p u rpose a n d adapted fo r u s e a s a n axe The M i ght cost i s a co nti n u i n g cost d e d u cted each
head) . U s u a l ly, t h e cost of an ite m made of exotic h o u r, a n d those poi nts a re recovered normal ly. The
m ate r i a l s i s the s a m e a s t h at of a normal ite m , but if S peed cost a n d the M i ght cost a re always t h e same:
the m ateri a l m a kes a b i g d i fferen ce-s uch as i n the 1 point fo r each , 2 poi nts fo r each , o r 3 poi nts fo r
case of a s h i e l d made of stro n g l a s s so you can h o l d each . Wea ri n g armor h a s a s i m i l a r cost fo r t h e s a m e
it i n fro nt of yo u a n d sti l l see t h ro u g h it-t h e s e l l e r rea s o n s .
m i ght c h a rge u p t o twice the normal p rice.
EQUIPMENT LISTS AND PRICES
ENCUMBRANCE T h e ite m s p rese nted in t h i s c h a pter a re general
We ights of o bj ects a re n ot l i sted . In fact, it wo u l d exa m p l e s , n ot exh a u stive l i st s . Eq u i p m e n t i n t h e
be fut i l e t o d o so beca u s e t h e we i g h t o f a n o bject N i nt h Wo rld i s o ft e n m u ch l i ke t h at fo u n d i n a n
d e p e n d s on w h at m ateri a l s we re u sed to m a ke a n c i e n t o r m e d i eval societ i e s b u t c a n be fa r m o re
it. An i ro n axe a n d a cera m i c axe we i g h d i fferent adva n ced . Fo r exa m p l e , a s i m p l e tent or bed ro l l
a m o u nts. m i ght be co n structed o f synthetic fi b e r t h at m a kes
T h e re ' s n o need to kee p track of h ow much it e n t i re l y wate r- re s i stant a s we l l a s fa r l i g hter and
a c h a racte r carries. I f t h e GM d eterm i n e s t h at warmer than c l ot h . A c h a i n m a i l h a u berk co u l d be
a c h a racte r i s carryi n g too m u c h eq u i p m ent, h e made in w h o l e o r in p a rt fro m g l a s sy l i n ks t h at a re
s h o u l d e i t h e r ( 1 ) a s s i g n a d ifficu lty a n d a s k fo r a h a rd e r a n d l i ghter t h a n stee l .

78
LIME NE
EQUIPMENT

I t ' s worth n ot i n g t h at some N i nth Wo rld too l s Using Armor


a n d devices wo u l d n eve r be fo u n d i n a med ieva l Anyo n e can wea r a n y a r m o r, but d o i n g so can be
sett i n g beca u s e they' re re l i cs fro m a p revious wo rld taxi n g . Weari n g armor costs you M i ght poi nts a n d
o r were created with knowled ge sa lvaged fro m a red uces yo u r S peed Poo l . Yo u can rest to recover
p rev i o u s worl d . Exa m p l es of these k i n d s of o bjects t h e s e l o st M i ght points in t h e sta n d a rd m a n n e r,
a re i n kp e n s , clot h i n g made fro m d e n i m o r s p a n d ex, eve n if yo u ' re sti l l wea ri n g a r m o r. T h e S peed Pool
l i q u i d soap, screw-top metal can i sters, rubber gloves, red u ct i o n rem a i n s a s long a s you wea r t h e a r m o r,
u m b re l l a s , sticky tape, nylon fi s h i n g l i n e, s p ray b u t t h e Pool ret u r n s to n o r m a l as soon as yo u
bottles, a n d a h u n d red m o re s i m i l a r ite m s . They a l so re m ove it.
Special Equipment, page 8 1
i nc l u d e the o bj ects l i sted u n d e r S peci a l E q u i p ment, G l a ives a n d jacks h ave a b i l ities t h at red u ce the
Oddity, page 3 7 4
as we l l as ra n d o m odd ities a n d occa s i o n a l cyp h e rs costs a n d penalties of wea r i n g armor. Cypher, page 278
a n d a rtifacts-a lthough fi n d i n g either of the l atte r fo r Artifact, page 298
s a l e l i ke o rd i n a ry good s i s q u ite u n co m m o n . M ight cost Speed Pool
When i n doubt, l ight weapons cost l s h i n , med i u m Armor per hour red uction while worn
weapons cost 3 , a n d heavy wea pons cost 5 . Light Light l 2
armor costs 3 s h i n s , med i u m armor costs 5 , and heavy M ed i u m 2 3
armor costs 1 5 . M ost other common objects cost l , 2, H e avy 3 5
or 3 shins. Sellers u s u a l ly d i sco u nt for bulk p u rchases.
WEAPONS
ARMOR N ot a l l c h a racters a re fa m i l i a r with a l l wea p o n s .
Glaive, page 26
Cha racters expect i n g d a n ger freq uently wear armor. G l a ives k n ow t h e i r w a y a ro u n d m o s t type s , b u t
jack, page 40
Even the s i m plest of p rotective coveri ngs h e l p s j a c k s p refer l i ght o r m ed i u m wea p o n s , a n d n a n o s Nano, page 32
aga i n st s l i n gstones and sword-strokes, and more u s u a l ly s t i c k to l i ght wea p o n s . I f y o u w i e l d a
sophi sticated or heavier armor p rotects aga i n st eve n wea p o n t h at yo u h ave no expe r i e n ce w i t h , t h e
graver t h reats. d ifficu lty of m a k i n g a n attack with t h at wea pon i s
You can wear o n ly one type of armor at a time-you i n creased by o n e ste p . ( S e e t h e c h a rt o n page 80 fo r
can n ot wea r ch a i n mail h a u berk and sca le armor, for a d d i t i o n a l d eta i l s o n wea po n s ) .
exa m ple. H owever, Armor bonuses from m u ltiple Light weapons infl ict o n ly 2 poi nts of d a m age, but
sources com bine to provide a total armor rating. For they red uce the d ifficu lty of the attack rol l by one step
exa m ple, if you h ave s u bdermal i m p lants that give you beca use they a re fast and easy to use. Light wea pons
+ 1 Armor, a force field that offers another + 1 Armor, a re p u nches, kicks, kn ives, h a n d axes , d a rts, and
and beasts kin armor that grants +2 Armor, you h ave a so o n . Wea pons that a re particu l a rly small a re l i ght
total of 4 Armor. weapons.
M ed i u m weapons i n fl i ct 4 p o i nts of d a m a ge.
ARMOR M ed i u m wea p o n s i n c l u d e b road sword s ,
batt l e axe s , m a c e s , c ro s s bows , s pe a r s , a n d s o o n .
Light (1 point of Armor) Price M o st we a p o n s a re m ed i u m . Anyt h i n g t h at co u l d
Leat h e r jerki n 3 shins be u s ed i n o n e h a n d (eve n i f it' s often u s ed i n
H id e s a n d fu rs 2 shins two h a n d s , s u c h a s a q u a rte rstaff o r s p e a r) i s a
m ed i u m wea p o n .
Special Light (2 poi nts of Armor) Price Heavy weapons i n fl ict 6 points o f d a m age, and
Armori n g cloth 40 s h i n s you m u st use two h a n d s to attack with them. H eavy
M icro m e s h 50 s h i n s weapons a re h u ge sword s , great h a m mers, mass ive
axes, h a l berd s, heavy cross bows , and so o n . Anyt h i n g
M ed i u m ( 2 poi nts o f Armor) Price that m u st be u sed i n two h a n d s i s a heavy wea pon.
Beasts k i n 5 shins
Briga n d i n e 5 shins FURTHER NOTES
Ch a i n m a i l h a u berk 6 shins Buzzer: Th i s h a n d h e l d weapon fires t h u m b n a i l
s ized b l aded d i sks u p t o s h o rt range. I t h o l d s five
Special M ed i u m (3 poi nts of Armor) Price d i sks in a magaz i n e a n d req u i res an action to re load.
M eta lweave vest 40 s h i n s I t can be u sed a s a ra p i d -fi re wea p o n .
Synth b reastplate 50 s h i n s Crank Crossbow: T h i s l o n g- ra n ge weapon
i s s i m i l a r to a sta n d a rd crossbow, but it h a s a
H eavy (3 poi nts of Armor) Price m agaz i n e t h at h o l d s five bolts, req u i ri n g a s m a l l
P l ate armor 1 5 shins cra n k t o adva n ce t o t h e n ext bolt. Action t o re load. I t
Sca l e armor 12 shins can be u sed as a ra p i d -fi re wea pon.
Forearm Blade: Th i s metal weapon i s basica l ly is used most freq u e ntly by t h e warriors of M i l ave .
Mi/ewe, page 1 63
a b racer with a mou nted b l a d e on it. A favo rite of Verred : This weapon re s e m b l e s a swo rd with two
Berserkers, page 77 berse rkers as we l l as the J ae ke l s of Aras I s l a n d . fo rked blades. It is s h o rt a n d u s efu l i n d efe n s e as
jaekels, page 7 6 9 Razor ring: Th i s s h o rt-ra n ge weapon i s j u st w h at it we l l a s offe n s e .
sou n d s l i ke: a ring with a razo r- s h a rp outer edge. The Yu l k: Th i s weapon rese m b le s a s p l ayed metal
The Beyond, page 7 74 i n n e r edge i s often padded fo r h o l d i ng. claw mou nted u pon a 2-foot (0. 6 m) haft. I t i s u sed
Sisk: Th i s b l aded th rowi n g d i s k is about the m a i n ly by raiders and w i l d men of the Beyo n d .
d i a meter of a h u m a n head. Th i s s h o rt-ra n ge weapon

WEAPONS
Light Weapons (2 poi nts of damage) Price N otes
B l owg u n 1 shin S h o rt ra n ge
1 2 d a rts 3 shins
B u zzer 25 s h i n s See Fu rt h e r N otes (page 79)
5-d i s k b u zzer magaz i n e 1 shin
Cl u b 1 shin
Dagger 1 shin Ca n be th rown up to s h o rt ra n ge
D a rt th rowe r 8 shins Lo n g ra n ge
1 2 d a rts 3 shins
Fo rearm blade 4 shins See Fu rt h e r N otes (page 80)
Knife 1 shin Ca n be th rown up to s h o rt ra n ge
P u n c h i n g d agger 1 shin
Rapier 2 shins
Razor ri n g 1 shin See Fu rt h e r N otes (page 80)
Sisk 1 shin See Fu rt h e r N otes (page 80)
U n a rmed ( p u n c h , kick, etc.}
Wh i p 2 shins

M ed i u m Weapons (4 poi nts of damage) Price N otes


Battleaxe 3 shins
Bow 3 shins Lo n g ra n ge
1 2 arrows 5 shins
B road sword 3 shins
Cra n k cross bow l O shins See Fu rt h e r N otes (page 79)
1 2 med i u m bolts 5 shins
Cross bow 5 shins Lo n g ra n ge
1 2 med i u m bolts 5 shins
Flail 3 shins
Hammer 2 shins
J ave l i n 2 shins Lo n g ra n ge
M ace 2 shins
Po lea rm 3 shins Often u sed two- h a n d ed
Q u a rterstaff 2 shins Often u sed two- h a n d ed
S pear 2 shins Ca n be th rown u p to l o n g ra n ge
Ve r red 2 shins See Fu rt h e r N otes (page 80)
Yu l k 2 shins See Fu rt h e r N otes (page 80)

H eavy Weapons ( 6 poi nts of damage) Price N otes


G reataxe 5 shins
G reatsword 5 shins
H e avy cross bow 7 shins Lo n g range, action to re load
1 2 heavy bolts 5 shins
Maul 4 shins
Swo rd - staff 5 shins

80
LIME NE
EQUIPMENT

OTHER EQUIPMENT

Adventu ring Items Price N otes


Backpack 2 shins
Bag of l i ght too l s 10 shins See Furt h e r N otes (page 82)
Bag o f heavy too l s 12 shins See Furt h e r N otes (page 82)
Bed ro l l 2 shins
Book S-20 s h i n s See Furt h e r N otes (page 82)
B u rl a p sack 1 shin
Co m p a s s 10 shins
Crowbar 2 shins
D i s g u i se kit 12 shins See Furt h e r N otes (page 82)
Exp l o rer's pack 20 shins See Furt h e r N otes (page 82)
F i rst a i d kit 10 shins See Furt h e r N otes (page 82)
G ra p p l i n g hook 3 shins
Lockpicks S shins
M atchsticks ( 1 0) 1 shin
M u sical i n strument S-1 0 s h i n s
Pouch o r oth e r small conta i n e r 1 shin
R o p e ( S O feet / l S m) 2 shins
S h ield 3 shins Asset for S peed d efe n s e tasks (decreases t h e d ifficu lty by o n e step)
Te nt 3 shins La rge e n o u g h fo r two peo p l e
Torches (2) 1 shin

Food and M u ndane Items Price N otes


Ale/wi n e/ot h e r alcohol (glass) 1 shin
Ale/wi n e/ot h e r alcohol (bottle) 3 shins
Boots o r s h oes 1 shin
Ciga rettes (1 2) 2 shins
Cloth i n g 1 shin Very n ice cloth i n g: u p to 5 s h i n s
Meal 1 shin H i g h -q u a l ity m e a l : u p t o 5 s h i n s
Rat i o n s fo r o n e d ay 2 shins

SPECIAL EQUIPMENT
Common Price N otes
Clear synth bag ( s m a l l ) 1 shin
Clear synth bag ( l a rge) 2 shins
Co m p a s s l O shins
G l owglobe, m i n o r S shins See Fu rt h e r N otes (page 82)
I n k pen 2 shins

Rare Special Items Price N otes


B i nocu l a rs/Telescope SO s h i n s
Ecled d a cloth i n g l S shins M a d e of extre mely d u ra b l e fa b ri c
(such a s adamant s i l k)
G l ow i n k l O shins G l ows i n t h e d a rk perm a n e ntly
G l owglobe, major 30 s h i n s See Fu rt h e r N otes (page 82)
S h ock R i n g SOO s h i n s See Fu rt h e r N otes (page 82)

Very Rare Special Items Price N otes


B ri l l i a nce cloth l OO s h i n s See Fu rt h e r N otes (page 82)
F l oatsto n e 20 shins See Fu rt h e r N otes (page 82)
M e m o ry a n t s 10 shins See Fu rt h e r N otes (page 82)
S h aper key 20 shins See Fu rt h e r N otes (page 82)
S p rayfl e s h l OO s h i n s See Fu rt h e r N otes (page 82)
S p raymeta l 50 s h i n s See Fu rt h e r N otes (page 82)
St i n gch a rge 750 shins See Fu rt h e r N otes (page 82)
Wh i s perlock 20 shins See Fu rt h e r N otes (page 82)
OTHER EQUIPMENT c h a racte rs can o bta i n these ite m s , but as a general
rule, co m mo n s pecial ite m s a re always ava i l a b l e , ra re
s peci a l ite m s a re ava i l a b l e 50 percent of t h e t i m e ,
Bag of Light Tools: Co nta i n s s m a l l to n g s , p l iers, a n d very rare s peci a l ite m s a re ava i l a b l e 2 5 percent
screwd river, s m a l l h a m m e r, s m a l l p ry bar, lockpicks, of the t i m e .
l 0 feet (3 m) of stri ng, 3 feet (.09 m) of w i re, and
m i sce l l aneous screws a n d n a i l s . FURTHER NOTES
Bag of H eavy Tools: Co nta i n s h a m m e r, six s p i kes, Brilliance Cloth : T h i s synthcloth obeys the
crowbar, l a rge to ngs, chisel, a n d l 0 feet (3 m) of t h o u ghts of a nyo n e touch i n g it. I t h a s the a b i l ity to
l i ght (but stro n g) metal ca b l e . s l owly c h a n ge s h a pe a n d co l o r (but n ot co n s i ste n cy) .
Book: P rovides a n as set to any ro l l made A major c h a n ge req u i res about ten m i n utes. A
co ncern i n g the s u bject of the book a s l o n g as the garment of b ri l l i a n ce cloth can be made i nto any
c h a racter h a s the book i n his posse s s i o n , can read it, ot h e r garment, fo r exa m p l e, but it ca n ' t be made
a n d can d evote h a l f a n h o u r to t h e task (or twice a s p rotective.
l o n g as norm a l , w h i c h eve r i s greater) . Floatstone: A p i ece of rock, u s u a l ly about t h e s ize
Disguise Kit: Co nta i n s cos m etics, facial of a brick, t h at p u l l s aga i n st gravity. M ost peo p l e
p rostheses, a n d a few oth e r tricks. P rovides a n a s set t h i n k o f it a s h av i n g a " n egative we ight" o f a b o u t -1 0
to d i sg u i s e tasks, l oweri n g the d ifficu lty by one step pou n d s . T h u s , if attached to anyt h i n g l i ghte r, it fl oats
when yo u atte m pt to d i s g u i se yo u rself a s another away.
pers o n . G l owglobe: Th i s d evice i l l u m i n ates eve ryt h i n g
Explorer's Pack: Co nta i n s 50 feet (1 5 m) o f ro pe, i n s h o rt ra nge with s o ft l i ght. I t c a n h over i n p l ace
rat i o n s fo r th ree d ays, t h ree s p i ke s , h a m me r, warm o n its own , o r it can be attached to someth i n g. The
clothes, st u rdy boots, th ree torch es, a n d two m i n o r m i no r glowglobe l asts fo r a n hour when activated.
glowglobes. The major glowglobe fu n ct i o n s co nti n u o u s ly.
Fi rst Aid Kit: Co nta i n s band age s , a few too l s , Memory Ants: Th i s is a s m a l l j a r of t i ny i n sects
s a lves, a n d so o n . P rovides a n as set t o heal i n g tasks, t h at r u n acro s s a page of text and then return to
l oweri n g the d ifficu lty by o n e step when you atte m pt the j a r. When s p i l led out aga i n and given i n k, t h ey
to heal yo u rself or a n other perso n . re p l i cate t h e text o n ce a n d then d i e.
Shaper Key: A s h aper key i s a wad of putty t h at
SPECIAL EQUIPMENT can be i n se rted i nto a conventional lock. It takes o n
N oth i n g on the s pecial eq u i p ment l i st (page 8 1 ) t h e form of the key fo r t h at l o c k a n d then h a rd e n s ,
i s reg u l a rly m a n u factu red by N i nth Wo rld crafte rs. permane ntly, i nto a fu n ct i o n a l key.
M ost l i kely, these ite m s a re recovered fro m o l d s ites, Shock Ri ng: Th i s weapon is a razo r r i n g with a
but they' re found often enough a n d in l a rge e n o u g h c h a rged outer ed ge t h at i n fl i cts 4 a d d i t i o n a l poi nts
q u a ntities t h at many com m u n ities offe r t h e m fo r of d a m age. I f it m i s se s , it ret u r n s u n erringly to the
sale. The G M i s the fi n a l a r b i t e r of w h e t h e r o r n ot the t h rowe r's h a n d . Its powe r i s n o r m a l l y n ever d e p l eted .
Sprayflesh: T h i s tiny synth ca n i ster s p rays out a
sticky ge l ati n that covers and seals wou n d s i n stantly.
Its use restores 6 poi nts to a character's M ight Pool .
Spraymetal: S i m i l a r to s p rayfl e s h , but i n stead of
resto ri n g fl e s h , it re p a i rs b reaks, tears, and h o l e s
i n any object-eve n a fl exi b l e object l i ke c l o t h o r a
leat h e r bag. It h a s t h e stre n gth of stee l .
Sti ngcharge: Th i s h a n d h e l d weapon fi res a n
e l ectrical b o l t t h at i nfl icts 3 poi nts o f d a mage i n
i m med i ate ra n ge a n d 2 poi nts o f d a m age a t s h o rt
range. It ca n n ot eve r be made to fi re fa rther t h a n
t h at. A sti n gc h a rge can be u sed as a ra p i d -fi re
wea p o n . Its powe r is n o rm a l ly n ever d e p l eted .
Whisperlock: T h i s is s i m i l a r to a pad l ock, made
of powe rfu l synth steel o r stro n g l a s s , except t h at it
h a s n o keyhole. I t o p e n s with a secret wo rd sel ected
when it is i n it i a l ly locke d . The wo rd m u st be s poken
i nto the lock itself.
Chapter 8: Rules Of The Game 84

Chapter 9: Optional Rules 1 13


CHAPTER S

RULES OF THE GAME


u m e n e ra i s p l ayed i n the j o i n t i m a g i n ation d r u n k, cl i m b i n g a treac h e ro u s c l i ff, o r batt l i n g a

Cragworm, page 236


N of all the p l aye rs, i n cl u d i n g t h e G M . The G M
sets the scene, the p l ayers state what t h e i r
cha racters atte m pt t o do, a n d t h e G M d ete r m i n e s
savage cragwo rm . Eve n if you i g n o red a l l t h e ot h e r
r u l e s , yo u co u l d sti l l p l ay N u m e n e ra w i t h j u st t h i s
i n fo r m at i o n .
what h a p p e n s next. The rules a n d the d ice h e l p The key featu res h e re a re: c h a racte r act i o n s ,
m a ke t h e g a m e ru n s m ooth ly, but i t ' s t h e peo ple, d eterm i n i n g task d ifficu lty, a n d d ete rm i n i n g
n ot the rules o r t h e d i ce, t h at d i rect t h e action a n d mod ificat i o n s .
d eterm i n e the sto ry-a n d t h e fu n . I f a ru l e gets i n
the w a y o r d etracts fro m t h e game, the p l ayers a n d TAKING ACTION
the G M s h o u l d w o r k together to c h a n ge i t . Each c h a racte r gets o n e turn each ro u n d . On a
c h a racte r' s t u r n , s h e can do o n e t h i n g-a n act i o n .
Might, page 20
T h i s is how you play N u menera: A l l act i o n s fa l l i nto o n e o f t h ree catego ries: M i ght,
Speed, page 20
l . The p l aye r tel l s the G M what she wants to do. S peed , or I nte l l ect (j ust l i ke t h e th ree stats) . M a ny
Intellect, page 20
Th i s i s a character action. act i o n s req u i re die ro l l s-ro l l i n g a d20.
2 . The GM d ete r m i n e s if t h at action i s rout i n e Eve ry action performs a task, and eve ry task has a
(a n d t h e refore works without need i n g a ro l l ) o r i f d ifficu lty t h at d ete r m i n e s what n u m be r a c h a racte r
t h e re ' s a c h a n ce o f fa i l u re. m u st reach or s u rpass with a d i e ro l l to s u cceed .
3 . I f t h e re i s a c h a n ce of fa i l u re, the G M M ost tasks h ave a d ifficu lty of O, wh ich m e a n s the
d eterm i n e s which stat the task u s e s ( M i ght, S peed , c h a racter s u cceed s automatical ly. Fo r exa m p l e,
or I nte l l ect) a n d the task's difficulty-h ow h a rd it wa l k i n g acro s s a roo m , open i n g a door, a n d t h rowi n g
wi l l be on a scale from l (re a l l y ea sy) to l 0 (basica l ly a sto n e i nto a nea rby bucket a re a l l act i o n s , but
i m po s s i b l e) . n o n e of them req u i res a ro l l . Act i o n s t h at a re u s u a l ly
4 . The p l aye r a n d t h e G M d eterm i n e i f a nyth i n g d ifficult or t h at beco m e d ifficu lt d u e to t h e situation
Training, page 25
about h e r c h a racte r-s uch as tra i n i n g, eq u i p m ent, (such as s h ooti n g at a ta rget i n a b l izzard) h ave a
Equipment, page 77
s pecial a b i l ities , or va rious action s-ca n mo d ify t h e h i gher d ifficu lty. These act i o n s u s u a l ly req u i re a ro l l .
Special abilities, page 24
d ifficu lty u p or d own b y o n e o r m o re ste p s . I f t h e s e Some act i o n s req u i re a m i n i m u m expe n d it u re
modifications red u ce the d ifficu lty to less t h a n l , t h e of M i ght, S peed , or I nte l l ect poi nts. If a c h a racte r
action i s ro utine (and t h e refore works w i t h n o ro l l ca n n ot spend the m i n i m u m n u m be r of poi nts
needed) . needed to co m p l ete the act i o n , she automatica l ly
5 . I f t h e action sti l l i s n 't ro ut i n e , the G M uses its fa i l s at t h e task.
d ifficu lty to d ete rm i n e t h e target number-how h i g h
the p l aye r m u st ro l l t o s u cceed a t t h e action (see t h e DETERMINING TASK STAT
Ta s k Difficu lty C h a rt, page 8 7) . The G M d o e s n ' t h ave Eve ry t a s k re l ates to o n e of a c h a racte r ' s t h ree
to te l l the p l ayer what the ta rget n u m be r i s , but h e stat s : M i ght, S peed , o r I n te l l ect . P h y s i c a l act i v i t i e s
can g i v e h e r a h i nt, e s pec i a l ly if h e r c h a racte r wo u l d t h at req u i re stre n gt h , power, o r e n d u ra n ce re l ate
rea sonably know if the action w a s ea sy, ave rage, to M i g h t . P h y s i c a l act i v i t i e s t h at req u i re a g i l ity,
d ifficult, o r i m po s s i b l e . fl exi b i l ity, o r fa s t refl exe s re l ate to S pe e d . M e nt a l
6. The p l aye r ro l l s a d 20. I f s h e ro l l s eq u a l to act i v i t i e s t h at req u i re fo rce of wi l l , m e m o ry, o r
o r h i gher t h a n the ta rget n u m ber, her c h a racte r m e n t a l powe r re l ate to I nte l l ect. T h i s m e a n s yo u
s u cceed s . c a n ge n e r a l ize t a s k s i nto t h ree catego r i e s : M i g h t
t a s k s , S peed t a s k s , a n d I n te l l ect t a s k s . Yo u c a n
Th at' s i t . T h a t ' s h ow to d o a n yt h i n g, whet h e r i t ' s a l s o g e n e ra l ize ro l l s i n to t h ree catego r i e s : M i g h t
i d e n t i fyi n g a stra n ge d evice, cal m i n g a ragi n g ro l l s , S p eed ro l l s , a n d I nte l l ect ro l l s .
LIME NE
RULES OF THE GAME

KEY CONCEPTS
ACT I O N : Anyt h i n g a c h a racte r does t h at i s STAT: O n e o f t h e t h ree d efi n i n g characteristics
s i g n ifica nt-p u n c h a fo e , l e a p a c h a s m , activate for PCs: M ight, S peed , or I ntel lect. Each stat h a s
a d evice, use a s peci a l powe r, and so o n . Each two va l ues: Pool and Edge. Yo u r Pool rep resents Pool, page 20
Edge, page 20
c h a racter can take o n e action in a ro u n d . you r raw, i n n ate a b i l ity, and you r Edge re p resents
knowi n g h ow to use what you h ave. Each stat Pool
CHARACTER: Any creatu re i n t h e g a m e capable can i ncrease or d ecrease over the co u rse of p l ay
of act i n g , whether it i s a p l ayer c h a racte r (PC) ru n for exa m ple, you can lose poi nts from you r M i ght
by a p l ayer or a n o n - p l ayer c h a racte r (N PC) ru n Pool when struck by a n opponent, spend poi nts
by the game m aster (G M ) . I n N u m e n e ra , eve n from you r I ntel lect Pool to activate a s pecial a b i l ity,
biza rre creat u re s , sentient mach i n e s , a n d l iv i n g or rest to recover poi nts i n you r S peed Pool after a
e n e rgy b e i n g s c a n be "characte rs . " long d ay of march i n g. Anyt h i n g that d a mages a stat,
restores a stat, or boosts or penal izes a stat affects
DI FFICU LTY: A mea s u re o f how easy i t i s to the stat' s Poo l .
acco m p l i s h a task. D ifficu lty is rated on a scale from
1 (lowest) to 1 0 (highest) . Alteri n g the d ifficu lty to TAS K: Any action t h at a PC atte m pts. The G M
make a task harder is referred to as i n creas i n g the d eterm i n e s the d ifficu lty of t h e task. I n ge n e ra l , a
d ifficu lty. Alteri n g it to make a task easier i s referred task is someth i n g t h at you do a n d an action i s yo u
to as red uci n g or decreasing the d ifficu lty. Al l perform i n g t h at task, but i n most cases t h ey mean
changes in d ifficu lty are meas u red in steps. D ifficu lty the s a m e t h i ng.
often equates d i rectly with level, so open i n g a level 3
locked door probably has a d ifficu lty of 3 . TU R N : The part of t h e ro u n d when a creatu re
takes its act i o n s . Fo r exa m ple, if a n a n o a n d a Nano, page 32
E F FO RT: S p e n d i n g poi nts fro m a stat Pool to jack a re fight i n g an a b h u m a n , each ro u n d the jack, page 40
red uce the d ifficu lty of a task. A PC decides n a n o takes a n action o n his t u r n , t h e jack takes Abhuman, page 1 3
whet h e r o r n ot to a p p l y Effort o n his t u rn before a n action o n her turn, and the a b h u m a n takes an
the ro l l i s made. N PCs never a p p ly Effo rt. action o n its t u r n . Some a b i l ities o r effects last
o n ly wh i l e a creatu re takes its turn o r e n d when a
LEVEL: A way to measure the strength, d ifficu lty, power, creatu re starts its n ext t u r n .
or challenge of someth ing in the game. Everything in
the game has a level. N PCs and objects have levels that
determ ine the d ifficu lty of any task related to them. For
exam ple, an opponent's level determines how hard
she is to h it or avoid in com bat. A door's level indicates
how hard it is to break down. A lock's level determ ines
how hard it is to pick. Levels are rated on a scale from
1 (lowest) to 1 0 (highest) . PC tiers are a l ittle like levels,
but they go only from 1 to 6 and mechan ically work
very d ifferently than levels-for exam ple, a PC's tier
does not determine a task's d ifficu lty.

RO LL: A d20 rol l made by a PC to d eterm i n e


whether a n action i s successfu l . Alth ough t h e
g a m e occasion a l ly u s e s other d ice, w h e n the text
s i m ply refe rs to "a ro l l , " it a lways means a d20 rol l .

ROU N D : A l e n gth of t i m e about five t o ten


seco n d s long. There a re about ten ro u n d s i n a
m i n ute. When it's rea l ly i m portant to track p recise
t i m e , u s e ro u n d s . Bas ical ly, it's t h e l e n gt h of
t i m e to take a n action i n the game, but s i n ce
eve ryon e m o re or l e s s acts s i m u lta neous ly, a l l
cha racters get t o take a n action each ro u n d .

85
The category of t h e task or ro l l d eterm i n es what e l ectro n i c d o o r l o c k n o r m a l ly m i g h t be d i fficu lty
Effort, page 2 7 k i n d o f Effort you can a p p l y t o t h e ro l l a n d may 6 , but s i nce the c h a racte r d o i n g the wo rk is s k i l l e d
d eterm i n e h ow a c h a racte r's oth e r a b i l ities affect the i n s u c h t a s k s , h a s t h e r i g h t too l s , a n d h a s a n o t h e r
ro l l . Fo r exa m p l e, a nano m ay h ave a n a b i l ity t h at c h a ra ct e r a s s i s t i n g h e r, t h e d i fficu l ty in this instance
m a kes h i m bette r at I nte l l ect ro l l s , a n d a jack m ay m i g h t be m u c h l owe r. T h a t ' s why it's i m p o rt a n t fo r
h ave an a b i l ity t h at m a ke s h e r bette r at S peed ro l l s . t h e G M t o set a t a s k' s d i fficu l ty w i t h o u t t a k i n g t h e
c h a ra ct e r i nto acco u nt. T h e c h a racte r co m e s i n at
DETERMINING TASK DIFFICULTY t h i s ste p .
Part 7: Running the The most freq uent t h i n g a G M does d u ri n g the B y u s i n g s ki l l s a n d as sets, worki n g together,
Game, page 3 7 9, offers game-a n d p robably the most i m portant t h i n g-is a n d-perh a p s most i m po rtant-a p p lyi n g Effo rt, a
much more guidance for sett i n g a task's d ifficu lty. To m a ke t h e job easier, u s e c h a racter can d ecrease a task's d ifficu lty by m u lt i p l e
setting difficulty. the Ta s k D i fficu lty table, which a s sociates d ifficu lty ste p s t o m a ke it easier. Rather t h a n add i n g bon u ses
rat i n g with a descri ptive n a m e , a ta rget n u m ber, a n d to the p l aye r' s ro l l , red u c i n g t h e d ifficu lty l owers the
g e n e r a l g u i d a n ce about the d ifficu lty. ta rget n u m be r t h at s h e need s to reach. I f s h e can
Eve ry d ifficu lty fro m 1 to 1 0 h a s a ta rget n u m be r red uce the d ifficu lty of a task to 0, n o ro l l i s needed;
GM intrusion, page 88 associated w i t h i t . The ta rget n u m be r i s e a s y t o s u ccess i s a utomatic. (An exce ption i s if t h e G M
re m e m ber: it's always th ree t i m e s the d i fficulty. The decides to u s e a G M i ntru s i o n o n the task, i n which
ta rget n u m be r i s the m i n i m u m n u m be r a p l ayer case t h e p l aye r wo u l d h ave to m a ke a ro l l at the
need s to ro l l o n a d20 to s u cceed at the task. M ovi n g o ri g i n a l d ifficu lty.)
u p o r down o n the t a b l e i s ca l l ed i n crea s i n g o r There a re th ree basic ways i n which a c h a racte r
decrea s i n g the d ifficu lty, w h i c h i s meas u red i n ste p s . can decrease the d ifficu lty of a task. Each of t h e m
Fo r exa m p l e , red u c i n g a d ifficu lty 5 task to a d i fficu lty decreases the d ifficu lty b y at least o n e step-never i n
4 task is " red u c i n g the d ifficu lty by one ste p . " s m a l l e r i n cre ments.
M ost mod ifiers affect t h e d ifficu lty rather t h a n t h e
p l aye r' s ro l l . Th i s h a s two co n sequence s : SKI LLS: C h a racte rs may be s k i l led at perform i n g
1 . Low target n u m bers such as 3 or 6, w h i c h wou l d a s pecific task. A s k i l l c a n vary from c h a racter to
be bori n g i n most games that use a d20, are not bori ng cha racter. Fo r exa m p l e, one c h a racte r m i ght be
i n N u menera. For example, if you need to rol l a 6 or s k i l led at lyi ng, a n other m i ght be s k i l led at trickery,
The important thing to
h igher, you sti l l have a 25% chance to fa i l . a n d a t h i rd m i ght be s k i l led i n a l l i nterpers o n a l
remember is that a skill
can reduce the difficulty 2 . The u p pe r l eve l s o f d ifficu lty (7, 8, 9, a n d 1 0) a re i nteract i o n s . The fi rst l evel of be i n g s k i l led i s ca l l e d
by no more than two a l l but i m po s s i b l e beca u s e the ta rget n u m bers a re be i n g trained, a n d it d ecreases the d i fficu lty of t h at
steps, and assets can 2 1 or h i g h e r, which yo u can't ro l l on a d20. H owever, task by o n e ste p . M o re rarely, a c h a racte r can be
reduce the difficulty it's co m mo n for PCs to h ave a b i l ities or eq u i p ment i n cred i b ly s k i l led at perform i n g a task. T h i s i s ca l l e d
by no more than two t h at red uce the d i fficu lty of a task a n d thus l ower t h e be i n g specialized, a n d it decreases the d i fficu lty o f
steps, regardless of the
ta rget n u m be r to someth i n g they can ro l l o n a d 20. a task b y two ste p s i n stead of one. S k i l l s can n ever
situation. Thus, no task's
difficulty will ever be A c h a racte r' s tier does n ot d eterm i n e a task's decrease a task by more than two steps; be i n g
reduced more than four l eve l . T h i ngs d o n ' t get more d ifficult j u st beca u s e tra i ned a n d s peci a l ized i n a s k i l l d ecreases t h e
steps without using Effort. a c h a racte r's tier i n creases-the wo rld doesn't d ifficu lty b y o n ly two ste p s , n ot t h ree.
i n stantly become a more d ifficult p l ace. Fo u rth-tier
cha racters d o n 't d e a l o n ly with l evel 4 creat u res o r ASS ETS: An a s set i s a nyth i n g t h at h e l p s a c h a racte r
d ifficu lty 4 t a s k s (alth ough a fo u rth-tier c h a racte r with a task, s u c h as h av i n g a rea l ly good crowbar
p robably h a s a bette r s h ot at s u ccess t h a n a fi rst-tier when tryi n g to fo rce open a door o r be i n g i n a
c h a racter does) . J u st beca u s e so meth i n g i s level 4 ra i n storm when tryi n g to put out a fi re. Appropriate
doesn't necessarily mean it's meant o n ly for fo u rth a s sets vary fro m task to task. The pe rfect awl m i ght
tier c h a racters. S i m i l arly, depend i n g o n t h e s ituation, h e l p when woodworking, but it wo n ' t m a ke a d a n ce
a fifth-tier c h a racte r co u l d fi n d a d ifficu lty 2 task performance m u c h bette r. An as set u s u a l ly red uces a
j u st a s c h a l l e n g i n g as a seco n d -tier c h a racter does. task's d ifficu lty by o n e ste p .
Therefore, when sett i n g the d ifficu lty of a task, the
GM should rate t h e task o n its own m e rits, n ot o n E F FO RT: A p l ayer can a p p l y Effort to decrease t h e
the powe r of t h e c h a racte rs. d ifficu lty of a t a s k . To d o t h i s , the p l ayer s p e n d s
poi nts fro m t h e stat P o o l t h at ' s m o s t a p p ro p ri ate to
MODIFYING THE DIFFICULTY the task. Fo r exa m p l e, a p p lyi n g Effort to p u s h a heavy
O n ce t h e G M sets t h e d i fficu lty fo r a t a s k , t h e rock off a c l i ff req u i re s a p l aye r to s pe n d poi nts from
p l ayer c a n t ry t o m o d i fy it fo r h e r c h a ract e r. Any her c h a racte r' s M i ght Poo l ; a p p l y i n g Effort to activate
such mod ificat i o n a p p l i e s o n ly to t h i s p a rt i c u l a r an u n u s u a l mach i n e i nterface req u i res her to spend
atte m pt a t t h e ta s k. I n ot h e r word s , rew i ri n g a n poi nts fro m h e r c h a racte r's I ntel lect Poo l . Fo r eve ry

86
LIME NE
RULES O F THE GAME

TASK DIFFICULTY
TAS K D I FFICU LTY D ESCRI PTION TARG ET NO. G U I DANCE
0 Ro uti n e 0 Anyone can d o this basically eve ry t i m e .
Sim ple 3 Most peo p l e can d o t h i s most of t h e t i m e .
2 Sta n d a rd 6 Typical task req u i r i n g focu s , but most peo 12 l e can u s u a l ly do t h i s .
3 Demand ing 9 Req u i res fu l l atte ntion; most peo p l e h ave a 50/50 c h a n ce t o s u cceed .
4 Difficult 12 Tra i n ed peo p l e h ave a 50/50 c h a n ce to s u cceed .
5 Challenging 15 Eve n tra i ned peo p l e often fa i l .
6 I nt i m i d ati n g 18 N o r m a l Reo p l e a l most n ever s u ccee d .
7 Fo rm i d a b l e 21 I m po s s i b l e w i t h o u t s ki l l s o r great effo rt.
8 H e roic 24 A task worthy of tales told fo r yea rs afte rwa rd .
9 I m mortal 27 A task worthy of lege n d s t h at last l ifeti m e s .
10 I m po s s i b l e 30 A task t h at normal h u m a n s co u l d n't co n s i d e r (but o n e t h at doesn't
break the l aws of physics) .

l evel of Effort s pent o n a t a s k , the task's d i fficu lty to attack ro l l s fro m a m i n o r effect, a + 1 bon u s to
decreases by one ste p . I t costs 3 poi nts from a attack ro l l s fro m a s peci a l wea p o n q u a l ity, a n d a
stat Pool to a p p l y o n e level of Effort, a n d it costs 2 + 1 bo n u s to attack rol l s fro m a s p e c i a l a b i l ity, s h e
add iti o n a l poi nts for eve ry l evel t h e reafte r (so it costs d o e s n o t a d d 3 t o h e r attack ro l l-i n stead , s h e
5 points fo r two l eve l s of Effort, 7 poi nts fo r th ree red uces t h e d ifficu lty o f t h e attack b y o n e ste p . S o
l eve l s of Effort, a n d so on) . A c h a racte r m u st s pe n d if s h e attacks a l e v e l 3 foe, s h e wo u l d n o rm a l ly ro l l
poi nts fro m t h e same stat P o o l a s the type of task o r aga i n st d i fficu lty 3 a n d t ry t o reach a ta rget n u m be r
ro l l-M ight poi nts fo r a M i ght ro l l , S peed poi nts fo r of 9 , b u t t h a n ks to h e r a s s et, s h e ro l l s a ga i n st
a S peed ro l l , o r I nte l l ect poi nts fo r a n I nte l l ect ro l l . d ifficu lty 2 a n d tries to reach a ta rget n u m be r of 6 .
Eve ry c h a racter h a s a m axi m u m l evel o f Effort s h e T h i s d i st i n ct i o n i s i m po rtant w h e n stacki n g s ki l l s
c a n a p p l y t o a s i n g l e task. a n d a s s ets t o d ecrease t h e d ifficu lty o f a n act i o n ,
e s peci a l ly s i nce red uci n g t h e d ifficu lty to 0 o r l ower
ROLLING THE DIE m ea n s n o ro l l i s needed .
To determ i n e success or fa i l u re, a
player rol l s a d i e (always a d20) . I f -.-.,r-- THE PLAYER ALWAYS ROLLS
she rol l s the target n u m ber or h igher, In N u m e n e ra , p l aye rs always d rive the
she succeed s. M ost of the time, act i o n . T h at m e a n s they m a ke all the d ice
that' s the end of it-not h i n g else ro l l s . If a PC leaps out of a m ovi n g ve h icle,
need s to be done. Occasional ly, a the p l aye r ro l l s to see if s h e s u cceed s . I f
character m ight apply a small modifier a PC searches fo r a h i d d e n p a n e l , t h e
t o t h e rol l . I f she has a + 2 bon u s when p l aye r ro l l s t o d eterm i n e whet h e r
attempting s pecific actions, she adds 2 to s h e fi n d s it. I f a rocks l i d e
the n u m ber rolled. H owever, the origi nal rol l ;...---1-r--- fa l l s on a PC, the p l aye r
sometimes matters (see S pecial Rol ls, page 88) . ro l l s t o try t o get out
If a c h a racte r a p p l ies a mod ifier to h e r d ie ro l l , of the way. I f a PC and
i t ' s pos s i b l e t o get a res u lt of 2 1 o r h i gher, i n a n N PC arm wrestle,
which case s h e can atte m pt a task with a ta rget the p l aye r ro l l s , a n d t h e
n u m be r above 20. But if t h e re is no pos s i b i l ity N PC' s l evel d eterm i n es
for s u ccess-if not eve n ro l l i n g a natural 20 the ta rget n u m ber. I f a PC
(mea n i n g the d20 s h ows t h at n u m be r) is s u fficient attacks a foe, the p l aye r ro l l s to
to acco m p l i s h t h e task-t h e n n o ro l l i s made. see if s h e h its. If a foe attacks the PC,
Oth e rwise, c h a racters wo u l d h ave a c h a n ce to the p l aye r rol l s to see if s h e d od ges the b l ow.
s u cceed at eve ryt h i ng, eve n i m po s s i b l e o r ri d i c u l o u s As s h own by t h e l a s t two exa m p l e s , t h e PC
t a s k s such a s cl i m b i n g moon bea m s , t h rowi n g ro l l s whether she i s attack i n g o r defe n d i n g . T h u s ,
e l e p h a nts, o r h itti n g a ta rget o n the o p pos ite s i d e of s o m et h i n g t h at i m p roves defe n s e s m i ght h e l p o r
a m o u nt a i n with an arrow. h i n d e r h e r ro l l s . Fo r exa m p l e , i f a PC u s e s a l ow
I f a c h a racte r' s mod ifiers a d d u p to + 3 , t reat wa l l to ga i n cove r fro m attacks , t h e wa l l d ecrea ses
them a s a n a s set i n stead . I n oth e r word s , i n stead of t h e d i fficu lty of t h e p l aye r' s defe n s e ro l l s . I f a foe
ad d i n g a +3 bo n u s to the ro l l , red u ce the d i fficu lty uses t h e wa l l to gain cover fro m t h e PC' s attacks , it
by one ste p . Fo r exa m p l e , i f a g l a ive has a + 1 bo n u s i n creases the d ifficu lty of the p l aye r's attack ro l l s .

87
SPECIAL ROLLS Strike a specific body part: The attacker strikes a
If a c h a racte r ro l l s a natural l , 1 7, 1 8, 1 9 , or 20 s pecific s pot on the defender's body. The G M ru les
(mea n i n g the d20 s h ows t h at n u m be r) , s pecial rules what s pecial effect, if any, res u lts. For example, h itting a
co m e i nto p l ay. These a re exp l a i ned i n m o re d eta i l in creature's tentacle that is wrapped around an ally m ight
the fo l l owi n g sect i o n s . make it easier for the ally to escape. H itti n g a foe i n the
1 : I ntrusion. The G M m a ke s a free i ntrusion (see eye m i ght b l i n d it for one rou n d . H itti n g a creatu re i n its
below) and doesn't awa rd experience poi nts (X P) for one vul nerable s pot m ight ignore Armor.
it. Knock back: The foe is knocked or fo rced back a
1 7: Damage Bonus. I f the ro l l was a n attack, it few feet. M ost of the t i m e , t h i s doesn't m atte r m u c h ,
d e a l s l a d d i t i o n a l point of d a mage. but if t h e fi g h t takes p l ace o n a ledge o r n ext t o a p i t
1 8: Damage Bonus. I f the ro l l was a n attack, it o f l ava, t h e effect can be s i g n ificant.
d e a l s 2 a d d i t i o n a l poi nts of d a m age. M ove past: The c h a racte r can move a s h o rt
1 9: M i nor Effect. I f the ro l l was a n attack, it d i stance (see D i stance, next page) at the e n d of t h e
d e a l s 3 a d d i t i o n a l poi nts of d a m age. I f the ro l l was attack. Th i s effect i s u s efu l to g e t past a foe g u a rd i n g
someth i n g oth e r than a n attack, the PC gets a m i n o r a door, fo r exa m p l e.
effect i n add ition to t h e normal res u lts of t h e task. Distract: Fo r o n e ro u n d , t h e d ifficu lty of all tasks
20: Major Effect. If the rol l was an attack, it deals 4 the foe atte m pts i s mod ified by o n e step to its
additional poi nts of damage. If the rol l was someth ing detri ment.
other than an attack, the PC gets a major effect i n U s u a l ly, t h e GM j u st h a s the d e s i red m i n o r effect
add ition t o t h e normal results o ft h e task. If t h e P C spent occ u r. Fo r exa m p l e , ro l l i n g a 1 9 aga i n st a re l atively
points from a stat Pool on the action, the point cost for wea k foe means it i s kn ocked off t h e cliff. The effect
the action decreases to 0, meaning the character regains m a kes the ro u n d more exciti ng, but the d efeat
those poi nts as if she had not s pent them at all. of a m i n o r creatu re has n o s i g n ifica nt i m pact on
the sto ry. Ot h e r t i m e s , the G M m i ght ru l e t h at an
For complete details GM INTRUSION add iti o n a l ro l l i s needed to ach ieve the effect-th e
about GM intrusion and G M i ntrusion is exp l a i ned e l sewhere, but essentially s pecial ro l l o n ly gives the PC the opportunity fo r a
how to use it to best
it m e a n s t h at someth i n g occu rs to co m p l icate t h e m i n o r effect. Th i s mostly h a p p e n s when the d e s i red
effect in the game, see
c h a racte r' s l i fe. The c h a racte r h a s n 't necessarily effect i s ve ry u n l i kely, such a s p u s h i n g a 50-ton battle
page 7 08.
fu m b led o r d o n e a nyth i n g wro n g (a lthough perhaps auto m aton off a c l i ff. I f the p l aye r j u st wants to deal
s h e d i d) . I t co u l d j u st be t h at the task presents a n 3 a d d i t i o n a l points of d a mage a s the m i n o r effect, n o
u n expected d ifficu lty o r someth i n g u n re l ated affects extra ro l l i s need ed.
the cu rre nt situat i o n .
Fo r G M i ntrusion o n a defe n s ive ro l l , a ro l l of MAJOR EFFECT
1 m i ght j u st mean t h at the PC takes 2 a d d i t i o n a l A major effect happens when a p l aye r rol l s a natural
poi nts of d a m age fro m t h e attack, i n d icat i n g t h at t h e 20. M ost of the time, a major effect i s q u ite benefici a l
o p ponent got i n a l ucky b l ow. t o the cha racte r. A cl i m be r gets u p the steep slope i n
h a l ft h e time. A j u m per l a n d s with s u c h panache that
MINOR EFFECT those nea rby a re i m p ressed and poss i b ly inti m i d ated .
A m i n o r effect h a p p e n s when a p l aye r ro l l s a A d efender makes a free attack on h i s foe.
natural 1 9 . M ost of the t i m e , a m i n o r effect i s Either the G M or the p l ayer can come up with a
s l i ghtly benefic i a l t o t h e PC, b u t not ove rwh e l m i ng. pos s i b l e major effect t h at fits the s it u atio n , but both
A c l i m be r gets u p the steep slope a bit faster. A m u st agree o n w h at it s h o u l d be. As with m i n o r
re p a i red mach i n e works a bit bette r. A c h a racte r effects, d o n 't s p e n d a l ot of t i m e ago n i z i n g ove r the
j u m p i n g d own i nto a pit l a n d s on h e r feet. Either t h e deta i l s of a major effect. In cases where o n l y s u cces s
G M o r the p l ayer can co me u p w i t h a pos s i b l e m i n o r o r fa i l u re m atte rs, a major effect m i ght offer t h e
effect t h at fi t s the situat i o n , but both m u st agree o n c h a racter a one-t i m e asset ( a mod ification o f o n e
what it s h o u l d b e . step) t o u s e t h e n ext t i m e s h e atte m pts a s i m i l a r
Don't waste a l ot of t i m e t h i n k i n g of a m i n o r effect act i o n . W h e n noth i n g e l s e seems a p p ro p riate, t h e
if noth i n g a p p ropriate s u ggests itself. Someti m e s , i n G M c a n s i m ply grant t h e P C a n a d d i t i o n a l action o n
cases where o n l y s u cces s o r fa i l u re m atte rs, it's o kay h e r t u rn t h at s a m e ro u n d .
to h ave n o m i n o r effect. Kee p the game mov i n g at a n I n co m bat, t h e eas iest a n d most stra i ghtfo rward
excit i n g pace. major effect is d ea l i n g 4 a d d i t i o n a l poi nts to d a m age
In co m bat, the eas iest and most straightfo rward with a n attack. The fo l l owi n g a re ot h e r co m mo n
m i n o r effect i s d ea l i n g 3 a d d i t i o n a l points of d a mage major effects fo r co m bat.
with an attack. The fo l l owi n g a re ot h e r co m mo n Knock down: The foe i s kn ocked p rone (see
m i n o r effects fo r com bat: Pos ition, page 95) . It can get up on its turn if it wishes.

88
LIME NE
RULES OF THE GAME

Disarm : The foe d rops one object t h at it i s The rat i o n a l e of t h e i n it i a l cost opti o n a l ru l e is t h at
h o l d i ng. eve n i n N u m e n e ra , where t h i ngs l i ke Effort can h e l p
Stu n : The foe loses its n ext act i o n . a c h a racte r s u cceed o n a n act i o n , l o g i c sti l l s u ggests The words "immediate"
I m pair: Fo r t h e rest o f the co m bat, the d i fficu lty of t h at some act i o n s a re ve ry d i fficu lt and taxing, and "close" can be used
a l l tasks the foe atte m pts is mod ified by one step to particu l a rly fo r some PCs more t h a n oth e rs . interchangeably to talk
its detri ment. about distance. If a creature
or object is within arm 's
As with m i n o r effects, u s u a l ly t h e GM j u st h a s the DISTANCE reach of the character, it
d e s i red major effect occ u r, but somet i m e s h e m i ght D i stance i s s i m p l ified i nto t h ree basic catego ries: can be considered both
req u i re a n ext ra ro l l if the major effect i s u n u s u a l o r i m m ed i ate, s h o rt, a n d long. immediate and close.
u n l i kely. Immediate d i stance fro m a c h a racte r i s with i n
reach o r with i n a few steps; i f a c h a racte r sta n d s
RETRYING A TASK AFTER FAILURE 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
If a c h a racte r fa i l s a task (whether it's cl i m b i n g a i m m ed i ate d i stance. At most, i m m ed i ate d i stance i s
wa l l , p i cki n g a lock, t ryi n g to fi g u re out a myste rious l O feet ( 3 m) .
device, o r someth i n g e l se) s h e can atte m pt it aga i n , Short d i stance is anyt h i n g greate r t h a n i m m ed i ate
b u t s h e m u st a p p l y a t least o n e l evel o f Effort when d i stance but l e s s t h a n 5 0 feet (1 5 m) o r so. Long
ret ryi n g t h at task. A retry i s a n ew act i o n , n ot part d i stance is a nyth i n g greater t h a n s h o rt d i stance but
of the s a m e action t h at fa i led, a n d it takes t h e same l e s s t h a n 1 00 feet (30 m) o r so. Beyo nd t h at ra n ge,
a m o u nt of t i m e as the fi rst atte m pt d i d . d i stances a re a lways s pecified-500 feet (1 5 2 m) , 1
Sometimes t h e G M m i ght r u l e that retries a re m i l e (1 . 6 km) , a n d so o n .
i m po s s i b le. Perh aps a character has one chance to Al l weapons a n d special abilities u s e these terms for
convince the leader of a gro u p of band its not to attack, ranges. For exam ple, all melee weapons have i m med iate
and after that, no a m o u nt of talking w i l l stop them. range--they are dose-com bat weapons, and you can use
This r u l e does n ' t a p p ly to s o m et h i n g l i ke them to attack anyone with i n i m med iate d i stance of you .
attacki n g a foe i n co m bat beca u s e co m bat i s a lways A th rown knife (and most other th rown weapons) h a s
c h a n g i n g and fl u i d . Each rou n d ' s s ituation is n ew, short range. A nano's Onslaught abil ity a l s o has short Onslaught, page 35
n ot a re peat of a p rev i o u s s i t u at i o n , so a m i ssed range. A bow has long range.
attack ca n ' t be retried . A c h a racte r can move a n i m m ed i ate d i stance a s a
part of a n ot h e r act i o n . I n oth e r word s , s h e can take a
INITIAL COST few ste p s to the control panel a n d activate a switc h .
The G M can assign a point cost to a task j u st for S h e can l u n ge acro s s a s m a l l roo m to attack a foe.
trying it. Ca l led a n initial cost, it's s i m ply a n i n d ication She can open a door and step t h ro u g h .
that the task i s particu l a rly taxi ng. Fo r exa m ple, l et' s A c h a racte r can move a s h o rt d i stance as h e r
say a cha racter wants to try a M ight action to open a enti re action fo r a t u r n . S h e can a l so try to m ove
heavy i ron door that is part i a l ly ru sted s h ut. The G M a l o n g d i stance a s h e r enti re act i o n , but the p l aye r
says that forci n g the door open i s a d ifficu lty 5 task, m i ght h ave to ro l l to see if t h e c h a racte r s l i p s , trips,
and there ' s a n i n itial cost of 3 M i ght poi nts s i m ply o r stu m b les fo r mov i n g so fa r so q u i ckly.
to try. This i n itial cost i s i n add ition to any poi nts G M s and pl ayers don't need to determ i n e exact
the cha racter chooses to spend on the rol l (such as d i stances. For example, if the PCs are fighting a gro u p
when a p p lyi n g Effort) , a n d the i n itial cost points do o f culovas, any character ca n l i kely attack a n y culova i n Cu/ova, page 23 6
not affect the d ifficu lty of the task. In other word s , the t h e general melee-they' re a l l with i n i m med iate ra nge.
characte r m u st spend 3 M i ght poi nts to attem pt the H owever, if one culova stays back to th row jave l i n s , a
task at all, but that doesn't h e l p her open the door. I f character m ight h ave to use her entire action to move
s h e wanted t o a p p ly Effort t o lower the d ifficu lty, she'd the short d i stance req u i red to attack that foe. It does n 't
h ave to spend more poi nts fro m her M i ght Poo l . matter if the culova is 20 feet (6 m) or 40 feet (1 2 m)
E d ge h e l p s w i t h the i n it i a l cost of a task, j u st as i t away-it's s i m ply considered short d i stance. It does
does w i t h any expe n d it u re fr o m a c h a racte r's Poo l . matter if he's more than 50 feet (1 5 m) away beca use
I n the p revi o u s exa m p l e, if the c h a racte r had a M i ght that d i stance would req u i re a long move.
E d ge of 2 , she wo u l d h ave to spend o n ly 1 point (3
poi nts m i n u s 2 fro m h e r M i ght Ed ge) fo r t h e i n it i a l TIMEKEEPING
cost to atte m pt the task. I f s h e a l s o a p p l ied a l evel G e neral ly, keep time the same way that yo u norm a l ly
of Effort to open the door, she co u l d n 't use her E d ge wo u l d , u s i n g m i n utes, h o u rs , d ays, and wee ks. Due
agai n-Ed ge a p p l ies o n ly once per action-so u s i n g to a s l ow but steady change i n the Eart h ' s rotation
t h e Effort wo u l d cost t h e fu l l 3 points. Th u s , s h e ' d over the past b i l l ion years, d ays i n the N i nth World
s pe n d a total o f 4 poi nts ( 1 fo r the i n it i a l cost p l u s 3 a re 28 h o u rs long (though beca use the Eart h ' s period
for t h e Effort) fro m h e r M i ght Poo l . of revo l ution a ro u n d the sun i s sti l l more o r less the
same, years i n the N i nth World a re o n ly 3 1 2 d ays Fo r exa m ple, Co l i n , J a mes, a n d S h a n n a a re in
Abhuman, page 7 3 long) . T h u s , if the characte rs wa l k overland for 1 5 co m bat with two l evel 2 a b h u m a n s . The GM has
m i les (24 km) , about eight h o u rs pass, even though the p l aye rs m a ke S peed ro l l s to d ete rm i n e i n itiative.
the jou rney can be descri bed i n only a few seco n d s Co l i n ro l l s a n 8 , S h a n n a ro l l s a 1 5 , and J a mes ro l l s
a t the g a m e t a b l e . Preci sion t i mekee p i n g i s rarely a 4 . T h e ta rget n u m be r fo r a l evel 2 creatu re i s 6 ,
It's entirely appropriate i m portant. M o st of the time, sayi n g t h i n gs l i ke "That s o each ro u n d Co l i n a n d S h a n n a act before the
to use measurem ents of takes about an h o u r" works fine. a b h u m a n s , t h e n t h e a b h u m a n s act, a n d fi n a l ly J a mes
time such as "minutes, " Th i s i s true eve n when a s pecial a b i l ity h a s a acts. I t does n ' t m atte r whether Co l i n acts before o r
"days, " "weeks, " after S h a n n a , a s l o n g as they t h i n k it's fa i r.
s pecific d u rati o n . I n an e n co u nter, a d u ration of "one
"months, " and "seasons. "
m i n ute" i s mostly t h e same a s s ayi n g "the rest of the After eve ryo ne-a l l PCs a n d N PCs-i n the co m bat
just remember that those
mean slightly different e n co u nter. " Yo u d o n ' t h ave to track each ro u n d t h at h a s had a t u r n , the ro u n d e n d s a n d a n ew rou n d
things to people of the ticks by if you d o n ' t want to. L i kewi se, an a b i l ity t h at begi n s . I n a l l ro u n d s after t h e fi rst, eve ryo n e acts i n
Ninth World than they do l a sts for ten m i n utes can safely be co n s i d e red the t h e s a m e o rd e r a s they d id i n t h e fi rst ro u n d . The
to us today. l e n gth of a n i n -d e pth conversat i o n , t h e t i m e it takes cha racters cycle t h rough this ord e r u nt i l t h e logical
to q u ickly exp l o re a s m a l l a rea, o r the time it takes to e n d of the encou nter (th e e n d of t h e fight o r the
rest after a stre n u o u s activity. co m p l etion of the event) o r u nt i l the GM a s ks t h e m
to m a ke n ew i n it i ative ro l l s . The G M can ca l l fo r n ew
ENCOUNTERS, ROUNDS, i n it i ative ro l l s at t h e begi n n i n g of any new ro u n d
AND INITIATIVE w h e n co n d iti o n s d rastica l ly c h a n ge. F o r exa m p l e,
Somet i m e s i n the co u rse of t h e game, the G M o r if t h e N PCs ga i n re i nfo rcements, t h e envi ro n ment
p l ayers w i l l refe r to a n encounter. E n co u nters a re n ot c h a n ges (perh a p s the l i ghts go o ut) , the terra i n
so m uch mea s u re m e nts of t i m e as they a re eve nts o r c h a n ges (maybe part o f t h e balcony co l l apses u n d e r
i n stances i n which someth i n g h a p p e n s , l i ke a sce n e PCs) , o r someth i n g s i m i l a r occurs, the G M c a n ca l l
of a m o v i e o r a c h a pter i n a b o o k . An e n co u nter fo r n ew i n it i at ive ro l l s .
m i ght be a fight with a foe, a d ra m atic cro s s i n g of S i nce t h e action m oves as a cycle, a nyth i n g t h at
a ragi n g river, o r a stres sfu l negotiation with a n l a sts for a ro u n d e n d s where it started i n t h e cycle.
i m portant offici a l . I t ' s u sefu l to u s e the wo rd when l f Va l leris the n a n o u ses a n esotery o n a n opponent
Might Pool, page 20 referri n g to a s pecific scene, a s i n "My M i ght Pool i s t h at h i n d e rs its defe n s e s fo r one ro u n d , t h e effect
jiraskar, page 242 l ow after t h at e n co u nter w i t h the j i ra s ka r yesterday. " l a sts u n t i l Va l l e ri s acts on h i s n ext t u r n .
Esoteries, page 3 5 A round i s a b o u t five t o t e n seco n d s . The l e n gt h Faster I nitiative (Optional Rule) : To m a ke a n
of t i m e i s vari a b l e beca u s e somet i m e s one ro u n d encou nter move faster, if a t least one character ro l l s
m i ght be a bit l o n ge r t h a n another. Yo u d o n ' t need h i g h enough t o beat t h e ta rget n u m be r o f t h e N PC (s) ,
to meas u re time more p recisely than t h at. Yo u can a l l the characters act before the N PC (s) . If nobody
As with all other rolls, an est i m ate t h at o n average there a re about ten ro u n d s ro l l s h i g h enough to beat the ta rget n u mber of the
initiative roll is a d20 roll, i n a m i n ute. I n a ro u n d , eve ryo n e-each c h a racte r N PCs, a l l the cha racters act after the N PC (s) . On the
unless you 're spending
a n d N PC-gets to take o n e act i o n . characte rs' turn, go cl ockwise a ro u n d the table.
Effort. The fact that it 's a
Speed roll simply means To d eterm i n e who goes first, seco n d , and so on
that if Effort is used, the i n a ro u n d , each p l aye r m a kes a S peed rol l called a n ACTIONS
points come from your initiative roll. M ost of the time, i t ' s only i m portant t o Anyth i n g that you r cha racter does i n a rou n d i s a n
Speed Pool. know which characters act before the N P C s and w h i c h action. It's easiest t o t h i n k of a n action as a s i n gle
act after the N PCs. On a n i n iti ative rol l , a character thing that you can do i n five to ten seco n d s . For
who rol l s h i gher than an N PC's ta rget n u m ber takes exa m ple, if you use you r d a rt th rower to s h oot a
her action before the N PC does. As with all ta rget stra n ge float i n g orb, that's one action. So is ru n n i n g
n u m bers, an N PC' s i n iti ative rol l ta rget n u m ber i s for cover be h i n d a stack o f barre l s , pryi n g open a stuck
t h ree t i m e s the N PC' s l eve l . M any t i m e s , t h e G M w i l l door, u s i n g a rope to p u l l you r friend u p fro m a pit, or
Cypher, page 278 h ave a l l N PCs take their actions a t the s a m e time, activat i n g a cyp her (eve n if it's stored i n you r pack) .
using the h ighest ta rget n u mber from among all the Ope n i n g a door and attacking an a b h u m a n on the
N PCs. Using this method , any characters who rol led other side a re two actions. It's more a matte r of focus
h i gher than the ta rget n u m ber act first, then a l l the than time. D raw i n g you r swo rd and attacki n g a foe
N PCs act, and fi n a l ly any characters who ro l led lower is a l l one action. Putt i n g away you r bow and p u s h i n g
than the ta rget n u m ber act. a heavy bookcase t o block a d o o r a re two actions
The o rd e r in which the cha racters act u s u a l ly i s n 't beca use each req u i res a different tra i n of thou ght.
i m portant. If the p l aye rs want to go i n a p recise I f the action yo u want to acco m p l i s h i s n ot with i n
o rd e r, they can act i n i n itiat ive o rd e r ( h i g h est to reach , you can move a l ittl e bit. Essential ly, you can
l owest) , by go i n g a ro u n d the table, by go i n g o l d est to m ove up to a n i m m ed i ate d i stance to perform yo u r
yo u n gest, a n d so on. act i o n . Fo r exa m p le , you can move a n i m me d i ate
LIME NE
RULES OF THE GAME

d i stance a n d attack a foe, open a door a n d move a n


i m m ed i ate d i stance i nto t h e h a l lway beyo n d , o r grab
yo u r h u rt friend lyi n g o n t h e gro u n d and p u l l h i m
back a few ste p s . Th i s m ovement can occ u r before
o r after yo u r act i o n , so yo u can move to a door a n d
open it, o r yo u can open a door a n d m ove t h rough i t .
The m o s t co m m o n act i o n s a re:
Attack
Activate a s peci a l a b i l ity (o n e t h at i s n 't a n attack)
M ove
Wa it
Defe n d
Do so meth i n g e l s e

ACTION: ATTACK
An attack i s a nyth i n g t h at you do to someone t h at
they d o n ' t want you to do. S l a s h i n g a foe with a
cu rved d agger i s an attack, b l asti n g a foe with a
l i ghtn i n g a rtifact is an attack, wra p p i n g a foe i n
m agnetica l ly co ntro l l e d metal ca b l e s i s a n attack, a n d
co ntro l l i n g someo n e ' s m i n d i s a n attack. An attack
a l most always req u i re s a ro l l to see if you h it or
oth e rwise affect yo u r ta rget.
I n the s i m p l est k i n d of attack, such a s a PC tryi n g
t o stab a band it w i t h h i s spear, the p l ayer ro l l s a n d
co m pa res h i s res u lt aga i n st the opponent's ta rget
n u m ber. If h i s ro l l is eq u a l to or greater t h a n the
ta rget n u m ber, the attack h its. J u st as with any k i n d
of t a s k , the G M m i ght m odi fy the d ifficu lty b a s e d o n
the s it u atio n , a n d the p l ayer m i ght h ave a bon u s t o
the ro l l o r m i ght t ry to l ower the d ifficu lty u s i n g s k i l l s ,
a s sets, o r Effort.
A l e s s straightfo rwa rd attack m i ght be a s peci a l
a b i l ity t h at stu n s a foe w i t h a m e n t a l b l a st. H owever,
it's h a n d led t h e same way: the p l aye r m a kes a ro l l
aga i n st t h e opponent's ta rget n u m ber. S i m i l arly, a n Edge. Fo r exa m ple, let's say that on the first ro u n d of
atte m pt t o tackle a fo e a n d wrestle i t t o t h e gro u n d i s com bat, yo u activate an esotery, use Effort to red uce
sti l l j u st a ro l l aga i n st t h e fo e ' s ta rget n u m ber. the d ifficu lty of the attack ro l l , and m i s s yo u r foe. O n
Attacks a re sometimes categorized as " m e lee" the second rou n d of com bat, y o u c a n try attacki n g
attacks, mea n i n g that you h u rt or affect somet h i n g aga i n and use Effort to red uce the d ifficu lty o f the
with i n i m mediate reach , or " ra n ged " attacks, mea n i n g attack rol l .
that you h u rt or affect somet h i n g a t a d i stance. T h e G M i s e n co u raged t o describe eve ry attack
M e lee attacks can be M i ght o r S peed act i o n s with fl avor and fl a i r. One attack ro l l m i ght be a stab
p l ayer choice. Physical ra n ged attacks (such as bows to the foe's arm. A m i s s m i ght be the PC' s swo rd
and th rown wea p o n s) a re a l most always S peed s l a m m i n g i nto the wa l l . Co m batants l u n ge, b l ock,
act i o n s , but those t h at co me from special a b i l ities d u ck, s p i n , leap, and m a ke all k i n d s of move m e nts
l i ke esote ries a re probably I nte l l ect act i o n s . E sote ries t h at s h o u l d keep com b at v i s u a l ly i nterest i n g and
or effects that req u i re touch i n g the target req u i re a co m pe l l i ng. The game maste r i n g section (Part 7:
melee attack. R u n n i n g t h e Game, page 3 1 9) h a s m u c h m o re
If the attack m i sses, the powe r is not wasted, and g u i d a n ce i n t h i s rega rd .
you can try aga i n each rou n d as you r action until you Co m m on e l e m ents t h at affect the d ifficu lty of a
h it the ta rget, use another a b i l ity, or take a d i fferent co m bat task a re cover, ra n ge, a n d d a rkness. The
action that req u i res yo u to use you r h a n d s . These rules fo r these a n d oth e r mod ifiers a re exp l a i ned in
attem pts i n l ater rou n d s co unt as different actions, so the Attack M od ifiers a n d S pecial S it u atio n s section
you d o n 't h ave to kee p track of how m uch Effort you (see page 95) .
u sed when you activated the a b i l ity o r h ow you u sed
Damage
When an attack strikes a c h a racter, it u s u a l ly m e a n s
the c h a racte r t a k e s d a mage.
An attack aga i n st a PC s u btracts poi nts fro m one
of the c h a racte r' s stat Poo l s-u s u a l ly t h e M i ght Poo l .
Whenever a n attack s i m ply s ays it d e a l s " d a m age"
without s pecifyi n g t h e type, it m e a n s M i ght d a m age,
which i s by fa r t h e most co m m o n type. I nte l l ect
d a m age, which is u s u a l ly t h e res u lt of a mental
attack, i s always l a beled a s I nte l l ect d a m age. S peed
d a m age is often a physical attack, but attacks t h at
deal S peed d a m age a re fa i rly rare.
N PCs d o n 't h ave stat Poo l s . I n stea d , they h ave
a c h a racte ristic ca l l ed health. When an N PC takes
d a m age of any k i n d , t h e a m o u n t i s s u btracted fro m
its health. U n l e s s d escribed oth e rwise, an N PC' s
health i s always eq u a l to its ta rget n u m ber. Some
N PCs m i ght h ave special react i o n s to o r defe n s e s
aga i n st attacks t h at wo u l d n o r m a l l y deal S peed
d a m age o r I nte l l ect d a m age, but u n l e s s the N PC' s
description s pecifica l ly exp l a i n s t h i s , a s s u m e t h at a l l
d a m age i s s u btracted fro m t h e N PC' s health.
O bjects a re l i ke N PCs: t h ey h ave health i n stead of
stat Poo l s .
D a m age i s always a s pecific a m o u nt d ete r m i ned
by the attack. Fo r exa m p l e, a s l a s h with a b road swo rd
d e a l s 4 poi nts of d a m age. A n a n o ' s O n s l a u ght fo rce
b l a st d e a l s 4 poi nts of d a mage. Ofte n , t h e re a re ways
for t h e attacker to i n crease the d a m age. For exa m p l e,
a PC can a p p l y Effort to deal 3 add iti o n a l poi nts of
d a m age, a n d ro l l i n g a natural 1 7 o n the attack ro l l
d e a l s 1 a d d i t i o n a l point o f d a mage.

Armor
P i eces of eq u i p m e n t a n d s peci a l a b i l it i e s p rotect a
c h a racte r fro m d a m age by givi n g h i m Armor. Each
time a c h a racte r t a ke s d a m age, s u btract his Armor
va l u e fro m t h e d a m age before red uci n g h i s stat
Pool o r h e a l t h . Fo r exa m p l e , if a jack with 2 Armor
i s h it by a sword t h at deals 4 p o i n t s of d a m age, the
jack takes only 2 poi nts of d a m age (4 m i n u s 2 fro m
h i s Armor) . I f Armor red u ces t h e i n com i n g d a m age
to 0 o r l owe r, the c h a racte r t a ke s n o d a m age fro m
t h e attack. Fo r exa m p l e , t h e jack's 2 Armor p rotects
h i m fro m a l l physical attacks t h at d e a l 1 or 2 p o i n t s
o f d a m age.
The most co m m o n way to get Armor i s to wear
physical armor, such as a leat h e r coat, heavy a n i m a l
h i d e s , o r metal p l ates. Al l physical armor comes i n
o n e o f th ree catego ries: l i ght, m ed i u m , o r heavy.
Light armor gives the wea re r 1 point of Armor,
m ed i u m gives 2 points of Armor, a n d heavy gives 3
poi nts of Armor.
When yo u see the word "Armor" capital ized i n
t h e game rules (other t h a n a s t h e n a m e o f a special
a b i l ity) , it refers to yo u r Armor cha racte ristic-th e
LIME NE
RULES OF THE GAME

n u m be r yo u s u btract fro m i ncom i n g d a m age. When to another stat Poo l . D a m age is a p p l ied to Poo l s i n
yo u see t h e l owe rca se word "armor, " it refers to any t h i s o rd e r:
physical armor yo u m i ght wea r. l . M i ght ( u n l e s s the Pool is 0)
Oth e r effects can add to a c h a racte r's Armor. I f a 2. S peed ( u n l e s s the Pool is 0)
c h a racter is wea ri n g ch a i n m a i l (2 poi nts of Armor) 3. I nte l l ect
a n d h a s an a b i l ity t h at cove rs h i m i n a p rotect ive
s h een of ice ( l point of Armor) , h i s total is 3 Armor. Eve n if the d a m age i s a p p l ied to another stat Poo l , When N PCs (who have
If he a l s o h a s a cyp h e r t h at create s a fo rce field (l it sti l l counts a s i t s origi n a l type fo r t h e p u rpose only health) suffer Speed or
Intellect damage, normally
point of Armor) , his total i s 4 Armor. of Armor and s pecial a b i l ities t h at affect d a m age.
this is treated the same as
Some types of d a m age i g n o re physical armor. Fo r exa m ple, if a g l a ive with 2 Armor is red uced to Might. However, the GM
Attacks t h at s pecifica l ly deal S peed d a m age o r 0 M i ght and t h e n is h it by a m o n ster' s claw fo r 3 or the player has the option
I nte l l ect d a m age i g n o re Arm o r; the creatu re t a k e s the poi nts of d a m age, it sti l l co u nts as M i ght d a mage, to suggest an appropriate
l i sted a m o u nt of d a m age without any red u ction fro m so his 2 Armor red uces the d a m age to l poi nt, which alternate effect (the N PC
suffers a penalty, moves
Armor. A m b i e nt d a m age (see bel ow) u s u a l ly ignores t h e n i s a p p l ied to his S peed Poo l . In ot h e r wo rd s ,
more slowly, is stunned,
Armor a s we l l . eve n though t h e g l a ive t a k e s the d a m age fr o m h i s and so on).
A creatu re may h ave a special bo n u s t o Armor S peed Poo l , i t doesn't ignore Armor l i ke S peed
aga i n st certa i n k i n d s of attacks. Fo r exa m p l e, a d a m age n o rm a l ly wo u l d .
p rotective s u it made of a stu rdy, fi re-re s i stant I n add ition t o taki n g d a m age fro m t h e i r M i ght
m ate rial m i ght normally give its wea re r l point of Poo l , S peed Poo l , o r I nte l l ect Poo l , PCs a l so h ave
Armor but co u n t a s 3 poi nts of Armor aga i n st fi re a damage track. The d a m age track h a s fo u r state s
attacks. An a rtifact worn as a h e l met m i ght add 2 (fro m best to worst) : h a l e , i m pa i red, d e b i l itated ,
poi nts of Armor o n ly aga i n st mental attacks. a n d dead. When o n e of a PC' s stat Poo l s reaches 0,
h e m oves one step d own the d a m age t rack. T h u s ,
Ambient Damage if h e i s h a l e , h e becomes i m pa i red . I f h e i s a l ready
Some k i n d s of d a m age a re n ' t d i rect attacks aga i n st i m pa i red , h e beco mes d e b i l itated . l f h e i s a l ready
a creatu re, but they i n d i rectly affect eve ryt h i n g i n t h e d e b i l itated , h e becomes dead.
a rea. M ost of these a re envi ro n mental effects s u c h Some effects can i m med i ately s h ift a PC o n e o r
a s wi nter co l d , h i g h te m pe ratures, o r backgro u n d more ste ps o n t h e d a m age track. These i nc l u d e ra re
rad i atio n . D a m age fro m t h e s e k i n d s o f sou rces p o i s o n s , cel l u l a r d i s ru ption attacks, a n d m a s s ive
i s ca l l ed a m b ient d a m age. Physical armor u s u a l ly tra u m a s (such as fa l l s fro m very great h e i g hts,
doesn't p rotect aga i n st a m bient d a m age, though a be i n g ru n ove r by a s peed i n g ve h i cle, a n d so o n , a s
wel l - i n s u l ated s u it of armor can p rotect aga i n st co l d d eterm i n ed by the G M ) .
weat h e r. Some attacks, l i ke ve n o m fro m a serpent' s b ite,
a n a n o ' s Sta s i s esote ry, o r the m i n d -co ntro l l i n g Stasis, page 3 7
Damage From Hazards i n fl uence o f a sa rra k, h ave effects oth e r t h a n d a m age Sarrak, page 255
Attacks a re n ' t t h e o n ly way to i n fl ict d a m age on a to a stat Pool o r s h ift i n g the PC o n the d a mage track.
cha racter. Experiences such as fa l l i n g fro m a great These attacks can cause u n co n scio u s n e s s , paralys i s ,
h e i ght, be i n g b u rned in a fire, and s pe n d i n g t i m e i n a n d so o n .
severe weather a l so deal d a m age. Although no l i st
of potential hazard s co u l d be co m p re h e n s ive, the The Damage Track
D a m age Fro m H azard s table (page 94) i n c l u d e s Hale is the normal state for a cha racter: a l l th ree stat
co m mo n exa m p l e s . Pools are at l or higher, and the PC has no penalties
from h armfu l cond itions. When a hale PC takes
The Effects of Taking Damage enough damage to red uce one of his stat Pools to 0, he
When an N PC reaches 0 health , it is either dead o r becomes i m pa i red. N ote that a character whose stat
(if the attacker w i s h e s i t ) i n ca pacitate d , mea n i n g pools are m uch lower than normal ca n sti l l be hale.
u nco n s c i o u s o r beate n i nto s u b m i s s i o n . Impaired i s a wou nded or i n j u red state. When a n
W h e n a n object reaches 0 h e a l t h , it i s b roken o r i m pa i red characte r a p p l ies Effort, it costs l extra p o i n t
oth e rwise destroyed. per leve l a p p l ied . Fo r exa m ple, a p p lyi n g one leve l of
As p reviously mentioned, d a mage fro m most Effort costs 4 poi nts i n stead of 3, and a p p lying two
s o u rces i s a p p l ied to a c h a racte r' s M i ght Poo l . leve l s of Effort costs 7 poi nts i n stead of 5 .
Oth e rwise, stat d a m age always red uces the Pool of An i m pa i red c h a racter ignore s m i n o r a n d major
the stat it affects. effect res u lts o n his ro l l s , a n d h e does n 't d e a l a s
I f d a m age red uces a c h a racte r' s stat Pool to 0, any m uch extra d a mage i n co m bat w i t h a s pecial ro l l . I n
fu rt h e r d a m age to t h at stat ( i n cl u d i n g exces s d a mage co m bat, a ro l l of 1 7 o r h i g h e r d e a l s o n ly l a d d i t i o n a l
fro m the attack t h at red uced the stat to 0) is a p p l ied point of d a m age.
DAMAGE FROM HAZARDS

Sou rce Damage N otes


Fa l l i n g 1 point per 1 0 feet (3 m) fa l l e n (a m b ient d a m age)
M i n o r fi re 3 poi nts per ro u n d (a m b ient d a m age) To rch
M ajor fi re 6 poi nts per ro u n d (a m b ient d a m age) E n g u l fed i n fl a m e s ; l ava
Acid s p l a s h 2 poi nts per ro u n d (a m b ient d a m age)
Acid bath 6 poi nts per ro u n d (a m b ient d a m age) I m m e rsed in acid
Co l d 1 point per ro u n d (ambient d a m age) Below freez i n g te m pe ratu res
Severe co l d 3 poi nts per ro u n d (a m b ient d a m age) L i q u i d n itrogen
S h ock 1 point per ro u n d (ambient d a mage Often i nvolves l o s i n g n ext action
E l ectrocution 6 poi nts per ro u n d (a m b ient d a m age) Often i nvolves losing n ext action
Cru s h 3 poi nts O bject o r creatu re falls o n c h a racte r
H u ge cru s h 6 poi nts Roof co l l a pse; cave - i n
Co l l i s i o n 6 poi nts Large, fast object strikes c h a racter

The damage track allows When a n i m pa i red PC takes e n o u g h d a mage you rest, it takes o n ly a few seconds. The next rest takes
you to know how farfrom to red uce one of h i s stat Poo l s to 0, he beco mes ten m i n utes, then one hour, and so on, in a cycle.
death you are:
d e b i l itated . I f you h ave n 't rested yet t h at d ay and you take a l ot
Debilitated i s a critica l ly i n j u red state. A of d a m age i n a fight, yo u co u l d rest a few seco n d s
If you 're hale, you 're
three steps from death. d e b i l itated c h a racte r m ay n ot take any act i o n s (rega i n i n g l d 6 poi nts + 1 p o i n t per tier) a n d t h e n
If you 're impaired, you 're oth e r t h a n t o m ove (probably crawl) n o more t h a n i m m ed i ately rest fo r t e n m i n utes (rega i n i n g another
two steps from death. a n i m m ed i ate d i stance . I f a d e b i l itated c h a racte r's 1 d 6 poi nts + 1 point per tier) . Thus, i n o n e fu l l d ay
If you 're debilitated, you S peed Pool i s 0, h e ca n 't m ove at a l l . of d o i n g noth i n g but rest i n g , yo u co u l d recover 4d6
are only one small step
W h e n a d e b i l itated P C takes e n o u g h d a mage to poi nts + 4 poi nts per tier.
from death 's door.
red uce a stat Pool to 0, h e is dead. Each c h a racte r chooses when to m a ke recove ry
Dead i s dead. ro l l s . I f a party of five exp l o rers rests for ten m i n utes
beca u s e two mem bers want to m a ke recove ry ro l l s ,
Recovering Points in a Pool t h e oth e r cha racte rs d o n ' t h ave t o m a ke ro l l s a t t h at
Afte r l o s i n g or spend i n g poi nts i n a Poo l , yo u t i m e . Late r i n t h e d ay, those th ree can decide to rest
recove r those points by rest i n g. Yo u can't i n crease a fo r ten m i n utes and m a ke recove ry ro l l s .
Pool past its m axi m u m by re st i n g-j u st back to its
normal l eve l . Any extra poi nts ga i n ed go away with Recovery Rol l Rest Time N eeded
n o effect. The a m o u nt of poi nts yo u recover fro m a F i rst recovery r o l I O n e action
rest, a n d h ow l o n g each rest takes, d e p e n d s on h ow Second recovery ro l l Te n m i n utes
many t i m e s yo u h ave rested so far t h at d ay. Th i rd recovery ro l l One h o u r
When yo u rest, m a ke a recovery roll. To d o t h i s , ro l l Fo u rth recove ry ro l l Te n h o u rs
1 d 6 a n d a d d you r tier. Yo u recover t h at many poi nts,
GMs should always a n d yo u can d ivide t h e m among yo u r stat Poo l s Restoring the Damage Track
remem ber that above h owever y o u w i s h . Fo r exa m p l e, if yo u r recovery ro l l U s i n g poi nts fro m a recove ry ro l l to ra i s e a stat Pool
all else, describing the i s 4 a n d yo u 've lost 4 poi nts o f M i ght a n d 2 poi nts fro m 0 to 1 o r h i gher a l so a utomatica l ly m oves the
action and how itfits into
of S peed , yo u can recover 4 poi nts of M i ght, o r 2 c h a racter u p o n e ste p o n the d a m age track.
the situation at hand is
more important than the poi nts of M i ght a n d 2 poi nts of S peed , or any oth e r I f a l l of a PC' s stat Poo l s a re above 0 and the
mechanics of it. co m b i n ation ad d i n g u p to 4 points. c h a racter has taken s peci a l d a m age t h at moved h i m
The fi rst t i m e yo u rest each d ay, it takes o n ly a few d own t h e d a m age track, h e can u s e a recove ry ro l l
seco n d s to catch yo u r b reat h . If yo u rest t h i s way i n t o move u p o n e ste p o n t h e d a m age track i n stead
t h e m i d d l e o f a n encou nter, it takes o n e action o n of recove r i n g points. Fo r exa m p le , a jack who is
yo u r t u r n . d e b i l itated fro m a h it with a ce l l -d i s ru pt i n g n u m e n e ra
The seco nd t i m e yo u rest e a c h d ay, yo u m u st rest d evice can rest a n d m ove u p to i m pa i red rather t h a n
ten m i n utes to m a ke a recovery ro l l . The t h i rd t i m e recove r poi nts i n a Poo l .
yo u rest e a c h d ay, yo u m u st rest o n e h o u r t o m a ke a
recove ry ro l l . The fo u rth t i m e you rest each d ay, you Special Damage
m u st rest ten h o u rs to m a ke a recovery ro l l ( u s u a l ly, I n the cou rse of p l ay i n g the game, c h a racte rs face a l l
t h i s occ u rs when yo u s l eep) . m a n n e r o f th reats a n d d a n gers t h at c a n h a rm them
After that m uch rest, it's assu med to be a new day i n a vari ety of ways , o n ly some of which a re e a s i l y
( N i nth World d ays are 28 hours long) , so the next time re p rese nted b y poi nts of d a mage.
LIME NE
RULES OF THE GAME

Dazed and Stu n ned : Cha racte rs can be d azed or dead . Alternatively, t h e G M co u l d a p p l y the
when struck h a rd o n the head, exposed to extre mely d e b i l itated co n d ition to the N PC, with t h e s a m e
loud sou n d s , o r affected by a mental attack. When effect a s it wo u l d h ave o n a PC.
this happens, fo r the d u ration of t h e d aze effect
(u s u a l ly one ro u n d ) , t h e d ifficu lty of a l l tasks ATIACK MODIFIERS AND
atte m pted by the c h a racter i n creases by o n e ste p . SPECIAL SITUATIONS
S i m i l a r but m o re severe attacks can stu n c h a racte rs. I n co m bat s it u atio n s , m a ny mod ifiers m i ght co m e
Stu n n ed cha racters lose their turn (but can sti l l i nto p l ay. Although the G M i s at l i be rty to assess
defe n d aga i n st attacks normally) . wh ateve r mod ifiers h e t h i n ks a re a p p ropriate to t h e
Poison and Disease: When c h a racte rs e n co u nter s ituation (that's h i s ro l e i n the game) , t h e fo l l owi n g Diabolis powder is a
poison-wh et h e r the ve nom of a serpent, a p i n c h s u ggest i o n s a n d g u i d e l i ne s m i ght m a ke t h at easier. concoction ofcertain
crushed leaves and the
o f d i abol i s powd e r s l i p ped i nto a fl a g o n o f a l e , o r Often t h e mod ifier is a p p l ied as a ste p i n d ifficu lty.
dried blood ofa small
b l ackroot o i l a p p l ied to the t i p of a d a rt-they m a ke So if a situation h i n d e rs attacks, t h at m e a n s if a PC rodent called a crovel-it is
a M i ght defe n s e ro l l to res i st it. Fa i l u re to res i st attacks an N PC, t h e d i fficu lty for t h e attack ro l l i s a level 4 poison that inflicts
can res u lt i n poi nts of d a mage, mov i n g down t h e i ncreased b y o n e ste p , a n d if a n N PC attacks a PC, 4 points ofdamage every
d a m age track, o r a s pecific effect s u c h as para lys i s , the d ifficu lty of the defe n s e ro l l i s decreased by one hour until the victim makes
a successful Might defense
u nco n s ci o u s n e s s , d i sa b i l ity, o r someth i n g stra n ge r. ste p . T h i s i s beca u s e p l ayers m a ke all ro l l s , whether
roll, checking each hour.
Fo r exa m p l e , some n u menera p o i s o n s affect t h e they a re attack i n g o r d efe n d i n g-N PCs n eve r m a ke
b ra i n , m a k i n g it i m po s s i b l e to s ay certa i n word s , attack or defe n s e ro l l s .
take ce rta i n act i o n s , res i st certa i n effects , o r recover When i n d o u bt, if i t seems l i ke i t s h o u l d b e h a rder
poi nts to a stat Poo l . to attack i n a s ituatio n , the d ifficu lty of the attack rol l s
D i seases work l i ke poi s o n s , but t h e i r effect occu rs i n crease b y o n e step. I f i t see m s l i ke attacks s h o u l d
eve ry d ay, so the vict i m m u st m a ke a M i ght defe n s e ga i n a n adva ntage or be e a s i e r i n some way, the
ro l l e a c h d ay o r s u ffe r the effects . D i sease effects d ifficu lty of the d efense rol l s i n crease by one step.
a re as varied as p o i s o n s : poi nts of d a m age, mov i n g
d o w n the d a m age track, d i sa b i l ity, a n d so o n . M a ny Cover
d i seases i n fl ict d a mage t h at ca n n ot be restored If a character is beh ind cover so that a sign ificant
t h rough conventional m e a n s . portion of his body i s beh ind someth i n g stu rdy, attacks
Paralysis: Para lytic effects ca u s e a c h a racte r are mod ified by one step in the defender's favor.
to d ro p to the gro u n d , u n a b l e to m ove. U n less If a c h a racte r is e n t i rely beh i n d cover (h i s e n t i re
oth e rwise s pecifie d , the c h a racter can sti l l take body i s be h i n d someth i n g stu rdy) , he can't be
act i o n s t h at req u i re no physical m ove m e nt. attacked u n l e s s the attack can go t h ro u g h the
Other Effects: Other s peci a l effects can render cover. Fo r exa m ple, if a c h a racter h id e s beh i n d a
a characte r blind or deaf, u n a b l e to sta nd without t h i n wood e n screen a n d h i s opponent s h oots the
fa l l i n g over, or u n a b l e to breathe. Stra nger effects screen with a powered cro s s bow t h at can penet rate
m i ght negate gravity for the cha racter (or i n crease it a the wood , the c h a racte r can be attacked . H owever,
h u n d redfold) , tra n s port h i m to another p l ace, re nder beca u s e the attacker can't see the c h a racter clea rly,
him out of p h ase, m utate his physical form, i m p l a nt t h i s sti l l co u nts as cover (attacks a re mod ified by o n e
fa l se memories or senses, alter the way h i s b ra i n s t e p i n t h e defender's favo r) .
p rocesses i nformation, or inflame h i s nerves so h e
i s i n constant, excruciat i n g p a i n . E a c h s peci a l effect Position Blackroot oil is used by
assassins in Qi on dart
m u st be h a n d led on a case- by-case basis. The G M Somet i m e s where a c h a racte r sta n d s gives h i m a n
throwers. It is a level 5
adj u d i cates how the characte r i s affected and how the advantage o r a d i s advantage. poison that paralyzes the
cond ition can be a l l evi ated (if pos s i ble) . Prone target: In melee, a prone ta rget i s e a s i e r to victim for one minute.
h it (mod ified by one step in the attacke r's favo r) .
NPCs and Special Damage I n ra n ged com bat, a prone ta rget is h a rd e r to h it
The G M always h a s fi n a l s ay ove r what s pecial (mod ified by o n e ste p i n t h e defender's favor) .
d a m age wi l l affect a n N PC. H u m a n N PCs u s u a l ly H igher G round: I n either ra n ged or m e l ee co m bat,
react l i ke c h a racte rs, but the N i nth Wo rld h a s too a n opponent o n h i gher gro u n d gets the adva ntage
many types of n o n h u m a n creatu res to catego rize. (mod ified by one ste p in h i s favor) .
Fo r exa m p l e , a tiny bit of ve n o m i s u n l i kely to h u rt a
gigantic cragwo rm, a n d it wo n ' t affect an automaton Surprise
o r a n u ltrate rrestri a l at a l l . When a ta rget i s n 't awa re of an i n com i n g attack,
I f a n N P C i s s u scept i b l e t o a n attack t h at wo u l d the attacke r has a n advantage. A ran ged s n i pe r i n
s h ift a c h a racte r d own the d a m age t rack, u s i n g t h at a h id d e n positio n , a n i nv i s i b l e a s s a i l a nt, o r t h e fi rst
attack on t h e N PC u s u a l ly re n d e rs it u n con s c i o u s s a lvo in a s u ccessfu l a m b u s h a re a l l mod ified by two
ste p s i n the attacke r' s favo r. Fo r t h e attacker to ga i n s t e p i n t h e defender's favo r, a n d attacks aga i n st
t h i s advantage, h oweve r, t h e d efe n d e r truly m u st those i n s h o rt ra n ge a re mod ified by two ste p s i n
h ave no idea t h at the attack is co m i ng. t h e d efender's favo r. Attackers tra i ned i n l ow- l ight
I f t h e defe n d e r i s n 't s u re of the attacke r' s l ocation s pott i n g mod ify these d ifficu lties by o n e step i n t h e i r
but i s st i l l o n g u a rd , the attacke r's mod ifier i s o n l y favo r. Attackers special ized i n l ow- l ight s pott i n g
o n e ste p i n h i s favor. mod ify t h e s e d i fficulties b y two ste ps i n t h e i r favo r.
Darkness: Darkness i s an a rea with no i l l u m i nation
Precise ranges are not Range at all, such a s a moo n l e s s n i ght with cloud cover o r
important in Numenera.
I n m e l ee, yo u can attack a foe who i s adj acent to yo u a r o o m w i t h n o l i ghts. Ta rgets i n co m p l ete d a rkness
The broadly defined
"immediate, " "short, " (n ext to you) or with i n reach ( i m m e d i ate ran ge) . I f a re nearly i m po s s i b l e to h it. I f a n attacker can u s e
and "long" ranges are yo u enter i nto m e l ee with o n e o r more foes, u s u a l ly oth e r senses (such as heari n g) to get a n idea o f
there so that the GM can yo u can attack most or a l l of t h e co m bata nts, where the o p ponent m i ght be, attacks aga i n st s u c h
quickly make a judgment mean i n g t h ey a re n ext to yo u , with i n reach, o r with i n ta rgets a re mod ified b y fo u r ste p s i n t h e d efender's
call and keep things reach if yo u m ove s l ightly o r h ave a l o n g weapon t h at favo r. Ot h e rwi se, attacks i n co m p l ete d a rkness fail
moving. Basically, the
exte n d s yo u r reach. without t h e need fo r a ro l l u n l e s s the p l aye r spends
idea is: your target is right
there, your target is close, The majo rity of ra n ged attacks h ave o n ly two 1 X P to " m a ke a l ucky s h ot" o r t h e GM u ses G M
or your target is pretty far ra nges: s h o rt ra n ge a n d l o n g ra n ge. S h o rt ra n ge i s i n t ru s i o n . Attackers tra i ned i n l ow- l i ght s pott i n g
away. ge nerally l e s s t h a n 50 feet (1 5 m) o r s o . Long ra n ge mod ify t h i s d ifficu lty b y o n e ste p i n t h e i r favor.
i s ge n e ra l ly fro m 50 feet (1 5 m) to about 1 00 feet Attackers s peci a l ized i n l ow- l ight s pott i n g modify t h i s
(30 m) . G reater p reci s i o n t h a n t h at i s n 't i m portant d ifficu lty b y two ste p s i n t h e i r favor.
in N u menera. I f a nyth i n g i s longer than long ra n ge,
the exact ra nge i s u s u a l ly s p e l led out, s u c h a s with a Visibility
n u m e n e ra item t h at can fi re a beam 5 00 feet (1 5 2 m) S i m i l a r to i l l u m i n atio n , facto rs t h at obscu re v i s i o n
o r te leport you u p to 1 mile (1 . 6 km) away. affect com bat.
Th u s , t h e game h a s th ree mea s u rements of M ist: A ta rget in m i st i s s i m i l a r to one in d i m l i ght.
d i stance: i m m ed i ate, s h o rt, a n d long. These a p p l y Ranged attacks aga i n st such ta rgets a re mod ified
to movement as we l l ( s e e p a g e 1 00) . A few s peci a l by one step in the d efender's favo r. Particu l a rly
cases-point- b l a n k ra n ge a n d extre m e ra n ge d e n s e m i st m a kes ra n ged attacks nearly i m po s s i b l e
mod ify an attack' s c h a nce to s u ccessfu l ly h it. (treat a s d a rkness) , a n d eve n m e l ee attacks beco m e
In certain situations, Poi nt-Blank Range: I f a c h a racte r u ses a ra n ged d ifficult (mod ify by o n e s t e p i n the d efender's favo r) .
such as a PC on top of a weapon aga i n st a ta rget with i n i m med i ate ra n ge, the H iding Target: A ta rget i n d e n s e fo l i age, be h i n d
building looking across
attacker gets a o n e-step mod ifier i n his favo r. a scree n , o r crawl i n g a m i d t h e ru b b l e i n a ru i n i s
an open.field, the GM
should allow long-range Extreme Range: Ta rgets j u st at the l i m it of a h a rd t o h it beca u s e h e ' s h a rd t o see. Ran ged attacks
attacks to go farther than wea p o n ' s ra n ge a re at ext re m e range. Attacks aga i n st such ta rgets a re mod ified by one step in t h e
7 00feet (30 m). Often aga i n st such ta rgets a re mod ified by one step in t h e defender's favo r.
much farther. In peifect defender's favo r. I nvisible Target: I f an attacker can u s e oth e r
conditions, a good archer sen ses (such a s heari n g) to get a n idea of where
can hit a (large) target
with an arrow at 500feet Illumination the opponent m i ght be, attacks aga i n st such ta rgets
(7 52 m). What cha racte rs can see (a n d h ow we l l they can see) a re mod ified by fo u r ste p s in the defender's favo r.
p l ays a h u ge facto r in co m bat. Oth e rwise, attacks aga i n st an i nv i s i b l e creatu re fa i l
Dim Light: D i m l i ght is a p p roxi mately the a m o u nt without t h e need fo r a ro l l u n l e s s t h e p l aye r s p e n d s
of l i ght on a n i ght with a bright fu l l moon or t h e 1 X P t o " m a ke a l ucky s h ot" o r t h e G M u ses G M
i l l u m i nation p rovided b y a torc h , glowglobe, o r i nt ru s i o n .
d e s k l a m p . D i m l i ght a l l ows yo u to s e e out to s h o rt
ra n ge. Ta rgets i n d i m l i ght a re h a rd e r to h it. Attacks Water
aga i n st such ta rgets a re mod ified by one step i n Bei n g i n s h a l l ow wate r can m a ke it h a rd to move,
t h e d efender's favor. Attackers tra i ned i n l ow- l ight but it doesn't affect co m bat. B e i n g in deep wate r can
s pott i n g negate this mod ifier. m a ke t h i ngs d ifficult, and b e i n g u n d e rwate r e n t i rely
Very Dim Light: Very d i m l i ght is a p p roxi mately can seem as d i fferent a s b e i n g o n another worl d .
the a m o u nt of l i ght o n a sta rry n i ght with n o v i s i b l e Deep Water: Bei n g i n wate r u p t o yo u r chest (or
m oo n , o r the glow p rovided b y a ca n d l e o r a n the equ ivalent the reof) h i n d e rs yo u r a b i l ity to attack.
i l l u m i n ated control p a n e l . Very d i m l i ght a l lows Attacks made in s uch co n d it i o n s a re mod ified by o n e
yo u to see clea rly only with i n i m med i ate ra n ge a n d s t e p i n t h e defender's favo r. Aq u atic creatu res i g n o re
perceive vague s h a pes t o s h o rt ra n ge. Ta rgets i n t h i s mod ifier.
very d i m l i ght a re h a rd e r t o h it. Attacks aga i n st U nderwater M elee Com bat: Fo r n o n a q u atic
ta rgets wit h i n i m med i ate ra n ge a re mod ified by o n e creat u re s , be i n g co m p l etely u n d e rwate r m a ke s
LIME NE
RULE.S OF THE. GAME.

attacki n g very d ifficult. M e lee attacks with s l a s h i n g ru n n i n g, swi m m i n g , a n d so o n ) t a ke s no p e n a l t i e s .


o r bas h i n g wea p o n s a re mod ified b y two ste p s i n t h e An attacker m o u nted o n a movi n g creatu re o r
defender's favo r. Attacks with sta b b i n g wea pons a re ve h i c l e h a s s o m e d ifficu lty; i t s attacks a re mod ified
mod ified by o n e step i n the d efender's favor. Aq u atic by one step in the d efe n d e r ' s favo r. An attacker
creat u re s ignore the penalties fo r u n d e rwate r m e l ee t ra i ned in rid i n g i g n ores t h i s p e n a l ty.
co m bat. Attacker I s j ostled : B e i n g j o s t l e d , s u c h a s
Underwater Ranged Combat: As with melee com bat, w h i l e sta n d i n g o n a l i st i n g s h i p o r a v i b rat i n g
nonaquatic creatures h ave d ifficu lty fighting underwater. p l atfo r m , m a ke s attacki n g d i ffi c u l t . S u ch attacks
Some ranged attacks are i m possible underwater- a re mod ified by one step in the d efe n d e r ' s
you ca n't th row t h i n gs, fire a bow or crossbow, or favor. Co n ce iva b l y, t ra i n i n g co u l d o ffset t h i s
use a blowgun. Attacks with wea pons that do work d i sadvantage. F o r exa m p l e , c h a racters t ra i n e d i n
underwater are mod ified by one step in the defender's s a i l i n g wo u l d i g n o re p e n a l t i e s fo r b e i n g o n a s h i p .
favor. Ran ges underwater are red uced by one category;
long-range weapons work only to short range, and Gravity
short-range weapons work o n ly to i m med iate ran ge. I n t h e N i nt h Wo r l d , t h e n u m e n e ra can ca u s e gravity
to fl u ct u ate. I n a d d i t i o n , c h a racters w h o h ave
Moving Targets a l a rge a m o u n t of m eta l (weari n g metal a r m o r,
M ovi n g ta rgets a re h a rd e r to h it, a n d m ovi n g u s i n g metal wea p o n s , a n d so o n ) can be affected
attackers h ave a d ifficu lt t i m e a s we l l . by fl u ct u at i n g m a g n et i s m j u st as a c h a racte r i s
Target Is M oving: Attackers tryi n g t o h it a fo e who affected b y gravity.
i s mov i n g very fast a re p e n a l ized . (A foe mov i n g Low G ravity: Wea p o n s t h at re ly o n we ight, such
very fa s t i s o n e who i s d o i n g noth i n g but ru n n i ng, a s all heavy wea p o n s , deal 2 fewe r poi nts of d a m age
m o u nted o n a mov i n g creat u re, rid i n g o n a ve h i cle (d ea l i n g a m i n i m u m of 1 point of d a m age) . Wea p o n s
o r m ovi n g conveya nce, a n d so o n . ) Attacks a re w i t h s h o rt ra nge can reach to l o n g ra n ge, a n d l o n g
mod ified by o n e step i n the defender's favor. ra n ge wea pons can reach to about 200 feet (6 1 m)
Attacker Is M oving: An attacker t ryi n g to m a ke a n i n stead of 1 00 feet (30 m) . Cha racters t ra i ned in l ow
attack w h i l e m ov i n g u n d e r i t s own powe r (wa l ki n g, gravity m a n e uveri n g i g n o re the d a m age penalty.
Esoteries, page 35 a s ki l l , a b i l ity, a s set, o r ot h e r effect t h at wo u l d
A CLOSER LOOK AT SITUATIONS
Focus, page 52 d ecrease t h e attack' s d ifficu lty if it we re m a d e
Cypher, page 278 THAT DON'T INVOLVE PCs aga i n st a n N PC, t h e c h a racter ad d s 3 to t h e ro l l
Artifact, page 298 U lt i m ately, t h e G M is t h e a rbiter of co n fl i cts fo r each step red u ct i o n (+3 fo r o n e ste p , + 6 fo r
t h at d o n ot i nvolve t h e PCs. T h ey s h o u l d be two ste p s , a n d s o o n ) . I f t h e attacke r' s fi n a l re s u lt
adj u d i cated in the most i nterest i n g , logica l , i s h i g h e r, t h e attack h it s . I f t h e defe n d e r ' s re s u lt
a n d sto ry- based way po s s i b l e . W h e n i n d o u bt, i s h i g h e r, t h e attack m i s s e s . D a m age i s re solved
m atch t h e l evel of t h e N PCs (ch a racters n o r m a l ly. T h e G M med i ates a l l s p e c i a l effect s .
o r creat u res) o r t h e i r res pective effects to
d eterm i n e the re s u lt s . T h u s , i f a l evel 4 N PC Special Situation: Area Attacks
fights a b l ood barm ( l evel 3 ) , h e ' l l win, but if Someti m e s , an attack or effect affects an a rea rat h e r
h e faces a j i ra s ka r ( l evel 7) , h e ' l l l o s e . Beca u s e t h a n a s i n g l e ta rget. Fo r exa m p l e , a n a n o ' s F l a s h
Flash, page 3 7
a n ith syn i s a l evel 4 creat u re , it re s i sts p o i s o n s esotery o r a l a n d s l i d e can potentially h a rm o r affect
o r n u m e n e ra d evices of l evel 3 o r l e s s , but not eve ryon e i n t h e area.
those of l evel 5 and a b ove. In a n a rea attack, all PCs in the a rea m a ke
The essence i s t h i s : i n N u m e n e ra, it doesn't a p p ropriate defe n se ro l l s aga i n st the attack to
m atte r if somet h i n g i s a m o n ster, a poison, o r d eterm i n e its effect on t h e m .
a gravity-d i s pe l l i n g ray. I f it's a h i gher l eve l , it I f t h e re a re any N P C s i n t h e a rea, the attacke r
w i n s ; if it's a l owe r leve l , it loses. I f two t h i ngs of m a kes a s i n g l e attack ro l l aga i n st a l l N PCs (o n e ro l l ,
eq u a l l evel oppose each oth e r, t h e re m i ght be a n ot o n e ro l l p e r N PC) a n d co m pa res i t t o t h e ta rget
long, d rawn-out batt l e t h at co u l d go either way. n u m be r of each N PC. If the ro l l is eq u a l to or greater
t h a n the ta rget n u m be r of a p a rticu l a r N PC, the
attack h its t h at N PC.
H igh G ravity: I t ' s h a rd to m a ke effective Some a rea attacks always deal at least a m i n i m u m
attacks when t h e p u l l of g ravity i s very stro n g . a m o u nt o f d a m age, eve n i f t h e attacks m i s s o r if a PC
T h e d i fficu lty of attacks (a n d a l l p h y s i c a l act i o n s) m a kes a s u ccessfu l d efe n s e ro l l .
m a d e i n h i g h gravity i s i n creased by o n e ste p . For exa m ple, consider a nano who uses Flash to
Ra n ge s i n h i g h g ravity a re red u ced by o n e attack six cultists (level 2; target n u m ber of 6) and their
category ( l o n g- r a n ge we a p o n s re ach o n ly to s h o rt leader (level 4; ta rget n u m ber of 1 2) . The nano appl ies
ra n g e , a n d s h o rt-range we a p o n s reach o n ly to Effort to i ncrease the damage and rol l s an 1 1 for the
i m m ed i ate ran ge) . C h a racters t ra i n e d in h i g h Flash attack rol l . This h its the six cu ltists, but not the
g ravity m a n e uveri n g i g n o re t h e c h a n ge i n d i fficu l ty leader, so the Flash deals 4 poi nts of damage to each
b u t not t h e range d e c re a s e s . of the cultists. H owever, the descri ption of the Flash
Zero G ravity: I t ' s h a rd t o m a n euver i n a n esotery says that applyi n g Effort to i ncrease the damage
enviro n ment without gravity. The d i fficu lty o f attacks also means that targets take 1 point of damage if the
(a n d a l l physical act i o n s) made in zero gravity i s nano fails the attack rol l , so the leader takes 1 point
i ncreased b y o n e ste p . Wea p o n s with s h o rt ra n ge of dam age. In terms of what happens i n the story, the
can reach to l o n g range, a n d l o n g-range wea p o n s cultists are caught fl at-footed by the nano's b u rst of
can reach to about 2 0 0 feet (61 m) i n stead of 1 00 energy, but the leader d ucks and s h ields herself from
feet (30 m) . Cha racte rs tra i ned i n zero-gravity the bl ast. H owever, the blast is so i ntense that despite
m a n e uveri n g ignore the c h a n ge i n d ifficu lty. the cult leader' s best attem pt, she is sti l l b u rned.

Special Situation: Combat Between NPCs Special Situation: Attacking Objects


When an N PC attacks a n other N PC, the G M Attacki n g an object is rarely a m atte r of h itti n g it.
s h o u l d d e s i g n ate a p l aye r to ro l l fo r o n e of the S u re, yo u can h it the b road side of a barn, but can
N PCs. Ofte n , t h e choice i s obvio u s . Fo r exa m ple, a yo u d a mage it? Attack i n g i n a n i m ate o bj ects with a
c h a racter who h a s a t ra i ned attack a n i m a l s h o u l d m e l ee weapon i s a M i ght act i o n . O bjects h ave l eve l s
ro l l w h e n h e r pet attacks e n e m i e s . I f a n N PC a l ly a n d t h u s ta rget n u m bers. An object ' s ta rget n u m be r
acco m panyi n g the party leaps i nto the fray, t h at a l ly' s a l so serves a s i t s health to d eterm i n e whet h e r it i s
favo rite PC ro l l s for h i m . N PCs can not a p p l y Effo rt. d e stroyed . You track t h e object ' s health j u st as yo u
wo u l d with an N PC.
Special Situation: Combat Between PCs H a rd o bj ects , l i ke those made of stone, h ave 1
W h e n o n e PC attacks a n ot h e r PC, t h e attacki n g Armor. Very h a rd o bjects, l i ke those made of meta l ,
c h a racte r m a ke s a n attack ro l l , a n d t h e ot h e r h ave 2 Arm o r. Ext remely h a rd o bjects, l i ke those
c h a racte r m a ke s a defe n s e ro l l , ad d i n g a n y made of d i a m o n d o r a n advanced metal a l l oy, h ave 3
a p p ro p r i ate mod ifiers. I f t h e attacki n g PC h a s Armor. Armor s u btracts from eve ry attack' s d a m age.
LIME NE
RULE.S OF THE. GAME.

ACTION: ACTIVATE A SPECIAL ABILITY


S peci a l a b i l it i e s a re t h i n gs l i ke e s oteries , a b i l it i e s
granted t h ro u g h a c h a racte r' s focu s , o r powers
granted by cyp h e rs o r a rt i facts . If a s p e c i a l a b i l ity
affects a n o t h e r c h a racter in any k i n d of u nwanted
m a n n e r, it' s h a n d led a s a n attack. T h i s i s true eve n
if t h e a b i l ity i s n o r m a l l y not co n s i d e red an attack.
Fo r exa m p l e , if a c h a racte r has a h e a l i n g to u c h ,
b u t h e r fri e n d does n 't wa nt to be h e a l e d fo r s o m e
rea s o n , a n atte m pt to h e a l h e r u nwi l l i n g fri e n d i s
h a n d led a s a n attack.
H owever, p l e nty of s peci a l a b i l ities a n d esote ries
d o n ot affect a n other c h a racte r in a n u nwanted
m a n n e r. Fo r exa m p l e , a n a n o m i ght use H ove r
to float i nto the a i r. A c h a racte r with a m atte r
reorga n i z i n g d evice m i ght c h a n ge a sto n e wa l l i nto
g l a s s . A c h a racte r who exi sts Part i a l ly Out of Phase
m i ght wa l k t h ro u g h a wa l l . N o n e of these req u i res
a n attack ro l l (a lthough when t u rn i n g a sto n e wa l l
t o g l a s s , t h e c h a racte r m u st st i l l m a ke a ro l l to
s u ccessfu l ly affect the wa l l ) .
I f t h e c h a racte r s p e n d s poi nts t o a p p l y Effort o n
h e r atte m pt, s h e m i ght want t o ro l l a nyway t o see i f
s h e gets a major effect, which wo u l d red uce t h e cost
fo r her act i o n .

ACTION: MOVE
As a p a rt of another act i o n , a c h a racte r can adj u st
h i s position-ste p p i n g back a few feet wh i l e
perform i n g a n esote ry, s l i d i n g ove r i n co m b at t o take
on a d i fferent opponent to h e l p h i s friend, p u s h i n g
t h rough a d o o r h e j u st opened , a n d so o n . Th i s i s
ca l l ed a n i m med i ate d i stance, a n d a c h a racte r can
m ove t h i s fa r a s a p a rt of a n ot h e r act i o n .
I n a co m bat situat i o n , if a c h a racte r i s i n a l a rge
m e l ee, h e ' s u s u a l ly co n s i d e red to be n ext to most
oth e r co m bata nts, u n l e s s the G M rules t h at h e ' s
fa rt h e r away beca u s e the m e l ee i s e s pec i a l ly l a rge o r
the s ituation d ictates i t .
l f h e ' s n ot i n melee but sti l l nea rby, h e i s
co n s id e red t o be a s h o rt d i stance away-u s u a l ly less
t h a n 50 feet (1 5 m) .
If h e ' s fa rt h e r away t h a n t h at but sti l l i nvolved i n
t h e co m b at, h e i s co n s id e red t o be a l o n g d i stance
away, u s u a l ly 50 to 1 00 feet (1 5 to 30 m) .
Beyo n d t h at d i stance , o n ly s pecial c i rc u m stances,
act i o n s , o r a b i l ities wi l l a l l ow a c h a racte r to be
i nvolved in a n e n cou nter.
I n a ro u n d , as an act i o n , a c h a racte r can m a ke a
s h o rt move. I n t h i s case, he i s d o i n g noth i n g but
m ovi n g u p to about 50 feet (1 5 m) . Some terra i n
o r s it u atio n s wi l l c h a n ge the d i stance a c h a racte r
can move, but general ly, m a k i n g a s h o rt m ove i s
co n s id e red t o be a d ifficu lty 0 act i o n . N o ro l l i s
needed; h e j u st gets where h e ' s go i n g a s h i s act i o n .
A c h a racte r can try to m a ke a l o n g move-up to
Movement Modifiers
D i fferent envi ro n ments affect m ovement in d i fferent
ways .
Rough Terrai n : A s u rface that's co n s i d e red ro u g h
"There is every reason terra i n i s cove red i n l o o s e sto nes o r oth e r m ateri a l ,
to believe that current u neve n o r w i t h u n s u re foot i n g , u n steady, o r a s u rface
humans are not at all the
product ofpurely natural t h at req u i res m ovement acro s s a n a rrow s pace, such
evolution. " a s a cra m ped corri d o r o r a s l e n d e r ledge. Sta i rs a re
-Visixtru, varjellan a l so co n s id e red ro ugh terra i n . Ro u g h terra i n does
philosopher n ot s l ow normal m ovement o n a ro u n d - by-ro u n d
b a s i s , but it i n creases the d ifficu lty o f a move ro l l by
o n e ste p. Rough terra i n cuts l o n g-term movement
rates i n half.
Difficult Terrain: Difficult terra i n i s an a rea fi l led with
c h a l l e n g i n g o bstacles-water up to wa i st hei ght, a
very steep s l o pe, an es peci a l ly n a rrow ledge, s l i p pery
ice, a foot or more of s now, a s pace so s m a l l that one
m u st crawl t h rough it, and so o n . D ifficult terra i n i s
j u st l i ke rough terra i n , b u t i t also h a lves move ment o n
a ro u n d - by- ro u n d basis. T h i s means that a short move
is about 25 feet (7.6 m) , and a long move is about
50 feet (1 5 m) . D ifficult terra i n red uces long-term
movement to a t h i rd of its normal rate.
Water: Deep water, in which a character i s mostly
or entirely s u bmerged , i s j u st l i ke rough terra i n except
that it also quarters movement. This means that a
short move is about 1 2 feet (3 . 7 m) , and a long move i s
about 25 feet ( 7 . 6 m) . Characters trai ned i n swi m m i n g
o n ly h alve t h e i r movement while i n d e e p water.
Low G ravity: M ove ment i n l ow gravity i s e a s i e r but
n ot m u c h faster. The d ifficu lty fo r all m ove ro l l s is
decreased by one ste p .
H igh G ravity: I n a n envi ron ment o f h i gh gravity,
100 feet (30 m) or so-i n o n e ro u n d . T h i s is a S peed treat a l l mov i n g characte rs as if they we re i n d ifficult
task with a d ifficu lty of 4. As with any act i o n , h e can terra i n . Characte rs tra i n ed i n h igh-gravity maneuveri n g
use s k i l l s , a s sets, o r Effort to d ecrease the d i fficulty. negate t h i s pena lty. H i gh gravity red uces lon g-te rm
Te rra i n , o b stacles, o r oth e r c i rcu m stances can movement to a t h i rd of its normal rate.
i ncrease t h e d ifficu lty. Zero G ravity: I n an envi ro n ment without gravity,
A s uccessfu l ro l l mea n s the c h a racte r m oved the cha racters ca n n ot m ove normal ly. I n stea d , t h ey m u st
d i stance safely. Fa i l u re mea n s t h at at some point p u s h off fro m a s u rface a n d s u cceed at a M i ght
d u ri n g t h e move, h e sto p s o r stu m b l e s (t h e G M ro l l to move (th e d ifficu lty i s equal to one-q u a rter
d eterm i n e s where t h i s h a p pe n s) . the d i stance trave led i n feet) . Without a s u rface to
p u s h off fro m , a c h a racte r can not m ove. U n l e s s t h e
Long-term Movement c h a racte r' s m ovement t a k e s h i m to a sta b l e object
When ta l k i n g about move ment in term s of trave l i n g t h at he can grab or l a n d aga i n st, he co nti n ues to
rat h e r t h a n rou n d - by- ro u n d act i o n , typ ical c h a racte rs d rift i n t h at d i rection each ro u n d , t rave l i n g h a l f the
can trave l o n a road about 20 m i les (32 km) per d ay, d i stance of t h e i n it i a l p u s h .
ave ragi n g about 3 m i le s (4 .8 km) per h o u r, i n c l u d i n g
a few sto p s . W h e n trave l i n g ove r l a n d , t h ey c a n move Special Situation : A Chase
about 1 2 m i l e s (19 km) per d ay, avera g i n g 2 m i l es When a PC is chas i n g an N PC or vice versa, the
(3 . 2 km) per h o u r, aga i n with some sto p s . M o u nted p l ayer should atte m pt a S peed act i o n , with t h e
Aneen, page 23 7 c h a racters-s uch a s o n those rid i n g a n aneen o r a d ifficu lty b a s e d o n t h e N PC' s l eve l . I f h e s u ccee d s a t
Snow loper, page 259 s now loper can go twice as fa r. Ot h e r modes of travel the ro l l , h e catches t h e N P C , o r h e gets away if h e i s
(fly i n g craft, s a i l i n g s h i p s , and so on) h ave t h e i r own t h e o n e b e i n g chased. I n terms o f t h e sto ry, t h i s one
rates of m ovement. ro l l mech a n i c can be t h e res u lt of a l o n g chase ove r
many ro u n d s .

1 00
LI M E NE
RULES OF THE GAME

COOPERATIVE ACTIONS

T h e re a re m a n y ways m u lt i p l e c h a racters can Distractio n : W h e n a c h a racte r u se s h i s tu rn to


work toget h e r. None of t h e s e o pt i o n s , h oweve r, d i st ract a foe, the d ifficu lty of t h at fo e ' s attacks
can be u sed at t h e s a m e t i m e by t h e s a m e i s mod ified by one step to its d etri m e n t fo r o n e
c h a racte rs. ro u n d . M u lt i p l e c h a racters d i stract i n g a foe h a s
n o g reate r effect t h a n a s i n g l e c h a racte r d o i n g
Helpi ng: I f a c h a racte r atte m pts a ta s k a n d so-a foe i s e i t h e r d i st racted o r n ot.
gets h e l p fro m a n o t h e r c h a racter w h o i s t ra i ned
o r s peci a l ized in t h at task, t h e act i n g c h a racter Draw the Attack: W h e n a n N PC attacks a
gets t h e b e n efit of t h e h e l p i n g c h a racter. The c h a racter, a n o t h e r PC can p ro m i nently present
h e l p i n g c h a racter u s e s his act i o n to p rov i d e h e rs e l f, s h o ut taunts, a n d m ove to t ry to get the
t h i s h e l p . I f t h e h e l pe r d oe s n ot h ave t ra i n i n g foe to attack h e r i n stead .
o r s peci a l izat i o n i n t h at task, o r i f t h e act i n g I n most cases, t h i s action s u cceed s without
c h a racte r a l ready i s a s t ra i ned o r s p e c i a l ized a s a rol l-the o p ponent attacks t h e p ro m i nent
t h e h e l pe r, t h e act i n g c h a racter i n stead gets a PC i n stead of h e r com p a n i o n s . In oth e r cases,
+ 1 bo n u s to t h e ro l l . Fo r exa m p l e , if Vete r i a n t h e such a s with i nte l l i gent o r d eterm i n ed foes, t h e
g l a ive i s t ryi n g to cl i m b a steep i n c l i n e b u t h a s p ro m i nent c h a racte r m u st s u cceed at a n I nte l l ect
n o s ki l l a t cl i m b i n g , a n d j et h u a t h e j a c k (wh o action to d raw t h e attack. I f t h at I nte l l ect action
i s t ra i ned i n cl i m b i n g) s p e n d s h e r t u rn h e l p i n g i s s u cce s sfu l , the d ifficu lty of the p ro m i nent
h i m , Vete r i a n c a n d ecrease t h e d ifficu lty o f t h e c h a racte r' s d efe n s e tasks i s mod ified by o n e step
t a s k b y o n e ste p . l f Vete r i a n were a l s o t ra i ned i n to her d etri ment.
cl i m b i n g, o r i f n e i t h e r c h a racter were, h e wo u l d Two c h a racte rs atte m pti n g to d raw a n attack at
g a i n a + 1 bon u s t o t h e ro l l i n stead . A c h a racter the s a m e t i m e cancel each oth e r out.
with an i n a b i l ity in a task ca n n ot h e l p a n o t h e r Inability, 47
c h a racte r with t h at t a s k-t h e c h a racter with t h e Take the Attack: A c h a racte r can u s e her
i n a b i l ity p rov i d e s n o b e n efit i n t h at s it u at i o n . act i o n to t h row h e rself in fro nt of a n attack to
s ave a n e a rby co m ra d e . The attack automatica l ly
Com plementary Actions: I f a c h a racte r s u cceed s a ga i n st h e r, a n d it d e a l s 1 a d d i t i o n a l
atte m pts an act i o n , a n d a seco n d c h a racter p o i n t of d a m age. A c h a racter ca n n ot wi l l i n g l y t a ke
s k i l led in t h at type of act i o n atte m pts a m o re t h a n o n e attack each ro u n d i n t h i s way.
co m p l e m e ntary act i o n , both act i o n s ga i n a
+2 bo n u s to t h e ro l l . Fo r exa m p l e , if Vete r i a n The Old One-Two-Th ree: I f t h ree or m o re
t h e g l a ive tries to convi n ce a n o b l e to s p o n s o r c h a racters attack t h e s a m e foe, each c h a racte r
h i s m i s s i o n , a n d j et h u a t h e jack i s t ra i ned i n ga i n s a + 1 bon u s to h i s attack.
pers u a s i o n , s h e can u s e a co m p l e m e n t a ry-b u t
d i fferent-act i o n i n t h e s it u a t i o n to ga i n t h e + 2 H igh and Low: If one c h a ract e r m a ke s a
bo n u s . S h e m i ght t ry to s u p p l e m e n t Vete ri a n ' s m e l e e attack a ga i n st a foe a n d a n o t h e r c h a ract e r
wo rd s with a fl atte ri n g l i e about t h e n o b l e (a m a ke s a ran ged attack a ga i n st t h at s a m e fo e ,
deception act i o n ) , a d i s p l ay of knowled ge about t h ey c a n coo rd i n ate t h e i r act i o n s . As a re s u lt ,
t h e reg i o n w h e re t h e m i s s i o n wi l l take p l ace (a i f both attacks d a m a ge t h e fo e , t h e d i fficu lty o f
l o re act i o n ) , o r a d i rect t h reat to t h e noble (an t h e fo e ' s n ext t a s k i s m o d ified by o n e step to its
i n t i m i d at i o n act i o n ) . d etri m e n t .
Co m p l e m e nt a ry act i o n s work i n co m b at a s
we l l . l f Vete r i a n attacks a n Oorgo l i a n s o l d i e r with Coveri ng Fire: A c h a racter u s i n g a ra n ged Oorgolian soldier, page 250
a t h rust attack fighti n g m ove a n d J et h u a a l s o attack o r a b i l ity ( i n cl u d i n g esote ries) can a i m
h a s t h e a b i l ity to m a ke t h rust attacks, t h a n ks to n e a r a foe b u t n a rrowly m i s s o n p u rpose, m a k i n g
h e r trick of t h e trade s h e can attack t h e s a m e a n attack t h at i nfl i cts n o d a m age but h a ra s s e s Tricks of the trade, page 42
a u t o m aton w i t h a d iffe rent k i n d of attack, l i ke a a n d fri ghte n s t h e foe. I f t h e attack i s s u ccessfu l ,
b a s h , a n d both act i o n s ga i n t h e +2 bo n u s . i t d e a l s n o d a m age, b u t t h e d ifficu lty o f t h e Bash, page 29
T h e p l ayers i nvolved s h o u l d work out fo e ' s n ext attack i s mod ified b y o n e s t e p to i t s
co m p l e m e ntary act i o n s toget h e r a n d describe d etri ment.
t h e m to t h e G M .

101
Players are encouraged Alte r n ative ly, if t h e G M wants to p l ay o u t a l o n g act i o n s . Fo r exa m p l e, a p o i s o n o u s re pt i l e tries to bite
to come up with their c h a s e , t h e c h a racte r c a n m a ke m a n y ro l l s (perh a p s a PC. She tries to dodge t h e bite with a S peed act i o n .
own ideas for what their o n e p e r level of t h e N P C ) to fi n i s h t h e p u rs u it I f s h e fa i l s , s h e takes d a mage fro m t h e b i t e , a n d
characters do rather s u ccessfu l ly. Fo r eve ry fa i l u re , t h e PC m u st m a ke s h e m u st a l so atte m pt a M i ght action to res i st the
than looking at a list of
a n ot h e r s u cces s , a n d if h e eve r h a s m o re fa i l u re s poison's effects.
possible actions. That's
why there is a "Do t h a n s u cce s s e s , h e d o e s n ' t catch t h e N PC, o r h e I f a c h a racte r does not know a n attack i s co m i ng,
Something Else" action. d o e s n ' t g e t away i f h e i s t h e o n e b e i n g c h a sed . u s u a l ly s h e can sti l l m a ke a defe n s e ro l l , but she
PCs are not pieces on a For exa m p l e , if t h e PC i s b e i n g c h a s ed t h ro u g h a ca n ' t add mod ifiers ( i n cl u d i n g t h e mod ifier fro m
game board-they are c rowd ed m a rket p l ace by a l evel 3 e n e my, h e m u st a s h ield) , a n d s h e can't u s e any s ki l l or Effort
people in a story. And like s u cceed at t h ree c h a s e ro l l s . I f h e s u ccee d s at o n e to decrease t h e ro l l ' s d ifficu lty. I f ci rcu m stances
real people, they can try
b u t fa i l s t h e seco n d , h e m u st s u cceed a t t h e t h i rd wa rra nt-s uch a s if the attacker i s right n ext to the
anything they can think
of (Succeeding is another o n e , o r he w i l l h ave m o re fa i l u re s t h a n s u cce s s e s , cha racter-the GM m i ght rule t h at the s u rprise
matter entirely.) The task a n d t h e fo e w i l l catch h i m . As with com bat, t h e attack s i m ply h its h e r.
difficulty system provides G M i s e n co u raged to d e s c r i b e t h e re s u lt s of t h e s e A characte r can a lways choose to forgo a defe n se
GMs with the tools ro l l s w i t h fl avor. A s u cce s s m i g h t m e a n t h e P C h a s action, i n which case the attack automatica l ly h its her.
they need to adjudicate Some a b i l ities (such as t h e n a n o ' s
ro u n d ed a co r n e r a n d ga i n ed s o m e d i st a n c e . A
anything the players
come up with. fa i l u re m i g h t m e a n t h at a b a s ket of fru it to p p l e s Co u ntermea s u res esotery) a l l ow yo u to d o
over i n fro nt of h i m , s l owi n g h i m d o w n . someth i n g s peci a l a s a defe n s e act i o n .
Countermeasures, page 3 7
ACTION: WAIT ACTION: DO SOMETHING ELSE
Yo u can wait to react to another c h a racte r' s act i o n . Yo u can t ry a nyth i n g you can th i n k of, although t h at
Yo u d e c i d e what action wi l l trigger yo u r act i o n , a n d doesn't mean a nyth i n g i s pos s i b l e. The G M sets the
if t h e tri ggeri n g action h a p p e n s , y o u get t o take d ifficu lty-that's h e r p r i m a ry ro l e i n the game. Sti l l ,
yo u r action fi rst ( u n l e s s go i n g fi rst wo u l d n 't m a ke gu ided b y t h e bo u n d s o f logic, p l aye rs a n d G M s wi l l
any sense, l i ke attacki n g a foe before he co mes i nto fi n d a l l m a n n e r o f act i o n s a n d opti o n s t h at a re n ' t
view) . Fo r exa m p le , if a n a b h u m a n th reate n s yo u covered b y a rule. That's a good t h i ng.
with a s pear, on yo u r t u rn you can decide to wait, P l aye rs s h o u l d n ot fee l co n st ra i n e d by t h e game
stat i n g, " I f h e sta b s at me with t h at spear, I ' m go i n g mech a n i c s when t a k i n g act i o n s . S ki l l s a re n ot
t o s l a s h h i m with my swo rd . " O n t h e a b h u m a n ' s req u i red to atte m pt a n act i o n . S o m e o n e w h o ' s
Waiting i s also a useful t u r n , h e sta b s , so yo u m a ke yo u r sword attack before n e v e r p i c ked a l o c k c a n sti l l t ry. T h e G M m i g h t
tool for cooperative
t h at h a p p e n s . a s s i g n a n e gative step m o d ifier to t h e d i ffi c u l ty, b u t
actions (page 7 01 ) .
Wa iti n g i s also a good way t o d e a l with a ra n ged t h e c h a racte r c a n sti l l atte m pt t h e act i o n .
attacker who rises from beh i n d cover, fires a n attack, T h u s , p l ayers a n d G M s c a n return t o t h e begi n n i n g
and d ucks back down. You cou l d say, "I wait to see o f t h i s chapter and look a t t h e most basic exp ression
h i m pop up from beh i n d cover and then I s h oot h i m . " of the ru les. A p l aye r wants to take a n action. The G M
decides, o n a scale of 1 to 10, h ow d ifficult that task
In Numenera, players ACTION: DEFEND wo u l d be a n d what stat it uses. The p l aye r d eterm i n e s
are not rewarded for Defend i n g i s a s pecial action that o n ly PCs can do, and whether he has a nyth i n g that m i ght m o d i fy the
slayingfoes in com bat, o n ly i n res ponse to being attacked . In other word s, d ifficu lty and con s iders whether he wants to a p p ly
so using a smart idea to
an N PC uses its action to attack, which forces a PC to Effort. Once the final d eterm i n ation is made, he rol l s
avoid combat and still
succeed is just good play. make a defense rol l . This i s hand led l i ke any other kind t o see if h i s cha racter succeed s . I t ' s as easy as that.
Likewise, coming up of action, with circumstances, s ki l l , assets, and Effort all As fu rth e r g u i d a nce, the fo l l owi n g a re some of the
with an idea to defeat a potential ly com i n g i nto play. Defe n d i n g i s a s pecial kind more co m m o n act i o n s a p l ayer m i ght take.
foe without hammering of action i n that it does not happen on the PC's turn.
on it with weapons is It's never an action that a player decides to make; it's Climbing
encouraged-creativity is
always a reaction to an attack. A PC can make a defense W h e n a c h a racter c l i m b s , t h e G M sets a d ifficu lty
not cheating!
action when attacked (on the attacki ng N PC's turn) and based o n the s u rface be i n g cl i m be d . If the c h a racter
sti l l ta ke another action on his own turn. s u cceed s at t h e rol l , she u s e s t h e move m e nt r u l e s
The type of defe n s e ro l l d e p e n d s o n t h e type of a s t h o u g h s h e we re m ov i n g n o r m a l ly, a l t h o u g h
Difficult terrain, page 7 00 attack. I f a foe attacks a c h a racte r with a n axe, s h e cl i m b i n g i s l i ke movi n g t h ro u g h d ifficult terra i n : i t
c a n u s e S peed t o d u ck o r b l o c k it w i t h what s h e ' s ra i se s t h e d ifficu lty of a m ove ro l l by o n e s t e p a n d
h o l d i ng. I f s h e ' s struck b y a poisoned d a rt, s h e c a n h a lves move m e n t . U n u s u a l c i rc u m stances, s u c h
u s e a M i ght action t o re s i st i t s effects . I f a p s i -worm a s cl i m b i n g w h i l e u n d e r fi re ( o r w h i l e on fi re!) pose
atte m pts to control her m i n d , she can use I nte l l ect a d d i t i o n a l step p e n a l t i e s . B e i n g s k i l led in cl i m b i n g
to fe n d off t h e i ntru s i o n . red uces t h e d ifficu lty o f t h i s task.
Somet i m e s a n attack p rovo kes two defe n s e

1 02
LI M E NE
RULES OF THE GAME

Difficu lty Surface


2 S u rface with l ots of h a n d h o l d s
3 Sto n e wa l l o r s i m i l a r s u rface (a few
hand holds)
4 Cru m b l i n g o r s l i pP-e ry s u rface
5 S m ooth sto n e wa l l o r s i m i l a r s u rface
6 M etal wa l l o r s i m i l a r s u rface
8 S moot h , h o rizontal s u rface (cl i m be r i s
u p s id e-down)
10 G l a s s wa l l o r s i m i l a r s u rface

Guarding
I n a co m bat situat i o n , a c h a racte r can sta nd g u a rd
as h e r act i o n . S h e does not m a ke attacks, but s h e
decreases the d ifficu lty o f a l l h e r d efe n s e tasks by
one ste p. Fu rt h e r, if an N PC tries to get by h e r or
take an action t h at s h e is g u a rd i n g aga i n st, s h e
c a n atte m pt a S peed action (based o n the l evel
of the N PC) with the d ifficu lty d ecreased by one
ste p . S u cce s s m e a n s t h at the N PC i s p reve nted
fro m taki n g the act i o n ; the N PC' s action t h at t u rn
i s wasted . T h i s is u s efu l for b l ocki n g a doo rway,
g u a rd i n g a fr i e n d , a n d so fo rt h .
If an N PC is standing guard , u s e t h e same proced u re,
but to get past the guard , the PC attem pts a S peed
action with the d ifficu lty increased by one step. For
exam ple, Latora is an N PC human with a level 3
bodyguard . The bodyguard u ses h i s action to guard
Latora. If a PC wants to attack Latora, she first m u st
succeed at a d ifficu lty 4 S peed task to get past the guard .
If she succeed s, she c a n make her attack normal ly.

Healing
Yo u can ad m i n i ster a i d t h ro u g h b a n d a g i n g a n d oth e r
s u ccor, atte m pti n g to heal e a c h patient o n ce per d ay.
Th i s heal i n g restores poi nts to a stat Pool of yo u r
choice. Decide h ow many poi nts yo u want t o h e a l ,
a n d then m a ke a n I nte l l ect action w i t h a d i fficu lty some) , yo u a l s o co u n t yo u r ru n n i n g as an a s set. Fo r There's nothing wrong with
eq u a l to t h at n u m ber. Fo r exa m p l e, if you want to exa m ple, j u m p i n g a d i stance of 20 feet (6 m) with the GM simply assigning
heal someone fo r 3 points, that's a d ifficu lty 3 task a s h o rt ru n n i n g start has a d ifficu lty of 5 (20 feet a difficulty level to a jump
without worrying about the
with a ta rget n u m be r of 9. B e i n g s k i l led i n heal i n g d ivided by 2 is 1 0, m i n u s 4 is 6, m i n u s 1 for ru n n i n g
precise distance. The rules
red uces t h e d ifficu lty o f t h i s task. a n i m m ed i ate d i stance) . here are just so everyone
Bei n g s k i l led i n j u m p i n g red uces the d ifficu lty of has some guidelines.
jumping t h i s task.
Decide h ow far yo u want to j u m p , a n d t h at sets t h e Fo r a vertical j u m p , the d i stance yo u clear ( i n feet)
d i fficu lty of yo u r M i ght ro l l . Fo r a sta n d i n g j u m p , is eq u a l to the d ifficu lty of t h e j u m p i n g task. If yo u
s u btract 4 from t h e d i stance ( i n feet, o r . 3 m) to ru n an i m me d i ate d i stance, it co u nts as an as set,
d eterm i n e the d ifficu lty of the j u m p . Fo r exa m p l e, red u c i n g the d ifficu lty of the j u m p by one ste p .
j u m p i n g 1 0 feet (3 m) h a s a d i fficu lty of 6 . Alternatively, yo u can i g n o re the m ath a n d u s e t h e
I f y o u ru n a n i m me d i ate d i stance before j u m p i ng, j u m p D i stance table o n t h e fo l l owi n g page.
it counts as a n a s set, red uci n g the d ifficu lty of t h e
j u m p b y one ste p . Understanding, Identifying, or
I f y o u ru n a s h o rt d i stance before j u m p i n g, d ivide Remembering
the j u m p d i stance ( i n feet) by 2 a n d t h e n s u btract When cha racte rs try to i d e ntify o r figure out h ow to
4 to d eterm i n e t h e d ifficu lty of the j u m p. Beca u s e use a d evice, the level of the d evice d eterm i n e s the
yo u ' re ru n n i n g a n i m m ed i ate d i stance (a n d t h e n d i fficu lty of t h e I nte l l ect ro l l . Fo r a bit of knowledge,

1 03
JUMP DISTANCE

Type of j u m p
Difficu lty Standing I m mediate Run 1 Short Run 1 Vertical 1

0 4 ft. (1 . 2 m) 5 ft. (1 . 5 m) 1 0 ft. (3 m) 0 ft.


5 ft. (1 . 5 m) 6 ft. (1 . 8 m) 1 2 ft. (3 . 7 m) 1 ft. (.3 m)
2 6 ft. (1 . 8 m) 7 ft. (2 . 1 m) 1 4 ft. (4. 3 m) 2 ft. (.6 m)
3 7 ft. (2 . 1 m) 8 ft. (2 .4 m) 1 6 ft. (4. 9 m) 3 ft. (.9 m)
4 8 ft. (2 .4 m) 9 ft. (2 . 7 m) 1 8 ft. (5 . 5 m) 4 ft. (1 . 2 m)
5 9 ft. (2 . 7 m) 1 0 ft. (3 m) 20 ft. (6. 1 m) 5 ft. (1 . 5 m)
6 1 0 ft. (3 m) 1 1 ft. (3.4 m) 22 ft. (6. 7 m) 6 ft. (1 . 8 m)
7 1 1 ft. (3.4 m) 1 2 ft. (3 . 7 m) 24 ft. ( 7 . 3 m) 7 ft. (2 . 1 m)
8 1 2 ft. (3 . 7 m) 1 3 ft. (4 m) 2 6 ft. 7 . 9 m) 8 ft. (2 .4 m)
9 1 3 ft. (4 m) 14 ft. (4. 3 m) 28 ft. (8. 5 m) 9 ft. (2 . 7 m)
10 1 4 ft. (4. 3 m) l 5 ft. (4. 6 m) 3 0 ft. (9. l m) 10 ft. (3 m)

1 I f y o u a re s k i l l e d i n j u m p i n g , move o n e row down to d eterm i n e you r d i sta n ce. I f y o u a re special ized i n j u m p i n g , move two rows d own to d eterm i n e yo u r d i stance.

the G M d eterm i n e s the d ifficu lty. B e i n g s k i l led i n Moving a Heavy Object


t h e a p p ropriate a rea (th e n u menera, N i nth Wo rld Yo u can p u s h or p u l l so meth i n g ve ry heavy a n d m ove
h i story, geo logy, local knowledge, a n d so on) red uces it an i m me d i ate d i stance as yo u r act i o n .
the d ifficu lty of t h i s task. T h e we i g h t of t h e obj ect d eterm i n e s t h e
d i fficu l ty of t h e M i g h t ro l l to m ove it; eve ry fifty
Difficu lty Knowledge po u n d s i n c re a s e s t h e d i fficu lty by o n e ste p . S o
0 Co m m on knowled ge m ov i n g s o m et h i n g t h at we i g h s 1 S O po u n d s i s
l S i m p l e knowledge d i fficu l ty 3 , a n d movi n g s o m et h i n g t h at we i g h s
3 Someth i n g a scholar p robably knows 400 po u n d s i s d i fficu l ty 8 . I f y o u ca n red u ce t h e
5 Someth i n g eve n a s c h o l a r m i ght n ot d i fficu l ty of t h e t a s k to 0, y o u ca n m ove a h eavy
know obj ect up to a s h o rt d i st a n ce as yo u r act i o n . B e i n g
7 Knowledge very few peo p l e possess s k i l l e d i n carryi n g o r p u s h i n g red uces t h e d i fficu lty
10 Co m p l etely lost knowledge of t h i s t a s k.

Looking or Listening Operating or Disabling a Device,


G e n eral ly, t h e G M wi l l d escri be any s i ght or s o u n d or Picking a Lock
t h a t ' s n ot p u rposefu l ly d i fficult t o d etect. But i f As with figu ri n g out a device, the l evel of t h e d evice
yo u w a n t t o look fo r a h id d e n e n e my, search fo r a u s u a l ly d ete r m i n e s the d ifficu lty of the I ntel lect
secret p a n e l , or l i sten for someone s n e a k i n g u p o n ro l l . H oweve r, u n less a d evice i s ve ry co m p l ex, t h e
yo u , m a ke a n I nte l l ect ro l l . I f it's a creatu re, i t s l eve l G M wi l l o ft e n ru l e t h at o n ce yo u fi g u re it out, n o
d eterm i n e s the d i fficu lty of yo u r ro l l . If it's somet h i n g ro l l i s needed to ope rate it except u n d e r s peci a l
e l s e , t h e G M d ete r m i n e s the d ifficu lty o f yo u r ro l l . c i rc u m stances. So if the P C s fi n d a n d fi g u re out
Bei n g s k i l led i n perception red uces t h e d ifficu lty of h ow to u s e a h ove r i n g p l atfo rm, they can operate it.
t h i s task. H owever, if they a re attacked , they m i ght need to ro l l
t o e n s u re t h at t h ey d o n ' t cra s h t h e p l atform i nto a
Interacting With Creatures wa l l wh i l e tryi n g to avo i d be i n g h it.
The level of the creatu re d eterm i n es t h e ta rget U n l i ke operat i n g a d evice, d i s a b l i n g a d evice and
n u m ber, j u st as with co m bat. T h u s , b ri b i n g a g u a rd picki n g a lock u s u a l ly req u i re ro l l s . These act i o n s
works m u c h l i ke p u n ch i n g h i m or affecti n g h i m with often i nvolve s peci a l too l s a n d a s s u m e t h at the
a n esote ry. Th i s i s true of pers u ad i n g someone, c h a racter i s n ot t ryi n g to destroy the d evice o r lock.
i nt i m i d ati n g someone, cal m i n g a w i l d beast, o r (If yo u are atte m pt i n g to d e stroy it, yo u probably
a nyth i n g of t h e k i n d . I nteraction i s a n I nte l l ect task. s h o u l d m a ke a M i ght ro l l to s m a s h it rather than a
Bei n g s k i l led i n pers u a s i o n , i nti m i d at i o n , bribery, S peed or I nte l l ect ro l l req u i ri n g patience a n d kn ow
decept i o n , a n i m a l h a n d l i ng, o r somet h i n g of t h at h ow.)
nature can d ecrease the d ifficu lty of t h e task, if Bei n g s k i l led i n operat i n g d evices or picki n g locks
a p p ropriate. red uces t h e d ifficu lty of t h i s task.

1 04
LI M E NE
RULES OF THE GAME

Riding Sneaking Common Numenera


I f yo u ' re rid i n g an a n i m a l t h a t ' s t ra i ned to be a The d ifficu lty of s n ea k i n g by a creatu re i s mounts include aneen
(page 23 7), snow lopers
m o u nt, a n d yo u ' re d o i n g s o m et h i n g ro ut i n e s u c h a s d ete r m i ned b y i t s leve l . S n e a k i n g i s a S peed rol l .
(page 259), and the
rid i n g fro m o n e vi l l age to a n ot h e r o r fro m o n e p a rt M ov i n g a t h a l f s peed red uces t h e d ifficu lty b y o n e reptilian brehm (page 7 63).
of a fi e l d to a n ot h e r, yo u d o n 't need to m a ke a ro l l ste p . A p p ro p r i ate c a m o u fl age o r ot h e r g e a r m ay Less common mounts
(j u s t a s yo u wo u l d n ' t need t o m a ke a ro l l t o wa l k co u n t as a n a s set a n d d ecrease t h e d ifficulty, as wi l l include the large, ante/ape
t h e re) . H oweve r, stayi n g m o u nted d u ri n g a fight d i m l i ghti n g co n d i t i o n s a n d h av i n g p l e nty o f t h i n g s like espron (page 7 84) .
o r d o i n g s o m eth i n g tricky req u i re s a S peed ro l l to to h i d e beh i n d . B e i n g s k i l led i n s n ea k i n g red uces
Flying mounts include
s u cceed . A s ad d l e o r ot h e r a p p ro p r i ate gear i s a n t h e d i fficu lty of t h i s task.
rasters (page 253) and
a s set a n d red uces t h e d ifficu lty b y o n e ste p . B e i n g xi-drakes (page 265) . A
s k i l led i n rid i n g red uces t h e d ifficu lty o f t h i s tas k. Swimming windrider (page 3 7 3) is a
If yo u ' re s i m p l y swi m m i n g fro m one p l ace to technological mount.
Difficu lty Maneuver a n o t h e r, s u c h a s acro s s a ca l m river o r l a ke, u s e
0 Rid i n g t h e sta n d a rd move m e n t r u l e s , n ot i n g t h e fa ct
Stayi n g o n t h e m o u n t i n a battle o r t h at yo u r c h a racter i s i n d e e p wate r. B e i n g s k i l led
oth e r d ifficult situation i n swi m m i n g d ecreases t h e d ifficulty. H oweve r,
3 Stayi n g o n a m o u n t when yo u take s o m et i m e s , s p e c i a l c i rcu m st a n ce s req u i re a M i ght
d a m age ro l l to m a ke p rogre s s while swi m m i n g , s u c h a s
4 M o u nt i n g a m ovi n g steed w h e n t ryi n g to avo i d a cu rre nt, be i n g d ragged i nto a
5 Coax i n g a m o u n t to m ove o r j u m p wh i rl poo l , a n d so o n .
twice a s fa s t o r fa r a s n o r m a l fo r one
ro u n d

1 05
MATERIALS
Generally s peaki ng, a d evice to be crafted req u i res
m ate r i a l s eq u a l to its l evel a n d all the l eve l s below it.
So a l evel 5 d evice req u i res l evel 5 mate r i a l , l evel 4
m ate r i a l , l evel 3 m ateri a l , l evel 2 mate r i a l , a n d l evel l
m ate rial (a n d , tech n i cal ly, l eve l 0 m ateri a l ) .
The G M and p l aye rs can gloss over m uch of the
craft i n g d eta i l s , if d e s i red . G atheri n g a l l the m aterials
to make a m u nd a n e item m i ght not be wo rth p l ayi n g
out-but t h e n aga i n , it m i ght b e . For exa m p l e , m a k i n g
a woode n s pear i n a forest i s n 't very i nterest i n g,
but what if the characters h ave to m a ke a spear i n a
tree less desert? F i n d i n g the wreckage of someth i n g
m a d e o f wood or forci n g a PC t o fa s h i o n a s pear out
of the bones of a l a rge beast cou l d be i nterest i n g
s ituatio n s .

TIME
The t i m e req u i red to create an ite m is up to the G M ,
but the g u i d e l i n e s i n the craft i n g table a re a good
start i n g poi nt. G e n eral ly, re p a i r i n g an item takes
somewh e re between half the creation time a n d the
fu l l creation time, depend i n g o n the ite m , the a s pect
t h at need s re p a i r i n g, and the c i rc u m stances. Fo r
exa m ple, if creat i n g an item takes o n e h o u r, re p a i ri n g
it takes between t h i rty m i n utes a n d o n e h o u r.
Sometimes a G M will allow a ru s h job ifthe
circum stances warrant it. This i s d ifferent than u s i n g
skill t o red uce the time req u i red. I n this case, the qual ity
of the item is affected. Let's say that a character need s
SPECIAL: CRAITING , BUILDING, to create a tool that wi l l cut t h rough solid steel with a
"Three children used to heat beam (a level 7 item) , but she has to do it in one
play around the outside AND REPAIRING d ay. The GM m ight allow it, but the device m ight be
of my lab, but then I
Crafting is a tricky topic in the N i nth World because extremely vol ati le, infl icting damage on the user, or it
conducted the first trial
of the inverse multiversal the same rules that govern building a spear also cover m ight work o n ly once. The device i s sti l l considered a
regulator. I must admit, I repairing a teleporter. N ormal ly, the level of the item level 7 item to create in a l l other res pects.
miss those kids from time determ i nes the d ifficu lty of creating or repairing it as
to time. " wel l as the time req u i red. For n u menera items (cyphers, SKILLS
-Sir Arthour artifacts, and odd ities) , add 5 to the item's level to T h e s ki l l level of the crafter red uces the d ifficu lty
determ ine the d ifficu lty of creating or repairing it. a s n o r m a l in a l l ways exce pt materi a l s and t i m e .
Someti m e s , if the item is a rt i stic in nature, t h e I f a c h a racte r t ra i ned i n l e at h e rworki n g w a n t s t o
G M wi l l add to the d ifficu lty a n d t i m e req u i red. Fo r m a ke a leat h e r v e s t a n d t h e G M d e c i d e s i t ' s a l evel
exa m ple, a crude wood e n stool m i ght be h a m mered 3 ite m , it' s only a sta n d a rd (d i fficu lty 2) task, b u t it
toget h e r in a n h o u r. A beautifu l fi n i s hed p iece m i ght sti l l t a ke s a fu l l d ay and l evel 3, level 2 , a n d level l
take a week o r longer a n d wo u l d req u i re more s ki l l materi a l s .
o n t h e part o f t h e crafter. With t h e G M ' s a p p roval (a n d if i t m a kes sense
The G M i s free to ove rru l e some atte m pts at to d o so) , t h e c h a racte r can red u ce the t i m e o r
creat i o n , b u i l d i ng, or re p a i r, req u i ri n g t h at the m ate r i a l s n e e d e d i n stead of t h e d ifficu lty. A tra i ned
c h a racter h ave a cert a i n l evel of s ki l l , p roper too l s fl etcher m a k i n g arrows (level 2 ite m s) co u l d atte m pt
a n d materi a l s , a n d so fo rt h . a d ifficu lty 2 task rat h e r t h a n a d ifficu lty l task to
A level 0 object req u i res no s ki l l t o make a n d i s easi ly create an a rrow i n fifteen m i n utes i n stead of an h o u r,
found in most locations. S l i n g stones and firewood are or s h e co u l d create it i n an h o u r u s i n g s u bsta n d a rd
level 0 item s-prod ucing them is routine. M aki n g a (level l) m ateria l s . H owever, somet i m e s the G M
torch from spare wood and oil-soaked cloth is s i m p le, wi l l ru l e t h at red u c i n g the t i m e i s n ot pos s i b l e. Fo r
so it' s a level l object. M aki n g an a rrow or a spear i s exa m ple, a s i ngle h u m a n co u l d n ot m a ke a c h a i n m a i l
fai rly standard b u t not s i m p le, so i t ' s a level 2 object. vest i n o n e h o u r.

1 06
LI M E NE
RULES OF THE GAME

CRAITING ITEMS

Difficu lty Craft General Time to Build


0 Someth i n g extre mely s i m p l e , l i ke tyi n g a ro pe A few m i n utes at most
o r fi n d i n g a n a pP-ro p riately s ized rock
To rch 5 m i n utes
2 S pear, s i m p l e s h e lter, o r p iece of fu r n i t u re 1 hour
3 Bow, door 1 d ay
4 Sword , ch a i n m a i l vest 1 to 2 d ays
5 Co m m o n n u m e n e ra item (glowglobe, s h aper key) 1 wee k
6 S i m p l e n u m e n e ra item 1 month
7 N u m e n e ra item 1 year
8 N u m e n e ra item M a ny yea rs
9 N u m e n e ra item M a ny yea rs
10 N u m e n e ra item M a n}'. yea rs

Pos s i b l e areas fo r c h a racter tra i n i n g i n c l u d e :


Bowye r i n g/ F l etc h i n g
Leatherwo rki n g
G l a s s b l owi n g
Armori n g
Weapon s m ith i n g
Wood craft i n g
M etalworki n g

FAILURE
Fa i l u re at the check mea n s t h at the d evice is n ot
co m p l eted or re p a i red. To co nti n u e to work on it, the
c h a racter m u st gat h e r more m ateri a l s (ge neral ly, the
h i g h est- level m ate rial needed) a n d take the req u i red
a m o u nt of t i m e aga i n .

NUMENERA OR NONSTANDARD ITEMS


The p reced i n g rules work we l l for re p a i r i n g the
n u m e n e ra o r oth e r n o n sta n d a rd ite m s . H oweve r,
if a c h a racter wants to create a n u m e n e ra ite m o r
a n other n o n st a n d a rd , p e r m a n e n t o bj ect, the p l aye r
m u st spend XP (see Experi e n ce Po i nts, page 1 08) . I f
the c h a racte r fa i l s h i s check, n o X P a re s pent.
Pos s i b l e areas fo r c h a racter tra i n i n g i n c l u d e :
N u m e n e ra craft i n g (ch e m i stry)
N u m e n e ra craft i n g (el ectro n ics)
N u m e n e ra craft i n g (mech a n i cs)
N u m e n e ra craft i n g (tra n sd i m e n s i o n a l )

TINKERING WITH THE NUMENERA


C h a racters m i ght t ry to m a ke a cyp h e r, a n a rt ifact,
o r a n o t h e r d ev i ce do s o m et h i n g ot h e r t h a n its
i nte n d ed fu n ct i o n . S o m et i m e s , the G M wi l l s i m p l y
d e c l a re t h e t a s k i m po s s i b l e . Yo u ca n ' t t u rn a v i a l
of h e a l i n g e l ix i r i nto a two-way co m m u n i cator. B u t
most of t h e t i m e , t h e re i s a c h a n ce of s u cce s s .
T h e n u m e n e ra i s tech n o l ogy t h at a 2 1 st-ce n t u ry
h u m a n ca n ' t begi n to u n d e rsta n d , so po s s i b i l ity o r
i m po s s i b i l ity i s fa r m o re fl exi b l e .

1 07
T h at s a i d , t i n keri n g with the n u m e n e ra i s n ot fu n ny j o ke , performed a n act i o n t h at s aved a l i fe ,
ea sy. O bvi o u s ly, t h e d ifficu lty varies fro m s ituation and so on) .
to situat i o n , but d ifficu lties start i n g at 7 a re n ot Ofte n , t h e G M i ntrudes when a p l ayer atte m pts
u n reaso n a b l e . The t i m e req u i red wo u l d be s i m i l a r to a n action t h at, accord i n g to the r u l e s , s h o u l d be
For much more about the t i m e needed to re p a i r a d evice, too l s wo u l d be a n a utomatic s u cce s s . H owever, the GM i s free to
GM intrusion, refer to
req u i red, and so on. I f the t i n keri n g res u lts in a l o n g i ntrude at ot h e r t i m e s . As a general rule, the G M
page 325.
term benefit for the c h a racte r-s uch as creat i n g a n s h o u l d i ntrude at least o n ce each s e s s i o n , but n o
a rtifact t h at s h e can u se-t h e G M s h o u l d req u i re h e r more t h a n o n ce o r twice e a c h s e s s i o n per c h a racter.
t o spend X P t o m a ke it. Anyt i m e the G M i ntrudes, t h e p l aye r can s pe n d
1 X P to refu s e the
i nt ru s i o n , t h o u g h t h at
a l so m e a n s h e does n 't
The core ofgameplay in Numenera is to disco11er new get t h e 2 XP. If t h e
things or old things that are new again. p l ayer h a s n o X P t o
s p e n d , he ca n't refu s e
the i ntru s i o n .

EXPERIENCE POINTS Example 1 : Th rough s k i l l a n d the a i d o f a n other


Experience points (X P) a re t h e cu rre n cy by which cha racter, a fo u rth-tier PC red uces a wa l l cl i m b i n g
p l ayers ga i n benefits fo r t h e i r c h a racte rs. The t a s k from d i fficu lty 2 t o d ifficu lty 0 . N o r m a l ly, h e
most co m mo n ways to earn X P a re t h rough G M wo u l d s u cceed at the task a utomatical ly, but t h e G M
i nt ru s i o n s a n d by d i scove r i n g n ew a n d a m az i n g i ntrudes a n d says, " N o, a bit of t h e cru m b l i n g wa l l
t h i n gs . Somet i m e s expe rience poi nts a re earned gives way, so yo u sti l l h ave t o m a ke a ro l l . " A s with
d u ri n g a game s e s s i o n , a n d somet i m e s t h ey' re any d i fficu lty 2 task, t h e ta rget n u m be r i s 6. The PC
earned betwee n s e s s i o n s . I n a typical ses s i o n , a atte m pts the ro l l a s n o rm a l , and beca u s e t h e G M
p l ayer m i ght earn 2 to 4 XP, a n d between s e s s i o n s , i ntruded, the c h a racte r ga i n s 2 XP. H e i m med iately
perh a p s a n other 2 X P ( o n average) . The exact gives o n e of those X P to a n other p l aye r.
a m o u nts depend on t h e eve nts of the s e s s i o n a n d Example 2: D u ri n g a fight, a PC swi ngs h i s axe
the d i scove ries made. a n d d a mages a foe with a s l ice across t h e s h o u l d e r.
The G M i ntrudes by s ayi n g t h at the foe tu rned j u st
It's a fine line, but GM INTRUSION as the axe struck, wrench i n g the weapon from the
ultimately the GM At any t i m e , the G M c a n i nt rod uce a n u n expected c h a racte r' s grip a n d send i n g it cl atte r i n g acro s s the
decides what constitutes co m p l icat i o n for a c h a racter. When h e i n t r u d e s floor. The axe comes to a stop 10 feet (3 m) away.
a discovery as opposed
to just something weird i n t h i s m a n n e r, h e m u st g i v e t h at c h a racte r 2 X P . Beca u s e t h e G M i ntruded, the PC gai n s 2 XP, a n d h e
in the course of an T h at p l aye r, i n t u r n , m u st i m m ed i ately g i v e o n e i m med i ately gives o n e o f t h o s e X P t o a n other p l aye r.
adventure. Usually, the o f t h o s e X P to a n ot h e r p l aye r a n d j u st i fy t h e g i ft N ow the c h a racter m u st d e a l with t h e d ro p ped
difference is, did the PCs ( p e rh a p s t h e ot h e r p l aye r h a d a good i d e a , to l d a wea p o n , perh a p s d rawi n g a d ifferent weapon or
successfully interact with u s i n g h i s n ext t u rn to scra m b l e after the axe.
it and learn something
about it? Ifso, it's
I f a cha racte r rol l s a 1 on a d ie, the GM can i ntrude
probably a discovery.
DISCOVERY without givi n g the characte r any XP. This kind of
W h i l e G M i nt ru s i o n i s i nterest i n g , the game i ntru sion happens i m mediately o r ve ry soon thereafte r.
a l so h a s a m o re conventional method of
award i n g X P between ses s i o n s . But it has DISCOVERING NEW THINGS
noth i n g to d o with ki l l i n g mon ste rs. The co re of g a m e p l ay in N u m e n e ra-t h e a n swer
I know-that's wei rd for a lot of players. to the q u estion "Wh at d o c h a racters d o in t h i s
Defeating opponents i n battle is the core way you g a m e ? "-is " D i scove r n e w t h i ngs o r o l d t h i ngs
earn XP in many games. But not in N u menera. I ' m t h at a re n ew agai n . " Th i s can be t h e d i scove ry of
a firm bel iever i n award i n g players experience points someth i n g a c h a racte r can use, l i ke a n a rtifact.
for the thing you expect them to do i n the game. I t m a kes the c h a racte r m o re powe rfu l beca u s e it
Experience points are the reward pellets they get for a l most certa i n ly grants a n ew capa b i l ity o r opti o n ,
pushing the button--oh, wait, no, that' s for rats i n but i t ' s a l so a d i scove ry u nto itself a n d res u lts i n a
a l a b . Wel l , s a m e principle: give t h e players XP fo r ga i n of experience points.
d o i n g a thi ng, and that thing i s what they' l l do. D i scove ry can a l s o mean fi n d i n g a new n u m e n e ra
In N u menera, t h at t h i n g i s d i scove ry. p roced u re or d evice (someth i n g too b i g to be
co n s id e red a p i ece of eq u i p m e nt) o r eve n p revi o u s ly

1 08
LI M E NE
RULES OF THE GAME

u n known i nformat i o n . I f the PCs fi n d an ancient Other Devices: These devices are often large,
h overtra i n a n d get it worki n g aga i n so t h ey can use i m mobile objects found in the ru i n s left behind from the Experience point awards
it to reach a d i stant locat i o n , t h at ' s a d i scove ry. If prior worlds, not artifacts that characters can take with for artifacts should usually
they l ocate a signal receivi n g station a n d figu re out them and u se. Experi menti ng with a device to d iscover apply even if the artifact
h ow to t u rn off the tra n s m i s s i o n fro m a n overhead what it does might grant 1 XP to each PC i nvolved , was given to the PCs rather
than found, because often
s ate l l ite that's cau s i n g all the a n i m a l s i n the region particu larly if the explorers return to civilization with an
such gifts are the rewards
to become h osti le, t h at ' s a d i scove ry. The co m m o n i nteresting tale of the wonders of the past. for success.
th read i s t h at t h e P C s d i scove r someth i n g t h at t h ey M iscel laneous Discoveries: Va rious oth e r
can u n d e rsta n d a n d put to u s e . A c u re for a p l ague, d i scoveries m i ght g r a n t 1 X P to e a c h PC i nvolve d .
the means to d raw powe r fro m a hyd roe lectric p l a nt, These a re n ' t always d evices, but they' re u s u a l ly some
a n operat i o n a l flyi n g craft, o r a n i njection t h at grants k i n d of ite m s o r contrapt i o n s left ove r fro m the
the knowled ge to create a p rotective fo rce field d o m e a n cients. They m i ght i n c l ude:
ove r a structu re-these a re a l l d i scove ries. A h u ge vat of a ge l at i n o u s s u bstance t h at alters
Last ly, depe n d i n g o n the G M's outlook a n d normal a n i m a l s s u b m e rsed i nto it, s l owly
the k i n d of ca m p a i g n the gro u p w a n t s to p l ay, a tra n sform i n g them i nto gigantic vers i o n s of
d i scove ry co u l d be as abstract as a trut h . Th i s co u l d them selves.
be a n eth i cal i d e a s uch a s "What goes a ro u n d co mes A m i n i at u re b l ack h o l e t h at i s u sed to powe r a
a ro u n d , " o r it m i ght be a n adage s u c h as " Everyo n e d i me n s io n - s pa n n i n g device.
h a s h i s price . " A series of re p l acement o rga n s held in sta s i s
Typical ly, the P C s wi l l e a r n a b o u t h a l f t h e i r total t h at c a n be u s e d fo r t ra n s p l a nts-if a q u a l ified
experience poi nts by making d i scoveries. ch i u rgeon is ava i l a b l e .
A storage u n it t h at kee p s fo o d fres h i n defin itely.
Artifacts: When t h e gro u p ga i n s a n a rtifact, awa rd A towe r- m o u nted tu rret ca n n o n t h at can be moved
XP e q u a l to t h e a rtifact ' s l eve l a n d d ivide it a m o n g (with great effo rt) and rea s s e m b led to h e l p p rotect
the P C s (m i n i m u m 1 X P fo r e a c h c h a racte r) . Ro u n d a city aga i n st i nva s i o n .
down if nece s s a ry. Fo r exa m p l e , if fo u r P C s d i scove r S h i n s a re n ot worth experience poi nts. F i n d i n g
a l evel 5 a rtifact, they each get 1 XP. money c a n h e l p the c h a racters b u y eq u i p ment, b u t i t
Cyp h e rs a n d odd ities a re n ot worth XP. doesn't earn t h e m X P .

1 09
PROGRESSING TO A NEW TIER award s a re based n ot o n ly on the task, but on the
This system would PCs a n d t h e i r capa b i l ities a s we l l .
work well for groups Tiers i n N u m e n e ra a re n ' t e n t i rely l i ke l eve l s in H oweve r, t h at d o e s n ' t m e a n t h e c h a racters
that are used to a oth e r ro l e p l ayi n g games. In N u menera, ga i n i n g s h o u l d earn fewer X P if t h ey m a ke a l ot of l u cky ro l l s
more traditional
l eve l s i s n ot t h e p l ayers' o n ly goal o r t h e o n ly o r devise a c l ever p l a n t o ove rco m e o b stac l e s . B e i n g
level-dependent game
and might undervalue mea s u re of ach i evement. Start i n g (fi rst-ti e r) l u cky o r s m a rt d o e s n ' t m a ke a d ifficult c h a l l e n ge
spending XPfor other cha racte rs a re a l ready com pete nt, a n d there l e s s d ifficult-it j u st m e a n s t h e PCs s u cceed m o re
things. The expectations a re o n l y s i x tiers. C h a racte r adva ncement h a s e a s i ly.
of a Numenera campaign a powe r c u rve, but it' s o n l y steep e n o u g h to
aren't quite so rigid, but
keep t h i ngs i nterest i n g. I n oth e r word s , ga i n i n g PLAYER-DRIVEN AWARDS
you can run it that way if
it better suits your style. l eve l s i s cool a n d fu n , b u t it's n ot t h e o n ly path P l ayers can create t h e i r own m i s s i o n s by sett i n g
For more information, to s u cces s o r powe r. I f you s pe n d all yo u r X P o n goa l s fo r t h e i r c h a racte rs. I f they s u cceed , they earn
see Chapter 9: Optional i m med i ate, s h o rt- a n d m ed i u m-term benefits, X P j u st as if t h ey we re sent o n t h e m i s s i o n by a n
Rules, page 1 1 3. yo u wo u l d be d i fferent from someone who N P C . Fo r exa m p l e, if t h e c h a racte rs decide o n t h e i r
s p e n d s her poi nts o n l o n g-term benefits, but o w n t o h e l p fi n d a l o s t ca rava n i n t h e m o u n ta i n s ,
yo u wo u l d n ot be " b e h i n d " t h at c h a racter. that's a goal a n d a m i s s io n .
The general idea is t h at most c h a racte rs wi l l S o m et i m e s c h a racte r goa l s a re m o re pers o n a l .
spend h a l f t h e i r X P o n tier adva ncement a n d I f a PC vows t o ave n ge t h e death o f h e r b rot h e r,
l o n g-te rm benefits , a n d t h e rest o n i m m ed i ate t h at' s sti l l a m i s s i o n . These k i n d s of goa l s t h at
and s h o rt-te rm benefits (wh i ch a re used d u ri n g a re i m po rtant to a c h a racte r' s backgro u n d s h o u l d
g a m e p l ay) . S o m e gro u p s m i ght decide t h at be s e t a t o r n e a r t h e outset o f t h e g a m e . W h e n
XP earned d u ri n g a game i s to be spent o n co m p l eted , a c h a racter goa l s h o u l d be worth a t
i m med i ate a n d s h o rt-te rm benefits (ga m e p l ay l e a st 1 X P (and perh a p s a s m u ch a s 4 X P) to t h e P C .
It can't be stressed uses) , a n d XP awa rd ed between s e s s i o n s T h i s e n co u rages p l ayers to d eve l o p t h e i r c h a racte r' s
enough: often the best fo r d i scove ries i s to be spent o n c h a racte r backgro u n d a n d to b u i l d i n o p p o rt u n ities for act i o n
scenarios are the ones adva ncement (long-term u ses) . i n t h e fut u re . D o i n g so m a ke s t h e backgro u n d
in which the players
U lt i m ately, t h e idea i s to m a ke experience m o re t h a n j u st backstory o r fl avor-it beco m e s
take the initiative and
act proactively toward poi nts i nto too l s t h at the p l ayers a n d t h e G M s o m et h i n g t h at can propel t h e ca m p a i g n fo rwa rd .
attaining a goal that can u s e to s h a pe t h e story a n d t h e c h a racte rs, With G M a p p rova l , p l ayers can a l s o earn X P
they set for themselves. n ot j u st a boo kkee p i n g h a s s l e . advances fo r b u i l d i n g a backgro u n d . See t h e
Whether they want to O pt i o n a l R u l e s sect i o n fo r a d d i t i o n a l i n fo rm a t i o n
case and rob a nob/e's (page 1 1 3) .
GM AWARDS
estate, start their own
business, clear out an
area of the wilderness Someti m e s , a gro u p wi l l h ave an adventure t h at SPENDING EXPERIENCE POINTS
to make their home, or doesn't deal p r i m a ri l y with u n cove r i n g the past o r Expe rience poi nts a re meant to be used. H o a rd i n g
anything else, players exp lori n g ru i n s fo r a rtifacts. I n t h i s c a s e , it's a good t h e m i s not a good idea, a n d if a p l ayer eve r
should make their own idea fo r the G M to awa rd XP fo r acco m p l i s h i n g oth e r accu m u l ates m o re t h a n 1 0 XP at o n ce , t h e G M can
adventures sometimes.
tasks. A g o a l o r a m i s s i o n i s n o r m a l l y wort h 1 to 4 req u i re h e r to s pe n d some of t h e m .
XP for each PC i nvolved , depend i n g on the d i fficu lty G e n eral ly, experience poi nts can be s pent i n fo u r
a n d l e n gth of the work. As a general rule, a m i s s i o n ways : i m m ed i ate benefits, s h o rt-te rm benefits , l o n g
s h o u l d be worth a t least 1 X P per g a m e s e s s i o n term benefits , a n d c h a racter advance m e nt.
i nvolved i n acco m p l i s h i n g it.
For exa m ple, savi ng a family on an isolated farm Immediate Benefits
beset by a b h u m a n raiders m ight be worth 1 XP for The easiest, most stra i ghtforwa rd way fo r a p l aye r
each character. Of cou rse, savi n g the fa m i ly m ight to u s e XP i s to re ro l l any ro l l i n the game-eve n
mean relocating them, parlayi n g with the abhumans, or o n e t h at s h e d i d n 't m a ke herself. Th i s costs 1 XP
chasing off the raiders. It does n 't h ave to mean slayi n g per re ro l l . The p l aye r can re ro l l a n d u s e either t h e
a l l the abhumans, although that wou l d work, too. n ew ro l l o r the origi n a l , w h i c h ever i s better. S h e c a n
Del iveri n g a mes sage to a re mote v i l l age h i g h co nti n u e to s pe n d XP o n more rero l l s , but t h i s c a n
i n t h e m o u ntai n s t h at req u i res t h e P C s t o cl i m b q u ickly beco m e a n expe n s ive p roposition. I t ' s a fi n e
i n d a n ge ro u s co n d itions a n d ri s k pos s i b l e attacks w a y to atte m pt to p reve nt a d i s aster, but it's n ot
by rockhags is p robably a m i s s i o n worth 2 X P per a good idea to u s e of a l ot of X P to rero l l a s i n g l e
cha racter. action ove r a n d ove r.
On the oth e r h a n d , if the PCs can fly safely ove r As mentioned e a r l i e r, a p l aye r can a l so spend 1 XP
the m o u n ta i n s or te leport to the v i l l age, the m i s s i o n to refu s e a GM i ntru s i o n .
i s p ro b a b ly worth j u st 1 X P per cha racter. T h u s , G M

1 1 0
LI M E NE
RULES OF THE GAME

Short- and Medium-Term Benefits Long-Term Benefits


By s p e n d i n g 2 XP, a c h a racte r can ga i n a s k i l l-o r, I n many ways, the l o n g-term benefits a c h a racte r
m o re rarely, an a b i l ity-t h at p rovides a s h o rt-term can ga i n by s pe n d i n g XP a re a mea n s of i ntegrat i n g
benefit. Fo r exa m p l e, l et' s s ay t h at a c h a racte r notices the mech a n ics o f the game w i t h t h e sto ry. P l aye rs
t h at all t h e locks in t h e Citad e l of t h e I ro n S a i nt a re can cod ify t h i ngs t h at h a p pe n to t h e i r c h a racters (or
s i m i l a r to those crafted by a locks m ith who worked t h at they want to h ave h a p p e n to t h e i r cha racte rs) by
in her v i l lage when she was yo u n g. S h e s p e n d s 2 XP ta l k i n g to the G M and spend i n g 3 XP.
and says t h at in her yo uth, she v i s ited the locks m ith Fo r exa m ple, a jack n a med Theri k spends a long
a n d learned the i n n e r worki ngs of those locks. time pos i n g as a l i b rarian i n a h u ge l i b ra ry i n the
As a res u lt, s h e i s tra i ned river city of Charmonde Charmonde, page 1 3 8
i n picki n g the locks i n the so he can i ntercept
Citad e l of the I ro n S a i nt. If a rule gets in the way or detracts messages secretly
Th i s i s j u st l i ke b e i n g d i ssem i n ated fro m the
tra i ned i n lockp icking,
from the game, the players and the head scribe to a gro u p
but it a p p l ies o n l y to CM should work together to change it. o f cri m i n a l s . D u r i n g
locks fo u n d i n t h at that time, he becomes
partic u l a r l ocat i o n . The very fa m i l i a r with u s i n g
s k i l l is extre mely u sefu l in the citad e l , but n owh e re a l i b ra ry. Theri k's p l aye r tal ks with the G M a n d says
else. that h e wo u l d l i ke to h ave the jack's experiences h ave
M ed i u m-term b e n efits a re u s u a l ly story b a s e d . a lasti n g effect on the cha racte r. He spends 3 XP and
For exa m p l e , a c h a racte r c a n s p e n d 2 X P w h i l e ga i n s familiarity with research of a l l ki n d s (see below) .
c l i m b i n g t h ro u g h m o u n ta i n s a n d s a y t h at s h e h a s Some t h i n gs that a PC can acq u i re as a long-term
exp e r i e n ce w i t h c l i m b i n g i n regi o n s l i ke t h e s e , benefit a re story based . For exa m ple, in the cou rse of
o r perh a p s s h e s p e n d s t h e X P after s h e ' s b e e n pl ay, the character m ight gai n a friend (a contact) or
i n t h e m o u nta i n s fo r a w h i l e a n d s a y s t h at s h e ' s b u i l d a log cab i n (a home) . These benefits are p robably
p i c ked u p t h e fee l fo r c l i m b i n g t h e re . E i t h e r way, not the res u lt of spen d i n g XP. The new contact comes
fro m n ow o n , s h e i s t ra i n e d i n c l i m b i n g i n t h o s e to the PC and sta rts the rel ation s h i p. The new home
m o u nta i n s . T h i s h e l p s h e r n ow a n d a n y t i m e i s granted to him as a reward for service to a powerfu l
s h e ret u r n s to t h e a re a , b u t s h e ' s n ot t ra i n e d i n or wealthy patron, or maybe t h e character i n herits the
c l i m b i n g eve ryw h e re . home from a rel ative or j u st stu mbles i nto it.
Th i s method a l l ows a c h a racter t o get i m me d i ate Th i ngs t h at affect c h a racte r a b i l ities, l i ke a
tra i n i n g in a s k i l l fo r h a l f the n o r m a l cost. ( N o r m a l ly, fa m i l i a rity or an a rt ifact, a re d i fferent. They l i kely
it costs 4 XP to beco m e tra i ned in a s k i l l , as req u i re X P a n d t i m e , mon ey, a n d so on.
exp l a i ned i n C h a racte r Adva ncement, page 1 1 2 .) Lon g-te rm benefits can i n c l u d e t h e fo l l ow i n g . GMs a n d players should
work together to make
I t ' s a l s o a way to ga i n a n ew s k i l l eve n if the PC has Familiarity: The c h a racte r ga i n s a + 1 bon u s t o
both XP awards and
a l ready gai ned a n ew s k i l l a s a step towa rd atta i n i n g ro l l s i nvo lvi n g o n e k i n d of task: ri d i ng, craft i n g , expenditures fit the ongoing
t h e n ext t i e r (aga i n , s e e page 1 1 2) . pers u a d i ng, a n d so o n . story. If a PC stays in a
I n ra re cases, a G M m i ght a l l ow a c h a racte r to Contact: T h e characte r ga i n s a lon g-te rm N PC village for two months
s pe n d 2 X P to ga i n an enti rely n ew a b i l ity-s uch contact of i m portance-someone who wi l l h e l p h i m to learn the inhabitants'
a s a d evice, a n esote ry, o r a mental powe r-fo r a with i nformation, eq u i p ment, s h elter, or physical unique language, the GM
might award her a few XP,
s h o rt t i m e , u s u a l ly no l o n ge r t h a n the co u rse of o n e tasks. The p l ayer and GM s h o u l d work out the d eta i l s
which are then immediately
sce n a rio. The p l aye r a n d t h e G M s h o u l d agree o n a o f t h e N PC and her re l ation s h i p with the cha racte r. spent to grant the character
story- based exp l a n ation for the benefit. Perh a p s the Home: The PC acq u i res a fu l l-ti me reside nce. T h i s the ability to speak and
esotery o r a b i l ity h a s a s pecific, ra re req u i re m e nt, c a n b e a n apartment i n a city, a h o u s e , a ca b i n i n t h e understand that language.
s uch a s a too l , a batte ry, a d rug, o r some kind of wilderness, a b a s e i n a n ancient com p l ex, or wh ateve r
treatment. fits the s ituatio n . The reside nce s h o u l d be a secure
Fo r exa m p l e , a c h a racte r who wants to exp lore p l ace where the PC can leave h i s belongings a n d sleep
a s u b m e rged location h a s seve ra l n u m e n e ra sou n d ly at n i ght. Conceivab ly, seve ra l cha racters cou l d
co m ponents, a n d he s p e n d s 2 XP to co b b l e together com b i n e their XP resou rces and buy a home together.
a d evice t h at lets him b reathe u n d e rwate r. T h i s gives Title or job: The PC i s granted a position of
h i m the a b i l ity fo r a co n s i d e ra b l e l e n gth of t i m e , but i m po rtance or autho rity. Alt h o u g h it m i ght co me
n ot permanently-the d evice m i ght work fo r o n ly with res po n s i b i l ities, it p robably a l so co mes with
eight h o u rs . Aga i n , t h e story a n d the logic of t h e p restige and rewa rd . I t m i ght a l so s i m ply be an
s ituation d i ctate the p a ra m eters. h o n o rari u m .
Wealth : T h e PC co mes i nto a co n s iderable a m o u nt
of wea lth, whet h e r it's a w i n dfa l l , an i n h e ritance, or a

1 1 1
Experience points should
not be a goal unto
themselves. Instead, they
are a game mechanic to
simulate how-through
experience, time, toil,
travail, and so on
characters become more
skilled, more able, and
truthfully, more powetful.
Spending XP to explain
a change in a character's
capabilities that occurred
in the course of the story,
such as if the PC made a
new device or learned a gift. I t m i ght be e n o u g h to buy a home o r a title, but Extra Effort: Yo u r Effort score i n creases by 1 .
new skill, isn 't a waste of that's n ot rea l ly t h e poi nt. The main benefit i s t h at Skills: Yo u beco m e tra i ned i n o n e s ki l l of you r
XP-it's what XP are for. the c h a racte r no l o n ge r need s to worry about the choice, oth e r t h a n attacks o r defe n se. A s descri bed
cost of s i m p l e eq u i p ment, l o d g i n g , food , a n d so on. in the R u l e s Overview, a c h a racte r tra i ned in a s k i l l
Th i s wealth co u l d mean a set a m o u nt-perh a p s 5 00 treats the d ifficu lty o f a re l ated t a s k as one step l ower
s h i n s-o r it co u l d bestow t h e a b i l ity to ignore m i no r t h a n n o rm a l . The s k i l l yo u choose fo r t h i s benefit can
costs, a s d ecided by the p l aye r a n d G M . be anyt h i n g yo u w i s h , such a s cl i m b i ng, j u m p i ng,
Artifact: The P C creates a n artifact that has a power pers u a d i ng, o r sneaking. Yo u can a l so choose to
of h i s choos i n g. If the item is fa i rly s i m ple, the G M be knowl ed gea b l e i n a ce rta i n a rea of l o re, s uch a s
can skip the crafting deta i l s and j u st say that after h i story o r geo logy. Yo u can eve n c h o o s e a s k i l l based
a period of time, the PC creates it. Fo r a n item that o n yo u r c h a racte r's special a b i l ities. Fo r exa m p l e, if
sign ificantly a lters gameplay-gra nti n g the character yo u r c h a racter can m a ke a n I ntel lect ro l l to b l a st an
vast te lepat h i c powers or givi n g h i m the a b i l ity to enemy with mental fo rce, you can beco me tra i ned
te leport at wil l-the G M m i ght req u i re d ifficult rol l s , i n u s i n g t h at a b i l ity, treat i n g its d ifficu lty a s o n e ste p
a co n s iderable a m o u nt o f t i m e , and rare, h a rd -to-fi nd l ower t h a n n o rm a l . If yo u choose a s k i l l t h at yo u a re
com ponents and m ateri a l s . a l ready tra i ned i n , you become s peci a l ized i n t h at
s k i l l , red uci n g t h e d ifficu lty of re l ated tasks by two
Character Advancement ste p s i n stead of one.
P rogres s i n g to the n ext t i e r i n volves fo u r ste p s . Other Options: P l aye rs can a l s o s p e n d 4 X P to
W h e n a c h a ract e r h a s s pe n t X P o n e a c h o f t h e fo u r p u rchase oth e r s peci a l o pt i o n s . Select i n g any of
ste p s , h e adva n ce s to t h e n ext t i e r a n d ga i n s a l l these opti o n s counts as p u rch a s i n g o n e of the four
t h e b e n efits o f t h at t i e r, b o t h fro m h i s c h a ract e r ste p s nece s s a ry to adva n ce to the n ext tier. The
t y p e a n d h i s c h a racter fo c u s . E a c h ste p c o s t s 4 special opti o n s a re a s fo l lows.
X P . T h e fo u r ste p s c a n be p u rc h a s ed i n a n y o r d e r, Red u ce t h e cost fo r wea r i n g armor. This option
b u t each ca n be p u rc h a s ed o n ly o n ce p e r t i e r. I n l owers the M i ght cost by 1 and l owers the S peed
ot h e r wo rd s , a c h a racter m u st b u y a l l fo u r ste p s red uction by 1 .
a n d adva n ce to t h e n ext t i e r b e fo re h e c a n b u y t h e Add 2 to yo u r recovery ro l l s .
Fighting moves, page 29 s a m e s t e p a ga i n . I f you ' re a gla ive, select a new fight i n g move. The
I ncreasing Capabil ities: You ga i n 4 n ew poi nts to fight i n g move m u st be from you r tier o r a lower tier.
Esoteries, page 35 add to yo u r stat Poo l s . You can a l l ocate the poi nts If you ' re a nano, select a new esotery. The esotery
a m o n g yo u r Poo l s h owever yo u w i s h . m u st be from you r tier or a lower tier.
Tricks ofthe trade, page 42 M ovi ng Toward Perfection: You add 1 to yo u r If yo u ' re a jack, sel ect a n ew trick of t h e trade. The
M i ght Edge, yo u r S peed Edge, o r yo u r I nte l l ect E d ge trick m u st be fro m yo u r tier o r a l ower tier.
(yo u r choice) .

1 12
LI M E NE
OPTIONAL RULES

CHAPTER 9

O PTIONAL RU L ES

GAMEPLAY OPTIONS s pe c i a l effect, if a n y, re s u lt s . Fo r exa m p l e , h itti n g


In a n attempt to keep the game re latively s i m p l e , a creat u re ' s tentacle t h at i s w r a p p e d a ro u n d yo u r
the rules i n the p rev i o u s c h a pter a re d e s i gned t o a l ly m i g h t m a ke i t e a s i e r fo r t h e a l ly t o e s c a p e .
be stream l i n ed , stra i ghtforwa rd , a n d e a s y to use. H itt i n g a fo e i n t h e e y e m i g h t b l i n d it fo r o n e
H owever, some p l aye rs a n d G M s m i ght d e s i re a bit ro u n d . H itt i n g a creat u re i n its o n e v u l n e ra b l e
m o re co m p l exity, es peci a l ly a s t h e game goes o n , in s pot m i g h t i g n o re A r m o r.
o rd e r to re m a i n e n gaged a n d c h a l l e n ged. I f you fi n d Knock Back: The foe i s kn ocked or fo rced back a
yo u rself want i n g more ro b u st rules o r m o re opti o n s few feet. M ost of the t i m e , t h i s effect doesn't m atte r
t o ta i l o r t h e g a m e , u s e some o r a l l o f the opti o n a l m uc h , but if the fight takes p l ace on a ledge o r
rules i n t h i s sect i o n . n ext to a pit of l a v a , the effect can b e
The G M i s the fi n a l a rbiter of which opti o n a l rules s i g n ifica nt.
a re ava i l a b l e i n t h e game. M ove Past: The c h a racte r can
m a ke a s h o rt move at the e n d of
TRADING DAMAGE FOR EFFECT the attack. Th i s effect i s u sefu l to
Yo u can d ecrease the a m o u nt of d a mage yo u i n fl i ct get past a foe g u a rd i n g a door, for
i n co m bat i n exc h a n ge for a s pecial effect t h at exa m ple.
i s u s u a l ly atta i n ed o n l y on a ro l l of 1 9 or 20. To Stri ke H e l d Object: I n stead
d eterm i n e the a m o u nt of d a mage yo u m u st sacrifice of stri k i n g the foe, yo u stri ke
fro m a s i n g l e attack, co n s u lt the fo l l owi n g table, a n d what the foe is h o l d i ng. To
add t h e a m o u n t fo r t h e d e s i red effect t o the fo e ' s d eterm i n e re s u lts, refe r to
l eve l . Fo r exa m p l e, if yo u w a n t t o i m pa i r a level 5 the rules for attack i n g o bj ects
m o n ster, yo u ' d h ave to sacrifice 1 2 poi nts of d a m age {page 98) .
fro m a n attack (7 p l u s 5) . The p l aye r can wait to Knock Down: The foe i s
d eterm i n e if h e h its before decid i n g whet h e r to trade kn ocked prone. I t c a n get
d a m age fo r a n effect. up on its turn if it w i s h e s .
Disarm: The o p ponent
Damage d rops o n e object t h at it is
Red uction Effect h o l d i ng.
H i n d e r/ D i stract I m pair: Fo r t h e rest
2 S pecific body part of the co m bat, the
3 Knock back d ifficu lty of all tasks
3 M ove past atte m pted by the foe
3 Stri ke h e l d object i s mod ified by one
4 Knock d own step to its detri ment.
7 D i sarm Stu n : The
7 I m pa i r o p ponent loses its
8 Stun n ext t u r n .

H i nder/Distract: Fo r o n e ro u n d , t h e d i fficu lty of


the opponent's act i o n s i s mod ified by o n e step to h i s
detri ment.
S pecific Body Part: The attacker stri kes a s pecific
s pot o n t h e d e fe n d e r ' s body. T h e GM d e c i d e s w h at

1 13
LASTING DAMAGE

Damage Type Description Other Effect


M i ght B roken arm U se l e s s arm
M ight M u scle d amage Difficu lty of all physical tasks is i ncreased by one step
M i ght T i s s u e d a mage D ifficu lty of a l l tasks is i n creased by two ste ps
S peed Torn ligament M ove at half speed; short move is no more than 25 feet (7.6 m) ; long move is no more than
50 feet (1 5 m)
S peed B roken leg Ca n n ot move without a s s i stance
I ntellect Concussion Difficu lty of all I ntellect actions is i ncreased by one step

PERMANENT DAMAGE

Damage Type Descri ption Other Effect


M i ght Seve red h a n d o r arm Self-exp l a n atory
S peed Pe rmanent l i m p M ove at h a l f speed; s h o rt m ove i s no more t h a n 25 feet ( 7 . 6 m ) ; l o n g m ove i s no m o re t h a n
5 0 feet (1 5 m)
S peed Seve red leg Ca n n ot move without a s s i stance
I nte l l ect M i s s i n g eye D ifficu lty of most or a l l physical act i o n s is i n creased by o n e ste p
I nte l l ect B ra i n d a m age D ifficu lty of a l l I ntel lect act i o n s is i n creased by o n e ste p
I nte l l ect B l i n d ness C h a racte r acts as if always i n co m p l ete d a rkness
I nte l l ect Deafn e s s C h a racte r ca n n ot hear

LASTING DAMAGE ALTERNATIVES TO POINTS OF DAMAGE


For a more rea l i stic s i m u lation of d a m age, the Someti m e s , a GM m i ght want to portray t h e d a n gers
GM can use a GM i ntru s i o n to i n d icate that d a m age of the N i nt h Wo rld in ways oth e r than poi nts of
suffe red by a p l ayer cha racter is " l ast i n g . " M ost of the d a m age. Fo r exa m p le , a particu l a rly n a sty d i sease or
time, t h i s d a mage i s descri bed as bei n g a concu s s i o n , wo u n d m i ght give a c h a racte r a wea kness or i n a b i l ity.
a b roken b o n e , a torn l i gament, o r severe m u scle or
t i s s u e d a mage. T h i s d a m age does not heal normal ly, Weakness
Edge, page 20 so the poi nts lost ca n n ot be rega i ned by u s i n g Wea k n e s s i s , essential ly, t h e oppos ite of E d ge. If yo u
Intellect, page 20 restoration rol l s . I n stead , t h e poi nts return a t a rate of h ave a wea kness of 1 i n I ntel lect, a l l I nte l l ect act i o n s
1 point per d ay of com p l ete rest (or 1 point per t h ree t h at req u i re yo u to s p e n d poi nts cost 1 a d d i t i o n a l
Stat Pools, page 2 0 d ays of reg u l a r activity) . U nt i l the poi nts a re restored , point fro m yo u r Poo l .
the d a m age h a s a secondary effect.
U s i n g l a st i n g d a mage i s particu l a rly a p p ropriate Inability
Inability, page 47 in cases where it wo u l d be an o bv i o u s co n s e q u e n ce, D a m age can a l s o i n fl i ct i n a b i l ities . As exp l a i ned in
s uch a s when a c h a racter falls a l o n g d i stance. I t the Descri ptors cha pter, i n a b i l ities a re l i ke " n egative
i s a l s o a p p ropriate fo r cha racte rs who a re a l ready s k i l l s . " I n stead of be i n g one step bette r at t h at k i n d
i m pa i red o r d e b i l itated . of t a s k , yo u ' re o n e ste p worse.

PERMANENT DAMAGE MODIFYING ABILITIES


S i m i l a r to last i n g d a m age, permanent d a m age i s Someti m e s , a p l aye r can u s e a s peci a l a b i l ity in a way
a s pecial situation adj ud icated b y the G M . Permanent t h at goes beyond its normal bo u n d s . S u c h c h a n ges
d a mage neve r heals normal ly, although the n u menera can be d o n e o n the fly. In some cases, it s i m ply costs
can re pair d a m age or re p l ace lost body parts. T h i s more poi nts to use the a b i l ity in a new way. I n oth e r
kind o f d a m age s h o u l d b e u sed spari n gly and o n ly i n cases, more c h a l l e n ges a re i nvolve d .
s pecial situations. Fo r any I nte l l ect a b i l ity w i t h a s pecific ra n ge,
yo u can i n crease the ra n ge by u s i n g more mental
LASTING OR PERMANENT DAMAGE e n e rgy. I f yo u spend 1 additional I nte l l ect poi nt,
AS DEATH REPLACEMENT yo u can c h a n ge t h e ra nge by o n e step-either fro m
The G M can use lasti ng or permanent damage as a s h o rt to long, or from l o n g to 5 00 feet (1 5 2 m) . Yo u
substitute for death. I n other word s, if a PC reaches 0 in all ca n ' t i n crease a ra n ge beyo n d 5 00 feet by spend i n g
of her stat Pools, she would normally be dead, but instead more points. A n y I nte l l ect a b i l ity t h at h a s a d u ration
you could say that she is knocked u nconscious and wakes (anyt h i n g more than a s i ngle action i n a s i n g l e
up with some kind of lasting or permanent damage. ro u n d) u s u a l ly l a sts o n e m i n ute, ten m i n utes, o r

1 14
LI M E NE
OPTIONAL RULES

o n e h o u r. By spend i n g 1 a d d i t i o n a l point of I nte l l ect, Acting While Under Attack


yo u can i n crease the d u ration by o n e ste p , so a n When a characte r is en gaged i n melee com bat,
a b i l ity t h at l a sts o n e m i n ute c a n be m a d e t o l a st ten d o i n g a nyth i n g other than fighti n g makes h i m
m i n utes. D u rati o n s can not be i n creased m o re t h a n more v u l nerable. T h i s i s true for PCs a n d N PCs. I f
o n e ste p. a characte r e n gaged i n melee takes a n action other
A p l aye r can m a ke a s peci a l ro l l to mod ify the than fight i n g, each of h i s opponents can m a ke a n
ra n ge, area, o r oth e r as pects of a n a b i l ity. The ro l l i s i m mediate extra attack. The o n ly exce ption to t h i s rule
always mod ified b y the stat i t ' s n o rm a l ly based o n . i s movi ng. I f the characte r' s o n ly action i s to move, he
The G M sets t h e d ifficu lty fo r t h e ro l l based o n t h e i s assu med to be movi n g slowly and ca refu l l y out of
degree of mod ificat i o n . L i ke any ro l l , the p l ayer c a n the fight, safely withd rawi n g from com bat.
u s e Effort, s ki l l , a n d a s sets to red u ce t h e d ifficu lty. Fo r exa m p l e , Toram has h i s back aga i n st a secu rity
G e n eral ly, t h e d ifficu lty fa l l s i nto o n e of th ree door wh i l e fight i n g two sat h o s h . l f h e tries to open Sathosh, page 256
catego ries: the door u s i n g its control term i n a l , h e i s taki n g a n
I m possible (mod ifyi n g a n a b i l ity to acco m p l i s h a n action oth e r t h a n fight i n g, a n d both sat h o s h get to
effect t h at h a s noth i n g t o d o w i t h i t s description o r m a ke an attack aga i n st h i m .
i ntent)
Formidable (mod ifyi n g an a b i l ity to do so meth i n g Modifying the Range o f Weapons
s i m i l a r t o t h e description o r i ntent, b u t c h a n g i n g If a c h a racte r with a ra n ged weapon wants to attack
i t s n atu re) a foe outs i d e the wea p o n ' s ra nge, h e can d o so, but
Difficult (mod ifyi n g an a b i l ity to do somet h i n g the d ifficu lty of the attack i s i n creased by two ste p s .
with i n the s p i rit a n d general i d e a o f the a b i l ity) G e n eral ly, t h e i n crease i n ra n ge does n o t exte n d
i nfi n itely. A c h a racte r u s i n g a weapon t h at h a s a
Fo r exa m p l e , say a n a n o k n ows t h e H over esotery s h o rt ra n ge can o n ly try to h it a ta rget t h at i s a l o n g Hover, page 3 7
a n d wants to m o d i fy its u s e i n t h e m i d d l e of a n d i stance away. A c h a racte r u s i n g a weapon t h at h a s
e n co u nter. I f h e wa nted t o u s e it t o b l ast s o m e o n e a l o n g ra n ge can t ry t o h it a ta rget u p to 200 fe e t (6 1
with fi re, t h at' s a n i m po s s i b l e t a s k (d ifficu lty 1 0) m) away with a d ifficu lty mod ification of two ste p s ,
beca u s e fi re h a s noth i n g to do with t h e a b i l ity. a ta rget u p to 5 0 0 feet ( 1 5 2 m) away w i t h a d ifficu lty
If he wanted to u s e it offe n s ively with i n t h e general mod ification of fo u r ste p s , a n d a ta rget up to 1 ,000
description of the a b i l ity, h e m i ght try to m a ke a feet (300 m) away with a d ifficu lty mod ification of
foe fly u p a n d h it its head on the ce i l i n g. H oweve r, s ix ste p s . Wea p o n s with ranges t h at sta rt out greater
t u rn i n g an a b i l ity t h at is n ot offe n s ive i nto an attack t h a n l o n g ra n ge m u st be adj u d i cated by the G M .
c h a n ges its n at u re, m a k i n g the task form i d a b l e Attacks with h a rd l i m its, s u c h a s the b l a st rad i u s
(d ifficu lty 7) . o f a n explos ive, ca n't be mod ifie d .
If he wanted to u s e it to m a ke a friend h over rather
t h a n h i m se lf, t h at ' s wit h i n the s p i rit a n d general idea Optional Major Effect
of the esotery. That's d ifficult (d ifficu lty 4) but n ot When a p l aye r' s ro l l wo u l d grant h i m a major effect,
u n reaso n a b l e . i n stead of taki n g the effect, he can choose to ro l l a
d6 a n d add the res u lt to t h e i n it i a l ro l l . T h i s option
Choosing to Roll m a kes it pos s i b l e to s u cceed at tasks with ta rget
Someti m e s , if a p l aye r s p e n d s poi nts o n a n action n u m be rs greater t h a n 20 without decrea s i n g t h e
(fo r exa m p l e, to a p p l y Effort o r to activate a n a b i l ity) , d i fficulty.
s h e m i ght want to toss a d i e eve n if there i s n o
c h a n ce fo r fa i l u re beca u s e a ro l l of 20 red u ces t h e WEAPON DISTINCTIONS
n u m be r of poi nts t h at n e e d to be spent. Wea p o n s h ave o n ly a few d i st i n ct i o n s-th ey a re
In addition, i n some s ituati o n s , particu l a rly in l i ght, m ed i u m , or heavy, a n d t h ey a re melee o r
co m bat, a ro l l of 1 7 o r h i g h e r i n d icates more d a mage ra n ged . H owever, yo u can a l so add t h e fo l low i n g
or a s peci a l effect. d i st i n ct i o n s .
I n these cases, p l ayers a re a l l owed to ro l l n ot to Slashi ng: Wea p o n s w i t h s h arp e d g e s , l i ke swo rd s
d eterm i n e s ucces s but to d eterm i n e whet h e r they a n d axes , a re s l a s h i n g wea p o n s . On a s u cces s fu l
ach i eve an above- a n d - beyo n d s ucce s s . H oweve r, h it, they i n fl ict 1 a d d i t i o n a l point of d a mage aga i n st
t h e re is ri s k i nvolved beca u s e if they ro l l a 1 , t h at an u n a rmored foe but 1 l e s s point aga i n st a n
res u lts i n a G M i ntru s i o n It does not necessarily armored o p po n e nt. The cl aws o f a creatu re m i ght b e GM intrusion, page 88
mean fa i l u re, although that's a n obvi o u s G M co n s id e red s l a s h i n g weapo n s .
i nt r u s i o n to u se. Stabbi ng: Wea p o n s with a poi nt, l i ke d agge rs,
s pears, a n d a rrows, a re sta b b i n g wea p o n s . When
a n attacke r u s i n g o n e ro l l s a 1 7 o r h i gher o n a

1 15
s uccessfu l attack, he i n fl icts 1 a d d i t i o n a l point i s a s s u med to m ove c l o s e r to t h e ta rget, so s l i d e
of d a m age beyo n d any bon u s d a m age normally t h e fi g u re s toget h e r. ) I f a c h a racte r wants t o m ove
granted by his ro l l . H oweve r, if h e ro l l s a 5 o r l e s s a s h o rt d i st a n ce , u s e t h e 1 0- i nch (25 cm) stri n g to
o n a s uccessfu l attack, h e i n fl icts 1 l e s s point o f m ea s u re fro m her start i n g poi nt to her i ntended
d a m age a s t h e weapon g l a nces o r grazes off the desti n a t i o n . I f t h e stri n g can reach t h at fa r, s o can
foe. A creat u re ' s poi nted teeth m i ght be co n s id e red she. Fo r long ra n ge, a n yt h i n g yo u can reach with t h e
sta b b i n g wea po n s . 20- i n c h (5 1 cm) stri n g i s i n ra n ge . S oo n , yo u ' l l fi n d
Crushi ng: B l u nt wea pons l i ke c l u b s a n d h a m mers t h at yo u can eye b a l l t h e d i sta n ces-prec i s i o n i s n 't
a re cru s h i n g wea p o n s , effective aga i n st eve n we l l t h at i m portant.
armored fo e s . Cru s h i n g wea pons i g n o re 1 p o i n t of
Armor, page 92 Armor, but t h ey i nfl ict 1 l e s s poi nt of d a m age aga i n st Size
u n a rm o red foes. The powe rfu l b a s h e s of a creat u re ' s I n some games t h at use m i n i at u re s , the s ize of the
fl a i l i n g tend ri l s m i ght be co n s i d e red cru s h i n g m i n i at u re ' s base i s i m portant. In N u m e n e ra , such
wea p o n s . p reci s i o n i s n 't nece s s a ry. H oweve r, it ce rta i n ly h e l p s
Reachi ng: A reach i n g weapon i s a l o n g m e l ee if l a rger creat u res h ave l a rger b a s e s , re p resenti n g
wea p o n , l i ke a l o n g spear, a p i ke , or a w h i p , t h at can t h at they take u p more room .
attack foes at a bit of a d i stance. Someone with a S peaki n g o f which, G M s a re free t o consider any
reach i n g weapon can h o l d attackers at bay ( u n l e s s appropriate creatu re "big." An appropriate creatu re
they a l s o h ave reach i n g wea po n s ) . Attacks aga i n st wou l d l i kely be one that is more than 1 0 feet (3 m) tall
someone with a reach i n g weapon a re mod ified by or 10 feet (3 m) long. Big creatu res don't have to move
o n e step i n t h e defe n d e r ' s favo r. I n ce rta i n s ituati o n s , their m i n iatu re when making a melee attack wit h i n
s uch a s c l o s e q u a rters fighti ng, a reach i n g weapon i m med iate d i stance. They c a n j u st reach that far.
m i ght be h i n d e red (th e wielder's attack d i fficu lty G M s can a l s o d e s i g n ate some creat u re s " h uge."
is i n creased by one step) , o r u s i n g such a weapon H u ge creatu res a re 20 feet (6 m) ta l l o r 20 feet (6
m i ght be i m po s s i b l e . The attacks of a very l a rge m) long. Fo r t h e m , i m med i ate d i stance i s a stri n g
creatu re o r one with l o n g a r m s m i ght be co n s id e red 4 i n ches (1 0 c m ) l o n g-o r fo u r s q u a res o n a grid
reach i n g wea pon s . a n d they d o n 't h ave to move to m a ke melee attacks.
As a rule of t h u m b , the m axi m u m n u m be r of
USING MINIATURES attackers t h at can attack a s i n g l e creatu re i s the s a m e
Some p l aye rs l i ke to use m i n i at u re s , co u nters, a s the n u m be r of figu res whose bases can fit a ro u n d
o r oth e r toke n s to re p resent t h e i r c h a racte rs, the creatu re. I n ge n e ra l , t h i s mea n s t h at l a rger
particu l a rly in a battlefield s it u atio n . M i n i at u res creat u re s can be attacked by m o re a s s a i l ants.
s h owi n g the l ocation of t h e PCs, N PCs, a n d terra i n
Margr, page 244 featu res can be u s efu l v i s u a l a i d s . They h e l p peo p l e Tactical Play
s e e who i s closest t o the door, wh ich m a rgr sta n d s When yo u u s e
where, a n d who wi l l be cru s h ed if the d a n ge ro u s ly m i n i at u re s , s o m e
wea k part of t h e cei l i n g caves i n . a s pects o f the game
become m o re i m portant,
Distance i nc l u d i n g ra n ge,
Ofte n , p l aye rs who u s e m i n i at u res a l s o u s e a grid to m ove m e nt, a n d s peci a l
re p resent d i stance. If yo u do t h i s , it' s probably best effects t h at m ove
to say t h at each 1 - i n ch (2 . 5 cm) s q u a re re p resents c h a racters. If a c h a racte r
about 5 feet ( 1 . 5 m) . S i m ply m ove yo u r figu re i s kn ocked back, move h i s m i n i at u re back 1 or 2
the right n u m be r of s q u a res; for exa m p l e, a s h o rt i nches (or s q u a res) , as a p p ropriate.
d i stance wo u l d be 1 0 s q u a re s . T h at m e a n s terra i n beco mes i m porta nt, too. If
H oweve r, a grid i s n 't nece s s a ry i n N u m e n e ra . a deep c h a s m i s nearby, the p l aye rs need to know
S i n ce most t h i n gs h ave o n e of t h ree po s s i b l e exactly where it is i n re lation to t h e i r figu res i n
Distance, page 89 d i st a n ce s-i m m ed i ate, s h o rt, a n d l o n g-t h at' s a l l case t h ey h ave t h e opport u n ity t o knock a fo e i nto
yo u need t o worry a bout. T h u s , yo u co u l d cut t h ree t h at c h a s m (or face t h at s a m e ri s k t h e m s e lves) .
l e n gt h s of stri n g : one 2 i n c h e s (5 cm) l o n g , o n e 1 0 Li kewise, t h i ngs to h i d e be h i n d , t h e l ayout of i nterior
i n c h e s (25 cm) l o n g , a n d o n e 20 i n c h e s (5 1 cm) c h a m bers, a n d so o n beco m e i m portant a n d m u st
l o n g . I f s o m et h i n g h a s i m med i ate ra n ge , stretch be d e p icted a l o n g with the m i n i at u res. M a ny peo p l e
the 2 - i n c h (5 cm) stri n g fro m the o r i g i n poi nt to enjoy p l ayi n g t h i s k i n d o f game o n a d ry-erase o r wet
see h ow far it goe s . Any c h a racter whose fi g u re i s erase s u rface so t h ey can d raw the featu res a n d p l ace
with i n 2 i n c h e s ( 5 c m ) o f a n o t h e r figu re c a n m a ke the fi g u re s right in the act i o n . S ketch i n g them on
a m e l e e attack a ga i n st t h at fi g u re . (T h e attacker paper works fine, too, as does u s i n g books, penci l s ,

1 16
LI M E NE
OPTIONAL RULES

or oth e r t h i ngs to re p resent ledges, wa l l s , a n d so stats ( n ot j u st M i ght a n d S peed ) . Keep i n m i n d t h at


fo rt h . A n d , of co u rse, terra i n p i eces can be u sed fo r jacks a l ready h ave t h e a b i l ity to choose w h i c h stat
extra fl avor. Some p i eces a re made of paper to keep t h ey h ave an E d ge i n , so u s i n g t h i s o pt i o n a l r u l e
them i n expe n s ive. decreases o n e of t h e advantages o f be i n g a jack.
L i n e of s i g h t a l s o becomes m o re i m portant, and if
yo u a l ready cut a stri n g to h a n d l e d i stance, it works Cypher Use
fo r t h i s p u rpose a s we l l . Pl ace the stri n g anywhere If a start i n g c h a ra ct e r s a c rifices o n e start i n g
on the base of t h e c h a racte r taki n g the act i o n , a n d s k i l l ( a p h y s i c a l s k i l l fo r a g l a ive, o r n u m e n e ra
stretch the stri n g towa rd t h e ta rget. I f t h e stri n g c a n t ra i n i n g fo r a n a n o) , he c a n u s e o n e m o re cyp h e r Cypher, page 278
be stretched t o any p a rt o f the b a s e o f the ta rget, the t h a n i s l i sted . Alternatively, if a c h a ract e r gives
attacker h a s line of s i ght. up o n e cyp h e r, h e ga i n s a n a d d i t i o n a l s k i l l of h i s
c h o o s i n g. E i t h e r way, n o m o re t h a n o n e cyp h e r
Possible Drawbacks s h o u l d be c h a n ge d .
The d own s i d e to u s i n g m i n i at u res is t h at the
exact i n g d eta i l t h ey offe r somet i m e s gets i n t h e way Nonvariable Abilities
of the G M ' s n a rrative contro l . For exa m p l e, without Each type h a s static, u n c h a n g i n g a b i l ities at t h e fi rst
m i n i at u re s , s h e can u s e GM i ntru s i o n to say, "Yo u tier t h at d o n ' t i nvolve any of the a bove as pects or
were sta n d i n g o n the trapdoor when it open s . " With any p l aye r choice. Fo r a fi rst-tier jack, those a b i l ities jack, page 40
m i n i at u re s , a p l ayer u s u a l ly knows exactly where h e a re " Practiced With Light a n d M ed i u m Wea p o n s " Nano, page 32
i s sta n d i n g a t any g i v e n moment. a n d " F l ex S ki l l . " For n a n o s , t h ey a re " Practiced With Glaive, page 26
Also, psychological ly, m i n i at u res seem to Light Wea p o n s " a n d " N u me n e ra Tra i n i n g . " Fo r
e n co u rage co m bat. If yo u p l ace a m i n i at u re o n t h e g l a ives , they a re " P racticed i n Armor" a n d " Practiced
game table re p resenti n g a n ew creatu re t h at the PCs With All Wea p o n s . "
h ave encou nte red , some p l ayers a s s u m e t h at t h ey A n y one o f t h e s e a b i l ities can be sacrificed t o ga i n
need to e n gage with it i n tactical co m bat rather t h a n tra i n i n g i n o n e s ki l l o f t h e p l aye r's choice.
ta l k t o i t , s n e a k p a s t i t , o r try some oth e r cou rse of
act i o n . Customizing Descriptors
U n d e r the n o r m a l r u l e s , each descri ptor is based o n
CHARACTER CUSTOMIZATION OPTIONS some mod ification of the fo l l owi ng:
N u m e n e ra cha racters a re easy to create, but some Some d escri ptors offe r +4 to o n e stat Pool a n d
p l ayers will want to cu sto m ize t h e m m o re t h a n t h e e i t h e r two n a rrow s k i l l s o r o n e b road s ki l l .
system i n it i a l ly a l lows. They can u s e the fo l l owi n g Oth e r descri ptors offer + 2 t o o n e stat Pool a n d
rules to s l ightly ( o r s i g n ifica ntly) c u stom ize t h e i r either th ree n a rrow s k i l l s o r o n e n a rrow s ki l l a n d o n e
cha racters p recisely a s they w i s h . A s a lways , the b road s ki l l .
GM i s t h e fi n a l a rb iter of which o pt i o n a l rules a re A b road s k i l l cove rs many a reas (such a s a l l
ava i l a b l e i n the game. i nteract i o n s) . A n a rrow s k i l l cove rs fewer act i o n s
(such as d eceptive i nteractions) . Co m b at-rel ated
Customizing Character Types s k i l l s , s u c h a s defense o r i n itiative, a re co n s id e red
The fo l l ow i n g as pects of the t h ree c h a racte r types b road s ki l l s in t h i s sen se.
can be mod ified at c h a racte r creation a s s u ggeste d . Rega rd l e s s , you can add a n add iti o n a l s k i l l if
Oth e r a b i l ities s h o u l d n o t be c h a n ged. it i s b a l a n ced by a n i n a b i l ity t h at i s e s s e n t i a l l y a
" n egative s ki l l . " Yo u can add oth e r n o n s ki l l a b i l ities
Stat Pools by eye ba l l i n g them a n d tryi n g to eq u ate them to t h e
Each character type has a starting stat Pool val ue. A va l u e of a s k i l l , if pos s i b l e. I f the d escri ptor see m s Stat Pools, page 20
player can exchange poi nts between h i s Pool s on a one lacking, add a b o u t t e n t o fifteen s h i n s o f a d d i t i o n a l Shins, page 77
for-one basis, so, for exa m ple, he can trade 2 poi nts of eq u i p m ent to b a l a n ce t h i ngs o u t .
M ight for 2 poi nts of S peed . H owever, no starting stat W i t h t h i s ge neral i nformation, y o u can custo m ize a
Pool should be higher than 20. Keep in m i n d that jacks descri ptor, but keep i n m i n d that a heavily cu sto m ized
get more starting poi nts than other characters get, and descri ptor i s n 't a descri ptor if it no longe r says
this option cou l d make them more potent. one t h i n g about a cha racte r. It's better to use t h i s
i nformation t o create a n e w descri ptor that fits exactly Edge, page 20
Edge how the p l ayer wants to portray the cha racte r. Might, page 20
A p l ayer can start with an E d ge of l in w h i c h ever Speed, page 20
stat h e w i s h e s . Beca u s e g l a ives start with a n E d ge
of l i n both M i ght a n d S peed , u s i n g th i s optio n a l
r u l e a l lows a g l a ive t o h ave a n E d ge o f l i n a n y two

1 17
The rules for customizing Customizing Foci Tier 5
foci are designed for At any tier, a p l aye r can sel ect o n e of the fo l l owi n g Lower-Tier Ability: Choose any Tier 1 , 2, 3 , or 4
players who like the idea a b i l ities i n p l ace of the a b i l ity granted by the tier. a b i l ity, a bove.
of a particularfocus but
M a ny of these re p l acement a b i l ities, p a rticu l a rly at Adaptive Field: T h a n ks to a d evice i m p l a nted
find that perhaps one of
the abilities that it confers the h i gher tiers, i nvolve bod i l y mod ification with in yo u r s p i ne, yo u n ow h ave a field t h at rad i ates 1
doesn 't quite fit their devices o r someth i n g s i m i l a r. i n c h (2 . 5 cm) from yo u r body. The field kee p s you
cha meter concept. at a co mforta b l e temperatu re; kee p s out d a n ge ro u s
Tier l rad i atio n , d i seases, a n d gases; a n d always p rovides
Self- I m p rovement: Yo u ga i n 6 new poi nts to d ivide yo u with b reat h a b l e a i r.
a m o n g yo u r stat Poo l s h owever you wish. E n a b l e r. Defensive Field: T h a n ks to a d evice i m p l a nted i n
Bringing the Pai n : You d e a l 1 a d d i t i o n a l point of yo u r s p i ne, you n ow h ave a fo rce field t h at rad i ates 1
d a m age with eve ry attack you m a ke. E n a b l e r. i n c h (2 . 5 cm) from yo u r body a n d p rovides yo u with
Skills, page 25 More Traini ng: Yo u ga i n an add iti o n a l s k i l l of yo u r +2 to Armor.
choice (not com b at o r d efe n se) i n which yo u a re n ot
a l ready tra i ned. E n a b l e r. Tier 6
Lower-Tier Ability: Choose any Tier 1 , 2, 3 , 4, or 5
Tier 2 a b i l ity, a bove.
Lower-Tier Ability: Choose any Tier 1 a b i l ity, a bove . Reactive Field: T h a n ks to a d evice i m p l anted i n
Offensive Com bat Traini ng: Choose o n e type of yo u r s p i ne, you n ow h ave a fo rce fi e l d t h at rad i ates 1
attack i n which yo u a re n ot a l ready tra i n e d : l i ght i n c h (2 . 5 cm) from yo u r body a n d p rovides yo u with
bas h i ng, l i ght b l aded , l i ght ra n ged , m ed i u m bas h i ng, +2 to Armor. In a d d i t i o n , if struck by a m e l ee attack,
m ed i u m b l aded , m ed i u m ra n ged , heavy bas h i ng, the field p rovides a backl a s h t h at i n fl i cts 4 poi nts of
heavy b l aded , o r heavy ran ged . You a re tra i ned in e l ectricity d a mage to the attacker.
attacks u s i n g t h at type of wea pon. E n a b l e r.
Defensive Com bat Traini ng: Choose o n e type of Drawbacks and Penalties
defe n s e task i n which yo u a re n ot a l ready t ra i ned: I n add ition to a l l the oth e r custo m ization o pt i o n s , a
M i ght, S peed , o r I nte l l ect. You a re tra i ned i n d efe n s e p l ayer can choose to take a vari ety of d rawbacks o r
t a s k s of t h at type. E n a b l e r. p e n a l t i e s to ga i n fu rt h e r advantage s .

Tier 3 Weakness
Lower-Tier Ability: Choose any Tier 1 or 2 a b i l ity, As n oted earl i e r, wea kness i s , essential ly, the
a bove. o p pos ite of E d ge. I f you h ave a wea kness of 1 in
N anotech H ealth: T h a n ks to an i njection of S peed , all S peed act i o n s t h at req u i re you to spend
a rtificial anti bod ies a n d i m m u n e defe n s e n a n o bots poi nts cost 1 a d d i t i o n a l point fro m you r Poo l . At
i nto yo u r b l oodstre a m , yo u a re n ow i m m u ne to any t i m e , a p l aye r can choose to give a c h a racter a
d i seases, viruses, a n d m utat i o n s of any k i n d . wea kness a n d i n exc h a n ge ga i n + 1 to h i s E d ge i n o n e
Fusion Armor: Yo u fi n d someone t o perform of the oth e r two stats. So a PC can take a weakness
s u rge ry o n yo u , and the p roced u re gives you of 1 i n S peed to ga i n + 1 to his M i ght E d ge.
b i o m etal i m p l a nts in major port i o n s of yo u r body. N o r m a l ly, you can h ave a weakness o n ly i n a stat
Armor, page 92 These i m p l a nts give yo u + 1 to Armor eve n when in which you h ave an Edge of O. Further, yo u ca n 't
yo u ' re n ot wea ri n g physical armor. h ave m o re t h a n o n e wea k n e s s , a n d yo u ca n 't h ave
a wea kness greater t h a n 1 , u n l e s s the a d d i t i o n a l
Tier 4 wea kness co mes fr o m a n o t h e r sou rce (such a s
Lower-Tier Ability: Choose any Tier 1 , 2, or 3 a d i sease o r d i s a b i l ity a ri s i n g fro m act i o n s o r
a b i l ity, a bove. co n d iti o n s i n the game) .
N anotech Resistance: T h a n ks to an i njection of
b i o l ogical agents a n d n a n o-defe n d e rs , yo u a re n ow I nabil ities
i m m u n e to p o i s o n s , toxi n s , or any k i n d of particu l ate I n a b i l ities a re l i ke " n egative s ki l l s . " They m a ke o n e
th reat, i n c l u d i n g the I ro n W i n d . You a re n ot i m m u n e type of task h a rd e r by i n crea s i n g t h e d i fficu lty by o n e
to viruses, bacte ria, or rad i at i o n . ste p . I f a c h a racter c h o o s e s to take a n i n a b i l ity, h e
Built-i n Weaponry: You find someone t o pe rform ga i n s a s ki l l of h i s choos i n g. N o r m a l ly, a c h a racte r
s u rge ry on you , and the p roced u re gives you can h ave o n ly o n e i n a b i l ity u n l e s s the a d d i t i o n a l
biomechan ical i m p l a nts i n you r h a n d s or eyes. The i n a b i l ity co mes fr o m a n o t h e r sou rce (such a s a
i m p l ants a l low yo u to fi re a bl ast of energy that i n fl icts d e scri ptor or from a d i sease or d i s a b i l ity a ri s i n g from
5 poi nts of d a m age with a ra nge of 200 feet (6 1 m) . act i o n s o r co n d itions in the game) .
There is no cost for you to use t h i s a b i l ity. Action.

1 18
LI M E NE
OPTIONAL RULES

OPTIONAL XP RULES
U s u a l ly, p l aye rs earn expe r i e n ce p o i nts by
m a k i n g d i scove ries o r t h ro u g h G M awa rd s . As
a n altern ative to t h at syste m , p l ayers can s u ggest
t h at ot h e r p l ayers earn X P . T h e GM ca l l s for
n o m i n at i o n s at the end of a n adve n t u re , and t h e
p l aye rs d i scu s s who d i d w h at, w h o came u p with
t h e best ideas, w h o h a n d led a p a rticu l a r s ituation
we l l , a n d so fo rt h . Eve ry c h a racte r sti l l rece ives X P ,
b u t t h e p l ayers d e c i d e w h o gets h ow m u c h .
Anot h e r option i s fo r a G M t o offe r XP t o t h e
gro u p between s e s s i o n s a n d l e t t h e m s p l it it u p
h owever t h ey fee l i s fa i r. Th i s method can b e used
with X P earned fo r d i scove ry o r t h ro u g h GM awa rd s .
Lastly, the gro u p c a n d e c i d e that experience
poi nts earned i n d ifferent ways a re s pent d i fferently.
One method is to declare that XP earned t h rough
GM i ntru s i o n i s ava i l a b l e o n ly for i m mediate,
short-term, and long-term uses, w h i l e X P awa rd ed
between sessions i s u sed for adva n c i n g in leve l s .
The advantage t o t h i s option i s that a l l characte rs
advance t h rough the s ix tiers at about the same
rate-an i m portant i s s u e for some p l ayers. Of cou rse,
a good GM can ach ieve th i s res u lt o n his own by
carefu l ly hand i n g out rewa rd s , and many gro u p s wi l l
d i scover wh i l e p l ayi n g that eq ual adva ncement i s n 't a n
i m portant i s s u e i n N u menera, but people s h o u l d get
to p l ay the game they want to pl ay.

Getting an Experience Point Advance


By i ntrod uci n g a story com p l i cation based on her
characte r' s backgro u n d , a p l aye r can start the game
with a sign ificant a m o u nt of XP (and can spend them
i m mediately if d e s i red, even to p u rchase levels) .
The G M has fi n a l a p p rova l ove r t h i s optio n , and it
s h o u l d be u sed only i n gro u p s that d o n 't i n s i st on a l l
characte rs h avi n g p recisely the s a m e powe r l eve l s .
T h i s story- based co ncept a l lows a p l aye r to create
exactly the characte r she wants at the outset at the
cost of b u i l d i n g i n a n a rrative com p l ication for herself. exc h a n ge for an adva n ce of X P t h at a l l ows h i m to
For exam ple, a player might want to start the game start at t h e second tier, with a l l t h e benefits of a
with a robotic companion or a beam weapon. U nder seco n d -tier cha racte r.
the normal rules, these options aren't available to a
begi n n i n g player, but she could find or build them given These story co m p l icat i o n s a re wort h an adva n ce
time (and perhaps after s pending XP) . With the optional of 4 to 6 XP:
rule, the character gets an advance XP amount that People find the character extremely u n l i kable. N o
can be u sed to "buy" the automaton or weapon, but i n matter what he says or does, i ntel l i gent creatu res a n d
exchange, she has an inability with all N P C i nteractions. a n i m a l s find h i m u n pleasant. A n y attem pt t o i nteract
As another exa m ple, l et' s say a p l aye r doesn't with creatures is treated as if it were one step more
want to sta rt by p l ayi n g a n ew, yo u n g n a n o-he d ifficult than normal. Fu rther, the G M should make a
wants to p l ay someone who i s older a n d more default a s s u m ption that a l l people treat the character
expe rienced . Alt h o u g h N u m e n e ra does n ot a s s u m e with d i staste and contem pt as a base l i ne.
t h at a l l start i n g c h a racters a re fres h yo u n g recru its, The c h a racte r h a s a bum leg. I t acts up eve ry n ow
the p l aye r' s vision doesn't q u ite sound l i ke a fi rst-tier a n d t h e n (at least o n ce per adve n t u re , a n d u s u a l ly
n a n o . So h e co mes u p with a s i g n ifica nt d rawback, o n ce per session) , a n d when it does, the d i fficu lty
s uch a s a severe add iction to a costly d rug, i n of a l l S peed tasks is i n creased by one step fo r h i m .

1 19
Inability, page 47 The c h a racte r h a s an i n a b i l ity with a s i g n ifica nt experi menter a n d re p l i cate the p roce s s . T h i s is a
task, such a s attacks, d efe n s e , move ment, o r major m i s s i o n a n d cou l d re s u lt i n a l o n g d e l ay i n
someth i n g of t h at n atu re. As a res u lt, t h e d ifficu lty c h a racte r adva ncement (effectively givi n g h e r a
of such tasks is i n creased by one step fo r h i m . boost i n powe r at t h e begi n n i n g of the game but
The c h a racte r h a s a n occas i o n a l ly d e b i l itat i n g n o boosts fo r a l o n g t i m e afterward) .
co n d ition, such a s a b a d back, a l co h o l i s m , eat i n g
i s s u e s , a n d so o n . Th i s p ro b l e m res u lts i n a RACIAL OPTIONS
s i g n ificant pena lty o n ce per s e s s i o n . The defau lt a s s u m ption is t h at a l l p l aye r c h a racters
The c h a racte r i s wanted b y t h e l aw a n d m u st a re h u m a n . H owever, the N i nth Wo rld is a stra n ge
keep a l ow p rofile. Th i s can ca u s e sto ry- based p l ace, a n d oth e r o pt i o n s a re ava i l a b l e , although they
co m p l i cati o n s rat h e r than mec h a n ical ones, but it s h o u l d be extre mely rare.
can m a ke life d ifficult fo r h i m at t i m e s .

Vatjellan and lattimors


The c h a racte r h a s a d efe n s e l e s s re l ative o r fr i e n d Visitants
are not the only visitant who i s often a t ri s k. Aga i n , t h i s i s n o t a mec h a n ical Vis itants h a i l fro m . . . e l sewh e re. They a re the
races in the Ninth World, i s s u e , but o n e t h at will affect h ow the c h a racte r desce n d a nts of trave l e rs who came to E a rth d u ri n g
but they are the most is p l ayed . At t i m e s , he wi l l h ave to stop w h at h e a prior worl d , w h e n i nterste l l a r-perh a p s eve n
common. Others live in i s d o i n g to h e l p the p e r s o n out of a j a m . A t oth e r i nte rga l actic-trave l was co m m o n p l ace. At some
more isolated orfarjlung t i m e s , t h e perso n ' s l i fe m i ght be truly i n jeopardy, poi nt, the trave l e rs we re m a rooned h e re, perhaps
areas and are not as well
known. co m pe l l i n g t h e PC to act i o n . beca u s e the civi l ization t h at s u p ported their
The c h a racte r m u st perform a regu l a r action t o tec h n o l ogy co l l a psed o r d i s a p peared . Somet i m e s
reta i n h i s a b i l ities. Fo r exa m p l e, e a c h morn i n g, h e v i s itants-particu l a rly the varj e l l e n ( s e e next page)
m u st "co m m u ne" w i t h a n u ltrapowe rfu l , a rtifici a l ly s u ggest t h at the E a rt h once served as the h u b of a
i n te l l i gent " god " who grants h i s powe rs. I f t h i s vast e m p i re of t h o u s a n d s of worl d s . H owever, there's
com m u n i o n i s d i stu rbed o r p reve nted , o r if t h e n o way to be ce rta i n of t h at, a n d it h a rd ly see m s
tra n s m i s s i o n i s b roken o r b l ocked , the PC does re levant now, a h u n d red t h o u s a n d or eve n a m i l l i o n
Examples ofvatjellen names:
n ot h ave acce s s to his powers t h at d ay. years l ater.
Vestiai Lagim
Malianoke The character m u st have a particu lar item to be able Rega rd l e s s of h ow t h ey got h e re , v i s itants now
Visixtru to use h i s abil ities. For exa m p le, he need s a power ca l l the N i nth Wo rld home. They h ave dwe l led on
Thrianelli cel l , a focu s i n g crysta l , or another object that ca n be E a rt h fo r a t h o u s a n d ge n e rat i o n s o r m o re and h ave
Lieos Kel lost, stolen, or destroyed. Perh aps, l i ke a power cel l , it l o n g fo rgotten any u s efu l knowl edge t h e i r a n cestors
Palianeir need s to be rep laced or recha rged from time to time. m ay h ave had about science, tec h n o l ogy, o r the
Stro/rushi
u n ive rse. I n stead , t h ey h ave a d a pted , biologica l ly a n d
These story co m p l icat i o n s a re wort h a n adva n ce of c u l t u ra l ly, to s u rvive i n t h e i r n ew home. T h e y know
1 2 to 20 XP: no oth e r l i fe a n d no oth e r p l ace, but they re m a i n
The c h a racte r i s wanted by t h e l aw a n d i s actively kee n ly awa re t h at they a re a t best t ra n s p l ants a n d at
p u rs ued by m u lt i p l e N PCs. Th i s i s n 't j u st a m atte r worst castaways .
of lyi n g l ow when s h e is i n tow n . I n stead , N PCs Visitants sometimes i ntegrate i nto h u ma n societies
wi l l s h ow up at the worst pos s i b l e t i m e s a n d i n the N i nth Worl d , but more ofte n they keep to
atte m pt to abd uct o r ki l l h e r. them selves i n their own small com m u n ities. They a re
The c h a racte r h a s a co n d ition such t h at the rel atively ra re com p a red to h u ma n s . I n fact, many
d i fficu lty of all tasks i nvolvi n g co m bat or N PC h u m a n s h ave n ever encou ntered a vis itant, and
i nteraction i s i n creased by o n e ste p . some d o n 't believe they exi st, d i s m i s s i n g them as
The c h a racte r h a s a truly d e b i l itat i n g co n d ition, ta l l tales o r the res u lt of n u men era-based deformities
such a s b l i n d n e s s , deafn e s s , be i n g cri p p l e d , seve re or tra n sformations. Alth ough vis itants and h u m a n s
d ru g ad d i ct i o n , a n d so o n . d iffe r greatly i n outlook and perso n a l ity, dwe l l i n g on
The c h a racte r h a s a d efe n s e l e s s re l ative o r friend the same worl d , faci n g the same d a n gers, and h avi n g
who (fo r some vital reason) m u st acco m p a n y h e r the same experiences has made it pos s i b l e for them t o
a t l e a s t 75 percent of the t i m e . S h e wi l l s p e n d u n d erstand each other and get along. M ost visitants
many act i o n s p rotect i n g t h i s p e r s o n i n stead o f s peak the same language as the h u m a n s that l ive
d o i n g w h at s h e ' d rat h e r be d o i n g. in the same region, although particu l a rly isolated
The c h a racte r' s a b i l ities rely on a ra re d ru g t h at i s com m u n ities h ave their own langu age, j u st as re mote
d i fficu lt t o o bta i n . Without a reg u l a r d o s e o f t h i s h u m a n gro u p s do. Vis itants ca n't i nterbreed with
s u bsta n ce, s h e i s v i rt u a l ly powerless. h u m a n s or with vis itants of another type.
The c h a racte r was experi mented o n a s a yo u n g P l ayers can create v i s itant c h a racters if t h e G M
ch i l d , which gave h e r powe rs a n d a b i l ities. N ow, to a l l ows it. A v i s itant's race i s h i s descri ptor, but h e
ga i n any n ew a b i l ities, she m u st find the o ri g i n a l can c h o o s e any c h a racte r type a n d focu s d e s i red .

1 20
LI M E NE
OPTIONAL RULES

Fo r exa m p l e , a p l aye r m i ght create a varj e l l e n g l a ive viruses a n d toxi n s t h at affect h u m a n s affect the
who Wo rks M i racles o r a l att i m o r jack who Wea rs varj e l l e n as we l l , although there a re ra re d i ffe re n ce s . Works Miracles, page 75
a S h ee n of I ce . Beca u s e v i s itant c h a racters ga i n T h e i r eye s i ght i s at l e a s t h a l f aga i n a s good a s a Wears a Sheen of Ice, page 73
m o re benefits from t h e i r raci a l type t h a n they wo u l d h u m a n ' s , but t h e i r heari n g is a bit worse. They h ave
fro m a conventional descri ptor, each carries m o re n o sense of s m e l l .
d i sadvantages as we l l . Vis itant cha racte rs a l so A s i d e fro m these physical c h a racte ristics, t h e
p resent ro l e p l ay i n g c h a l l e n ge s , so it' s reco m m e n d ed varj e l l e n s h a re s o m e general pers o n a l ity traits
t h at n ew p l ayers do n ot create v i s itant PCs. (th o u g h i n d ivid u a l s obvi o u s ly d i ffe r) . H u m a n s often
fi n d them co l d , p o n d e ro u s , a n d u n emot i o n a l most
Varjellen of the t i m e , but t h ey can be u n p re d i ctably wa rm,
Ta l l a n d a n g u l a r, the varj e l l e n wo u l d n ever be i m p a s s i o n e d , o r e rratic. G u a rded arou n d stra n gers,
co nfu sed with h u m a n s . They h ave a violet- red hue to the varj e l l e n a re free r with i nformation a n d cas u a l
t h e i r fl e s h ; b u l bo u s , ye l l ow-ca st, co ntra l ateral eyes; a behavior a m o n g t h o s e t h ey tru st. B ut ofte n , a
ta l l , t h i n crest atop t h e i r head; a n d a b road chest with varj e l l e n ' s trust is d ifficult to wi n .
two l i m b l i ke struct u res t h at open a cavity with i n t h e i r M a ny varj e l l e n enjoy worki n g with too l s a n d a re
chest. Th i s cavity p rotects t h e i r heart a n d p rovi d e s fasci n ated by devices of t h e past, t h o u g h t h ey ca re
t h e m acce s s to it a n d oth e r i nte rnal o rga n s . H u m a n s l ittl e for h i story in ge n e ra l , p referri n g to focu s on the
h ave l i kened a varj e l l e n ' s chest t o a cage w i t h doors p resent a n d t h e future . They a re d rawn to mystery
t h at can open a n d close. The varj e l l e n ca l l th is a n d exp l o rat i o n . The varj e l l e n enjoy v i s u a l a rts a n d
p rotected cavity their "cruci b l e . " H av i n g acce s s to m u s ic, but they h ave n o concept o f poetry
their own i nte rnal o rga n s p rovides the varj e l l e n with or p rose a n d d o n ' t care m u ch for sto ries.
a u n iq u e benefit. By gently m a s s agi n g a n d s u btly Although t h ey a re re l u ctant warri ors,
rearra n g i n g t h e i r o rga n s i n a m a n n e r u n d e rstood the varj e l l e n d o what they m u st to
o n ly by the varj e l l e n b ra i n , they ga i n control ove r p rotect them selves. They a re a l m ost
t h e i r enti re physical struct u re, mod ifyi n g t h e i r bod ies n ever the aggressors in physical
o n a ce l l u l a r l evel a s need ed. situat i o n s , but if nece s s a ry, t h ey can be
In oth e r word s , a varj e l l e n can m a ke itself faster, a s devi o u s o r ruth less as any h u m a n
stro n ge r, a n d eve n s m a rter when it need s to. But (aga i n , t h i s v a r i e s fr o m i n d ivid u a l

t h e re i s a p rice. To i n crease m u sc u l at u re of o n e to i n d ivid u a l ) . They va l u e


k i n d , a n o t h e r m u st be d i m i n i s hed. To i m p rove b ra i n eq u a l ity a n d fa i rness b u t
struct u re s , t i s s u e fro m e l s ewhere i n the body m u st m a y d e fi n e t h e s e concepts
be sacrifice d . When a varj e l l e n becomes s m a rter, it d i fferently
becomes s l owe r or weaker. When it becomes faster than
o r m o re gracefu l , it becomes less h a rdy o r less h u mans do.
i nte l l i gent, a n d so o n . The p roce s s of a lteration is The varj e l l e n
ca l l ed reforging. Va rj e l l e n can reforge t h e m se lves a n e e d fo r j u stice
m axi m u m of o n ce each d ay, a n d t h e p roce s s takes gives t h e m a deep
a l most a n h o u r. Yo u n g varj e l l e n who h ave j u st d e s i re to right wro n gs-
learned to reforge can do it i n h a l f the t i m e , but a s ve n geance is we l l
the b o d y a g e s , t h e p roce s s t a k e s l o n ger, so a n h o u r known a m o n g
i s ave rage. their kind.
Va rj e l l e n a re sexl e s s u n t i l t h ey w i s h ot h e rw i s e , Va rj e l l e n
at w h i c h p o i n t t h ey c a n a d o pt orga n s to ta ke o n wea r cloth i n g n ot u n l i ke
e i t h e r a m a l e o r fe m a l e g e n d e r fo r re p rod u ctive h u m a n garments, always
p u r p o s e s . O bv i o u s l y, o n ce a v a rj e l l e n has beco m e cove ri n g t h e i r cruci b l e .
p re g n a n t , s h e reta i n s fe m a l e c h a ra cte r i s t i c s u nt i l I n d ivid u a l s typ ica l ly pai nt,
s h e gives b i rt h a p p roxi m ately s i x m o n t h s l at e r. tattoo, o r oth e rwise d eco rate
H u m a n s a re i n ca p a b l e of d i s cern i n g a n y d i ffe re n ce t h e i r crest a n d head to exp re s s
betwee n t h e v a rj e l l e n w h o t a ke o n ge n d e r a n d t h e i r o w n perso n a l ity.
t h o s e w h o d o n ot . Varjellen Abil ities
Va rj e l l e n l ive 250 yea rs o r more a n d typ i ca l ly A l l varj e l l e n cha racters i n
re p rod uce o n ly once, always giv i n g b i rth to twi n s . N u m e n e ra h ave t h e fo l l owi n g
L i ke h u m a n s , they b reathe oxyge n , req u i re fo o d a n d a b i l ities:
wate r, a n d so o n . H oweve r, t h ey a re herb ivoro u s a n d Diminished: At fi rst tier,
ca n n ot d i gest meat. By h u m a n sta n d a rd s , they p refer yo u h ave 3 points, n ot 6, to
particu l a rly s p i cy food a n d very stro n g l i q u o r. M ost d ivide a m o n g yo u r stat Poo l s .

121
Reforgi ng: You can take an h o u r d u ri n g t h e d ay Effectively, a l attimor is two creat u res with one body.
to rea rra n ge yo u r cu rre nt stat Poo l s as yo u d e s i re, A typical l attimor sta n d s about 7 feet (2 . 1 m)
trad i n g poi nts between t h e m freely. Yo u h ave n o ta l l , with b road , s l o p i n g s h o u lders, powerfu l arms,
m axi m u m i n any Poo l , but l owe r i n g a P o o l to 0 and short legs. I t has two l a rge and widely spaced
m oves you d own t h e d a mage track as n o rm a l . eyes, p l u s fo u r s m a l ler eyes positioned h i g h a n d
Recovery roll, page 9 4 Slow t o Recover: E a c h recovery ro l l y o u m a ke c l o s e together. Although i t s entire body i s cove red
s u ffe rs a -1 pena lty. in b rown i s h - b l o n d , b l ack, or wh ite h a i r, the back of
Ski l l : You a re tra i ned in the n u menera. a l attimor h a s a fl at, d i scolored a rea, a l most l i ke a
Ski l l : You a re tra i ned i n vi s u a l ly perceivi ng. mass ive brui se. H u m a n s often th i n k the a rea vaguely
I nabil ity: The d ifficu lty of tasks i nvolvi n g h i story is resembles a bat or a n owl with outstretched wings.
i ncreased by o n e ste p . Closer i n s pection of the a rea reveals tiny wav i n g h a i rs
I nabil ity: The d ifficu lty of t a s k s i nvolvi n g poetry o r that a re a l most t h read l i ke-very different from the h a i r
o ratory i s i n creased by o n e ste p . on the rest o f the creatu re's body. These s m a l l h a i rs
I nabil ity: The d ifficu lty of t a s k s i nvolvi n g heari n g i s a re the outer man ifestation of the neem, although
i ncreased b y o n e ste p . by ad u lth ood , the fu ngus has worked itself i nto the
cel l u l a r struct u re of the m a i n body of the b u rs k.
Lattimor The synt h e s i s of b u rs k a n d neem i s i m pe rfect. The
A l attimor i s the res u lt of a sym biotic u n ion of two sym b i o s i s res u lts i n a s i n g l e creatu re with a s i n g l e
d iffe rent creat u res: a bursk (a l a rge, m u s c u l a r, h a i ry m i n d , ca l l ed t h e fugue state. Wh i l e the b u rs k a n d the
b i ped) and a neem (an i nte l l i gent fu n ga l creat u re) . neem a re e n h a n ced by t h e u n i o n-th e whole i s fa r
They come together i n synth e s i s to form a new being. greater t h a n t h e s u m o f the parts-somet i m e s t h e
two creat u re s operate i n d ependently. I n oth e r wo rd s ,
the l att i m o r exists i n a fugue state most of t h e t i m e ,
but somet i m e s either t h e b u rs k o r t h e neem i s i n
co ntro l . Fro m a h u m a n ' s point o f vi ew, t h i s c a n seem
l i ke a p sychotic m a l ady akin to m u lt i p l e pers o n a l ity
d i so rd e r, but to a l att i m o r, it' s s i m ply normal l ife .
The b u rs k a n d neem e a c h h ave i n d ivid u a l n a m e s ,
w i t h the u n i o n taki n g o n both n a m e s . Fo r exa m p l e, a
neem ca l l ed N a rlyen a n d a b u rs k ca l l e d Fes h m i ght
co m b i n e to create a latt i m o r ca l l e d N a rlye n - Fes h .
At a n y given t i m e , a l att i m o r m i ght b e i n a b u rs k
state, a neem state, o r (most co m mo n ly) a fugue
state. Typical ly, a b u rs k state i s more p ro n e to
aggres s i o n , co m b at, a n d physical activity. A neem
state i s conte m p l ative a n d conversat i o n a l . S h ift i n g
fro m state t o state somet i m e s h a p p e n s u n expected ly.
When the l att i m o r w i s h e s to c h a n ge state , t h e s h i ft
req u i res ca refu l co ncentrat i o n . The b u rs k state, be i n g
more aggress ive, i s h a rd e r t o s h ift o u t o f t h a n the
oth e r two states .
Latti mors a re stro n g creatu res w i t h keen s e n s e s .
They b reathe n itrogen but n e e d o n ly a s m a l l a m o u nt,
so t h ey can hold t h e i r b reath fo r u p to ten m i n utes
without i s s ue. M ost i n h a l ed toxi n s t h at wo u l d bot h e r
a h u m a n h ave n o effect o n t h e m . Latti mors a re
o m n ivoro u s a n d can d i gest orga n i c material t h at a
h u m a n a l m ost ce rta i n ly co u l d n ot.
Latt i mors h ave male and fe male ge nders , but o n ly
beca use bursk d o-the neem rep rod uce asexu a l ly.
When two l att i mors m ate, the res u lt is a bursk who
i s i m med i ately joi ned with a neem so they grow
together. If the u n io n ca n n ot be esta b l i s h ed with i n the
first few wee ks, it i s u n l i kely to h a p pen successful ly.
M a l e l atti mors a re typ ica l ly l a rger than the fe males
and wa l k a bit stooped . An average l attimor's l i fespan

1 22
LI M E NE
OPTIONAL RULES

is approxi m ately fifty years. U s u a l ly, when one part of I nabil ity: You ca n n ot take t i m e to tal k. The Examples oflattimor names:
the com b i ned creatu re d ies, both d ie. H owever, there d i fficu lty of tasks i nvolvi n g i nteract i n g with oth e rs in Narlyen-Fesh
a re re ports of a neem bei n g " b u rned out" of a b u rs k, a pleasant m a n n e r i s i n c reased by o n e ste p . Gravish-Morel
red uci n g it to a bestial creatu re that can neve r aga i n I nability: You ca n n ot take time t o conte m p l ate. T h e Margel-Mes
Zester-Dolin
fo r m the synth e s i s o f a l attimor. d ifficu lty o f t a s k s i nvo lvi n g co ncentration or study
Carstol-Reg
Without a neem, a b u rs k i s l ittl e more t h a n a i n cl u d i n g u s i n g esoteries-i s i n creased by one ste p. Ungeym-Werl
beast, about as i ntel l i gent as a s m a rt, we l l -tra i ned Hanlan:Jorum
pack a n i m a l . Without a b u rs k, a neem i s awa re and N E E M STATE
i nte l l i gent, but n ot nearly at a h u m a n ' s l eve l ; it's n ot Skill: Yo u are tra i ned i n a l l i nteractions with others. In lattimor naming
ca p a b l e of u s i n g too l s a n d i s barely m o b i l e . Ski l l : Yo u a re tra i ned i n tasks i nvo lvi n g study, conventions, names are
typically hyphenated, with
The outlook o f a l attimor d e p e n d s on i t s cu rrent conte m p l at i o n , or mental concentrat i o n , i n cl u d i n g
the first half being the
state and can vary from i n d ivid u a l to i n d ivid u a l . I n esote ries. name of the neem and the
its fu gue state, a l attimor i s ca refu l but curious. M ost I nabil ity: You h ave n o ta ste fo r fighti ng. The second the name of the
h u m a n s wou l d find it to be self-aggra n d i z i n g but not d ifficu lty of tasks i nvolvi n g co m b at-i n cl u d i n g attack bursk.
offe n s ive. I n a b u rs k state, the creatu re is eas i ly bored and defe n se ro l l s-is i n creased by o n e ste p .
and focuses m a i n ly on eat i n g and p rov i n g its p rowess I nabil ity: You a re w h o l l y focu sed. The d ifficu lty o f
(a n d worth) t h rough physical acts, such as com b at, t a s k s i nvolvi n g perceivi n g a nyth i n g u n expected i s
feats of stre n gt h , or co ntests. These extroverts can be i n c reased b y o n e ste p .
q u ite ras h at times. In a neem state, the creatu re is
t i m i d , thoughtfu l , and i ntroverted . I t l i kes to ta l k but Mutants
probably wo u l d rather j u st t h i n k. Some c h a racte rs h ave been affected by m utat i o n .
N ot a l l l att i m o r p a i ri n gs a re h a r m o n i o u s . Rarely, a M utants a re not v i s itants. They a re h u ma n s who h ave
neem a n d b u rs k grow to h ate each oth e r a n d vie fo r changed ove r time, either t h rough natural forces of
control when n ot i n a fu gue state. evol ution or t h rough an u n n at u ra l m a n i p u l ation
P l ayi n g a l att i m o r a s a PC race can be d i fficult, i ntentional or not-to an i n d iv i d u a l or h i s ancestors.
a s it i s o n e c h a racter with th ree perso n a l ities and U n natural m a n i p u lation co u l d mean expos u re to
stre n gt h s . Fo r a n ext ra c h a l l e n ge , two p l aye rs co u l d m utage n s , the res u lt of genetic e n g i n eering, or the
p l ay a s i n g l e l att i m o r c h a racte r together, w i t h o n e i n res u lt of genetic engi neeri n g go ne wrong.
control w h e n t h e creatu re i s i n b u rs k state, t h e ot h e r In the N i nth Wo rl d , m utants somet i m e s band
i n control when i n neem state, a n d t h e two worki n g toget h e r. Those with h ideous deformities face
toget h e r when i n fu gue state. d i scri m i nation and d e ri s i o n . Some a re outcasts,
and others a re reve red , fl a u nt i n g t h e i r m utat i o n s
LATT I M O R ABI LITI ES a s a s i g n o f s u perio rity, powe r, a n d i n fl u e n ce. T h e i r
A l l l att i m o r c h a racte rs in N u m e n e ra h ave the m utat i o n s a re s e e n a s a b l es s i n g, n ot a cu rse. Some
fo l l owi n g a b i l ities: peo p l e b e l i eve t h e m to be d iv i n e . Might Pool, page 20
Strong: Yo u r M i ght Pool i n creases by 4 poi nts. There a re five catego ries of m utat i o n s . Two
Change State: The fu gue state i s the defau lt. I t is of them-be n efici a l m utat i o n s a n d powe rfu l
yo u r state when yo u awa ke n . You can c h a n ge yo u r m utation s-b ri n g about c h a n ges t h at a re neither
state b y atte m pt i n g a n I nte l l ect task with a d ifficu lty phys ically obvi o u s n o r extraord i n a ry. Powe rfu l
of 4. The G M can mod ify the d i fficu lty depe n d i n g m utat i o n s a re more pote nt t h a n benefici a l o n e s .
o n t h e c i rc u m stances; stres sfu l situat i o n s i n crease H a rm fu l m utat i o n s a re p h y s i c a l c h a n ges t h at a re
the d ifficu lty. Changing state i s a n act i o n , a n d once u s u a l ly grotesque a n d somewhat d e b i l itat i n g . The
atte m pted (whether s u ccessfu l or not) . yo u ca n n ot fo u rth catego ry, d i st i n ctive m utat i o n s , a l so p rovides
try aga i n for at least an h o u r afterwa rd . s i g n ifica nt a b i l ities, but they m a rk the c h a racte r a s
a n obvi o u s m utant. Last, cosmetic m utat i o n s bri n g
FUG U E STATE n o s peci a l capa b i l ities a t a l l a n d a re m e rely cos metic
Ski ll: You a re tra i ned i n perceivi ng. (a lthough somet i m e s d ra m atica l ly so) .
I n theory, there is a s ixth category that m ight be cal led
B U RS K STATE crippling m utations, but characters never have this kind
Skil l : You a re tra i ned i n attacks made with o n e of m utation. M utants with crippling m utations m ight be
weapon type chosen at c h a racter creat i o n . born without l i m bs, with barely fu nctional l u ngs, without
Skil l : You a re tra i ned i n breaki n g t h i ngs. most of their brain, and so on. S uch m utations prevent a
Skil l : You a re tra i ned i n perceivi ng. character from being viable.
I nabil ity: You ca n n ot take t i m e to t h i n k. The I f you want to play a m utant, you h ave s pecial
d i fficu lty of tasks i nvolvi n g l o re, knowledge, o r abil ities, but they come at a cost. In lieu of a
u nd e rsta n d i n g i s i ncreased b y o n e ste p . descri ptor-or rather, by choos i n g mutant as you r

1 23
descri ptor-you gai n two beneficial p roce s s i nformation so t h at after
Some of the most m utations. I f you opt to ta ke a yo u wake, yo u h ave a n a s set in any
infamous mutants in the harmful m utation as wel l , you can I nte l l ect act i o n s held ove r fro m
Ninth World are the Fahat h ave three beneficial m utations, the p rev i o u s d ay. Fo r exa m p le , if
of Nihliesh, page 2 1 7. or one powerfu l m utation, or one yo u h ave to d eterm i n e whet h e r a n
powerfu l and d i stinctive m utation. u n known p l a n t i s p o i s o n o u s , yo u
You can also have from zero to co u l d " s leep on it" a n d m a ke t h e
four d i stinctive m utations, which i s d ete rm i n ation the n ext d ay w i t h a n
completely u p t o you . M utations are as set o n t h e act i o n .
always rol l ed random ly, although the 54-60 Poison i m m u n ity: Yo u a re
player and GM can work together to i m m u n e to a l l p o i s o n s .
e n s u re that the res u lting character i s 61 -65 Disease i m m u n ity: Yo u a re
one that the player wants t o play. i m m u n e to a l l d i seases.
U n l i ke a b i l ities ga i n ed fro m 66-70 Fire resistance: You h ave +3
most oth e r s o u rces , m utat i o n s to Armor aga i n st d a m age from fire.
Skills, page 25 t h at affect t h e d i fficu lty o f t a s k s a re 71 -75 Cold resistance: Yo u h ave
a s sets, n ot s k i l l s . T h at m e a n s any +4 to Armor aga i n st d a mage from
step c h a nges fro m a m utation a re co l d .
i n add ition to any step c h a n ges yo u 76-80 Psychic resistance: You
m i ght h ave fro m a s ki l l . h ave +3 to Armor aga i n st I nte l l ect
d a m age.
Beneficial Mutations 81 -85 Acid resistance: You h ave +5 to Armor
The fo l l ow i n g m utat i o n s d o n ot req u i re any v i s i b l e aga i n st d a m age fro m aci d .
c h a n ges o r d i sti n ct i o n s i n the c h a racte r. I n oth e r 86-88 Punctu re resistance: You h ave +2 t o Armor
The Angulan Knights wo rd s , peo p l e who h ave these m utat i o n s a re n ot aga i n st d a m age fro m p u nct u r i n g attacks.
(page 224) see mutants obvi o u s ly recognized as m utants. U s i n g benefici a l 89-91 Slicing resistance: You h ave +2 to Armor
as a true threat to m utat i o n s n eve r costs stat Pool poi nts a n d n eve r aga i n st d a m age fro m s l ic i n g attacks.
humanity and hunt them
down mercilessly. req u i res an action to " activate. " 92-94 Bl udgeoning resistance: You h ave +2 to
Armor aga i n st d a mage fro m cru s h i n g attacks.
01 -05 Strengthened bones: You ga i n + 5 t o yo u r 95-96 N o scent: You ca n n ot be t racked o r l ocated
M i ght Poo l . by scent, a n d you n eve r h ave offe n s ive odors.
06-1 0 I m proved circulation: Yo u ga i n +5 t o yo u r 97-99 Scent: Yo u can sense creat u re s , o bj ects ,
M i ght Poo l . a n d terra i n b y scent a s we l l a s a n o r m a l h u m a n can
1 1 -1 5 I m proved m uscu latu re: Yo u ga i n +5 t o yo u r by s i ght. Yo u can d etect scents with t h at degree
M i ght Poo l . of accu racy o n ly in s h o rt ra n ge, but yo u can sense
1 6-20 I m proved nervous system: Yo u ga i n +5 to stro n g odors fro m m uch fa rther away (fa r bette r t h a n
yo u r S peed Poo l . a n o r m a l h u m a n ca n) . L i ke a h o u n d , yo u can track
21 -25 I m proved neural processes: Yo u ga i n +5 to creat u res by t h e i r scent.
yo u r I nte l l ect Poo l . 00 Sense M aterial: You can s e n s e the prese n ce of
26-30 Thick hide: You ga i n + 1 to Armor. any s i n g l e s u bstance with i n s h o rt ra n ge, although
3 1 -33 I ncreased l u n g capacity: Yo u can h o l d yo u r yo u d o n ' t learn d eta i l s o r the p reci se locat i o n . You
b reath fo r five m i n utes. a n d the G M s h o u l d work together to d eterm i n e t h e
34-36 Ad hesion pads: Yo u r h a n d s a n d feet h ave s u b stance: wate r, i ro n , synt h , gran ite, wood , fl e s h ,
naturally a d h e s ive pads a n d t h u s a re a s sets in tasks salt, a n d so o n . You d o n ot n e e d to concentrate t o
i nvolvi n g cl i m b i ng, kee p i n g yo u r foot i n g , o r reta i n i n g sense the m ateri a l .
yo u r gri p.
37-39 Slippery ski n : Yo u secrete a s l i ppery o i l , Harmful Mutations
givi n g y o u a n asset i n any t a s k i nvolvi n g s l i p p i n g U n l e s s n oted oth e rwise, the fo l l owi n g m utat i o n s
fro m another's g r i p , s l i p p i n g fro m bo n d s , s q u eez i n g a re vi s i b le , obvi o u s , a n d grotesque. T h e y offe r n o
t h rough a s m a l l open i n g, a n d so o n . benefits , o n ly d rawbacks .
40-45 Telekinetic shield: You refl exive ly u s e 01 -1 0 Deformed leg: A l l m ovement tasks a re
teleki n e s i s to wa rd away attacks, givi n g yo u a n as set i ncreased i n d ifficu lty by o n e ste p.
in S peed d efe n s e tasks. l 1 -20 Deformed face/appearance: A l l pleasant
46-50 Suggestive voice: Yo u r voice i s so pe rfectly i nteraction tasks a re i n c reased i n d ifficu lty by o n e
m od u l ated t h at it i s a n asset in all i nteraction tasks. ste p .
5 1 -53 Processor d reams: When yo u s l eep, you 21 -30 Deformed arm/hand: A l l t a s k s i nvo lvi n g the

1 24
LI M E NE
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arm or h a n d a re i ncreased i n d ifficu lty by o n e ste p. cl i m b i n g or kee p i n g yo u r gri p . You can a l s o fl i n g


3 1 -40 M alformed brai n : The d ifficu lty of a l l these globs i n i m me d i ate range, a n d if t h ey h it, t h ey
memory- o r cogn i tive- re l ated tasks i s i n creased by i n crease t h e d i fficu lty of the ta rget ' s physical tasks
o n e ste p. by one step fo r o n e ro u n d . E n a b l e r to u s e i n a tas k;
41 -45 M entally vul nerable: The d ifficu lty of a l l action to use a s an attack.
I nte l l ect defe n s e tasks i s i n creased b y o n e ste p. 27-30 Face danci ng: Yo u can a lter yo u r featu res
46-50 Slow and l u m bering: The d i fficu lty of a l l enough t h at yo u possess a n a s set i n all tasks Mutants are not
S peed d efe n s e tasks i s i ncreased b y o n e ste p . i nvolvi n g d i s g u i se. E n a b l e r. abhumans. Abhumans
are creatures whose
5 1 -60 Sickly: The d ifficu lty of a l l M i ght defe n s e 3 1 -35 Sense n u menera: Yo u can sense the
ancestors-perhaps
t a s k s i s i n creased by o n e ste p. p resence of a fu n cti o n i n g n u m e n e ra d evice o r through m utation
61 -63 Horrible growth: A large goiter, i m mobile esotery with i n s h o rt r a n g e . You d o n ot learn d eta i l s became something other
tendril, or useless extra eye hangs from you r face, o r t h e p recise l ocat i o n . Act i o n . than human in the distant
i ncreasing the d ifficu lty of a l l pleasant i nteractions (with 36-40 Stinger i n finger: Yo u can m a ke a n attack past, and rejected their
with yo u r hand t h at i n fl i cts l point of d a mage. I f yo u
humanity. Now they breed
most creatures, particu larly h u m a n s) by one step.
true, bestial offshoots that
64-66 Useless l i m b: O n e of yo u r l i m bs i s u n u s a b l e m a ke a seco nd s u cce ssfu l attack ro l l , yo u r sti n ge r have become a distinct
o r m i s s i ng. a l so i n j ects a poison t h at i n fl icts 4 poi nts of S peed species.
67-71 Useless eye: O n e of yo u r eyes i s u n u s a b l e o r d a m age. Act i o n .
m i s s i ng. The d ifficu lty of t a s k s s pecifica l ly i nvo lvi n g 41 -44 Stinger i n el bow: You can m a ke a n attack
eye s i ght (s pott i n g, search i n g, a n d so on) i s i n creased with yo u r e l bow t h at i n fl icts 2 poi nts of d a mage.
by one ste p . I f you m a ke a seco n d s u cce ssfu l attack ro l l , yo u r
72-76 Useless ear: O n e of yo u r ears i s u n u s a b l e o r st i n ge r a l so i njects a poison t h at i n fl i cts 4 poi nts of
m i s s i ng. The d ifficu lty of t a s k s s pecifica l ly i nvo lvi n g S peed d a m age. Act i o n .
heari n g i s i n creased b y o n e ste p . 45-47 Spit need les: You can m a ke a n attack with
77-84 Weakness i n M i ght: A n y t i m e y o u s pe n d i m med i ate range. You spit a need l e t h at i n fl i cts l
poi nts fro m yo u r M i ght Poo l , the cost i s i n creased b y point of d a m age. If you m a ke a seco n d s u cce ssfu l
l poi nt. attack ro l l , t h e need le a l s o i njects a poison t h at
85-92 Weakness i n Speed : Any time you spend i n fl icts 4 poi nts of S peed d a mage. Act i o n .
poi nts fro m yo u r S peed Poo l , the cost i s i n creased by 48-50 Spit acid : You can m a ke a n attack with
l poi nt. i m med i ate range. You spit a glob of acid t h at i n fl i cts
93-00 Weakness i n I ntel lect: Any time yo u spend 2 poi nts of d a mage. Act i o n .
poi nts fro m yo u r I nte l l ect Poo l , t h e cost i s i n creased 5 1 -53 Spit webs: Yo u can m a ke u p to 1 0 fe e t (3 m)
by l poi nt. of a strong, ro pel i ke m ateri a l each d ay at the rate of
about l foot (0. 3 m) per m i n ute. The we b b i n g i s l evel
Powerful Mutations 3. You can also s p it globs of we b b i n g in i m m ed i ate
The fo l l owi n g m utat i o n s d o n ot req u i re any v i s i b l e ra n ge, and if they h it, they i n crease the d ifficu lty of
c h a n ge s i n t h e c h a racter u n t i l u s ed . Peo p l e w h o the ta rget ' s physical tasks by one step for one ro u n d .
h ave t h e s e m utati o n s a re n o t obvi o u s l y recogn ized Act i o n .
a s m utants if t h ey d o n ' t use t h e i r powe rs. U s i n g 54-59 Filtered l u ngs: You h ave a n as set to M i ght
s o m e o f t h e s e m utat i o n s costs stat Pool p o i n t s . defe n s e act i o n s aga i n st vapors o r n oxi o u s gases. You
S o m e a re act i o n s . can s u rvive i n a hosti l e b reat h i n g envi ro n ment (such
a s u nd e rwate r o r i n a vacu u m) fo r u p to ten m i n utes.
01 -05 Darksight: You c a n s e e i n co m p l ete d a rkness E n a b l e r.
a s if it we re l i ght. E n a b l e r. 60-62 Disru ptive field (electron ics) (2 I ntel lect
06-1 0 No breath: You do n ot need to b reathe. poi nts) : When yo u w i s h it, yo u d i s ru pt d evices
E n a b l e r. with i n i m m ed i ate ra nge (no rol l needed) . All d evices
1 1 -1 5 No water: You do n ot need to d ri n k wate r to operate a s if t h ey were 3 l eve l s l ower wh i l e i n ra n ge
s u rvive. E n a b l e r. of yo u r fie l d . Devices red u ced to l evel 0 or below d o
1 6-20 Chameleon ski n : Yo u r s k i n c h a n ges co lors n ot fu n ct i o n . Act i o n .
a s yo u wish. Th i s i s a n asset i n tasks i nvolvi n g 63-65 Disru ptive field (flesh) ( 2 I ntel lect poi nts) :
h i d i ng. E n a b l e r. When yo u w i s h it, you d i s r u pt fl e s h with i n i m m ed i ate
21 -24 Savage bite: Yo u r mouth w i d e n s s u rp ri s i n gly, ra n ge. Al l creat u res wit h i n ra n ge of yo u r field take
a n d h id d e n , poi nted teeth e m e rge when you w i s h it. l point of d a m age. I f yo u a p p l y a l evel of Effort to
Yo u can m a ke a b ite attack t h at i nfl icts 3 poi nts of i n crease t h e d a mage rather t h a n affect the d ifficu lty,
d a m age. E n a b l e r. each ta rget takes 2 add iti o n a l poi nts of d a m age. I f
25-26 G l uey globs: You can p rod u ce gl uey globs yo u r attack fa i l s , ta rgets i n t h e a rea sti l l take l point
at yo u r fi n ge rt i p s . Th i s i s a n a s set i n tasks i nvolvi n g of d a m age. Act i o n .

1 25
66-68 Disru ptive field (thoughts) (1 I ntel lect t h rough t h e barrier. Yo u ca n't pass t h ro u g h e n e rgy
poi nt) : When you w i s h it, you d i s r u pt thou ghts barriers. Act i o n .
with i n i m m ed i ate ra nge. The d ifficu lty of I nte l l ect 93-94 Power device (1 + I ntel lect poi nts): You c a n
act i o n s for a l l creatu res with i n ra n ge i s i n c reased by c h a rge a n a rtifact o r ot h e r d evice (except a cyp h e r)
o n e ste p. Act i o n . so t h at it can be used o n ce . The cost i s l I nte l l ect
69-70 M agnetic flesh : Yo u attract o r re pel metal point p l u s l point per l evel of the d evice. Act i o n .
when yo u d e s i re. N ot o n ly d o s m a l l metal o bj ects 95-96 Drain power: You can d ra i n t h e powe r fro m
cl i n g to yo u , but t h i s m utation is an a s set in tasks an a rtifact or device, a l l owi n g yo u to rega i n l I nte l l ect
i nvolvi n g cl i m b i n g o n metal o r kee p i n g yo u r grip point per l evel of t h e device. You rega i n poi nts at
o n a metal ite m . This m utation i s a n asset to S peed the rate of l poi nt per ro u n d a n d m u st give yo u r fu l l
defe n s e tasks when b e i n g attacked by a metal foe or co ncentration t o t h e p roce s s each ro u n d . T h e G M
a foe with a metal wea pon. E n a b l e r. d eterm i n e s whet h e r t h e d evice i s fu l ly d ra i ned ( l i kely
71 -73 G ravity negation (2 I ntel lect poi nts) : You true of most h a n d h e l d o r s m a l l e r d evices) o r reta i n s
float s l owly i nto the a i r. If you co ncentrate, yo u some powe r (l i kely true o f l a rge mach i n es) . Action to
can control yo u r movement at h a l f yo u r normal i n it i ate; action each ro u n d to d ra i n .
s peed; oth e rwise, you d rift with the w i n d o r with any 97-99 Regeneration: I n add ition t o rega i n i n g
momentu m yo u h ave ga i n e d . This effect l asts fo r up poi nts t h ro u g h normal recovery ro l l s , yo u rega i n l
Most of the mutations
to ten m i n utes. I f you a l so h ave t h e H over esotery o r point of yo u r M i ght Pool or S peed Pool per h o u r,
in this section are far too
radical and specialized t r i c k of the trad e, yo u can h over fo r twe nty m i n utes rega rd less of whet h e r yo u rest, u nt i l both Poo l s a re
to be natural products and move yo u r normal s peed . Action to i n itiate. at t h e i r maxi m u m . E n a b l e r.
of evolution, unless the 74-80 Telepathy (2 I ntel lect poi nts) : Yo u can s peak 00 Feed off pai n : Any t i m e a creatu re with i n
mutant is actually the te lepath i ca l ly with ot h e rs who a re with i n s h o rt ra nge. i m med i ate ra n ge s u ffers a t least 3 poi nts o f d a m age
most recent in a long Co m m u n ication i s two-way, but t h e oth e r p a rty m u st (after Armor s u btraction) in one attack, yo u can
line of deviant humans
be w i l l i n g a n d a b l e to com m u n icate. You d o n ' t h ave restore l point to o n e of yo u r Poo l s , u p to its
that have carried and
perfected a particular to see the ta rget, but yo u m u st know t h at it's with i n maxi m u m . You can feed off any creatu re in t h i s way,
trait. For example, a ra n ge. Yo u c a n h ave m o re t h a n o n e active contact whet h e r friend or foe. You n eve r rega i n more t h a n l
m utant with claws at once, but yo u m u st esta b l i s h contact with each point per ro u n d . E n a b l e r.
and sharp teeth came ta rget i n d iv i d u a l ly. Each contact l asts up to ten
from a family line,
stretching back before
m i n utes. I f you apply a l evel of Effort to i n crease the Distinctive Mutations
recorded history, with d u ration rat h e r t h a n affect the d ifficulty, the contact The fo l l ow i n g m utat i o n s i nvolve d ra m atic physical
ever-developing claws l a sts for 28 h o u rs . Action to esta b l i s h contact. c h a n ges to t h e c h a racte r' s a p peara n ce. Peo p l e who
and teeth for a specific 81 -85 Pyrokinesis (1 I ntellect poi nt) : You can ca u s e h ave these m utat i o n s a re always recogn ized a s
adaptation. a fl a m m a b l e object yo u can see with i n i m me d i ate m utants. U s i n g some of these m utat i o n s costs stat
Far, far more likely, ra n ge to sponta n e o u s l y catch fi re. If u sed a s a n Pool poi nts. Some a re act i o n s .
the mutant has some
attack, t h i s powe r i n fl i cts 2 poi nts o f d a m age. Act i o n .
genetic engineering in
their ancestry that has 86-90 Teleki nesis ( 2 I ntel lect poi nts): You can 01 -04 Extra mouth: Yo u h ave a n ext ra mouth o n
produced a particularly exe rt fo rce o n o bj ects with i n s h o rt ra n ge . O n ce yo u r h a n d , fa c e , o r sto m a c h . Th i s mouth i s fi l led
bizarre, random effect, or activate d , yo u r powe r h a s an effective M i ght with razo r- s h a rp teeth and, if u sed to attack, i n fl icts
the mutation is a latent Pool of l O, a M i ght E d ge of l , a n d a n Effo rt of 3 points of d a mage. Yo u can a l so s peak with two
strain designed to emerge 2 (a p p roxi m ately equal to t h e stre n gth of a fit , voices at o n ce. E n a b l e r.
generations after the
manipulation occurred. ca p a b l e , ad u lt h u m a n ) , a n d yo u can u s e it t o 05-08 Snakel i ke arm: O n e of yo u r a r m s e n d s i n a
m ove object s , p u s h aga i n st o bject s , a n d so o n . fa n ged mouth . You can u s e it to attack, i n fl i ct i n g 3
Fo r exa m p l e , yo u co u l d l ift a n d p u l l a l i ght obj ect poi nts of d a m age. If yo u m a ke a seco n d s u ccessfu l
a n yw h e re with i n ra n ge to yo u rs e l f o r m ove a h eavy attack with t h e arm, yo u a l s o i n ject a poison t h at
o bject (l i ke a p i ece of fu r n i t u re) a bout l 0 feet (3 m) . i nfl icts 4 poi nts of S peed d a mage. Yo u ca n 't u s e t h e
T h i s powe r lacks t h e fi n e control to w i e l d a wea p o n s n a ke l i ke arm fo r a nyth i n g oth e r t h a n b i t i n g . E n a b l e r.
o r m ove o bj ects with m u ch s peed , s o i n m o s t 09- 1 2 Tendrils on forehead : Fo u r to six te n d r i l s ,
s i t u at i o n s , it' s n o t a m e a n s o f attack. Yo u ca n ' t each 1 2 t o 24 i n ches ( 3 0 t o 6 1 c m ) l o n g , co me o u t
u s e t h i s a b i l ity o n yo u r o w n body. T h e powe r l a sts o f yo u r fo re h ead . They c a n gra s p a n d carry anyt h i n g
fo r one h o u r o r u n t i l its M i ght Pool i s d e p l eted , t h at yo u r h a n d co u l d , although a l a rge object wo u l d
w h i c h ever co m e s fi rst. Act i o n . b l o c k yo u r fi e l d o f v i s i o n . A l s o ro l l o n the benefici a l
91 -92 Phaseshifting ( 2 I ntel lect poi nts): You can m utat i o n s l i st (page 1 24) . E n a b l e r.
pass s l owly t h ro u g h solid barriers at a rate of l 1 3-1 6 Tendrils instead of fingers: Yo u r fi n gers a re
i nch (2 . 5 cm) per ro u n d (m i n i m u m of o n e ro u n d to te n d r i l s 1 2 i n ches (30 cm) long. They a re an asset
pass t h rough t h e barrier) . You ca n ' t act (other t h a n to any task i nvolvi n g c l i m b i ng, gra s p i ng, or kee p i n g
m ov i n g) o r pe rce ive a nyth i n g u n t i l y o u pass enti rely yo u r gri p. Fu rt h e r, yo u c a n effectively pick u p a n d

1 26
LI M E NE
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h o l d two o bjects i n each h a n d rat h e r t h a n one. You feet, sta n d i n g yo u r gro u n d , a n d cl i m b i ng. Also ro l l
ca n ' t wield more t h a n o n e weapon per h a n d . Also o n t h e beneficial m utat i o n s table. E n a b l e r.
ro l l o n t h e beneficial m utat i o n s table. E n a b l e r. 63-67 Extra arms: Yo u h ave o n e or two ext ra
l 7-20 Tendrils instead of arms: You r arms are tendrils a r m s . T h ey can h o l d o bject s , w i e l d wea p o n s ,
6 feet (1 .8 m) long (or o n ly one arm i s a tendril, if you h o l d a s h i e l d , a n d s o o n . Th i s m u tat i o n d o e s n ot In the Ninth World, the
prefer) . Although you lose the fine m a n i p u l ative abil ity i n crease t h e n u m be r of act i o n s yo u c a n ta ke i n a difference between a
of fingers and a t h u m b , you can sti l l grasp objects, ro u n d or t h e n u m be r of attacks yo u c a n atte m pt . mutant and something that
h ave a m uch longer reach , and h ave an asset for all E n a b l e r. was genetically engineered,
redesigned, or tinkered with
tasks i nvolving gra p p l i n g or wrestli ng. Also rol l on the 68-70 Extra legs: You h ave two extra legs. They
is something very likely
beneficia l m utations table. Enabler. a re a n asset in any task i nvolvi n g ru n n i ng, kee p i n g entirely misunderstood.
21 -23 Tendrils instead of eyes: You a re b l i n d , yo u r feet, a n d sta n d i n g yo u r gro u n d . A l s o ro l l o n t h e To the common person,
b u t each eye socket h a s a retracta b l e te n d r i l t h at i s benefici a l m utat i o n s t a b l e . E n a b l e r. anyone that looks strange
1 0 feet ( 3 m) long. These te n d r i l s c a n fe e l a ro u n d 71 -73 Spider legs: I n stead of normal legs, you h ave or deformed might get
ra p i d ly t o give yo u a physical s e n s e o f eve ryt h i n g a wide torso with six o r eight s p i d e rl i ke legs. They a re labeled a mutant, and in
most communities, that
with i n i m m ed i ate ra nge. Further, they c a n be u s e d to an a s set i n any task i nvo lvi n g ru n n i ng, kee p i n g yo u r
is a label which brings
m a n i p u l ate ve ry l i ght o bjects, activate co ntro l s , a n d feet, sta n d i n g yo u r gro u n d , a n d cl i m b i ng. Also ro l l with it at best derision and
so fo rt h . Also ro l l o n the benefici a l m utat i o n s table. o n t h e beneficial m utat i o n s table. E n a b l e r. mistreatment and at worst
E n a b l e r. 74-78 Snake tail : Yo u h ave a p re h e n s i l e ta i l t h at exile, imprisonment, or
24-26 Ten d rils i n stead of legs/feet: Yo u r legs o r is 6 feet ( 1 . 8 m) long. It i s an as set for a l l tasks death.
feet a re te n d r i l s t h at a re 6 feet ( 1 . 8 m) l o n g (or i nvolvi n g grap p l i n g o r wrest l i ng. The ta i l can gra s p
o n l y one l e g o r foot is a te n d r i l , if yo u p refe r) . Yo u l a rge o bj ects . Also ro l l o n the benefici a l m utat i o n s
can sti l l wa l k a n d m ove n o r m a l ly, a n d yo u h ave a n t a b l e . E n a b l e r.
a s set fo r a l l t a s k s i nvolvi n g g ra p p l i n g o r wrest l i n g . 79-80 Snake tail instead of legs: I n stead of legs,
T h e te n d r i l s a re p re h e n s i l e e n o u g h to g ra s p l a rge yo u h ave a s n a ky ta i l t h at i s 8 feet (2 .4 m) long. Yo u
o bject s . A l s o ro l l o n the b e n efici a l m utat i o n s t a b l e . move at the s a m e s peed a n d h ave an as set for a l l
E n a b l e r. tasks i nvolvi n g grap p l i n g o r wrest l i ng. The ta i l i s
27-32 Scaly body: You ga i n +2 to Armor. E n a b l e r. p re h e n s i l e e n o u g h t o gra s p l a rge o bjects. A l s o ro l l
33-36 Covered in spiny need les/spi kes: Any o n t h e beneficial m utat i o n s table. E n a b l e r.
Mutants, of course, aren't
creatu re stri k i n g yo u with its body automatica l ly 81 -85 Sti nging tend ri l : Yo u h ave a p re h e n s i l e
just mutated humans.
s u ffe rs 1 poi nt of d a m age. E n a b l e r. te n d ri l ( o r ta i l ) t h at grows fr o m s o m e part o f yo u r Animals and creatures
37-39 Quills: You h ave q u i l l s t h at you can l a u nch body a n d e n d s i n a p o i s o n o u s sti n ger. Yo u c a n m a ke of all kinds could have
fro m yo u r body to attack a foe with i n s h o rt ra n ge. an attack with yo u r st i n ge r t h at i n fl icts 2 points of mutations in the Ninth
Th i s attack i n fl icts 4 poi nts of d a mage, a n d yo u n ever d a m age. I f you m a ke a seco n d s u ccessfu l attack ro l l , World. Very rarely, these
ru n out of a m m o . You can also use t h i s attack i n t h e stinger a l s o i njects a poison t h at i n fl icts 4 poi nts mutations could make
a nonhuman creature
m e l ee. Act i o n . of S peed d a m age. The te n d r i l (or tail) can't be used
more like a human
40-44 Carapace: You ga i n + 2 to Armor. E n a b l e r. fo r a nyth i n g e l se. Act i o n . opposable thumbs, greater
45-49 Ch lorophyl l : You ga i n n utrients fro m the s u n 86-90 Eyes on stalks: Yo u r eyes a re on sta l ks and intelligence, and so on.
a n d d o n ' t need t o eat o r b reathe if you h ave d a i ly can move i n any d i rection, i n d ependently of each
expo s u re to s u n l i ght. Yo u r s ki n , n ot s u rp ri s i n gly, i s other. You can peek a ro u n d corners without expo s i n g
gree n . E n a b l e r. you rself t o d a n ger. Th i s i s a n as set i n i n iti ative and a l l
50-54 Extra joi nt in arms: Yo u r a r m s a re l o n g perceivi n g tasks. A l s o ro l l on the beneficial m utations
a n d j o i nted so t h at yo u h ave two e l bows i n each . table. E n a b l e r.
Yo u h ave a l o n g reach a n d can stri ke foes fro m 91 -92 Extra eyes on hands/fi ngers: Yo u can peek
u n expected a n g l e s . T h i s m utat i o n i s an a s set w h e n a ro u n d co rners without expo s i n g yo u rself to d a n ger.
m a k i n g m e l ee attacks. H oweve r, yo u can m o d i fy Th i s i s an as set i n i n itiative a n d a l l perceivi n g tasks.
yo u r attacks o n l y by u s i n g S peed , not M i ght. Also ro l l o n t h e beneficial m utat i o n s table. E n a b l e r.
E n a b l e r. 93-97 Aquatic: You r body is strea m l i ned and
55-59 Extra joi nt in legs: Yo u r legs a re l o n g a n d fin ned , you r fi n ge rs and toes web bed . T h i s i s a n as set
joi nted so t h at yo u h ave two k n e e s i n each . You h ave (two steps) in swi m m i n g, and yo u can see perfectly
a l o n g stri de, a n d t h i s m utation is an asset for a l l u n d e rwate r (as if a bove wate r) . Alth ough yo u h ave
ru n n i n g, cl i m b i ng, j u m p i n g, a n d b a l a n c i n g tasks. l u ngs, you also h ave g i l l s , so you can also b reathe
Also ro l l o n t h e beneficial m utat i o n s table. E n a b l e r. u n d e rwate r. E n a b l e r.
60-62 Spider legs from torso: I n add ition to yo u r 98-00 Wi ngs: Yo u h ave feathered or fleshy w i n g s
normal l i m b s , s i x o r eight s p i d e rl i ke legs, each 6 o n yo u r b a c k t h at a l l ow y o u to g l i d e , carried b y the
feet ( 1 . 8 m) long, extend fro m yo u r s i d e s . They a re wind. They a re n ot powe rfu l e n o u g h to ca rry yo u a l oft
an a s set i n any task i nvo lvi n g ru n n i ng, kee p i n g yo u r l i ke a b i rd ' s w i n g s . E n a b l e r.

1 27
COSMETIC MUTATIONS

D i stinctive m utations affect noth i n g but the appearance of a cha racte r. N o n e is so p ro n o u n ced as to m a ke a cha racter decided ly more or
less attractive. They a re s i m ply d i st i n gu i s h i n g alterations.

01 -02 P u rp l e s k i n 5 9-60 We bbed toes


03 -04 G reen s k i n 6 1 -62 Fo u r fi n gers o n each h a n d
05-06 Red s k i n 63 -64 Six fi n gers o n each h a n d
07-08 Ye l l ow s k i n 65 Lo n g fi n gers
09- 1 0 Wh ite s k i n 66 P u rp l e n a i l s
1 1 -1 2 B l ack s k i n 67 G reen n a i l s
1 3- 1 4 B l ue s k i n 68 Ye l l ow n a i l s
15 P u rp l e h a i r 69 Wh ite n a i l s
16 G reen h a i r 70 B l ack n a i l s
17 Red h a i r 71 B l ue n a i l s
18 Ye l l ow h a i r 72 Odd l u m p s o n fl e s h
19 Wh ite h a i r 73 U se l e s s ante n n ae (l i ke a n i n s ect)
20 B l ue h a i r 74 Extra u s e l e s s l i m b
21 Striped h a i r 75 Extra u s e l e s s eye
22 Horns 76 F l e s h y fri l l s o r u s e l e s s flage l l a (s m a l l )
23 Antlers 77 U se l e s s tend ri l s ( l a rge)
24 Extremely h i rs ute 78 M a n d i bles
25 E n t i rely h a i rl e s s 79-80 Poi nted teet h
26 Scaly s k i n 81 Tu sks
27 Leat h e ry s k i n 82 B l ack teeth
28 Tra n s parent s k i n 83 Red teeth
29 Skin t u r n s tra n s p a rent i n s u n l ight 84 P u rp l e teeth
30 S k i n c h a n ges co l o r in s u n l ight 85 G reen teeth
31 Very ta l l 86 P u rp l e l i p s
32 Very l a rge 87 G reen l i p s
33 Very s h o rt 88 Ye l l ow l i p s
34 Very t h i n 89 Wh ite l i p s
35 Very l o n g neck 90 B l ack l i p s
36 H u nched back 91 B l ue l i p s
37 Lo ng, t h i n t a i l 92 P u rp l e s p itt le
38 S h o rt, b road ta i l 93 Red s p itt le
39 Lo n g arms 94 Ye l l ow s p ittl e
40 S h o rt arms 95 Wh ite s p ittle
41 Lo n g legs 96 B l ack s p ittl e
42 S h o rt l e g s 9 7-98 D i st i n ctive odor
43 Bony rid ge o n face 99 Feat h e rs
44 Bony rid ge on back 00 H ead crest
45 Bony rid ge o n a r m s
46 P u rp l e eye (s)
47 Red eye (s)
48 Ye l l ow eye (s)
49 Wh ite eye (s)
so B l ack eye (s)
51 La rge eyes
52 B u l bo u s eyes
53 Two p u p i l s i n o n e eye
54 La rge ears
55-56 Poi nted ears
5 7-58 We bbed fi n ge rs

1 28
CHAPTER 1 0: Livi ng in the Ninth World 1 30

CHAPTER 1 1 : The Steadfast 1 36

CHAPTER 1 2 : The Beyond 1 74

CHAPTER 1 3 : Beyond the Beyond 213

CHAPTER 1 4: Organizations 222


CHAPTER 1 0

LIVI NG I N TH E
N I NTH WORLD

T
h e N i nt h Wo rld i s E a rt h . B ut it i s a n E a rth t h at
h a s u n d ergone m u lt i p l e d ra m atic c h a n ge s ,
fo r it i s E a rth a p p roxi m ately a b i l l i o n years i n
t h e futu re. Ove r t h at n i g h - i nco m p re h e n s i b l e s p a n
o f t i m e , noth i n g re m a i n s co n stant. Ad d i n t h e r i s e
a n d fa l l o f civi l izat i o n s so great t h at t o u s they wo u l d
seem, aga i n , n i g h i n c o m p re h e n s i ble, a n d anyt h i n g i s
pos s i b l e.

THE PERSPECTIVE OF CHANGE


When atte m pt i n g to gra s p the N i nth Wo rld, there
a re two co m p l e m e ntary s h a p i n g fo rces to keep i n
m i n d . F i rst i s t h e vast a m o u nt o f t i m e . Eve n if E a rth THE WORLD AS IT REMAINS
were left co m p l etely a l o n e , the d rastic c h a n ges of M o st of the land mass has once aga i n joined to
ce lestial mech a n ics, co nti n e ntal d rift, e ro s i o n , mass form a gigantic s u percontinent, leavi n g the rest of
ext i n ct i o n , a n d evo l ution wo u l d re n d e r our home the globe to the me rcy of a s i n gle ocean dotted with
u n recogn izable. i s l a n d s . The moon i s s m a l ler than we a re accustomed
The seco nd fo rce i s t h at of i n te l l i ge n ce . Ove r the to beca use its orbit i s wider. Due to the effect t h i s
b i l l ion-yea r span, the earth h a s been h o m e to at least h a s o n the p l a net' s rotation, d ays a re now 28 h o u rs
eight civi l izat i o n s t h at h ave arisen (or a rrived) h e re, long. The year's length has not changed, however,
fl o u ri s hed a n d adva n ced to i ncred i b l e powe r, and so a N i nth World yea r has only 3 1 3 d ays. Word s l i ke
t h e n either d ecl i n ed o r left, n ever to ret u r n . Alt h o u g h "week" and "month" reta i n their meani ngs, and for
w e know l itt le about these civi l izatio n s , w e d o know the sake of u n d e rsta n d i ng, this book a l so uses terms
the fo l l owi ng: l i ke "seco n d , " " m i n ute," a n d " h o u r, " although the
At least o n e was the ce nter of a gal actic (or i n h a bitants of the world p robably use d i fferent term s ,
perh a p s i nte rga l actic) s pace-fa ri n g e m p i re . perh a p s w i t h s l i ghtly d iffe rent mea n i ngs.
A t l e a s t o n e wielded the powe r of p l a netary The peo p l e of t h e N i nth Wo rld d o n ' t rea l ize it, but
e n g i neeri n g a n d ste l l a r l i ft i n g. at its cu rre nt age, the s u n ' s l u m i nos ity s h o u l d h ave
Planetary engineering is At least o n e had knowledge of the fu n d a mental i n creased to a poi nt where l i fe o n E a rth (as we know
changing the climate and
fo rces of rea l ity a n d co u l d alter those fo rces as it) is i m po s s i b l e . And yet it cont i n ues. Something
topography of a planet,
and perhaps even its they wished. The ve ry l aws of physics we re t h e i rs h a p pened m i l l io n s of years in t h e past to p reve nt l i fe
position in space. to p l ay with, l i ke toys . from d i sa p pearing. M ost p l a n ets i n the s o l a r system
At least o n e fi l led the wo rld with i n vi s i b l e , re m a i n , although t h e i r orbits h ave altered so mewhat,
molecule-s ized mach i n e s ca l l ed n a n ites (or but t h e p l a n et we ca l l M e rc u ry i s long gone. ( N i nth
n a n o m a c h i nes) t h at cou l d d econ struct a n d Wo rlders d o n ' t know it eve r exi sted , so t h ey don't
Stellar lifting is moving
reco n struct m atte r a n d m a n i p u l ate e n e rgy. wo n d e r why it's absent.)
a star, or changing the
chemical composition or At least o n e exp l o red t h e m u ltiverse of ot h e r
otherwise modifying the d i me n s i o n s , para l l e l u n iverses, a n d a lternate THE PEOPLE OF THE NINTH WORLD
energy output of a star. l eve l s of rea l ity. I n t h e yo uth of an age, the peo p l e u s e t h e res o u rces
At least some of these civi l izat i o n s were n ot t h ey h ave o n h a n d , co u p led with wh ateve r
h u man. u n d e rsta n d i n g of t h e i r world they can m aster, to
ca rve out a l ife for them selves. I n t h e N i nth Wo rld ,

1 30
LI M E NE
LIVI NG I N THE NI NTH WORLD

the resou rce s ava i l a b l e a re t h e n u me n e ra-the ta l l (2.4 m tall) person with mech a n ical l i m b s a n d
detritus of t h e prior eras-a n d the peo p l e ' s b i ocrafted b ra i n i m p l a nts sti l l h u m a n ? I n t h e N i nth
u nd e rsta n d i n g o f t h e s e re sou rces i s c r u d e a n d Wo rld , the a n swer i s very l i kely yes , but some peo p l e
i nco m p l ete. The Aeon Priests p o s s e s s j u st e n o u g h wi l l eagerly debate the poi nt. Aeon Priest, page 269
d i scern ment a n d knowled ge t o s u ggest pos s i b l e Perh a p s a n eve n bette r q u estion is: Afte r a b i l l io n
u ses fo r t h i ngs, but so m u c h re m a i n s t o b e years, why does the eart h sti l l h ave h u m a n s at a l l ,
d i scove red . Eve n the creatu res a n d p l a nts o f t h e i n s h a pes a n d fo r m s t h at we-the peo p l e o f the
N i nth Wo rld a re stra n ge by- p rod ucts o f the prior 2 1 st centu ry-ca n recognize? Th i s m i ght seem
ages; the past left beh i n d fl o ra , fauna, a n d mach i n e s , particu l a rly c u r i o u s o n ce yo u co n s i d e r t h e fact t h at
some d e s i gned b y l o re o r n at u re, oth e rs tra n s p l a nted many of the prior worl d s we re d i sti nctly n o n h u m a n .
fro m d i stant stars o r d i me n s i o n s . N i nth Wo rlders d o n ' t h ave t h at s pecific
T h e N i nth Worlders clothe them selves i n newly pers pective, but they d o wo n d e r where they came
s p u n fabrics but weave the rel ics of the past i nto fro m . They h ave a sense t h at E a rth was o n ce t h e i rs ,
each garment. They forge armor, wea pon s, and tool s a n d then it wa s n 't, a n d n ow it i s aga i n . H ow c a n t h i s
from materials recovered from ancient structures be? Perh a p s o n e d ay they' l l fi n d the a n swer.
and devices. Some of these materia l s are meta ls, but Beyo n d the h u m a n s a re t h e abhumans: m utants, Abhuman, page 73
others are (or appear to be) glass, stone, bone, flesh, or cro s s b reed s , genetica l ly e n g i neere d , a n d t h e i r
s u bstances that defy categorization and understa n d i ng. offs p r i n g. H ow i s it t h at some e n g i n ee red o r
Those who ri s k the mysterious d a n ge rs to recove r m utated b e i n g s re m a i n " h u m a n " wh i l e oth e rs
the rel ics of the past p rovide a va l u a b l e service. become " a b h u m a n " ? It h a s more to do with m i n d set
Typ ically these b rave sou l s bring their fi n d i n gs to the t h a n physical form. Abh u m a n s a re o n ce- h u m a n
Aeo n Priests, who use the artifacts to fa s h i o n too l s , creat u re s t h at rej ected h u m a n ity t o beco m e besti a l ,
weapons, and other boo n s for the grow i n g civ i l ization. m u rd e ro u s , a n d dege n e rate. I n oth e r wo rd s , they (or
As time passes, more i n d ivid u a l s learn to use the t h e i r forebea rs) chose to be a b h u m a n .
n u menera, but it rem a i n s a myste ry to most people. A n d t h e n there a re t h e visitants, w h o a re n ot n ative Visitant, page 1 20
But who o r what a re the peo p l e of t h e N i nth to the earth but who n ow ca l l the N i nt h Wo rld home.
Wo rld ? M ost a re h u m a n s , although n ot all t h at ca l l They h ave n o more u n d e rsta n d i n g of the past (even
t h e m s e lves h u m a n truly a re . I s a n e n g i n ee red 8-foot- t h e i r own) than anyone e l se.

131
but n ot n o b i l ity. Tru e fe u d a l i s m exists o n ly i n ce rta i n
l ocat i o n s , a n d a s m i ght b e expected i n cases o f l a n d
own e rs h i p, t h e n o b l e s u s u a l ly own t h e l a n d a n d the
peasants u s u a l ly work it. A peasant l i kely earns a
few s h i n s per d ay, whereas a m e rchant co u l d earn a
h u n d red t i m e s t h at. Ari stocrats rarely bot h e r u s i n g
co i n s a t a l l exce pt w h e n d ea l i n g with the peasantry.
O n ly the n o b l e s own s l aves, which a re u s u a l ly
taken fro m co n q u e red e n e m ies or t h e i r desce n d a nts
and a re co n s i d e red p roperty. (Th e ch i l d re n of s l aves
a re born i nto s l ave ry.) Somet i m e s cri m i n a l s a re
co n s igned to s l avery as we l l . S l aves to i l as m a n u a l
l a borers, h o u s e serva nts, a n d g u a rd s . A few n o b l e s
p refe r to u s e a b h u m a n rat h e r t h a n h u m a n s l aves,
a n d some own both k i n d s .

RELIGION
LIFE IN THE NINTH WORLD The re l i g i o n s of the N i nth Wo rld a re varied a n d
The l i fe o f a N i nth Wo rld h u m a n i s n 't a l l t h at many. W i t h t h e exce pti o n of t h e O rd e r of Truth ' s
Order of Truth, page 222 d i fferent fro m t h e l ife of a h u m a n a ro u n d the q u a s i re l i g i o u s ve n e ration o f t h e past a n d t h e
yea r 1 000 A D . Fa rmers till fie l d s , h e rd e rs tend u nd e rsta n d i n g i t s i n h a b itants h a d o f t h e fo rces of
flocks, h u nters a n d tra p pers p rovide meat a n d the u n iverse, no re l i gion is wides p read-they' re
s k i n s , weavers create cloth i n g, woodwo rkers b u i l d local affa i rs . An exp l o re r co m i n g to a n ew town o r
fu r n i t u re , authors write books, a n d so o n . M e a l s v i l l age wi l l fi n d t h at the i n h a bitants h ave t h e i r own
a re cooked ove r fi res. E nterta i n ment co mes fro m a s pecific god s and re l i g i o n s . Some of these a re based
l ute p l aye r, a gro u p of s i n gers, or perh a p s co med i c in local myt h s a n d stories, wh i l e ot h e rs a re m o re
thespians. gro u nded i n rea l ity-creatu res or oth e r we i rd as pects
Ceremonies may be Th ro u g h o ut t h e N i nth Wo rl d , co u p l e s o f of the wo rld a re often exp l a i ned u s i n g the tra p p i ngs
public or private, and a l l orie ntat i o n s j o i n together i n co m m itment of re l i g i o n . Fo r exa m p l e, a v i l l age m i ght wors h i p a
can take the form of cere m o n i e s . H owever, beca u s e trad itio n s , re l i g i o n s mach i n e i nte l l i ge n ce left ove r from the prior worl d s
handfasting, feasting, the
a n d cu ltural norms vary wide ly, the cere m o n i e s a n d a s a myste r i o u s deity.
exchange ofgifts, and
proof of love conquests res u lt i n g re l ati o n s h i ps take vastly d i fferent fo r m s I n some p l aces, re l i gion i s vital a n d fe rve nt. I n
(see The Fields of Frozen fro m p l ace t o p l ace. oth e rs , it's ca s u a l . And i n some l ocat i o n s , the peo p l e
Flowers, page 2 1 2). Parents typ i ca l ly ra i s e ch i l d re n , although i n h ave n o co ncept of re l i gi o n at a l l .
s o m e p l aces extended fa m i l ies a re co m m o n . M a ny O n e t h i n g t o keep i n m i nd i s t h at t h e N i nth Wo rld
ch i l d re n atte n d some kind of school u n t i l the age i s n ot s h a ped by J u d eo-Ch ristian ity, I s l a m , o r oth e r
of about twe lve, when t h ey learn a craft. Some cu rre nt re l i g i o n s . The t a b o o s , v i rtues, a n d oth e r
students, u s u a l ly those i n l a rger cities, go o n to behavior-mod ifyi n g be l i efs p reva lent i n the 2 1 st
h i gher learn i n g. ce n t u ry a re n ot necessarily true for t h e N i nth Wo r l d .
M ost peo p l e l ive i n s m a l l , agrarian vi l l ages, but
some settle i n l a rger tow n s o r cities. The l a rgest city LANGUAGE
Qi, page 148 i n t h e Steadfast, Q i , h a s a p o p u l ation of 500,000. La n g u age is a co m p l ex to p i c fo r a 2 1 st-ce ntury reader
Life expecta n cy varies w i l d ly, but those who s u rvive tryi n g to u n d e rsta nd a civi l ization a b i l l i o n years in
to the age of t h i rty can expect to l ive to at least sixty. the fut u re. In a fa ntasy o r pseudomed i eval fict i o n a l
I t ' s ra re but n ot u n heard of for someone to l ive to be sett i n g , it's typical fo r eve ryo n e t o ta l k i n a vaguely
n i n ety o r eve n one h u n d re d . Those fo rt u n ate e n o u g h S h a kes pearean Brit i s h m a n n e r. This style of speaki n g
to be r i c h o r to l ive i n a loca l e where t h e Aeo n Priests p robably i s n 't a p p ro p ri ate fo r N u m e n e ra . The N i nth
h ave d i scovered secrets of l o n gevity m i ght l ive twice Wo rld i s fi l led with wo rd s th at-wh i l e n ot strictly
t h at l o n g-o r l o n ger. modern-a re n ' t med i eval o r S h a kes pearean either.
The dead a re b u ried or crem ated . And , of course, no one i n t h e N i nth Wo rld
act u a l ly s peaks E n g l i s h . Wo rd s l i ke "pope" a n d
CLASS " synt h " a n d oth e r rea l -wo rld t e r m s a re j u st E n g l i s h
Generally s peaki ng, h u m a n s in the N i nt h Wo rld a re a p p roxi m at i o n s o f wo rd s u sed b y N i nt h Wo rlders.
ari stocrats , peasants, or s l aves. I n some p l aces, a " Pope" m e a n s "fat h e r" but i m p l ies m o re, a n d t h e
" m i d d le" or " m e rc h a nt" class arises fro m the ra n ks wo rd h a s a n a s sociation w i t h M ed ieva l E u rope.
of the peasants, p o p u l ated by those who h ave wealth "Synt h " i s n 't a word used by M e d i eval E u ropea n s ,

1 32
LI M E NE
LIVI NG I N THE NI NTH WORLD

but its mean i n g-a n d , j u st as i m portant, its s o u n d least s l ightly d i fferent t h a n the creatu res we th i n k of
s u ggests someth i n g w h o l l y a rtific i a l yet s i m p l e , tod ay. H owever, the word s a re sti l l va l i d beca u s e they
co m m o n , a n d accepta b l e to o u r 2 1 st-centu ry e a r s . convey the p roper general mean i n g. W h o l l y d ifferent
Those t e r m s a n d h u n d reds l i ke them we re c h o s e n creat u re s , such a s aneen o r s n ow l o pers , a re Aneen, page 23 1
beca u s e they convey t h e r i g h t ideas. d e scri bed beca u s e they h ave no 2 1 st-centu ry a n a log. Snow loper, page 259
So what l a n g u ages d o N i nt h Wo rlders s peak? Of co u rse, the N i nth Wo rld a l so has creat u re s t h at
The Truth : The Aeo n Priests teach a l a n g u age based a re noth i n g l i ke a n i m a l s . M utant beasts, e n g i n ee red
on rational ity and i nte l l ect. Because of its name, it creat u re s (or t h e i r desce n d a nts) , a utomato n s ,
means somet h i n g d ifferent in the N i nth World to b i o m ech a n ical b l e n d s o f o rga n i s m a n d mach i n e ,
say, " S h e speaks the Truth , " but that s u btle d o u b l e extrate rre stri a l a n d u ltraterrest rial b e i n g s , creat u res
mea n i n g i s i ntentional on the part o f the priesthood. of e n e rgy, a n d stra n ge r entities roa m the p l a n et. I n
The l a n g u age ' s rules a re s i m p l e a n d o n e way o r another, a l l of these t h i ngs a re res u lts of
stra i ghtforwa rd , e a s y t o teach a n d e a s y t o l e a r n . T h e the i n fl ue nce of the n u m e n e ra .
Truth i s the p red o m i nant l a n g u age i n the Steadfast,
where it' s s poken by about 80 percent of the people; NINTH WORLD HISTORY
i n cities, t h at n u m be r i s closer to 1 00 pe rce nt. In the To the people of the N i nth World, recorded h istory began
Beyo n d , about 60 percent of the peo p l e s peak t h e about 900 years ago, with the work of learned scholars
Truth a s t h e i r p r i m a ry l a n guage, but many i s o l ated who organ ized themselves i nto what would later become
v i l l ages h ave t h e i r own s pecific to ngue. the Aeon Priests. Before that time, humans l ived in Aeon Priest, page 269
Shin-Tal k: T h i s i s a crude a n d s i m p l e l a n guage barbaric tribes and isolated farming vi llages.
u sed o n ly for trade a n d re l ated tas ks-co u nti n g, No one knows h ow m u c h t i m e passed between
asses s i n g q u a l ity, a n d so o n . S h i n -Ta l k i s o l d e r t h a n the fall of the p rev i o u s civi l ization a n d the rise of the
the Truth but n ot a s w i d e l y u s e d . N i nth Wo rld. Li kewise, n o o n e can agree o n where
For more details on the
Other Languages: A t l e a s t 5 0 0 (a n d perh a p s fa r N i nth Wo rlders ca m e fro m . I t ' s clear t h at many
types of creatures that
m o re) co m p l etely d i st i n ct l a n guages a re s poken res i d e nts of t h e prior worl d s were not h u m a n , but crawl, fly, and otherwise
acro s s the N i nth Wo rl d . It's n ot u n u s u a l fo r a trave l e r perh a p s some were. move through the Ninth
to d i scove r a n i s o l ated vi l l age-pa rticu l a rly i n the The fi rst Amber Pope organ ized the Aeon Priests World, see Chapter 1 5:
Beyo n d-a n d be unable to speak to its few h u n d red i nto t h e O rd e r of Truth about 400 years ago. At Creatures, page 228.
res i d e nts beca u s e t h ey h ave t h e i r own l a n g u age. t h i s t i m e , t h e k i n g d o m s of the Steadfast began to
Fo rt u n ately, t h i s i s a co m m o n p ro b l e m , so peo p l e take the form t h at they h ave tod ay, although wars,
a re used to struggl i n g t h rough i nteract i o n s without u p heava l s , a n d c h a n ges h ave come and gone s i n ce
re lyi n g o n word s . t h e n (a n d m o re c h a n ges a re l i kely i n t h e futu re) .
I n the e n d , to s c h o l a rs a n d b road th i n kers, t h e
LITERACY petty s q u a b b l e s a n d c h a nges t h at t o o k p l ace d u ri n g
M a ny peo p l e in t h e N i nth Wo rld ca n n ot read . The the l a st few ce nturies seem a s noth i n g co m p a red to
Steadfast h a s a n average l ite racy rate of about 5 0 the vast, u n kn owa b l e past of E a rt h . T h i s is l i kely p a rt
perce nt. A l t h o u g h a l m ost eve ryo n e can recogn ize of the reason why peo p l e of t h e N i nth Wo rld d o n ' t
a few written wo rd s of Trut h , ge n u i ne l ite racy-th e ca re m uch a b o u t h i story.
a b i l ity to read a contract o r a book-is u n co m m o n .
Read i n g i s m o re co m mo n i n cities, where u p t o GAZEffiER OF THE NINTH WORLD
7 0 percent o f the p o p u l ation m i ght be l ite rate. I n The N i nth Wo rld is t h e backd ro p of a yo u n g
s m a l l towns a n d vi l l ages, t h e n u m be r i s closer t o 4 0 civi l ization t h at h a s grown u p a m i d t h e ru i n s o f ve ry
perce nt, a n d i n very r u ra l , i s o l ated vi l l ages, it fa l l s to o l d , ve ry advanced fo rebears. A b i l l io n yea rs fro m
1 0 percent o r l e s s . n ow, we' l l be l o n g gone, as wi l l t h e civi l izat i o n s t h at
I n the Beyo n d , l iteracy rates a re about 50 percent evolve a n d rise (a n d fa l l or leave or tra n scend) after
in cities and 0 to 20 percent in the a l d e i a . us. A b i l l io n years i s a long, long t i m e-fa r l e n gt h i e r An aldeia is a village in the
I n com m u n ities t h at h ave a p red o m i n ant l a n guage t h a n the s p a n betwee n the 2 1 st ce ntury a n d t h e
Beyond centered around a
clave ofAeon Priests. For
oth e r t h a n t h e Truth, l iteracy varies w i l d ly. d i nosa u rs . more on aldeia, see page 134.
I n the t i m e of t h e N i nth Wo r l d , the l a n d m a s ses
ANIMALS AND CREATURES h ave rejoi ned to form a vast s u percontinent
A b i l l i o n years i n t h e future , a l l the a n i m a l s we know s u rro u n d e d by see m i ngly e n d less seas with peri l o u s
i n t h e 2 1 st ce ntu ry a re l o n g gone. H owever, a n i m a l storms. But d id the earth co m e t o be i n t h i s
types-m a m m a l s , re pt i l e s , i n sects, b i rd s , a n d s o co nfigu ration beca u s e o f n a t u r a l fo rces t h rough t h e
fo rth-re m a i n . Aga i n , i t ' s a l a n guage p ro b l e m . The m a rch of t i m e , o r d i d a prior civi l ization d e s i g n i t
text (or the G M ) m i ght ta l k about rats, deer, fl ie s , to be s o ? Ce rta i n ly t h e ancient i n h a b itants of t h e
o r rave n s , but the beasts bei n g d escri bed a re a t p rev i o u s worl d s had the a b i l ity to s h ape t h e i r p l a n et,

1 33
a n d l i ke l y ot h e r p l a n et s , as t h ey saw fit. P roof of of a n c i e n t ru i n s . I n sti l l a n ot h e r a l d e i a , t h e p r i e s t s
t h i s is everyw h e re; " i m p o s s i b l e " l a n d sca p e s a re a of t h e cl ave m ay h ave d ev e l o p e d t h e m ea n s to
n o r m a l p a rt of t h e t o p o g ra p h y. I s l a n d s of crystal stop the a g i n g p roce s s a l most e n t i re l y, m a k i n g t h e
fl oat in t h e s ky. I n ve rted m o u n ta i n s r i s e a bove re s i d e nt s n e a rl y i m m o rt a l , a n d s o m e a re n o d o u bt
p l a i n s of b roken g l a s s . A b a n d o n e d struct u re s t h e w i l l i n g to s e l l t h e secret-fo r a stagge ri n g p rice.
s i ze of k i n g d o m s stretch acro s s great d i st a n c e s , Beca u s e t h e a l d e i a a re re m ote and s e p a rated by
s o e n o r m o u s t h at t h ey affect t h e weat h e r. M a s s ive d a n ge ro u s d i st a n c e s , trade of these d i s cove r i e s is
m a c h i n e s , s o m e sti l l active, c h u rn a n d h u m . B u t occa s i o n a l and h a p h az a rd .
fo r w h a t p u r p o s e ? B u t not eve ry v i l l age o r t r i b e i n t h e Beyo n d h a s a
Chapter 1 1: The A l o n g t h e western coast l i e s t h e S t e a d fa s t , c l ave to h e l p g u i d e t h e m a m i d t h e d a n gers of t h e
Steadfast, page 1 3 6 a co l l ect i o n of k i n g d o m s a n d p ri n c i p a l it i e s p a s t . S o m e of t h e s e com m u n i t i e s h ave t r i e d to u s e
w i t h l i tt l e i n co m m o n exce pt fo r a u n i fy i n g t h e n u m e n e ra t o t h e i r p e r i l , u n l e a s h i n g h o rro r s ,
re l i g i o n . T h i s re l i g i o n , c a l l e d b y i t s a d h e r e n t s p l a g u e s , o r myste r i e s beyo n d co m p re h e n s i o n .
Order of Truth, page 222 t h e O rd e r of Tru t h (a n d by a l l e l s e a s t h e A m b e r Trave l e rs m i g h t fi n d a v i l l a g e w h e re t h e re s i d e nt s
P a p a cy) , reve re s t h e p a st a n d t h e k n o w l e d g e h ave been t ra n s fo r m e d i nto fl e s h-eati n g
of t h e a n c i e n t s a s u n d e rstood by t h e e n i g m a t i c m o n stro s i t i e s , o r o n e w h o s e p o p u l a ce works a s
Aeo n P r i e s t s . By d e c ree of t h e A m b e r P o p e , t h e s l aves fo r a m a c h i n e i n te l l i ge n ce l eft ove r fro m a n
Ste a d fa st a n d t h e O rd e r of Tru t h w a g e w a r w i t h e a r l i e r era.
t h e l a n d s to t h e n o rt h , b e l i eved by m a n y to b e O u t s i d e t h e a l d e i a and ot h e r sett l e m e n t s , the
e n t h r a l l e d by a s e c retive a n d myste r i o u s c u l t d a n ge rs m u lt i p l y. Amid t h e ru i n s of t h e past l u rk
c a l l e d t h e G a i a n s . N o b l e s i n t h e Ste a d fa st a re t r i b e s of v i c i o u s a b h u m a n s t h at a re as l i ke l y to
c a l l e d to t h e Cru s a d e s , m a k i n g w a r a ga i n st t h e k i l l and eat a n exp l o r e r a s ta l k to h e r. C l o u d s of
i n fi d e l s w i t h eve r- s t ra n ge r wea p o n s d i scovered o r t i ny, i nv i s i b l e m a c h i n e s ca l l ed t h e I ro n W i n d s co u r
d ev i s e d b y t h e p r i e s t h ood . t h e w i l d e r n e s s , a lteri n g eve ryt h i n g t h ey t o u c h .
O u t s i d e t h e b o u n d s of t h e Steadfast l i e s M o n st ro u s p re d ators, a n c i e n t d e a t h m a c h i n e s ,
Chapter 1 2: The Beyond, t h e Beyo n d , a vast w i l d e r n e s s p u n ct u ated b y a n d stra n d ed ext rate rrestri a l o r t ra n s d i m e n s i o n a l
page 1 74 very occa s i o n a l , very i s o l ated com m u n it i e s . b e i n g s ( a l s o ca l l ed u ltrad i m e n s i o n a l b e i n gs
or u l t raterrest ri a l s)
a l s o t h reaten t h e
u n c h a rted re a c h e s o f
t h e Beyo n d . B u t s o too
c a n a ca refu l , ca p a b l e
exp l o re r fi n d awe
i n s p i ri n g n u m e n e ra
t h at c a n acco m p l i s h
a n yt h i n g s h e m i g h t
i magine.
I n t h e N i nt h Wo r l d ,
t h e n u m e n e ra i s both
the r i s k and the rewa rd .

WEATH ER
T h e n u m e n e ra
h a s c h a n ged t h e
e n v i ro n m e n t o f t h e
T h e Beyo n d a l s o h a s Aeo n P r i e s t s , b u t t h ey' re p l a net m a n y t i m e s over. T h e i n h a b it a n t s of t h e
not l i n ked by an orga n i zed n etwo rk, a n d t h ey p r i o r wo rl d s re s h a p ed n ot o n l y l a n d a n d sea b u t
d o n 't a n swe r to t h e A m b e r Pope. I n stea d , t h e s e s ky a s wel l . Eve n t h e weat h e r of t h e N i nt h Wo r l d i s
p r i e sts d we l l i n seq u e ste red c l ave s . Aro u n d t h e s e a n a rt i fa ct of t h e n u m e n e ra .
c l ave s , s m a l l v i l l a g e s a n d com m u n it i e s k n ow n I n t h e Steadfast a n d t h e Beyo n d , it grows co l d e r
a s a l d e i a h ave a r i s e n . E a c h cl ave h a s d i scovered a s yo u t rave l s o u t h . T h e southern m ost l a n d s o f t h e
and m a stered v a ri o u s bits of the n u m e n e ra , Stead fa st, fo r exa m p l e , h ave c o o l s u m m e rs a n d
g i v i n g eve ry a l d e i a a d i st i n ct i d e n t ity. I n o n e , t h e h a r s h wi nters. T h e centra l a n d n o rt h e r n port i o n s
Cloudcrystal Sky.fields, i n h a b i t a n t s m i g h t ra i s e u n i q u e b i o e n g i n e e red h ave w a r m e r s u m m e r s , but eve n t h e southern ed ge
page 1 74 beasts fo r food . In a n o t h e r, p eo p l e m ay p i lot of t h e C l o u d c rystal S kyfie l d s sees s n ow a n d fro st i n
Black Riage, page 1 71 g ravity-defyi n g g l i d e rs and race a l o n g t h e roofto p s t h e wi nter. T h e m o u n ta i n s o f t h e B l ack R i a ge h ave

1 34
LI M E NE
LIVI NG I N THE NI NTH WORLD

l o n g , o p p re s s ive wi nters, with t h e s o u t h e r n most


passes o p e n fo r only a few m o nt h s .
I stood in Yrkallak To wer and watched as the cloud o orange f

f f
Ove ra l l , t h e cl i m ate i s d ry, a n d w i t h a few and red passed across the landscape in the distance. Through m y

f
exce pt i o n s (a l o n g t h e co ast, fo r exa m p l e) , ra i n spyglass, I sa w t h e orm ation o a hillock t h a t had not existed

field ofgra in that had gro wn nearby became a


i s u n co m m o n a n d acco m p a n i e s terri b l e sto r m s . be ore. Atop that rise gre w polyp-like blue trees that then wavered

cacophonous m ixture ofglass, green vapor, and writhing serpents.


R u m o r s say t h at p a rt i c u l a rl y h a r s h o r stra n g e
and died. The
sto r m s a re e i t h e r t h e re s u l t of a h a rmfu l n u m e n e ra
e ffect or t h e s l ow d e g ra d a t i o n of a b e n efic i a l o n e .

fluttering wings, and it collapsed.


E i t h e r way, sto r m s w i t h d a n ge ro u s wi n d s , h a i l , An aneen tried to run as the Iron Wind approached, but its legs
a n d l i g h t n i n g g row m o re fre q u e n t each ye a r. Ot h e r became tiny, Its back sprouted a
storm s-st i l l t h a n kfu l l y very ra re-bri n g o i ly b l ac k
thousand insect legs, but its head had turned to a coppery metal,
ra i n s t h at ki l l c ro p s rat h e r t h a n n o u r i s h t h e m , o r

f
we i rd m a g n et i c fl u ct u at i o n s t h at b e n d m atte r a n d and it was dead.

f
d i s ru pt m i n d s . B u t eve n t h e s e p a l e i n co m p a r i s o n Further horrors I witnessed, I shall not describe, or I wish that I had

f f
to t h e m o s t terrify i n g weat h e r effect i n t h e N i nt h not seen them. They shall haunt my dreams orevermore. Truly this
Wo r l d : t h e I ro n Wi n d .
was a storm born in Hell, carried on the backs o invisible dem ons o

j f
T H E I RO N WI N D: T h e I ro n W i n d i s t h e N i nt h madness and m isery.
Wo r l d t e r m fo r c l o u d s o f d a n ge ro u s n a n o s p i rits -The ournal o Lady Charalann
(a l s o ca l l ed n a n otech by t h e m o re l e a rn e d ) .
M a l fu n ct i o n i n g m a c h i n e s-i n s a n e , re a l ly-t h at
a re fa r too t i ny to see t rave l acro s s t h e l a n d scape p u l s i n g , l iv i n g s u bsta n ce . T h e I ro n Wind t e a rs
in terri b l e c l o u d s b o r n e by stro n g w i n d s . These a p a rt creat u re s o n ly to re b u i l d t h e m i n b i z a rre,
m a c h i n e s warp eve ryt h i n g t h ey t o u c h , t ra n s m ut i n g s ee m i n g l y ra n d o m s h a p e s . F l e s h is t ra n s m uted to
a l l m atte r. An I ro n W i n d storm twi st s t h e g ro u n d , n o n l iv i n g s u b s t a n c e s , ropy t e n d ri l s , o r eve n m o re
t u r n s roc k i nto c l o u d s o f v a p o r, a n d creates new a l i e n configu rat i o n s o r text u re s . N i n e t i m e s o u t of
fe at u re s o u t of t h i n a i r. A n d woe to a n y l iv i n g te n , t h i s t ra n s fo r m a t i o n re s u lt s in the death of t h e
t h i n g c a u g h t i n i t s p a s s i n g. Tree s beco m e roc k s , creatu re-s o m et i m e s a l o n g , p a i n fu l d eath a s i t
p oo l s of wate r, o r u n recogn i za b l e l u m p s of t r i e s to cope with its new fo r m .

1 35
CHAPTER 1 1

TH E STEADFAST

T
h e Steadfast
co m p rises
nine d iffe rent
co u ntries. Co l l ectively,
the r u l e rs a re often
ca l l ed the N i n e Rival
Kings, o r j u st the N i ne .
These k i n g s , q u e e n s ,
pri nces, a n d co u n c i l s
s h a re n o l ove fo r o n e
a n other a n d truth fu l ly
h ave no re l ati o n s h i p
except t h at each rules
ove r a l a n d whose
peo p l e owe faith a n d
Amber Papacy, page 7 34 favo r to t h e Amber
Papacy.
Generally s peaki ng,
the Steadfast is
m o re settled a n d
The Beyond, page 7 74 civi l ized t h a n the
Black Riage, page 7 77 Beyo n d , but it can be
j u st a s d a n ge ro u s .
Com m u n ities a re
Each of the nine i s o l ated . Trave l on the
kingdoms has at least one roa d s i s r i s ky a n d nearly
symbol that represents u nt h i n ka b l e at n i ght
it. Some symbols are
ancient, others newly but at least the roa d s
minted by the current exi st.
leadership. While some The Steadfast
kingdoms (such as i nc l u d e s a l l the l a n d
Ghan) wield their sym bol fro m the sea t o the
proudly and fiercely,
B l ack Riage, south of
others use them only in
times of war or not at all. the Tithe Rive r a n d
n o rth of t h e S a d a ra. The
nine kingdoms of the
Steadfast a re N avarene,
G h a n , D rao l i s , Thaemor,
M a levi c h , l sco b a l ,
Ancu a n , M i l ave, a n d the
Pyt h a ro n E m p i re.

1 36
LI M E NE
THE STEADFAST


III
NAVARE N E
R u l e r: Queen Armalu
Po p u l at i o n : 1, 500, 000
Ca pital: Charmonde

: myste rious l a n d s t o t h e n o rth o f the Cloud crystal


Cloudcrystal Sky.fields,
page 7 74

III t h e l a rgest a n d most S kyfi e l d s , these fo rtresses a re eve n m o re i m portant.


p rosperous k i n g d o m s i n t h e Steadfast. Queen Arm a l u h a s petitioned the Papacy to req u i re
D i s l i ked by all the ot h e r l a n d s , the peo p l e of the oth e r eight k i n g d o m s to pay to h e l p m a i nta i n t h e
N avare n e a re thought of a s a l oof, d ifficult, a n d basti o n s . The oth e r r u l e rs b a l k a t fu n d i n g N avare n e ' s
eve n a rroga nt. "Wealthy a s a N avare n e m e rcha nt" m i l ita ry, fee l i n g t h at Arm a l u i s a s l i kely t o u s e i t
i s a s ayi n g in t h e Steadfast t h at a l most always h a s t o i nvade them as s h e i s t o defe n d t h e m fro m t h e Gaian invaders, page 134
i m p l ied negative co n n otat i o n s . G a i a n i nvad e rs-s h o u l d those i n fi d e l s eve r come.
The southern p a rt o f the kingdom i s known fo r
i t s r i c h fa rm l a n d . S i m p l e fa rm e rs a n d h e rders work THE WESTWOOD
fo r wealthy l a n d owners who in t u rn pay fea lty to a Vast, l u s h , and gree n , the Westwood i s a ve rd a nt
s m a l l n u m be r of ari stocrat ic fa m i l ie s , each of whom forest d o m i n at i n g N avarene's coast l i n e . It's known for
a n swe rs to the queen, who rules fro m h e r capital of the ancient redwood s that stretch taller than any trees
Queen Armalu: level 3,
Charmonde. H e r p a l ace i s known a s the E m p ite rnal in the Steadfast. One particu l a r tree-s i m ply known
level 6 for all types of
H o u se, a n d at its ce nter i s a set of sealed c h a m bers as the E m pe ro r of G reen-ri ses h igh a bove the rest. interactions
t h at Queen Arm a l u n ever leave s . To co m e a n d go, Twice as tall as any tree a ro u n d it, the E m peror sta n d s
her co u rt m u st pass t h rough a series of a i rlocks a n d a t a l most 700 feet (2 1 3 m) . It's clearly o f a s l ightly
u nd e rgo a m i st i n g s p ray t h at re m oves any pote n t i a l d iffe rent s pecies than the other trees . Its tru n k is
conta m i n a nts. Th i s odd but ca refu l behavior, co u p led more than 60 feet (1 8 m) i n d i a mete r at the base, and
with a variety of stra n ge treatments a n d p roced u re s , at seem i n gly ra ndom times i n the yea r, a door a p pears
h a s a l l owed Arm a l u to l ive fo r 2 5 3 yea rs-so fa r. on the north-faci n g side. It d i sappears aga i n after a n
Queen Arm a l u i s known for be i n g both s h rewd h o u r. Few, h owever, h ave reached the tree to l o o k for
a n d rut h l e s s , a n d h e r kingdom p ros pers as a res u lt, it. Fa r fewer h ave seen it and if they h ave, they h ave n 't
fo r she uses these traits to best h e r e n e m ies and retu rned to re port what l ies on the other side.
the foes of h e r peo p l e . As long a s h e r s u bjects a re Fo r long yea rs, peo p l e fea red t h e We stwoo d ,
obed ient a n d efficient, they a re treated we l l a n d with cal l i n g it i m p e n et ra b l e a n d d a n ge ro u s . R u m o rs For those seeking entrance
a fair h a n d . co m m o n ly s p o ke of g h osts a n d rave n o u s beasts to the University of Doors
N avare n e forms t h e bo u n d a ry between the n o rt h dwe l l i n g with i n . T h e We stwood and its h u n g ry (page 2 7 6), a door to the
a n d the rest of the Steadfast. Th u s , t h e n o rthern s p i rits we re p a rt of t h e fo l kl o re a l l a l o n g t h e coast. college appears at random
intervals in the trunk ofthe
portion of t h e kingdom, south of the Tithe River, B u t tod ay the peo p l e of N avare n e h ave c l a i m ed t h e
Emperor of Green.
h o l d s many fo rts a n d war-castles t h at h e l p d efe n d fo rest fo r t h e i r own , d eterm i ned to ca rve out safe
t h i s bord e r fro m t h e d a n gers of t h e Beyo n d . N ow road s to t h e coast a n d l a n d for fa r m s a n d tow n s .
t h at the Amber Pope h a s declared war on t h e Fo r t h e i r effo rt s , t h ey h ave sti rred a n e n e m y-not Amber Pope, page 7 33

1 37
t h e g h o sts or t ree- s p i rits of lege n d , b u t t h e c u l ovas . Conve rge nce. It's a beautiful and rel atively new castle,
T h e s e creat u re s c l a i m t h e majo rity of t h e We stwood wel l guarded and wel l m a i ntained. There a re no pat h s
for t h e m selves a n d atte m pt to defe n d it aga i n st to the Golden Sanct u m . M e m be rs o f the gro u p reach
e n croach ment. the citadel by other means that a re as mysterious as
In t h e eastern edge of t h e We stwood yo u c a n the activities they con d u ct once they a rrive.
fi n d m a n y m i l l s t h at s u p p ly l u m be r to N av a re n e
a n d t h e s u rrou n d i n g l a n d s . Lu m be r i s a m a j o r CHARMONDE
export fo r t h e co u nt ry a n d i s p a rt of t h e ki n gd o m ' s Lo n g co l o n n a d e s . M a rb l e stat u a ry. M o n u ments
wea l t h . T h e wood - p a rt i c u l a rly t h e redwood-i s to great d eed s a n d i m porta nt myt h s a n d lege n d s .
h ighly prized. Pai nted d o m e s . Soaring, a rched bridges. Charmonde
A n o b l e fami ly, the E m o l s , own s and operates a h u ge, i s a city of a rch itect u ra l bea uty a n d a rt. The seco n d
mobile mach ine that cuts down and processes trees l a rgest city i n N avare n e , Charmonde i s l ocated o n
at the same rate as a h u n d red loggers. Cal l ed the Dark b o t h s i d e s of the J e rri bost River, w i t h s i x bridges
S moker for the greasy m uck it belches i nto the air while co n n e ct i n g t h e n o rth a n d south s i d e s of t h e city.
it works, the mach i n e i s a j u ry-rigged mess, req u i ri n g C h a r m o n d e i s n ot wa l l e d , but fo u r fo rt re s s e s
a staff o f mech an ics t o conti n ually service and repair it s u rro u n d it to d eter i nvad e r s , fo r t h e city i s t h e
to keep it operational. Repeated attacks by the culovas c a p i t a l of t h e k i n g d o m a n d h o m e of Q u e e n Arm a l u .
damage the rickety device freq uently, but tech nicians E a c h fo rt re s s h a s o n e o f fo u r a n c i e n t s o n i c d evices
and nanos always manage to fix it. The cu rrent head of t h at can create a sta n d i n g fi e l d betwee n t h e m .
the fami ly, Charina Emol, has placed a 1 0- s h i n bou nty Anyo n e w h o t r i e s to cro s s t h e b a r r i e r s u ffers g reat
on the head of any culova brought to her. p a i n , convu l s i o n s , and eve n d e at h . The Aeon
N e a r t h e Westwood , yo u can a l so fi n d a n u m be r of Priests h ave d ete r m i ned t h at t h e u n i q u e d evices
paper m i l l s , particu l a rly a ro u n d the city of H a r m u t h . a re ru n n i n g l ow o n powe r, h oweve r, and d e s p ite a l l
effo rt s , n o o n e h a s fi g u red o u t a way t o rech a rge
The adventure ''Three THE GOLDEN SANCTUM t h e m . T h u s , t h e fo u r d evices a re u sed s p a r i n gly. I n
Sanctums" involves the
H idden deep with i n the Westwood, t h i s secret fa ct, t h ey've n ever been activated i n t h e m e m o ry of
Golden Sanctum, page 3 90
citad el belongs to the orga n ization ca l l i n g itself the most of the c ity' s cu rre nt re s i d e nt s .

1 38
LI M E NE
THE STEADFAST

C h a r m o n d e i s h o m e t o 9 5 , 000 peo p l e . T h e The Vacant P a l ace is the h o m e away fro m h o m e


q u e e n ' s p a l ace, E m pite r n a l H o u se , sta n d s ato p of Q u e e n Arm a l u , a l t h o u g h , a s i t s n a m e s u ggests,
t h e h i gh e st h i l l i n t h e city. I t ' s a l s o k n own as t h e she has never been t h e re . I t was b u i lt fo r h e r "The Order ofso-called
Truth is the real power of
H o u se of a T h o u s a n d S l ave s , fo r r u m o rs s ay t h at i s m o re t h a n a h u n d red years a g o by a n i g n o ra n t
the Steadfast. "
exact ly t h e n u m be r o f s l aves t h e q u e e n u s e s i n t h e b u t we l l - i nte n t i o n ed s u itor w h o a rgued t h at i n -Narada Trame, anti-papist
p a l ace a l o n e . N e a rby i s t h e Asaranti U n ivers ity, o n e t i m e s of war o r ot h e r ca l a m ity, t h e q u een s h o u l d
of t h e g reatest schoo l s i n a l l t h e Stead fast. T h a n ks co m e t o Bod rov. W i s e o f h i m , a n d yet fo o l i s h , fo r
to t h e u n ivers ity, t h e city i s known fo r its s c h o l a r s , h e d i d n 't rea l ize h ow t r u l y co m m itted s h e w a s i n
p h i l o s o p h e r s , a n d a rt i sts a s m u ch a s it i s fo r i t s n ever l e av i n g h e r c h a m bers i n E m pite r n a l H o u s e.
m a r b l e a n d s l aves. T h e s u itor i s now long go n e , but his e state sti l l
m a n ages t h e p a l ace fo r t h e q u e e n , a s p e r t h e
BODROV w i s h e s i n h i s l a st wi l l a n d testa m e nt.
Anot h e r of N avare n e ' s c i t i e s , Bod rov, i s u n i q u e l y "Bodrov could have been
defe n s i b l e . I t l i e s a t o p a n i m po s s i b l e s o rt o f SHALLAMAS, CITY OF ECHOES the jewel of the Steadfast.
p l atea u-i n fa ct, t h e wo rd plateau a l most s e e m s Known by many peo p l e as the City of Echoes, From here, a monarch
i n a p p ro p riate. D e s i gned a n d s c u l pted b y t h e S h a l l a m a s i s a s p raw l i n g trade city of 80,000 peo p l e , could rule the world, safe
from all enemies for all
a n c i e n t s , t h e rock fo r m a t i o n i s m o re t h a n 5 0 0 feet a s i n fa m o u s fo r i t s t h i eves as fo r the wealthy
time-as long as he never
( 1 5 2 m) h i g h a n d 800 m e rcha nts t h ey p rey got thirsty. " -Zacher the
feet (240 m ) acro s s at u po n . It is h o m e to t h e architect
t h e top, but o n l y 1 00 P rova n i fa m i ly, a n ot h e r of
feet (30 m) acro s s at "Wealthy as a Navarene merchant" N avare n e ' s ari stocrati c
t h e base. I t re se m b l e s is a saying in the Steadfast that h o u s e s . The P rova n i
a ro u n d t a b l e w i t h almost always has implied negative garner great wealth from
o n e centra l l e g a n d i s connotations. the ca rava n s t h at enter
s o m et i m e s ca l l ed Ta b l e the city with good s fro m
Rock (a l t h o u g h , most the south a n d l eave
ofte n , s i m p l y Bod rov) . A wi n d i n g path c u r l s u p with good s fro m N avare n e a n d the Beyo n d . Eve n
a ro u n d t h e base a n d enters t h e rock j u st b e l ow exoti c good s fro m t h e myste rious l a n d s to t h e nort h ,
t h e w i d e top port i o n . T h e path i nto t h e city l e a d s s uch a s l i q u i d s i l k a n d synthwood , fl ow t h ro u g h
t h ro u g h a s e r i e s of a rtific i a l cave r n s a n d t u n n e l s , Shal lamas.
w h i c h c a n be sealed a t m a n y p o i n t s . T h e City of E c h o e s i s s u rro u n ded by a n
I n fact, the e n t i re base i s h o n eyco m bed with i m p re s s ive sto n e wa l l with m a ny towe rs. Th ree
caves and t u n n e l s , many of which h ave n ever been m a i n gates p rov i d e acce s s , each with its own
co m p letely exp l o red . M a ny of these i nterior s paces, a s sociated m a rket, and a fo u rt h m a rket l i e s in t h e
a s we l l a s the top of the pe rfectly fl at rock format i o n , c e n t e r of S h a l l a m a s .
h o l d t h e re m n a nts of mach i ne s a n d co n struction The city gets i t s n i ckname fro m a stra n ge
fro m the d i stant past. I t i s s pecu l ated t h at the p h e n o m e n o n t h at h a s no exp l a n at i o n . Without
i nterior fo u n d ation of t h e enti rety of Bod rov m i ght be warn i n g, res i d e nts fro m time to time see a n d hear
m eta l , with the sto n e appeara n ce h avi n g been added "echoes" of rece nt past eve nts. Although these
l ater, i ntenti o n a l ly o r oth e rwise (d e pe n d i n g o n t h e echoes seem rea l , they' re more l i ke i l l u s i o n s o r
true a g e of t h e o ri g i n a l structu re) . hologra m s ; yo u ca n n ot i nteract w i t h t h e m . The
S o m et i m e s t h e d efe n s e of Bod rov works a ga i n st eve nts can be a s rece nt a s a few m i n utes ago o r a s
it. J u st a s it' s d i ffi c u l t to i m a g i n e a n i nvad i n g d i stant a s a yea r i n the past. I n the S h a l l a m a s co u rt
a r m y o r ot h e r d a n ge r ga i n i n g e n t r a n c e , s o too i s syste m , an echo of an eyewitness observi n g a cri me
it d i fficu l t t o b r i n g s u p p l i e s i nto t h e c ity. Foo d , o r co nfirm i n g a n a l i b i i s eve ry bit as va l i d as see i n g
wate r, a n d ot h e r good s m u st be t ra n s po rted u p it act u a l ly h a p p e n . Echoes h ave never been observed
t h e l o n g p a t h a ro u n d a n d t h ro u g h t h e b a s e a n d with i n acc u racies.
i nto t h e c ity, m a k i n g Bod rov a n i m p ract i c a l p l ace Argust P rova n i , t h e r u l e r of t h e city, e m p l oys a Argust Provani:
to l ive. T h u s , the p o p u l at i o n is o n l y a b o u t 1 , 000 ca p a b l e a n d sizable g u a rd to m a i nt a i n order, but h e level 4, level 6 to see
through lies or trickery
peo p l e , eve n t h o u g h t h e city co u l d e a s i ly h o u s e t e n a l so co ntro l s a n e l ite gro u p of secretive operatives
t i m e s t h at m a n y, a n d o n ce d i d . B u i l d i n gs-s o m e ca l l ed the S h ad owl i n gs who i nfiltrate cri m i n a l Shadowling:
a n ci e n t , s o m e m e re l y o l d-sta n d e m pty, left ove r o rga n izat i o n s a n d d e stroy them fro m with i n . T h e level 5, level 7 when
fro m t h e p r i o r e poch s of t h e wo r l d o r s i m p l y fro m S h adowl i n gs a re thought t o be a s ruth less a n d petforming any action of
a t i m e , p e r h a p s a h u n d red years a g o , w h e n peo p l e v i o l e n t a s the cri m i n a l s they co m bat, but they d o guile or subtetfuge
b e l i eved t h at Bod rov wo u l d be a city o f g reat h e l p t o keep the city' s m e rc h a nts a n d traders safe
i m po rt a n ce . fro m t h i eve ry.

1 39
FASTEN a con sta nt fi re to p rod uce h ot wate r for the tea t h at
If you grew up in a s m a l l vil lage or h ave ever vis ited s h e offers free of c h a rge to a l l who wa l k i n t h e door.
one, you probably know everyt h i n g you need to know The back roo m of Loose Leaf is fi l led with cots,
about Fasten . A typical vil lage among typ ical vil lages, many of which a re occ u p ied at any given moment
Fasten has a pop u l ation of approxi mately 500 people, by those who a re too ill to be ca red fo r i n t h e i r
most of whom are crafts men, merchants, and farmers. h o m e s . Two o r th ree m e n i n ye l l owed g a r b ca re fo r
M ost busi ness takes place on the city' s two main the wo u n ded , a n d fa m i ly m e m bers a re often s e e n
roadways-Carryon Street and Best Avenue-wh ich at the bed s i d e s , wee p i n g fo r those who h ave passed
angle toward each other. Houses, while small, clean and d e s p ite t h e q u a l ity of care.
wel l maintained , are typical ly constructed of whatever S i ster Twi a does n ot co n d o n e the powe r
hodgepodge assortment of materials is handy from the of the n u menera; i n fact, s h e be l i eves it's
nearby wood s, local q uarries, and reclaimed buildi ngs. co u nterprod uctive to the h ea l i n g p roce s s . I f yo u
Fa sten is a town t h at works h a rd to a p pear enter Loose Leaf with o bv i o u s n u m e n e ra on yo u r
p ictu resque; there i s l ittl e o bv i o u s cri m e o r pol itical pers o n , s h e' l l a s k yo u t o leave it outside t h e d o o r o r
strife. A general s p i rit of h e l p i n g o n e a n other see m s vacate t h e p re m i se s .
t o keep m i scond uct a n d poverty d own . H owever,
Seskii (page 258) can as with any gat h e ri n g of two or m o re peo ple, t h e re Adorne: A t Ad orne, a s i m p le covered sta l l with
be formidable foes, but
a re always petty a rgu ments, fa m i ly i n -fights, a n d a permanent p l ace on Ca rryon Street, you ' l l find
also make fiercely loyal
companions. fisticuffs o n the streets. M ost peo p l e a re kept i n l i ne baubles, tri n kets , s m a l l metalworkings, b utto n s , and
by the fact t h at t h e i r p a rents a n d teach e rs sti l l l ive bead s . M ost of the ite m s a re stuffed i nto barre l s and
in t h e v i l l age, a n d they' re reg u l arly re m i nded n ot boxes, with o n ly the very s peci a l and most expens ive
to b r i n g s h a m e u p o n them selves or t h e i r e l d e rs . offerings set apart. I n o rder to see these exc l u s ive
Fo r l a rger concern s , M ayo r Ad roa Va l l o n e a n d h e r objects, you m u st a s k Ya n n , the owner, to s h ow them
h a l f-dozen we l l-tra i ned watc h m e n d o the job, i d e a l l y to you . He'll eye a customer for a long time to get a
before a nyo n e notices. sense of the person before he tru sts her enough to
reach beneath h i s long coat and b ri n g out a bag of
ABOUT TOWN s pecial ite m s . Be s u re n ot to d rop you r gaze beneath
his stare, or he m ight con s i d e r you a s lyi n g son of a
Cali's Tri n ket Cart: At the intersection of Ca rryon Street th ief a n d try to h it you with the knotty redwood cane
and Best Avenue, yo u ' l l find Ca l i and her trin ket cart, he a lways carries.
p i led h i g h with scraps of metal and synth , bits of the Yo u can pick t h ro u g h the barre l s a n d haggle fo r
Slying is a common n u menera, and a n i m po s s i b l e j u m b le of u n known the price of o n e particu l a r p i ece, o r y o u can p u rchase
term used to convey a ite m s . Ca l i i s q u ick to s m i le, and her laugh i s so the baubles i n bulk fo r cheap. In the l atte r case, yo u
combination of lying
loud it can be heard from d own the street. I f yo u m u st take wh ateve r co m b i n ation of wort h a n d j u n k
and sly. While mostly
derogatory, it also a s k where the tri n ket cart i s , you ' l l often be told to yo u r c u p scoo p s u p from t h e deep barre l s .
carries a hint of respect fol low the l a u ghter. T h i s task is even easier beca use
for someone's skills at Ca l i ' s com p a n i o n , a s peckled grey-green seskii who SweetM eats: Tucked between the a poth ecary a n d t h e
deception. neve r leaves her side, often howl-growl s along with jewe l e r, Sweet M eats i s a co m b i n ation butch e r a n d
her. Ca l i encou rages pote ntial b uyers to cl i m b onto bake ry, ru n by m a rried co u p l e Abeke a n d Serwa. The
the cart and sort t h rough the ite m s . Ad d itional ly, she two-story b u i l d i n g u ses the gro u n d floor a s shop and
see m s to h ave a nearly pe rfect memory of the objects storage a n d t h e top floor a s l iv i n g s p ace fo r the two
in her cart; if someone comes to her with a s pecific wo m e n .
need , she u s u a l ly knows whether she has the item i n Open six d ays a week, Sweet M eats d o e s a
q uestio n . I f s o , s h e ' l l reach h e r h a n d i nto t h e j u m b le boo m i n g b u s i n e s s . H e re, v i s itors fi n d a l l ava i l a b l e
and pull it out. Ca l i i s a l so a fixt u re at the rubar races, meats o f the reg i o n , w i l d a n d d o m estic, fres h a n d
and s h e ra ises some of the finest rubars i n town. cu red , m a ny b rought i n fr o m h u nters, fi s h e rs , a n d
Those who wish to learn about ru bar trai n i n g and fa rm e rs j u st t h at morn i n g. Abeke ' s m e a t selection
b reed i n g m i ght entice her to s h a re her secrets. i s riva led o n ly by t h at of S e rwa ' s wide vari ety of
baked good s , i n c l u d i n g h e r town-fa m o u s s pecia lty
Loose Leaf: Run by S i ster Twi a , Loose Leaf i s the p u ffi n s , a h a n d h e l d , meat-fi l led pastry t h at can be
tow n ' s a poth ecary a n d heal i n g center. The l a rge, p u rchased two for a s h i n a n d tu cked i nto the pocket
roomy s pace is perh a p s the b i ggest o n Ca rryo n for a later mea l .
Street. The front room is l i ned with s h e lve s , boxe s , A s yo u m i ght i m ag i n e , the store h a s a n odd
a n d tables l o a d e d w i t h fres h a n d d ry i n g herbs, a co m b i n ation of sce nts a n d s i ghts, a s fres h cuts of
vari ety of teas a n d s p ices, a n d l i q u id m ixtu res of meat rest side by side with p i e s a n d b read s . Eve n t h e
vari o u s co l o rs a n d co n s i ste ncies. S i ster Twi a keeps wo m e n a re a s t u d y i n contrast, w i t h Abeke ' s stout,

1 40
LI M E NE
THE STEADFAST

5. School house
6. Redwood Chests
7. Village Hall
8. Town C i rcle
9. Meeting House
1 0 . Spotted Seski i

ruddy form wie l d i n g a ca refu l knife for t h e best cuts organ ized m a rvel o f modern conve n iences a n d
of meat wh i l e Serwa, a pale wisp of a t h i ng, po u n d s s u p p l i e s . I n add ition t o food stuffs , v i s itors wi l l fi n d
d o u g h o n t h e co u nter. T h e q u a l ity o f t h e p rod ucts torches, glowglobes, ro pe, a n d the occa s i o n a l u sed
i s so h i gh-a n d t h e witty exc h a n ges between Abeke book. A few yea rs ago, at the beh est of the v i l l agers,
a n d S e rwa a re so fu n ny-t h at a l l oth e r b utchers a n d F l etcher started offeri n g home d e l iveries. Tam o r
bakeries h ave d i ed away fro m lack of c u stomers. Ta l e d ro p off the good s a t a c u sto mer's h o m e fo r t h e
add iti o n a l price of 1 s h i n . A l t h o u g h the d e l ive ries
The General Store: U pon e nteri n g the G e neral Store, always take l o n ge r than F l etch e r expects, co n s i d e r i n g
located along Best Aven ue, you ' l l be greeted with a t h at the h o u s e s a re n ot fa r fro m t h e store, t h e
s u rly h e l l o from shop owne r Fletcher E l i s . Despite b rothers a re i n such d e m a n d fr o m a variety o f
h i s demeanor, which some wou l d cal l short and cu sto mers t h at h e co nti n ues to offe r the service.
others j u st p l a i n rude, Fletcher i s wi l l i n g and eager
to h e l p customers find and p u rchase good s. " I t's the Redwood Chests: The vi l l age' s carpentry store offers
pain i n my bad leg that m a kes me so damn s u rly, " is n ot j u st chests but fu rnitu re, carts, a n d staffs a s we l l .
someth i n g he says reg u l a rly. " N ot that I'm angry with T h e p l ace i s owned b y o n e o f t h e tow n ' s fe w n o b l e s ,
yo u . I h a rd ly know you . " H e then rega les any l i sten i n g but most vi l l agers know t h at the rea l heart of t h e
e a r with t h e tales o f h ow h e came b y h i s l i m p and h i s enterprise i s carpenter M o l l i e B e h a r. S h e clea rly l oves
off- p utt i n g demeanor. (These tales vary i n t h e te l l i ng, her work, p rod u c i n g fine p i eces q u ickly and at fa i r
sometimes i nvolvi n g his time with the Redfleets, other p rices. M o l l ie bel ieves t h at each p i ece s h e creates
times reco u n t i n g a sord i d affa i r of h ow h e was i n j u red s h o u l d be b u i lt es peci a l ly fo r its futu re own e r, so few
wh i l e rescu i n g h i s wife from a band of a b h u m a n s . It ite m s a re act u a l ly fo r s a l e o n the floor. M ostly, the
m i ght be i m portant to n ote that no one in town has store serves a s a wo rkspace fo r M o l l ie a n d a storage
ever seen Fletcher's a l leged wife.) s pace fo r wood , p i eces in progre s s , and M o l l i e ' s
T h a n ks to the effo rts of two local b rothers, Tam l a rge, d roo l i n g can i n e n a m ed Roxit. S h e occa s i o n a l ly
a n d Ta le, who started worki n g for F l etch e r when they takes on a p p re ntices, but s h e fi n d s t h at most of
we re m e re boys a n d h ave n ow become h a n d some, t h e m ca n ' t hear the wood t h e way t h ey need to i n
stra p p i n g yo u n g m e n , the G e n eral Store i s a we l l - o rd e r t o t u rn i t i nto somet h i n g beautifu l .

141
When ch i l d re n a re n ' t s i tt i n g i n t h e schoo l h o u s e o r The food at the S p otted Seski i i s med i ocre but
t h rowi n g stones at fi s h i n t h e pond at the town c i rcle, fi l l i ng, a n d t h e d ri n ks a re expe n s ive but strong. Yet
t h ey a re often found at Redwood Chests, gett i n g most a re wi l l i n g to pay t h e prices i n exc h a n ge for the
d rooled o n b y Roxit wh i l e they watch M o l l i e l a t h e a n d wide variety of enterta i n ment t h at t h e i r s h i n s can
h a m me r wood . p u rchase. Each n i ght, t h e Seski i offe rs d i n e rs and
d ri n ke rs a m i x of activities to enterta i n the crowd ,
Fasten Schoolhouse: The schoo l h o u se i s tu cked i n c l u d i n g l ive m u s ic, games of gam b l i n g a n d c h a nce,
"/ knew the Amber s i n g i n g contests, a n d d a rt t h rowi ng.
betwee n Redwood Ch ests and the Vi l l age H a l l .
Papacy was close to
its goal of complete Classes fo r a l l ages a re taught b y Ben h a m I l k, The most popu l a r activity by fa r i s the pub's rubar
control when I toasted a giant of a m a n who u ses h u m o r a n d a gentle race, w h i c h takes p l ace nearly eve ry n i ght i n a back
a slice of bread and touch . I f yo u we re to look in o n the c h i l d re n i n the room reserved fo r t h at p u rpose. The room i s d ivided
saw the Order of m i d d l e of c l a s s , yo u m i ght assume by the chaos i nto two parts: one l a rge section fo r the ga m b l ers
Truth 's sym bol appear t h at t h e kid s had ove rru n their teacher a n d staged and viewe rs, and a s m a l l e r section fo r each of the
in its center. " -Narada
a revo lt. Yet B e n h a m re m a i n s at the head of it a l l , co m p et i n g rubars (u s u a l ly fo u r, but somet i m e s a s
Trame, anti-papist
encouragi n g t h e m . H owever stra nge h i s teach i n g m a ny as six) . The floors of the rubar sect i o n s a re
method s , students come h o m e ta l k i n g o f a l l they've coated i n a l aye r of dead m atte r. The fi rst rubar to
learned and a re a b l e to put it to use. At the back of clean u p its a rea by eati n g a l l of the dead m atte r wi n s
the schoo l h o u s e , a t i n y roo m with an exte rior door t h e ro u n d a n d goes o n t o t h e next o n e t h e fo l l owi n g
serves a s t h e town l i b ra ry, offeri n g scro l l s , s k r i p s , n i ght. N ot s u rp ri s i n gly, rai s i n g a n d tra i n i n g rubars
m a p s , a n d t h e occa s i o n a l b o o k , a l l free fo r t h e for these com petit i o n s is a favo rite past i m e a m o n g
bo rrow i n g . m a ny i n Faste n .

Town Circle: The town c i rcle i s a p l ace fo r gatheri ngs, I n ns: Fasten h a s n o esta b l i s h ed i n n s i n ce v i s itors
l a rge meet i n gs , a n d general festivities. S u rro u nded a re few and fa r between and mostly belong to o n e
by a grove of fru it-beari n g trees , t h e c i rcle i s soft of t h e fa m i l ies a l ready situated i n the a rea. H oweve r,
moss a n d grave l , with sto n e benches p l aced h e re those seeki n g l od g i n g m i ght fi n d a cot i n the back of
a n d t h e re for m axi m u m s h ad e advantage. At t h e Loose Leaf (provided they' re n ot a l l taken) for 1 s h i n
center i s a l a rge pond fi l led w i t h bright b l u e fi s h . O n a n i ght.
any g i v e n d ay, yo u m i ght fi n d fa m i l ies gatheri n g fo r Ad d it i o n a l ly, res i d e nt Tu pon Vi l l h e l m i s somet i m e s
picn ics, tee n a gers tryi n g to k i s s e a c h oth e r beneath known to open h e r l a rge h o u s e fo r gu ests a t a cost.
t h e trees , o r ch i l d re n sticki n g t h e i r fi n gers i nto the Tu pon is nearly e i ghty years old and the mother of
pond. ten boys , a l l of them n ow dead . The b rothers who
O n t h e e a s t s i d e of town i s the meet i n g h o u s e , work at the general store a re h e r g reat-gra n d ch i l d re n ,
a n open-a i r pavi l io n used fo r vi l l age meet i n gs , l a rge a n d they often keep a n ear o u t fo r peo p l e w h o need
ce l e b rat i o n s , a n d ra i n y d ays. tempora ry res i d e nce. Tu p o n ' s house has ten s m a l l ,
u n u sed bed roo m s , each ava i l a b l e fo r 1 s h i n per
Rubar races are a The Spotted Seski i : T h i s fu l l - s e rv i ce resta u ra n t n i ght. B reakfast o r d i n n e r i s a n additional s h i n , but
common activity in a n d p u b i s t h e l a rgest b u i l d i n g i n Faste n , a n d t h e it's we l l wort h the added cost.
Fasten. Anyone can o n e w h e re peo p l e gat h e r most ofte n . I t ' s r u n b y
place bets of a shin or t h e h u s b a n d - a n d -w i fe tea m of B a k e l e a n d E d e r V i l l age H a l l : The Vi l l age H a l l is w h e re the m ayo r
more at the Spotted Cra n d e l , a l o n g with s i x s t a ff m e m b e r s . B a k e l e , a a n d h e r watc h m e n work, grievances a re a i re d , a n d
Seskii.
s p ry wo m a n of average s i ze a n d h e i g h t , s p o rt s l aw b re a kers a re b r o u g h t to j u st i ce . T h e g ro u n d
green h a i r a n d a green a p ro n , a n d s h e wears d a rk fl o o r i s u s ed a s offices a n d a p u b l i c co u rt h o u s e ,
green g l a s s e s eve n i n t h e d i m l i g h t of t h e tave r n . a n d t h e ce l l a r s e rves a s a t e m porary h o l d i n g ce l l
Eve ryo n e k n ows h e r by h e r warm a n d fri e n d l y (w h e n it' s not fl o o d ed ) . D u ri n g t h e ra re p e r i o d s
d e m e a n o r-a n d h e r w i l l i n g n e s s to s i n g a s o n g o r of stro n g a n d co nt i n u o u s ra i n s , a n y o n e w h o
s i x w h e n t h e c rowd ca l l s fo r it. H e r h u s b a n d , E d e r, b re a k s t h e l aw i s h e l d i n o n e of t h e bed ro o m s i n
a l t h o u g h t a l l e r a n d w i d e r, i s fa r q u ieter a n d l e s s Tu p o n Vi l l h e l m ' s h o m e . Alth o u g h h e r food i s o f
n ot i cea b l e . H e often works a m o n g t h e c rowd fo r m u c h h i g h e r q u a l ity, h e r g u i l t- i n d u c i n g l o o k s a n d
h o u rs before s o m e o n e n ot i ce s h i s p re s e n ce a n d co m m e n t s a re e n o u g h t o m a ke h a rd e n e d c ri m i n a l s
re m e m bers t h at h e ' s t h e co-ow n e r o f t h e p l ace. b r e a k d ow n i n to t e a r s . Even t h e m ayo r h a s n oted
Eder d o e s n ' t s e e m to m i n d , h oweve r, and i s q u i c k t h at t h e re a p pe a r s to be a m a rked d ecrease i n
to d ow n p l ay a n y p e rceived s l i g h t s . cri m e d u ri n g t h e ra i n y s e a s o n .

1 42
LI M E NE
THE STEADFAST

People of Interest
FASTEN HEARSAY
Keera N araymis: Keera is a n ew staff m e m be r at the Sku l kers: Two men h ave been seen s k u l k i n g a ro u n d Ca l i ' s tri n ket cart i n the
S p otted Seski i . S h e i s s l i ghtly b u i lt, with n o n d escri pt eve n i n g h o u rs , typ i ca l ly wh i l e s h e i s off co m peti n g i n t h e rubar race s . Ca l i
red d i s h - b rown h a i r p u l led i nto a m e s sy b u n , but h e r i s offe r i n g 1 0 s h i n s t o t h e i n d ivid u a l o r party w h o tracks d own t h e m e n a n d
v i v i d sto ryte l l i n g s k i l l s h ave e n d e a red h e r to many d i scove rs t h e i r p u rpose i n Fa ste n .
patro n s . H oweve r, those who pay close atte ntion to
Keera sense t h at someth i n g i s s l ightly off. Part of it N ew i n Town : A wo m a n with s h o rt b l ack h a i r a n d green eye s h a s j u st
i s h e r stories, which te l l of times long past and of a rrived i n tow n . G o i n g by t h e n a m e Ve re n u s (level 7) , s h e c l a i m s to be
p l aces t h at n o longer exi st. Part of it is the freq u e n cy a bou nty h u nter fro m Q i out to capt u re a d a ngero u s Aeo n Priest who
with which h e r stra n ge powe rs, s i m i l a r to esote ries, betrayed the o rd e r many years ago.
seem to m a n i fest, u s u a l ly at i n o pport u n e t i m e s a n d
beyo n d h e r contro l . When s h e ' s n ot s l i n g i n g food M issi ng Man: One of Abeke ' s regu l a r s u p p l i e rs-a h u nter who s peci a l izes
and d ri n k in the d i m l i ght of the Seski i , she stu d i e s in b ri n g i n g h e r fre s h m eat from l a rge wild a n i m a l s in t h e region-h a s n 't
i n t h e b a c k roo m o f t h e schoo l h o u s e , pori n g ove r been by h e r s h o p i n nearly a week. Abeke knows he was head i n g southeast
books on t h e n u m e n e ra . a n d i s worried t h at so meth i n g m i ght h ave h a p pened to h i m . She a l so
need s to re p l e n i s h h e r meat stocks a n d offers payment for any fres h , local
Dziko: Dzi ko i s seen a ro u n d town reg u l a rly, often wi l d l ife t h at comes h e r way.
h a n g i n g out in the vi l l age meet i n g house o r tos s i n g
b its o f b read t o the fi s h i n t h e town c i rcle. Ta l l a n d
t h i n , with salt- a n d - pepper h a i r t h at h a n gs ove r h i s
eyes , Dziko always carries a clay c u p i n o n e h a n d .
At fi rst g l a n ce , h i s scruffy a p pearance a n d we l l -
worn clothes m i ght give t h e i m p re s s i o n t h at h e i s
h o m e l e s s o r poor, b u t h e i s neither. Dzi ko own s
a fa i rly l a rge h o m e j u st o ff o f Ca rryon Street but
spends l ittl e t i m e there. I f yo u a s k a ro u n d , yo u ' l l
d i scove r t h at h i s wife was k i l led b y a fi re i n t h e i r
home. Although many years h ave p a s s e d s i n ce h e r
deat h , h e h a s never b e e n the same. H e b e l i eves the
c u p h e carries holds his wife's a s h e s , but if you we re
to look i n s id e , yo u ' d see t h at it was e m pty.

Tarl i n : The m ayo r' s d a u ghter is i n h e r l ate tee n s , a n d


s h e ' s so meth i n g o f a s p itfire, s p e n d i n g h e r money
on s h i ny tri n kets as we l l as dyes to t u rn h e r h a i r
vari o u s s h ad e s o f pewter a n d go l d . Ta ri i n favo rs
loud co l o rs and s n id e s a rca s m , and m o re ofte n t h a n
n ot s h e s n eaks i nto t h e l ate- n i ght festivities a t t h e
S p otted Seski i . S h e can h o l d h e r l i q u o r but n ot h e r
to ngue, a n d h e r mot h e r fea rs often a n d l o u d ly fo r
h e r d a ughter' s safety. Beca u s e Ta ri i n i s eve rywhere
i n Fa ste n , s h e c l a i m s to know a l l of the nefari o u s
h a p p e n i ngs i n t h e v i l lage a n d can be persuaded to
part with h e r knowledge fo r the cost of a d ri n k. When
h e r i nformation t u r n s out to be true, which i s l e s s
t h a n h a l f t h e t i m e , it can be va l u a b le.

1 43
NAVARENE HEARSAY THE AMBER MONOLITH
Dark Whispers: Wo rd fro m t h e Calaval climbed the hill, his pet thuman at his side.
G a rrat h o l i s t h at t h e O be l i s k of the Crumbling bits of ancient brick turned to gravel with
Water God h a s beg u n to glow at n i ght with a each step. At the top, he saw the amber obelisk the old
fa i nt ye l l ow-green l u m i n o s ity. N o o n e knows woman had told him about. It stretched impossibly into
the ca u se, but the glow i s n 't co n stant; some the sky. The reddish-yellow light ofthe old, tired sun caught
be l i eve it's tied to t h e p h a s e of t h e moo n . in its angles high above the plain ofruin. Even after all
Regard l e s s , stra nge peo p l e h ave b e e n seen these aeons, the machine at the heart ofthe obelisk still
Thuman, page 262
h o l d i n g ritu a l s i n the glowi n g obel i s k ' s l i ght. thrummed with power. Rings orbited the device, spinning
with unearthly precision.
M issing Caravan: A merch ant i n S h a l lamas is -Sacred C h ro n icle of H i gh Fat h e r Ca l ava l , Amber
looki n g for merce n a ries or i nvesti gators to find Pope a n d Fo u n d e r of the Citadel of t h e Co n d u it a n d
a long-ove rd ue carava n that was s u p posed to the O r d e r o f Truth
a rrive from the nort h . Among its va l u a b l e good s ,
the ca rava n carried a t r i o o f near-priceless s i lver Accord i n g to Ca l ava l , t h e o r i g i n a l Amber Pope
statues said to be sacred to a prim itive tri be (an office t h at ga i n s its name fro m t h e fl o at i n g
l iving below the Cloudcrysta l S kyfie l d s . o b e l i s k) , s o m ew h e re i n s i d e t h e A m b e r M o n o l it h
l i e s a t e l e p o rtat i o n d ev i ce t h at g i v e s acce s s to a
Ghosts of the Westwood: Even the culovas n u m e n e ra ed ifice float i n g h i g h a bove t h e e a rt h .
seem terrified of a new, stra nge p resence i n the H owever, d e s p ite Ca lava l ' s d e scri pt i o n s a n d
Westwood that d rives them from a loca le near the exp l a n at i o n s , n o o n e h a s eve r fo u n d it o r eve n
southern edge. Lum berjacks say that the "green d i scovered t h e secret to acce s s i n g t h e m o n o l ith ' s
ghosts of the wood" h ave finally begu n exacting i nterior s i n ce h e s u p posed ly we nt i n s i d e a n d u sed
their revenge on everyt h i n g they come upon. the d evice 400 yea rs ago.
Tod ay, a fo rtress g u a rd s this sacred s ite and
THE WEIRD OF NAVARENE p ro h i b its anyo n e from atte m pt i n g to fo l l ow in H i gh
H arbi nger: An odd wo man wal ks the edge of Fath e r Ca l ava l ' s footste p s . The fo rtress i s m a i ntained
the Westwood , te l l i n g a nyone who l i stens that by sold i e rs i n t h e e m p l oy of the Order of Truth who
with i n the next ten years, someth i n g wi l l rise out owe n o a l legiance to N avarene. The q u een to l e rates
of the forest and d evo u r whole cities. Before she t h e i r p resence a s a co n ce s s i o n to the papacy.
can get m uch of her story out, s h e d i sa ppears. The Amber M o n o l ith floats 5 00 feet (1 5 2 m) a bove
Blessed Event: A c h i l d born j u st weeks ago in t h e gro u n d a n d sta n d s a p p roxi m ately 2,000 feet (600
a s m a l l v i l l age ca l l ed M i rbel heals the wo u n d s m) ta l l . It floats a bove a region ca l l e d the P l a i n of
o f a n y w h o touch h e r. B rick, a wide exp a n s e of worked sto n e many m i l es
Black Skies: A flock of a t h o u s a n d or more acro s s .
b l ack ve s s a b i rd s kee ps ret u rn i n g to an ancient
towe r at the l a n d ' s weste rn edge, n o m atte r THE OBELISK OF THE WATER GOD
what is d o n e to d rive t h e m off. Clearly re l ated in some way to the Amber M o n o l it h ,
Biosynth G rove: F ifteen m i l e s (24 km) west t h i s obe l i s k floats a bove a region ca l l ed t h e G a rrat h o l
of Bod rov grows a s m a l l grove of tra n s p a rent i n t h e footh i l l s of the B l ack Riage. G a rrathol m e a n s
trees made of l iv i n g synth. " d e lta" i n t h e n ow-dead S h u m e l a n g u age, eve n
t h o u g h t h e a rea i s h u n d red s of m i l es i n l a n d . The

1 44
LI M E NE
THE STEADFAST

m ea n i n g is a p p ropriate
beca u s e the obel i s k
d raws wate r i nto itself
from the nea rby Tithe
River, creat i n g its own
sort of d e lta bas i n .
S o m e peo p l e bel ieve
t h at t h e o be l i s k t h e n
s e n d s the wate r i nto t h e
a i r, affect i n g t h e weather
i n t h e G a rrat h o l . Others
claim t h at the wate r i s
s e n t t o a sou rce beyo n d
t h e scope of the wo r l d ,
w h i c h , if t r u e , co u l d b e
q u ite bad i n the l o n g
r u n . H oweve r, g i v e n t h at
t h e o be l i s k i s perh a p s
a m i l l io n yea rs o l d o r
m o re a n d the wo rld
i s n 't d ra i ned of wate r,
someth i n g d iffe rent
see m s to be go i n g on.
The Obel i s k of t h e Water God h overs 5 00 feet i m portant role i n the Steadfast that n o one wou l d
( 1 5 2 m) a bove the s u rface a n d is a l most 2,000 want t o suffer h i s kingd o m ' s s u d d e n col l apse-or,
feet (600 m) ta l l . The l u s h , fe rt i l e region h a s m a ny j u st as bad , h i s sudden refusal to m a i nta i n the coastal
s m a l l vi l l ages but no l a rger settle ments beca u s e trade routes vital to most of the n i n e kingdoms.
t h e a rea h a s a re p utation fo r d a n ger. The G a rrathol The ro l l i n g green h i l l s of G h a n a re known fo r
i s h o m e to more t h a n its s h a re of deadly p red ators herds of ga l l e n a n d a n e e n . G a l l e n a re l o n g- bod ied , Gallen: level 2
and m o n strosities, and the loca l s experience a l a rge herb ivoro u s a n i m a l s va l u ed for t h e i r meat a n d
n u m be r of tragic b i rt h s and m utat i o n s . h i d e s . A n e e n sta n d two to th ree t i m e s as ta l l a s a

II
h u m a n , with h u nched, h a i rl e s s b i pedal bod ies, s m a l l

l!J THE SEA KINGDOM fo re a r m s , a n d b road head s . T h e s e pack a n i m a l s

Ill
c a n att a i n great s peed s a n d wa l k t i re l e s s l y fo r l o n g
Of GHAN d i stances. M a ny t r a d e ca rava n s i n t h e northern p a rt GHAN
Look long, my friends. of the Steadfast u s e aneen to t ra n s po rt good s or p u l l R u l e r: King Laird
Look hard. m a s s ive wago n s . Po p u l at i o n : 7, 000, 000
Greener hills, bluer waters K i n g La i rd l ives i n t h e Co ra l Pal ace o ff G h a n ' s Capita l : The City of Bridges

you 'll neverfind coast, a part o f t h e City o f Bridges. G h a n h a s l ittl e


than those of my heart, in the kingdom by the sea. i n t h e w a y of a n aristocracy. M ost of t h e peo p l e a re
Look long, my friends. free citize n s owi n g fea lty o n ly to t h e i r k i n g . Few
Look hard. peo p l e own s l aves. G overnors a n d m ayors r u l e ove r
Finer men, prettier smiles d i stricts a n d town s , but t h e o rga n ization i s varied
you 'll neverfind and u n offici a l . Seafarers and h e rd i n g fo l k, G h a n ites
than those of my heart, in the kingdom by the sea. d o n ot a b i d e a stro n g govern m e nt, and K i n g La i rd is
-Th e S o n g of G h a n h a p py to o b l ige t h e m .

Known for i t s coastal trad i n g s h i ps , the so-ca l led S e a THE CITY OF BRIDGES
Kingdom o f G h a n i s a rel atively peacefu l l a n d . King The City of Bridges is the capital of G h a n , although King Laird: level 5, level 6
La i rd has no wish to c h a l l e n ge or even a p pear to strictly s pe a k i n g , it's n ot act u a l ly in G h a n . Exte n d i n g for all sailing-related tasks
and for seeing through
c h a l l e n ge Queen Arm a l u of N avarene or the ru l i n g o u t fro m t h e coast, a n u m be r o f ancient bridges
deception
cou n c i l i n D rao l i s , yet h e doesn't want t o appear stretch more t h a n a mile to a series of m a s s ive metal
weak and ripe for the taking, either. Thus, h e p rotects p l atforms joi ned by a n i ntricate we b of more bridges.
h i s borders and m a i nta i n s a ca refu l vigil without Co m posed of m ateri a l s of the prior worl d s , these
m a k i n g aggress ive moves. M ost i m portant, h owever, wide bridges a n d p l atforms h o l d h o m e s , s h o p s ,
he e n s u res that h i s merchant fleet p l ays such a n ware h o u s e s , a n d oth e r b u i l d i ngs.

1 45
Tod ay t h e City of Bridges h a s a p o p u l ation of leagues to the west, fa rther t h a n any reco rded voyage
20,000 peo p l e . Each of the t h i rty-two p l atfo rms h a s h a s traveled . S u pposed ly, these i s l a n d s a re i n h a b ited
m u lt i p l e l eve l s , a n d a l l o f t h e m a re i n u se. Wh at' s and h ave exot ic good s , i nterest i n g l o re, n u m e n e ra ,
more, each p l atform h o l d s struct u res t h at can be a n d oth e r co m m od ities t h at wo u l d be va l u a b l e to the
u sed as d ocks for s h i p s a n d boats. The settlement Steadfast-a s s u m i n g t h at a s h i p p i n g route can be
co u l d h ave been ca l l ed the City of Piers, fo r t h e entire esta b l i s h e d .
n etwo rk of p l atfo rms a n d bridges is a l m ost o n e b i g
p i e r (wh ich i s entirely a p p ropriate fo r the capital of OMAR
the Sea K i n gdom) . At any given t i m e , a h u n d red or O m a r is a l a rge m i n i n g tow n . Its peo p l e b u rrowed
more ves s e l s a re moored at o r near the city. i nto t h e earth a n d fo u n d a wealth of metal in the
Des p ite co m m o n b e l ief, t h e city does n ' t float. form of a vast, b u ried i n stal lation o r n u m e n e ra
The p l atfo rms a re affixed to the sea floor, and many ve h icle. ( N o o n e h a s yet d ete r m i ned exactly what
peo p l e s pecu l ate t h at t h e l a rge, i n active mach i n e s they d i scovered below t h e g ro u n d .) T h ro u g h
o n e a c h p l atform a re d r i l l s t h at extend deep i nto t h e p rocesses kept secret, the m i ners cut away l a rge
s u b m e rged eart h . sect i o n s of oth e rwise u n known metal fro m the
The Co ra l Pal ace i s n ot act u a l ly made o f cora l , a n cient structu re a n d b r i n g it to t h e s u rface, where
although l a rge port i o n s o f the b u i l d i n g a re cove red it can be me lted d own-with great effort-a n d
with so m uch cora l t h at a v i s itor m i ght bel ieve it to reforged i nto anyt h i n g a tale nted s m it h d e s i re s . Th i s
be true. The pal ace takes up most of one p l atform m eta l , known as o m a roa o r az u re stee l , i s h i g h l y
where the k i n g ' s perso n a l s h i p s dock. Fro m h e re, sought fo r its d u ra b i l ity a n d stre n gt h .
K i n g La i rd rules ove r G h a n a n d his m e rchant fl eet. As w i t h many m i n i n g town s , O m a r i s a ro u g h a n d
Mayor Farand: level 6; R u m o rs say t h at h e i s prepari n g a secret exped ition violent tow n . Its citize n s l ive s h o rt, a n g ry l ives. The
24 health; 6 points of of l a rge craft to sail fro m the city i nto the weste rn ru l e r, M ayor Fa ra n d , i s a s tough a s the peo p l e i n h e r
Armor; inflicts 1 0 points open sea. With some of the best sea maps i n the tow n . Accord i n g to many, s h e m a i nta i n s m u c h of the
of damage at long range wo rld at h i s d i s po s a l , La i rd knows t h at n o major o rd e r herself, t h a n ks to h e r s u it of n i g h - i m pe n etra b l e
l a n d m a s s l ie s i n t h at d i rect i o n , but h e has p l aced a r m o r a n d i t s a r s e n a l o f b u i lt- i n d evastat i n g
h i s faith in ta l k of a sizable i s l a n d c h a i n t h at exists n u m e n e ra wea p o n s .

1 46
LI M E NE
THE STEADFAST

THE SCARRED MONOLITHS About 1 2 m i l e s ( 1 9 k m ) n o rt h of j aston l i e s


F l oati n g h i g h above t h e ga l l e n herds of G h a n , D eve rl a u s h , a l a rge v i l l a g e p r i m a ri ly i n h a b ited
m a s s ive h u m a n o i d statues d rift s l owly across t h e by v a rj e l l e n , one of the typ e s of v i s it a n t s . T h e
s ky. O n ce, these gigantic o bj ects were enormous v a rj e l l e n of Deverl a u s h a n d t h e h u m a n s of J a ston
war mach i n e s . N ow they' re j u st cu riosities-exce pt, coex i s t in re l ative peace without fu l l y accept i n g
perh a p s , to b rave exp l o rers who m i ght be a b l e to e a c h ot h e r i n to t h e i r com m u n i t i e s . Sti l l , it' s not
reach t h e m a n d find a way i n s id e . N ever in memory u n co m m o n to see a s m a l l g ro u p of v a rj e l l e n
h ave t h e mach i n es d o n e anyt h i n g but float about t h e wa l k i n g t h ro u g h J a ston a n d gett i n g t h e occa s i o n a l
h i l l s , n ever d ri ft i n g fa r fr o m t h e i r start i n g p o i n t s . scowl o r s i d e l o n g g l a n ce .

KEFORD LEDON
Keford is a l u m be r town. S h i p s s a i l Ryness Bay to Ledo n , the city of sea merchants, i s l i kely home
reach it and leave laden with some of the Steadfast' s to G h a n ' s wea lth iest citize n s . I t has a pop u l ation
fi nest wood . The l u m berj acks of Keford freq uently of 20,000 people, most of whom earn their l iv i n g
cross the border i nto N avarene, and wh i l e that i n a sea-rel ated trade. The s h i pya rd s o f Led on a re
kingdom h a s no efficient way to watch that stretch of con s i d e red the best i n the Steadfast, and the city
its bou ndary-the wood s are too den se-N ava rene is known for its finely made s i l ken s a i l s , accu rate
sold iers i n the a rea find that those com i n g from G h a n com passes and looki n g glasses, and virt u a l ly any
a re l i kely t o attack t h e m on s i ght j u st o n principle. other s h i p b u i l d i n g o r s a i l i n g need .
Kefo rd h a s a wood e n p a l i sade. About 4,000 peo p l e T h e city' s h a rbor i s p rotected by a n u m e n e ra
ca l l the p l ace home, a l t h o u g h a t any given t i m e there d ev i ce t h at t ra n s m its d e structive s i g n a l s t h ro u g h
a re another 5 00 or so s a i l ors i n tow n . t h e water. An o p e rator can u s e it to p u n c h a h o l e
i n t h e h u l l of a s i n g l e s h i p at t h e wate rl i n e , s i n ki n g
JASTON t h e ves s e l . T h e d ev i ce m u st rech a rge fo r o n e h o u r
The 8,000 residents of the wal led town of j aston devote before it c a n b e u sed a ga i n , b u t t h i s i s a we l l
them selves m a i n ly to agricu lture in some fashion; g u a rded secret.
gra naries, slaughterhou ses, farm i m p l ements, animal A man n a med G a ribacus rules Led o n . He i s old Garibacus: leel 3
tra i n i ng, and a variety of s i m i lar jobs keep them bu sy. a n d n ot particu l a rly wise, but h e co mes from a
The people a re a no-nonsense, practical folk who are wealthy m e rc h a nt fa m i ly a n d h a s ties to m a ny ot h e r
more d i stru stfu l of nanos and the n u menera than are i nfl uential c l a n s a n d the m e rc h a nt fl eet itself.
others in most s i m i lar-s ized com m u n ities.

GHAN HEARSAY
There is a mysterious,
continuous deafening noise
The Sacred Gallen: I n a h i l lfo l k v i l l age house t h at stores the m i ners' wealth-bo l d ly near Keford. Inexplicably,
ca l l ed l e ra , the peo p l e bel ieve t h at to u s i n g t h e m i ners' own too l s to do t h e job. truly blind people cannot
l ay the fo u n d ation fo r t h e i r n ew te m p l e , The cri m i n a l s a re s lyly looki n g fo r help. I f t h ey hear it. A band of blind
they m u st p l ow the gro u n d w i t h a sacred wh ite s u cceed , M ayo r Fa ro n d wi l l ce rta i n ly put a p rice woodsmen work in the
area.
b u l l ga l l e n . But the creatu re t h ey were set to u s e o n t h e i r head s .
h a s d i s a p peared fr o m t h e i r care, a n d they've
offe red a rewa rd of 1 00 s h i n s fo r its ret u r n . THE WEIRD OF GHAN
Man of G l ass: A man made of g l a s s wa n d e rs the
Liquid G h osts: The southern coast o f G h a n i s ro l l i n g h i l l s of G h a n , looki n g fo r someth i n g.
s a i d t o be h a u nted b y ghosts t h at a re act u a l ly
the i nte l l ects a n d memories of peo p l e from the The Face of G han: In a ru i n a l o n g the coast,
d i stant past t h at were loaded i nto storage t h at a cru m b l i n g sto n e wa l l bears a l a rge, vaguely
u ses s m a rt fl u i d h o u s i ng. Some of the stored h u m a n synth face i n re l i ef. I f a creatu re with
co n sc i o u s n e s s e s n ow wa n d e r the s h o re l i ne, te lepathy atte m pts to com m u n icate with the
often act i n g with a s u rp r i s i ngly destructive face, it somet i m e s re p l i e s .
hostil ity. The o n ly way to stop t h e m perm a n e ntly
i s to fi n d the ancient facil ity where they' re stored . T h e Cou rt o ft h e Sphere: At see m i ngly ra n d o m
i nterva l s , s ix o l d m e n a n d w o m e n gather i n a
Festival: O m a r h a s a yea rly festival ce l e b rat i n g run-down sto n e towe r looki n g out ove r the sea.
i t s fo u n d i ng. D u r i n g t h i s year's d ru n ke n reve l s , When they s i t at a ro u n d , red table together, a
a gro u p o f t h i eves i nte n d s t o u s e the ce l e b rati o n mech a n ized s p h e re a p pears above t h e towe r a n d
a s a d i straction so they can t u n n e l i nto the s h i n - tra n s m its secrets i nto t h e i r m i n d s .

1 47
The Sanctuary of the Eye: The Angu l a n K n i ghts keep fleet trad ition to neve r leave d ock with more men than
Angulan Knights, t h e i r head q u a rters in Led o n . Ca l l ed the S a n ct u a ry women aboard . To d o so i s con s i d e red bad l uck.
page 224
of the Eye, t h i s cathed ra l - l i ke b u i l d i n g is where n ew
m e m bers a re b e n i ghted i n e l a b o rate cere m o n i e s . Ta l l
watchtowers a n d i ntricate i m ages i n sta i ned g l a s s
m a ke t h e b u i l d i n g q u ite d i st i n ctive.
If] !: ost populated land i n the
Steadfast and also one of the wea lthiest. Its banner
The k n i ghts spend most of t h e i r time a l o n e o n depicts six i nterwoven spheres, but most people refer
l o n g m i s s i o n s a n d a rd u o u s q uests, retu rn i n g t o to it as the Tiger Banner. Centu ries ago, D rao l i s was
the citadel o n ra re occa s i o n s . S i n ce m o s t k n i ghts home to a powerfu l queen who ruled the land with
o n ly fi n d oth e r k n i ghts to be s u itable co m pa n i o n s , a firm hand. Her sym bol was a roaring tiger, and her
the citadel i s h o m e t o more t h a n j u st offici a l armies cru shed all those around her. When her l i ne
DRAOLIS
Ru ler: Council of Spheres
cere m o n i e s-fri e n d ly re u n io n s a n d ro mantic l i a i s o n s d ied out, power in D rao l i s was seized by a council of
Pop u l at i o n : 2, 500, 000 a b o u n d u p o n a k n i ght's ret u r n . wealthy pl utocrats who d i d n't want a nother hereditary
Capita l : Qi A h a n dfu l o f aged k n i ghts, a l l w i t h the t i t l e G ra n d monarchy to take control. The Cou ncil of Spheres
K n i ght, l ive a n d work fu l l -t i m e i n the S a n ct u a ry. Most abol i s hed the tiger sym bology, but many people
k n i ghts d o n ' t l ive to be too old, h oweve r, so t h e i r remember the tales from that time and long for that
n u m be rs a re few. former glory.
Alt h o u g h the co u n c i l l acks the fl a i r of t h e tiger
THE MERCHANT FLEET ru l e rs of the past, D rao l i s h a s n ot a b a n d o ned its
G h a n ' s m e rchant fl eet i s contro l led d i rectly by the ways. The nation re m a i n s a m i l itary powe r, with
king, who at heart i s more a m a r i n e r t h a n a r u l e r. m i ght co m pa ra b l e to t h at of its ch ief riva l , N avarene.
The fl eet h a s m o re t h a n 200 ves s e l s t h at travel u p In fact, the Order of Truth i s the o n ly thing t h at kee p s
a n d d own t h e Steadfast coast, t rad i n g good s a n d these two co u ntries fro m warri n g open ly.
co l l ect i n g mon ey. The s h i p s ra n ge i n s ize fro m s m a l l
coasters a n d cogs t o m u lti m a sted ca rave l s a n d QI
carracks. Two 700-ton h u l ks ca l l ed t h e Latecomer a n d Q i i s the l a rgest city i n the Steadfast. I t i s a l so t h e
the Iron Glove a re the fl a gs h i p s o f t h e fl eet. s ite of the D u rk h a l , home of t h e O rd e r of Truth a n d
G han s h i ps suffer heavily from pi racy, and many are the Amber P o p e h i mself.
plated in synth or l ight metal s to ward off attacks. Some M o re t h a n a h a l f m i l l i o n peo p l e l ive i n Q i , a city
carry weaponry as wel l , and both flagships bear massive of s p i res a n d fa ntastica l ly h u ge h e l i u m or h ot a i r
n u menera armaments that keep them q u ite safe. b a l l o o n s a n d d i ri g i b l e s . T h e co m m on s ayi n g " H a l f
Typical Sternman: level 3, The sai lors of the fleet a re ofte n ca l led Stern men , of Q i i s i n the s ky" i s a n exaggerat i o n , but it fee l s
level 4 for sailing-related but despite the name, most of them a re fe male. It's a accu rate w h e n yo u ' re there.
tasks

1 48
LI M E NE
THE STEADFAST

The D u rk h a l co m p l ex at t h e heart of Qi i s i l l u m i n ati n g the l owe r s o that each leve l i s eq u a l ly


a l most a city u nto itself-a vast s p rawl o f l i b raries, l it and beautifu l . Trees and floweri n g p l a nts grow i n
l a bo rato ries, ware h o u s e s , l iv i n g q u a rters, a n d we l l -te nded plots and pots even i n the most crowd ed
ad m i n i strative b u i l d i ngs. A t t h e center of t h e a reas of the city, i n cl u d i n g the sections that a re
co m p lex i s t h e holy pal ace, serv i n g as res i d e n ce a n d d oze n s of feet a bove the gro u n d . Larger pa rks and
office of t h e Amber P o p e . M o re t h a n a t h o u s a n d wa l l ed gard e n s a re com m o n as we l l . Neigh borhood s ,
peo p l e w o r k a n d l ive with i n t h e D u rk h a l . particu l a rly i n the ce ntral city, a re often s u rro u nded
The peo p l e o f Q i often t rave l b y fa s h i o n ed by wa l l s to enclose the homes and their com m u n a l
b a l l o o n s a n d d i ri g i b l e s , so t h e re a re m u lt i p l e gard e n s . Th i s p ractice c a n create u r b a n riva l ries a n d
moori n g p l atforms a n d h i gh metal m a sts t h roughout i s q u ite u nwelco m i n g t o outs iders .
the city. These aerial ve h i cles take p a s s e n gers fro m The people o f Q i be l i eve themselves t o be at
p l ace to p l ace a ro u n d Q i , to vari o u s outlyi n g a reas, the center of the Steadfast, and they co n s i d e r the
a n d somet i m e s to s h i ps moored we l l out i nto the Steadfast to be the center of the world. T h i s arroga nce
h a rbor. They' re rarely u sed fo r l o n g-d i stance travel is so preva lent that it's p ractica l ly an a s s u m ption, and
beca u s e-with a few excepti o n s t h at e m p l oy h i gher it stirs h atred for Q i i n the hearts of n o n residents.
l eve l s of ancient tech n o l ogy-t h e ve h i cles a re n ' t Alth ough the city i s el itist, not everyo ne i n Q i is
ca p a b l e of l o n g j o u rneys. B e s i d e s , most p l aces wealthy. O n the contra ry, those dwe l l i n g i n the outer
outside of Q i d o n 't offe r the a b i l ity to moor or sections a re often q u ite poor. They m u st contend with
re p l e n i s h what the a i rs h i p s need . the d ifficult l iving cond itions and the h igh cri me rates.
Qi has many large markets, in particu lar along the
docks. The m u ltilevel central market-wel l away from the Zhev: The el ite peacekeeping force cal l ed the Zhev i s Zhev, page 268
water-is thought to offer one of the most expensive and com posed o f flyi ng cyl ind rical automaton s created by
el ite shopping opportun ities i n the Steadfast. Here, all the Amber Pope more than a h u n d red years ago. The Amber Pope, page 7 33
manner of good s can be bought and sold, with no l uxury Zhev keep mostly to the central d i stricts beca use they
too exotic or fantastic for one of its shops. don't h ave the n u m bers to patrol Qi in its enti rety. The
M a ny of Qi's ce ntral most sections lie o n m u ltiple city has grown i n the past h u n d red yea rs, and wh ile the
leve l s , with d ecorative bridges and ra i sed wal kways rulers h ave the abil ity to repair the exi sti n g Zhev, they
con nect i n g the h i gher leve l s , and bright glowglobes lack the m aterials and s ki l l to create new ones.

1 49
Dietha Marish: level The M arish Clan: D ieth a M a r i s h is the head of a l a rge, exp lorers h ave trud ged back down and out after tryi ng
4, level 7for all tasks fa m i ly-based cri m i n a l orga n ization that ru n s much exp los ives, destructive rays, and a l l manner of cutting
relating to seeing through of the i l legal activities i n Q i . These tra n sgressions tools. None has so m uch as left a mark.
guile and trickery
con s i st m a i n ly of robbery, s m uggl i n g, and b uyi n g and G u a ra l , a fi s h e r in a nea rby vi l l age, h a s t h i s to say:
sel l i n g stolen good s , but m u rder by contract also fa l l s "That old eyesore gets its n a m e from a legend my
with i n t h e i r p u rview. D i eth a ' s fa m i ly, ca l led t h e M a r i s h gra n d pappa told me. Fo l ks fro m t h at t i m e s ays t h e re
Clan b y m o s t people, i s fi l led w i t h some o f the city' s was, back t h e n , m o re of 'em-fo u r to be a l l exact. A l l
most d a n ge ro u s i n d ivid u a l s . o f ' e m sta n d i n g watch ove r the fi rth t h e re. Ca l l ed ' e m
the fo u r m a rks, l i ke t h ey' s m a rked some s pecial s pot
Marvyr Rann: level 2 T h e M ayor: M a rvyr Ra n n i s t h e m ayo r of Q i , or some s u c h . They a l so says t h at some fo l ks a-ca me
appoi nted b y the Co u n c i l o f S p h eres. H e l ives i n a fro m across the sea a n d entered each of 'em, o n e at
d i ri g i b l e a n d n ever trod s on the eart h , b e l i evi n g t h at a time, a n d when t h ey' s d o n e , each of them towers
if he does, he w i l l s i cken a n d d i e. Ra n n i s a fra i l a n d s u n k i nto the sea. B ut when t h ey got to the l a st one,
l i kely i n s a n e o l d m a n s u rro u n d ed at a l l t i m e s b y a someth i n ' scared ' e m outta t h e re. They left it, a n d
cad re of nearly n a ked yo u n g m e n a n d wo m e n who t h e re it sta n d s sti l l tod ay. "
atte n d to his eve ry caprici o u s wh i m . Fo rt u n ately
fo r Qi, the city v i rt u a l ly ru n s itself, a n d the Amber BEOTH
Pope h a s t h e mon ey, m a n powe r, a n d i n fl uence to Beoth was a holy city of self-proclai med soothsayers
acco m p l i s h wh ateve r need s to be done. and m i racle workers, but their s u p posed p rescience
was not enough to warn them of the plague that struck
Castle Sarrat has claimed CASTLE SARRAT a bit more than a year ago. In that short time, a t h i rd of
the life of at least one Seventy years ago, t h e wealthy, powe rfu l H o rges the city' s 1 4,000 people has d ied or l ies i l l in their bed s.
member of the Horges
fa m i ly c l a i med a n ancient structu re as t h e i r own Aeon Priests struggle to come u p with a c u re fo r
family by growing in an
inopportune time and and made it t h e i r home. The H o rges fo u n d most the p l ague, so fa r t o n o ava i l . The peo p l e o f Beoth
place. Visitors would be of the b u i l d i n g e m pty, but it h ad d evices t h at co u l d h ave n a med it the "toot h less b i l e " beca u s e one of
wise to watch their step. create ed i b l e food fo r h u n d reds o f peo p l e a t a t i m e , the fi rst sym pto m s is t h at the victi m ' s teeth begin to
e n o u g h to s u p po rt n ot j u st t h e fa m i ly but t h e i r entire fa l l out. By t h at poi nt, h oweve r, it's far too l ate, a n d
estate a n d l a rge ret i n u e of serva nts. Stra n ge r sti l l , the vict i m i s l i kely t o d i e with i n a week.
o n ce they moved i nto t h e i r new "cast l e , " it began to Arch of I l l ness: Alt hough t h ey h ave n o c u re, the
grow. I n crea s i n g m a i n ly in h e i ght, Ca stle S a rrat i s Aeon Priests i n t h e city h ave fa s h ioned a d evice they
n ow a l m ost 600 feet (1 80 m) h i g h a n d sti l l growi ng. ca l l the Arch of I l l n e s s , a co b b l e d , free-sta n d i n g
Wa l l s , floors, s u p po rt struct u re s , a n d more d eve l o p a rch about 1 0 feet ( 3 m) acro s s . I t glows whenever
at a ra p i d pace-t h e castle does n ot grow s l owly but someone with toot h l e s s b i l e passes t h rough it.
i n fits a n d sta rts. In mere moments, a new c h a m ber, N ewco m e rs ro utinely pass t h ro u g h the a rch o n t h e i r
h a l lway, or entire level a p pears. way i n a n d out o f t h e city, but some worried res i d e nts
S pecu l ation i s t h at the n ew port i o n s of t h e castle a l so u s e the a rch to check their health eve ry d ay.
a re b u i lt t h ro u g h a p roce s s t h at converts the very a i r
a ro u n d the structu re i nto m eta l , synth, a n d g l a s s . People of Interest
H owever, n o o n e knows h ow o r why it' s h a p p e n i ng. Malegran, the ran ki n g Aeon Priest in Beoth, focuses
Naranial Horges: level 5, N a ra n i a l H o rges , t h e head of t h e fa m i ly, i s a n ight and d ay on e n d i n g the pl ague. H e i s tal l and
level 7 with attack and re n owned swo rd s m a n . H e i s a q u iet, i m pe r i o u s rel atively you n g, with an angular face. Aeon Priests were
defense using his blade m a n w i t h g reyi n g m utto n c h o p s a n d a bej ewe led not common i n Beoth before the com i n g of the i l l ness,
eye patc h . so he and his compatriots have taken u p residence in
Malegran: level 7 what u sed to be the city' s great gatheri ng hall. For a
THE FOURTH MARK year now, the h a l l has been u sed as a hospita l .
Sister Tevera: level 3, level
Ove rloo k i n g the cra s h i n g waves of E l d a n F i rt h , t h e
5 when attempting to
influence others through Fo u rth M a rk res e m b l e s a g i g a n t i c u p right axe o r Sister Tevera i s a p riestess o f the so-ca l l ed " O l d
speech h a m m e r. The n a rrow, towe rl i ke base rises u p 500 Ways , " also known as the cult o f N a uz, the Sta rgod .
feet ( 1 5 2 m) o r m o re, and the crescent- s h a ped top is The Sta rgod is a d e ity revered by the people here for
1 00 feet (30 m) acro s s . h u n d red s of years, ever s i nce a fa l l i n g star crashed in
E nteri n g the Fou rth M ark i s a s i m p l e matter. A n Beoth and people clai med they saw a gigantic, h u man
o p e n doorway a t ground level provides access t o a looki n g s p i rit rise from the crater. N ow the tem p l e of
wind i n g sta i r that lead s up through the s h aft to the top. the Old Ways sta n d s at the s ite of the holy crate r.
H owever, there you r p rogress ends, for no one has ever When the m ayor of the city d i ed th ree m o n t h s ago
opened the smooth synth h atch that wou l d provide with n o a p p a rent s u ccessor, many looked to S i ster
entrance to the " head " of the tal l structure. Dejected Tevera to lead t h e m . Although she i s a n exce l lent

1 50
LI M E NE
THE STEADFAST

DRAOLIS HEARSAY a n d s p read i n g. Retton a l s o c l a i m s t o h ave ga i n ed


Deadly Sisters: A p a i r of beautifu l s i sters memories t h at a re n ot h i s own , a n d he seeks
n a med Gaera and Fu n ae work as master t h i eves, help i n u nd e rsta n d i n g t h e m-o r perh a p s h e l p i n
one pos i n g as a noblewom a n and the other as
her servant. They use t h i s ruse to gain e ntrance
fi n d i n g a re medy fo r h i s u n iq u e affl iction i n the
l a bo rato ry where h e fi rst fe l l vict i m .
- ..

to virtu a l ly any location. N ot merely i nterested i n
wealth or t h e n u menera, they m u rder their victi m s THE WEIRD OF DRAOLIS
and re move the s p i n a l col u m n s . W h y do they take Mind Slaves: A wealthy m e rc h a nt rides acro s s
the s p i nes, and h ow can the s i sters be stop ped ? the l a n d i n a m a s s ive wagon p u l led b y m a rgr Margr, page 244
s l aves, kept i n l i ne by a powe rfu l m i n d
I nsect Plague: A great many d a rk green i n sects i nfl ue n c i n g device.
h ave a p peared in Kordech, and n o one has seen
their l i ke before. These stra n ge i n sects feed o n Brai n Devou rer: West of Beoth l ie s a h u ge,
m eta l , ca u s i n g a l ot of d a mage. The A e o n Priests towe rl i ke mach i n e . If a nyo n e comes close, it
bel ieve they h ave a s o l u t i o n , but it req u i res s p routs b l aded tentacles t h at l o p off heads and
a wide variety of ra re parts fo r a n e l a b o rate s i p h o n out b ra i n s .
mach i n e whose rad iation wi l l d rive off the pests.
Strange Steed: A m i ghty g l a ive, h e r scarred face
I m planted Memories: Retton Balen was an cove red in a h a l f- m a s k of go l d , rides acro s s t h e Retton Ba/en: level 6
exp l o re r who fe l l i nto a vat of stra n ge material l a n d o n a stra nge creatu re. S h e ca l l s it a " h orse"
i n a n ages-l ost l a bo rato ry. His enti re right arm a n d c l a i m s to h ave u n frozen the beast fro m an
i s n ow a b i o m ech a n ical co n struct, a n d worm l i ke ancient tomb.
te n d r i l s t h read t h ro u g h h i s body, always grow i n g

s peake r, Tevera does n ' t h ave the expe rience t o run a n d struct u res co b b l ed of fo u n d s h eets of metal o r
Beot h . S h e a l s o opposes the Aeon Priests at eve ry synth, a l l co n n ected by m u d d y, d u n g-fi l led streets.
t u r n , m a k i n g t h e i r work m o re d i fficult.
S i ster Tevera' s bodyguard and hench man Baraxi s i s The Tower ofthe Aul ifex: At t h e center of this d i rty, Baraxis: level 5; 30 health;
an i nteresting s ight. A meta l l i c sheen covers h i s skin, ra m s h ackle cattle town rises a c u r i o u s struct u re. A
4 points ofArmor
with dull matte webs i nterlaci n g at the extrem ities. Faint soari n g metal wal kway c u rves u p towa rd t h e glowi n g
cross-hatching ca n be seen even across h i s i rises and entra n ce t o what a p pears t o be a metal towe r
p u p i l s . The metal flesh has been a part of Baraxi s s i nce h u n d re d s of feet h i g h . Stra n ge wi n g l i ke crests a re
birth-it's an organic featu re of mysterious origi n . positioned asym metrica l ly a l o n g the exte rior. T h i s i s
the Towe r o f t h e Au l ifex.
KORDECH The Au l ifex is the r u l e r of Kord ech . He c l a i m s no The Aulifex: level 6; has
The ste nch of cattle fl e s h and catt l e d u n g greets oth e r n a m e and refers to h i m self a s a sorcerer. I n a wide variety ofpowers
yo u l o n g before you enter the ta l l sto n e wa l l t h at trut h , the towe r i s a n a rtifact of the prior worl d s , while in the tower; calls on
devices within the tower
s u rro u n d s Kordech. As a trave l e r, yo u ' d p robably a n d the A u l i fex h a s m a stered e n o u g h o f i t s secrets
walls to inflict 7 2 points of
p refe r to pass the city by, but the 7,000- person town t h at h e co m m a n d s a great many powe rs, i n c l u d i n g damage with fiery blasts at
is the l a st refuge for leagues o n a road t h ro u g h a h ea l i n g grievo u s wo u n d s , l a s h i n g o u t a t e n e m i e s long range
d a n ge ro u s w i l d e rness ca l l ed the Dark H i l l s . w i t h fi re, a n d observ i n g fa raway loca l e s .
Ko rd ech i s fi l led w i t h s a l e s pe n s , b reed i n g p e n s ,
a n d s l a u ghterh ouses fo r s h i u l-mass ive creatu res CASTLE AVENTUR
with four wide horns a n d va l u a b l e meat. The cattl e I n the ce ntral part of the kingdom l ies the u n a ss u m i n g
see t h e i r begi n n i n g a n d e n d i n Kordech, but i n castle o f An atrea, a noblewo man w h o h a s trace ries Anatrea: level 5; 4 points
between they spend t h e i r l ives graz i n g i n tended of l i ght ru n n i n g j u st beneath her skin in e l a bo rate
ofArmor
herds in the s u rro u n d i n g l a n d s (wh e re they a re patterns. Desp ite her s k i l l as a warrior, An atrea has a
p reyed u po n by b ro ke n h o u n d s a n d oth e r p redators, fasci n ation with the n u menera and d reams of one d ay
a s we l l a s band its) . With i n a 1 0- m i l e ( 1 6 km) rad i u s fu s i n g herself entirely with a mach ine, asce n d i n g to
a ro u n d t h e city, n o fewe r t h a n twe nty- six d efe n s i b l e a type of god h ood , as s h e bel ieves the people of past
wood e n p a l i sades h ave been e rected n e a r o r a ro u n d aeo n s once d i d . To t h i s end, An atrea h osts scholars
s m a l l v i l l ages t o p rotect the s h i u l h e rd s a t n i ght. and nanos perform i n g experiments to de lve i nto the
These d a n ge rs a l so exp l a i n why t h e city possesses secrets of the n u menera. H e r castle, Ave ntu r, h ides
s u c h a h i g h , we l l -constructed wa l l t h at g i rd s mostly a network of secret u n d e rgro u n d laborato ries and Broken hound, page 232
crude wood e n b u i l d i n g s , a n i m a l pens and corra l s , works hops for a variety of p rojects.

151
The Wi nd riders: The two most s u ccessfu l scholar/ p rotected a n d ca red fo r, eve n fro m the m i ghtiest
Thereni and Poul/a: tech n icians a re There n i and Pou I l a. They h ave foes, but t h e same co u l d n ot be said fo r the peo p l e
level 3, level 6 for all mastered the p rocess of creat i n g self- p ropelled g l i d e rs a n d p l aces with i n .
numenera knowledge
cal led wind riders-extremely fast, one-person flyi n g After La n d o n ' s pass i n g, h i s s o n Ka l d o n took h o l d
veh icles that a re c h a l l e n g i n g t o r i d e and contro l . of Thaemor a n d ran it (if yo u co u l d ca l l it such) m uch
The D rao l i s m i l itary a l ready uses w i n d riders a s a s his father had. H e s i red a n u m be r of ch i l d re n , but
General Demiric: level scouts, but G e neral Demi ric hopes to e m p loy them n o n e of his h e i rs s u rvived , a n d when h e d ied , a man
5, level 6 when working i n great n u m bers o n e d ay, attacki n g foes from a bove n a med H o l iva the F i rst took office i n the P reci p i ce,
in conjunction with at in wave s . There n i a n d Poul la d o n 't h ave the m e a n s although no o n e can q u ite re m e m b e r where H o l iva
least two other military
to p rod u ce w i n d r i d e r s i n s u c h q u a ntities; some o f ca m e fro m o r what s k i l l s q u a l ified h i m to rule.
members
the p a rts a n d m ateri a l s req u i red a re rare. Tod ay, the way i n w h i c h ot h e r k i n g d o m s look d own
A w i n d rider can be p u rc h a sed fo r 8,000 s h i n s , o n Thaemor i s a sou rce of pain a n d e m b a rra s s ment
b u t d e m a n d i s h i g h , a n d t h e waiti n g l i st i s long. fo r H o l iva, fo r h e be l i eves t h at his kingdom co u l d be
Anatrea a n d h e r perso n a l g u a rd e n s u re t h at n o o n e a l a n d of great powe r and o p po rt u n ity if o n ly oth e rs
atte m pts to take advantage of the i nventors u n d e r co u l d see what he sees.
h e r p rotect i o n . U nfortunately, what he sees i s very l ittle that i s real

THAEMOR
or true. Although Thaemor i s a region of deeply b u ried

BJ
riches, clear waters, and fertile lands that h ave not yet
O n e of the s m a l l e r a n d least p ros pero u s come to fru ition, Hol iva sees none of that. He does n 't
k i n g d o m s i n the Steadfast, T h a e m o r i s often see the i ntel l i gent, hardworki ng people or their potential
ove rs h ad owed by its neigh bors. In fact, the oth e r to be great leaders, teachers, warriors, and scholars.

Fl
THAE M O R
k i n g d o m s co n s i d e r it someth i n g of a joke.
T h at wa s n 't always so. Bord e red by two rivers and
a m o u ntai n , Thaemor was o n ce a n u n n a med but
I n stea d , eve ryt h i n g H o l iva sees i s viewed t h rough
the s h ad owy l e n s of his vizier, the H a n d of M e l c h ,
a n d the H a n d u rges h i m towa rd o n ly o n e t h i ng: t h e
R u l e r: Holiva the First very m uch d e s i red p i ece of land, part of a th ree-way resto rati o n of t h e s h adow h e rd .
Po p u l at i o n : 900, 000 war between N avarene, D rao l i s , and M a levich . Each "The s h adow h e rd , " t h e H a n d tel l s h i m , " i s a
Ca pita l : Auspar
powe r wished to l ay c l a i m to the fe rt i l e triangle. gro u p of d a rk, fo r m l e s s creat u res, born of a wicked
In t h e m i d st of t h e struggle, o n e m a n took it u p o n m i n d o l d e r t h a n the k i n gd o m itself. Free t h e m , a n d
h i mself to c l a i m t h e p l ace h e l ater n a med Thaemor. it i s th ey, they, who wi l l h e l p Thaemor beco m e w h at
G o l d g u a rd La n d o n was a fearsome warri o r who it o n ce was. They who wi l l h e l p t h e whole of the
knew eve ryt h i n g about h ow to defe n d a region fro m Steadfast-n ay, the whole of the world kneel before
the o n s l aught of m u lt i p l e k i n g d o m s but absol utely Thaemor's feet and crown yo u r head with glory. "
noth i n g about ru n n i n g a k i n gd o m h i m se l f. U nd e r H o l iva bel ieves what t h e H a n d te l l s h i m . There ' s
La n d o n ' s rule, Thaemor's bord e rs were always we l l o n ly o n e p ro b l e m : t h e h a n d t h at H o l iva l i ste n s t o i s

1 52
LI M E NE
THE STEADFAST

h i s own . The m a n s p e n d s h i s wa k i n g h o u rs ta l k i n g kingdom a n d bel ieve t h at a s eve ryo n e looks d own The "glimmers" that
w i t h h i s own body p a rt i n t h e fo r m o f a s h adow o n t h e m , so too s h o u l d they ret u rn the favo r. O n people in the Ninth World
p u p pet. He mostly stays awake t h rough t h e n i ght, any g i v e n d ay, yo u ' l l fi n d res i d e nts cl i m b i n g the sometimes experience
strange, random glimpses
when glowglobes p rovide t h e most clea rly defined need l e l i ke struct u re s , u s i n g l a d d e rs o r antigravity
of images or information
s h ad ow p u p pet a n d thus when h e be l i eves h e can belts or p n e u m atic d evices, a n d fi n d i n g or b u i l d i n g that may come from the
hear the advice of his vizier most truly. perches from which they c a n l itera l ly look d own o n all-pervasive datasphere
W h i l e H o l iva poo l s a l l of h i s co u n t ry' s resou rce s the k i n g d o m s a ro u n d t h e m . seem to be somewhat
towa rd t h e s i n g l e p u rpose of reviv i n g t h e s h adow The Prec i p i ce i s the tal lest a n d t h i n nest b u i l d i n g more common in northern
Thaemor.
herd, the peo p l e of t h e l a n d work d eftly a n d s i lently i n A u s p a r. I t begi n s a s a recta n g l e l a rge e n o u g h to
ben eath his clouded gaze. Afte r h avi n g s u ccess ive e n co m pass the leader's pers o n a l h o m e and ru l i n g
ru l e rs with l ittl e to n o s k i l l in leaders h i p , the peo p l e offices , a n d i t n a rrows as i t rises, beco m i n g m o re
of Thaemor h ave learned to beco m e self-sufficient. a n d more u s e l e s s as the structu re grow th i n ne r a n d
Of co u rse, no o n e wh i s pers t h at H o l iva the F i rst t h i n n e r. Eve ry yea r, H o l iva pays s o m e o n e to add
m i ght h ave lost h i s s a n ity l o n g ago-t h at wo u l d be a n other l e n gth to t h e top of the P rec i p ice. These
tre a s o n . And n o one wh i s pe rs of the ancient t i m e d ays, it' s d a n ge ro u s work, a n d most who take t h e
when the s h adow h e rd t h u n d e red acro s s a l l t h e l a n d s job know t h at it's a s u icide m i s s i o n . H o l iva does n ' t
tu cked i n the s h ad e o f the B l ack Riage-t h at wo u l d cl i m b the P rec i p ice ( o r any of the ot h e r need les o f
be s u perstiti o n . Aus par) h i m self a n d h a s n 't fo r years.

AUSPAR JYREK
Aus par, l ocated on the Wyr Rive r, i s the capital of Desi gned and co m m i s s ioned by Ka ldon to keep h i s A nano named Gaera in
Thaemor. What the city l acks in p o p u l ation-o n ly wife, eleven s o n s , a n d fo u r d a u ghters safe from any jyrek could build a wide
variety of detonations
20,000 of the k i n gd o m ' s i n h a b itants l ive with i n its fut u re wars so that his legacy m i ght l ive o n , jyrek i s as
(page 284), but she died
borde rs-it m a kes up fo r i n h e i ght. Some ca l l Au s p a r m uch a fortress as it i s a city. Today, it hou ses a ro u n d in an explosion in her lab.
the City o f N eed l e s , fo r eve rywhere i t s skies a re 30,000 people, but it w a s origi n a l l y b u i lt t o h o l d Still, her daughter sells the
m a rked with ta l l , t h i n struct u re s : b u i l d i n g s , col u m n s , j u st sixtee n . With i t s tri p l e wa l l s ( o n e o f red stone, hundreds of detonations
b a n n e r poles, p u b l ic works o f a rt, a n d more . one of l i m ne lwood, a n d one of electrified synth) , she left behind in a well
Res i d e nts stretch long, s l e n d e r ca b l e s fro m t h e i r i nte rcon nected wal kways between b u i l d i ngs, and guarded shop.
roofs t o the h i ghest e d g e s o f t h e D a r k H i l l s , h o p i n g guard towe rs at every corn er of the city, J yrek m i ght be
t o j o i n t h e fray. one of the best-p rotected p l aces i n the Steadfast.
They' re n ot after any form of god , nor t h e s ky And t h at does n ' t take i nto co n s i d e rat ion the
a n d wh ateve r m i ght l i e beyo n d it. I t ' s j u st t h at city' s most u n u s u a l defe n s e mech a n i s m : a float i n g,
the res i d ents of Au s p a r fee l a deep k i n with t h e i r self-co nta i ned structu re tet h e red i n the ce nter of

1 53
THAEMOR HEARSAY J yre k. Th i s egg- s h a ped struct u re, called the Eyre n ,
Sancti monious Saviors: A gro u p of w a s a l so co m m i s s ioned b y Ka l d o n . H e b rought i n
peo p l e cal l i n g t h e m selves the Saviors a s m a n y experts o f t h e n u m e n e ra a s h e co u l d fi n d
h ave sta rted p reach i n g i n the streets ofj yrek. a n d h a d t h e m d e s i g n a structu re t h at wo u l d s u p po rt
D res sed in deep p u rp l e and sta n d i n g in a c i rcle u p to twe nty peo p l e for two m o n t h s , p rovid i n g
ben eath the Eyre n , they te l l tales of deadly food , s h e lter, recycled a i r, a n d , o n ce the tet h e rs we re
creatu res grow i n g i n s id e the struct u re, creat u res cut, an escape route from wh ateve r war m i ght be
t h at wi l l soon tear a p a rt the egg a n d s p i l l across rag i n g on the gro u n d . It took t h e expe rts m o re t h a n
t h e land. They p ro m i s e t h at those who j o i n the t e n years t o b u i l d s u c h a mach i n e , a n d b y the t i m e
Saviors wi l l be red eemed , but t h ey wo n ' t revea l it w a s fi n i s h ed , Ka l d o n ' s ch i l d re n we re tee nagers
h ow u nt i l y o u become a m e m b e r o f t h e i r o rd e r. d i sgruntled at being stuck i n s i d e a s i n g l e city
beca u s e of t h e i r father' s para n o i a . But in the e n d , he
Pitcher Plants: Dotted a l o n g the eastern b a n k had h i s egg.
o f t h e River Sept i m , a n ew s pecies o f p l a nt h a s Jyrek tu rned out to be an exp e n s ive waste of
taken root. T h e s e p itcher p l a nts grow leafy traps t i m e a n d mon ey. Ka l d o n ' s h e i rs used the city as
t h at a re b i g enough to catch l a rge b i rd s , rod ents, t h e i r pers o n a l p l aygro u n d , but it d i d n 't p rotect
a n d fish. C h i B rogs, a known m e m be r of t h e t h e m fro m anyt h i ng. Alt hough no wars were waged
The Sarracenians are a
S a rrace n i a n s , h a s b e e n studyi n g the n ew p l a nts d u ri n g t h e i r t i m e there, a n other d a nger prese nted
group ofscholars that
studies and worships and bel ieves them to be part of a p l ot to i nfiltrate itself-t h e Eyre n caught a virus fro m l<a l d o n ' s
unique plants, page 226. Thaemor, but h e can't d i scove r any a d d i t i o n a l yo u n gest d a u ghter, Am p e l . Bel iev i n g t h i s n ew t h i n g
i nformation o n h i s own . t o be a n i n h e rent part o f a h u m a n ' s phys i o l ogy, t h e
Eyre n d u p l i cated t h e v i r u s a n d s p read it t o t h e oth e r
Wild Beasts: At n i ght, re s i d ents o f t h e s m a l l ch i l d re n . With i n s ix wee ks, a l l of Ka l d o n ' s ch i l d re n
v i l l age o f Aagar h e a r what sou n d s l i ke a pack were d e a d a n d h i s wife i n capacitated . The Eyre n was
of wild a n i m a l s o r mach i n es ru n n i n g and sealed off, a n d a l aw was made p ro h i biti n g a nyo n e
c l a n k i n g t h ro u g h t h e streets. Those who d a re to fro m enteri n g the struct u re. The city gates were left
ve ntu re outside see not h i n g a b n o r m a l , but i n open out of res pect for the dead. Alt h o u g h Ka l d o n
t h e morn i n g, t h e re a re u s u a l ly s i g n s o f carn age. ru l ed fo r nearly twe nty more yea rs before h i s d e a t h ,
Two town speople h ave been k i l led so fa r, t h e i r h e n ever ret u rned to J yrek.
bod ies looki n g a s t h o u g h t h ey we re attacked by Tod ay, the city has all but fo rgotten its origi n a l
mech a n ical claws. The vi l l age h a s i m p l e me nted a ro les as p rotector a n d m u rd e re r o f Ka l d o n ' s d re a m s
cu rfew, but the frightened res i d e nts a re at a l o s s . of the futu re. Alt h o u g h the Eyre n sti l l sits tethered
a bove the ce nter of J yrek, the res i d e nts b a rely n otice
THE WEIRD OF THAEMOR it. It h a s become j u st another part of t h e h i story with
Up and Away: Eve ry morn i n g, s h o rtly after d aw n , which they l ive.
a ro u n d b l u e orb can be seen ri s i n g fr o m where
t h e Wyr River co mes d own off t h e m o u n ta i n .
T h e o r b doesn't seem t o come o u t o f t h e water,
MALEVICH Known fo r bleak l a n d scapes and peo p l e
a n d no o n e h a s been a b l e to capt u re it-o r eve n tested b y h a rd s h i p , M a levich ' s tale i s o n e
verify t h at it's the s a m e orb eve ry d ay. of war a n d wo u l d - be co n q uest. Yet afte r cru s h i n g
defeats i n d ecades past, i t s warlord s a re n ow
The Black Head : At the edge of the B l ack Riage, q u iet. Yorvic, the cu rre nt k i n g of M a l evich, i s
east of J yrek, a n o bj ect t h at re s e m b l e s a head n o b l oodt h i rsty d e s pot, a s w a s true i n p rev i o u s
i s carved out of the ebony m o u n ta i n . It's nearly ge n e rat i o n s . H e i s , i n fact, a th ree-year-o l d boy.
Regent Ellabon: level 4, a s ta l l as a man and featu res odd p rotru s i o n s H i s co u s i n E l l a bo n serves as regent a n d l i kely wi l l
level 5 for seeing through o f d iffe rent g l a s s l i ke m ate r i a l s t h at l i ght u p i n co nti n u e i n t h at ro l e u nt i l yo u n g Yo rvi c passes
deception and all types of
vari o u s patte rn s . t h rough t h e rit u a l of seco n d b i rth at age t h i rtee n .
interactions
N u m e ro u s v i l l ages d ot t h e l a n d scape o f M a levi c h .
Man of t h e M o untai n : I n a crook o f t h e B l ack These farm co m m u n ities a re u s u a l ly s m a l l a n d
Ri age nearly 1 00 feet (30 m) up l ives a man who poor, l ittl e m o re t h a n t h atch- roofed h uts gathered
has b u i lt a nestl i ke s h e lter. H e n ever see m s to in d efe n s ive c i rcles a ro u n d a com m u n a l pen fo r the
come down from the m o u n ta i n . B i rd s and oth e r s h aggy goats they tend. M u d-sta i ned boots wa l k
k i n d s of Ayi n g creatu res b r i n g h i m fo o d a n d d own ro u g h roa d s i nfreq uently-the fo l k o f t h i s d a rk
vari o u s o bjects. T h e y espec i a l ly l i ke eyebal l s a n d l a n d re m a i n i n t h e i r i s o l ated vi l l ages if pos s i ble.
wi l l n o t h e s itate t o atte m pt t o take o n e fro m They bar t h e d oors at n i ght a n d p ray to v i n d i ctive yet
someone who's sti l l u s i n g it. see m i ngly i n d ifferent god s .

1 54
LI M E NE
THE STEADFAST

T h e i r fea r i s n ot m i s p l aced . M a l evich i s th reate ned i nvaders fro m a n ot h e r worl d . The i nvad e rs u sed a
at all times by bands of a b h u m a n s a n d clans of weapon of u ntold powe r, destroy i n g m u lt i p l e cities Abhuman, page 7 3
band its. The former roa m in s m a l l u n o rgan ized of s i g n ificant s ize a n d i n fl u e n ce in a n i n stant. A few
gro u p s , wh i l e the l atte r, u n d e r the co m m a n d of the peo p l e s pecu l ate t h at these foes tried to destroy the
B a n d it King, Po l e l e , a re frighte n i n gly u n ified a n d enti re p l a n et by d r i l l i n g deep i nto the worl d ' s core, Polele the Bandit King:
o rga n ized . M a ny of Polele's warriors a re vetera n s o f l i ke a n assas s i n atte m pti n g to stab h i s vict i m in t h e level 7, level 9 for attack
M a levich ' s past w a r s , aged men w i t h few s ki l l s t h at heart. I f true, t h e atte m pt obvi o u s ly fa i l e d , but it
and defense (and damage);
3 points ofArmor
d o n ' t i nvolve b l ades a n d s u ggests t h at t h e Vo i l
b lood . R u m o r h a s it t h at C h a s m m i ght be deeper
the band it clans h ave t h a n most thought
offe red to d o m e rce n a ry Known for bleak landscapes and pos s i b l e.
work for foreign k i n g s people tested by hardship, Malevich 's The c h a s m d ivides
i n oth e r l a n d s . Whether tale is one of war and would-be M a l evich a n d the

n
this i s good o r bad conquest. Pyt h a ro n E m p i re. Eve n
fo r M a l evich-if it' s t h o u g h both l a n d s h ave
true at a l l-is yet to be d reamed of conq uest,
MALEVICH
d eterm i n e d . the gulf between them has p reve nted them fro m R u l e r: King Yorvic (Regent
M a levich n o b l e s r i d e i n ta l l , armored c h a riots co m i n g i nto d i rect co n fl i ct. Ellabon)
p u l led by a b h u m a n and h u m a n s l aves . They own Po p u l at i o n : 7, 200, 000
what l ittl e wealth the kingdom h a s , wh i l e the STIRTHAL Capita l : Thriest

peasantry l ives o n t h e edge of starvat i o n . The city of Stirt h a l was b u i lt atop the n o rthern ed ge
A fa ntastica l ly h u ge rift known a s t h e Vo i l C h a s m of the Vo i l C h a s m . About 1 00,000 peo p l e l ive h e re,
serves a s the cou ntry' s southern bord e r. Th i s re nt making it o n e of the l a rgest cities i n the Steadfast.
in the earth i s 25 m i l es (40 km) wide in p l ace s , but Although m u ch of it stretches across the fl at exp a n s e
it n a rrows a s it desce n d s . T h roughout most of its at the top of t h e c l i ff, some of t h e city exte n d s d own
western reach es, the c h a s m i s about 1 m i l e (1 . 6 km) the s i d e . Ancient struct u res p rotrude out of the
deep. H owever, it has n ever been fu l ly exp l o red, and c h a s m wa l l . Some a re i n h a b ited by the res i d e nts
although the dee pest point yet reached i s m o re t h a n of Sti rt h a l , a n d oth e rs a re wide, metal p i pe s a n d
1 0 m i les (1 6 km) below the s u rface, the c h a s m i s p l atforms t h at s u p po rt dwe l l i ngs a n d b u s i nesses o f
known t o c u t fa r deeper i n p l aces. more rece nt con struct i o n . The most d ra m atic feat u re
Some ca l l the Vo i l Chasm by its older name, the i s a street t h at stretches out from the c h a s m wa l l
E a rthwo u n d . Lege n d s say t h at it was created when about a t h o u s a n d paces a n d t h e n comes t o a rat h e r
the i n h a bitants of the prior aeon waged war with a b r u pt e n d . Oth e r cl iffs i d e streets ru n p a ra l l e l with

1 55
t h e wa l l , co n n ect i n g the fa r-jutt i n g perpe n d i c u l a r powe r ge n e rat i o n . H i s works h o p h o l d s a batte ry
exte n s i o n s . The c l i ff-dwe l l i ngs a re t h e m o s t prized or powe r pack for any d evice, a n d h i s experi ments
struct u res i n Sti rt h a l , and t h u s t h ey a re the homes o n tra n s m itt i n g powe r w i re l e s s l y (more accu rate ly,
a n d b u s i nesses of the wealthy a n d e l ite, of which the ta p p i n g i nto a field of "free power" he d i scovered
city h a s more t h a n its s h are. t h at seems to permeate the N i nth Wo rld) mean t h at
Marrizek: level 3, The ruler of Sti rthal i s a woman who takes the title of he can a l m ost certa i n ly recha rge any d e powered
level 6 for all types of G overnor. Her name i s M a rrizek and she claims to rule o r expended d evice brought to h i m . H i s prices,
interactions; force-field over not j u st Sti rthal, but the enti rety of the Voi l Chasm, h owever, a re stee p . Eve n t h e s i m p l est ce l l fo r the
arm band provides 3 i n the name of King Yorvic. Qu ick to action (and to least s i g n ifica nt d evice i s l i kely 1 00 s h i n s o r more.
points ofArmor anger) , M a rrizek i s an older woman, bold , bras h , and Batte ries t h at a re ra re o r more pote nt m i ght be m o re
charismatic. Her loyal city guard s are cal led the Thyrn . i n t h e ra n ge of 1 0,000 s h i n s , a s u m m a ny p r i n ces
Typical Thyrn: level 4; 3
points ofArmor; makes I n their gold and black armor, each member of the a n d kings co u l d n ot easily affo rd . Q u a n o n accepts
two sword attacks in one wel l-trained force wields two sword s, one i n scribed barter fro m those who can't pay, as h e l oves to
action with the word "J USTICE" and the other with " M E RCY. " co l l ect i ntrigu i n g devices fo r h i s experiments.
The Thyrn are hars h , violent, and oppress ive, and a
common joke in Sti rthal is that they use the first blade NEVERLOST
Quanon: level 6, level 7 i ncorrectly and the second rarely, if ever. N everlost i s a large castle and s u rro u n d i n g town that
for numenera knowledge The cu rre nt rege nt of M a l evich, E l l a b o n , l ives i n stands a bove the J a b b u naran Fields at the heart of the
and crafting; 3 points of Stirt h a l , d e s p ite t h e fact t h at t h e trad iti o n a l capital i s kingdom. The town has fewer than a thousand farmers
Armor
Th riest. T h e boy-ki n g dwe l l s t h e re with h e r. and herders, and the castle is the hered itary home of
A creatu re n a med Q u a n o n dwe l l s i n the l ower D u ke Theomal and h i s clan. I n times of great need ,
Duke Theomal: level 4; 2 port i o n s of Sti rt h a l . Ro u g h ly h u m a n o i d , h e h a s thousands of people h ave taken shelter beh i n d the
points ofArmor u n d e rgone so many mach i n e e n h a ncements a n d castle wal l s for weeks or month s, and true to its name,
b i o m ech a n ical re p l ace ments t h at it' s h a rd t o i m a g i n e the castle has never fallen. The d u ke's fa m i ly keeps
w h at h e looked l i ke o ri g i n a l ly-o r if h e eve n started the offer of sanctuary open, although it always carries
out h u m a n . Q u a n o n m i ght be one of the N i nth an u n s poken price. Each time N everlost i s u sed as a
Wo rl d ' s fo re m ost expe rts o n e n e rgy s o u rces and refuge, the fa m i ly grows more powerfu l and wealthy.

1 56
LI M E NE
THE STEADFAST

TH RI EST MALEVICH HEARSAY


Th riest l ie s on the River Sept u m . I t ' s the offic i a l Disgru ntled Warrior: An a g i n g warlord
c a p i t a l of M a l evich, but the roya l pal ace h e re s i t s n a m ed G a rgarth seeks to i n st i gate
e m pty beca u s e t h e rege nt, E l l a bo n , rules from a n ew co n fl i ct t h at wi l l restore h i s l a n d to its
Sti rt h a l , the c h i l d - k i n g at her s i d e . Cru m b l i n g former glory by s p read i n g tales of N avare n e
b u i l d i ngs o f grey sto n e l i n e t h e streets of Th riest, i nvas i o n . H e h a s ga i n ed a s m a l l but grow i n g
a n d , l i ke the p a l ace, many a re a b a n d o n e d . H owever, fo l l owi n g o f wa rmongers who a re l itt l e more t h a n
the river m a rket q u a rter sti l l th rive s , a n d barges a rowdy ra b b l e t h at ca uses t ro u b l e .
laden with trade good s fill the River Sept u m . A total
of 25 ,000 peo p l e dwe l l i n Th riest, about h a l f t h e G lowing Pyramid: At n i ght, ato p a re mote
n u m be r of the former popu l at i o n . outcro p p i n g of rock, yo u can see a glowi n g
E l labon d i rectly rules the city as wel l as the kingdom pyra m i d t h at' s five t i m e s the h e i ght of a m a n but
at l a rge, but her advisor, Cou n selor Ras h i k, ten d s to o n l y a t h i rd a s wide. D u r i n g t h e d ay, the pyra m i d Counselor Rashik: level
3, level 4 in all types of
m atters that i nvolve o n ly Th riest. A good-natured can not be fo u n d . R u m o r s ays it's a powe rfu l
knowledge and interaction
fe l l ow, Ras h i k merely s m iles h i s grandfatherly s m i l e e n e rgy sou rce t h at wi l l grant great stre n gth a n d
w h e n someone says that h e i s the regent o f the rege nt. vital ity t o a nyo n e w h o touches it.
A we l l-ed ucated m a n , he wou l d l i ke to see Th riest
become a center of learn i n g-somet h i n g the people Stolen G rain: A vill age cal led B ru sch had a good
of M a levich h ave n ever rea l ly had. For the moment, harvest this year, but a l l the gra i n d i sappeared from
howeve r, this goal i s but a d ream as his city struggles the granary. A you n g eyewitness said that a hole
to kee p from col l a p s i n g and the folk of the regions opened i n the a i r, d rew a l l the gra i n i nto it, and then
a ro u n d Th riest fight j u st to s u rvive. d i sappeared aga i n . The people of Brusch probably
won't s u rvive the wi nter without that gra i n .
BOREG
Boreg sits on the southern b a n ks of the m i ghty Wyr. THE WEIRD OF MALEVICH
F i s h e rs a n d m e rcha nts who u s e t h e river m a ke u p a The Cloud M achi ne: A cart p u l led by a p a i r of
s i g n ifica nt portion of the city' s 1 2 ,000 people. s h i u l , d riven by a p a i r of ve ry s h o rt, very old m e n , Shiu/, page 7 5 1
Ove rloo ki n g both t h e city and t h e river, h i g h h o l d s a c u m bersome d evice. The mach i n e c h u g s
a t o p t h e R e d B l u ffs , i s Ca s t l e Ova l , h o m e o f a n d s pews fo rth steam a n d s m o ke t h at a p pears
L a d y Vo u n t. T h i s n o b l e i s freq u e nt l y k n own a s to affect the weat h e r.
t h e Q u e e n of t h e R i v e r P i rate s , o r s o m et i m e s
t h e R o b b e r B a ro n e s s . S h e w i e l d s h e r scepter, Frozen in Crystal : N estled i n the m o u n ta i n s to
a n i n fa m o u s n u m e n e ra a rt i fa ct k n ow n as t h e the east i s a m a s s ive s h a rd of crysta l , 30 feet
D e s p o i l e r, w h i c h s h e u s e s to fu s e t h e bod i e s (9 m) h i gh a n d 1 2 feet (3 . 7 m) acro s s . A wo m a n
of m e n with d a n ge ro u s r i v e r fi s h to craft a n d i n a stra n ge d re s s i s e m bedded i n i t s ce nter.
co m m a n d a n a r m y t h at b l ocks t ravel d own t h e Wyr
for t h o s e who d o n 't pay h e r exo r b it a n t tol l s . T h e The Fu ngal Pool: An i s o l ated pond near the
co u n c i l i n D ra o l i s t h reate n s to t a ke act i o n a ga i n st center of t h e l a n d i s the h o m e of a h u ge fu ngal
Lady Vo u n t if t h e re gent of M a levich d o e s not sto p o rga n i s m . I t creates p s e u d o pod s t h at grab p rey Lady Vaunt: level 5, level
h e r d e p re d at i o n s , b u t so fa r no o n e on e i t h e r s i d e a n d d raw them in to be devo u red . 7for defense; 4 points of
o f t h e Wyr h a s m oved a ga i n st h e r. Armor; wields the Despoiler
(a level 8 artifact that
South of Boreg sta n d s an ancient ed ifice ca l l ed
permanently transforms
the Wa l l of E renyn. Th i s cu rved metal wa l l is 3 feet a ro u n d a n u menera com p l ex from aeon s past that anyone within short
(0. 9 m) th ick, reaches a h e i ght of l S feet (4. 6 m) , houses a l a rge extrad i m e n s i o n a l porta l . Exp lore rs and range of the river into an
a n d stretches m o re t h a n 1 00 feet (30 m) i n l e n gt h . scholars reactivated the portal t h i rteen years ago and amphibious creature that
I t s h i m m ers w i t h a cascade o f co l o rs a n d s h apes. d i scovered a para l l e l u n iverse o n the other side-a willingly serves her)
Occa s i o n a l ly, the wa l l s h ows co m p re h e n s i b l e world ve ry d iffe rent from the N i nth World, yet s i m i l a r
i m agery, a n d many bel ieve t h at it fo rete l l s t h e future, i n ce rta i n ways . Wei rd land scapes and o d d flora a n d
p ro p h e s i e s , o r conveys vital secrets to those who fa u n a fi l l the land on the other side o f the gate, but
need to kn ow. S p e n d i n g too l o n g i n the vicin ity of the h u m a n s can s u rvive there. In fact, it's home to s m a l l
wa l l can m a ke peo p l e i l l , somet i m e s to t h e point of cloisters o f h u m a n s-or creatu res so akin t o h u m a n s
deat h , so v i s its a re u s u a l ly s h o rt. that they' re mostly i n d i st i n g u i s h a b l e . H owever, their
motivations and outlook a re a l i e n ; even when the
YE NTH d ifficult l a n guage barriers a re ove rcome, it' s h a rd
Yenth h a s a pop u l ation of 1 4,000, and it's a trade for N i nth Wo rlders to truly u n d e rsta nd them. Sti l l ,
city because it s its on a u n iq u e border. Yenth i s b u i lt t h e people of Yenth h ave esta b l i s hed trade with the

1 57
u ltraterrestri a l s and ca l l their world " N ew Yenth . " The w h o m most b e l i eved u nfit to r u l e . T h e d e posed
u ltraterrestri a l s d e s i re odd t h i n gs-p lants, a n i ma l s , q u een d i ed i n exi l e i n t h e land of Ancu a n . N ow, her
and s u bsta nces fa i rly co mmon i n the N i nth Wo rld . I n sons B re n a n d Kor S a rro m e re want t h e land back
trade, they offe r u n iq u e devices. M ost of them seem i n t h e name of t h e i r h o u se . To t h i s end, t h ey wo rk
to offer l ittle va l u e other than as odd ities. aga i n st the k i n g , both o p e n l y and in secret.
The portal to N ew Yenth i s d ifficult and com p l i cated J u st a yea r ago, a n atte m pt o n K i n g N o re n ' s l i fe
to use, and as far as a nyone u n d e rsta n d s , it can be left h i m with o n e eye a n d o n e arm. O n ly the heal i n g
opened o n ly from t h i s side. But some people sti l l fea r powe r o f t h e k i n g d o m ' s n u m e n e ra stockp i l e saved
that ultraterrestri a l s h ave i nfiltrated Yenth, pos i n g h i s l ife. No p roof co u l d l i n k the a s s a s s i n ation
as N i nth World h u m a n s for a mysterio u s p u rpose. atte m pt to t h e S a rro m e re b rothers, but few i n the
Others believe that the u ltraterrestria l s a re the kingdom h ave any d o u bts o n the m atte r. Queen
descendants of long- lost travelers and explorers fro m Thera h a s taken it u p o n herself to o rga n ize the
Earth who n ow j u st want to come home. k i n gd o m ' s secretive M a s ked Legion to co m bat
Whether or not the ru mors of l a rge-scale i nfi ltration the S a rromere fa m i ly in the s h ad ows eve n as h e r
a re true, at least one person fro m the other side h u s b a n d o p p o s e s them i n co u rt.
h ides amid the h u m a n s of Yenth. The u ltraterrestrial D u ri n g her stra n g e re i g n , Q u e e n W h e n ith
Nariiv: level 6, level 7 in N ari iv secretly dwe l l s i n the city, pos i n g as the owne r S a rro m e re h a d beco m e convi n ced t h at by u s i n g
all combat actions; 25 of a leatherworki n g shop. H e i s a refu gee fr o m t h e a v a r i ety o f n u m e n e ra secret s , s h e co u l d h a rn e s s
health para l l e l u n ive rse, h u nted b y h i s own kind for cri mes t h e power of d re a m s t o control t h e m i n d s of a l l
com m itted (or, as h e claims, al leged ly com m itted) in w h o m i g h t o p po s e h e r, i n s i d e a n d o u t s i d e h e r
his own wo rld . N a riiv i s a skil led warrior and a master b o rd e r s . Eve n t u a l ly, s h e gave u p o n t h i s s c h e m e ,
of various weapons and com bat styles, many neve r b u t o n ly beca u s e s h e b e g a n to b e l i eve t h at wit h i n
before seen i n the N i nth World . d re a m s l ay a n e n t i re l y d i ffe re n t rea l m t h at s h e
co u l d r u l e i n stead o f t h e corpore a l l a n d o f l s co b a l .

.. ::
W i t h e a c h ca p r i ci o u s a n d b i z a rre i d e a s h e h a d
l e e, you will find no place a b o u t s l e e p o r d re a m s , s h e i s s u e d rewa rd s t o
more lovely than the land of lscobal, jewel of the exp l o re r s w h o scou red t h e N i nt h Wo r l d fo r devices
Steadfast, I can assure you of that. The goodly king of and k n ow l e d ge re l ated to those topics. S h e
lscobal dwells in Mu/en, a great coastal city whose glass co m m a n d ed h e r s c h o l a rs a n d n a n o s t o expe r i m e n t
towers glimmer equally in the light of both sun and with t h e s c i e n ce s t h ey u n d e rstood to m a ke h e r
moon. Beyond its walls, gentle farmers tend crops of d re a m s-l iteral l y-i nto rea l ity.
golden wheat. The rivers teem with fish and the woods T h e peo p l e of l sco b a l a re fa rm e rs a n d fi s h e rs .
with game. Noble knights watch over the people of T h e fo r m e r ra i s e wh eat, bea n s , a n d cotto n , a s we l l
fair lscobal, whose roads are safe and every village and a s tend o rc h a rd s o f o ra n ge b i l l a m fru it. T h e l atte r
ISCOBAL town happy and content. Blessed by all the gods unseen, u s e s m a l l ro u n d boats ca l l ed s k itte rs to t rave l u p
Ruler: King Noren lscobal is a paradise on Earth. a n d d own t h e coast a n d d own t h e m i g hty Wyr River.
tiKalloban -Th e J o u rn a l s of S i r Fa b i t h a n of M u l e n (wh e n t h i s l sco b a l i s a l so known for its a b u n d ant game
Population: 7, 000, 000
pas sage w a s writte n , seve nty-five years ago, it may h u nters p rovide a great d e a l of fowl a n d ve n i son to
Capital: Mu/en
h ave been somewhat true) feed the popu l at i o n .

l sco b a l i s a l a n d teari n g
i t s e l f a p a rt fro m with i n .
I ntern a l p o l itics kee p
t h e n a t i o n focused
o n itself rat h e r t h a n
o n t h e d a n gers o f t h e
expa n s i o n i st k i n g d o m s
at its bord e r s . T h e
p a l ace i nt r i g u e s i nvolve
the royal fa m i ly, led by
King Noren tiKalloban: K i n g N o ren ti Ka l l o b a n .
level 7, level 4 for all N o re n ' s father, R a b b a r
combat actions
t i Ka l l o b a n , s e i zed t h e
t h ro n e about fo rty
yea rs ago fro m Q u e e n
W h e n i t h S a rro m e re ,

1 58
LI M E NE
THE STEADFAST

MU LEN
M u l e n s e rves a s the capital of I sco b a l . I t has a
po p u l at i o n of s l i ghtly l e s s t h a n 1 00,000, a n d its
towers of g l a s s looki n g out ove r t h e we stern sea
a re t h e s u bject of s o n g a n d poe m . T h e g reatest
struct u re a m i d a l l the fa ntastic b u i l d i n g s i s the roya l
p a l ace, Vitri H o u s e. Aro u n d it st retch e s a fa ntastic
park t h e s ize of a s m a l l city, tended by m o re than a
h u n d red gard e n e rs .
M u l e n ' s G ra n d Theater sta n d s a s a testa m e n t t o
t h e city' s co m m itment to a rt a n d c u l t u re i n a world
t h at often i g n o re s both in t h e name of struggle
and s u rviva l . Tod ay, h oweve r, co u rtly i nt r i g u e s
m a ke t h eater atte n d a n ce a ri s ky p ro p o s i t i o n fo r
m a ny n o b l e s a l l ied with o n e fact i o n o r a n ot h e r, a s
t h e t h eater h a s beco m e a favored p l ace fo r cove rt
meet i n g s , d u p l icito u s d e a l i n g s , a n d a s s a s s i n at i o n s .
Perh a p s a p p ro p ri ate ly, M u l e n ' s beautifu l streets t h at i m p l a n t d re a m s , tra n s m it d re a m s , a n d s py u po n The adventure "The Hidden
and towe rs co nceal a vast u n d e rcity. Cataco m b s , d re a m s a re o n h a n d a l o n g w i t h eve n stra n ge r t h i n gs , Price" (page 385), takes
secret pass ages, to m b s , a n d sewers fo r m a n etwo rk eve n if Queen When ith ' s s c h o l a rs we re n ever a b l e t o place in Mu/en.
of t u n n e l s and s u bterranean c h a m bers. Th i s fu l fi l l h e r d e s i res of u s i n g d re a m s to control rea l ity,
u nd e rgro u n d wo rld i s t h e home o f th ieve s , beggars, or tap i nto oth e r rea l ities a ltogether.
escaped s l ave s , a n d i n h u m a n creat u re s . C h i ef a m o n g the expe rts at the D rea m i n g Narla Deshu: level 5, level 7
regarding numenera devices
Re l i q u a ry i s a n Aeon Priest n a med N a rla Des h u . S h e
involving sleep or dreaming
T h e Cold G rasp: B o t h a bove a n d below the gro u n d , te l l s a nyo n e who cares t o a s k t h at w h i l e t h e q u ee n ' s
M u l e n h i des more t h a n a few d a rk secrets. The goa l s we re ch i l d i s h , h e r s u p po rt o f n u m e n e ra Typical Cold Grasp
Co l d G ra s p , perh a p s the most i n fa m o u s g u i l d of research a n d experi m e ntation is greatly m i ssed. member: level 4, level 5 for
all sneaking or subtetfuge
a s s as s i n s a n d t h i eves i n the Steadfast, u ses the city N a r l a ' s own work h a s beco m e pol itical i n n atu re, a n d
actions
as its head q u a rters. The leader of the Co l d G ra s p , a many c l a i m t h at i t s co nti n u ed exi stence i s a s h ow o f
wo m a n n a m ed H ed ra , i s known for a stra n ge affi n ity s u p po rt fo r H o u se S a rromere. N a rl a , h owever, h a s Hedra: level 6, level 8 using
fo r, a n d m a stery of, serpents. H e r e n e m i e s o r ta rgets n o a l legiance s oth e r t h a n h e r d evotion t o the Order serpents or poison
m i ght find them selves s l e e p i n g in a bed of deadly of Truth; she s i m ply wants t h e government of l sco bal
crux vi pers o r d i scove r a t i n y but extraord i n a rily to co nti n u e fu n d i n g h e r research . Typical Masked Legion
member: level 3, level 4 for
deadly red a s p h i d d e n i n their soup. Of l ate, t h e city of Dynafe l h a s s u ffe red attacks
all combat actions
The secret pol ice fo rce known as the M a s ked by c l o u d s of the ye l l ow swarm . The city' s sto n e wa l l
Legion operate s in the s h adows, oppos i n g the can not p rotect aga i n st t h e swa r m s , a n d t h e city
Yellow Swarm, page 266
S a rro m e re fa m i ly' s cove rt atte m pts to u n d e rm i n e the g u a rd h a s l ittl e a p p ropriate wea p o n ry to co m bat the
royal fa m i ly' s control of l sco b a l . In this capacity, t h ey men ace.
a l so ru n afo u l of t h e Co l d G ra s p a n d oth e r s i n i ster
e l e m ents of t h e city. WYRFALL
Wyrfa l l l i e s a l o n g the Wyr River. T h i s m u ltitiered
DYNAFEL city i s b u i lt a m i d a series of wate rfa l l s where the
Dyn afe l is known fo r its u n i q u e s p u n cotton cloth Wyr cascad es t h rough Aeres Ca nyo n . The peo p l e
(na med after the city) as we l l a s ot h e r text i l e s , o f l sco bal associate the river w i t h the d iv i n e wate r
fa b rics, a n d coutu re. N e a rly 60,000 peo p l e l ive i n s p i rits, a n d Wyrfa l l i s the central focu s of t h i s
t h e wa l l ed city, wh ich h a s re l atively s i m p l e wood e n re l i g i o n . I t ' s a h o l y loca l e where p i l g ri m s gat h e r to
struct u res a n d n a rrow streets . h ave pai n s healed a n d futu res fo reto l d , fo r the Wyr
Harcorth Munn: level 3
The m ayo r, H a rcort h M u n n , i s a rot u n d m a n who s p i rits fl ow backwa rd i n t i m e , b ri n g i n g knowled ge
n ever goes a nywh e re without his ento u rage a n d h i s and l i fe-givi n g e n e rgies.
mech a n ical ward e r pet. We l l l i ked a n d we l l known , The Order of Truth h a s a particu l a r d i sd a i n fo r
the m ayo r is no stra n ge r to Dynafe l ' s bars, ga m b l i n g Wyrfa l l a n d t h e s u perstition-based b e l i efs o f its
d e n s , a n d b rot h e l s . peo ple. There a re n o Aeon Priests in the city, and the
T h e Dreaming Rel iquary: The city o f Dynafe l i s res i d e nts a re content with t h at.
h o m e t o the D rea m i n g Re l i q u a ry, where Aeo n Priests The Te m p l e of the U n seen rises amid the wate rfa l l s
kee p-a n d co nti n u e to research-the re m n ants of and rocky outcro p p i n g s o f the city. Presided over by
the prior q ueen ' s o b s e s s i o n with d re a m s . Devices ) a l l acor, a p riestess and seer, the tem p l e p rovides a

1 59
jallacor: level 5; telepathy home for many self- p rocl a i med oracles and p rophets. n u m e n e ra i n a va u lt i n h i s own e state. The few
and telekinesis within
j a l l acor i s a n extremely tal l , beautiful wom a n who peo p l e who know h i s secret bel ieve t h at he stockp i l e s
long range; observe and
overhear at any location m ay o r m ay n ot be able to see the fut u re and speak t h e devices beca u s e h e loathes t h e a rtifacts o f the
within a mile; find a with river s p i rits, but s h e ce rta i n ly com m a n d s a past a n d wants to p rotect the wo rld from the d a n gers
specific individual within n u m be r of p rete rnat u ra l powers. t h ey re p resent. H owever, the truth i s t h at h e gathers
7 0 miles (1 6 km) t h e o bj ects to fu rt h e r re b u i l d his own body.
RACHAR
The city of Rach a r grows in a ru i n fro m a prior age, GTHARREN
Phiraster: level 9; fu l l of b u i l d i ngs of sto ne, stee l , a n d g l a s s t h at st i l l An old man n a m ed Phi raster dwe l l s in the va l l ey of
esoteries inflict 7 0 points sta n d . Some o f t h e struct u res h ave p rove n too G t h a rre n . He watches ove r a m a s s ive crystal t h at
of damage to all within
d ifficult to u se, h owever. Some h ave n o easy m e a n s sta n d s 50 feet ( 1 5 m) ta l l a n d 20 feet (6 m) across
short range if he so wishes
of entry o r egre s s . Oth e rs a re u n stable a n d th reate n a n d gives the va l l ey its n a m e . The G t h a rre n Crysta l
to co l l apse. A few h o u s e myste r i o u s a n d somet i m e s i s an a rtific i a l con struct with i ntrigu i n g p roperties.
d a n ge ro u s mach i ne s t h at a re b e s t avo i d ed . I f Peo p l e co m e to t h e va l l ey to break off s h a rd s a n d u s e
nece s s a ry, t h e u n u sed b u i l d i ngs a re ba rricaded to t h e powe r with i n , but P h i raster t u r n s away fa r more
keep peo p l e out. v i s itors t h a n he we l co m e s .
Livi n g amid mach i ne s a n d struct u re s of the past, Some ca l l P h i raster a wizard o r a d e m o n , but h e i s
the city i s n o stranger to the we i rd . Ta l k i n g statues, a learned n a n o w i t h a great deal o f powe r. A few th i n k
m ov i n g wa l l s a n d streets, s u d d e n e n e rgy fie l d s t h at h i m i n sa n e , a n d t h at m i ght b e true. I f those enteri n g
block doorways-Rac h a r is always fi l led with the t h e h id d e n va l l ey ca n n ot a n swer h i s q u esti o n s to
u n expected . h i s satisfact i o n , h e u s e s h i s esote ries a n d a rtifacts
A floati n g structure of metal and synth hovers high to d rive them off. Somet i m e s the q u esti o n s a re
above the city. It may h ave been a veh icle once, but perso n a l i n q u i ries about the v i s ito r's i ntent i o n s .
no one has d i scovered how to make it move. The city Somet i m e s they a re rid d l es o r koa n s . Occa s i o n a l ly,
watch uses the structure as an observation platform to t h e o l d m a n does n 't a s k q u esti o n s but i n stead b i d s
mon itor Rach ar and the s u rrou n d i n g lands for trouble. seekers t o perform t a s k s fo r h i m .
Reach i n g the platform u s u a l ly i nvolves the emp loy of a T h e p o i n t o f t h e i r effo rts i s t o atta i n a s h a rd of
Gtharren Crystal shard:
gravity- m a n i p u l ating m utant na med Baurn. the G t h a rre n Crysta l . I n aeo n s l o n g past, m i l l i o n s
level 8 artifact; user can
understand and use any O n e of K i n g N o re n ' s most tru sted frie n d s rules o f i ntel l i gent be i n gs p l aced t h e i r m e m o r i e s a n d
one other artifact of Rac h a r. Te rrhvys s i s a m a n with a c l awl i ke metal perso n a l ities i n t h e crystal fo r l o n g-term storage.
equal or lesser level hand a n d a n a rtificial eye, a n d h e often h id e s Tod ay, a s i n g l e s h a rd of the crystal h o l d s h u n d re d s
these featu res a s if e m b a rra s sed of t h e m . A wise of t h e s e b e i n g s . Alt h o u g h t h e m e m o r i e s ca n n ot b e
a n d ca p a b l e leader, Te rrhvyss cove rtly hoard s the d i rectly accessed b y a n y k n own m e a n s , t h e powe r

1 60
LI M E NE
THE STEADFAST

ISCOBAL HEARSAY with i n t h e crysta l l attice can b e u sed t o i nterface


Submerged Fugitive: An aeons-old with and control ot h e r device s , eve n t h o s e t h at
automaton has arisen from a deep seaside pool. seem to be d e powered or whose p u rposes a re
Metal limbs carry it along the sandy coastline while its u n know n .
glass head constantly looks all around. The mach ine

J =!
acts this way because it's being pursued. When it

I
arose, so too d id a number offlyi ng spheres, each s l o t h S gd o m s ,
1 5 inches (38 cm) across, beari ng holographic faces t h e Pyt h a ro n E m p i re o n ce co m m anded most
and trailing tendrils. Both h u nter and h u nted would of t h e southern reg i o n , i n cl u d i n g M i l ave,
welcome assistance, but which to help, and why? l sco b a l , and Ancu a n . Although the e m p i re co l l a psed
a l most a h u n d red yea rs ago, it rega i n ed its foot i n g
Family Feud: H o u se S a rro m e re ' s atte m pts to a n d began t o prosper u n d e r t h e p revious e m p re s s ,
u nd e rm i n e the roya l fa m i ly a re grow i n g more C h a l l a d i e n 1 1 . S h e co n s o l i d ated o l d h o l d i ngs i nto
b raze n . Word i n M u l e n is t h at t h ey offe r paym ent I m perial ru l e aga i n u n d e r the a u s p ices of p rotect i o n .

I
i n cyp h e rs a n d odd ities to anyone who works fo r N ow the n ew, re l atively yo u n g e m p re s s , C h a l l a d i e n
t h e m o n m i s s io n s of s py i n g a n d sa botage. 1 1 1 , h o p e s t o exte n d h e r a u nt's s u ccessfu l re i g n . M ost
bel ieve s h e h a s her eyes o n l a n d s t h at o n ce we re p a rt
H u nters and Prey: A creatu re h a u nts the wooded of the e m p i re , i n p a rticu l a r M i l ave a n d l sco b a l , a n d
TH E PYTHARO N E M PI R E
l a n d s between Rach a r and Wyrfa l l , p reyi n g on perh a p s s e e k s to s p read h e r i n fl uence ove r l a n d s t o
R u l e r: Challadien Il l
h u nters and trappers. O n ly those carryi n g fres h ly the south. Po p u l at i o n : 2, 000, 000
k i l led a n i m a l s a re attacked . N o oth e r i n fo rmation The Pyt h a ro n s a re we l l aware t h at the reg i o n s of Capita l : Rarmon
i s known , but local leaders offe r a rewa rd fo r M atheu n i s to t h e south a re fa r more settled than
e n d i n g the beast' s re ign o f terror. they o n ce were. These free rea l m s , i n cl u d i n g t h e
powe rfu l city-state of N i h l ie s h , fee l the gaze of t h e
THE WEIRD OF ISCOBAL e m p i re u po n t h e m . Pyt h a ro n n o b l e s a l ready send
The Gelatinous Pavilion: In Rach ar, a large plaza is their troo ps d own there to raid fo r s l aves.
covered by a low ca nopy of ever-sh ifti ng colored gel . Pytharon i s known for gently rol l i n g fields of wheat,
bea n s , and corn . Its fertile l a n d s were once a great
M etal Corpses: A t one poi nt a l o n g the Wyr River, part of its s u ccess and co u l d be aga i n , for its a m p l e
what appear to be t h e dead bod ies of eight so-cal led " b read basket" has fueled great armies.
i m po s i n g metal h u m a n o i d s l i e o n the b a n k.
My dear and loyal subjects,
G h ostly Tu ne: Along the road i nto Dynafe l fro m Your beloved Empress, Challadien I I, Lady of the
the south, stra n ge, melod i o u s m u s ic can be Southern Reach, and Queen of the Riage, wishes you
heard , eve n t h o u g h n o sou rce i s a p p a rent. to know that the days offoul banditry and lawlessness
that have plagued these lands have come to an end.

161
The peace-loving forces of the invincible grand Imperial popu l ation of 60,000 peo p l e , t h e Twi n s h ave l o n g
armies, under my direct command, shall restore this b e e n s e e n a s a safe p l ace t o l ive, w i t h e a s y acces s to
realm once again to a land of prosperity and peace. good s and services.
You and yourfamilies shall be safe under their banner. T h e Twi n s a re p u n ct u ated by m atch i n g m i rrored
Your children are like unto my own, and my own desire towe rs, each of w h i c h reflects the ot h e r city. Wa l k
is for their happiness and good health. The integrity i nto J a rgol a m i s , m a ke yo u r way t o t h e J a rgo Towe r,
of your lands, your homes, and all of your belongings a n d yo u ' l l d i scove r t h at i n eve ry p a n e of g l a s s ,
shall be secured under our banner. Those who stand in t h e b u st l i n g city of L u i go l a m i s i s refl ected b a c k at
the way of this generous and beneficent gift of safety, yo u . Sta n d before t h e L u i go Towe r, a n d watch t h e
however, are naught but robbers and undesirables, and i ntricacies of J a rgo l a m i s h a p p e n i n g before yo u r
shall meet our swift judgment. eye s . At t h e t o p o f each tower i s a creat u re scu l pted
in an off-wh ite m ateri a l t h at casts an eerie g l ow i n
RARMON t h e n i ght. T h e J a rgo Towe r h a s a terror b i rd , w h i l e
The e m p i re ' s capital is the great city of Rarm o n , t h e L u i g o Towe r i s to p ped w i t h a s l icer beet l e .
h o m e t o a b o u t 80,000 peo ple. Th i s o l d settlement T h e two c i t i e s a re co n n ected b y a l a rge, e l evated
of marble, stone, a n d g l a s s once fe l l i nto a state s kyway t u b e a l most 2 m i l e s ( 3 . 2 km) l o n g ca l l ed t h e
of d ecay but n ow is bei n g restored to its former U m b i I . Created fro m a co m b i n a t i o n of stro n g l a s s ,
gra n d e u r. Eve rywhere, scaffo l d s a n d workers cove r ivy t a n g l e s , a n d vari o u s meta l s , t h e U m b i I ru n s
i m portant b u i l d i ngs, restori n g cru m b l i n g facad es. betwee n t h e two towe rs. O n ce , i t p rovided safe
p a s s age betwee n t h e c i t i e s , with a motorized
The S u n ken Palace: At the heart of Rarmon i s the wal kway and j a r l e rs-a b h u m a n s l aves t h at p u l led
Recently, the leaders
S u n ke n Pal ace, the ancient home of the E m p re s s . long carts fu l l of peo p l e a n d s u p p l i e s . S m a l l
of the Twins issued a
statement saying they are T h i s structu re i s u n iq u e beca u s e the enti re t h i n g m a rkets a n d eate ries s p ra n g u p a l o n g t h e way, a n d
lookingfor mercenaries i s a n u m e n e ra device. S p h erical i n s h ape, i t i s h a l f t h e U m b i I beca m e o n e o f t h e most we l l -t rave led
willing to help clean out i m m ersed i n t h e gro u n d so t h at i t a p pears t o b e a ro utes i n t h e Stead fast.
the Umbil. Pay can come d o m e of metal a n d synth. The p a l ace can rotate i n When the motorized wal kway stop ped work i n g one
in the form ofshins, a n y d i rect i o n , h owever, a n d h a s its own gravity. Th u s , d ay, the ru lers of J a rgo l a m i s and Lu igol a m i s-s i b l i ngs
oddities, or even property
t h e s p h e re c a n be rotated so t h at t h e entra n ce i s M a rgo the Wem ber and Paras G u lo s i , res pectively
in one of the cities.
concealed below t h e s u rface a n d t h e floors wit h i n a n n o u nced that they wou l d h ave it u p and ru n n i n g
a re perpe n d i c u l a r t o t h e gro u n d outs ide, with n o aga i n i n a m atte r o f d ays. B u t t h e s i b l i ngs fought ove r
d i scomfort t o a nyo n e with i n . the best way to solve the p ro b l e m , as they often d i d ,
and the wal kway re mai ned b roke n . Tem porary fixes
The G rand Orrery: With i n Rarmon i s a l a rge metal we re put i nto p l ace by those who had the powe r and
orre ry t h at s h ows the co nfigu ration of the s u n , knowledge, but noth i n g lasted . As the years stretched
t h e E a rt h , a n d t h e oth e r s i x p l a n ets. I t t u r n s i n on and the wal kway was not fixed , the U m b i l fe l l i nto
accord a n ce with t h e act u a l m ovement o f these d i s repair and d i s u se.
s p h e re s . N ow the t u be has beco m e a p l ace fo r d a rk
The m a n i n c h a rge of m a i nta i n i n g t h e o rre ry i s dwe l lers, th ieves, a n d worse. Although the U m b i l
a d i m i n utive fe l l ow n a med G a rrot who sta n d s l e s s re m a i n s t h e s h o rtest pass age betwee n t h e Twi n s ,
t h a n 3 feet (0. 9 m) ta l l . G a rrot i s a n e n g i n e e r a n d i t ' s a l s o t h e ro ute most l i kely t o get yo u k i l led. The
mech a n i c of great s ki l l . By activat i n g the com p l ex a b h u m a n s l aves h ave rega i n ed t h e i r freed o m , the
mech a n i s m s with i n the base, he can ra i s e the orrery m a rkets s e l l fa r d a rker wares t h a n t h e foodstuffs of
h i gh a bove the l evel of t h e city so it co m m a n d s o l d , a n d d a n ge ro u s creat u re s skulk a ro u n d eve ry
atte ntion i n the i m m ed i ate area. b e n d . Trade a n d trave l between the two cities h ave
The ce ntral s p h e re of the o rre ry, the " s u n , " i s an become s p a rse a n d stra i n e d , a s h a s the re l atio n s h i p
e lectro m agnet of i m m e n s e powe r. G a rrot uses t h i s between t h e s i b l i n g rulers.
d evice a s a defe n s ive weapon o n behalf o f Rarm o n , Sti l l , n ew l i ght d awn s-a co n structor n a med
d i rect i n g i nv i s i b l e bea m s a t a nyo n e o r a nyth i n g Li mech rece ntly moved i nto J a rgol a m i s . He, a l o n g
h e d e s i re s . T h e bea m s i n fl ict 1 2 poi nts o f d a mage w i t h a s m a l l p a s s e l o f mech a n ized creat u re s , i s
to a creatu re or object a n d 6 poi nts of d a mage to b u i l d i n g a seco nd co n n ecti o n betwee n t h e Twi n s ,
a nyth i n g i n the i m m ed i ate a rea a ro u n d the ta rget. a n open-a i r s kyway t h at ru n s below t h e U m b i I . O n ly
about a q u a rter of it h a s been co m p l eted so fa r.
JARGOLAMIS AND LUIGOLAMIS
The so-ca l l ed Twi n ned Cities of J a rgo l a m i s a n d FAR BROHN
L u i go l a m i s we re o n ce so i nte rco n n ected t h at t h ey The trad i n g city of Fa r B roh n l i es near the n o rt h e rn
we re co n s i d e red a s i n g l e e ntity. With a co m b i ned ed ge of t h e co l d desert of M ath e u n i s . Ta l l sto ne wa l l s

1 62
LI M E NE
THE STEADFAST

PYfHARON EMPIRE HEARSAY h e l p t o p rotect i t fro m the frigid w i n d s o f the south,


Far Afield: A ru sted -out h u l k of an ancient but t h e i r rea l p u rpose i s to keep out t h e band its,
d evice h a s sat i n t h e middle of Reyn a l d a b h u m a n ra i d e rs , a n d oth e r terri b l e th reats t h at
Den ny' s fields without i n cident s i n ce e m e rge fro m t h e desert. Ch ief a m o n g these d a n gers
l o n g before he t i l led t h e soi l . Rece ntly, a re the m i n d - screa m i n g h o rd e s of sathos h , which
the d evice h a s started s h ooti n g rubbery orbs of freq uently attack trad i n g ca rava n s o n the way to a n d
gel i nto t h e fi e l d s at odd i nterva l s . The orbs a re fro m N i h l ie s h . The m e rchant lords of Fa r B ro h n a re
covered with t i n y s p i nes t h at b reak off i n the s k i n always looki n g for h e l p aga i n st these ra i d s .
when to uched . Reyn a l d fe l l s i c k after atte m pt i n g The city itself i s secu re. Its wa l l s a re l aced with
t o move o n e o f the o r b s , a n d many o f h i s n u m e n e ra devices (level 6) t h at affect the m i n d s of
l ivestock d i ed after touch i n g t h e d evices. H i s wife those who try to a s s a u lt them, u s i n g sonic v i b rat i o n s
seeks h e l p with re m ovi n g t h e orbs fro m t h e field t o ca u s e p a i n a n d co nfu s i o n .
a n d i n ca pacitat i n g the mach i n e .
RATHSCOR FORTRESS
T h e G lowi ng Roads: There h ave b e e n a n u m be r G u a rd i n g the southern border of the Pytharon E m p i re Lord Myallatur: level 7; 30
of attacks a l o n g the open road s lead i n g t o is the great fortress of Rath scor. Lord Mya l l at u r health; 5 points ofArmor
Rarm o n . E a c h acco u nt i s nea rly identica l : com m a n d s the fort and i t s d efenses. H i s sold iers, the from a magnetic field
trave l e rs swear they we re attacked b y g i a nt fo u r Mahal S h ards , a re i nfamous for their p rowess and
generator; +2 points of
damage with scimitar
l egged creatu res with glowi n g p u rp l e eyes a n d m i ght-particu l a rly their s peed . The S h a rd s i nclude
p i nchers fo r m o u t h s . O n e s u rvivor h a s a wo u n d caval ry, riders of re pti l i a n co u rsers called b re h m . Typical Mahal Shard: level
a l o n g t h e i n s i d e o f h i s leg t o s h ow fo r h i s tro u ble. 4, level 5 for Speed defense;
The scar glows with a magenta h ue. 7 5 health; 7 point ofArmor;
+ 7 point of damage with
THE WEIRD OF THE bows and scimitars
PYfHARON EMPIRE Brehm: level 3; 7 point of
Sky Writi ng: On particu l a rly cloudy d ays, those Armor; long movement
who sta n d i n Rarmon a n d look u p at j u st the
right t i m e can see t h e Truth wo rd s "We Wi l l H e l p
Yo u " written across the c l o u d s , a l o n g with a
series of u n known sym b o l s . The writ i n g is neon
o ra n ge a n d ve ry u n iform. I t l a sts a nywh e re fro m
a few seco n d s to a m i n ute.

11111 L;
-
The Voices of the World: Outside of J a rgo l a m i s i a E ro n , M i l av i a n n o b l e :
i s a sto n e t h at sta n d s nearly 1 0 feet (3 m) h i g h Once Mi/ave was a region of the Pytharon M I LAVE
R u l e r: The Mi/ave Council
a n d i s s h a ped l i ke a n i nverted tri a n g l e . The sto n e Empire, when its red banners flew from every tower
Po p u l at i o n : 900, 000
i s riddled w i t h h o l e s , a n d if yo u put yo u r ear in the South. Now that name is given to a loose
Ca pita l : Orrila
to any of t h e m , you can h e a r what sou n d s l i ke confederation ofsmall noble states and even a few so
conversatio n-the l a rger t h e hole, the l o u d e r the called republics. The latter, of course, are nothing more
voice s . Each h o l e h a s a d i fferent d i scu s s i o n , a n d than backwater counties too wretchedfor any proper
e a c h t i m e y o u l i sten at the s a m e h o l e , y o u hear noble family to desire position, and where the merchant
d i fferent peo p l e ta l ki n g. M ost of the t i m e , t h e classes give the peasantry fool-headed ideas of ruling
l a n g u age i s n o t o n e t h at yo u kn ow. themselves.
The only thing that truly binds Mi/ave together
The Dog in the M achi ne: H a lf b u ried i n the is fear of invasion by the empire. Mi/avians have
ru b b l e of a ru i ned city i s a box. Fro m some few similarities, but a memory of the hard-won
a n g l e s , the box see m s to conta i n a l a rge ca n i ne, independence from Pytharon is one. Ostensibly, Mi/ave
s u s pe n d ed i n m i d a i r. Fro m others, t h e box looks is ruled by a council of representatives of disparate
e m pty-you can see right t h ro u g h it to t h e oth e r governments, clans, and factions who meet in the city
s i d e-but yo u can hear the s o u n d s of s n a rl i n g ofOrri/a.
a n d h owl i n g. I f you were t o look down o n t h e box The nation will not last as a cohesive whole for
fro m a bove , yo u ' d see a top panel fitted with a long. The ruling council does little but bicker over petty
series of s l i d e rs a n d butto n s . matters while the nearby empire once again grows in
military might. If war does come, Milave 's loose union
is likely to collapse, each statefightingfor itself and no
other-and thus we are all doomed.

1 63
Stratharian war moths
One possible savior, however, is a noble warlord M uch trad i n g takes p l ace i n Orri l a , t h a n ks i n no
seem particularly
attracted to ganch fields. named Tarvesh. This charismatic young leader has the s m a l l p a rt to a d evice l ocated o n a h i gh cam pan i l e in
Sometimes entire plots support of many Mi/avians, and his personal fighting the center of the o l d tow n . Known a s t h e All-S peec h ,
m ust be abandoned force includes three terrifying numenera war machines, the d evice a utomatica l ly t ra n s l ates any wo rd s poken
when swarms move in. the likes of which have not been seen before in the with i n t h e city (and a fair d i stance beyond) i nto a
One field currently has region. I suspect that Tarvesh has clandestine support l a n g u age u n d e rsta n d a b l e to each l i ste ner's m i n d .
a cocoon so large that
farmers speculate it will from the Amber Papacy, which hopes that he can unite T h e All-S peech h a s s o m e i nterest i n g s i d e effects,
produce a war moth as Mi/ave and keep the peace in the southern end of the h owever. Some c h i l d re n rea red i n Orri l a learn to
big as a house. Steadfast. Indeed, many hopes rest with that one man. s peak fa r more q u ickly t h a n expected , u n d e rsta n d i n g
We shall see if his broad shoulders can bear the burden. the word s o f t h e i r p a rents eve n a s i nfants, w h i l e
oth e rs n ever l e a r n beca u s e t h ey a re st i l l u n d e rstood
M ost people of M i lave are farmers who prod uce a eve n when speaki n g g i b b e ri s h . A M i lavian sayi n g
variety of food stuffs as wel l as an herb cal led ghianche, h o l d s t h at l ies a re h a rd e r to te l l i n O rri l a a n d secrets
or sometimes just ganch. It fills many pipes throughout h a rd e r to kee p , but t h i s c l a i m has yet to be p rove n .
the region, and it' s sometimes rol led i nto cigars as wel l . Th irty m i les (48 km) east o f Orri la, workers toi l i n the
Floatstone, page 82 T h e herb is a mild relaxant, b u t when treated with certain floatstone q uarries. You can spot the quarries from far
chemicals, it can also be a powerfu l hall uci nogen. away because of the vast tarps that catch the stone as
Ganch field s are d ifficu lt to maintai n and req u i re a it' s dug from the earth. The workers p u l l it from what
large workforce. A few com m u n ities have repu rposed a looks l i ke former monu ments of some ki nd, bu ried i n
variety of n u menera mach i nes and devices to help in the a long-forgotten age. O f cou rse, t h e ground repels the
labor, so it' s not u ncom mon to see a mass ive con struct floatstone, so much of what is excavated fl ies i nto the air.
or automaton harvesting field s of ganch leaves.
AIAN
ORRILA Known by some as the City of Merchants and by others
O rri l a serves a s the capital of a land t h at truly h a s as the City of Beggars, Aian is only tenuously part of
none. A sort o f m i crocos m o f M i l ave itself, it i s a M i l ave, m a i nta i n i n g as m uch independence as it can .
cos m o po l itan m i s h m a s h of c u l t u re s a n d peo ple. T h e city-state has a pop u l ation o f perhaps 30,000. Ruled
A sto n e wa l l g i rd s what i s n ow the ce ntral portion by an elected senate, Aian is one of the pro m i nent
of t h e city, but the city s p read out fro m those wa l l s rep u b l ics i n the Steadfast. As its mon i kers s uggest, it
l o n g ago with b u i l d i ngs o f many d i fferent styles i s a city of commerce and trade, a gateway between the
a n d m ateria l s . In very rece nt times, a l a rge tent-city Steadfast and the lands to the south. Its markets a re
h a s grown a ro u n d the southern gate of t h at wa l l , filled with exotic good s, and wea lthy merchant clans
cove r i n g what i s n ow known a s t h e F i e l d o f Vo ices. maintai n bu rgeo n i n g warehou ses here.

1 64
LI M E NE
THE STEADFAST

The Aian s ayi n g "Those not rich a re poor" is used MILAVE HEARSAY
to j u stify ava rice a n d rut h l e s s b u s i n e s s p ractices. Recru itment: Clandestine agents of the
In oth e r word s , if yo u don't fight to get all yo u warlord Tarves h seek recruits to work
ca n , yo u ' l l h ave noth i n g. The s ayi n g is a l s o a fa i r as s p i e s and i nfiltrators o r a s sold i e rs . Either
assessment o f t h e city' s c l a s s struct u re. Those who way, t h e recru iters a re said to bear n u m e n e ra
a re n ot wealthy m e rch ants, clerks, acco u ntants, a rtifacts t h at they wea r on t h e i r fo reheads t h at
s a l e s m e n , o r caravan d rivers a re extre mely poor, a l l ow t h e m to see i nto the m i n d s of ot hers, both
worki n g for scra p s as l a borers, bearers, or porters to e n s u re t h at those they s peak with te l l the truth
o r worse, without e m p l oyment at a l l , l iv i n g as and to ascerta i n the talents of others, which a i d s
beggars and t h i eve s . i n recru itment. Ru mors s a y t h at t h e s e d evices
R u m o r h a s it t h at the Amber Papacy does n ot eve n a l l ow them to i m p l a nt a fa i l s afe in the
bel ieve i n d e mocracy, a n d t h at agents of t h e O rd e r recruit' s m i n d . S h o u l d they go o n to betray t h e i r
o f Truth work aga i n st Aian i n the s h adows o f t h e n ew warlord , the psyc h i c i m p ri n t wi l l destroy
city. I f t h i s gos s i p i s true, t h e agents l i kely w o r k with the m i n d fro m with i n . Fo r truthfu l co m m itment,
the Beggar Queen and h e r n etwo rk of s p i e s . S h e h owever, the recru iters a re offe r i n g exce l lent pay, The Beggar Queen: level 3,
h ates the o l i ga rch co u n c i l a n d t h e merch ants w h o n u m e n e ra s u p po rt, a n d of co u rse, a free , s afe, level 6 for all tasks involving
deception, seeing through
e l ect t h e m . N o o n e knows m u c h a b o u t the Beggar a n d sta b l e M i l ave.
deception, and intimidation
Queen herself, but she h a s t h ree l i e ute n a nts t h at a re
b i o m ech a n ical hybri d s with t h e a b i l ity to beco m e The Roving Road : R u m o rs s peak of a we l l - l it path Lieutenant: level 5; become
i nv i s i b l e a n d ki l l w i t h a to u c h , e n s u r i n g t h at h e r t h at a p pears o n ly o n ve ry ra re n i ghts o r d a rk, invisible; infect with a
powe r re m a i n s u n c h a l l e n ged . m i st- s h ro u d ed d ays. Th i s road i s paved i n b l ocks cellular disrupting virus
of a n u n known s u b stance, and it i s said to lead
(once touched, 5 points of
OSSAM'S TRAVELING MENAGERIE to a secret location t h at ca n n ot be acces sed in
damage each round until
victim makes a Might
AND SOARING CIRCUS any way oth e r than by t h e road . The road always defense roll)
Come one, come all! a p pears in d ifferent l ocat i o n s t h roughout the
Boys and girls! Men and women! Humans, visitants, land, a n d o n ly fo r a n hour o r so at a t i m e . O n ce
Great Theon: level 4;
and mutants / yo u take t h e road , h oweve r, yo u go where it goes
telekinesis; generate illusory
All are welcome at the greatest display of u n t i l you reach the e n d . images within short range;
remarkability and extraordinosity the Ninth World or become invisible; hover
any world has ever seen, heard, sniffed. felt, or tasted! T h e I c e Pit: A pe rfectly ro u n d , meta l-ed ged pit of
All are welcome at Ossam 's Traveling Menagerie and u n known depths can be fo u n d about 40 m i les Ossam: level 6; 5 points of
Soaring Circus / south of Ai a n . O n eve n t h e warmest d ays, co l d
Armor; built-in ray-emitter
that inflicts 7 0 points of
Think you've seen mystery? Wait until you wonder at m i st rises fro m i t . Those who h ave atte m pted t o damage at long range
the three-headed moranxl reach the botto m c l a i m t h at it s i m ply gets co l d e r
Think you've seen majesty? Wait until you experience a n d co l d e r a s o n e g o e s d own . N o o n e h a s eve r
the death-defying Kaprof Brothers and their aerial reached the botto m a n d retu rned to te l l t h e tale.
acrobatics I
Think you've seen menace? Wait until you cower at THE WEIRD OF MILAVE
the roaring harraspawn and its fire-spewing eyes I Dry Coral: A field of cora l - l i ke growth exte n d s
Think you've seen magic? Wait until you gasp at the t h roughout a n exp a n s e i n the weste rn portion of
sorcery of the Great Th eon and his trained cragworms l M i l ave. At n i ght, patches of the cora l glow with
You 'll thri/11 You 'll chi/If You 'll come away changed a n u neart h l y l i ght. L i ke in bed s of act u a l cora l , Ossam himself may be
forever I u n i q u e a n d somet i m e s d a n ge ro u s creatu res the greatest wonder of his
just 2 shins per person ! Children under ten and dwe l l i n a n d amid the formati o n s . show. He's not human,
but an extremely human
children over eighty halfprice!
appearing construct. Older
Weeping Wanderer: An a n c i e n t auto m aton than the Ninth World,
Trave l i n g t h ro u g h o ut t h e vi l l ages a n d tow n s wa n d e rs t h e roa d s of Mi l ave, d a m aged a n d his true motivations are
of M i i ave (and s o m et i m e s A n c u a n ) , O s s a m ' s a s k i n g fo r h e l p . H oweve r, the fl u i d s it l e a k s a re clouded in mystery. Few
Trave l i n g M e n agerie a n d Soari n g C i rc u s i s a ca rava n d e b i l itat i n g a n d h a l l u c i n oge n i c to h u m a n s . people know his secret, and
of wood e n wago n s t h at h o u s e t h e creat u re s a n d Ossam would literally kill to
preserve it.
t h e p e rform ers, a n d a float i n g n u m e n e ra p l atform The Minds of the Dead: A p a i r o f m e n l ivi n g i n a
t h at s e rves a s t ra n s po rt fo r eq u i p m e n t and a vill age in the eastern border of the land cl a i m to
h ove ri n g stage d u ri n g perfo r m a n ce s . As t h ey t rave l , have a device that reads the thou ghts of the recently
t h e m e m bers o f t h e c i rc u s p u t o n s h ows, fi l l i n g dead . They even say that if the deceased are hooked
peo p l e ' s m i n d s with wo n d e r a n d t h e i r own pockets to the device q u ickly enough, their consciousness i s
with coi n . stored i n side i t , granting t h e m "eternal l ife."

1 65
Wh i l e m uch of the men agerie a n d c i rcus is rea l , the e n s u re t h e sta b i l ity of the l a n d . M e m bers of t h e B l ue
truth i s a l so stretched to hei ghten the expe rience. The Legion , h i s roya l g u a rd , a re re nowned for t h e i r s ki l l
Typical Blue Legionnaire:
level 3, level 5 in archery; use of d i sgui ses and co nventional trickery as wel l as a s a rchers.
bow inflicts + 7 point of hologra m s and various n u menera d evices e n h a nce The peo p l e of Ancuan a re i n dependent a n d
damage every perform ance. Fo r exa m ple, the G reat Theo n ' s self-s ufficient, re lyi n g o n t h e i r k i n g fo r l ittl e . They
"sorce ry" i s p rod uced m a i n ly b y h idden d evices, m a ke t h e i r way as s a i lors, fi s h e rs , a rro n farmers, yo l
although the man com m a n d s a n a rray of psych ic h e rders, a n d salt m i ners.
Cragworm, page 23 6 powers to boot. His tra i ned cragworms a re hologram S i m i l a r to h ow Angu l a n Kn i ghts t h ro u g h o ut t h e
Seskii, page 258 i l l u s i o n s p rojected over tra i n ed seski i . The Ka p rof Steadfast h ave t a m e d xi-d rakes to u s e a s flyi n g
B rothers a re talented acrobats, but the h a rras pawn i s mou nts, t h e peo p l e o f A n c u a n somet i m e s ride
l ittle more than a n i l l u s i o n . T h e moranx i s a deformed rasters-large, b i o m ech a n i ca l , batl i ke creatu res
Angulan Knights, page 224 aneen n ever s h own i n clear l i ght. n ative to the reg i o n . Often the raster-riders, o r
Xi-drake, page 265 " rastri d e rs , " a re l o n e rs who l ive a l o n g the coast.
Raster, page 253
ANCU AN Some, h oweve r, j o i n ra i d e r o r p i rate gro u p s , tra i n i n g
A b road , fe rt i l e , and peacefu l l a n d , Ancuan t h e i r fe l l ows t o b e rastriders. A s ky fi l led with
i s b l essed o n many fro nts. Its rol l i n g h i l l s teem briga n d s mou nted o n giant h over-bats can be a
with bountifu l herds of a n i m a l s , its fie l d s fl ow with terrifyi n g s i ght i n deed . (On the oth e r h a n d , an aerial
p rod uce a n d gra i n s , a n d its long s h o re l i nes offe r fish battle betwee n a rastrider ra i d e r a n d a n Angu l a n
and oth e r va l u a b l e co m m odities. Of co u rse, Ancuan K n i ght i s a memory n o witness wo u l d s o o n fo rget.)
i s n ot without its t ro u b l e s . P i rate s ply the s h o re l i ne s ,
Sathosh, page 256
Chirog, page 235 p reyi n g o n coasta l trad i n g ves s e l s . B a n d it ra i d e rs ISHLAV
th reate n vi l l ages. S at h o s h a n d ch i rog roa m t h e l s h l av is a city b u i lt on a city. The origi n a l l s h l av was
co u ntrys i d e . d e stroyed about twe nty yea rs ago when a gro u p of
King Asour-Mantir: level K i n g Aso u r- M a n t i r rules fro m a c a s t l e o f exp l o rers ret u rned to the city with a stra n ge d evice
5, level 4 in all types of stro n g l a s s 20 m i l es (32 km) outside t h e city o f they had d i scovered i n a n ancient ru i n . When the
combat G l av i s . Trad ition d ictates t h at n o o n e ot h e r t h a n h i s Aeon Priests in l s h l av fi d d l e d with t h e o bj ect i n
i m m ed i ate h o u s e h o l d a n d g u a rd l ive with i n a rad i u s a n atte m pt t o u n d e rsta n d it, t h e d evice re leased a
Arron is a grain used o f 1 0 m i les ( 1 6 km) , so t h e Tra n s p a rent Pal ace, a s powe rfu l b u rst of e n e rgy t h at d e stroyed most of what
to make sweet-tasting it i s ca l l e d , sta n d s a l o n e i n a s p rawl i n g, rocky field. l ay wit h i n a rad i u s of 2 m i l es (3.2 km) . H oweve r,
bread. The k i n g ' s exte nded fa m i ly i s l a rge, t h e p rod u ct of n o n e of the peo p l e , a n i m a l s , or p l a nts we re h a rmed.
two n o b l e h o u s e s j o i ned i n permanent a l l i a nce to O n ly n o n l iv i n g m atte r was affected . The b l ast s p l it
Yo/ are short, long-haired
creatures known for t h i s l i ne with a fi n e blade-it left fre s h ly cut wood e n
yellow wool, tender meat, logs u n h armed, but it o b l ite rated o l d e r wood i n
and the cheese made rafte rs, wagon whee l s , a n d s h ovel h a n d l e s . Stra n ge ly,
from their milk. the gro u n d-so i l , rocks a n d the l i ke-a p pears to
h ave been u n affected .
After t h e eve nt, n ew stra n ge m e nts we re
d i scove red . Fo r exa m ple, those ca ught in the b l a st
fo u n d t h at some, but not a l l , of t h e i r d i seases
had been c u red, their wo u n d s healed , a n d t h e i r
general h e a l t h i m p roved. Eve n tod ay, l s h l av's n ew
ge n e rat i o n s enjoy ro b u st h e a l t h , good looks, a n d
i m p re s s ive p h y s i c a l q u a l ities.
The city' s b u i l d i ngs, o bv i o u s ly, a re re l atively
n ew. After the b l ast, workers re b u i lt some of the
o ri g i n a l l ayout, but a n i n fl ux of peo p l e wanti n g to
s h a re i n the re nowned health-boost i n g q u a l ities
h a s cau sed l s h l av to double i n s ize. N ow h o m e
to 20,000 s o u l s , it's a b u rgeo n i n g city
with a l a rge i d l e popu l ation t h at waits
fo r its myste ries to h e a l , boost, o r aid
them i n some way. U nfo rt u n ately, many
peo p l e h ave n o mea n s of s u p po rt i n g
them selves exce pt t h ro u g h begg i n g ,
t h i eve ry, o r worse, so l s h l av i s ga i n i n g a
n ew re p utat i o n , o n e of d a rkness a n d

1 66
LI M E NE
THE STEADFAST

R u l e r: King Asour-Mantir
Po p u l at i o n : 7, 500, 000
Ca pita l : Glavis

d a n ger. ANCUAN HEARSAY


That danger comes from many sources, but one Oracle in a Pool: Dwe l l i n g i n s h a l l ow poo l s a l o n g the weste rn coast
i n particu lar is on the rise: the Monks of M itos, a i s a creatu re t h at cal l s itse l f j ruve. I t looks l i ke a grey and violet s l u g 1 2 feet
well-structu red organ ization led by a man named (3 . 7 m) long. If yo u m a n age to fi n d J ruve, it can reveal t h ree of yo u r pos s i b l e
Kol los. Renowned for his otherworldy hand-to-hand future s . I n ret u r n , it a s ks fo r a p a rticu l a r k i n d o f n u m e n e ra device-which i t
com bat skills, Kollos claims to have found a way to swa l l ows whole.
harness the cosmic power of the u n iverse with i n h i s
cells, chan nel ing this energy i nto a lethal fighti ng style Rising Dissent: M e m be rs of a j agged D ream ce l l i n G l av i s h ave been
that he cal l s "fistprayers." He and h i s followers preach extre mely s u ccessfu l of l ate fomenti n g d i s s e nt aga i n st the royal fa m i ly. With
about creating a more harmonious, safer world, and they t h e i r s u p po rt, a warlord n a med Serec t h e G ru d ge i s gatheri n g a n a rmy of
teach free classes in self.defense and non lethal combat. re b e l s to rise up aga i n st the k i n g (a n d l i kely set up a n ew, warl i ke reg i m e) .
But behind the cari ng, soft word s l ies someth ing more Fo r n ow, h oweve r, t h i s rowdy army s i m ply m a kes tro u b l e .
s i n ister, and those with the necessary money or infl uence
can avai l themselves of the monks' dead l ier skills. THE WEIRD OF ANCUAN
House of H oles: N e a r the m i d d l e of Scorp i o n ' s Reach sta n d s a fo u r- s i ded
KAPARIN structu re about 5 0 feet ( 1 5 m) ta l l a n d 1 5 feet (4 . 6 m) acro s s . The wa l l s a re
A coasta l city on t h e southern s h o re of t h e fi l led with ro u n d holes t h at ra n ge from a few i n ches to a few feet i n d i a mete r.
Stead fa st, Ka p a r i n boasts ro u g h ly 1 5 , 000 p e o p l e Light s h i n es fro m wit h i n the h o l e s , n i ght or d ay. H owever, the h o l e s d o n ' t
b u t actu a l ly co n s i sts of l e s s t h a n h a l f t h at a t a n y l e a d i n s id e t h e b u i l d i ng, but rather somewhere e l s e .
g i v e n t i m e . I t ' s t h e u n offici a l h o m e o f t h e Redfleet s ,
a crew of vaga b o n d s , t h i eve s , s c i e n t i st s , a n d ot h e r Teardrop Trees: Od d , teard ro p-s h a ped trees grow i n a grove near the eastern
m i screants who s a i l t h e h i g h a n d l ow seas i n s e a rch bord e r. N o one has a name fo r o r a n u n d e rsta n d i n g of t h e m , but it i s known
of n at u ra l trea s u re . Fo r t h e most p a rt, t h ey s h ow t h at if any l iv i n g t h i n g comes near the tree s , t h at t h i n g d ies in s h o rt o rd e r.
p u b l i c d i s d a i n fo r a n y n u m e n e ra t h ey fi n d , b u t t h ey
a re n ' t a bove s e l l i n g it to t h e h i g h e st b i d d e r. fi n d i ngs. A v i s itor can view the p reserved s k u l l of a Kollos: level 7, level 9 with
By a l l acco u nts, Ka pari n i s a typ ical coastal tow n , ra re fl utte rfi s h or l i sten to an a u d i o reco rd i n g fro m hand-to-hand combat
fi l led w i t h wood a n d sto n e struct u res, co b b l ed the d e pth s of the oce a n . And yo u ' l l l i kely fi n d at least
streets , a n d a series of co n n ected docks for seafari n g h a l f a dozen Red fleets, past a n d p resent, j u st waiti n g
ves s e l s . H owever, the city featu res one u n iq u e t o be a s ked about t h e i r contri bution. I f y o u read t h e
b u i l d i n g a l o n g i t s w h a rf: a l a rge sto n e co m p l ex ca l l ed s i g n s posted l i be ra l ly i n s id e a n d outside t h e R F M ,
the R F M , which i s a maritime m u s e u m , h a l l of fa m e , yo u ' l l d i scove r t h at t h e o bj ects o n d i s p l ay a re famed
a n d l i b ra ry a l l ro l led i nto one. H e re, the Redfl eets the wo rld ove r a n d coveted by many. (J ust don't
cata logue t h e i r acco m p l i s h ments and store t h e i r be s u rpri sed if neither you n o r a nyo n e yo u 've eve r

1 67
known h a s heard of t h e m . ) i nformed and s u s piciou s ly wi l l i n g to h e l p , but they' l l
D u e to s u c h a l a rge percentage of its i n h a bitants p robably d o their best t o e n s u re that you get what you
be l o n g i n g to t h e Redfleets a n d taki n g exte nded want-at the p rice of a favor, of cou rse.
ocean voyages, Kapari n ' s homes sta n d e m pty fo r
l o n g stretches of t i m e . M e rcha nts a n d craftspeople GLAVIS
Submergine, page 226 s peci a l ize i n wate r a n d seago i n g ware s , i n cl u d i n g
Approxi m ately 20,000 people ca l l G l avis home. The
s h i p a n d s u b me rgi n e re p a i r a n d u p keep, b reat h i n g
s p rawl i n g city a l most see m s l i ke a gro u p i n g of t h ree
a p p a ratu s , food sto res , a n d l o n g-d i stance tradetowns located in close p roxi m ity by chance, with a
ro utes to sell t h e trea s u re t h at comes i n fro m the sparse col l ection of b u i l d i ngs and roads among them.
Redfleets' exp l o rat i o n s . One of the t h ree sections, primarily a port, i s o n the
m i nor River Fro h m . The second i s ato p a h i g h h i l l
Sallian Orsay: level 6; 28 People of Interest cal led N u re l ' s H i l l . T h e t h i rd i s a fa rm i n g com m u n ity
health; sword inflicts +2 The ruler of l<aparin is S a l l i an Orsay the Red , one of fi l led with m a rkets for p rod uce and l ivestock.
points of damage the original Redfleet The peo p l e of G l av i s
fou nders. A ta l l , willowy wors h i p a p a i r of god s
woman with dark red h a i r, ca l l ed Re l i a a n d B i a n e s .
she appears to be a bout Cold and dangerous, the Sea of T h e s e s i b l i n g d e i t i e s a re
Typical goon: level 2
twenty years old-and has Secrets is beset by ship-devouring bel ieved to watch ove r
Typical street rat: level 2 appeared to be that age serpents, horrific storms, and a wide those who p l ace offe r i n g s
for as long as anyone can variety ofpirates, the worst of which o n t h e i r secl uded a ltars.
remember. The ru mor is E n o u g h peo p l e h ave seen
hail from Ancuan (and the worst of
that she found somet h i n g the offerings d i s a p pear
bu ried beneath the ocean
them from Aras Island) . right before t h e i r eyes
floor on one of her final t h at eve n n o n bel ievers
s u b mergine missions that s u s pect t h at Re l i a a n d
has allowed her to l ive forever, or at least to stop the B i a n e s-o r so meth i n g pos i n g a s t h e m-a re rea l i n
agi ng process. Although some of her col l eagues are some sen se. Whenson B reeve , t h e c h i ef co n stable o f
angry that she d id n 't share her d i scovery with the rest the city g u a rd , h a s a theory:
The ceremonies of Relia of the fleet, most feel that she is a good ruler, if a l ittle
and Bianes involve songs, cold and reclusive at times. S a l l i a n has a see m i ngly I think Relia and Bianes are real. No, not the brother
elaborate costumes, and
u n l i m ited s u p ply of goon s that will die to p rotect her. and sister you see in the marble statues in their temples,
significant rituals with
hand gestures, key words, If ca l l ed on to fight, she wields a long sword made of but some kind of invisible beings. Maybe they're the
and repetitive phrases. honed whale bone. source of the religion. Maybe theyjust came along
Worshippers re-enact Reti red Redfl eet Ca ptain j a m son "The Liar" and took advantage of it. But there 's something really
myths of the brother Con n e l l is ofte n seen about town these d ays s i nce there. Under the temples. Within the walls, I think, or
and sister overcoming he no longer co m m a n d s a s u bmergi ne crew and at least that's what my gut says. With my own eyes
adversity, healing the
doesn't go asea. H e says he reti red yea rs back, but I've seen food placed upon their altars disappear. No,
sick, and even giving life
to various kinds ofplants others i n Kapa rin murmur that being d i s honorably not disappear. I 've watched it be . . . co n s u med is the
and animals as boons to d i scharged from a n a l ready d i s honorable fl eet is word I would use. When it happened there was a sort of
humanity. h a rd l y ret i r i n g. Town gos s i p says that d u ri n g one burning smell in the air and I heard a kind of crackling
particu l a rly d a n ge ro u s m i ssion to the Fen ga l i Forest, sound, like a distant fire. I won't lie to you. It scared me.
Con n e l l kil led and ate his entire crew. He goes berserk There 's things left overfrom the faro.ff past, you know?
Captain Connell: level 4;
1 6 health when physica l l y or verba l ly t h reatened, atte m pti n g Things I don 't understand. And some ofthem are smart.
t o strangle and e a t h i s opponent (often a t the s a m e And hungry. And maybe vengeful.
Anders thejack: level 6, time) .
level 8 with biological and Kapari n ' s street rats a re the teen agers and you n g With i n the city of G l avi s , a scholar known as Anders
virological knowledge ch i l d ren born on s h i p s a t s e a and t h e n l e ft be h i n d . the j ack keeps a laboratory where he stud ies viruses
They l ive i n s m a l l gro u p s beneath t h e d ocks and often and bacte ria, p res u m a bly for the good of h u m a n ity.
create graffiti on the sides of docked s u b mergi nes, Beneath t h i s p u b l ic l a b l ies a secret u n d e rgro u n d
searc h i n g for (or curs i n g out) their parents. M ost of faci l ity, however, where h e con d u cts expe riments o n
them a re wi l l i n g to h e l p with i nformation, tasks, or creatu res that s e e m t o be stra n ge mon key- rat t h i n gs .
d i rections for the right p rice or eve n a bit of kindness. Anders h a s a rare co nd ition that req u i res con stant
The Ra m s i s i ste rs, j ord ica and Zanca, lead and blood tra n sfu s i o n s . H i s mon key- rat-t h i n g s l aves
p rotect t h i s ragtag gro u p . Both deny the ru mor that p rovide the blood and serve as s u bjects o n which he
they' re S a l l i a n O rsay' s bastard d a u ghters. If you ' re constantly tests potential cures for h i s con d ition.
a p p roached by the two girls, they m ight seem we l l In the h i l l s j u st n o rth of G l av i s , great ve nts in

1 68
LI M E NE
THE STEADFAST

the gro u n d expel stra n ge gases i nto the a i r. A m i d have b u i lt a plaza around i t (a match i n g plaza exi sts
these geo logic exh a l at i o n s dwe l l i n te l l i gent gaseo u s i n H idden Rarrow) , but they don't mark it i n any way,
creat u re s ca l l ed the S r u u . Very l ittl e i s known about so newcomers sometimes stu mble i nto it by accident.
these beings, wh ich a p p a rently h ave a civ i l ization The rift i s u n m a rked because the city' s i n h abitants want
deep below the s u rface. Those t h at come u p t h rough H idden Ra rrow to remai n-we l l , h idden. They want
the vents d o so u n wi l l i ngly a n d seek to ret u r n . it to be a sanctuary to which they can flee if i nvaders In the Ninth World, words
ever come to Rarrow. On the other side, defenses are like "pike" or "scorpion"
PIKE'S HEAD in p lace-a stone wal l and towers to defend aga i n st equate to somewhat
A s m a l l fi s h i n g town along the coast, P i ke ' s H ead h a s i nvaders who use the breach with hostile i ntent. The
different creatures than
we in the 2 7 st century
one as pect that m a kes it q u ite rem a rkable. About 3 00 street i n the plaza on the H idden Rarrow side can be
understand, but these
feet (9 1 m) off the s h o re, a mass ive thing j uts u p out rigged to col l apse, and beneath it i s a wide pit that the words are used because they
of the water. People ca l l it "the Beast. " Although in defenders ca n fill with oil to create a b u rn i n g " moat. " are the closest equivalents
some ways it resembles a struct u re, it's clearly made The peo p l e of Ra rrow a re sea traders a n d fi s h e rs . available.
of orga n i c m aterial, with ch iti nous p l ates and leathery The h a rbor i s a ca l m but deep port, a n d a ta l l
fl e s h . But it neve r moves and s h ows no sign of l i fe. It l i ghthouse a t t h e edge o f town g u i d e s s h i p s i n o n the
also neve r d ecays, so it gives no i n d ication of bei n g freq uent co l d a n d foggy n i ghts. The m ayo r l ives in
the corpse o f a n e n o r m o u s creat u re. Someone long a n d works out of a l a rge h o u s e i n the center of town
ago thought it looked l i ke a rive r p i ke ' s head, but the made from the h u l l of an ancient flyi n g craft of m eta l .
Beast h a s no identifia ble bod i ly characte ristics. No H i d d e n Ra rrow i s a s a n ct u a ry sought b y refu gees,
head, no eyes, n o l i m b s-j u st a h u l ki n g, twi sted mass those o n the run, o r those looki n g to d i s a p pear.
50 feet (1 5 m) across that rises more than 80 feet R u m o r h a s it t h at if yo u pay the city a h efty fee, yo u
(24 m) a bove the wate r. M ost people give it a wide can get a p l ace to stay for as l o n g as yo u w i s h-with
bert h , as it has a n u n pleasant odor, but some brave n o q u esti o n s a s ked rega rd i n g who o r what yo u ' re
residents believe that the fi s h i n g is better near it. tryi n g to h i d e fro m .

SCORPION'S REACH ARAS ISLAND


Th i s s p rawl i n g pen i n s u l a is fi l led with the ru i n s Belongi n g to no kingdom and beari n g the
o f t h e prior worl d s . Known fo r i t s wei rd ness a n d characteri stics of no s i ngle region, Aras I s land sta n d s
myste ries, i t i s freq ue nted b y exp l o rers, adventu rers, stro n g as a bastion o f i n d ependence, m u rder, and
a n d scholars of the n u menera. Scorp i o n ' s Reach i s mayh e m . Wh i l e tech n ically located i n Ancu a n , the
a l so d a n ge ro u s , offe r i n g regu l a r e n co u nters with island and the kingdom want noth i n g to d o with each Oorgolian soldier, page 250
Oorgo l i a n sold i e rs , mastigo p h o res , d i s a s s e m b l e rs , other. Rest i n g j u st ben eath the heel of Scorp i o n ' s Mastigophore, page 245
a n d oth e r re m n a nts of the past. Reach, the mounta i n o u s i s l a n d i s cove red w i t h s n ow Disassembler, page 238
and ice nearly year-ro u n d and has an i ncred i bly h a rs h
RA RROW cl i m ate, t h a n ks t o offshore q u a kes, biti n g wi n d s , a n d
If l s h l av is a city b u i lt on a city, Ra rrow is a city storms that batter the coast l i n e with giant waves.
h i d d e n with i n a city. The fo u n d e rs b u i lt it o n both The peo p l e of Aras a re eq u a l ly h a rs h . Ca l l i n g
s i d e s of a s pati a l rift. The city o n t h i s s i d e of the rift them selves j ae ke l s-afte r t h e giant s e a scorpion
Hidden Rarrow is home to
i s ca l l ed Rarrow, but its co u nterpart o n t h e oth e r s i d e they wors h i p fo r its aggress ive n at u re , armored
a significant marketplace
i s ca l l ed H id d e n Rarrow. About 5 , 000 peo p l e l ive i n s ki n , and s aw-toothed cl aws and ta i l s-they reve re a oftaboo. forbidden, or
Rarrow, a n d another 2,000 l ive i n H i d d e n Rarrow. b l oodt h i rsty, a n i m a l ist n at u re a bove a l l t h i n gs . dangerous goods. This
N o o n e knows p reci sely where H id d e n Ra rrow J ae ke l s e m u l ate t h i s be l i ef i n t h e i r act i o n s a n d black market is not an
l ie s in re lation to Rarrow. I s it in a para l l e l u n ive rse, t h e i r physical form. An i m a l i stic s u rgery ( i n cl u d i n g illegal enterprise in the
o n another p l a n et, o r j u st e l s ewhere i n t h i s worl d ? graft i n g , genetic m a n i p u l atio n , a n d i m p l a ntation) city, but the authorities of
other locales hate it, for it
M a ny peo p l e h ave t h e i r own theories. H id d e n Rarrow i s co m m o n , es peci a l ly a m o n g those who ride
is a place where weapons,
seems to h ave the s a m e or a s i m i l a r s u n , but the i n the i s l a n d ' s fierce a n d aggre s s ive wate r a rmy. artifacts, and worst of all
moon n ever a p pears i n the n i ght s ky, a n d the stars I t ' s not u n l i kely to fi n d J ae ke l s i n va rious stages secrets can be bought and
a re s i m i l a r but n ot i d e ntica l . Th i s l atte r fact l e n d s of tra n sformat i o n . B a n d ages and odd h ea l i n g sold, and usedfar beyond
cred e n ce to t h e be l i ef t h at the rift i s n ot spatial i n accouterments a re freq uent s i ghts, a n d claws, teet h , Rarrow.
nature b u t te m p o ra l , a n d t h at H i d d e n Ra rrow l i es h o rn s , a n d w i n g s a re prized body e n h a n cements.
fu rt h e r i n the fut u re. O n ly those with t h e h i gh est h o n o rs i n ki l l i n g a n d
The rift i s 200 feet (61 m) wide and ru n s through the p i l l ag i n g, known a s Ara s ka s a n d i d e ntified by a n
middle of each half of the city, but it's i nvisible. Pas s i n g i ntricate patte rn o f b l ood tattoos, a re deemed worthy
through the r i ft res u lts i n a smooth tran sfer from o n e of h av i n g wings of any sort.
side t o the other with no sen sation o f tra n s ition. T h e Despite t h e i r u s e of body-e n h a n c i n g tech n o l ogy,
folk o f Rarrow know exactly where the rift l ies a n d J ae ke l s favor s i m p l e , trad itional wea p o n s , which

1 69
materi a l s break on t h e s h o re of t h e i r i s l a n d .
T h e i r boats, h oweve r, a re a n o t h e r m atte r, l ovi n g l y
co n structed by a n Ara s ka a n d h e r crew fro m t h e
p a rts o f capt u red a n d sto l e n s h i p s . I t ' s co n s i d e red
a g reat ach i eve m e n t to capt u re a vessel fro m
an orga n ized g ro u p l i ke t h e Redfleets or G h a n ' s
m e rch a n t fl eet a n d d i s m a nt l e it e n t i re l y before
t u rn i n g it i nto a new j ae ks h i p (or u s i n g t h e p a rts o n
a s h i p a l ready i n p rogre s s ) .

THE WESTERN SEAS


Few people in the N i nth World real ize that the Western
Seas extend all the way around the globe, forming the
vast, si ngle ocean that s u rrounds the megaconti nent.
N i nth Worlders primarily use the seas to travel and trade
up and down the long coast. The ki ng of G han and h i s
merchant fleet captains believe that a sign ificant island
chain l ies far beyond the western horizon, however, and
they hope to mount an exped ition soon.
The Western Seas a re fi l led with d a n ge r and
myste ry. Those who sail t h e waters a re n o stra n ge r to
p i rate s , p red ato rs, a n d h o rrific storms.

CORARE SEA
The Co ra re Sea i s re l atively gentle a n d , a s one heads
n o rt h , q u ite wa rm. Alt h o u g h the sea i s h o m e to fi s h
o f a l l k i n d s , sto ries te l l o f i n te l l i gent p red ato rs- p a rt
synth, part cetacea n-t h at l ive i n the deeps a n d
co m e u p t o h u nt.

FENGALI FOREST
Located about l 00 m i les (1 60 km) off the Steadfast
coast, the Fen ga l i Forest con s i sts of around 4,000 acres
of s u b merged trees. The tops of the trees-mostly
d rowned evergreens, water tupelos, and longbow
willows-rise above the water, some by as m uch as 20
feet (6 m) . Beneath the s u rface, the trees are con nected
by their tangled, ever-expand i n g root system .
they typ ically steal fro m t h e i r captive s . I t ' s l o n g been Above the water, the branches are th readed with
co n s id e red a sign of wea kness to u s e a tech nological tru n ked l i l ies, giant vines l i ned with poisonous barbs
wea p o n , although t h at perception i s c h a n g i n g, and that s l ither along the treetops l i ke snakes. Once a year,
tod ay yo u ' re m o re l i kely to see a m i x of wea pons the l i l ies prod uce nests of strongly scented orange
a m o n g J ae ke l s . With o r without wea p o n s , they flowers. These poisonous flowers q u i ckly kill any
a re fie rce warriors, fight i n g l itera l ly tooth a n d n a i l , creatures that eat them; once the host i s dead, the
h avi n g tu rned t h e i r bod ies i nto h i g h l y s pecial ized flowers cocoon i n s ide the body until they' re ready to
ki l l i n g mach i n es. sprout. Tru n ked l i l ies have been known to swi m as far
j aeke l s kid nap scholars, t i n kerers, and other workers as 1 00 m i les (1 60 km) to return to the forest of their
of the n u menera and bring them back to Aras, where nesting pl ace.
they force their prisoners to create stronger, fiercer A tight c l a n of h u m a n s , known s i m ply as grove rs,
a n i m a l i stic elements. For their experi ments, they also l ives above the wate r a m o n g t h e b ra n c h e s and tru n ks
capture a wide variety of creatures, incl u d i n g h u m a n s i n a series of fl oati n g p l atfo rms a n d s h acks b u i lt of
and abhumans. Rasters are a s pecial favorite, both scave n ged synth a n d metal fro m the oce a n . They a re
for their biomech an ical wings and for the sport of n ot aggress ive u n l e s s t h ey bel ieve t h at t h e i r c l a n o r
capturing them and their riders. fo rest i s i n d a n ger. G rovers h ave become i m m u ne t o
j ae ke l s b u i l d t h e i r l iv i n g , worki n g , and m e rch a n t the tru n ked l i l ie s ' poison a n d u s e the v i n e s as w h i p s
struct u re s from scave n ged bits of wh atever o r l a s s o s aga i n st t h e i r e n e m i e s .

1 70
LI M E NE
THE STEADFAST

Fa r bel ow, a l most h a l f a m i l e beneath t h e wate r' s


s u rface, t h e l ower tru n ks a n d root syste m s create
a series of reefs , s i m i l a r to cora l reefs , which a re
h o m e to ocean rifts, s u n ke n n u m e n e ra , a n d deep
sea creat u res. Among the beasts, root s h a rks a re
the most aggre s s ive-fa st swi m mers a n d sol itary
h u nters, t h ey l i e i n wait, ca mouflaged aga i n st t ru n ks
or the ocean floor, u nt i l t h e i r n ext meal a p pears.
G h ost cra b s , some as l a rge a s 5 feet (1 . 5 m) acro s s , Ghost Crabs, page 24 1
weave i ntricate s i l ica we b s between t h e tangled roots
to trap p rey. These a l a baster cra b s , wh ich seem
to appear a n d d i s a p pear in t h e d e pt h s , a re b l i n d ,
re lyi n g o n t h e i r finely h o n ed s e n s e o f touch t o fi n d
a n d d evo u r p rey ca ught i n t h e i r we b s . They' re such
tale nted h u nters t h at eve n t h e root s h a rks give them
a wide bert h .
Th ree l o n g ocean rifts ru n t h rough t h e fo rest,
para l l e l gouges 1 m i l e (1 . 6 km) long and at least 3
m i l es (4. 8 km) deep. Those who b rave these b l ack
d e pth s face d a u nt i n g foes but m i ght fi n d great
reward s with d i scove ries of the n u m e n e ra . Many believe that the
octopi bear little affection
ELDAN FIRTH for humans. Hundreds
With i n the coast l i n e of the Steadfast is a deep i n l et
of years ago, when the
first human encountered
with an i n h os p itable s h o re of j a gged rocks a n d steep them and was able to
i nc l i n e s . Ca l l ed Eldan F i rt h , this p l ace i s h o m e to a establish some kind of
s pecies t h at, u n known to a l m ost a nyo ne, is perh a p s communication (thanks
the o l d est u n c h a n ged s pecies o n t h e p l a n et. M o re to a numenera device),
t h a n a b i l l i o n years o l d , the octo p i h ave i n h a b ited the only response he got
from the octopus was an
the eart h ' s seas fo r l o n ge r t h a n any one s pecies h a s
enigmatic, "Oh. You're
dwe l led o n d ry l a n d . T h e s e ce p h a lopods a re fa r m o re back. "
i nte l l i gent t h a n a nyo n e h a s eve r guessed, a n d N i nth
Wo rld octo p i h ave fa s h ioned their own sop h i sti cated
u nd e rsea soci ety, cities, a n d mach i n e s . They l i kely
possess great l o re, although t h ey h ave always
stud i o u s l y i g n o red the activities of creatu res t h at
dwe l l on the s u rface.
The Octopoidal Queen reigns from a pal ace deep in
E l d a n F i rt h , ru l i n g her s u bjects no m atter h ow fa r they
s p read out across the seas. The few people on land
who know of her exi stence u n d ersta nd that it's wise to
s peak with her before head i n g i nto u ncharted wate rs.

SEA OF SECRETS
Co l d a n d d a n ge ro u s , the Sea of Secrets is beset
by s h i p-devo u r i n g serpents, h o rrific storms, a n d a
wide vari ety of p i rates , the worst of which h a i l from
Ancuan (and the worst of them from Aras I s l a n d ) .
As yo u trave l south i n t h e sea, s m a l l , h a rd -to-s pot
icebergs beco m e a rea l th reat to s a i l i ng. I t ' s s a i d t h at
somewh e re to the far south i s a city froze n i n s o l i d
i c e , reach a b l e o n ly b y a stout s h i p a n d a b rave a n d
experienced ca pta i n .

1 71
THE ISLAND OF THE LAST MIGRATION The I s l a n d of the Last M i gration i s a sta rfi s h
Once, shortly after our world was born, when she still s h a ped bit o f l a n d j u st off t h e Steadfast' s
was young and barely a babe upon her mama's knee, western s h o re. I t ' s a p l ace of myt h s , lege n d s , a n d
her mean grandma ma wanted to steal her away and extrao rd i n a ry d a n gers. O n ce, t h e i s l a n d was a
keep herfor her own. And who could blame the old parad ise, i n h a b ited o n l y by m e m bers of t h e G utos
woman? When our world was but a babe, she was c l a n , and its s p l e n d o r was u n p a ra l l e l ed-ext i n ct
twice, three times as beautiful as she is now. A sight to volcanoes a l o n g the s kyl i n e, fa ntastical creat u re s a n d
behold, so stunning that even the strongest man fell to fo l i age of a l l s izes a n d co lors, t u m b l i n g waterfa l l s t o
his knees at the sight of her. refres h the s p i rit a n d the s o u l .
Mama was loath to let her go, and the two women B e l i evi n g t h e m s e lves to be the desce n d a nts of the
fought andfought over the babe, pulling her and pushing wo rld-ch i l d , m e m bers of the G utos c l a n tattooed
her, tugging her between them. Then grandmama did t h e i r yo u n g ch i l d re n with the mark of t h e i r a n cestors,
the unthinkable. She slapped the babe, who cried out fo reve r etch i n g t h e outl i n e of a hand print o n one
One of the most common
types of boats used in pain andfear. The two women, seeing what they had s h o u l d e r.
along the coast and on done, they got on their knees and beggedforforgiveness Then t h e i s l a n d p a rad i s e c h a n ge d . Some G utos
the islands are called and promised to cherish our worldforever. began to rete l l t h e i r vers ion of the wo rld-ch i l d myt h ,
drumrunners. These But our world was already growing up fast. She bel iev i n g t h at the poi nt o f t h e story w a s n ot t h at t h ey
shallow-hulled craft hae knew that it would only be a matter of time before her were destined to l ive fo reve r i n a p l ace of parad i s e ,
an aft section shaped a
mama and grandmama were at odds again, and she but t h at they we re chosen to s h a re t h i s s a n ct u a ry
little like a drum, used for
stowage. wanted no part ofit. She knew the women needed to with the worl d . Ca l l i n g t h e m se lves the G uto n o n s ,
be separated in order to protect all the creatures of land they parted ways w i t h t h e i r c l a n a n d touted the
and sea and sky that lived within. p ro m i s e of p a rad i s e to a nyo n e who wo u l d l i ste n .
"Look what you have done, " she told them both, They s o l d bits o f t h e i s l a n d t o a nyo n e with t h e s h i n s
and pointed to her shoulder, where the mark of her i n h a n d , offe r i n g a uto p i a where d i sease a n d d a n ge r
grandmama's hand still blazed upon her skin. fea red to tread a n d where t h e i n h a b itants we re
The women bowed their heads, shamed by the power d e st i n ed to h ave ete rnal l i fe.
of their love. Word s p read q u ickly. Soon the island was cove red
"I banish you to the skies, " she told her mama, with homes, b u s i nesses, and growing cities.
"where you can look down and see me and grandmama Deforestation raged to make room for new b uye rs.
every morning. " M a ny s pecies that had orig i n a l ly enticed people to
"I banish you to the seas, " she told her grandmama, the i s l a n d ' s shores we re dead o r dyi ng. The water ra n
"where you can look up and see me and mama every b l ack with res i d u e and sti n k. Among the chaos, a civ i l
night. " w a r b roke out between the G utos and the G uton o n s ,
Then our world touched the mark that she bore, her and it was n 't long before the w a r extended i nto a fu l l
first mark among all the marks that would come, and o u t battle aga i n st the newcomers.
she said, "Here shall be the most beautiful place on the Their i s l a n d parad i s e n ow a batt l efield of d i rt a n d
whole of my body, a sanctuary for all those who are in b lood , t h e peo p l e b e g a n t o leave t h e i r b i g homes a n d
danger and need saving. When I am old and begin to b u s i nesses. The G uto n o n s , w i t h the G utos fo reve r at
die, for die I shall"- t h e i r th roats, left the i s l a n d o r beca me a s s i m i l ated
At this, her mama and grandmama began to weep, back i nto the l a rger c l a n .
for they did not want to think of her growing old and A l l t h at sta n d s tod ay a re t h e re m n ants o f a
dying. But our world continued as ifshe had not heard. co l l a psed soci ety. B u i l d i n gs cru m b l e a n d fa l l to
-"/ shall bid everyone come to this place, this mark, the stra n g l i n g ru i n of cree p i n g v i n e s a n d crawl i n g
for theirfinaljourney, and they shall live there for all of critte rs. Cities l i e e m pty b u t fo r t h e roa r o f w i l d
eternity. " t h i ngs ra i s i n g t h e i r yo u n g i n the d a rk a l l eys a n d b l ack
Hearing that, her mama went to the sky and her byways . M ac h i nes ru st i nto loam a n d bits of metal
grandma ma went to the sea, for they saw that already t h at w i n ged creat u re s u s e to l i n e t h e i r nests.
the babe had grown up and was doing wondrous things, Every d ay, bit by bit, parad ise returns to the I sland
and they wanted to see every single one of them. of the Last M igration. And deep i n the island's h idden
And that, my child, is how you came to be born in heart, the G uton clan waits and watches, passing
paradise, on the Island of the Last Migration. down myths and legends to the babes on their knees,
And that's h ow co m e yo u h ave the mark o n yo u r decorating their skin with the mark of their ancestors. For
s h o u l d e r, too-ri ght, gra m m u m ? a long time, they thought the world was dyi ng, but now
Right, child. And soon, you will b e old enough to they real ize that she has merely been sleeping. And when
have your own mark. And, as is our tradition, I shall be she awakes, and the island with her, clan mem bers wi l l
the one who puts it there. b e ready t o fu lfill their destiny as h e r chosen ones.

1 72
LI M E NE
THE STEADFAST

People of Interest WESTERN SEAS HEARSAY


N neka is t h e esteemed ch i l d of the p a i r i n g of t h e o l d The Song of Calli ng: At times, a stra n ge and
a n d the n ew. O n e of the potential fut u re leaders o f a l l u ri n g song can be heard j u st off the coast.
the c l a n , s h e i s neari n g ad u lth ood , l o n g p a s t the age Reports of s a i l o rs and fishers say that if you fo l l ow
when she s h o u l d h ave rece ived the i s l a n d ' s mark the song, at some point you s a i l i nto an entirely
fro m h e r gra n d m a m a . Born i n the ge n e rati o n t h at d i fferent sea, as if you r s h i p pas sed t h rough some
ca m e afte r the civi l war, N n eka does n ' t be l i eve i n t h e kind of doorway. These re ports a l so speak of
o l d ways a n d h a s refu sed t h e m a rk of h e r peo p l e . rose-colored seas, l iv i n g i s l a n d s , and i ntel l igent,
A tom boyish young woman with short hair dyed bright fo u r-wi n ged b i rd s . The tales i ntrigue many bold
orange from the crushed wings of calterfl ies, she d resses exp lorers, who seek the enth ra l l i n g song so they
i n the rags of the dead she finds among the ru i n s of the can d i scover where it m i ght lead.
cities. N neka often s h i rks her d uties to s pend her days
exploring the run-down buildi ngs and factories, and she THE WEIRD OF THE WESTERN SEAS
knows a great deal more about the world beyond the Fire of the Seas: T h roughout the seas, s a i l o rs
island than she does of her own home. speak of a ra re occu rre n ce where green fi re arises
fro m t h e ca l m wate rs. Those few who h ave s a i led
Chelvi n is a re m a i n d e r from the great war. Th i s i nto the fi re (i ntentio n a l ly o r oth e rwise) h ave
h u m a n o i d creatu re i s a l m ost e n t i rely mec h a n ical a n d fo u n d t h at its fl a m e s do n ot b u r n , but its warmth
was d e s i gned w i t h a s i n g l e p u rpose: to ki l l . E q u i p ped tra n sforms m atte r. The alterat i o n s a re n ot a s
with a ca moufl age-see k i n g topcoat a n d four l o n g d a n ge ro u s o r violent a s those b rought by the
a r m s , e a c h o f which wie l d s a d i fferent type of I ro n Wind, but t h i ngs bathed i n the green fi re of
wea p o n , Chelvi n roa m s the i s l a n d without p u rpose the seas c h a n ge s i g n ifica ntly nonet h e l e s s . "The Amber Pope himself
o r p l ace to ca l l home. H i s extern a l construction
is some kind of biological
construct that represents
of s m ooth m a n ufactu red m ateri a l a p pears T h e Eloquent F i s h : Along the coast of the Sea o f some darker, secret pope
i n d estruct i b l e , but h i s m i n d is another m atte r. Secrets, eve ry o n ce i n a w h i le, a n i m p re s s ively that dwells only in shadow. "
Somet i m e s he attacks a n i m a l s a n d h u m a n s without l a rge fish b reaks the s u rface near a s m a l l boat -Narada Trame, anti-papist
p rovocat i o n , atte m pti n g to fu l fi l l his o ri g i n a l d uties. and atte m pts to e n gage the occupa nts in a
Oth e r t i m e s , h e offers wh ateve r a s s i stance h e can. conve rsation i n pe rfect Truth.
N n eka see m s to be t h e o n ly person who can guide
Chelvi n ' s h a n d a n d m i nd i nto doing good . H owever,
t h e re is ta l k t h at s h e is be i n g corru pted by Chelvi n ' s a long time, the c h i l d re n and many ad u lts conti n u e
d a n ge ro u s s i d e , a n d t h at t h e two o f t h e m a re t o ca l l her From Fa r (meld i n g the word s o f the n a m e
begi n n i n g to scheme for the i s l a n d ' s d estruct i o n . together so it sou n d s l i ke "fromfar") because s h e
was n 't b o r n there. S h e d o e s n ' t s e e m t o m i n d and
M abon M acabee ca m e to t h e i s l a n d to w o r k i n even i ntrod uces herself as " Fro mfar Mabon."
o n e o f t h e early facto ries i n what w a s t h e n ca l l ed
G utte ntow n . U n l i ke the others, most of whom were My work with the bees continues apace. Ever since I broke
k i l led d u ri n g the war o r left when t h i ngs began to the code of their language dance, the queens seem willing
go bad ly, M a bo n settled o n the i s l a n d a n d refu sed to let me into their lives and work, and the others seem to
to l eave. Part of t h e reason i s t h at the weat h e r h e re respond well to the training regime I put them under.
seems to ease the l o n gt i m e aches s h e ' d had i n h e r We continue to work toward the future safety ofthe
joi nts. But part of it i s h e r d i scove ry of the i s l a n d ' s island, but the work is slow going sometimes. While the
l a rge a n d i n te l l i gent bee p o p u l at i o n , w h i c h was suit of armor has proved more difficult than expected -
nearly wi ped out by i n d u strial izat i o n . the bees accidentally sting me more often than I'd like
M a bo n h a s become a n a v i d student o f the h ives - we have seen breakthroughs on training the drones
and a n advocate fo r t h e i r s u rviva l , b u i l d i n g a h o m e to mimic my shape, creating a decoy. I am not sure of
fro m scave n ged m ateri a l s a n d h o n eyco m b s i n the its use yet. Although the children delight in seeing two
m i d st of the a rea ' s l a rgest bee p o p u l at i o n . I t ' s n ot of me, I hope it to have greater implications for the
u n u s u a l to see h e r s u rro u nded by a g i a nt swarm protection of both myself and the island.
of bees. Somet i m e s t h ey cover her body l i ke l iv i n g , The Guton inquire as to why I feel the need to protect
b uzzi n g armor; oth e r t i m e s , they form the s h a pes o f myself, but I do not have the language to tell them that
i s l a n d creat u res fo r the a m u sement of l o c a l ch i l d re n . I sense something wicked and wanting in my dreams.
M a bon i s on good terms with the G uton clan It taints even the taste of honey upon the tongue, and
mem bers, despite their fear of the bees, a n d often turns my thoughts ofsweetness to those ofstingingfear.
h e l p s them restore parts of the i s l a n d to its natural
state. Desp ite the fact that she's l ived on the i s l a n d for

1 73
CHAPTER 1 2

TH E B EYOND

T
he Beyond i s a very Steadfast-centric te rm, o n , near, or ben eath the s h a rd s . Oracles s u p posed ly
u sed essenti a l ly to describe any a rea of the watch t h e futu re h e re. Gods s peak to m o rta l s m o re
world that i s n 't part of the nine k i n gdoms. As clea rly a n d ofte n , t h a n ks to t h e s h a rd s .
the scope of the world known and u n d e rstood by eve n H owever, most people recogn ize t h i s arid land scape
the most learned scholars i n the Steadfast is l i m ited , to be-h oly or not-a n i n h os p itable waste l a n d ,
however, what the Beyond tech n ica l ly i ncludes a re the particu l a rly i n the eastern portion o f the region. T h i s
lands south of the Caeci l i a n j u ngle, west of the Clock a rea i s l ittle more than a desert, and i n p l aces a d u ne
of Ka la, and north of the Southern Wa l l . sea-p ierced with crystal s h a rd s-d o m i n ates as far as
T h e peo p l e o f the Beyo n d a re eve n m o re d i s p a rate the m o u nta i n s . In the west, there i s a bit more l ife, but
and i s o l ated fro m one a n other t h a n the fo l k of the the land rem a i n s u nfit for farm i n g o r graz i n g.
Steadfast are. Although these lands a re full of wo u l d D a n ge ro u s creatu res roa m t h e exp a n s e beneath
be rulers, m o s t com m u n ities a re t r u l y i n d e pe n d e nt. the s kyfie l d s , i n c l u d i n g a variety of band its,
jiraskar, page 242 M a ny h ave l ittl e contact with t h e wo rld outside t h e i r a b h u m a n s , j i ra s kars , a n d travo n i s u l .
Travonis ul, page 263
o w n l i m ited bou n d s , a n d some h ave n o n e a t a l l . The
scattered v i l l ages of t h e Beyo n d a re ca l l ed aldeia, THE CROWD CITY
a n d most a re centered o n a cl ave of Aeon Priests. Beneath the floating crystal field s , on an otherwise
D u e to t h e peri l s of t h e N i nth Wo rld, many a l d e i a barren p l a i n , a mass of m i l lions of preserved corpses
d o n ' t we lcome stra n gers. Some o f t h e s e v i l l ages a re of h u mans, a b h u m a n s , a n i m a l s , and strange beasts
d a n ge ro u s i n a n d of t h e m s e lves, as t h e i n h a bitants com pose a city. Some mad gen i u s fu sed these bod ies
h ave taken u p ca n n i b a l i s m , h u m a n s acrifice, o r together t h rough u n known mea n s and scul pted
s i m i l a r p ractices. them i nto the shape of b u i l d i n gs, streets, and other
structures. Stranger sti l l , a mysterious force a n i m ates

}{ THE CLOUDCRYSTAL this mass of flesh. B u i l d i ngs change s h ape and s ize,

JV
and the entire city moves across the land scape. It
SKYFIELDS u s u a l ly moves very slowly if at a l l , but occasionally the
To the north of the Steadfast, beyo nd the Tithe River, Crowd City wi l l be m i les from where it once stood i n
float the Cloudcrystal S kyfie l d s . These eve r-grow i n g j u st a matter o f weeks.
crysta l l i ne s h a rd s s l owly
d rift h i gh a bove a
p l a i n of the s h attered
re m n ants of s h a rd s that
fel l . Some of the s h a rd s
a re as l a rge as cities, a n d
others a re as s m a l l as a
The land beneath the fist. Or a s l iver.
sky.fields is sometimes M a ny con s i d e r
simply called the Fallen t h i s a rea a holy l a n d
Fields, when it needs
o f sorts. Some so
differentiation. However,
most of the time the entire ca l l ed sorcerers a n d
region is referred to as the priests conte n d t h at
Cloudcrystal Sky.fields. the cryst a l s a re t h e
pe rfect foci fo r magical
powe r, a n d t h ey d e s i re
to co n d u ct a l l of t h e i r
rit u a l s a n d cere m o n i e s

1 74
LI M E NE
THE BEYOND

Rat h e r t h a n be i n g attracted to t h e dead bod ies, Stork- h eaded a b h u m a n s with backward-


i n sects a n d a n i m a l s ge nerally avo id a n d eve n flee bent, h oofed legs dwe l l in a s m a l l vi l l age at the
fro m the Crowd City a s if re pel led by a n u n seen fo rce. n o rt h e rn most point of the U n seen Lake, s u b s i st i n g
No one l ives in the Crowd City, but occa s i o n a l ly o n fi s h c a u g h t i n n ets fro m boats. T h e s e creatu res
exp l o rers d e lve the recesses of its macabre streets keep to t h e m s e lves a n d flee fro m oth e r b e i n g s if
and a l l eyways looki n g fo r secrets. Some n ever ret u r n , pos s i b l e.
s u ggest i n g t h at perh a p s somet h i n g does dwe l l h e re
after a l l . DEEP VORMASK
Deep Vo rmask l i es far below a s m a l l l a ke, to the fa r
SCORPION SANCTUM west o f the p roper S kyfie l d s . Reac h i n g t h i s enormous
Sta n d i n g h i gh a bove the s u rro u n d i n g desert, the l i m esto n e cave rn i nvolves trekki n g t h rough m i l es of
Scorpion S a n ct u m i s o n e of the th ree main citad e l s wi n d i ng, d ifficult t u n n e l s . The cave rn itself is 3 m i l es
o f the o rga n ization t h at ca l l s itself t h e Co nve rge n ce . (4 . 8 km) long, a n d water d ra i n i n g fro m t h e l a ke
Convergence, page 223
The a rea a ro u n d the s a n ct u m i s p l agued by ch i rog a bove creates a wate rfa l l t h at d rops d own fro m the
ra iders, so the m a g i sters with i n rarely see v i s itors. ce i l i n g, fo rm i n g a n u n d e rgro u n d river. Ove r this rive r
H owever, the a b h u m a n s pose l ittl e th reat to the i s a w i s p of a sto n e bridge. On o n e s i d e of the river
m e m bers of t h e Co nve rge n ce t h e m s e lve s , who l ives a gro u p of yovoki ; o n the oth e r, a s m a l l tribe of Yovok, page 267
co n d u ct their biza rre expe r i m e nts i n peace. h u m a n s . After l o n g co nfl icts, these two gro u p s h ave
reached an u n stable d etente.
UNSEEN LAKE
Chirog raiders of the region
The h u m a n s h ave b u i l t s h e lters fro m m a s o n ry
seek to steal machines
H e re, fi s h appear to swi m t h rough t h e a i r, a n d boats sto n e a n d fi b ro u s fu n g a l sta l ks t h at rese m b l e and even technological
float a l o n g with noth i n g s u p po rt i n g t h e m . The woo d . T h ey n u m be r a p p roxi m ately 400 a n d h ave spare parts. Some believe
U n seen La ke i s a ve ry l a rge body of wate r-6 m i le s m a stered n ot o n ly t h e l ayo ut of the h u ge cave this suggests that they
(1 0 km) l o n g a n d 2 m i l es ( 3 . 2 km) wide-th at i s but a l s o the m i l e s a n d m i l e s of t u n n e l s a n d caves are building or repairing
utte rly t ra n s pa rent. You c a n s e e t h e float i n g cryst a l s a ro u n d it. The h u m a n s s u b s i st o n fu n g u s , cave
something deep in the
desert.
i n t h e d i stant skies fr o m its s h o res. rept i l e s , a n d l a rge s u bterra n e a n i n sect s , w h i c h
The water i s n 't j u st clear, it's essenti a l ly i nv i s i b l e , s u rface-wo r l d e rs fi n d t o be a m o re i m p re s s ive
m a k i n g t h e l a ke l o o k m o re l i ke a d e p re s s i o n fi l led b o u nty t h a n it s o u n d s .
with flyi n g fi s h a n d wave r i n g plant l ife. The wate r is Acro s s t h e river, about 3 00 yovoki dwe l l i n t i n y
normal in all ot h e r res pects, a n d if taken fro m the caves a n d h o l l ows with i n t h e l a rger cave r n . They
l a ke, it takes o n a sta n d a rd a p pearance afte r th ree to gather a ro u n d cookfires when t h ey' re n ot wa n d e r i n g
fo u r d ays (unless it's ca refu l ly p reserved i n a sealed a b o u t the s u bterranean l a byri nth s .
conta i n e r) .

1 75
CLOUDCRYSTAL SKYFIELDS
HEARSAY
Both g ro u p s u s e a n o d d , a n c i e n t tech n o l ogy
fo u n d o n ly in Deep Vo rm a s k. Wit h i n the cave
Gaian Spies: By papal edict, the Order of g row ro u n d , h o l l ow sto n e s p h eres t h at re ach
Truth has proclai med that any spies from the enemy 1 5 feet (4 . 6 m ) in d i a meter b e fo re d etach i n g
Gaian forces found in the Cloudcrystal S kyfields wi l l fro m t h e sto n e a ro u n d t h e m . Alt h o u g h it s ee m s
"The Aeon Priests in the
b e p u t t o death. Proof o f executi ng such a spy earns i m po s s i b l e , t h e s e n at u ra l l y growi n g sto n e b u b b l e s
Beyond claim to have
no allegiance to the s pecial d i s pen sations from the Aeon Priests. h ave h atc h e s i n t h e botto m , w i n d ows o n t h e
Am ber Papacy, but you s i d e s , a n d i nt e r i o r contro l s t h at e n a b l e a p ract i ced
have to admit, having a Ritual Escort: A co m p a n y of t h e u rg i sts seeks to occ u p a nt to steer the s p h e re t h ro u g h the a i r i n
handful of agents spread h i re g u a rd s fo r a j o u rney i nto the Cloud crystal a n y d i rect i o n . T h e s e s p h e re s fu n ct i o n o n l y wit h i n
throughout that vast
S kyfie l d s , where they i ntend to perform a rit u a l D e e p Vo r m a s k.
region is a wise move
for an organization that ben eath the crysta l s . Somet h i n g t h at they carry
wants to control the to u s e i n t h e rit u a l d raws stra n ge a n d host i l e UXPHON
world. " -Narada Trame, creatu res t h at attack t h e g ro u p a t eve ry t u r n . Along t h e weste rn edge of the B l ack Ri age m o u n ta i n
anti-papist ra n ge l ies Deathwater Canyo n . A d i st i n g u i s h i n g
Crystal Prospector: An old wo m a n n a m ed c h a racte ristic o f t h e canyon system i s t h e n etwo rk
F i l loria Dram wants to h a rvest port i o n s of o n e of h u ge cera m i c p i pes t h at run t h rough it, exit i n g
of t h e float i n g crysta l s . S h e h a s a deflated h ot fro m the s o l i d rock fo r a t i m e a n d d i s a p peari n g
a i r bal loon i n t h e back of h e r wago n , but s h e ' s b a c k i nto a canyon wa l l . The p i pes a re 1 0 t o 1 5 feet
looki n g fo r h e l p i n reach i n g t h e crystal a n d (3 to 4 . 6 m) in d i a m eter a n d somet i m e s s p l it i nto
d ea l i n g w i t h the c h a l l e n ges of h a rvest i n g i t . two o r th ree co n d u its at key j u n ct u re s . No one h a s
eve r d eterm i n ed where the p i p e l i n e o ri g i n ates o r
THE WEIRD OF THE term i n ates, but the p i pes a re s a i d to be e m pty n ow,
CLOUDCRYSTAL SKYFIELDS o r mostly so.
The G arden of j i rzeem: About 1 5 0 m i les (240 T h e l a rge city of U x p h o n s it s at the h e a rt
km) n o rth of the N avare n e bord e r, yo u can fi n d of Deathwater Ca n yo n , a m i d a centra l co re of
a l a rge gard e n of beautifu l b l o o m s , fl owe r i n g the p i pe syste m w h e re s o m et h i n g sti l l fl ow s .
b u s h e s , a n d l o n g- l i m bed tree s . I t a p pears we l l T h e 2 5 , 000 peo p l e t h at ca l l U xp h o n h o m e u s e
tended , b u t n o gard e n e r can eve r b e fo u n d . t h e p i pe s i n t w o ways : t h e e m pty co n d u it s
h ave beco m e t h o ro u g h fa re s , a n d t h e ot h e rs
The Wizard : A be i n g w h o ca l l s itself d 'Ambersh rad i ate heat. T h e h o m e s of t h e wea l t h y a b ut t h e
trave rses the lands beneath the S kyfields on warm p i pe s , w h i c h a l s o p rov i d e h ot a n d co l d
what see m s to be a float i n g rug. I t wears flow i n g ru n n i n g wate r t h a n ks to s o m e rece n t i n gen i o u s
robes w i t h a d i sti nctly poi nted h ood . T i n y e n g i n e e r i n g of s m a l l p i pe s .
creat u res, some winged , c a p e r a n d cavo rt a ro u n d Uxphon i s a very old city. Seven fa m i l ie s t h at
d 'Am bers h , who ca l l s the creatu res i t s h o m u n cu l i . h ave l ived there t h e l o n gest c l a i m n o b l e stat u s a n d
dwe l l i n a n cestral m a n o rs . Ru mors s a y t h at some
The G h ost Mou ntai n : N e a r t h e ce nter o f the o r all of t h e b u i l d i ngs h ave h id d e n c h a m bers a n d
region l i es a n e n o r m o u s , m i st-s h ro u d ed peak s u bterranean l eve l s where t h e n o b l e s h id e t h e i r
m aybe. M a ny who h ave gone looki n g for t h e debaucheries, trea s u re s , a n d greatest secrets. Loca l
m o u nt a i n n ever fi n d i t . Oth e rs re port fi n d i n g it t h i eves c l a i m to h ave b roken i nto the m a n ors a n d
without any p ro b l e m . seen some of these secret p l ace s , but m o s t such

1 76
LI M E NE
THE BEYOND

boasts a re p robably l i es. Of co u rse, t h at doesn't


mean t h e h id d e n c h a m bers d o n ' t exi st. The current champion of
Uxphon has a l a rge s l ave pop u l ation, and the the arena is Llaritan (level
city' s s l ave m arket i s re nowned. It's fueled by 8), a woman infamous for
the glad iatorial arena, where we l l -tra i ned s l ave her use of magnetism to
wield multiple weapons at
com bata nts fight each other as we l l as captive beasts.
once.
S u ccessfu l glad i ators not o n ly win their freed om but
can also become wea lthy i n their own right. A game favored by the

.:
crowds in the area is called
the Reaping, wherein
. . h t , , th
the combatants face off
amid an arena filled with
primary n at u ra l d ivision between the Steadfast and explosive organic pods.
the Beyo n d , the B l ack Ri age i s a p l ace of both d ifficu lty
and d a n ge r. The i n h a b itants of v i l l ages scatte red
t h roughout its expanse a re trappers or herders of rock
goats or s i m i l a r creat u res. A wide variety of a b h u m a n
tribes also dwe l l i n the mou ntai n s , i n c l u d i n g ma rgr,
c h i rog, and sathosh, as we l l as stra n ger, rarer b reed s.
Th ree main passes lead t h ro u g h the B l ack Riage,
although oth e r, secret passes exi st a s we l l . The
main ro utes-Tre m b l e Pass, Ce rdyn ' s Pass, a n d Legend has it that one
G a ri N ave-offer ca rava n s a n d trave l e rs t h e mea n s person was able to contact
t o cross the m o u n ta i n s without u n d ue d ifficulty, the intelligence in Mt.
although the pat h s a re steep a n d somet i m e s n a rrow. Zan/is. She did so by
I n t h e winter, a l l t h ree beco me very d a n ge ro u s , finding a secret chamber at
the heart of the mountain.
a n d the southern two a re a l m ost certa i n ly b l ocked ,
Finding it again proved
leav i n g Tre m b l e Pass as t h e o n l y pos s i bly clear impossible. Some speculate
pass age t h ro u g h the reg i o n . that the mountain can
reshape itselfas it needs to.
MT. ZANLIS
The ta l l est of the mou ntai n s in the B l ack Ri age at
2 3 ,000 feet (7,01 0 m) , Mt. Zani i s i s also known as
the Dark M aste r. M o st of those who dwe l l with i n
l 0 0 m i les (1 60 k m ) o f the peak bel ieve it t o be some
kind of l iving bei n g posses sed of great power, though
whether god or d ev i l none can say. Aeo n Priests
i nvestigat i n g the area s u ggest that the m o u nta i n ' s
core m i ght b e artifici a l , h o u s i n g a mach i n e inte l l i gence
with the a b i l ity to affect rea l ity on a fu n d a mental
l eve l . The potential motives, goa l s , o r outlook of
such a n i nte l l i gence re m a i n entirely co nject u re.
H oweve r, the loca l s talk of gree n ra i n , acid ic h a i l ,
other wei rd weather, u nexp l a i n ed l i ghts, changes i n
gravity or t h e flow o f time, t h e s u d d e n a p peara n ce of
stra n ge creatu res on the m o u nta i n ' s slopes, and the
d i sappearance of travelers, h u nters, or others that got
too close. And yet some exp lorers h ave traversed the
region many times without i ncident.

LEG RASH
Legrash is a mud-soaked, flea-infested, disgusting collection
ofhovels whose dirty, disease-ridden residents prey, one way
or another, upon the travelers trying to use Tremble Pass,
particularly pilgrims ofthe Wandering Walk. The locals say
"lay-graus, " but we call the place Leg-Rash, and there's good
reason. I wouldn't stay in that place any longer than I had to

1 77
unless I wanted to get some kind ofrash, orfar worse. Stay wo rm-t h i ngs extend fa rt h e r fro m t h e i r body cave s ,
the night in one oftheir two inns? No thank you. b ru s h i n g aga i n st yo u r h a n d s , yo u r w r i s t s , yo u r face.
About 500 people live in Leg-Rash, and every one of Do n ot h a rm t h e m . Let them seek co mfort in yo u r
them is a degenerate. from the storekeepers and merchants to u c h . I t ' s been so l o n g s i n ce th ey've h ad s k i n to
who triple any reasonable pricefor anything you might b r u s h aga i n st.
want, to the even less ambitiousfolk who willjust slit your Yo u may pass if yo u can sto mach the
throatfor the shins in your pocket, assuming they can get u nd e rsta n d i n g t h at t h i s i s j u st the begi n n i n g. That
up offtheir drunk, lazy asses long enough to do it. yo u r trave l s wi l l get worse before t h ey get bette r. T h at
-Te l l us Fe rtrek, m e rchant caravan g u a rd it's n ot yo u r body t h at is i n d a n ge r h e re , but yo u r
m i n d , yo u r ve ry s a n ity. Th i s i s t h e d a r k legacy-th e
EMPTY SANCTUM deadly p ro m i se-t h at i s H i d d e n N a re s h .
Convergence, page 223 One of the t h ree m a i n citad e l s of the Convergence, Step fa rt h e r, c o m e i n s i d e . H e re, yo u ' l l fi n d t h e
the E m pty Sanct u m is not e m pty at a l l , despite its ste nch o f grow i n g a n d dyi n g t h i ngs so r i p e t h at yo u
name. It's located in the footh i l l s at the ed ge of the wo n d e r if a d eath fro m lack of a i r wo u l d be p refe ra b l e
m o u nta i n s , and the local people-wh o a re few-stay t o be i n g a l ive a n d b reat h i n g t h i s fo u l exh a u st.
away, con s ideri n g the citade l to be a p l ace of great evi l . Ben eath yo u r feet, mud s u cks at yo u r ste p s , a s if
seeki n g to d rag you i nto t h e d e pth s . The wood e n
The atypically vicious MENCALA PEAK wal kways, of which t h e re a re few, sag w i t h rot a n d
lattimors of Mencala Peak
The ru mbling volcano cal led M encala Peak is another tal l m i l d ew. Struct u res a re b u i lt i nto the m o u n ta i n crags,
are said by some to worship
dark gods. Others, however; mountai n i n t h e Black Riage. It's t h e home o f not o n e but atop t h e rott i n g s ke l eto n s of ot h e r b u i l d i n g s , fro m
believe their hate has been two tribes of savage latti mors that attack humans-and h a n g i n g te n d r i l s h i gh a bove, a n d eve n on stilts t h at
bred by generations ofpoor anyone else, including each other--on sight. s i n k deep i nto t h e m u ck. The b l ack l i q u i d t h at ru n s
treatment at the hands of d own t h e sto n e a n d across t h e toes o f yo u r boots i s
local human inhabitants, HIDDEN NARESH t h i c k a n d visco u s . M u s h rooms a n d fu n g i l i ne eve ry
whose bones now litter the
Deep in the B l ack Riage, tu cked away a s if by s u rface with ghostly pale bod i e s .
stony sides of the mountain.
accident, l i ke a cheap ri n g fa l l e n from a finger i nto When yo u r eyes adj u st, yo u ' l l s e e t h at w h at fi rst
the depths of a pocket, rests H i d d e n N a re s h . With appeared to be a city e m pty of l i fe q u ickly becomes
a ro u n d 1 ,000 i n h a bitants, H id d e n N a re s h i s a a city of m ovi ng, b reat h i n g s h a d ows. Tucked i nto
toad stool of a city, grow i n g i n the d a rk, s u c k i n g the eve ry bit of b l ackness is a p a i r of eye s , a d i rty m o u t h ,
n utrients from the wo rld a ro u n d it, poiso n i n g t h e air gro p i n g h a n d s . A few a re h u m a n , although the d i rt
a n d the m i n d s of its i n h a b itants with eve ry pass i n g a n d d a rkness m a ke it h a rd to te l l . Others a re clea rly
m o m e nt o f i t s existence. someth i n g e l s e , a fact e a s i l y d i scovered by a ru sted
H e re the l i ght i s l ow, and the morale m o re so. s q u e a l of meta l , a s l it h e r of tentacle, the clack of
Yet i n o rd e r to pass t h rough t h e m o u n ta i n s o n t h i s bone o n bone. Some m i ght offe r ware s , w h i l e oth e rs
route, y o u m u st a l s o p a s s t h ro u g h the morass t h at i s beg for an offe r i n g of food or d r i n k. Sex is eas i ly had
H i d d e n N a re s h . fo r a sum, should you d a re to ri s k it, as a re creatu res
T h i s i s h ow H i d d e n N a re s h eats y o u a l ive: enter a n d tri n kets . M ost a b u n d a n t a re offe r i n g s of mycos
The guardians of Hidden from the west, the land of the Steadfast, where most any n u m be r of m i n d -a lteri n g a n d m i nd - e n h a n c i n g
Naresh are humans i s clean a n d k i n d a n d l i ght, where t h e re i s rule and d rugs made fr o m the m u s h rooms, fu n g i , a n d a l gae
genetically modified to be l aw t h at can be grasped by eve n the s i m plest of t h at a re both w i l d -grow i n g a n d cultivated i n the city.
hosts ofpoisonous worm like
m i n d s . Leave beh i n d the l i ght, the l aw, t h e l iv i n g . Perh a p s the chea pest t h i n g i n H id d e n N a res h i s yo u r
creatures. The guards are
level 4, and the worms' E nter the wo rld of the d a rk, the destroyed , the dead . own deat h , p roffe red u p fo r l ittl e more t h a n w h at you
poison forces a Might The gates of H id d e n N a re s h sta n d pale a n d m i ght h ave in yo u r pockets.
defense roll. Failure results p h o s p h o rescent i n the d a rkness. N e a r t h e m , a n d I f you see red a n d blue l i ghts glowi n g i n t h e
in moving one step down yo u ' l l s e e t h e faces o f t h o s e who serve a s gate posts. d a rk n e s s , t h ey may ca l l l i ke s i re n s , u rgi n g yo u
the damage track. N e a re r sti l l and you wi l l see the holes t h at l i n e the fo rwa rd so t h at yo u m i ght see someth i n g at l ast,
l u m i nescent bod ies, row upon row of pe rfect d a r k but d o n ot fo l l ow t h e m . These a re the a l gae fa r m s ,
we l l s i n the fl e s h . Too near, a n d yo u ' l l see t h at the stagn a n t poo l s of l i q u id where the most pote nt o f
h o l e s a re n ot e m pty. I n s i d e each one, a worm l i ke the mycos a re grow n . Along the s u rface of e a c h poo l ,
creatu re wiggles a n d p u l se s , t h r u st i n g its pale head b l u e a n d green a n d p u rp l e stra i n s o f a l gae t h rive
i nto the worl d , b l i n d eyes a n d open mouth searc h i n g ben eath the red and b l u e l i ghts. S h a r i n g the poo l s
t h e a i r fro m i n s i d e i t s b l ack d e n . Do n ot l o o k i nto t h e w i t h the a l gae a re t h e worst o f t h e mycos a d d i cts,
gaze o f t h o s e w h o sta nd g u a rd a s t h e gate, fo r they barely cogn izant creatu res who n o l o n ge r n otice o r
a re a l so fi l led with a b l ack e m pt i n e s s , with wrigg l i n g ca re t h at th ey've beco m e l ittl e more t h a n l iv i n g fu e l
g r u b s fo r t h e wh ites o f t h e i r eye s . to powe r the l i ghts e m bedded i n t h e i r bod ies.
As y o u atte m pt to pass betwee n t h e gate posts, t h e Ask a nyo n e o n t h e street who rules H id d e n

1 78
LI M E NE
THE BEYOND

N a re s h , a n d t h ey' l l say, " N o o n e , " or perh a p s , " M e . " About th ree h u n d red years ago, peo p l e came
But i n trut h , the city i s r u l ed b y The Sorcan , a m a n s o to the canyon a n d d i scovered the m a s s ive statue, The Sorcan: level 8, all
ridd led with i m p l e mentat i o n s a n d u pgrades t h at it' s which rises 400 feet ( 1 22 m) i nto the s ky. They
defenses as level 7 O; 34
health; 5 points ofArmor;
a l most i m po s s i b l e to te l l whether he truly i s-o r eve r ca l l ed it C u rtar a n d b u i lt t h e i r com m u n ity a ro u n d hidden, built-in, mono
was-h u m a n . H e gives off a we i rd gl ow, somet i m e s i t s b a s e . To the h a rdy a n d fa i t h fu l fo l k o f t h i s city, point dart thrower with
ye l l ow a n d somet i m e s o ra n ge, but it' s h a rd to say C u rtar i s the creator of the u n iverse a n d t h e b ri n ge r long range inflicting 2
whet h e r it comes d i rect ly fro m h i s s k i n o r fro m h i s a n d s u st a i n e r of l ife. M ost of t h e 3 ,000 peo p l e of t h e points of damage that
b i o m ech a n ical parts. H e i s often fo u n d t ra i p s i n g t h e tow n , C u rta ris, belong to t h i s cult a n d spend t h e i r ignore Armor (level 8
poison causes paralysis for
rott i n g wood wal kways o f t h e city, fo l l owed b y h i s l ives t ryi n g to e n act t h e wi l l o f t h e i r god .
ten minutes)
h a re m of N i bovi a n Wives , w h o p rotect h i m i n return T h e peo p l e of C u rtaris a re fo r b i d d e n to l e ave
fo r t h e safe s pace a n d fe rt i l e m e n p rovides. t h e canyo n . The d oct r i n e s of C u rtar state t h at Nibovian wife, page 249
The Sorcan i s n ot rut h l e s s , fo r to be rut h less a n y st rayi n g fro m t h e canyon wi l l be cu rsed with
o n e m u st care, at least a l itt le. I n stead , h e see m s a h o rrific p l ag u e , which means t h at a n y w h o do
enti rely u n co n cerned w i t h the ra b b l e a n d fi l t h a t h i s sneak away can never ret u r n . B u t few peo p l e eve r
feet. R u m o r h i nts t h at h e d o e s n ot s l e e p w i t h h i s t ry to leave. T h ey re m a i n i n C u rtaris t h e i r w h o l e
N i bovi a n wive s , n o r with any oth e r creatu re t h at l ive s , grow i n g t h e i r fo o d a n d c reat i n g wh ateve r t h ey
i n h a b its the tow n , t h at he does n ot eat, a n d t h at n eed .
he does l ittl e i n the way of ru l i ng. He see m s utte rly Somei is the leader of t h e city a n d the cu lt. Somei: level 4, level 5 in all
content to l et the city grow as it wi l l and exi st a s it Extremely i n te l l i gent and ca p a b l e , she i s faithfu l ly interactions, seeing through
deception, and numenera
wi l l , a s long as h e can wa l k the d a rkness and retreat d evoted to C u rtar a n d t h e com m u n ity.
knowledge
to h i s s i m p l e sto n e h o u s e in the city' s south e n d . I n the m a i n square of Curtaris sta n d s a m a s s ive
There a re t h o s e who s a y t h at The Sorcan h a s fa l l e n synth screen, meas u r i n g a l most 1 5 feet (4. 6 m)
t o the powe r o f the mycos , a n d perhaps h e h a s . B u t across. From a panel in her cham bers, Somei contro l s
oth e r w h i s pers te l l o f d a rker attract i o n s with i n t h e the i m ages that a p p e a r o n the scree n , b roadcast fo r
city t h at h o l d h i s atte ntio n s . a l l t o see. S h e u s e s t h i s t o convey i nformation t o t h e
Perh a p s , if yo u 've m a d e it t h i s fa r w i t h yo u r m i n d pop u l ace as we l l as t o con d u ct re l i gious rites with t h e
a n d body i ntact, you a re t h e person t o a s k h i m . enti rety o f the pop u l ation a t once, eve ry morn i n g at
Perh a p s he' l l eve n te l l yo u . d awn and every eve n i n g at d u s k.

TITANIC RIDGE THE SLANT MILIEU


A p l ace where sto n e m eets s ky to pose tanta l iz i n g There i s a p l ace where t h e rocks w h i stle l u l l a b ies to
d a n gers, the so-ca l l ed Tita n i c R i d ge i s a ve ry h i g h , t h e i r p e b b l ed c h i l d re n , where eve n the stoutest trees
very s h eer d ro p-off s l ic i n g i t s way t h ro u g h the B l ack and the a n griest m o u n ta i n s bow before the p re s s
Riage. The ridge rises 1 0,000 feet (3 ,050 m) a bove of i n v i s i b l e h a n d s , where a m a n wo u l d take h i s l ife
its base. A series of metal towe rs ru n s the l e n gth of before he fought to sta n d stra i ght aga i n st the wa i l
the c l i ff top, about 1 5 m i l es (24 km) . Beca u s e these o f t h e we l ke rwi n d . There i s a p l ace where t h e s o u n d
towe rs a re covered with red a n d blue l i ghts, most o f terror i s s i lent a n d where the dead l iest foe i s a n
sti l l fu ncti o n a l , they a re best seen at n i ght. I t ' s said i nv i s i b l e twi st o f a i r.
t h at those who m a n age to sca l e the c l i ffs (a series of
ten cl i m b i n g tasks, each l evel 7) fi n d t h at the towers
a re associated with an i nterd i me n s i o n a l gate a n d
n i g h - i n co m p re h e n s i b l e b e i n g s co m posed o f m atte r
a n d e n e rgy at the s a m e t i m e .

CURTARIS
I t ' s h a rd to fi n d , but if you go looki n g for it, yo u
m i ght fi n d a l o n g box canyon on t h e eastern ed ge
of t h e B l ack R i age m o u nta i n s . At t h e e n d of t h e
canyon sta n d s a n e n o r m o u s stat u e o f a vaguely
h u m a n fi g u re . H o l d i n g his h a n d s a bove his head,
t h e seated man a p pears to be h o l d i n g t h e sun a l oft
i n t h e s ky. I n fa ct, a v i s u a l d i stort i o n fi e l d m a ke s
it seem t h at t h e s u n a lways a p pears i n h i s h a n d s ,
regard l e s s o f t h e t i m e o f d ay o r eve n t h e weat h e r. At
n i ght, t h e fi g u re a p pears to be h o l d i n g t h e m o o n ,
w h i c h i s a l ways fu l l .

1 79
BLACK RIAGE HEARSAY
Roots of the Mou ntain: Far below Mt.
house the s m a l l n u m ber of people l iving there tod ay.
The res i d e nts ca refu l ly seal off t h e t u n n e l s past
J aspar i n the southern part of the range is the poi nt where they need the pass ages to s u rvive,
a small s u bterranean civi l ization of bestia l , al most u s i n g a mix of mud and w i n d - ro u nded pebbles t h at
apel i ke a b h u m a n s . U n l i ke most of their ki n d , a re co m mo n to the a rea. The seals not o n ly p rotect
they d o n ' t ra id h u man settlements-i n fact, they t h e m fro m a d d i t i o n a l w i n dways but a l so decrease t h e
"It is interesting that never leave their own u n l it rea l m-but they are c h a n ce of attack. We l l - p rotected , w i n d less b u rrows
humans call this the
q u ite hosti le to i ntruders. Rumor has it that these a re m u c h in d e m a n d by oth e r h u m a n s a n d by
Ninth World, but they
have no idea how many a b h u m a n s possess a powerfu l n u menera device creat u re s who seek s h e lter.
prior 'worlds' actually that restores fu l l health to those nearly dead-and T h e re i s m u ch to fea r i n t h e S l a n t b e s i d e s t h e
preceded it. " -Visixtru, even gives life to those recently s l a i n . wel kerwi n d . Creat u re s o f t h e a rea h ave a d a pted a
varjel/an philosopher variety of mech a n i s m s , m a ny of t h e m d a n ge ro u s , to
Rock Slide: An ava l a nche i n t h e m o u ntai n s h a s defe n d t h e m selves a n d t h e i r yo u n g aga i n st t h e h i g h
co m p l etely c u t o ff a s m a l l vi l l age fro m t h e rest w i n d s . Fo r exa m p l e , t h e s e s s i l s a re l ow-crawl i n g
of the worl d . The peo p l e there need food a n d m a rs u p i a l s whose yo u n g s pe n d t h e i r early l ives i n
med i c i n e , but no o n e knows h ow t o reach t h e m . p o u c h e s be i n g d ragged a l o n g t h e g ro u n d , a n d t h e
l ofty boab g l i d e rs a re flyi n g carn ivores t h at u s e t h e
THE WEIRD OF THE BLACK RIAGE w i n d to t h e i r adva ntage w h e n d iv i n g d own towa rd
Mystic Align ment: At a ce rta i n s pot in the p rey.
n o rt h e rn part of t h e B l ack Riage, the m o u n ta i n The l a rge carn ivoro u s i n s ects known as caffa
Caffa, page 233
pea ks-when seen fr o m above-re s e m b l e h ave perhaps beco m e the most d a n ge ro u s of a l l .
t h e pos itions o f the stars i n t h e n o rthern s ky With t h e i r cloaked eye s a n d t h e i r wings o f i ridescent
overhead . A s k i l led astro n o m e r wi l l te l l you t h at go l d g l e a m , caffa h ave learned to n avi gate at gro u n d
t h e positio n i n g i s n ot a p recise matc h , but i n l evel a n d bel ow, flyi n g t h rough t h e t u n neled mazes
twe nty-th ree years, i t wi l l be. ben eath the eart h . A flap of t h e i r stro n g wings is
e n o u g h to send a man flyi ng. Two fl a p s , and a m a n
wi l l fi n d the w i n d a fa r e a s i e r fo rce t o withsta n d .
T h at p l ace i s the S l a nt M i l i e u . A t certa i n t i m e s o f the year, a s i n g l e w i n g fl utte r
The we l ke rwind-the fierce, angry blow that storms a l so re leases a s p ray of eggs, a l l of wh ich d i g i nto
d own off the B l ack Riage a l most constantly-i s both the gro u n d to cocoon before beco m i n g caffa l a rva
the S l a nt's savior and its j a i l e r. The wide stri p of land rave n o u s creatu res t h at a p p reci ate the ta ste of
i n the Beyond i s p u m meled d ay i n and d ay out, its co rpses a s we l l a s t h at of l iv i n g fl e s h . A caffa l a rva
trees bend i n g sideways, its mounta i n s t u rn i n g their can eat ten t i m e s its we ight in a s i n gle n i ght.
poi nted to ps toward the gro u n d . The few creat u res Caffa a re also o n e of the few rea s o n s a nyo n e
and fewe r people who b rave the elements to l ive here wo u l d c h o o s e to b rave s u c h a p l ace a s the S l a nt.
h ave become stooped and h u nched . Low and slow i s T h e i r go l d g l e a m wings a re m u ch coveted by those
the com m o n refra i n a m o n g the people o f t h e S l a nt. i n m o re civi l ized p l aces fo r d ecorative p u rposes,
The trees i n the a rea bend at s h a rp a n g l e s , a n d the cocoons of their yo u n g a re gathered and
typ ica l ly a fo o t o r two above t h e gro u n d . T h i s creates s p u n i nto s i l ste r, a nearly u n b reaka b l e go l d e n t h read.
u n u s u a l s h apes t h at a re coveted by s h i p- b u i lders, Beca u s e of their s m a l l size, many caffa w i n g s and
carpenters, a n d others who work with wood . Those cocoons m u st be co l l ected to p rod u ce eve n a meager
who can get i n a n d out of t h e a rea with a t ree and trade a m o u nt, but the p rofit i s so h i gh t h at many a re
with their l i fe i ntact easily fi n d a buyer fo r the fi rst wi l l i n g to take t h e ri s k. Those who trek t h e caffa trade
(and a re glad to h ave the second) . E nterpri s i n g ro ute, carry i n g go l d g l e a m and s i l ster fro m the S l a nt
b u s i n e s s owners h ave tried p l a n t i n g certa i n types to those who d e s i re it, wi l l a l so l i kely fi n d t h e m s e lves
of trees h e re, atte m pt i n g to create n u rseries, but we l l rewa rd ed, s h o u l d t h ey safely m a ke the trip.
t h e wel kerwi n d scatte rs a h u ge percentage of those After t h e caffa, oth e r h u m a n s a re perh a p s the
s a p l i ngs l o n g before t h ey can take root. most d a n ge ro u s creatu res to l i fe a n d l i m b h e re.
There a re few towns in the S l ant, if they can even Abh u m a n s somet i m e s seek s h elter i n t h e b u rrows,
be cal led towns. Those who l ive in them cal l them a l o n e o r i n gro u p s . The S l ant h a s a cri m i n a l
bu rrows, and truly that i s a better term. Each col l ection co nti n ge n cy a s we l l . Lo n g ago, C h a l l a d i e n 1 1 , t h e
of h u m a n s l ives i n a handfu l of underground room s former e m p re s s o f t h e Pyt h a ro n E m p i re a n d a
and i nterco n nected tunnels. T h e tunnels were b u i lt wo m a n with a s pecial affi n ity for go l d g l e a m a n d
not by their cu rrent i n h abitants but by someone or s i l ster, s e n t a l a rge gro u p o f cri m i n a l s a n d g u a rd s
someth i n g long ago. They wind on i n a see m i n gly t o t h e a rea i n t h e hopes o f b ri n g i n g back q u a ntities
endless ta ngle, far more exten s ive than needed to l a rge e n o u g h to satisfy h e r need s . H e r plan was fo r

1 80
LI M E NE
THE BEYOND

the cri m i n a l s to stay as h a rvesters w h i l e h e r g u a rd s Why g o a t a l l , t h e n ? Why enter its d a rk bord e rs


trave led back a n d fo rth with t h e good s . B u t h e r a n d ri s k l i fe, l i m b, a n d s a n ity? The j u n g l e h a s
g u a rd s n ever ret u rned , a n d the cri m i n a l s d i scovered t rea s u res to be fo u n d , a n c i e n t god s t o be awo ke n ,
t h at they'd been sent to the pe rfect p l ace to h i d e a n d wo n d e rs t o be d i s cove red . Desp ite the fact t h at
fro m t h e worl d . They a n d t h e i r fa m i l ies stay o n , t h e re a re no known re ports of a nyo n e ret u rn i n g from
t h i ev i n g , ki l l i ng, a n d sel l i n g t h e i r s p o i l s to t h o s e w h o a visit to the Caeci l i a n , be l i evers co nti n u e to p l a n
wa l k t h e g o l d g l e a m ro ute. exped itions to i t s tangled i n n a rd s .
There a re two sta n d i n g struct u res in the S l a nt: the M a ke s h ift ca m p s h ave s p r u n g u p at va rious
w i n d m o l d e n s and the S u s u rrus. The w i n d m o l d e n s poi nts a ro u n d t h e edges of the j u ngle. Typ ical ly
a re as b l ack as n i ght a n d h u n d re d s o f feet tal l , with created by peo p l e who canceled t h e i r trek at t h e
m u lt i p l e long arms t h at catch the w i n d . B u i lt fro m an l a st m i n ute, these ca m p s a re p l aces of s h elter a n d
u n known material t h at n ot o n ly withsta n d s t h e gale i nformation s h a ri n g. They s e l l j u ngle m a p s t h at
but capt u re s a n d conta i n s it, the w i n d m o l d e n s seem poi nt out the l ocat i o n s of va rious god s a n d features,
ca p a b l e of p rod u c i n g enormous a m o u nts of e n e rgy if but eve ry m a p i s d iffe rent fro m ca m p to ca m p (and
o n ly someone co u l d d i scern h ow. somet i m e s eve n wit h i n the s a m e ca m p) . Exp l o re rs
The S u s u rru s rises nearly 1 00 feet (30 m) and i s b u i lt can a l so p u rchase s l ightly u sed too l s , as we l l a s
of a variety of metal and synth tu bes in a wide ra nge of great q u a ntities of tifo fruits, a b itte r podfru it t h at i s
s izes, a l l p laced at seem i n gly haphazard angles. B roken exto l l ed fo r i t s a b i l ity t o ca l m n e rves.
wh i rl igigs swi rl wi l d ly at the end of some of the tubes, There a re bel ieved to be at least five wo n d e rs
wh ile torn fl ags wh i p at others. B its of glass and stone with i n t h e co nfines of t h e j u ngle:
hang from s i l ster thread s, banging i nto each other. It L e Tem ple de Frogue: A g i a nt sto n e te m p l e of a
seems i m possible that such a s l i pshod structu re cou l d h u m a n o i d frog rests i n the m i d d l e of a swa m py
sta nd the test o f time and w i n d . river. A fe rt i l ity sym bol, the frogo i d i nvites
Those w i t h a n ear fo r m u s i c, h owever, q u ickly fi n d exp l o rers i nto h e r te m p l e t h ro u g h the open
t h at the S u s u rrus i s the oppos ite of s l a p d a s h . I n fact, doorway between h e r legs. Her l owe r l eve l s a re
at any given a n g l e a n d stre n gth of w i n d , the structu re cove red i n the deep swa m p t h at s u rro u n d s h e r.
p rovides not w i n d res i stance but w i n d passage, Frogs, n ewts , flyi n g fi s h , a n d oth e r a m p h i b i o u s
creat i n g h a u nt i n g , eth e real m u s i c t h at can be heard creatu res fl o c k to h e r.
t h roughout the S l a nt a n d beyo n d . The Wild G arden: A wa l l of e lectricity 1 0 feet (3
m) h i g h s u rro u n d s a ca refu l ly tended gard e n
INGWALD of genetica l ly e n h a n ced carn ivoro u s p l ants.
At the far end of G ari N ave, the southern most pass M e m be rs of the S a rrace n i a n s , a gro u p of sch o l a rs
through the Black Ri age, crouches a modest-s ized town t h at stu d i e s a n d wors h i p s u n iq u e p l a nts, often
ca l l ed l n gwald. Once the home of h u nters and trappers c l a i m t h at the Wild G a rd e n i s t h e i r mecca.
that traverse the mounta i n s to the west and the forest Archeol : I n t h i s m i n i at u re city, each b u i l d i n g
to the east, l ngwald is now better known as a town of sta n d s n o t a l l e r t h a n a h u m a n ' s k n e e s .
cutth roats and th ieves. The de facto ru ler of l ngwa ld T h e i n h a b i t a n t s a re s o m et i m e s s a i d to be
i s a l attimor na med G ravi s h - M o rel , who commands s u p e r n a t u r a l b e i n g s , s o m et i m e s m e c h a n i ca l , Lattimor, page 7 22
a band of river pi rates that operate on the Wei byway. a n d s o m et i m e s j u st very s m a l l h u m a n s . C l e a rly,
Gravish-Morel: level 6;
Before G ravi s h - M orel and h i s sco u n d rels came to town, s o m e o n e sti l l u s e s t h e c ity, b u t t h ey' re e i t h e r
health 28; has an artifact
the com m u n ity was led by Ta rae, a rugged h u man i n v i s i b l e o r a d e pt at h i d i n g . that produces a fieryforce
woman who had worked as a scout and guide before T h e Mali ngeri ng Valley: T h i s d e e p , d a rk cut field that (when active)
accepting the mantle of leaders h i p. No one knows t h ro u g h the earth i s always i n u n natural s h a d ow. gives him 4 points ofArmor
where Tarae i s now, but the pi rates and thieves h ave run Co l d s p r i n gs t h at ru n u n d e rgro u n d eru pt reg u l a rly and inflicts 4 points of
thi ngs i n l ngwa ld for more than a year now. in s pouts of co l d wate r, i ce ste a m , a n d s m a l l damage to all in immediate
range
creatu res carried fro m t h e d e pt h s .

}{ ;!) :;
T h e Westwi nd: T h i s j u n gl e e l e m e n t i s eve r

"[
d i attri b utes m ov i n g with i n its a rea, a corkscrewed tornado
define the Caeci l i a n J u ngle. Other people use t h at carries t ree s , a n i m a l s , a n d all m a n n e r of
harsher word s. Death. Destruction. Monsters. Madness. debris i n its ci rcu l a r gri p . C h a n g i n g in s ize
Cove ri n g m o re t h a n 500 s q u a re m i l es ( 1 ,295 d e p e n d i n g o n what it h o l d s , the d i a meter of t h e
sq. km) , t h e Caeci l i a n J u n g l e i s d e n s e with t rees , We stw i n d can be a s s m a l l a s a h u m a n o r a s l a rge
u n d erbru s h , rivers, fo g , a n d ra i n . N at u ra l a n d a s 3 0 feet (9 m ) acro s s . Its destructive path i s
mec h a n ical creat u res sta l k i t s s h o res, l i e i n wait easy t o fo l l ow, a s it' s stro n g e n o u g h t o r i p trees
a l o n g the branches, and wing t h e i r way d own u p o n fro m the g ro u n d and d ra g l a rge o bj ects fo r l o n g
p rey i n t h e d a rk of n i ght. d i stances.

181
If you could look at the Caeci l i a n J u ngle from the Located deep i n the heart of t h e Caeci l i a n J u ngle,
a i r, you'd see that the vast forest sti l l holds m uch of its Le Te m p l e d e Frogue i s a m u ch sought-after
original shape: a n oblong star with five points. Along fe rt i l ity sym b o l . Ru mors te l l tales of sponta n e o u s
the edges, where the forest meets the rest of the world, p regnancies, beneficial m utat i o n s , a n d i n creased
the trees a re taller and d a rker, close enough and tight fe rti l ity. The h u m a n o i d frog re m a i n s s i lent o n the
enough to create a l ivi n g wal l . At the widest section of i s s ue, i nvit i n g exp l o rers to d i scove r fo r t h e m se lves
each poi nt, right before it joins the center of the sta r what awa its i n s i d e her te m p l e door.
shape, s its one of the five wonders. Although the j u n gle J u st i n s i d e h e r fro nt door i s a ro u n d great roo m .
i s overgrown and tangled now, it seems to h ave been W h i l e t h e re, l o o k u p-yo u c a n s e e a l l t h e way to t h e
the carefu l creation of lovi ng-and very l arge-hands. cu rved roof, a n d yo u ' l l catch g l i m pses of t h e seven
floors above the gro u n d leve l .
LE TEMPLE DE FROGUE The great roo m featu res a l a rge, c l e a r wate rfa l l
Here, a t last, lies the thing I have been searchingfor t h at fl ows fro m t h e t o p floor a n d s p l a s h e s t o the
all ofthese years. Others scoffed, sure. Still others swa m p bel ow. I n s i d e t h e c u rta i n of water rest two
questioned my sanity. Because that is what one does syn th statues of tad poles, positioned as if they' re
when placed next to brilliance. In coming up short, they swi m m i n g up t h e fa l l s . D e s p ite t h e i r age a n d t h e
must regain their status by what they tell themselves p res s u re of the wate r, t h e tad poles a re pristi ne,
about me. It all comes back to me, clearly, just as it t h e i r ca refu l etc h i ngs a n d d eta i l s sti l l i ntact. At the
came back to me to do what was asked of me. top of t h e falls, h i gh a bove, sits a s m a l l e r re p l ica of
The gods never talked to me, not a one ofthem, not even Le Te m p le, h e r frog legs s p read wide o n either side
when I was little and needed someone to tell me that I was of the wate r. This i s clearly a n altar to Le Te m p l e ,
acceptable, not a monster, not a hideous, horrendous thing a l t h o u g h n o offe r i n g s can be see n .
that deserved to be stuffed deep into the mud and muck. No. I n add ition t o t h e seven floors that rise above the
Here, among my own kind, resting at the feet ofmy main level, there a re also room s i n s ide each of the legs
own image, surrounded by my own self, I am at home. as wel l as beneath the ground floor (although those
I deserve the mud and muck, surely, but only because are flooded with swa m p water; travelers wi l l need water
the mud is reverence, the muck is godlike, because this is s k i l l s or eq u i p ment to exp lore them at length) .
petfection and I wear its blessing. At the far wa l l , v i s itors can ra i s e or l owe r a
-The Frog King mech a n ical p l atform to reach t h e u p pe r floors.

1 82
LI M E NE
THE BEYOND

}{ Caecilian Hearsay
" rf'
Des p ite its age, the p l atform works s m ooth ly, givi n g
The Frog King: level 6; 3 0
the i m p re s s i o n t h at it' s u s e d reg u l a rly. The Trapped Man: R u m o r h a s it t h at a
health; large, amphibious
The Frog K i n g, a frogo i d m utant who was scorned m a n n a med Rorvic i s tra p ped wit h i n Le Te m p l e body allows him to move
and ostracized by his fa m i ly a n d soci ety fo r h i s d e Frogue, h e l d prisoner b y the k i n g t h e re. Rorvic rapidly (long range) and
a m p h i b i a n appeara n ce a n d h a bits, h a s taken Le knows the l ocation of a vast hoard of va l u a b l e attack with a jumping
Te m p l e for h i s wife. He h a u nts h e r i nte rnal roo m s , treas u re s a n d secrets o f t h e past. kick that does 7 points of
bel iev i n g t h at a l l frogs with i n t h e te m p l e a re t h e i r
damage and knocks down
foes (causing them to lose
ch i l d re n . H e i s jea l o u s a n d para n o i d o f any w h o The Blue Ache: A terri ble d i sease ca l l ed the B l u e one turn); his pores excrete
co m e t o wors h i p a t t h e a l t a r o f h i s b r i d e , be l i evi n g Ach e has b ro ken o u t i n a v i l l age south o f t h e a toxic poison that inflicts
t h at they i ntend to take h i s p l ace as h e r rightfu l j u ngle, and the S a rrace n i a n s s a y t h e cure i s a rare 3 points of damage to
h usband and king. leaf found o n ly in the depths of the Caeci l i a n . any creature that touches
I n h i s time a t the te m p le, h e h a s d i scove red s o m e him with bare flesh or any
creature that he strikes.
o f the n u menera l e ft b y fo r m e r wors h i ppers and The Seven Pyramids: Seven vaguely pyramid-shaped
has p uzzled out its secrets. Using the d evices, the devices of unearth ly metal are thought to be keyed Anura: level 2; when
Frog King h a s created an a rmy of a n u ra: fo l l owers to the Caeci lian j u ngle. These n u menera devices attacking in groups ofat
b u i lt of m u d , l iv i n g frogs, and dead wors h i ppers. hail from some other world , but if gathered give a least eight, attack as a level
Due to expe ri mentation and the occasional lack pair of u sers (it m u st be two i n d ivid uals) strange 4 creature that inflicts 6
of a p p ropriate parts, a n u ra vary i n appearance. control over the very natu re of the j u ngle, suggesting points of damage
One m i ght h ave a body of mud, the l i m bs of dead a due to its origi ns. The pyramids were gathered by
wo rs h i ppers, and two frog head s tra i ned for attacki ng. a woman named Daiwesi 400 years ago, but then,
Another m i ght h ave a h u ma n head and body with frog for reasons u n known, they were scattered across the
l i m bs that al low it to move ra pidly toward o p ponents. N i nth World. They have not been recovered si nce.
The king con s i d e rs the a n u ra to be his true ch i l d re n ,
as they carry elements of both h i m self and L e Te m p le. The Weird of the Caecilian jungle
The Frog King fights out of j e a l o u sy a n d para n o i a . The Pit of Horrors: Wit h i n the confines of the
H e i s less i nterested i n p rotect i n g h i s q ueen a n d j u ngle lies a dark pit of u n known depths. M ach ines
h i s yo u n g t h a n h e i s i n p rotect i n g h i s o w n p l ace as appeari ng to be l ittle more than an elaborate mass Despite the fact that she's
Le Te m p l e ' s h u s ba n d . H e sends his a rmy of a n u ra of mechan ized blades and al most serpentl i ke kept her silent, unmoving
to deal with i ntruders a n d s h ows h i mself o n ly after mouths l u rch out of the pit from time to time, grab vigilfor years, Le Temple
(level 8) is not entirely
most of them h ave been s l a i n . wh atever l iving creatures they come upon, and d rag
unliving. Ifshe deems that
T h e a n u ra seem e n d l e s s , b u t each o n e i s fa i rly them down i nto the pit, never to be seen aga i n . those who come to her door
easy to co n q u e r. They h ave a vari ety of attack types are worthy, she assists them
(kick, to ngue l a s h , o r poison) , but each a n u ra can T h e U ndyi ng Tri be: A t r i b e o f h u m a n s l ives i n t h e in theirfight against the
m a ke o n ly o n e type of attack, a n d each attack (no j u ngle, l iv i n g a savage exi stence of ca n n i b a l i s m . Frog King but not against
m atte r the type) d e a l s 1 point of d a m age. The rea l Fo r rea s o n s u n known , t h e s e peo p l e d o n ot his armies-that, explorers
must do on their own. To be
d a n ge r i s the pote n t i a l t o be ove rwhel med b y t h e seem to age past m at u rity. T h e i r v i o l e nt l ives a re
considered worthy, a visitor
s h eer vo l u m e o f attackers. often cut s h o rt, but some h ave re portedly l ived must make an attempt
h u n d red s of years. (no matter how fumbling)
to worship at the altarjust
inside her front door.
Le Temple's assistance
comes in the form of her
blessing, which temporarily
gives one chosen ally
froglike reflexes (+ 7 Speed
Edge) and decreases the
attack prowess of the
Frog King by one step.
The blessing lasts for ten
minutes.

1 83
!. t;, ; c g; h P
stretch from the southern end of the Caeci lian J u ngle
f ru
that fel l from the heavens and p l u nged i nto the earth.
The lower portion of the mach i n e i s a sca rred
s h e l l of m eta l , and the u p pe r part is a stra n ge tangle
to the northern edge of the Ba-Ade n u Forest. The of twi sti n g cyl i n ders, globes, t u bes, a n d t h i ngs
northern most part of the plains are somewhat arid , t h at h ave n o n a m e i n the N i nth Wo rl d . The enti re
but the rol l i n g flatlands farther south are fertile and mach i n e rises 600 feet ( 1 85 m) i nto the a i r, a n d
temperate. the widest poi nt-itself 200 feet (6 1 m) above t h e
W i l d h e rd s of swift e s p ro n a n d p l od d i n g re pti l i a n gro u nd-i s about 800 feet ( 2 4 5 m) acro s s .
carnet h o s a u rs roa m the p l a i n s , p reyed u po n by H u ge h atchways h a n g open i n va rious parts o f the
Callerail, page 234 ca l l e ra i l , ith syn , and p a l l o n e s . mach ine, and people h ave cut or blasted e ntrances
lthsyn, page 24 7 There a re no cities on t h e p l a i n s , but s m a l l and exits i n other a reas . The i nterior i s a m aze that
Pallone, page 25 7
tow n s a n d a l d e i a , mostly fa rm i n g co m m u n ities, stretches t h roughout the mach i n e , see m i n g to fo l l ow
d ot the l a n d scape. The farmers grow wheat, bea n s , l ittle patte rn or logic. Tiny corridors lead to enormous
a n d vegeta bles o f a l l k i n d s . M ost o f t h e s e s m a l l ech o i n g ch a m bers, wide access t u bes lead nowhere,
com m u n ities a re self- s ufficient, b u t occa s i o n a l ly and everywhere yo u exp lore, yo u find-not h i ng.
Espron are large, trade with ca rava n s fro m the Steadfast t h at trave l At least, mostly noth i n g. The i nterior of the
ante/apelike creatures across t h e B l ack Riage on t h e i r way to Augu r- Ka l a . mach i n e seems to h ave n o mov i n g parts, n o
(level 2) that have long B ut t h e s e a re rare. mech a n i s m s , no co ntro l s . The room s give n o h i nt
movement.
There a re also nomadic tribes of h u m a n h u nters that of t h e i r o ri g i n a l use, if any. B ut t h e E m pty M ach i n e
Camethosaurs are erect tem porary vil lages of h ide tents and yurts on the i s n o l o n ge r e m pty beca u s e it h a s b e e n i n h a b ited by
herbivorous quadrupeds p l a i n s . These tribes tame the espron and ride them as vari o u s creat u res a n d peo p l e ove r the years, each
(level 3, health 24), 30 feet mounts. Some of the nomads have tu rned to rai d i n g tryi n g to l ay c l a i m to all o r part of the struct u re,
(9. 7 m) longfrom head more settled com m u n ities and even other tribes. always with m ixed res u lts.
to tail. Terri ble sto rms sometimes cross the P l a i n s of N otab ly, a few yea rs back, the E m pty M ach i n e was
Kata ru, particu l a rly i n the s p ri n g. Cyclones, fierce h a i l , the h o m e of a l a rge tribe of h id e o u s , fo u r- a rmed
fl a s h flood s , and l i ghtn i n g strikes are serious d a n gers. a b h u m a n s ca l l ed the dzaa l . Afte r they co m m itted
many atrocities u po n nea rby vi l l ages, the local fo l k
THE EMPTY MACHINE h i red t h e Triad o f T h i rst-a gro u p co n s i st i n g o f a
In the vast fields east of the Black Riage but west of powe rfu l g l a ive a n d two n a n o s-to e n d the ra i d s .
the Dessaned i fields that h ave no name, you can find Th rough method s t h at re m a i n myste r i o u s , these
the E m pty M ach ine. It's easy to do-you ca n see it th ree c h a m p i o n s e l i m i n ated the dzaal. I f any of the
from m i les away because the large mach ine stands out creat u re s re m a i n , it wo u l d co m e as a s u rprise to t h e
among the fl at fields. It resembles a wide spear point loca l s , fo r n o n e h a s b e e n seen s i n ce t h at d ay.

1 84
LI M E NE
THE BEYOND

THE AUSREN WOODS {ff PLAINS O F KATARU HEARSAY


Dark Riders: A gro u p of aneen-rid i n g band its
Day 1 2 plagues the cou ntrys ide, raid i n g villages
The woods really are the queer purple color that I was and waylayi ng travelers on the road. Their leader is
told. The trees don 't look particularly strange in any a woman na med M i laco n i , who has the power to
other way. But the leaves and even the bark range from heal or harm with a touch . Her ch ief riva l is a woman
a bluish-red to a deep violet. The branches are alive with named G ha b h a i l , who has begu n to raise forces to
birds of all kinds and colors. I almost expected them to oppose the raiders. G h abhail, a tal l woman with
be purple as well, but none are. braided red h a i r and a long polearm, i s recru iti ng
help and offering payment for weapons, armor, or
Day 1 4 other devices (with which she has some skill) .
The fruit ofthese trees is delightful. I am already wondering
if I can carry a sack of them back with me to Uxphon. I THE WEIRD OF KATARU
think Eilla could make some extraordinary wine from these. The Black Sphere: A sphere of u n known black
material rol l s across the plains, seem i n gly of its own
Day 1 5 accord . Some reports say that it i s 1 2 feet (3 . 7 m) in
I feel unwell, but I plan to leave for home tomorrow d iameter, and others put it closer to 30 feet (9. 1 m) ,
nevertheless. which m ight s uggest that the sphere changes s ize,
or that there i s more than one. Ghabhail: level 5, level 6
Day 1 6 with polearm; 2 points of
Too sick t o leave today. The Discordant Blooms: Alt h o u g h rare, a ye l l ow Armor
fl ower grows i n ce rta i n l ocat i o n s on the p l a i n s . I f
Day 1 7 b rewed fo r th ree d ays, i t fo r m s a co n coction t h at
Milaconi: level 6; 3 points
Still very ill. I can 't help but notice that none of the wi l l m a ke the i m b i be r a ro u sed past t h e point of ofArmor; touch either heals
wildlife eats the fruit of the trees. My gut is covered in clear th i n ki n g for u p to a d ay. 3 points of damage per
bruise-like sores, very tender to the touch. round or inflicts 5 points of
damage per round
Day 1 9
The sores on my gut have formed distinct growths. I still
can barely stand. The food I brought with me is gone.
Only the purple fruit to eat. Despite the pain in my
stomach, I am filled with hunger.

Day 20
The growths are . . . longer. I cannot move except to crawl,
and barely that.
The Triad of Thirst has, in
A sort of . . I don 't know, building? Monument?
recent months, disappeared
Day 22 Let's say structure. A structure made of some kind of without a trace somewhere
Dear lords of my ancestors, help me. The growths, as very dense, very hard ceramic floats above the stones. north of the Ausren Woods.
long as serpents, have begun to burrow into the soil Its surface bears a number of large, round hatches,
around me. I tried to cut one of them, but the pain and from the top, believe it or not, grows a huge tree
increased past beyond that which I could stand. Still so that must be centuries old, if not far older. And the
weak. Tomorrow I will try again. tree? There are no other trees like it for a thousand
- H e re the j o u r n a l of Te m a l l i s Crost e n d s . miles.
No one lives within 50 m iles of the Orgorek,
T h e Ausren Woods are a large forest o f p u rple trees that but if you can find someone to ask about it, like I
grow nowhere else. Do not eat the fruit of these trees. did, you learn that while it's serene and even kind
of beautiful, it's also dangerous. Fiddling with the
THE ORGOREK hatches apparently causes whiplike tendrils to com e
The field is called the graveyard, and it's not hard out of t h e Orgorek and attack, and their touch
to understand why. In every direction, all you see seems to burn flesh in a very unnatural, disturbing
is scattered white stones, so greatly resembling way. I 'm not sure what that means, but I'm happy
gravestones that it is hard to recognize that they are to remain ignorant.
not, in fact, just that. And in the middle of it, the The Orgorek likely holds still more secrets and
thing they call the Orgorek, for reasons that pass mysteries, but who wants to get close enough to discover
understanding. But then, what would you call it? them? I 'm not an adventurer. I'm just a writer.

1 85
THE BEANSTALK
On the underside of The Bea n stal k. In the m i d d l e of see m i ngly nowhere ,
the boulders floating it rises u p l itera l ly i nto the s ky a n d out of s i ght. The
around the Beanstalk lege n d s of J ack, fo r whom all j acks a re named, cross
grows a fungus unknown pat h s with it.
anywhere else. If it can be
harvested and mixed with
regular soil, anything And then jack climbed the Beanstalk. He climbed
planted in that soil grows and climbed and climbed. He climbed so very high
within an organic sheath that when he stopped climbing, he found himself in the
that is as hard as steel clouds. He stood so high, in fact, that jack had climbed
but is very pliable. The all the way to a castle built by giants.
sheath can be used for
armor or other objects.
The base of the Bea n sta l k is a ta l l tower of metal
and glass. As ta l l as the tower is, ri s i n g up from
the h i ghest point of the tower is a stri p of u n known
m aterial that reaches far, far h i gher. Th i s "sta l k" is
about 1 0 feet (3 m) wide but o n ly a few i n ches th ick.
No one knows exactly how high it exte n d s , but o n a
clear d ay it seems to s i m ply d i sappear i nto the s ky.
Eve n more myste rious i s the Bea n sta l k ' s p u rpose
what waits at the top? The stories, of co u rse, say that
Needlestorms: When the it lead s to a castle i n the cloud s , occu pied by a giant.
winds rise, they gather glass These same lege n d s s u ggest that there i s a d a n ger
shards and carry them that the giant will one d ay co me d own the sta l k to
along like tiny razors and plague the l a n d .
needles. During a storm,
Due t o a gravitational d i stortion l i kely caused b y the
which can last an hour or
more, travelers who are Beansta l k or the tower, five bou lders the s ize of s m a l l
exposed in the open without mounta i n s (along with n u merous smaller stones)
at least 7 point ofArmor float i n the air around the base and the lowest part of
take 7 point of damage the sta l k. These gravity-defyi ng stones h ave no known
each minute. Thus, after p u rpose and m ight be an u n i ntended side effect of the
such a storm, sometimes all
p rocess origi n a l ly u sed to con struct the tower and the
that remains is a skeleton
covered in tattered, bloody Beanstal k.
flesh. I n rece nt years, a s m a l l town of about 1 ,000
res i d ents h a s grown a ro u n d the towe r. Loca l s refer
to t h e i r com m u n ity as "the B a s e , " but outs i d e rs ca l l
t h e town "the Bea n stal k" a n d t h e peo p l e t h at l ive
t h e re " Beaners . " M ost Beaners a re farmers, grow i n g
wh eat a n d , i ro n ical ly, bea n s i n the fl at region a ro u n d
t h e towe r. The peo p l e d o n ' t know h ow t o acce s s
t h e i nterior of the base, but they h ave b u i lt wood e n
struct u res a n d scaffo l d i n g a ro u n d it, which s u p po rt
observation p l atfo rms a n d p l aces for re l i g i o u s rite s .
There i s n o wa l l a ro u n d the tow n , but d a n ge ro u s
beasts a n d ot h e r th reats s e e m t o avo i d the a rea most
of t h e t i m e .

Someday, the wise folks say, the giant will return,


lookingfor his stolen goods. Looking to get revenge.
Lookingforjack. But on that day, jack will be long
gone, his days long since done. But his grandson
or granddaughter, or perhaps their grandson or
granddaughter, might just be on hand to trick the giant
again and save the land from his terrible wrath. Let's
all hope so. For the land to be safe, we need not a hero,
but a jack.

1 86
LI M E NE
THE BEYOND

t DESSANEDI , stra i g h t u p o n a l l s i d e s , a n d coveri n g m o re t h a n The Wandering Walk is a


" fr THE JAGGED WASTES
9 s q u a re m i l e s ( 2 3 s q . km) , t h e G reat S l a b c a n
be s e e n fo r l o n g d i st a n ce s a n d i s often u sed a s
pilgrimage route through
the Ninth World. No one
The l a n d of Dessaned i is a mostly ba rren field of a p o i n t of refe re n ce o n m a p s . A red d i s h - b l ack knows the exact length
broke n , j agged g l a s s t h at l i es south of the G reat oil co nti n u a l ly ru n s d own t h e wa l l s , m a k i n g the of the Wander, nor can
anyone seem to point to its
S l a b , n o rth of the P l a i n s of Kata ru, and west of the co n struct i m po s s i b l e to c l i m b . N ot h i n g grows a l o n g
exact beginning or end. For
Clock of Ka l a . Alt h o u g h pat h s lead t h rough t h e aptly i t s s l ick wa l l s a n d few, if a n y, creat u re s l ive n e a r t h e details on this route and
n a m ed j agged Wa stes , travel i n t h i s region i s s l ow, s i d e s of t h e G reat S l a b . those who take pilgrimage
a rd u o u s , a n d fi l led with cuts a n d scrapes-o r worse. H owever, the t o p i s a d ifferent matte r-the s u rface along it, see Chapter 25:
U n d e rfoot, t rave rs a b l e pat h s a re noth i n g but t i n y of the s l a b is an ecosystem of its own . Ca rved out of The Beale of Boregal, page
s h a rd s of g l a s s . O n e i t h e r s i d e sta n d outcro p p i n g s the enormous fl at top is a b l i n d va l l ey, a deep and
367.
of se rrated edges a n d razo r p o i n t s . I f t h e j agged n a rrow crevasse that ru n s north to south , with a n
Wa stes were n 't the o n l y way to reach the p a s s abrupt end i n g on both sides. A c l o s e r l o o k a t the
ca l l ed t h e S h eer, it' s u n l i ke l y a n y o n e wo u l d eve r va l l ey reveals that it see m s to h ave been d u g out of
co m e h e re . the s u rface of the slab, as one m i ght accidenta l ly
S c h o l a rs s u s pect t h at at some point i n the d i stant gouge a table. Littered along the gas h-wh ich is ca l l ed
past, t h e s a n d - swept d u n es of Dessaned i we re the D riftless Va l ley-giant, h a lf- b u ried bould ers refl ect There are many who
tu rned to g l a s s , perh a p s t h rough i nte n s e h eat. T i m e l i ght, eve n when there a p pears to be none. Due to its speculate that the Wander
h a s broken a n d s h atte red the g l a s s , m a k i n g the i solation, the va l l ey h osts creatu res found n owh ere is actually a closed circle
waste l a n d very d ifficult to cro s s . e l se i n the N i nth World , with genetic m utations that that encloses the whole
of the Ninth World and
N oth i n g grows i n the j agged Wa stes, a n d com b i n e two or more creat u res i nto one.
that some, especially those
oth e r t h a n a few scave nger b i rd s , l itt le l ives there, Those who h ave atte m pted to cl i m b t h e G reat with enhancements or
making it at least a q u i et j o u rn ey. The s i g n ificant S l a b h ave been thwarted by the s l ick wa l l s , a p p a rent otherworldly attributes,
co m m u n ities a re fo u n d o n the ve ry edge of t h e bad l u ck, o r s o m e ot h e r i m ped i m e n t t h at has have been trekking its
waste s , i n reg i o n s t h at m i ght tec h n ically be h i n d e red a n d eve n t u a l l y sto pped their p rogre s s . eternal loop since before
co n s i d e red part of the P l a i n s of Kata ru. T h u s , t h e s l a b ' s d iverse ecosyste m a n d pote n t i a l recorded time.
trea s u re s re m a i n u n known to m o s t peo p l e of t h e
THE GREAT SLAB N i nt h Wo rld .
The G reat S l a b is a h u ge co n struct t h at r i s e s fro m
t h e b l u e-green e a rt h i n a h u l ki n g b l ock of syn t h ,
meta l , a n d o rga n i c s . I t l i e s at t h e southern m ost
edge of the Fifth Stretch of the Wa n d e ri n g Wa l k.
R i s i n g m o re t h a n 3 , 000 feet (91 5 m) i nto t h e a i r,

1 87
WHITE LAKE U n known to most, s h e comes fro m a d i stant wo rld
Wh ite La ke is a s m a l l town by most sta n d a rd s , but a n d i s a n a rtifici a l ly created but orga n i c be i n g
it i s the o n ly bit of civ i l ization fo r 40 m i l e s (65 km) ca p a b l e o f asexu a l re p rod u ct i o n . Sent t o co l o n ize
a ro u n d , a m i d a p a rticu l a rly e m pty stretch of p l a i n s E a rt h , she o ri g i n a l ly p rod u ced a l a rge p rogeny, but
n e a r the J agged Waste s . About 1 , 5 00 peo p l e ca l l t h e afterward she we nt mad and h u nted d own each
town h o m e a n d h ave n a med i t , n ot s u rp ri s i n gly, afte r of h e r offs p r i n g . S i n ce t h e n , she has re p rod u ced
t h e nea rby l a ke fed by stre a m s co m i n g d own out of o n ly o n ce, creat i n g a d a u ghter ca l l ed Ao rolae. Vo n a
t h e m o u n ta i n . h a s t h e powe r to a lter a n d s h a pe h e r own genetic
T h e tow n ' s u n offici a l leaders a re a m a rried m ate rial a n d t h at of ot h e r beings with i n i m med i ate
Hervan, level 5, possesses co u p l e n a m ed H e rvan and D e i l . H e rvan i s a n a n o ra n ge. T h u s , s h e can transform h e rself o r others.
a number of magnetic who s peci a l izes i n esote ries t h at s h a pe a n d control U s i n g h e r powe r as a wea p o n , s h e can cause a n
powers
m agnetic fi e l d s . Deil was a s k i l led warri o r, but h e lost enemy's b o d y to t e a r i t s e l f a p a rt.
Deil, level 3, level 5 with t h e u s e of h i s legs a few yea rs ago. Today he ro l l s Vo n a i s known to those i n Yos h - u l a s the G reat
a crossbow about i n a wheeled meta l c h a i r t h at H e rvan l evitates M other, the G l a s s Wraith , and the Life Weave r.
and m oves when h e i s nearby. Although a l oof, s h e i s k i n d a n d
Both men co m m a n d t h e res pect wise.
of eve ryo n e in Wh ite La ke beca u s e
years earl i e r, they d rove off a fo rce o f THE LAMBENT FIELDS
a b h u m a n s t h at th reate ned the tow n . A s h i m mering wasteland. A
The l a ke was n a m ed fo r t h e l a rge busi ness ventu re. A b u rial ground
n u m be r of fe rrix t u rtles t h at l ay t h e i r of the new god s . A sacred pl ace
e g g s e a c h s p r i n g, appeari n g t o t u rn of ancient wors h i p and death.
t h e n o r m a l l y clear wate rs wh ite. The Depen d i n g on who you ta l k to,
eggs a re a d e l i cacy to the peo p l e the Lambent Fields are a l l of these
of Wh ite Lake, who ca refu l ly leave t h i n gs and more.
e n o u g h to e n s u re a new ge n e ration Borderi n g the western m ost
of t h e creat u re s . ed ge of the Clock of Ka l a , the
S i x m i les (1 0 km) s o u t h of Wh ite La m bent F i e l d s a re m o re t h a n
La ke l i e the ru i n s of S e l a scor Ca stle, 1 00 m i l es (1 60 km) across a n d
a 400-yea r o l d fo rtre s s made of pote n t i a l l y j u st as deep (or
heavy grey sto n e s . The l o rd of the deeper) . The s u rface a rea i s
castle was o n ce the ruler of the covered i n m u ltico l o red d u st t h at
a rea, but after a n a n g ry u p ri s i ng, h e s h i n es eve n i n t h e d i m mest l i ght.
was h a n ged fo r cri mes aga i n st h i s E nterpri s i n g i n d ivid u a l s co l l ect
s u bjects. the d u st a n d s e l l it to those who can afford it. The
wealthy u s e t h e d u st a s d ecor fo r b u i l d i ngs, cloth i n g,
YOSH-UL and t h e i r bod ies.
Yos h - u l i s a meet i n g point for n o m a d i c tribes t h at B u ried deep ben eath the s h i m me r i n g eart h ,
dwe l l i n the reg i o n . About 1 ,000 res i d e nts l ive t h e re h owever, i s someth i n g o f greater v a l u e , but no o n e
permane ntly, but at any given t i m e , the p o p u l ation can figure out what it i s o r, perh a p s m o re i m portant,
doubles d ue to n o m a d s who co m e fo r o n ly a month what to d o with it. Laye rs upon l ayers of m eta l l ic
o r so each yea r. In Yos h - u l , the te m p o ra ry res i d ents creat i o n s fi l l the eart h , a boneya rd of the n u menera,
h o l d festiva l s , wed d i n g s , i m portant meet i n g s , and ripe fo r the taki n g-o r it wo u l d be if n ot fo r t h e
oth e r com m u n ity eve nts before o n ce aga i n res u m i n g pol itical te n s i o n s ru n n i n g ra m pant i n the nea rby
Vona: level 9; can transform
t h e i r h a r s h e r n o m a d i c l ifestyl e . city of Pica l a h . The city h a s l o n g c l a i med j u ri s d i ction
into any other creature (or
original form of her design) A n a t u r a l s p r i n g p rovides wate r a n d a few fie l d s ove r the La m bent F i e l d s a n d stationed a sta n d i n g
ifgiven an hour; can inflict o f gra i n a n d vegeta b l e s . T h e perm a n e nt p a rt o f t h e a rmy a ro u n d i t s bord e rs t o keep poachers fro m t h e
7 5 points of damage to com m u n ity i s a co l l ection o f wood e n a n d sto n e va l u a b l e materi a l s . B u s i nesses with t h e a p p ro p ri ate
any and all living creatures b u i l d i ngs, a n d v i s itors to Yos h - u l e rect tempora ry papers we re a l l owed to send s peci a l ly tra i ned
within immediate range, y u rts, tents, a n d pavi l i o n s . i n d ivid u a l s ca l l ed yarders to m i n e the fie l d s a s l o n g
but it takes two rounds to
do so The town-if it c a n be ca l l ed th at-has no official a s they tithed t h e i r p roper percentage to t h e city.
r u l e r, but if the need fo r one arises, the leader of Eve ryt h i n g c h a n ged when a ya rd e r u n e a rthed the
wh ateve r tribe o r tribes a re i n res i d e n ce takes t h e i ntact body of a giant mech a n ical creat u re . I t had
m a ntle. H owever, the wi sest a m o n g these leaders th ree heads a n d m u lt i p l e l i m bs a n d wo u l d h ave
co n s u lt with a wo m a n n a m ed Vo n a . stood at least t h ree t i m e s as ta l l as the average
M a ny peo p l e i n Yos h - u l revere Vo n a as a god d e s s . h u m a n . The creatu re bore sym b o l s a l o n g its m a n y

1 88
LI M E NE
THE BEYOND

}
"l' {
DESSANEDI HEARSAY
'f
l i m bs , a n d with i n two of its a p p e n d ages were
o bj ects . The fi rst was a cera m i c bowl i n scri bed with M a n h u nt: A m u rd e re r fro m Yos h - u l
s i m i l a r m a rki ngs. The seco n d was w h at a p peared to h a s fl e d i nto t h e J a gged Waste s . T h e
be a type of sto n e game p i ece, pos s i bly a n ancient n o m a d leaders s e e k h a rdy fo l k t o track h i m d own
d i e, beari n g p i ctogra m s o n its sides. a n d retri eve h i m , but t h i s deci s i o n has sti rred
up contention a m o n g the tribes. Some say t h e
PICALAH w i n d sto rms t h i s t i m e of yea r a re l i kely to c l a i m
Pica l a h is a city of about 1 0,000 peo p l e , many of the cri m i n a l before any posse co u l d fi n d h i m .
whom came to the a rea as a re s u lt of the find in t h e Others want t h e more ta n g i b l e j u stice o f a tri a l
La m bent F i e l d s . The s i m p l e city i s h avi n g d ifficu lty a n d t rad itio n a l d eath b y scorpion sti ng.
deal i n g with the i nfl ux of n ew peo p l e as we l l as the
conte n t i o n s ove r the fie l d s . THE WEIRD OF DESSANEDI
S h o rtly after the d i scove ry o f the mech a n ical Rune Tower: In t h e m i d d l e of t h e J a gged Wastes
creat u re ' s body, Pica l a h s p l it a p a rt, with fo u r sta n d s a p r i sti n e towe r of what a l so a p pears to
o rga n izat i o n s a t the h e l m o f the controve rsy. Wh i l e be g l a s s , but the structu re looks stu rdy, and local
the fo u r gro u p s fight, t h e m i n i n g operat i o n s a re a t a gos s i p says it' s i n d estruct i b l e . The towe r i s 30
sta n d sti l l , exce pt for those who s n e a k by or pay off feet (9 . 1 m) ta l l , a n d at the top it p rojects i m ages
the g u a rd s i n the d a rk of n i ght. of u n kn owa b l e sym b o l s made of l i ght.
Stackle Spire is the city's d i rector. She bel ieves that Stackle Spire: level 3, level
4 with all interactions
the pu rpose of the Lam bent Fields is to bring prosperity, Warrow Beetles: T h roughout t h e waste s , yo u
fame, and a h igh qual ity of l ife to Picalah and its can fi n d stra n ge, tra n s l u cent beetles t h at appear
i n habitants. She keeps the army at the field's borders and to s u b s i st o n t h e g l a s s . These warrow beetles
conti nues to fight for the right to mine the n u menera. can not be eaten safely, a s they h ave m o re in
Lo rne M a m m i s t h e Mag of the Po p u l ace Priory, co m m o n with m i neral t h a n with fl e s h . Lorne Mamm: level 4
a re l i g i o u s sect t h at be l i eves the giant creatu re i s
o n e o f the god s t h at c a m e before a n d deserves to b e d e n sely popu l ated section o f t h e fo rest. M ost peo p l e
wors h i pped a s s u c h . The Po p u l ace Priory advocates dwe l l i n cu rved h uts b u i lt fro m sto n e bricks.
t h at a l a rge, open-a i r p l ace of reve re n ce be b u i lt i n The m i d d l e section i s a d e n se j u ngle, thick with
t h e center o f t h e d i g. u n d erbru s h a n d ca nopy l eve l s t h at rise toward the
Co lten G a n gy i s the ove rseer of the La n d Laws, a s ky and house m a ny wild creat u res. The air i s so Colten Gangy: level 3, level
4 with perception
gro u p of city n atives who argue t h at the fi e l d s a re heavy with m o i s t u re t h at water d ri p s fro m the trees,
a b u ri a l gro u n d for giants. The whole a rea m u st kee p i n g the gro u n d-a n d any who wa l k along it
be re b u ried out of res pect for the dead . The gro u p d a m p at a l l t i m e s . M ost s m a l l to med i u m creatu res
i n s i sts t h at re p l anti n g t h e l a n d with a g i a n t grove of l ive h i gh i n t h e trees , h o p i n g to escape the l a rge
trees wo u l d keep the dead h a p py in t h e i r graves a n d carn ivores t h at s l i n k a n d sta l k a l o n g the m o i st fo rest
p reve nt them fro m ri s i n g t o destroy t h e eart h . floor. H e re trave l e rs fi n d the l a rge wa l l known as the
F i n a l ly, Efrix M o rie i s t h e voice of The La m bent Pad u n , as we l l a s t h e city of D ru i s s i .
Efrix Morie: level 3, level 4
Order, a newly fo u n d ed sect of those who wors h i p with numenera knowledge
t h e n u menera. They a rgue t h at P i ca l a h m u st fu nd a
ca refu l excavat ion of the fie l d s to look for more g i a nt
mech a n ical creat u re s a n d b u i l d a m u s e u m to p rotect
a n d d i s p l ay t h e i r re m a i n s .

}{ BA-ADENU FOREST
Stondels are 3foot (1 m)

"'fr
tall, bison-like mammals
Th i s vast fo rest e n co m passes such a l a rge (level 2)
a rea of the Beyo nd t h at it h a s at least th ree d i st i n ct
c l i m ates with i n its leafy borders. Breslings look like
segmented worms about
The southwestern a rea, which hedges the B l ack
the size of a human's arm
Riage, i s d ry and cri s p . W i n d s wh i st l e betwee n the (level 1 ), with hairy legs
tops of the tal lest trees , swayi n g t h e i r b ra n c h e s fa r that end in three-fingered
a bove t h e gro u n d . Trees to p p l e reg u l a rly h e re, a n d hands with opposable
a ca l l of " Crackl i n g ! " i s co m mo n a m o n g those who thumbs. They travel en
l ive i n the wilds. Exp l o rers can expect to fi n d herds
masse, feeding on leaves in
the tops of trees.
of sto n d e l s a n d bres l i ngs h e re, as we l l a s w i n ged
creat u re s of a l l s h a pe s , sizes, and colors. Th i s a rea,
which i nc l u d e s t h e city of E p h re m o n , i s the most

1 89
The southeastern t i p of the B a-Ad e n u Forest, Res i d e nts wors h i p a creatu re ca l l ed the Fa l g ree n ,
Druissi is the site ofthe wh ich t u r n s to swa m p s and bogs, is po p u l ated with w h i c h a p pears t o the p i o u s i n the form o f a fl oati n g
adventure "Seedship. " See s n ags a n d borgrove trees. H e re, both the air a n d yo u n g wo m a n i n a tattered b l ack a n d green d re s s ,
Chapter 27 (page 3 78) for t h e gro u n d a re sti l l a n d wet. A fa l s e ste p co u l d l a n d w i t h twigs fo r h a i r. The fie rce ly d evout s a y t h at fo r t h e
more information.
s o m e o n e th roat-deep i n a sti ckybog o r a t t h e mercy price of a ch i l d , Fa l g reen wi l l p ro m i s e l o n g l i fe, but
of a h u n gry ca i m a n t h at had a p peared to be a dead most peo p l e m e rely co n s i d e r h e r to be a bri n ge r of
log. Ca moufl age i s t h e name of the game, a n d most l uck a n d a safety n et d u ri n g their trave l s among the
creatu res a re d ifficult to see among the mud a n d treeto p s .
m uck. The U ntethered Legion th rives i n t h i s part of
the fo rest, a fu rth e r p l a g u e to a l l who w i s h to cro s s PADUN
t h ro u g h the a rea. Pad u n i s a n enormous ova l - s h a ped wa l l , a l most 1 5
m i l es (24 km) acro s s , deep i n t h e Ba-Ad e n u Fo rest.
EPHREMON The origi n a l structu re seems to h ave been b u i lt fro m
The l a rge city of 20,000 people occupies many leve l s a soft m eta l l i c s u b stance carved or s h a ped i nto
o f the forest, from cave l i ke dwel l i ngs among the tree ro u n d stones. Ove r the years, a variety of m ateri a l s ,
roots to nest-styled homes in the h i ghest canopies. i nc l u d i n g stro n g l a s s a n d p u rp l e trees fro m t h e
A l a rge circle of ca refu l ly te nded ester trees creates a A u s re n Wood s , h ave b e e n u sed t o extend a n d repa i r
m a keshift wa l l a ro u n d E p h remon, and lookouts s it t h e wa l l .
i n wel l-fash ioned tree rests to kee p an eye on t h i n g s I t s s u rface feat u re s co u ntless w i n d ows, doorways,
i n side and outs ide the city. A com p l i cated syste m holes, a n d oth e r entry poi nts. Some h ave been
of risers, ladders , and swi ngs {a l l made from meta l , co n structed a n d i n c l u d e doors t h at close and loci<.
synt h , and wood) a l low access t o eve ry leve l o f t h e city. Oth e r entra n ces appear to be the re m n a nts of wars,
M ost i n h a bitants a re a g i l e a n d avid cl i m bers, battles, a n d attacks.
h av i n g learned at a n early age h ow to move between A n u m be r of cities, fo rtresses, and stro n g h o l d s
t h e l eve l s . H oweve r, v i s itors a re l i kely to struggle and h ave b e e n b u i lt with i n t h e wa l l , but a l l fa i led a n d a re
fall beh i n d a s t h ey atte m pt to fo l l ow a n ative to any n ow l ittl e m o re t h a n ru i n s . Fo r eve ry pote ntial ruler
l evel beyo n d the grou n d . who sees t h e giant wa l l a n d i m ag i n e s a kingdom of

1 90
LI M E NE
THE BEYOND

}{ BA-ADENU HEARSAY
"'
steed s . T h e i r tee m i n g m a s ses fi l l t h i s region o f t h e
Horrors on the Prowl: An i n crease i n fo rest-gathering, waiti ng, b u i l d i n g someth i n g
t h e n u m be r o f j i raskar attacks h a s t h e t h at i s so fa r u n seen a n d u n known . Someone, jiraskar, page 242
fo rest peo p l e worri ed. Why a re so many of t h e somewhere, gives t h e m o rders. O n ly t h e legion
p red ato rs active l ately? Wh at can be d o n e a b o u t knows what those o rd e rs a re a n d where they come
them? fro m .

Lost N ecklace: T h i eves sto l e a neckl ace fro m


the h o m e of D a rl ajyn , a wealthy wo m a n i n
E p h remon w h o i s t h e s i ster o f o n e o f the
g l o egloo, tho"ght
(erroneous ly) to be d ry a n d l i fe l e s s , E rrid Ka l o u m
tow n ' s ad m i n i st rato rs. They d i d n 't know t h at i s i n fact a s h a l l ow salt l a ke t h at h a s formed a t h i c k
the neckl ace conta i n s a n u m e n e ra d evice t h at crust ove r i t s s u rface, a n exte n s io n o f the Sere
stores i nformation s h e can acce s s te l e path ical ly, M a rica. T h roughout the oth e rwise l eve l , m o n oto n o u s
i nc l u d i n g the vault code for the town trea s u ry. l a n d scape, occa s i o n a l m o u n d s rise l i ke i s l a n d s i n a
sea. The co m parison is a pt, beca u s e these m o u n d s
THE WEIRD OF BA-ADENU a re, i n deed, i s l a n d s i n t h e s a l t l a ke . E a c h i s l a n d i s
Vampire of the Woods: A gaunt h u m a n o i d s u rp ri s i n gly fe rt i l e a n d l u s h , eve n fo r t h e c l i m ate, fo r
creat u re , pos s i bly a m utant, h a u nts the wood s , two rea s o n s . F i rst, they' re formed d u e t o geot h e r m i c
d ra i n i n g the b l ood of i t s vict i m s a n d leav i n g t h e i r activity below t h e l a ke, a n d t h u s they' re w a r m e r t h a n
d e s i ccated corpses fo r others t o fi n d . the general a rea b y a b o u t 5 t o 1 0 degree s . Seco n d ,
some o f the m i neral struct u res fo rced u p t h rough t h e
I c e Palace: A s m a l l keep made enti rely of salt l a ke to form the m o u n d s a l s o serve as a powe rfu l
u n m elti n g b l ue-green ice sta n d s in the n o rthern des a l i n iz i n g filter. I n oth e r word s , with i n each i s l a n d
fo rest. N o one knows who, if a nyo ne, l ives there. i s a re serve o f fres h wate r. Th u s , t h e i s l a n d s a re
fe rt i l e a n d covered with p l a nts a n d a n i m a l s . A few
host s m a l l com m u n ities of h u m a n h u nters a n d
gathere rs who travel across the salt fl ats i n l a rge
l oya l a n d p rotected s u bjects, there i s someone else wago n s p u l led by sa lt-cru sted t h e ri s h oxe n . Hthumos terror-hound:
who wi l l take adva ntage of t h e d ifficu lty i n d efe n d i n g M a ny o f t h e s e sett l e m e nts fo l l ow t h e gory level 4; 3 points ofArmor;
s u c h a l a rge structu re a n d s pace. re l i gion of L h a u ric, but without priests who can heavy crossbows with agony
com m u n icate with the C h a l l i fa n i , their ve rs i o n has bolts inflict an additional 3
DRUISSI s i m ply beco m e b l ood l ett i n g a n d m u rd e r fo r its own
points of damage to living
creatures
A s m a l l town in the n o rt h e rn section of the B a-Ad e n u s a ke. Oth e r vi l l ages rej ect these p ractices but h ave to
Fo rest, D r u i s s i i s h o m e t o a ro u n d 1 ,000 i n h a bitants. fe n d off ra i d s fro m what they ca l l t h e b l ood-fo l k, who
I t i s b u i lt o n t h e v i s i b l e p a rt of ancient, u n known co nti n u a l ly h u nt fo r victi m s .
wreckage t h at ge n e rates a sta b l e , l ow-level heat
year-ro u n d . Res i d e nts of D r u i s s i take fu l l advantage HTHUMOS
of t h i s , u s i n g the co n d u ctive heat to warm eve ryt h i n g A s m a l l town l i es at the confl uence of the Salter a n d
fr o m food a n d wate r t o t h e i r h o m e s . Eviet Rivers a s t h ey co m e d own out of t h e C l o c k o f
Ka l a . The tow n , H t h u mos, s u rro u n d s a ta l l castle
THE UNTETHERED LEGION of d a rk grey sto ne. The com m u n ity takes its n a m e
Deep in the swa m py m i re of the southeastern fro m the castle, wh ich i n t u r n takes i t s n a m e fro m its
section of the Ba-Ad e n u Forest i s the U ntethered d e p raved a n cestral res i d e nts.
Leg i o n . The name i s both a p l ace and a foul cu rse, The Hth u mos fa m i ly a re wealthy n o b l e s who l o rd
o n e n ot eve n uttered i n the bri ghtest of d ays. ove r the s u rro u n d i n g l a n d a n d its peo p l e a n d treat
The U ntet h e red Legion i s a land of mud a n d o i l , with them (and often each oth e r) with tricke ry and cruelty.
poo l s of a m u rky s u b stance t h at fl ows red fo r d ays They m a ke sport of h u nt i n g peasants a n d ru l e
Hesterin (and Sterrick)
o n e n d , h a rd e n s to grey, and t h e n l i q uefies aga i n . ca pricious ly, free i n g m u rd e re rs fr o m the d u n geon
Hthumos: level 5, level
A n d with eve ry h a rd e n i n g o f t h e l a n d , t h e h o u n d s a n d sente n c i n g i n n oce nts to to i l in t h e m i l l s fo r 2 in all physical tasks; 2
o f t h e U ntet h e red Legion i n c u bate i n s i d e i t s bel ly, i m ag i n ed s l ights. The n o b l e s m a i nta i n t h e i r control points ofArmor; Sterrick's
wait i n g to e m e rge fro m the soi l . When t h e poo l s t u rn t h ro u g h d a rk-armored sold i e rs ca l l ed terror- h o u n d s , helmet has a variety of
back to b l ack a n d red , the h o u n d s a re born, p u s h i n g whose co l l ars a rtifici a l ly i n d u ce physical pleas u re vision-enhancing apparatus,
nose-first t h ro u g h t h e l i q u id i n a great u p h eava l of when the wea re r i n fl i cts p a i n or ca u ses fea r. as well as a level 8 device
that gives him control over
s l averi n g j aws and bared fa n g s . The cu rrent head of the h o u se is H esterin
magnetism at long range
Awa it i n g t h e i r a rriva l a re t h e legio n ' s riders, Hth u mos, a m utant albino with a conjoi ned twi n
b i o m ech a n ical h u m a n s cloaked to m atch their n ew b rother n a med Sterrick. T h e brother i s l ittle more

191
than a head and a h a n d with ten d ri l - l i ke fi n gers on
H esteri n ' s torso. H owever, he i s fu l l y conscious,
aware, and i nte l l i gent. Years ago, when local
ch i u rgeon s said that Sterrick wou l d l i kely d ie and
s h o u l d be s u rgica l ly re moved , H esterin refu sed .
I n stead , s h e s pent a great deal of her fa m i ly' s wealth
sco u r i n g the world for n u menera that wou l d save
her b rother, for whom s h e had u n n at u ra l affections.
T h i s q uest eventually bore fruit, and now Sterrick i s
encased i n a n i ron hel met that kee ps h i m a l ive o n
h i s s i ster' s body-a wo man that, b y a l l accou nts, h e
d e s p i ses.

}{ THE DIVIDED SEAS


"{f Along the southern bord e r of the Beyo n d


rest two bod ies of wate r, co n nected by a
c h a n n e l ca l l ed the I moros Stra it. O n e body-Se re
ERRJD KALOUM HEARSAY M a rica-i s heavy with b l u e salts. The ot h e r-N avae
Rescue M ission: O n e of t h e blood-fo l k M a rica-h as e n o u g h fre s h wate r to s u sta i n the enti re
vi l l ages h ave captu red a we l l - known popu l ation of the Beyo n d for years. The two i n l a n d
natura l i st and exp l o re r n a m ed Brene Fa l Koses, s e a s a re so u n l i ke i n eve ry way t h at they m i ght a s
most l i kely fo r d i re p u rposes. M e m bers of h e r we l l be s it u ated a wo rld a p a rt.
trave l i n g co m pany offer a s u bsta ntial reward fo r At 1 , 600 m i l es (2 , 5 75 km) acro s s and 1 , 5 00 feet
h e r ret u r n . (45 7 m) deep, Sere M a rica is m o re t h a n twice the
size of h e r s i ste r. The s o u rce of S e re M a rica ' s salt
Castle o f light: O n one o f t h e i s l a n d s o f the s a l t i s someth i n g of a myste ry, fo r the wate r t h at enters
fl at, s o m e o n e h a s b u i lt a cast l e w h o s e wa l l s the sea fro m the s u rro u n d i n g rivers and t h rough the
a p pear t o b e made o f tra n s l u cent e n e rgy rather l m o ros Strait i s fre s h wate r, c h a n g i n g o n ly when it
t h a n m atte r. N o o n e knows who i s the m aster reaches the S e re. Creatu res of many s izes a n d co l o rs
o r m i stre s s of t h i s castle, but m u lt i p l e re ports l ive i n the l a ke, fro m t h e gigantic a n d aggre s s ive
Abykos, page 23 0 of a bykos e n co u nters h ave co m e i n fro m t h e ce r u l e a n octo p i to the b a rely v i s i b l e d u a n d a s , fl oati n g
s u rro u n d i n g a rea. b u b blefish t h at atte m pt to i m p l a nt t h e m selves i n
open i n gs o n a body.
THE WEIRD OF ERRID KALOUM T h e c u l t u ra l s e n s i b i l ity of S e re M a rica i s a s
Shi p Without a Sea: H a l f b u ried in the salt fl ats, v a r i e d a s its creat u re s . S a l ac h i a , t h e S a l t C ity, i s
a h u n d red m i l es n o rth of the Sere M a rica, l i e the b u ried d e e p b e n eath t h e s u rface o f t h e l a ke , a n d
re m a i n s of a s a i l i n g ves s e l made of metal a n d a t h e S a lted M a rs h e s l i e a l o n g t h e n o rthwestern
m ateri a l t h at a p pears to be synth fibers s p u n l i ke s h o re . M a ny of those w h o l ive a l o n g and wit h i n
s i l ke n we b s . t h e S e re M a rica d e p e n d o n s a l t fo r s u ste n a n ce a n d
d a i l y l iv i n g.
T h e Floati ng Circle: I n t h e m i d d l e of t h e salt fl ats O n e t h i n g noticeably m i s s i n g from the Sere
i s a c i rcle 3 00 feet (91 m) acro s s t h at ca uses M a rica a rea is mech a n ical b e i n g s . The salt i s too
some ite m s p l aced above it to beco me l i g hter. h a r s h o n t h e m , rust i n g and co rrod i n g t h e i r i nte rnal
Some mechanical beings O bjects t h at we i g h l e s s t h a n 3 00 p o u n d s (1 3 6 a n d exte rnal e l e m ents without re m o rse. Trave l e rs in
and other machines in kg) float a bove t h e c i rcle, although anyt h i n g the a rea, e s peci a l ly those who p l a n to e nter the wate r,
the proximity ofthe Sere we i g h i n g l e s s t h a n 3 pou n d s (1 .4 kg) fl i es o ff i nto wo u l d be wise to p rotect any tech nologies, i n c l u d i n g
Marica have developed
the atm o s p h e re, l i kely n ever to be seen aga i n . p rosthetics a n d a rtifacts.
means to protect
themselves from the high T h e m u ch s m a l l e r a n d s h a l lower N avae M a rica
salt concentrations. The None S o Blind: I n t h e v i l l age o f H eath i a n , o n i s a s o u rce of fre s h wate r, fi s h , and game fo r a l l
details on these processes t h e n o rthern e n d of t h e salt fl ats, some of the w h o l ive n e a r i t . M a ny w h o dwe l l o n t h e s h o re s a re
can sometimes be p rev i o u s a n d all of t h e l atest ge n e ration of boaters a n d d ivers . H e re , tow n s fo c u s on t u rn i n g
purchased or traded for.
re s i d ents h ave been born without eye s . The local t h e n u m e n e ra i nto d iv i n g eq u i p ment, porta b l e
Aeon Priests h ave fa s h i o n ed " s i ght sticks" fo r fl otat i o n devices, a n d va r i o u s fo r m s of wate r
t h e s e peo p l e-d evices s h a ped l i ke h a n d m i rrors, t ra n s port s .
which t h ey h o l d i n front of their faces to ga i n a
k i n d of a rtificial s i ght.

1 92
LI M E NE
THE BEYOND

OUR ORDER OF THE LADY order s u p ports itself t h ro u g h the sales o f va rious
Of THE SALT WAY s a lt p rod ucts, i nc l u d i n g fi rewo rks, cu red a n d p i ckled
O u r Order of t h e Lady of the Salt Way, somet i m e s food st uffs , dyes a n d p i g m e nts, a n d med ici n a l
ca l l ed O u r L a d y of the Acrid Tongue by t h o s e remed ies.
outs i d e t h e gro u p , i s a n o n affi l i ated re l i g i o u s o rd e r H a l ites of both ge n d e rs wea r co mforta b l e cloth i n g
esta b l i s h ed a t l e a s t fo u r ge n e rat i o n s a g o b y S a i nt o f bright, sa lt-dyed co lors, u s u a l ly red , ye l l ow, o r
E s e l d . M e m be rs bel ieve t h at a l l l i fe s p r i n gs fro m b l ue . They wea r t h e i r h a i r l o n g a n d braid it w i t h a
s a lt a n d t h e s a lted p l aces of the worl d , a n d they fee l s a lt-a n d - h e r b m ixtu re t h at crusts t h e twi n i ngs i n
b l essed t h at t h e i r center of wors h i p a n d i n h a b itance p l ace a n d gives t h e m t h e perpet u a l look o f go i n g
i s j u st such a p l ace. grey. They s m e l l o f b r i n e a n d s e a wate r.
S i t u ated o n a long, t h i n , u n n a med i s l a n d in the Wh i l e h a l ites be l i eve a l l oth e r re l i g i o n s (es peci a l ly
S a lted M a rs h e s , t h e o rd e r co n s i sts mostly of wo m e n , t h e O rd e r of Truth) to be horribly m i sg u i d e d , t h e
a l t h o u g h ge n d e r i s n ot a req u i re m e nt. I n fact, o r d e r does n ot co n s i d e r i t s e l f to be at war w i t h t h e m .
m e m bers take o n ly th ree vows: Rather, t h e h a l ites l i e l ow a n d w a i t , h av i n g faith t h at
1 . Wo rs h i p salt as god a n d as l i fe. eve n t u a l l y eve ryo n e wi l l see the truth-t h at s a lt i s t h e
2 . Offer s h elter a n d s u ccor fo r those i n need . l i fe a n d the way-a n d then the ra n ks of t h e o rd e r wi l l
3 . N ever l eave t h e i s l a n d u n l e s s ca l l ed u po n to d o swe l l , as they s h o u l d .
so fo r great a n d grievo u s rea s o n s b y a v i s i o n of t h e Cu rrently, H a l ite G a bra head s O u r O rd e r o f t h e
l ate S a i nt Eseld h e rself. Lady o f the S a l t Way. S h e i s a firm- h a n ded wom a n
w h o s e s a lted cri m s o n b ra i d s fa l l p a s t h e r knees
There a re wh i s pers of a fo u rt h vow-a wi l l i n g n e s s a n d then loop back u p to the top of h e r head . S h e
to be e n cru sted w i t h salt a n d something (th i s word l aye rs h e r s k i n w i t h s a l t , w h i c h ove r t i m e h a s b u i lt
c h a nges in the tel l i ng, but "cured" and "eate n " a re u p to give h e r a nearly et h e real gl ow. Both of h e r
two co m m o n ones} u p o n yo u r death-but no o n e ears a re cove red w i t h s m a l l m a n u factu red ci rcl e s ,
h a s b e e n a b l e to verify these r u m o r s . a n d if h e r d a rk green eyes seem s l ightly t o o l a rge
M e m be rs of the order, known as h a l ite s , a re s k i l led fo r h e r head, it's beca u s e they' re n ot the ones s h e
i n t h e u s e a n d creation of all forms of salts. The w a s b o r n wit h . O nce a l oya l m e m b e r o f the O rd e r of

1 93
Truth, H a l ite G a b ra was eat i n g a p l atte r of s a lted fi s h an i s l a n d b u ried i n s a lt-l eads to a better exc h a n ge.
when s h e s a w the v i s i o n o f a wo m a n i n wh ite a m o n g The fi n a l two b u i l d i ngs a re cru m b l i n g a n d rarely
The salt formations
along the northern edge the b o n e s . B e l i evi n g it t o be a test o f h e r fa i t h , s h e u sed , except perhaps fo r i l l icit re n d ezvo u s or storage.
of the Sere Marica are q u ickly stabbed a t h e r eyes t o re move the s i ght. At the fa r end of the i s l a n d , there is a door in a h i l l ,
strange and beautiful, When the v i s i o n began speaking, she p u n ctu red her barely n oticea b l e fo r t h e crust o f salt u p o n it. The
sometimes appearing own ears a s we l l . lock a n d l atch , h owever, appear free of crust, a n d
like fungal growths or look as if they a re used ofte n .
B l i n d a n d deaf, s h e bel ieved s h e wo u l d wa n d e r
even weird creatures.
This is an inhospitable the l a n d u nt i l s h e d ied fo r h e r re l i g i o n . When s h e
environment for most awoke s o m e t i m e l ater, s h e w a s i n a l a rge castle, Current Events
life, but creatures called s u rro u n d ed by t h e smell of salt a n d sea, b e i n g ca red H a l ite M afi l , a l o n g-sta n d i n g m e m be r of the order,
pale worms riddle the fo r by l ovi n g h a n d s . Ta k i n g it a s a s i g n t h at t h i s was rece ntly fe l l i l l with fever for no o bv i o u s rea s o n . Eve n
formations with tiny the faith of her d e sti ny, G a b ra d evoted h e rself to O u r i n h i s agony, he m a i ntai n s t h at it i s noth i n g, a poor
burrowed holes. feeding
O rd e r o f the Lady o f the Salt Way. choice of fres h food stuffs , but H a l ite G a b ra be l i eves
on insects that thrive on
the high mineral content. Ove r the years, s h e rose t h ro u g h t h e ra n ks a n d t h at h e s n ea ked off the i s l a n d and t h at h i s i l l n e s s
Naturalists that study u sed some o f t h e earn i n gs fr o m salt sales t o buy a i s p u n i s h ment fo r h i s betraya l . S h e refu ses to heal
these insects speculate p a i r of mech a n ical eye s a n d a co u p l e of rud i m e ntary M afi l u nt i l h e confesses w h at s h e bel ieves to be the
that they might be more heari n g a i d s . Although ge n e ra l ly co n s id e red a fa i r trut h . A n ewe r m e m b e r of the o rd e r, a wo m a n n a med
mineral-based than any b u t to u g h leader, G a bra i s known t o h ave a s o ft s pot Ve neta, seeks a i d fo r M afi l d e s p ite H a l ite G a b ra ' s
other known type of life.
for those who co m e to h e r cl a i m i n g t h at t h e i r faith o rders, r i s k i n g h e r own sta n d i n g w i t h the gro u p .
h a s been tested , a s hers was. O n e o f the most s k i l led m e m bers o f the o rd e r, a
b road - s h o u l d e red wo m a n n a med Ch atta with clear
The Landscape of the Island blue eye s a n d s h o rt, tight b ra i d s of p u re wh ite,
A low seawa l l ru n s along most of the i s l a n d ' s bord e r, rece ntly d i scovered a way to h a rness the e l ectricity
with a s i n gle gated d ocki n g a rea on the shore farthest co n d uction of salt e l ectrolytes . S h e is eager to
from l a n d . The i s l a n d has five stone b u i l d i ngs, a l l s e l l the p l a n s of the p rocess to someone who
o f w h i c h a re believed t o h ave existed before Saint can i m plement t h e m , but s h e wants to keep t h e
Eseld ' s time. Based on the structu re a n d l ayout of the tra n s action secret fr o m the rest of the order.
com p l ex, it m ight h ave been the home of someone Eve ryo n e knows t h at S a i nt Eseld is l o n g dead , but
rich and we l l p rotected , perh aps a m i l itary leader or h a l ites often see h e r v i s age i n t h e l ayers of salt t h at
ruler. Due to the h i gh salt content of the marshes, the crust the b u i l d i ngs a n d t h e l a n d . M e m bers of the
b u i l d i ngs, wa l kways, and statuaries are covered by o rd e r a l s o reg u l arly c l a i m t h at t h ey see h e r figu re
th ick l aye rs of salt, givi n g vis itors the i m p ression of wa l k i n g a l o n g t h e i s l a n d ' s s h o re. To h o n o r the s a i nt,
h u l ki n g, m i s s h apen grey creat u res. they leave s h i n s and food a m o n g t h e rocks where
The l a rgest b u i l d i ng, which resembles a bas i l ica, s h e is most often seen; the offe r i n g s a re always gone
houses a l a rge kitchen and storage a rea; gatheri n g in t h e m o rn i ng.
room s for g a m e s , com m u n ity activities, and wors h i p;
an enormous cel l a r with a store of good s; and a ASTARIA
variety of other a m e n ities. M e m bers of the o rder l ive Located a l o n g the l mo ros Stra it, Astaria i s a p l ace of
in the u p per leve l s of t h i s b u i l d i ng. Each has a p rivate wo n d e r and d a rkness.
Ormakal the Mind: level room , and the order does n ot s h u n monetary good s In the position of powe r i s Ormakal t h e M i n d , a
4, level 8 for all Intellect or ga i n , so the d ecor is finer than one m i ght expect. d i se m bod i ed mech a n ical head who tra i l s a series
tasks and Intellect The seco nd l a rgest b u i l d i n g, a long, fl at structu re of w i res a n d cord s from his neck when he's n ot
defense; 3 points of
with a s i n g l e sto ry, is the craft i n g a n d p rod u ction p l u gged i nto the giant p i l l a r i n t h e center of tow n .
Armor; voice carries a
subtle mind-control effect s pace. H e re, h a l ites pay fea lty to salt by t u rn i n g it Ormaka l h a s t h e a b i l ity to e n co u rage others to d o
that makes people do i nto a vari ety of u sefu l ite m s . Some of this work i s h i s w o r k fo r h i m w i t h o u t m o s t peo p l e eve n rea l iz i n g
what he wishes d o n e b y h a n d , a n d s o m e w i t h h a n d -cran ked a n d i t . T h o s e who d i scove r h i s secret e i t h e r keep q u iet
n u m e n e ra-based mach i n e s . o r they' re made q u iet by Ormaka l ' s regi ment of l oya l
N ext t o t h at b u i l d i ng, s l ightly more t h a n h a l f the wors h i ppers a n d watchdogs, men of d u b i o u s i ntent
s ize of t h e craft s pace, i s the sto refro nt. H e re the who ca l l them selves h ivers.
h a l ites s e l l t h e i r good s a n d wares to t h e p u b l ic, U n d e r Ormaka l ' s rule, t h e i n h a bitants of Asta ria
i nc l u d i n g fi rewo rks a n d s p a rklers i n vari o u s co lors, h ave d evised a way to u s e os motic powe r-t h e
b r i n ed pickles a n d s a lted fi s h a n d beef, p a i nts, dyes e n e rgy t h at beco mes ava i l a b l e fro m the d i fference
and p i gments in bright h ue s , salt re m e d i e s a n d i n salt concentratio n-to s u p p l y t h e i r leader with
pot i o n s , salt rock ca n d ies, a n d more. S h i n s a re the h u ge a m o u nt of e n e rgy h e need s to fu n ct i o n .
always accepted i n payment, but b uyers fi n d t h at a n Th ey've b u i lt a l a rge m e m b ra n e acro s s the strait t h at
offe r of fres h vegeta b l e s a n d fru it-ra re d e l i cacies o n i s poro u s to wate r a n d s a lt, but noth i n g e l s e . Those

1 94
LI M E NE
THE BEYOND

who w i s h to cross t h ro u g h the strait m ay do so fo r the pas sage o f some gasses, but n o l i q u i d s o r sol i d s .
a cost, but they' l l p r o b a b l y h ave to w a i t beca u s e The city' s i n h a b itants l ive i n t h e s h e l l s t h at m a ke
the m e m b ra n e o p e n s fo r pas s i n g s h i p s a n d water u p the outer c i rcle. M u lt i p l e fa m i l i es occu py each
tra n s ports o n ly o n ce each d ay. s h e l l , u s i n g t h e i n d ivid u a l c h a m bers a s t h e i r h o m e s .
The most p rest i g i o u s fa m i ly h a s the h o n o r of l iv i n g
HAYREST i n the m a i n c h a m ber, which a l so h a p p e n s to b e
The ci rcu l a r l a ke city of H ayrest, s ituated a l o n g closest t o the t u n n e l s .
the southern s h o re o f the N avae M a rica, tee m s Al l o f the t u n n e l s a re b u i lt t h ro u g h a p roce s s t h at
w i t h peo ple. Fo r i t s re l atively s m a l l s ize, it boasts a t u r n s m i n e ra l s i n t h e saltwate r i nto l i mestone. They
popu l ation of 50,000. average 1 0 feet (3 m) acro s s and 1 5 feet (4 . 6 m)
Wit h i n its ca refu l ly co n st r u cted m o a t s , w h i c h h i g h , but t h ey' re j agged a n d s h a rp-ed ged fro m b e i n g
fl ow a ro u n d a n d t h ro u g h t h e city a s t h o u g h b u i lt a n d re b u i lt. U n l i ke t h e s h e l l s , the l i m esto n e
t h ey were n at u ra l rive rs, H ayrest i s a ce nter of t u n n e l s m u st be re pai red co n stantly, a n d somet i m e s
s c h o l a rl y p u rs u it s a n d h a n d i c raft s . S u c h a p l ace they fa l l i n at a moment's notice.
is s u rp ri s i n g s o far fro m The mass ive i n ner
t h e Stead fa s t , b u t shel I i s the city center,
it m i g h t be d u e in more ways
t o t h e stro n g than one. Al l
i n fl u e n ce o f t h e commerce,
city' s v a rj e l l e n eateries, schools,
p o p u l at i o n . and com m u n ity
O n ce co n s i st i n g gardens a re located
o f j u st a few in the i n n ermost
vis itants i n a shell.
s m a l l sect i o n of
t h e city k n ow n a s
t h e M a rk, t h e v a rj e l l e n i s covered in Varjellen, page 1 2 1
h ave m i g rated to H ayrest m u lt i p l e l ayers of
in i n crea s i n g n u m be r s . T h e crysta l l i n e creat u res There are many companies
M a rk h a s g rown to e n co m p a s s t h at m a ke the city seem to that are more than willing
n e a rly a q u a rter o f t h e city a n d i s s h i m m e r a n d writhe i n the d e pt h s . to sell underwater breathing
n o w h o m e t o v a rj e l l e n a n d h u m a n s a l i ke . H e re , T h e s e t i ny m a s s e s , ca l l ed ch iffo n s , a re no b i gger apparatus and airtight
you ' l l fi n d n ot j u st m a rkets of i nteresti n g a n d than a h u m a n ' s hand a n d a re attracted to the vehicles for a high price to
those who wish to travel to
u n u s u a l good s b u t a l s o a rt st u d i o s , s c i e ntific s h e l l ac of carbon d ioxi d e re lea sed by the res i d e nts.
Salachia. Unfortunately,
l a bo rato r i e s , and st reet u n ive r s i t i e s . As l o n g a s t h e re i s carbon d i oxide fo r t h e m to eat, that high price is no
Ad d it i o n a l ly, H ayrest i s known fo r wate r tra n sports the c h i ffo n s attach to the city' s exterior and exh a l e guarantee that the devices
of all type s , i n cl u d i n g a s pecial b u b b l e d iver t h at is oxyge n b a c k i nto the atmos p h e re. will work below a few
made only by Ve sti a i Lag i m , a varj e l l e n who runs the M o st i n h a bitants h ave n o special wate r- b reat h i n g hundred feet.
Lag i m D ivedown in t h e M a rk. a b i l it i e s o r s a l twate r s ki l l s . I n o rd e r t o leave
N ot eve ryo n e in the city i s a s c h o l a r. The a rea S a l ach i a , a re s i d e n t m u st encou rage a c h i ffo n
closest to t h e l a ke i s home to a l a rge n u m be r of t o seal i t s e l f acro s s h i s o r h e r m o u t h to p rov i d e
fi s h e rs , waterwielders, boate rs, and d ive rs. oxyge n . T h e o n ly w a y to reach t h e s u rface i s t h e
hypo n o m e-a l o n g b u b b l e t u be-o pe rated b y a
SALACHIA creatu re d u bbed S a l . S a l i s t h e city ' s p rotector, a n d
Located at the deepest point of the Sere M a rica, t h o s e w h o w i s h to u s e t h e hypo n o m e m u st get
S a l a c h i a , co m mo n ly ca l l ed t h e Salt City, i s an her perm i s s i o n o r r i s k a m a l fu n ct i o n d u ri n g t h e i r
i m m e n s e u n d e rwate r struct u re in the s h ape of a j o u rney t h ro u g h t h e t u be.
whee l . Cove r i n g more t h a n 2 s q u a re m i l e s (5 .2 sq. Cu rre ntly, t h e city i s i n someth i n g of a cri s i s :
km) a n d l ocated at a d e pth of nearly 1 , 500 feet (45 7 fewer S a l ach i a n s a re h av i n g ch i l d re n , a n d m o re
m) , t h e city i s l i ghtly popu l ated , with fewer t h a n yo u n g peo p l e a re ventu ri n g out for oth e r p a rts of
1 , 200 i n h a bitants. the wo rld-a l l of which m e a n s l e s s carbon d i oxide
S a l a c h i a co n s i sts of a l a rge outer c i rcle of w h at to attract the c h i ffo n s . The city' s m ayo r a n d creato r,
look l i ke enormous nauti l u s s h e l l s , wh ich a re H i berz, rece ntly passed a l aw forbid d i n g citize n s
co n n ected to o n e b i gger s h e l l i n the m i d d l e by a fro m leav i n g fo r more t h a n two d ays a t a t i m e . H e i s
series of l i m esto n e t u n n e l s . The enti rety of the city i s a l s o offeri n g a bou nty o f 5 s h i n s fo r eve ry n ew citizen
enclosed b y a s e m i poro u s m e m b ra n e t h at permits i nvited (or oth e rwise b ro u ght) to t h e city.

1 95
People of Interest was very yo u n g at t h e t i m e a n d h a s h a rbo red h e r
Hiberz: level 5; carries a H i berz is heralded as the savior and condem ned b itte rness l i ke a n oyste r h a rbori n g a gra i n of s a n d .
carbon dioxide torcher as the executioner of Salachia. He's the one who I n eve ry respect, Ca l a be i s a stu n n i n g yo u n g wo m a n ,
that he uses to attract d i scove red the p rocess for t u rn i n g sa ltwater i nto a n d s h e w i e l d s the powe r o f h e r looks t o g a i n m o re
chiffons; torcher also
l i mestone, which a l l owed the city' s origi n a l cru m b l i n g fo l l owers for h e r cause. S h e always wears a b l ack
causes carbon dioxide
poisoning up to 20feet s h e l l t u n n e l s t o b e rep l aced with t h e cu rrent t u n ne l s . cape with t h e hood up, perh a p s to h i g h l ight the
(6 m), dealing 5 points T h o s e who p raise H i berz con s i d e r h i m t o be the city' s b reathta k i n g bea uty of her face-o r perh a p s to cover
of damage the first round leader, although he takes to the task with re l u ctant the d u a l sets of g i l l s l ocated j u st beh i n d h e r ears.
and 2 points for each of h u m i l ity. Those who scorn him wo u l d p refer to see Desp ite Ca labe's lack of tra i n i ng, her fierceness
the next two rounds h i m dead so they m i ght b u i l d the city p rope rly, with m a kes her a form i d a b l e opponent. In a confrontation,
t u n n e l s that don't h ave such a h igh risk of col l a p s i ng. s h e first attem pts to charm and soothe with her
S h o rt a n d s q u at, with a b u l bo u s nose a n d a n beauty. I f that fails, s h e q u ickly becomes a d i rty fighter,
ove rly s m a l l mouth, H i berz s p e n d s most of h i s u s i n g wh ateve r is at h a n d to attack.
t i m e i n h i s laboratory a t t h e center of S a lach i a . H e
rules w h e n h e m u st d o so t o preserve t h e city, but QUESLIN
oth e rwise h e p refers to study the co m p o u n d s of the "Ah, Queslin. What can one say of a town such as this,
s a ltwater a n d m i n e ra l s . H e i s add icted to h u ffi n g where the salt runs freely and the brutal tempers with
ch iffo n s , which h e bel ieves i n creases the oxygen to it? I make me home here, for where else could I come
h i s b ra i n a n d m a kes h i m a bette r scientist. upon as many bodies in need of attention, as many
Sal: level 6; 40 health; S a l , the city' s g u a rd i a n , i s a mol l u s k wo m a n who fists and faces broken beyond repair? Except, of course,
tentacles deal 9 points res i d e s i n the main chamber of the ce nter s h e l l , they're not beyond repair at all, are they? For my
of damage per round to
where the c i rcle o f t h e hypo nome i s co n n ected to Machines of Mastery shall soon have you up and about,
anyone caught in her grip
the m u c h l a rger passage out of the city. Alt hough as good as new-or nearly so-and on your way back
Sal's whole body i s ra rely see n , those who visit h e r to the stinking, brawling blackness from whence you
c h a m be r m i ght g l i m pse h e r red d i s h - b rown h ead with came. "
ove rly l a rge eyes o n either s i d e . N e a rly a h u n d red -Orator and Repairist Hedley Staffield, owner of
tentacles writhe at the edges of her face, and s h e Machines of Mastery
u s e s two o f them t o s peak to others. By p l aci n g t h e
tentacles o n the s i d e s of someo n e ' s fa c e , s h e c a n "We don 't have a problem. The salt runs freely. "
pick u p the oth e r perso n ' s olfactory s i g n a l s a n d -Queslin Overseer Wilbhur Brandle
u n d e rsta n d t h e i r m ea n i n g. S h e res p o n d s t h rough
h e r own scent, which can be a n u n p leasant a n d "Maybe I did use to live in that pithole of a place.
confu s i n g conversation fo r those n o t u sed to d ea l i n g Read some flyer promising me riches and posterity if I
with h e r k i n d . worked them salt mines. Didn 't know what posterity
Fro m i nteract i n g with S a l , i t ' s clear t h at s h e i s was, but I wanted me some riches. There was kids
a n cient, but the pas sage o f t i m e i s d i fferent fo r h e r down there. Tiny babies hooked up to that black
t h a n fo r others. S h e sti l l m o u r n s the loss of h e r rea l machine, drowning in saltfeed. I 'll never forget their
fa m i ly-the o ri g i n a l i n h a bitants o f the s h e l l s-a n d faces, long as I live. "
keeps S a l ach i a safe i n the h o pe t h at t h ey wi l l return -Former Queslin resident who refused to be named
to take t h e i r rightfu l p l ace s . (Wh et h e r s h e rea l izes forfear he would be hunted down and brought back
t h at t h ey a re long dead i s another m atte r.) to the mines. He claims to be the only "free retiree" of
Sal protects the city structu re at a l l costs, even Queslin 's work-to-live program.
if it means destroyi n g the i n h abitants. Those who
wish to leave through the hyponome m u st provide Want adventure? Wish to experience the delights of
solid reasons to do so (when the city i s th rivi ng and travel and the joy of discovery? More interested in
at peace, this i s a level 4 i nteraction; when the city i s making your way in the world? Whatever your heart's
t h reatened, the d ifficu lty i s i ncreased b y one step) . I f desire, whatever your waking wish, you can have it in
someone attem pts t o use the hyponome without Sal's Queslin.
permission, they ta ke 4 poi nts of damage per round We 're lookingfor those who are willing to work hard
until they reach the s u rface of the lake. It takes four to increase Queslin 's prosperity-and their own ' Those
rou n d s to travel from the point of origin to the s u rface. who commit five years to our work-to-live program will
Calabe: level 4 Ca la be is the leader of the res i stance gro u p , those be well rewarded.
who wish to take back the city beca u s e they b e l i eve Don 't waste any time. Don 't ask around. Don 't let
t h at H i be rz is destroy i n g S a lach i a with h i s s h oddy anyone else in on your special secret to success. just
t u n n e l s . Her father was k i l led when a t u n n e l caved come to Queslin, where the salt runs free.
in o n h i m d u ri n g the fi rst of the G reat Co l l apses. S h e -from a Queslinjlyer

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LI M E NE
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Don't go to Que s l i n . Th i s i s t h e t h i n g t h at no o n e LHAURIC


s a y s . But the o n ly reason they d o n ' t s a y it i s t h at t h e i r if a soul walks the glass streets of Lhauric on a quiet
m o u t h s a re stuffed w i t h s a lt. night, when all others within its massive walls slumber,
The tiny town of Q u es l i n swoo n s at yo u r a rriva l , the chattering of the Challifani can be heard. The
becko n s yo u , u rges yo u t o fa l l i n l ove with i t s p retty million gods bicker and quarrel constantly, their
h o u s e s , its k i n d a n d d e l i ghtfu l m e rch ants, its knowledge great, but always contested.
pleasant view overlooki n g Sere M a rica. -Vullerian Fol, The Million Gods
But enter Q u es l i n ' s gates a n d all i s lost, fo r the
h o u ses a re not yo u rs to h ave, n o r the m e rc h a nts Probably t h e l a rgest city i n the Beyo n d , L h a u ric
yo u rs to b a rga i n wit h . And the beautifu l view? That is c l a i m s a p o p u l ation of 80,000. This th eocrat ic city
n ot fo r the l i kes of yo u to gaze u p o n . state is ru l ed by the Priest- K i n g T h a ri m a l les , s peaker Priest-King Tharimalles:
O n ly t h e Overseer a n d t h e Privs l ive above gro u n d fo r the m i l l i o n god s of the Ch a l l i fa n i . The peo p l e of level 6, level 7 0for all
i n Q u es l i n . Ben eath the city, exte n d i n g fa r out i n a l l L h a u ric u s e both the S a lter River a n d the Sere M a rica intimidation tasks
d i rect i o n s , i s t h e Salt M aze, a vast m i n i n g operation to t h e i r benefit, worki n g a s fi s h e rm e n a n d m e rch ants.
t h at n ever ends a n d n ever s leeps. R u n by genetica l ly N o rth of the city, t h ey h ave b u i lt a n u m be r of gently
mod ified beasts made i n t h e Overseer' s l i ke n e s s , t u rn i n g m i l l s o n the river fo r p roce s s i n g gra i n , wood ,
the cave rns a n d h o l d i n g p e n s o f the Salt M aze a re cotto n , a n d oth e r co m modities, i n c l u d i n g metal a n d
carved out by l a rge, re m ote-contro l led beetles. These synth b rought i n b y the l o c a l d rit s ifters.
creat u re s a l so mine the salt. The streets of the ce ntral p a rt of the city a re
Wh at, then, a re yo u needed for? You a re to beco m e paved i n s m a l l p i eces of vo l ca n i c g l a s s , giv i n g t h e m
a salteater, o n e of t h o u s a n d s of creatu res captu red a d i sti n ct ive b l ack s h e e n . The grey sto n e b u i l d i ngs
ben eath the s u n ke n swe l l of the eart h , yo u r body u s u a l ly rise two o r th ree sto ries i n h e i ght, t h o u g h a
trus sed up, yo u r mouth pried open to rece ive the few towe rs a n d gra n d b u i l d i ngs a re eve n ta l l e r.
saltfeed. In t i m e , the leeches wi l l be attracted to yo u r Deep below L h a u ri c is a h i d d e n cave rn. If you can
scent. Then they wi l l d raw t h e s a lty sweat fro m yo u r fi n d t h i s cave rn, yo u wi l l d i scove r a h u ge pool 50 feet
body u nt i l they beco me a pe rfectly bri ned d e l i cacy, a (1 5 m) acro s s . A l iv i n g creatu re l ies wit h i n the poo l ,
s a lty a n d s avory s n ack fit for o n ly the most royal of looki n g ve ry m u c h l i ke a gigantic h u m a n b ra i n . Tu bes
tables. a n d cables r u n fro m t h e creatu re out of the cave ,
I f you s u rvive the expe rience l o n g e n o u g h , yo u wi l l , but we re you to fo l l ow t h e m , you wo u l d d i scove r
a s p ro m i sed, b e we l l reward ed-probably with a l ittl e t h at they r u n back u p to the s u rface of L h a u ric
h o u s e i n Q u es l i n t h at ove rlooks the s h o re . s pecifica l ly, to a l owe r l evel of the C h a l l i fa n i Te m p le.
The b ra i n i s a deranged b i o l ogical co n struct fro m
THE CROMULUS RANKS ancient t i m e s , a n d t h e Ch a l l ifa n i a re vari o u s facets of
Fro m far away, there a p pears to be a s m a l l m o u n ta i n its fractu red perso n a l ity.
ra n ge o n t h e southwestern s h o re o f t h e Sere M a rica. These god s d e m a n d b l ood s acrifice. They m a n d ate
G ett i n g closer, yo u can see t h at the peaks, w h i l e t h at Ch a l l ifa n i p riests a n d ad h e rents p ractice Challifani priest: level 5,
extraord i n a rily stee p , a re a l s o extraord i n arily regu l a r. fl a ge l l at i o n , m ut i l at i o n , a n d tort u re. The peo p l e level 7for all intimidation
tasks
Th u s , t h ey a re ca l l ed t h e Cro m u l u s Ranks, n a m ed o f L h a u ri c bel ieve t h at t h e s e h o rrific rites keep
for a l o n g-dead warlord who fo rced h i s troop s to t h e i r god s h a p py and t h u s keep t h e i r city blessed.
m a i nta i n pe rfect m a rch i n g format i o n s at a l l t i m e s . In rea l ity, the Ch a l l ifa n i h ave n o powe r ot h e r t h a n
The p e a k s a re n ot m o u n ta i n s a t a l l , but rows knowled ge-t h e b ra i n h a s s e n s o rs t h ro u g h o ut the
of pyra m i d a l struct u res, each 2 , 000 feet (6 1 0 m) region a n d grants T h a ri m a l les a n d the lesser p riests
Cromulus led his armies
acro s s at the base a n d m o re t h a n 1 m i l e (1 . 6 km) scattered bits of i n fo rmation fro m its observat i o n s . on a trail of conquest
h i g h . Ove r t i m e , e n o u g h sed i ment and e ro s i o n h a s T h e s e reve l ati o n s , a s we l l a s t h e god s ' gory throughout the southern
occu rred t h at the o n ce-wh ite pyra m i d s can pass fo r co m m a n d ments, co m e to the p riests i n the form of regions of the Beyond more
wei rd m o u n ta i n s . I n p l ace s , vegetat ion eve n grows d ru g- i n d u ced v i s i o n s t h at they rece ive w h i l e b e i n g than 80 years ago. Due
on them. tortu red i n the l owest port i o n s o f t h e i r te m p l e . to his depravations in the
villages and towns that he
T h e s e a n c i e n t ed ifices a re b u i l d i ngs w i t h h u n d re d s After ge n e rat i o n s o f co m m a n d ments fr o m the
conquered, a surprising
of i nterior leve l s , e a c h w i t h e n o u g h s pace to h o u s e m i l l io n god s of t h e Ch a l l ifa n i , the peo p l e of L h a u ric num ber of people in that
h u n d re d s of t h o u s a n d s of peo ple, although the h ave grown accu stomed to t h e b l oody p ractices of region can correctly claim
o ri g i n a l b u i l d e rs a n d i n h a b itants m i ght n ot h ave their re l i g i o n . In fact, many secretly o r openly reve l in to be his descendants.
been h u m a n . Artifacts a n d cyp h e rs a b o u n d with i n , the gore a n d violence of it.
b u t ga i n i n g entra nce t o a n y o f t h e peaks i s d ifficult. T h e p riests a re men and wo m e n w h o co m m a n d
Some of t h e pyra m i d s rise out of the wate r at the both terror a n d re s pect. M o st a re m a i med a n d
ed ge of t h e sea. These peaks, i n partic u l a r, teem with sca rred fro m t h e i r co m m u n a l s e s s i o n s w i t h t h e
vegetati o n , nest i n g b i rd s , a n d oth e r l i fe. b ra i n . T h e p r i e s t s , m o u nted o n m a s s ive, t i gerl i ke

1 97
Razorcat: level 5; 24 beasts ca l l ed razo rcats , lead t h e i r h o l y kn i ghts Located far out i n the Beyo n d , on the ca l m s h o res
health
t h ro u g h t h e street s , select i n g vict i m s a s needed . of the N avae M a rica, sentries watch ove r the o n ly
To re s i st a p riest, or to a i d a c h o s e n vict i m , i s entra n ce to t h e Wea l of Baz. T h i s h id d e n refuge
t o o p p o s e t h e d iv i n e wi l l o f t h e C h a l l i fa n i , a s i n i s a h aven fo r i n te l l i gent mach i n e s . Fu l ly o rga n i c
p u n i s h a b l e b y death a n d t h e a s s u ra n ce o f a h o rrific creat u re s a re a l l owed acce s s very rarely, a n d t h e n
afterl ife. o n ly fo r a s h o rt stay.
The Drit Sifters: In t h e v i l l ages to t h e n o rth and Baz was a vastly powe rfu l a rtific i a l i n te l l i ge n ce t h at
east of L h a u ric, many peo p l e earn their l iv i n g by u sed a b i l ities s i m i l a r to esote ries to ca rve a s m a l l
s i ft i n g t h ro u g h the a rtificial s o i l a n d co l l ect i n g town o u t o f a cleft i n a rocky c l i ff face. O n ly o n e
va l u a b l e b i t s o f metal a n d synth. They b r i n g t h e i r p a s s co n n ects it t o t h e outside worl d , t h o u g h acce s s
va l u a b l e d rit i nto t h e city i n wago n s . There, t h e acro s s the wate r i s a l so pos s i b l e.
m ate r i a l s a re s m e lted o r re p rocessed so t h at t h ey I t ' s n ot known whether Baz s u rvives i nto t h e
can be u sed by craftspeo p l e or m a n ufact u r i n g . Most p resent d ay.
of these s ifters a l so wors h i p the C h a l l i fa n i . T h e We a l of Baz i s l i ke n o ot h e r a l d e i a . T h e
e nt ra n ce i s t h ro u g h a n a rrow cleft i n a n ove rgrown
THE WEAL OF BAZ c l i ffs i d e , conce a l ed by h o l o g ra m s and g u a rd e d
Unit-A29-##2 begin sequence relevant by a p a i r of v i g i l a nt a utomaton s e n t r i e s eq u i p p e d
Code 488 1 : Baz with v i s i o n -e n h a n c i n g h a rd w a re a n d a r m e d w i t h
"Baz" signifies organic language designation of l o n g- r a n ge p roject i l e we a p o n s m a n u factu red i n t h e
original, primary unit tow n .
"Baz" equates to organic language term "savior. " M a ny of t h e a ut o m ato n s a n d i nte l l i ge n t
Appropriate refrain 923/3K: "All thanks and praise m a c h i n e s fo u n d h e re exi st i n v a ri o u s states o f
to Baz, whose mercies sheltered us from the merciless d i s re p a i r. T h ey a re , a s a w h o l e , a fa ct i o u s l o t ,
world. Power, processing, and storage to him. " b a re l y a b l e to com m u n i cate with o n e a n o t h e r.
Analysis: "Baz" synonymous with "machine S o m e a re m o re t h a n a m i l l i o n years o l d . Ot h e rs
messiah. " Accuracy: 9. 9998 7 out of 1 0. c l a i m to be fa r o l d e r, created by very d i fferent
h a n d s for very d i ffe re n t p u r p o s e s . Some a re pote nt

1 98
LI M E NE
THE BEYOND

}{ DIVIDED SEAS HEARSAY


l' f{
a n d d a n ge ro u s ; o t h e r s exi st as co b b l e d -toget h e r
m e s s e s o f s p a re p a rt s t h at b a re l y fu n ct i o n . B u t War of the M achi nes: Ormakal of Astaria wants to co n q u e r t h e
t h ey a l l s e e m to s h a re a s i n g l e u n i fy i n g fa cto r: Wea l of B az-o r rather, h e w a n t s h i s peo p l e to d o it fo r h i m . F i rst,
a fe a r, h at red , o r l oath i n g for i n te l l i ge n t o rga n i c h owever, h e need s some exp l o rers to find the refuge. Any trave l e rs who stop
b e i n g s . T h e re a re exce pt i o n s , h oweve r. Rarely, a n in Asta ria a re l i kely to be a s ked to d o so.
i nte l l i ge n t m a c h i n e i n t h e o u t s i d e world wi l l give
a d e s e rv i n g orga n i c creat u re a s m a l l c a rd , d i s k, or Salty Assailants: O u r Order of the Lady of the Salt Way has a sta n d i n g
patch t h at bears a stra n ge , co m p l ex sym b o l . T h i s agreement with Gweneal Der, a trad er on the outs kirts o f Seshar, for a
sym b o l i s a p a s s t h at a l l ows t h e i n d iv i d u a l t o e n t e r s h i pment of fres h fruit and vegetables at reg u l a r i nterva l s . H owever, Gweneal
t h e We a l of Baz. rece ntly a rrived at the island without her wares, clai m i n g that s h e was
I n s i d e t h e co m m u n ity, a t rave l e r wi l l fi n d some attacked along the way by d a rk, s i n i ster creatu res of m i st and m uck, barely
of t h e fi n e st m a c h i n e s m it h s and tech n i c i a n s i n esca p i n g with her l i fe. S h e refuses to co nti n u e work i n g the trade route until
t h e Beyo n d , a s we l l a s a n e n o r m o u s stock p i l e of s h e can be p ro m i sed safe pas sage.
s p a re p a rt s . T h i s sta s h , k n ow n as the H oa rd , i s
p r o b a b l y o n e o f t h e greatest s o u rces o f mech a n i c a l Am phibious M igration: La rge swa rms of gorj a n s , fres hwate r a m p h i b i a n s
a n d tech n i c a l p a rt s i n t h e N i n t h Wo r l d . N ext to t h e with l a rge, stro n g j aws a n d a h a b it o f s p i n n i n g p rey i n t h e water t o stri p off
H o a rd sta n d s t h e D ra go n , a towe r- s ized g e n e rato r t h e i r s ki n , h ave sta rted crawl i n g out of the N avae M a rica. They seem to be
fu e l ed by s u n l i g h t . At a n y given t i m e , d oze n s of head i n g west and a re l a rgely aggre s s ive in t h e i r m i grat i o n .
m a c h i n e s gat h e r a ro u n d t h e D ra go n , rech a rg i n g
t h e i r own p e rs o n a l e n e rgy t h ro u g h a w i d e a rray of THE WEIRD OF THE DIVIDED SEAS
ca b l e s , j a c k s , o r rece ive r s . Fo r obvi o u s rea s o n s , The Scent of Memory: A wo m a n n a m ed Loro rme l ives aboard a float i n g
t h e i n h a b it a n t s va l u e t h e D ra g o n a n d even reve re mach i n e i n the Sere M a rica. S h e goes fr o m s h o re town t o s h o re tow n ,
it as a god . offeri n g to p l ay the mach i n e , which s h e ca l l s a s c e n t orga n . S h e p ro m i se s
A few m a n u fa ct o r i e s exi st i n t h e Wea l of Baz, t h at s h e can p l ay any scent-fro m a favorite fo o d to a n a rd e nt affa i r-a nd
p rod u c i n g wea p o n s , too l s , and p a rt s n e e d e d for it wi l l evoke a m e m o ry so vivid yo u wi l l feel t h at yo u h ave re- l ived t h e
s o m e of t h e m a c h i n e s . D u e to tech n o l o g i ca l , moment.
re s o u rce, a n d m ate r i a l l i m itat i o n s , t h ey ca n ' t
p rod u ce eve ryt h i n g t h ey need , s o a g e n t s of t h e M issing Person: Along t h e outs k i rts of Q u es l i n , t h e outl i n e of a p ro n e body
refu g e j o u rney i nto t h e w i d e r w o r l d to gat h e r i s d rawn in wh ite. W i res h a n g in the a i r, j u tt i n g out at odd a n g l e s a s t h o u g h
p a rt s b y scave n g i n g , trad i n g , o r t h eft. T h e H o a rd sti l l attached to the p e r s o n who m i ght h ave b e e n there .
i s p roof t h at t h e agents h ave been gat h e r i n g fo r a
ve ry, very l o n g t i m e . Sym bols and Shells: F i s h e rs h ave b e e n p u l l i n g s h e l led creat u re s out of t h e
M o st d ays i n t h e refu g e , a u t o m a to n s wa n d e r, N avae M a rica t h at h ave odd sym bols i n scri bed i n va rious co l o rs o n t h e i r
re l ax, co m m u n i cate with o n e a n o t h e r, o r s i ft s h e l l s . I f the creatu res a re k i l led, the sym b o l s tra n s fe r t o whomeve r o r
t h ro u g h t h e H oa rd , s e a rch i n g fo r n e e d e d p a rt s . wh ateve r c a u s e d t h e d e m ise.
T h e i n h a b i t a n t s d o n 't h ave i n d iv i d u a l h o m e s , s o
t h ey u s e com m u n a l s h elters to s t a y o u t of t h e
e l e m e n t s w h e n n e ce s s a ry. D e s p ite t h e n a t u r a l
h a rb o r, t h ey i g n o re t h e g reat body of w a t e r n e a rby
except to watch it for i nt r u d e r s .
O rga n i c v i s itors to t h e We a l of Baz wi l l n ot
fi n d co m fo rts t h ey m i g h t n o rm a l l y expect, s u c h
a s food a n d bed s s u it a b l e fo r l iv i n g b e i n g s . S t i l l ,
fo r t h o s e w h o c a n fi n d a n d ga i n e nt r a n ce t o t h e
refu g e , t h e m a c h i n e s a re a n e a rly e n d l e s s s o u rce
Sentry:
of i n fo rm a t i o n , a s s u m i n g t h ey can be convi n ced
level 5, level 7for
to co m m u n icate, and a s s u m i n g a m e a n s of perception; 20 health; 4
com m u n icat i o n ca n be fo u n d-o n ly a s m a l l points ofArmor; weapons
p e rce ntage o f t h e a uto m ato n s a n d ot h e r m a c h i n e s inflict 6 points of damage
h e re were created to s p e a k , a n d o n l y s o m e o f with long range
t h o s e s p e a k a n y k n own h u m a n l a n g u a g e .

1 99
}{ THE AMORPHOUS FIELDS
"
t h at swi m i n t h e l i q u i d s o u p beneath t h e g ro u n d
Stretch i n g fo r more t h a n 200 m i l es (320 a n d e m e rge w h e n t h e crust b re a ks o r o p e n s i nto
km) across a mostly open p l a i n , t h e Amorp h o u s a s e m i s o l i d poo l . The l i gos h i n e a r the s u rface
F i e l d s c h u r n , twi st, a n d u n d u l ate i n d a n ge ro u s , p rod uce l i ghter-t h a n - a i r g a s s e s so t h at w h e n t h ey
u n p re d i ctable, a n d u n s ettl i n g ways . The fie l d s a re b u rst fo rt h , t h ey fl oat i nto t h e a i r, s o m et i m e s fo r
a stra n ge m ixtu re of rock a n d earth t h at m oves h o u rs a t a t i m e . A l t h o u g h t h ey s u b s i st o n t h e
and ch u rn s a l most l i ke a s e m i s o l i d s u bstance, with orga n i c materi a l s fo u n d h e re , t h ey s e e m t o enjoy
pockets of orga n i c s o u p t h at occa s i o n a l ly h a rd e n wra p p i n g t h e i r l o n g, p a ra l yz i n g tentacles a ro u n d
i nto a s o l i d o r s e m i s o l i d form, m a k i n g the region a creat u re s fro m ot h e r rea l m s w h o h ave wa n d e red
"/ can't even begin to p l ace where o rga n i c a n d i n o rga n i c m a s s e s u n d u l ate i nto the wro n g p l ace.
speculate what might toget h e r. I t goes without s ayi n g t h at the fie l d s a re A s m a l l n u m be r of h a rdy h u m a n sett l e m e nts
create and sustain the extre mely d ifficu lt a n d d a n ge ro u s to cro s s . With n o exi st o n patches of co nti n uo u s ly sta b l e gro u n d , l i ke
Amorphous Fields. " -Sir
warn i n g, the gro u n d at yo u r feet can t u rn to poo l s i s l a n d s i n the c h u r n i n g s o u p . These peo p l e know
Arthour
l i ke q u icksa n d , r i s e u p w i t h a s u d d e n th rust, o r (mostly) safe ro utes acro s s the fi e l d s a n d h u nt the
"I have heard that the open l i ke a yaw i n g c h a s m . Exp l o rers who h ave s pent l i gos h i a s we l l a s gather t h e va l u a b l e fu n g u s t h at
Amorphous Fields is the t i m e h e re s pecu l ate t h at the Amorp h o u s Fields a re grows h e re. M ost outsiders co n s id e r them i n sa n e .
result of an experiment by act u a l ly a s o l i d or s e m i s o l i d cru st ove r a visco u s sea
Aeon Priests gone wrong. " of o rga n i c l i q u i d s . A few s u ggest t h at the region i s a THE TWISTED SPIRE
-Narada Trame, anti-papist
s i n g l e l iv i n g entity. Near the center of the Amorphous Fields, a towe r
"That is utterly absurd. " Cro s s i n g the fie l d s i s a d ifficu lty 2 task, but at of l iv i n g, gree n i s h flesh reaches 1 ,000 feet (305 m)
-Visixtru, varjellan ra n d o m i nterva l s , at least o n ce each h o u r, it is a towa rd the s ky. Fro m far away, t h i s twi sted s p i re looks
philosopher d i fficu lty 5 task. l i ke sto ne, but it's actually orga n i c tissue. I nterior
No normal p l a nts g row in t h e Amorp h o u s vessels carry vital fl u i d s to the top of the tower,
F i e l d s , b u t h e re a n d t h e re c l o u d s o f fu n g a l s p o re s p u m ped by mass ive, heart l i ke organ s that can be
fi n d p u rc h a s e o n a s o l i d o r s e m i s o l i d s u rface a n d seen beat i n g with i n it as you a p p roach. Other than
q u ickly g row b u l bo u s gard e n s of fr u i t i n g bod i e s t h i s u n d u l ation, h owever, the s p i re does not s h ift and
fo u n d n owh e re e l s e i n t h e worl d . S o m e of t h e s e move the way the s u rrou n d i n g fields sometimes do.
a re p o i s o n o u s , b u t a few h ave va l u a b l e med ici n a l
effect s . The H alo: About th ree q u a rters of t h e way up, t h e
U n d e rsta n d a b ly, h a rd ly a n y peo p l e o r creat u re s s p i re i s e n c i rcled by a ri n g of meta l . Th i s ring, ca l l ed
Ligoshi: level 7 0 l ive i n t h e a rea. H owever, t h e reg i o n does h ave the H a lo, i s a c i rc u l a r structu re t h at s l owly t u r n s
a few n atives, most nota b l y t h e l i gos h i , w h i c h a ro u n d t h e s p i re. I t h a s many green-t i nted c i rcu l a r
a p pe a r to be h o u se-s ized , b i o l u m i nescent j e l lyfi s h w i n d ows o n a l l s i d e s , i n cl u d i n g t h e t o p a n d botto m .

200
LI M E NE
THE BEYOND

}{ THE AMORPHOUS FIELDS


l' 'f HEARSAY
Ancient Eggs: Somet i m e s , g i gantic,
eggl i ke ca p s u l e s e m e rge fro m beneath the
Amorp h o u s F i e l d s . When o n e of these eggs
b u rsts, a stra n ge creatu re i s found with i n . M a ny
peo p l e b e l i eve t h e creat u res come from va rious
poi nts i n the worl d ' s past. Recove ri n g a n egg
a n d bringing it out of the fi e l d s before it h atch e s
m i ght be a task t h at a b i o l ogist o r sch o l a r wo u l d
fi n d extre mely va l u a b l e .

Viva La Revolution: The peo p l e i n a n d a ro u n d


Ta sti m , a l a rge town s o u t h o f H ayre st, h ave h ad
e n o u g h of t h e i r tight-fisted , law- b rea k i n g ru l e rs
a n d want to overth row t h e m . H owever, to do so
they need wea p o n s , o rga n izat i o n , and, perh a p s
m o s t of a l l , a c h a m p i o n .

T h e Em pty Vi llage: The vi l l age o f To ri n ,


southwest of Ve b a r, h a s been d i scovered
a b a n d o ned . Wh i l e a l l the b u i l d i ngs a re i ntact,
eve ry i n h a bitant is gone. A stra n ge gree n i s h m i st
c l i ngs to the gro u n d i n p l ace s , but t h e re a re n o
oth e r c l u e s to what m i ght h ave h a p pened h e re.

THE WEIRD OF THE AMORPHOUS


FIELDS
(Arg u a b l y, the whole p l ace i s p retty we i rd . )

Searchers: O n ve ry ra re occa s i o n s , m e l o n
s ized s p h e res of r e d meta l , covered w i t h l i ghts
and what appear to be sen sors, fly ove r the
Amorp h o u s F i e l d s , see m i ngly search i n g fo r
someth i n g.

Fu ngal Scholar: At least o n e of t h e patches of


fu n g u s grow i n g a m i d the fi e l d s i s i nte l l i gent,
com m u n icates via s po re s , a n d h a s s po rad ic
knowled ge of t h e last few m i l l io n yea rs of h i story.

The Flyi ng Village: I n a vi l l age at the weste rn


ed ge of the Amorp h o u s F i e l d s , the local Aeon
Priest cl ave has d i scovered the m e a n s to m a ke
gravity-defyi n g harnesses i n l a rge n u m bers.
Eve ryo n e i n the v i l l age h a s one, so all res i d e nts
float a n d fly-conti n u o u s ly.

20 1
Reach i n g t h e H a l o req u i res fl i ght or l evitat i o n , but
i f t h at can be acco m p l i s h ed , n u m e ro u s h atches
and ports a l l ow entry. Wit h i n the ri n g i s a treas u re
trove of the n u m e n e ra-a n d a n cient d a n ge rs a s
we l l . Exp l o rers re port waves of rad i atio n , p o i s o n o u s
g a s e s , a n d m o l ecu l a r-rearra n g i n g e n e rgy fie l d s .

VE BAR
Ve b a r is an u n d e rg ro u n d city l ocated in a vast
a rtificial cave. The b u i l d i n g s a re of a n c i e n t d e s i g n
Dalthius: a n d h a n g fro m t h e cave rn ' s ce i l i n g . T h e p l ace i s
level 7, Speed defense so o l d t h at l i mestone fo r m a t i o n s h ave beg u n to
level 8 due to built-in t ra n sform the city, m a k i n g the b u i l d i n g s m o re l i ke
force-projected shield; m a s s ive sta l actites. Ve b a r i s h o m e to a bout 8 , 000
29 health; + 1 point of peo p l e , w h o enter a n d exit t h e city t h ro u g h a series
damage with sword
of wi n d i n g p a s s ages t h at lead u p to t h e s u rface.
The po p u l ace m oves a ro u n d t h e city t h rough
t u n n e l s at t h e top, above the s u s pe n d ed b u i l d i ngs,
o r o n bridges a n d wal kways t h at co n n ect t h e
struct u res below the l evel of t h e ce i l i n g. Some
peo p l e t rave l o n ca bles a n d c h a i n s a l o n e ; j u st about
eve ryon e h e re i s a n adept cl i m ber. Ve bara n s l i ke to
d eco rate their city by h a n g i n g i nterest i n g o bj ects
fro m co rd s o r c h a i n s , and the city is fi l led with
d a n g l i n g orname ntat i o n .
Ve b a r, somet i m e s ca l l ed the City o f N i ght, i s l it by
a series of a rtific i a l l i ghts positioned t h ro u g h o ut its

202
LI M E NE

i nverted thoro u g h fa re s .
M ost of t h e i n h a bitants
h ave grown to d i s l i ke
the s u rface, i n particu l a r
the l i ght o f the s u n . I f
they d o v i s i t the s u rface
worl d , t h ey p refe r to go
at n i ght.
The peo p l e of Vebar
farm fu n g i i n t h e l ower
part of the cave r n . They
h a rvest it for food ,
text i l e s , a n d a wide
variety of med i c i n a l
u s e s . Rope- a n d - p u l l ey
e l evator p l atfo rms
co n n ect t h e b u i l d i ngs
with the fungus farms fa r
bel ow. The farms a re l it
by glowglobes a n d oth e r
a rtificial l i ghts, so t h at


fro m the city, looki n g
down, the botto m o f t h e
cave rn see m s l i ke t h e n i ght s ky. Co nve rsely, the farms SESHAR HEARSAY
look u p at t h e city the s a m e way. The Power of the H and: Along the ca n always of Seshar l ies one vil lage
N e a r the ce nter of Vebar is a h u ge te m p l e to the no one wants to travel past if they ca n help it. Ti rru m ' s i n h abitants are
local god , O u rth a l a s , a n d t h e homes of his b l i n d ca n n i ba l s who waylay travelers and eat them-a l l except their hands. The people
wife- priestesses. O u rth a l a s i s d e p icted either a s of Tirrum revere hands and hang them from cord s i n their homes, wea r s h ru n ken
a h u ge, s p i d e ry t h i n g w i t h s p rawl i n g legs o r a s a hands as totemic jewel ry, and use them to adorn weapons and tools i n creative,
tentacled mon stros ity with many a r m s exte n d i n g i nto al beit d i sturb i n g, ways.
the d a rkness. He is s a i d to dwe l l in the "Cave of Life
G iv i n g S h ad ow. " THE WEIRD OF SESHAR
Dalth i u s , a we l l - known fi g u re i n Ve bar, i s a n Man From the Stars: In a small vi l lage cal led Everen l ives a man named Yrk. He
i nterest i n g m a n w i t h myste rious origi n s . H e was claims to be an extraterrestrial fugitive hiding from others of his kind. Yrk appears to
fo u n d i n a metal cyl i n d e r in a cave n ot fa r fro m the be completely h u man, although his understanding of the n u menera i s impressive.
city. H e see m s to h ave d i fficu lty in t h e open air a n d
d i rect s u n l ight, so h e re m a i n s i n Ve b a r as m u c h a s Margr Chief: Bastoo n , the leader of one of the l a rger M a rgr tribes, wears a
pos s i b l e. D a lt h i u s i s h e l pfu l , friend ly, a n d l i ked b y col l a r that looks l i ke it was meant for an a n i m a l . I n truth, it a l lows h i m to create
eve ryon e , a n d h e i s fi rst to j u m p to the city' s d efe n s e d u p l i cates of h i m self that last about ten m i n utes, free i n g h i m to d o two t h i ngs
i n t i m e s o f need . at once. Bastoo n doesn't seem to know how to operate the col l a r p roperly,

:
however, so the d u p l icates a p pear ra ndom ly.

h " h " ;, ' " em ;oo of


M at h e u n i s , t h e Co l d Desert, but two peo p l e of S e s h a r s i m p l y ca l l t h e m ca n a l s or rivers
facto rs set it a p a rt. and rega rd them a s if t h ey we re n at u ra l .
F i rst, it was o r i g i n a l ly a s e p a rate k i n gd o m r u l ed T h e ca n a l s a re vital t o S e s h a r ' s we l l - b e i n g . S m a l l
fro m w h at h a d been its ca p i ta l , N e b a l i c h . T h e ru l i n g barges a n d s h i ps a l l ow trade betwee n t h e vi l l ages
fa m i ly co u l d not s u sta i n its h o l d i n g s , h oweve r, of the reg i o n . These vi l l ages a re b u i lt o n the h i g h
a n d t h e k i n gd o m co l l a psed m o re t h a n 2 5 0 yea rs e m b a n kments o f ancient d e s i g n , o r they nestle i n
ago. Seco n d , S e s h a r ' s l e n gt h a n d b readth a re clefts cut i nto t h e s i d e o f t h e e m b a n kments. A s you
m a rked by a series of ca n a l s , w h i c h d ate back to move away from the ca n a l s , the l a n d becomes arid
t h e p r i o r worl d s a n d a re a rran ged i n a mysterio u s , a n d l i fe l e s s oth e r t h a n scorp i o n s , i n sects, a n d t h e
a l most maze l i ke patte r n . T h e ca n a l s a re a l l occa s i o n a l desert b l o o m . M a rgr, h owever, a re a rea l
d e e p a n d regu l a r, with s m oot h , S O-foot ( 1 5 m ) scou rge i n t h e area, a n d ra id i n g m a ra u d e rs p o s e a
escarpments o n e i t h e r s i d e , often s h owi n g b a roq u e serio u s th reat. T h a n kfu l ly, they rarely come too close
e m be l l i s h ments a n d eve n g rave n i m ages. T h e to the ca n a l s .

203
GURAN: THE CITY OF THE MISSING
By all o utward a p pearances, Gu ra n i s a s normal a SECTIONS OF TOWN
town as yo u ' re l i kely to fi n d a nywh e re i n the Steadfast
Skrips are large, flat, o r the Beyo n d . In fact, Gu ra n was co n s i d e red so The Clave: Once the entire town was located
flexible scales that
devo i d of perso n a l ity a n d u n iq u e c h a racte ristics t h at with i n t h i s d i strict's rud i m e ntary wa l l of thorned
shed naturally from
domesticated dossi. They the fi rst Steadfaster who graced its bord e rs d u b bed it rose s h ru b s , which was ca refu l ly cu ltivated to d eter
are often used as writing the City of t h e M i s s i ng. Of co u rse, eve ry s m a l l town i ntruders. N ow, the town has grown beyond t h i s
sutfaces for messages, has its secrets and h id d e n back a l leys, if you take the s m a l l a rea, and t h e rosewa l l i s m a i nta i ned b y two
flyers, and books. t i m e to look. Sti l l , the m o n i ke r h a s stuck. elderly Sa rrace n i a n s .
Located at t h e southern m ost point of t h e B l ack The stone b u i l d i ngs o f the origi n a l d i strict ca n n ot
Riage, G u ra n h a s t h e best natural resou rces at its h i d e their true age, but their wea r and tear has
fi n ge rt i p s : its l ocation in t h e To l ay Va l l ey p rotects been ca refu l ly m i n i m ized by atte ntive h a n d s . M any
it fro m the e l e ments, the Ech Rive r b r i n g s a fl ow of these former houses a n d shops h ave become
of fres h wate r d own from the m o u n ta i n s , a n d t h e head q u a rters for the tow n ' s orga n izations, p l aces of
m a rs h l a n d a ro u n d Yesterd ay' s La ke i s pe rfect fo r official city b u s i ness, and a reas of wors h i p .
o rchards a n d d o s s i graz i n g. A s m a l l cem ete ry rests a t the Clave ' s
G u ra n owes its i n ception to the great B a u b l e southern most edge, t h e stones etched with
R u s h , which brought b a u b l e rs fr o m a l l ove r h o p i n g s u rn a m e s t h at l ive o n in tod ay' s res i d e n t i a l a reas,
t o m a ke a q u ick b u c k b y excavati n g t h e l u m i n o u s st reet n a m e s , a n d b u s i nesses. H e re you ' l l fi n d
b l u e b a u b l e s fro m t h e nea rby m i n e s . U nfo rt u n ate ly, Beckers, M o reks, Stat i n s , Erro l s , a n d , i n t h e o l d est
the b a u b l e s were so n u m e ro u s t h at they we re of sect i o n , th ree s m a l l stones beari n g the n a m e
l ittl e va l ue . Tod ay, a l l of G u ra n is l it with m o u n d s of G u ra n . The o l d est section o f the ce mete ry i s t h e
a b a n d o ned b a u b l e s . m o s t popu l ated , w i t h rows a n d rows o f sto nes
beari n g the s a m e yea r. In add ition to n a m e s a n d
RULERS d ates, m o s t of these stones a re carved w i t h a rose.
Mylian Aeon: G u ra n has a s i n g l e leader, Myl i a n Aca n , a The cemetery also has a n em pty morgue. Clearly
level 4, level 5 with all
co u n c i l m a n a n d Aeon Priest who works h a rd to part of the town's origi nal i nfrastructure, the morgue
interactions and with
numenera knowledge, b a l a n ce the u s e of the n u m e n e ra with the needs of i s made of cru m b l i n g brick and rusting meta l . Its
level 6 with Speed and the tow n s peo p l e . M yl i a n h a s t h e s u p po rt of most of large wooden double door i s closed but never locked .
Intellect defense due to a the res i d e nts, although he i s often at od d s with the If you visit m idweek, you ' l l notice that the front steps
numenera device more fe rve nt Aeo n Priests. are l ittered with skrips, all of which h ave been marked
The Council of Gu ran , a group of t h ree tradesmen with various s izes of red circles and held down with
and th ree secu lars, assists Mylian with deci sions and blue-grey stones the s ize of fists. These are left by
govern ing. They are authorized to rule together as a devotees of She as peace offeri n gs aga i n st the return
s i ngle entity if somet h i n g happens to Myl i a n , in which of the Rose Plague, a spotted fever that wi ped out
case they h ave one week to choose a new head of town. m uch of Gu ran i n its early years. The rumor i s that
Ad d it i o n a l ly, the co u n c i l e m p l oys a dozen d u ri n g the pl ague, the city council ordered a morgue
g u a rd s m e n to keep the peace. to be b u i lt q u ickly to handle the large n u m bers of
the dyi ng. U nfortunately, despite the feverish pace of
con struction, the morgue was completed too l ate;
the Rose Plague worked faster than the men. By the
time the morgue's final brick was laid, the l ast of the
dyi ng had long s i nce succu m bed to their i l l ness. N ow
em pty and u nwanted , the morgue is considered a
necessary but grotesque rem i nder of that awfu l time.
M i d market: As t h e tow n ' s b u s i n e s s h u b,
M id m a rket i s mostly a co m me rci a l a rea with
a s m atte ri n g of res i d ences. H e re, yo u ' l l find
M a i n Way, along which perm a n e n t a n d trave l i n g
m e rcha nts offer t h e i r ware s .
The g e n e r a l store, which i s n a med Wesk's
M arket but which most peo p l e j u st ca l l "the
ge n e ra l , " offers food , s p ices, eq u i p ment, a n d a
free b a u b l e with eve ry p u rchase. The h u ge p i l e of
d i scarded b a u b l e s outside t h e store ' s fro nt door

204
LI M E NE
THE BEYOND

attests to t h e i r l evel of b u s i n e s s . H e re, you can a n d u n u s u a l fa b rics. The Th readfast, ru n b y h e r s i ster


haggle o r trade with the stout, grey- h a i red own e r M a rc h i e Yets , h o l d s fo rt at the n o rth e n d of t h e way
j oeffry Wes k fo r a nyth i n g i n the sto re-i n cl u d i n g t h e and does a boom i n g b u s i n e s s in adorn ments with joeffry Wesk: level 3
store itself, s i n ce h e ' s b e e n tryi n g to s e l l it fo r years a scientific a n g l e , such as clot h i n g made of fa b rics
so h e can s pe n d his d ays fi s h i n g o n Yeste rd ay' s Lake. t h at sense a n d react to s pecific types of p rey o r t h at
At the back of the store, beh i n d the co u nter, i s a d i s p l ay yo u r m u scles, bones, a n d i nte rnal o rga n s .
h a n g i n g s h e l f fi l led with ite m s t h at Wes k h a s traded T h e Fish ing H ouse (not t o be confused with
fo r ove r the years in l i e u of s h i n s . The i nvento ry M i l ly's F i s h i n g Hole i n the Sweet End) offers a
c h a n ges co n stantly a n d co n s i sts of mostly u s e l e s s wide selecti o n of h u nt i n g a n d fi s h i n g accessories,
tri n kets , but fro m t i m e to t i m e , u n u s u a l bits of the i n c l u d i n g a m m u n it i o n , nets, wate r wea p o n s , and
n u m e n e ra s h ow u p h e re. rowboat renta l s fo r Yeste rd ay' s Lake.
Flyte Deboit: level 4, level
Fo r local armor and other metal and synthwo rki ngs, The Rusted Relic i s more of a j u n kyard than an 5 at all metalworking
visit Flyte's Armor & More. The owner, Flyte Deboit, actual store. It covers a wide swath of land j u st off tasks
is a fl a m e- h a i red m a n of a q u iet n atu re, rarely sayi n g M a i n Way and is s u rrou nded by a wooden fence that
more than i s necessary. B y i n co rporat i n g the b l u e seems con stantly in need of attention. H ere, among
baubles o f the a rea i nto h i s wares, h e m a kes q u a l ity heaps of the n u menera, junk parts, and scraps of
Mecky: level 6; 3 0
objects that a re both beautifu l and u n iq u e to Gu ra n . materials, you ' l l find the cantan kerous creatu re known health; 3 points of
H owever, he works s l owly and charges q u ite a bit as M ecky-a ta l l , l ithe woman with a curved scar along Armorfrom an esotery;
more (typ ically t h ree times as m uch) than a typical the side of her mouth that i s o n ly visible i n certa i n long-range mind attack
crafts man of the a rea. Those who a re wi l l i n g to pay l ight. Although she won't tel l you t h e story o f her past, that inflicts 7 points of
and to wait a re l i kely to co me away with pieces that everyone in town knows that she was once a well damage and ignores
Armorfrom an esotery
wi l l serve them for a l i fetime. known nano i n the Steadfast, the right-hand woman
N ext door, t h e Downy Dossi offers a wide variety of one of its leaders. H ow she fel l (or leaped) from
of skri p s , writ i n g uten s i l s , a n d i n kpots, as we l l favor is anyone's guess, and M ecky i s n 't particu larly Hepter: level 2, level 3 at
a s p r i n t i n g service s . H e re, H e pter creates a n d incli ned to reveal the truth. Some say she i s looki n g for
all writing and printing
tasks
d i strib utes t h e tow n ' s month ly newsl etter, The Curan a s pecific bit of the n u menera, the one thing she need s
Gazette. If yo u talk too much a ro u n d H e pter, yo u to kill the person who shamed her. Others wh i s per that
m i ght fi n d yo u rself q u oted i n t h e n ext i s s u e . W h i l e h e she rem a i n s in the loyal service of her leader and that
u s u a l ly gets yo u r wo rd s r i g h t , yo u s h o u l d expect t h at she works undercover in G u ra n , her j u n kyard a ruse
Maggie and Marchie Yets:
they' l l be enti rely out of context. for somet h i n g far more s i n i ster. H owever, most people level 2, level 4 at all
Two m a i n ta i l o rs com pete for t h e b u s i ness of think that she i s l ittle more than a broken old woman, tailoring and fabric-related
loca l s a n d v i s itors; t h ey re s i d e at oppos ite e n d s of as u seless and confu s i n g as the j u n k she h awks. tasks
M a i n Way. The Fine Thread , run by M aggie Yets , s its M idmarket is also the site of one of G u ran's two inns,
at the south e n d and s pecial izes in beautifu l stitches a bunk-and-breakfast establish ment known as Gee's.

205
Leste/: level 3 The owner is a grizzled man named Lestel, but h i s th ree The U pper West and the Lower West: These two
pale blonde daughters run the place. It's known for being d i stricts h ave no m a rked b o u n d a ri e s , a n d the l i n e
clean, expens ive, and almost always em pty. Travelers can between t h e m moves a l most d a i ly, depe n d i n g o n
stay the n ight i n one of the inn's twelve upstai rs rooms who i s h avi n g a d i sagree ment w i t h w h o m . Always ,
for 5 s h i n s and can purchase d i n ner and breakfast for the U p per West a n d the Lower West e n gage i n
an additional 2 s h i n s . The only time the i n n gets busy is good - n atu red (a n d somet i m e s n ot-so-good - n at u red)
Leste/'s daughters: d u ring its weekly dance, when Lestel's daughters provide ri b b i n g about which of them i s bette r.
level 2, level 3 at dance free dance lessons to any who wander in. The G host At the a n n u a l fa i r, the two d i stricts send t h e i r
related tasks G roup, a local quartet, provides the haunting musical stro n gest, but n ot necessarily t h e i r s m a rtest,
accompan i ment to the lessons. res i d e nts to com pete in to u rn a m e nts of arm
Kir: level 4, level 5 at all Leste l ' s estran ged wife, l<i r, ru n s a s u ccessfu l wrest l i ng, d ri n ki n g games, and fi n gerfis h i n g-a
baking tasks bakery next door, offe r i n g sweet a n d savory p i e s a s sport in which partici pants stick t h e i r p i n ky fi n ge rs
we l l as a variety of morn i ng-after d ri n ks . R u m o r i s j u st below the s u rface of t h e wate r as bait to attract
t h at s h e h a s a way w i t h h e r b s a n d s p i ces d e s i gned biters, a s pecies of fi s h with extraord i n arily l a rge
to alter a m a n ' s v i r i l ity, i n crease p a s s i o n ' s flame, and teet h . I n the morn i n g, after the headaches h ave
bring abo ut-o r p reve nt-pregnancy. But you wo n ' t passed and the fi n gers h ave been stitched, n o o n e
fi n d those offe r i n g s a m o n g h e r reg u l a r ware s . can re m e m b e r who w o n the co ntests, so the battle
rages o n fo r a n other yea r.
T h e H atchet: Th i s tri a n g u l a r- s h a ped section of town
cove rs a l a rge, fl at a rea with the river o n one s i d e That Place: Everyone refers to this bit of forested corner
a n d the start o f t h e h i l l s o n the oth e r. Th i s p r i m e land s i m ply as "that place, " as i n " I ' m goi n g over to
l ocation wo u l d m a ke it t h e seco n d - most coveted that p lace to do some h u nting." It's th ick with trees and
res i d e n t i a l s pot, j u st after t h e Eave s , if n ot for t h e wildl ife, with only a few d i rt paths weaving through the
a rea ' s pop u l ace. Eve ry city a n d town h a s its s l u m , dense u nderbru s h . U sed primari ly for h u nting, it's also
a n d G u ra n i s no excepti o n . a favorite s pot for you n g couples (or anyone looki ng for
O ri g i n a l ly the l ocation o f t h e b a u b l e s h a nty tow n , a clandestine rendezvous) . U nfortun ately, this causes
the H atchet i s rife w i t h m i s h - m a s hed b u i l d i ngs, a n u m ber of i n d ivid uals to be accidental ly i n j u red,
m a kes h i ft s h e lters, odd tangles of t u n n e l s , a n d es peci a l ly those who a re movi ng erratical ly, as a wild
u n expected open h o l e s . A t the H atchet ' s center animal m i ght. It happens so often, i n fact, that there' s a
res i d e s a pit b u i lt of brick and b l ood, about 5 0 feet local term for it-getti n g bucked .
(1 5 m) acro s s a n d 1 00 feet (30 m) deep. I m pri soned
at its botto m i s a n ancient ravage bear, d riven mad by Sweet End: A tangled s p rawl of ci rcu l a r wa l kways ,
its captivity a n d t h e ta u nt i n g of those a bove. dead-end streets, a n d h i l ly pat h s , Sweet E n d is where
jirlin: level 4, level 6 at
S u p posed ly, a m utant n a med J i rl i n and h i s w i l d yo u ' l l fi n d enterta i n ment of the sort t h at i s n 't fa m i ly
Might tasks; 32 health; 7
point ofArmor; all melee gang ru l e the H atchet w i t h a fiery fi s t , a n d those who friend ly. Fo reve r Street i s t h e m a i n thoro u g h fa re i n
attacks deal +3 points of d i s regard o r c h a l l e n ge his ru l e beco me the n ext h ot t h i s a rea. Lit co n stantly b y h u ge a m o u nts o f b a u b l e s ,
damage meal for the ravage bear. J i rl i n a n d h i s band m a ke which a re stacked a n d ce m e nted i nto s h a pe s , l ette rs,
t h e i r ca m p a ro u n d t h e pit, b u i l d i n g crude s h e lters a n d p l ace n a m e s , Forever Street n eve r closes. Fo u r
jirlin's gang member: out of wh ateve r m ateri a l s t h ey can scave n ge a n d bars, two eat i n g esta b l i s h ments, a n d a t i n y th eate r a l l
level 3; 7 point ofArmor
ste a l . J i rl i n i s n ever seen outside t h e H atchet, but h i s l i n e t h e street.
gang m e m bers trave l t o oth e r parts o f G u ra n , u s u a l ly
on m i s s i o n s for t h e i r leader. When t h ey steal food M i l ly's Fishing Hole (not to be co nfu sed with t h e
and eq u i p ment, which they d o a s often a s they can F i s h i n g H o u se) offers l ovely wo m e n a n d a few
get away with it, they l eave a ca l l i n g ca rd in the form eq u a l ly l ovely m e n who a re h a p py to enterta i n
of the l ette r J spel led out in glowi n g b a u b l e s . res i d e nts a n d v i s ito rs, p rovided they h ave a co u p l e
o f s h i n s t o s p a re . M i l ly's a l so h a s a ba rroom a n d
Will D'aevo: level 2, T h e Eaves: Th i s gently s l o p i n g a rea i s fi l led with eatery where l o c a l b a n d s perform. Perh a p s t h e
level 3 at all subteifuge n ewer, l a rger homes b u i lt of ebony stones carved m o s t po p u l a r m u s i cian i s Wi l l D ' aevo, who p l ays
tasks, level 4 at all music
fro m the t u n n e l s of the B l ack Riage. The wa l kways , a variety of stri n ged i n st r u m e nts and s i ngs bawdy
peiformance and local
knowledge tasks too, a re made fro m the s a m e sto ne, givi n g t h e songs of G u ra n ' s h i story in a s i lve r-to n g u ed voice.
i m p re s s i o n t h at t h ey' re always wet. N o b l e s wo u l d A tal l , l a n ky man with o l ive s ki n , d i s h eveled d a r k
l ive h e re-if the town had n o b l e s . I n stea d , the Eaves h a i r, a n d watch fu l , near- b l ack eye s , D ' aevo ' s m u s i c
a re home to the rich and the p i o u s a n d , of co u rse, to seems t o e n h a n ce the s e n s e s , lead i n g l i ste n e rs i nto
those who a re bot h . The o n ly n ota b l e G u ra n d i g n itary a trance l i ke state. Beca u s e h i s m u s ic a l l ows h i m
who does n ' t l ive i n the Eaves i s Myl i a n Aca n , who t o meld i nto t h e backgro u n d , nearly u n noticed , h e
l ives i n his fa m i ly h o m e i n the C l ave. sees m uch o f t h e tow n ' s h i d d e n u n derside. Those

206
LI M E NE
THE BEYOND

who ta l k with h i m fi n d t h at he is a font of u s efu l a l a rge p i c n i c a n d fa i r a t the l a ke, co m p l ete with a


i nformation a n d oddly we l l co n n ected t o those with fi s h i n g contest, h o m e m a d e fi rewo rks, a n d a fiery
d a rke r d ea l i n gs about tow n . a l co h o l i c co n coction ca l l e d Cro s s-eyed J ack, wh ich i s
m a d e fro m cro s s e l s a n d a fl a m m a b l e l i q u i d .
T h e Marchet i s the l a rgest a n d m o s t po p u l a r bar
a l o n g t h e stri p . Best known fo r its s pecia lty d ri n k, the Becker Farms: O n ce a s i n g l e fa r m owned b y t h e
K i s s (made of cru s h ed berri e s , fo u r kinds of a l co h o l , Becker fa m i ly, t h i s a rea now h osts a n u m be r of
two k i n d s o f j u ice, a secret i n gred ient, a n d the k i s s s m a l l e r fa r m s , most of w h i c h ra i s e d o s s i fo r s kri p
of the o n e who serves it) , t h e bar i s a l s o i n fa m o u s a n d meat p rod u ct i o n .
fo r its regu l a r fi g h t s ove r w h o ' s k i s s i n g w h o m . The
owners, who a l s o work as the barm a i d s a n d t h u s T h e Wash : A swa m p a t the s o u t h e n d o f tow n , the
a s the k i s s e rs i n q ue st i o n , a re two p a i rs o f s i sters: Was h i s t h e pe rfect grow i n g region fo r cro s s e l s . The
S i m p l e a n d S e rene, the d a u ghters of M aggie Yets , Red Man of t h e M a rs h i s rumored to l ive t h e re, and Crossels are a stimulating
a n d Te m perance a n d Tra n q u i l ity, the d a u ghters o f ch i l d re n hear bed t i m e sto ries of his crossel-sta i n ed berry that, once picked
M a rc h i e Yets . Al l fo u r wo men a re close i n a g e , s m a rt s k i n a n d h i s a p petite for d i sobed ient yo u n gste rs. and dried, provide energy
as w h i p s , beautifu l , a n d nearly i d e ntica l . To say they ("G ood ch i l d re n , " mothers say, "taste b itte r to h i m ,
in the form of drinks,
edibles, and healing
occas i o n a l ly create h avoc by i ntenti o n a l ly confu s i n g b u t bad c h i l d re n , o h , they taste l i ke p i e s a n d cakes,
elixirs, pills, and potions.
gu ests as t o t h e i r rea l ide ntities wo u l d be a w i l d and h e eats them all u p . " ) The Red Man and his pack
u nd e rstate ment. The g i r l s , w h o we re raised toget h e r, of wate r h o u n d s wa n d e r the marshes when the fog is
a re as m i sch ievo u s as t h e i r n a m e s a re not. th ick, looki n g fo r ch i l d re n to s n atch . There i s another
U nwitt i n g and u n ru ly guests m ay find t h e m s e lves tale, less told a n d w h i s pered o n ly among a d u lts, t h at
kissed, trussed u p , tau nted , d ro p ped i nto Sweet if you go to the Was h d u ri n g t h e fi rst wate r sto rm of
Lake, o r s u bjected to any n u m be r of oth e r p ra n ks . the seaso n , fi n d the Red M a n a m o n g t h e fog, a n d
Ofte n , guests wa ke u p w i t h t h e i r pockets e m pty b u t offe r h i m someth i n g h e ' s n ever seen before, h e wi l l
fo r a note t h at says t h e i r good s h ave been d o n ated beq ueath you o n e o f h i s water h o u n d s , which wi l l
to C h a rcee, the wo m a n who ove rsees G u ra n ' s work t o p rotect yo u fo r t h e rest o f its l i fe.
o rga n ization fo r t h e u nfo rt u n ate. Yet n o o n e see m s
t o m i n d , a n d s o m e peo p l e co n s id e r it a badge of Bauble M i nes: The B l ack Riage m o u nta i n s e n d at the
h o n o r to be Kissed. By eve n i ng, the M a rchet i s n o rt h e rn most t i p of Gu ra n , a n d the twi sts a n d t u r n s
boo m i n g aga i n , a n d if yo u l i sten close ly, y o u c a n h e a r of the o l d b a u b l e m i n es a re l ocated a l o n g t h i s p a rt
more t h a n o n e gro u p o f guests b ragg i n g a b o u t t h e i r of the ra n ge. N o l o n ge r u s e d , they a re firmly boarded
exp loits a t the h a n d s o f t h e Yets g i r l s . u p at each of their two main entrances. The m i n es
h ave n u mero u s leve l s a n d dead ends, so it' s h a rd to
Sweet E n d Orchards: Along t h e southeastern e d g e of know h ow exte n s ive they rea l ly are.
Sweet E n d l i e the Sweet E n d O rch a rd s . The o rch a rd s The Downy Dossi kee p s a s i n g l e copy of t h e m i ne
s u rro u n d Yesterd ay' s Lake, a l a rge body o f fres h m a p s for reference, but it n ever l eaves the store.
wate r t h at ' s a s o u rce o f fi s h year-ro u n d a n d a s pot Eve n d u ri n g emerge ncies, the map stays m o u nted
for m i grati n g b i rd s in the warmer month s . be h i n d u n breaka b l e tra n s p a rent synth. G u a rd s m e n
O n ce a yea r, u nd e r the fu l lest moo n , G u ra n hosts a re req u i red t o memorize it a s part o f t h e i r t ra i n i ng.

GURAN HEARSAY
Revenge Is a Dish: A you n g m a n beari n g the name of Doctorish them from the h i gh shelf where the eyeman l ives , " Mylo told h i s
Omash M i n kle recently a rrived i n town. H e cl a i m s to h ave a d evice father. " I ' m safe u p there . "
that w i l l give a n o n l ethal a i l ment of you r cho ice (provided you To quell t h e boy' s adventures, Myl ian ordered stronger, more
choose one of the six a i l ments on h i s l i st) to one of yo u r enemies secu re barriers to be built at each of the two mine entrances.
for j u st 10 s h i n s . H e ca l l s it a m i racle cure, sweari n g that afte r h e U nfortunately, there's a chance the boy m ight have slipped i n side
d o e s h i s work, yo u r fe ud w i t h the person i n q uestion w i l l e n d . After and now can not get out. Myl ian is offeri ng a reward of l OO shins to
"treat i n g" a d ozen or so people, M i n kle was kid n a p ped by J i rl i n any individual or group who safely returns h i s son.
and h i s gang. I f h i s device works t h e way he c l a i m s , it's now i n the
hands of G u ra n ' s most d a n gero u s resident. Si lver Tongues Set to Waggi ng: Two m e m bers of j i rl i n ' s gang
h ave been freq uenti n g M i l ly' s F i s h i n g Hole and h a ra s s i n g the
M i ning for Bau bles: Myl ian Aca n ' s yo u n gest son, Mylo, has gone m u s ic i a n Wi l l D ' aevo after h i s performa nces. H e c l a i m s h e
m i s s i ng. Aga i n st his father's ord e rs , the c h i l d s pent a lot of time doesn't know what t h ey w a n t , but h e a p pears n e rvo u s a b o u t
i n the b a u b l e m i nes, com i n g home with stories of violet-eyed t h e i r co n stant p resence . Rece ntly, o n e of t h e men was fo u n d
creatu res and worm s as big a ro u n d as an ad u lt is tal l . "I watch dead i n the Wa s h , h i s th roat cut as if by a t h i n stri ng.

207
King Fa/ton and Queen
Sheranoa: both level
3, level 5 in pleasant
interaction and seeing
through deception

Diario Mardain: level 7,


level 8 in all manner of
deception and subterfuge; 3
points ofArmor; a variety of
level 9- 7 0 poisons

NEBALICH with p l at i n u m h a i r who u s e s a variety of n u m e n e ra


If there is a h aven fo r civi l ization in the Beyo n d , it wea p o n s a n d too l s to acco m p l i s h h i s com m i s s i o n s
m i ght be the city of N e b a l i c h . Its king and q u een a s efficiently a s pos s i b l e.
rule j u stly fro m their s i lver a n d emerald pal ace t h at
ove rlooks t h e sea, roya l b a n n ers fl utte ri n g i n t h e REDSTONE
w i n d . K i n g Fa lton a n d Queen S h eranoa , although Red sto n e i s a moderate ly s ized vi l l age carved i nto
s h o rt, stout, a n d u n attractive by conventional the s i d e of one of the ca n a l s in a s l ope. A q u a rry at
sta n d a rd s , a re two of t h e most the top of the s l o p e gives the v i l l age its n a m e , as it' s
l oved ru l e rs i n the Beyo n d (a n d t h e sou rce for an i nterest i n g red sto n e t h at a lways
perh a p s t h e Steadfast a s wel l) . see m s to conta i n a patte rn of m u lt i p l e stra i ght l i n es
N e b a l ich h a s a p p roxi mately with reg u l a r a n g l e s .
3 5 ,000 peo p l e a n d i n c l u d e s a
fa i rly l a rge n u m be r of varj e l l e n
MATHEUNIS , THE COLD
:
a n d a few l atti mors. A maritime
city, N e b a l ich i s a l so the
begi n n i n g of the ca n a l trade ; tomd, th mt "g;oo ' o " t h
route s . I t boasts citad e l s of a n d e a s t of t h e Steadfast, stretch i n g fr o m the
wh ite marble and wide p l azas coast of the ocean to the edge of S e s h a r, i s known
fi l led with bright a n d n o i sy a s M atheu n i s . Some ca l l it the Co l d Desert. Fo r
m a rkets a n d festiva l s . t h e most part, it's a d ry l a n d of sto n e a n d s p a rse
But l i ke most cities, vegetat i o n . La rge b l ack carrion b i rd s fly overh ead ,
N e b a l ich h a s its d a rk side. looki n g for creat u res t h at h ave strayed too far fro m
A gro u p of p rofe s s i o n a l safety i n t h i s rea l m of l ittl e s u ste n a n ce.
th ieves operates out o f t h e Ove r t h e last fifty years o r so, many folk from
com m u n ity, p reyi n g o n the t h e Steadfast h ave moved south to v i l l ages free
citizen ry, t h e peo p l e of the of e m p i re s and k i n g s . Of course, t h i s growth h a s
s u rro u n d i n g a rea, a n d eve n i n fl ue nced some r u l e r s , s u c h as the E m p re s s of
t h e riverboat traders. They ca l l Pytharon, to begin to look southward with i nterest.
t h e m se lves t h e Ye l l ow Serpent, Free of l a rge cities oth e r t h a n N i h l i e s h , M atheu n i s
a n d ch ief among them i s a i s d otted with i s o l ated a l d e i a t h at keep t o t h e m s e lves
m a n n a med D i a ri o M a rd a i n , a l most to the point of xe n o p h o b i a . The peo p l e of
who works n ot as a t h i ef the l a n d a re h e rders a n d s u b s i stence farmers. O n e
but as a m a ster a s s a s s i n . of t h e most co m m o n types of p rod u ce ra i sed i s i ce
H e i s a n attractive m a n ca n d les, a m e l o n l i ke fruit t h at grows bette r i n co l d

208
LI M E NE
THE BEYOND

tem perat u re s rather t h a n wa rm. word i n their language mea n i n g "tiers . "
M at h e u n i s i s a l s o the domain of many d a n ge ro u s Tod ay N i h l i e s h h a s t h ree t i e r s . The fi rst and lowest
beasts a n d m a ra u d i n g a b h u m a n tribes, particu l a rly i s the mach i n e itself, where workers m a i nta i n the
m a rgr and m u rd e n . For rea s o n s u n known , t h e region ch u rn-prod ucing d evices and s h a pe the m aterial as
h a s fa r more t h a n its s h a re of m utants. it co mes out. The origi n a l b u i l d i ngs erected atop the
O n e t h i n g t h at many M athe u n i s folk s h a re i s a mach i n e com pose the Second Tier. These h a p h azard ,
fasci n ation with d ra kka , i n sects t h at grow to 1 foot squat struct u res a re so crowd ed together that when
(0. 3 m) in l e n gt h . D rakka a re s i m i l a r to b l u e bott le you ' re with i n and among them, you ' d swear that you Drakka: level 7, level 2
fl ie s but a bit m o re i n te l l i gent, a n d they can be were u n d ergro u n d . Atop t h i s tier a re the el egant, for perception, level 4 for
defensive actions
capt u red a n d domesticated a s pets. Some peo p l e artistic b u i l d i ngs that N i h l i e s h i s best known for, with
u s e d ra kka t o h e l p h e rd t h e b rown -woo led u m l a n ta l l s p i res reach i n g high i nto the s ky. Res idents ca l l it
goats o r a s watch a n i m a l s tra i ned t o a l e rt t h e i r the T h i rd Tier o r the U p per Tier.
m a sters t o s i g n s o f tro u b l e s p ied fro m o n h i g h . Each tier is ruled by a powe rfu l entity. These
leaders co me from a gro u p ca l l ed the Fa h at, the
NIHLIESH desce n d a nts of some of t h e origi n a l exp l o re rs
An ancient mach i ne, l i kely once a m o b i l e veh icle-city of the mach i n e . The Fa h at a re m utants, many of
of some k i n d , l ies half bu ried in the caked eart h . M o re them h o rribly d i sfigu red , but each i s reve red as a
than two h u n d red years ago, nomads exp lored its m e m b e r of t h e city' s u p per c l a s s . I n fact, t h e peo p l e
i nterior and fou nd-among other t h i n gs-a p a i r of o f N i h l i e s h ve n e rate m utation i n ge n e ra l . Some
mass ive d evices that they brought back to l i fe. These non m utants i ntenti o n a l ly d i sfigu re t h e i r bod ies in
res u rrected mech a n i s m s p rod uce a th ick, ora n ge rit u a l i stic d i s p l ays of adorat i o n .
brown fl u i d now cal led churn. Ch u rn can be s h a ped N i h l iesh i s the largest city i n the Cold Desert, the
and molded easi ly, and once d ry, it' s h a rder than stone home of more than 20,000 people. About 5,000 of
but fa i rly l i ght. The nomads began to build atop the them l ive and work i n the Fi rst Tier, where they rarely
half-bu ried ve h icle, ra i s i n g curv i n g towe rs, i m po s s i b l e see the s u n or breathe air not tai nted with the fu mes
s p a n s , and s h a pely domes of c h u rn pai nted i n vibrant of ch u rn prod uction. They l ive short l ives of hard work,
colors. They named their new city N i h l i e s h , after a debil itation, and d i sease, yet their position is coveted ,

1 500 feet

UPPER TIER
I square = 50 feet

SIDE VIEW TI ERS


The Gravitas

The

Furnace Vent

nGie nt
l'V\a<:tiin e!!Y.

209
}{ MATHEUNIS HEARSAY THE WEIRD OF MATHEUNIS
l' [ The H u ndred-Year Flood : Wa s h i n g The Warming Col u mn : A ta l l , beautifu l ly d ecorated
d own o u t o f t h e h i g h l a n d s t o t h e west, a fl a s h co l u m n of sop h i sticated cera m ics sta n d s alone i n
flood h a s swept t h rough t h e l owl a n d s , d evo u r i n g t h e desert, rad iat i n g a comforta ble h eat. Trave lers
enti re vi l l ages. Peo p l e a re stra n d ed a n d i n need who know of it use it as a fa m i l ia r waypoint at
of rescue, o r at least food a n d med i c i n e . which to m a ke ca m p at n i ght.

M echan ized Ram page: A war mach i n e from The Black Pool: A s m a l l b l ack pond in the eastern
d ays l o n g past has reactivated and roa m s the part of the d e s o l ate l a n d scape i s fed by no
co u ntrys ide, ki l l i n g eve ryt h i n g it fi n d s . Leaders n oticea b l e s o u rce. Its wate rs a re poisonous to
of local v i l l ages h ave put out a ca l l fo r anyone d r i n k, but if a creatu re i s i m me rsed i n the d a rk
who can stop its re i g n of d estruct i o n , offe r i n g a l l poo l , it emerges gl azed in a p rotective coat i n g
m a n n e r o f rewa rd s . t h at p rovides 3 poi nts o f Armor. H oweve r, t h e
coat i n g fee d s o n the fl e s h of the creatu re, d ea l i n g
Lost Loot: A group o f band its ra ided a wealthy 1 point o f d a m age p e r ro u n d .
village of its val uables, but then they tu rned on one
another. A few band its s u rvived , but laden with so Devilweed: A plant that grows sporad ica l ly
m uch loot, separated and alone, they reportedly throughout M ath e u n i s ca n be u sed as a powerfu l
all came to lonely ends. The val uables now lie narcotic with extraord inary addictive qual ities.
somewhere i n the desert, waiting to be found by H owever, those under its infl uence experience
i ntrepid explorers who will retu rn them to their s i m i l a r h a l l ucinations of a stran ge land with th ree
proper owners or claim the riches for their own . moons in the s ky, i n h a b ited by odd avia n creatures.

for s o m e o f them, or their offspring, become Fa hat. fo rgive his cri m e s .


Anot h e r 5 , 000 peo p l e l ive in the d a rk t u n n e l T h e ruler o ft h e Second Tier is N i-chodoss, an armless,
Ni-chodoss: level 6; streets of t h e Seco n d Tier, although some o f t h e m eyeless, m u ltibreasted woman whose elongated torso is
telepathy within 7
s p e n d a s m u c h t i m e a s pos s i b l e i n t h e U p per Tier. al most l i ke a snake's tai l . She has an array of telepathic
mile, up to 7 00 targets;
mindscan targets within The res i d e nts of t h e Seco n d Tier a re t h e lowest caste and telekinetic powers, and her network of telepathic
long range; telekinesis of the city, l iv i n g neither in the l i ght of the U p per Tier spies, th ieves, and assassins allows her to control the tier
within 500feet (7 52 m), n o r a m o n g t h e prest i g i o u s mach i ne s of the F i rst Tier. as wel l as exert si lent i nfl uence i n the U p per Tier. U n l i ke
up to 7, 000 pounds (454 H alf the city' s pop u l ace dwe l l s in the U p per Tier, the people she rules, N i-chodoss is extravagantly wealthy,
kg); telekinetic blast with where the wealth of N i h liesh is clear. G lass and thanks to her thieves.
long range, 8 points of
glowglobes of various s izes and shapes h ave been M ad a - l ivi s s rules the Th i rd Tier. Al m ost 8 feet
damage
worked i nto the toweri ng b u i l d i ngs and gracefu l domes. (2 .4 m) ta l l a n d i n h u m a n ly l ithe, s h e is d evastat i n g
Powered elevators al low residents to reach the h i ghest w i t h u n e a rth ly bea uty d e s p ite h e r s ix-fi n ge red h a n d s .
Mada-liviss: level 4, level
6 when attempting to use floors of the towers q u ickly and easi ly. Shops and M ad a - l ivi s s i s q u ite old a n d grow i n g fee b l e , a fact
influence or charm m arkets stock m uch of what the Steadfast can offer, as s h e h id e s we l l . H oweve r, peo p l e h ave beg u n to
merchant caravan s from throughout the lands come n otice t h at s h e a p pears i n p u b l ic l e s s a n d l e s s .
i nto and out of N i h l iesh heavy with good s and wealth.
The U p per Tier a l so hosts t h e Citad e l of the Fa h at, CITADEL OF THE IRON SAINT
where learned researchers study evo l ution and A ta l l , rocky p rec i p i ce p rovides a perch for a d a r k
m utat i o n , which a re both benefic i a l a n d d etri menta l . castle known a s the Citadel of t h e I ro n S a i nt. Its
i n h a b itants a re a nyth i n g but s a i nts, h owever. A
People of Interest seco n d , n u m e n e ra citad e l floats n ext to the castle,
The ru l e r of the F i rst Tier is G ayv-o reth , an obscenely tet h e red by ca b l e s a n d guy w i re s .
Gayv-oreth: level 5; obese m a n cove red with p u st u l e s t h at ooze vari o u s T h e Soul Cou rt i s a gro u p o f five i n d ivid uals, none
health 50; can produce fl u i d s . T h ro u g h concentrat i o n , h e can control the of whom l ives i n the citadel fu l l-time. They hail from
fluids that heal or harm 5 co m position of these fl u id s , a l l owi n g him to p rod u ce throughout the N i nth World. When they meet in the
points as an action each
l i fe-givi n g e l ixi rs for h i s faithfu l fo l l owers as we l l castle, they use a n extraord inary artifact to tap i nto
round
a s stre a m s o f powe rfu l aci d s o r p o i s o n s t o defe n d the power of the ancient structure. It allows them to
h i m se l f. G ayv-o reth i s a k i n d a n d co m p a s s i o n ate send their con scious m i n d s t h roughout the world,
Soul Court member: level 8
r u l e r, but h i s a p petites somet i m e s get the best of i n habiting the bod ies of whomever they come across.
h i m , transform i n g h i m i nto a d a n ge ro u s , i n sati a b l e They experience the world through the senses of their
m o n ster. Sti l l , h i s peo p l e l ove h i m a n d h a b it u a l ly hosts and completely control the hosts' actions. I f their

210
LI M E NE
THE BEYOND

u nwi l l i n g host d ies, is grievously harmed , or otherwise


ceases to be usefu l or enterta i n i ng, they s i m ply move
on to the next available body. Although it' s possible that
a few mem bers of the Soul Cou rt use this power i n the
service of their own goals, for the most part, they s i m ply
rel i s h i n the dark enterta i n ment of it.
Few peo p l e know of t h e Citad e l of t h e I ro n S a i nt,
and eve n fewer rea l ize t h at the Soul Co u rt exi sts. If
the m e m bers we re d i scove red , t h ey co u l d be s l a i n
e a s i l y wh i l e i n the trance l i ke state they enter w h i l e
posses s i n g oth e r bod ies.

FOUNDATION STONES
Lege n d h a s it t h at t h e Fo u n d ation Stones a re the
o l d est re l i cs o n E a rt h , d ati n g fro m the earl iest of the
prior worl d s . There i s n o evi d e nce to s u p po rt t h i s
c l a i m , b u t i t re m a i n s a fi r m l y h e l d b e l i ef, particu l a rly
by the folk of M ath e u n i s .
The seven stones float h igh above a particularly
desolate area of the desert fil led with ancient ed ifices
that have been eroded by aeons and covered with so
much sed i ment that they are easily m i staken for natural
cl iffs ides and plateaus. The largest of the stones, shaped
l i ke a d iamond and al most 1 mile (1 .6 km) from top to
bottom, is cal led the Stone of M argu l. It floats nearly
a half mile (0.8 km) above the ground. Perhaps more
i nteresting, however, is the Sym bol Stone, a m uch
smal ler flat-topped rock that floats 2,000 feet (61 0
m) i n the air. The Sym bol Stone d raws water from an
otherworldly sou rce i n a portal at its heart and pours it
down i n four separate streams, creating a narrow river
that ru n s through the desert to the sea. At the top of the
stone, a holographic projection of a mysterious sym bol
floats, l ighti ng the n ight sky for a mile around as though
it were a second moon.
The Fou n d ation Stones a re so n a med because
N i nth Wo rlders sometimes s u ggest that they serve as THE FAHAT
the fo u n d ation of the s ky, hold i n g the heave n s aloft. The fa m i lyl i ke caste known as the Fa h at a re the ce ntral figu res in a
q u a s i re l i g i o u s faith t h at reve res t h e b l es s i n g of m utat i o n . They a re t h e
THE SOUTHERN WALL e q u ivalent of d iv i n e l y touched l u m i n a ries, co n s i d e red s a i nts o r d e m i gods
Borderi n g the southern e n d of M ath e u n i s i s the eve n if t h ey h ave n o benefici a l m utat i o n s .
Southern Wa l l , a glacial formation of i m pa s s i b l e The researchers t h at w o r k fo r the Fa h at i n t h e i r N i h l i e s h citadel strive t o
peaks a n d sheer c l i ffs . S u rro u nded b y frozen l a kes fu l ly u n d e rsta n d m utation a n d w h y it i s c a u s e d b y some o f the n u m e n e ra .
a n d often covered by s now a n d h a i l storm s , the wa l l They secretly hope to o n e d ay control it, m a k i n g n ew, ta i l o red Fa h at with
seems less a p rod u ct o f its enviro n ment t h a n the a p pearances and advantages of t h e i r own d e s i g n . The Fa h at t h e m se lves
oth e r way a ro u n d . In fact, some peo p l e s pecu l ate d o n ot re l i s h the ra n d o m n e s s of m utat i o n , eve n t h o u g h it i s a co re tenet
t h at the wa l l is w h at ge n e rates the bone-ch i l l i n g of t h e faithfu l who revere t h e m . If t h ey eve r ach i eve t h e control they d e s i re,
co n d iti o n s t h at i n fu s e eve ryt h i n g i n t h e Col d Desert. t h ey wo u l d l i kely n ever revea l it to t h e general p o p u l ace, i n stead u s i n g it to
Those who b rave the deadly freez i n g air to create bette r a n d stro n ge r Fa h at mem bers a s p roof of their o rga n izat i o n ' s
a p p roach the Southern Wa l l re port t h at the b l e s s i n gs a n d powe r.
te m pe ratu re d ro p s ra p i d ly with eve ry ste p . The s h arp The O rder of Truth does not l i ke the growi n g i n fl u e nce and adoration of
retort of crea k i n g a n d cracki n g res o u n d s co n stantly the Fa h at. There is every reason to bel ieve that if the Amber Papacy were not
fro m deep with i n the ice. so p reocc u p ied with its cru sade aga i n st the G a i a n s , it wo u l d use force to
s q u a s h the Fa h at " re l igion" before it roots too deeply i n the heart of the l a rge
a n d i m portant trade city of N i h l i e s h .

21 1
THE FIELDS OF FROZEN FLOWERS Sym bols of the frozen fl owers a re u sed i n jewel ry,
The Frost Flowers writi ngs, a n d tattoos to p rove t h e stre n gth of one
My love, my love, pers o n ' s fee l i ngs fo r a n other.
your heart you do swear Alth ough the flowers a re a b u n d ant, they are d ifficult
so I beg of you show it to gather and even h a rder to reta i n . The ice beneath
with a bloom for my hair. the blooms i s thin for wa l k i n g and m ay d rift with the
Not golden, nor crimson, wi n d , and the tem peratu re of the salty wate r i s far
nor any other hue. below freezing. The briny liquid swi m s with a l l m a n n e r
For the heat of your heart, o f s h a rp-toothed and s n a ke-headed creat u res, h o p i n g
frost alone shall prove true. for a s n ack. I f a s u itor man ages t o s u rvive the wate r
and its i n h a b itants, s u ccess is sti l l u n l i ke ly; once the
H e re, a m o n g t h e icy l a ke s , perh a p s more t h a n any flowers a re p l u cked and i n hand, they begi n to fall
oth e r p l ace i n the worl d , hearts a re broke n , l oves a re away i m mediately, sometimes leavi n g l ittl e more than
Some believe that beyond lost, a n d fut u res a re d rowned-a l l i n t h e p u rs u it of a a s i n gle s n owy d rop on the palm.
the Southern Wall, fl ower t h at wi l l last no l o n ge r t h a n the t i m e it takes to So many yo u n g lovers a re lost to l ove ' s watery
there lies a hidden city p l uck it from its wate ry gard e n a n d carry it away. gard e n t h at t h e re is a myth of bod ies b u i l d i n g u p
secluded within a rift Deep in the Cold Desert, far southeast of N i h l i e s h , below t h e s u rface, creat i n g a bridge t o wa l k o n . There
in the massive glaciers resides the Fields o f Froze n Flowe rs. Con s i st i n g of a re oth e r myt h s , too, of the dead m e n ri s i n g from
that consume the region.
t h ree i nterco n nected sa lty l a kes that a re l i ghtly frozen ben eath the s u rface, t h e i r h a n d s n ow froze n e n o u g h
Rumors say that this
city, if one can reach it, half the yea r, the fie l d s a re a p l ace of myste ry, love, to carry the fl owers a l l the w a y to t h e i r belove d s .
is uncannily warmed in and deat h . D u r i n g the times when the wind i s dead M o re t h a n o n e yo u n g m a n h a s b e e n s e n t t o b r i n g
some fashion, a sort of q u iet and the wo rld i s cove red in frost, ice fl owers b a c k a fl ower b y a l over who hopes t h at h e w i l l n ot
secret paradise. form and float over the t h i n ly frozen water of the l a kes. ret u r n . And many yo u n g m e n who h ave gone off to
Born when the l a kes' salt and bacteria com b i n e with " b r i n g back a fl ower" h ave been fo u n d i n ot h e r parts
the moisture fro m the sti l l a i r, every frost bloom is of the wo rld , l ivi n g h a p p i ly with n o thought of the
as d iffe rent and te m pora ry as a fl a ke of s now. T h u s , o n e they swo re true l ove to.
they a re con s i d e red b y many t o be the o n ly ta n g i b l e Along the s h o re s of the l a kes, v i l l ages h ave s p r u n g
evid ence o f the vast d ivers ity and d e l i cacy o f t r u e l ove. u p t o s u p po rt ( a n d p rofit fro m) t h o s e who take
I n m a n y parts of the Col d Desert and beyo n d , the l ove r' s swi m . Most services offe r hearty d ri n k,
yo u n g peo p l e m e m o rize the p o e m " T h e Frost warm clothes, wea p o n s , a n d n u m e n e ra des igned to
F l owers," and a co m mo n conversation a m o n g ease t h e task, but a few p l aces p rovide l od g i n g a n d
n ew co u p l e s i s t o wo n d e r whether a frozen b l o o m ce l e b ration fo r the ra re co u p les who m a ke it t h ro u g h
h a s beg u n to form a l o n g t h e t h i n i ce o f the l a kes. the tri a l s of true l ove.

212
LI M E NE
BEYOND THE BEYOND

CHAPTER 1 3

B EYOND TH E
B EYOND
NOROU
T h i s i m po s s i b l y ta l l , i m p a s s a b l e m o u nta i n ra n ge A town b u i lt at the western end of the S h ee r, N o ro u
m a ke s a n n e a rly p e rfect r i n g a ro u n d t h e re g i o n i s a waypo i nt fo r trave l e rs a n d m e rchant ca rava n s
k n own a s A u g u r- Ka l a . Vi ewed fro m a bove , t h e before t h ey m a ke t h e 3 20- m i l e trek t o W i s l ayn (or Augur-Kala, page 2 1 5
ra n ge l o o k s a l most l i ke a c l o c k fa c e , i nterru pted by after t h ey a rrive from t h at city) . The S h eer has no rea l
o n e pe rfect l y stra i g h t , w i d e p a s s ca l l ed t h e S h e e r. sto p s a l o n g t h e way, so N o ro u i s the l a st p l ace t o
Ot h e r t h a n t h e S h e e r, t h e s n ow-ca p ped peaks of re s u pply before head i n g east.
t h e C l o c k r i s e 3 0 , 000 feet (9, 1 4 5 m) o r m o re a n d A g reat deal of trad i n g occ u rs in N o ro u .
a ffo rd n o p a s s a ge. Eve n t rave l i n g over M e rc h a n t s a n d cu sto m e rs exc h a n ge t h e exoti c
t h e m is d i ffi c u l t t h a n ks to powe rfu l good s of A u g u r- Ka l a fl owi n g fro m t h e e a s t with
sto r m s t h at rage w i t h a co n st a n t fe rocity. wares fro m t h e Beyo n d o r even t h e Steadfast
co m i n g fro m t h e west.
THE SHEER The ru l e r of N o ro u i s a tyra n n ical d e s pot who
No knowledge of geo l o gy is n e e d e d ca l l s h i m se l f Lord Abe l l o r. H e expects a h i g h Lord Abel/or: level 6, level
to reco g n ize t h at t h e S h e e r i s a n tri b ute fr o m a l l m e rc h a nts trave l i n g t h ro u g h
7 in all combat tasks; 40
health; 5 points ofArmor;
a rtifici a l p a t h s l i ced t h ro u g h t h e h i s tow n , a n d wh i l e h e h a s sold i e rs to b a c k u p long-range weapon can
C l o c k of Ka l a . I t stretc h e s fo r 3 2 0 h i s d e m a n d s , h e a l so does so w i t h h i s own make up to three attacks
m i l e s (5 1 5 km) a n d i s a u n i fo r m powe r. Abe l l o r n o l o n ge r has a in a single action (8 points
7 3 m i l e s ( 1 1 7 km) w i d e , w i t h h u m a n body. H e exi sts as a ofprojectile damage per
pe rfect ly s m oot h , vert i c a l wa l l s b ra i n with i n the i nterior of a attack)
cut t h ro u g h t h e m o u nta i n s . T h e powe rfu l auto m aton t h at h e
During the winter, the
g ro u n d of t h e S h e e r i s g e n e ra l ly contro l s . Beh i n d h i s back,
pools and streams around
as s m ooth a s t h e wa l l s , a l t h o u g h t h e peo p l e refer to h i m as the Sheerfill with pale,
t h e a eo n s h ave b r o u g h t a b o u t Lo rd I ro n - Pants. blind squid. Having spent
m i n o r c h a n ge s d u e to fa l l i n g The p o p u l ation of N o ro u their adolescence beneath
roc k s , geo l o g i c a l u p h e ava l s , i s about 6,000. Wh i l e most the mountains, the adult
of these fo l ks a re m e rcha nts
squid attempt to propel
a n d s o o n . Sti l l , after h oweve r
themselves up the wateifalls
m a n y m i l l i o n s of ye a r s it h a s o r service p roviders cate ri n g to spawn. If captured, they
exi sted , t h e S h ee r re m a i n s t o trave l e rs (with i n n s , produce a dark green ink
m o re l i ke a corri d o r t h a n a b rot h e l s , p u b s , a n d s o that lastsfor many years.
m o u nt a i n p a s s . fo rth) , many a re beggars a n d t h i eves .
The wa l l s o f the S h eer a re freq uently p u n ctu ated " lyene Who Kn ows " i s a knowledge b roker w h o lyene: level 4, level 6 at
with wate rfa l l s t h at d ro p the enti re h e i ght-a bout ca l l s h e rself a h u nter o f i nformat i o n . S h e h a s subteifuge, level 8 at
1 0,000 feet (3,050 m) o n average-a n d co l l ect worked a s a s py a n d a t h i ef i n the past, but n ow s h e all types of knowledge,
in poo l s a n d stre a m s t h at d i s a p pear ben eath the gathers a n d trad e s i n fo rmation i n N o ro u . Known information, and lore
m o u n ta i n s aga i n . by the cri m i n a l e l e m e nt of the city, by those in m o re
A t each e n d o f t h e S h e e r, peo p l e h ave b u i lt a legit i m ate work, a n d eve n by peo p l e i n d i stant tow n s ,
trade city. A s i n g l e road co n n ects t h e s e two cities, s h e does n ot va l u e m o ney o r ite m s but i n stead
offe ri n g t h e o n l y means of t rave l i n g between t h e wants i nformation in exc h a n ge, always i n crea s i n g
Beyo n d a n d t h e ot h e rw i s e seq u e stered l a n d o f h e r p r i m a ry co m mod ity.
A u g u r- Ka l a .

213
CLOCK OF KALA HEARSAY
Seeking Passage: A mysterious trader
seeks a way across the Clock of Ka la without
trave l i n g through the S heer. She offers any explorer
his weight i n s h i n s (or the equ ivalent thereof in
other va luables) to d i scover such a means.

I nverted Mo u ntai n : O n t h e eastern i n ne r cu rve of


the Clock of Ka l a is a m o u nta i n u n l i ke the others.
I m po s s i b ly, the peak i s n a rrow at the botto m
a n d wide at t h e top. Whet h e r re i nfo rced with a n
i nte rnal a rtifici a l structu re o r s u p po rted b y gravity
m a n i p u l at i o n , the m o u n ta i n is clea rly a re l i c of
an earl i e r t i m e . What oth e r n u me n e ra-rel ated
secrets it m i ght h o l d , no one knows.

THE WEIRD OF THE CLOCK OF KALA


An Eye Toward the Futu re: A one-eyed wom a n h a s
Rumors say that there is
rece ntly c o m e d own out o f the peaks, cl a i m i n g
a transdimensional warp
that connects Wislayn that s h e fo u n d a sti l l m o u ntain pool o f inte l l i gent
with a secret location in water that offered to take her to the fut u re.
Anwan, in the Steadfast.
Good H u nting: S m a l l , rodentl i ke creat u res ca l l ed
seterd i n s l ive in b u rrows t h ro u g h o ut the Clock
of Ka l a . Stra n ge ly, o n e in ten h a s a n u menera
i m p l a n t i n its b ra i n . The i m p l a nts seem to be
i n active, but some peo p l e c l a i m to be a b l e to u s e
them to create i nterest i n g cyp h e rs .

Synth Rods: S cattered t h ro u g h o ut t h e C l o c k o f


WISLAYN Ka l a a re b l u e synth rod s , e a c h a b o u t 1 0 i n c h e s
't one end of the Sheer lies the trader town of Norou. (25 cm) l o n g. W h e n two rod s a re b ro u g h t
At the other end is some kind of crystal tree that they try close to each ot h e r, t h ey s n a p toget h e r, e i t h e r
to pass off as a trader town as well. " l e n gt h w i s e o r fo rm i n g a right a n g l e . I t wo u l d
-Na/la, a traveling minstrel s e e m t h at i f a l l o f t h e rod s were b ro u g h t
toget h e r, t h ey wo u l d co m b i n e to form s o m e
I n t h e m i d d l e of t h e eastern e n d of t h e S h eer sta n d s k i n d of l att i ce o r struct u re .
a ta l l structu re o f violet crystal t h at res e m b l e s a
tree, a tentacled sea creat u re , or perh a p s a polyp
80 feet (24 m) ta l l . This stra n ge a rtifact i s used by the normal worl d , n ext to t h e crystal tree.
a p p roxi m ately 1 ,000 peo p l e a s a sort of tow n . S l ightly The ruler of Wislayn ca l l s herself the G h ostis and
m o re than h a l f of these peo p l e a re Augurs. acts as though the town i s her p rivate home i n which
To uch i n g the crysta l tra n s ports you i nto a n s h e h osts vis ito rs-a nd to her, everyone i n town
extrad i m e n s i o n a l s pace that a p pears to be i n side is a visitor. S h e is beautifu l and elegant, very l i kely
the "tree." The s ky and gro u n d a re deep p u rple, h a rd a n Augur, but her a p pearance i s a l most certa i n ly
and s moot h . The s pace is about a half m i l e (0.8 artifici a l ly e n h a nced and m a i nta i ned. M o st of the time,
km) across, and i n h a bitants h ave erected b u i l d i ngs s h e wears a wh ite, d i a p h a n o u s gown of sheer fabric
of wood brought from the outs ide. M a ny resemble that tra i l s wel l be h i n d her. Gossip says the G host i s h a s
normal struct u res with wa l l s , doors, and roofs, but the a b i l ity to eject vis itors fro m the extrad i m e n s i o n a l
others a re hastily constructed barriers of l ight wood s pace i n stantly, as if they had wil led themselves to
and clot h , s i n ce there is no need to keep out the leave, and can p revent them from reentering.
elements-the s pace has noth i n g rese m b l i n g weather Those who be l i eve t h e rumor fu rth e r s pecu l ate
of any k i n d . Wa l l s i n Wislayn a re merely for p rivacy. t h at her i nte l l i ge n ce was u p loaded l o n g ago i nto t h e
N ewco mers appear i n a n open p l aza at the ce nter Wi s l ayn crystal itself, a n d the b o d y s h e u ses i s a n
of the tow n . At any given t i m e , a nyo n e i n W i s l ayn can a rtificial creat i o n . I f true, the G h ostis m i ght n ot b e
mental ly acce s s the "exit" a n d s i m ply appear back in h u m a n o r fr o m the N i nth Wo rld a t a l l-who c a n say?

214
LI M E NE
BEYOND THE BEYOND

AUGUR-KALA AUGUR-KALA HEARSAY


N ot tech n ically p a rt of the Beyo n d , the Cure for What Ails You : A s c h o l a r
l a n d known a s Augu r- Ka l a i s as exoti c and stra n ge a a m o n g t h e Au g u rs bel ieves t h at t h e i r race i s
p l ace as anyo n e i n t h e Steadfast co u l d i m ag i n e . s l owly d evolving. H e seeks exp l o rers wi l l i n g
T h e people o f this real m are cal l ed Augurs. Although t o trave l t o a n ancient ru i n a n d fi n d a fo rm u l a
"The so called Augurs of the
they appear no d ifferent from the h u mans of the t h at h e c a n u s e t o stop t h e deterioration fro m Augur-Kala region are in
Steadfast and the Beyond, they come from entirely co nti n u i n g i nto fu rt h e r ge n e rat i o n s . some ways as alien to the
d ifferent stock. They are, on average, smarter, stronger, humans of the Steadfast as
faster, more attractive, and far less prone to d i sease. Divided Cam ps: A gro u p o f Augurs seeki n g we varjellan are. Curious,
don 't you think? " -Visixtru,
The expected l ifespan of a n Augur i s 300 years. I n i n d e pe n d e n ce fr o m the ru l e o f the Zeal itor h a s
varjellan philosopher
the extremely rare event that a n Augur m ates with an gat h e red i n a n a rmed ca m p o u t s i d e o f S a d a
outs ider, p rocreation i s possible but h ighly u n l i kely. E m i d u . I n res ponse, the Zeal itor i s re portedly
Augu rs h ave a stro n g affi n ity for the n u m e n e ra , th reate n i n g to u n leash troo ps a n d his perso n a l
but u n l i ke the peo p l e of the rest of the worl d , t h e i r w a r mach i n e-a h ove r i n g , armored d read n a u g h t
knowled ge o f it see m s to be decl i n i n g rat h e r t h a n w i t h l o n g- ra n ge d i s i ntegration a rti l l e ry-to q u e l l
i ncrea s i ng. Lo n g a g o , generat i o n s o f A u g u rs had the re be l l io n .
s uch a close re l atio n s h i p with the ways of t h e ancient
past t h at they a l m ost seemed l i ke t h e peo p l e of a THE WEIRD OF AUGUR-KALA
prior wo rld t h e m s e lves . B ut with each pass i n g yea r, Stam pede of G h osts: A h o rd e of u ltraterrestri a l s ,
t h e i r expe rtise fades as o l d e r fo l k d i e a n d take m o re o n ly part i a l ly i n p h ase, moves e n m a s s e t h rough
a n d more knowl edge to the grave. the l a n d fro m t i m e to t i m e , d i stort i n g rea l ity
As if to punctuate this decl ine, near the center of l i ke a fi n ge r d rawn acro s s the canvas of a wet
Augur- Kala i s a large metal structu re that appears to p a i n t i n g . T h e i r pas s i n g l eaves a biza rre wake i n
h ave bu rst violently from the earth long ago. Legend t h e wilderness.
has it that the Augurs descend from people who
dwel led with i n this structure, sleep i n g underground for Dead M achi nes: I n the s o u t h e r n region of the
aeons. I f true, it happened so long ago that no Augur land, a n u m be r of wheeled metal mach i n es
has any memory of it, nor memory of anyone who d i d . l i e dorma nt, d a m aged by wea p o n s t h at i n fl i ct
Augu rs h ave t h e i r o w n l a n g u age, but some terri b l e h eat. Port i o n s of the mach i n e s h ave
mostly trad e rs a n d m e rc h a nts-s peak the Truth. been enti rely m e lted .
Occa s i o n a l ly, they u s e speaki n g mach i n e s to
tra n s l ate w h at t h ey say a n d hear.
The l a n d of Augu r- Ka l a is green a n d fe rt i l e , with topped with the grafted heads of beasts, fleshy tend ri ls,
ro l l i n g h i l l s , b a b b l i n g stre a m s , and pleasant weat h e r. and an array of sensory apparatu s and weapon ry.
Vi l l ages a n d s m a l l com m u n ities a re rarer h e re About 1 5 ,000 peo p l e l ive i n the m u lti l eve led city,
t h a n e l sewhere i n t h e N i nth Wo r l d , with a h i gher although at least 2 , 000 of t h e m a re sold iers who wea r
percentage of t h e po p u l ation l iv i n g i n cities. M a ny ch a i n m a i l armor a n d a re tra i ned i n the u s e of sword
cities exi st, but t h e two best known to outs i d e rs a re staves a s we l l a s the occa s i o n a l n u m e n e ra wea pon.
U rzat Zarteri a n d Sada E m i d u (alth o u g h , tech n i cal ly, The co m m a n d e r of the troo p s a n d the city itself i s
the trade city of Wi s l ayn on the eastern e n d of the known a s t h e Al l agos , a t i t l e w o n t h ro u g h experience, The Allagos: level 8, level
S h e e r i s l a rgely a n Augu r com m u n ity) . appoi ntment, a n d formal co m bat. The cu rre nt 7 0for all combat tasks; 34
health; 4 points ofArmor
Augu r- Ka l a is n ot without its d a n gers, of course, Al l agos i s a tal l , b road - s h o u l d e red wo m a n with s h o rt
but most of its beasts, a b h u m a n s , a n d creatu res a re h a i r a n d a series of scars on h e r face a n d neck.
d i fferent fro m those i n t h e Steadfast or t h e Beyo n d .
Perh a p s most terrifyi n g o f t h e s e a re the Lug Sorek, SADA EMIDU
which re s e m b l e great w i n ged cragwo rms more t h a n In the lan guage of the Augurs, Sada E m i d u means Cragworm, page 23 6
a nyth i n g e l se. " River City. " It has a population of 1 00,000 and teem s
with u n ique s p i n d l e towers o f metal , crysta l l i ne The Zealitor: level 7 0; 50
URZAT ZARTERJ domes, and b u i l d i ngs made of energy rather than health; 4 points ofArmor
U rzat Zarteri is a n Au g u r fortress-city b u i lt on a h i g h matter. Servi n g as a sort of capita l , the city i s the home
p l ateau and s u rro u n d ed b y a tall wal l o f a rtificial sto ne. of the ruler of Augur-Kala-the Zeal itor, a title that
Narit Gresh: level 6, level
The p l ace i s stark and fu nctional, its p ri m a ry fu nction eq uates roughly to " p ri nce. " The Zeal itor is a being of 7 at perception and ranged
bei n g d efense. The city i s extremely wary of stra n gers. engineered flesh fu sed with synth enha ncements i n attacks; 25 health; 4 points
Stretching out from the wal l , the land i s a vast bog body a n d bra i n . H i s grand palace i s b u i lt atop a n u m ber ofArmor; ray projector with
patrol led by guardians cal led Narit G resh . These sentries of bridge l i ke spans that cross the I ndygel River; the long range that inflicts 7
appear to be ancient, floating cyl inders of rusty metal entire structu re i s poi sed above the ru s h i n g water. points of damage

21 5
T H E U N I V E RS I T Y O F D O ORS
Turn everv Kev. open everv door. step tbrougb rnto vour future.
ave you a lways be l i eved you were dest i n ed for great tra n s ition s ? That you r true p u rpose was found o n ly i n the d i scovery

H of open i n gs to new p l aces and expe rience s ? That a rchways hold the keystone to l i fe ? H ave you a lways known you r way
a ro u n d physical and meta p horical l ocks, keys, password s , and h i d d e n panel s ? Then t h e U n ivers ity of Doors m i ght be t h e
p l ace fo r yo u .

Students with n i m b l e fi n gers a n d a d e e p u n d e rsta n d i n g o f struct u res c a n s pecial ize i n co ncrete a rts s u c h a s lock- p icki ng,
pas sage d i scove ry, a n d a rch itect u ra l synt h m o n ge ry. Those with l a n g u age a n d mech a n ical s ki l l s m ay p u rs u e t h e i r i nterests in
pas swo rd recove ry, panel re p a i r, a n d secu rity features. N u m e n ites wi l l fi n d t h e i r passions met i n o u r tra i n i n g o n m i s s i n g door
ret rieva l , d i stance trave l i ng, pocket doors, a n d p l a n a l tra n s it i o n , a s we l l a s i n our Passageway to the Stars p rogra m . Those with
i nterests in exp l o r i n g less ta n g i b l e doorways-those of t h e h u m a n m i n d o r of t h e mea n i ngs of l i fe-may also find a p l ace i n o u r
h a l l owed corri dors.

Degree p rogra m s at t h e U n ivers ity req u i re at least ten years of i nte n s e study a n d may nece s s itate a s many a s twe nty
years. Most students fi n d work i n a wide variety of fie l d s , fro m t h i every a n d a rch itect u ra l i ntegration to passage creation a n d
i nterp l a n etary stu d i e s .

Potential students s h o u l d take n ote: i n t h i s p l ace where exits a n d entra n ces a re reve red , l ittl e atte ntion i s given t o the oth e r
parts o f l ife. Co nvers i n g, s l e e p i n g, partyi ng, a n d eve n eat i n g a re co n d u its t o what t r u l y m atte rs: the d i scove ring, open i n g, a n d
enteri n g of d o o r s . H e re, h a l lways a re merely c h a n n e l s to the n ext door, b u i l d i ngs exi st fo r the sole p u rpose of h o l d i n g d o o r s , a n d
l ife i s w i t h o u t the a m e n ities to which yo u may be accusto med. As a s t u d e n t , yo u wi l l be expected to focu s o n yo u r stu d i es a n d
exp l o rat i o n s , o n yo u r fut u re pas sages a n d n ot o n wh at' s p a s s e d . S h o u l d yo u e n t e r o u r h a l l owed a rchway, the d o o r t h at w a s yo u r
l ife wi l l close beh i n d yo u . (Of co u rse, o n ce you grad u ate, yo u ' l l h ave t h e s ki l l s t o o p e n it aga i n . Yo u ' l l soon fi n d t h at n o door i s
fo reve r closed t o o n e o f o u r gra d u ates.)

The U n ivers ity of Doors accepts students of o n ly the h i ghest ca l i be r, those who s h ow great p ro m i s e with the tra n s itory p l aces
of the wo rld . Pote n t i a l students may begin the a p p l i cation p roce s s by d i scove r i n g the u n ivers ity door nearest to t h e m . F i n d it,
open it, and trave l t h rough it, and you wi l l find yo u rself o n our t h res h o l d .

THE UN I V E RS ITY OF D O ORS :


THE HEYSTON E TO YO U R NE W LI F E

216
LI M E NE
BEYOND THE BEYOND

OUTSIDE THE BOUNDS THE GROUNDS


OF THE NINTH WORLD The school gro u n d s a re s u rrou nded by a ch i meric wa l l
Some locat i o n s i m portant to the N i nt h Wo rld o f doors, gates , ope n i n gs , a n d passageways. These
tec h n ically d o n ot exi st in the N i nth Wo rld at a l l . One entrances of all s izes and s h apes appear to overlap,
s uch p l ace i s the U n ivers ity of Doors. con nect and d i scon n ect, change l ocation, and open
and close at ra ndom. Some d oors a re i n side other
GETTING TO THE UNIVERSITY doors. Windows, locking mech a n i s m s , and h i n ges
The U n ivers ity of Doors is situated i n an alternate without p u rpose sometimes appear as we l l .
u n ive rse, but its location is a we l l - ke pt secret, eve n To p a s s t h e second stage o f a p p l ication, students
from those who work and study there. Students, m u st find and open all th ree of the true d oors among
p rofessors, and staff l eave and a rrive by way of s pecial the i l l u s io n s . The Arch ivolt-a fl ock of mech a n ical
Those who purposely seek
u n ivers ity d oors that a re h i d d e n t h roughout the b i rd s i n the s h ape of keys-fly t h rough and a ro u n d entrance to the University
wo rld . D i scoveri n g and open i n g one of these l ocked the d oors i n the ch i meric wa l l and caw c l u e s t o each of Doors for their own
passageways, typ ica l l y called diums, is the fi rst step p ros pective student. To say the Arch ivolt i s a n noyi n g advancement may find
for p ros pective students. Those who fa i l to find a wou l d be t o describe the flock too kind ly; the creat u res their efforts thwarted.
d i u m and use it to reach the u n ive rs ity' s t h reshold a re seem to take plea s u re i n ta u nt i n g and h a ras s i n g Nobody knows how, but the
University seems to play an
rejected i n sta ntly. Of the a p p l icants who find their way students w h o ca n n ot figu re o u t their c l u e s . They a re
active role in choosing its
to the schoo l , most a re tu rned away without bei n g keys created and progra m med to seek out, d i scover, applicants.
a s ked i n side the c h i meric gatewa l l that s u rro u n d s the and u n l ock the h i d d e n i n adequacies of a h u m a n ' s
gro u n d s . Les s than l percent of appl icants a re act u a l ly m i n d , and they a re very good a t what they d o .
i nvited to p u rs u e their ed ucation.
D i u m s can be l ocated anywhere i n t h e worl d , be GAINING ENTRANCE
made of any s u b stance , and u s e any type of locki n g The Arch ivolt caws the c l u e s to pote n t i a l students
mech a n i s m . They typ ical ly a p p e a r a t ra n d o m fo r o n e i n the fo l l owi n g order. (Th e fi rst part of each c l u e
h o u r to o n e d ay a t a t i m e . s u ggests the m ateri a l t o be u sed fo r the key, a n d t h e
Some pote ntial locat i o n s i n c l u d e : seco n d part h i nts at the action to be take n . )

The Emperor of G reen: This giant tree, which reaches a l . Bird got your backbone? Introduce yourself.
height of 700 feet (2 1 3 m) , grows in the Westwood along This door is built ofwood and synth , with a
N avarene's coastli ne. The dium appears at random on conventional lock. Students must build a key from a
the north-facing side and d isappears after an hour. type of spine or backbone, whether bone (the spine of
an ani mal) , stal k (the spine of a plant) , or synth (the
Tremble Pass: O nce a year or so, a ci rcu l a r door main com ponent of a piece of tech nology) . Al most
a p pears i n Tre m b l e Pass, stretc h i n g the gro u n d open anyth ing wi l l work as long as it can be con sidered a
i nto a cave r n o u s passageway. M o re t h a n o n e cu rre nt
student began h e r i l l u strious career by fa l l i n g and
tri p p i n g i nto t h i s door.

The M aestro: Sel i m Said (level 6) spends h i s time


explori n g the mysteries of the N i nth World and i s often
found studyi n g the foundations of flyi n g and floating
cities, b u i l d i n gs, and the l i ke. Rumored to be a former
head stone (key holder) of the u n ivers ity, his charm i n g
demeanor masks a bri l l iant m i n d a n d a strong body.
Those who take the time to get to know h i m wi l l
uncover a nother secret: wit h i n t h e neural network o f h i s
m i n d resides a portal t o t h e u n ivers ity-but o n ly for the
person who holds the proper key.

The U n seen Lake: When i nv i s i b l e storms ravage


the l a ke, as h a p p e n s d u ri n g its wettest seaso n , a
wh i rl pool door occa s i o n a l ly opens i n the wa ke of the
d i sa ster. Th i s door i s visible o n ly by wh at' s ca ught in
its ro l l a n d t u m ble; a nyo n e who sees a swirl of fi s h
a n d oth e r creatu res co u l d take a ru n n i n g leap a n d
atte m pt to j u m p t h rough t h e door' s o pe n i ng.

21 7
spine or backbone of an object or Despite the u n u s u a l
creatu re. Students must i n sert this appearance o f the b u i l d i ngs,
key i nto any part of the wal l and they all h ave a pu rpose,
s peak their fu l l name aloud, and incl u d i n g student housing and
Colod, the university's the door wi l l settle i nto its rightfu l com m u n ity s paces, l aboratories,
catlike mascot, can most place. If students struggle, the classrooms, gatheri n g h a l l s , staff
often be found in the
Atrium. Arch ivolt might deign to "help," lounges, and doorway d i s posal
offering such usefu l suggestions and man ufacturing faci l ities.
as "Where is you r key? H ow shall Students are expected to l ive on
you enter?" cam p u s d u ri n g their studies,
while staff may reside there or
2 . And if you are the key? Step el sewhere (except the head stone,
forward. who may not leave the u n ivers ity
The second door is built of grounds d u ri n g h i s ten u re) .
nanoparticles that are designed Some of t h e more p ro m i nent
to change shape to fit the b u i l d i ngs i n c l u d e :
s pecifications of the person
who wishes to enter. Doors The University of Doors Science
l i ke th i s are often used to travel Lab: This lab is the largest
between places where dangerous building on campus, and
creatu res attem pt to latch onto thanks to an i nfamous explod ing
travelers and pass through the double-door i ncident i n the
entrance with them. The precise u n ivers ity' s recent h i story-nearly
s hape of the doorway keeps everyone refers to it as the T&E
u nwanted passengers from going (the Trial and Error) . Here, the
through. I n this case, the key is a majority of the experiments,
representation of the student and stud ies, and hand s-on lab work
can be a d rawi ng or someth ing takes place.
similar crafted out of any material. Students merely step
forward i nto the wal l with their depiction, and the door H i nge Lab: O nce j u st a w i n g of the T&E , the H i n ge
wi l l appear. The Arch ivolt loves this clue and often uses Lab h a s grown l a rge e n o u g h to req u i re its own
it to deride the student's shape i n the guise of givi ng struct u re, a tal l , tri a n g u l a r wood b u i l d i n g. H i storica l ly
assistance. co n s id e red o n e of the l e s s i m portant e l e m ents of a
door, h i n ges a re n ow bette r u n d e rstood as t h e grease
3. There are no sounds to enter this place. Fly. in the pass age whee l , eas i n g the tra n s ition fro m o n e
T h i s door i s b u i lt of stard u st fro m a n other wo r l d . p l ace o r state of be i n g to another.
A t o n e t i m e , it was l i kely a door to a n o t h e r p l a n et,
but n ow it a l l ows o n ly a vi sage i nto t h at p l ace, a The Atri u m : A l a rge glass b u i l d i n g i n the s h ape of
green orb of swirl i n g d u st a n d w i n d s . S i l e n ce is t h e an orb with h u n d reds of honeycom bed windows,
key; if s t u d e n t s s ay n ot h i ng, the door w i l l appear. the atri u m houses a col l ection of l iv i n g passages for
Then they m u st j u m p i nto t h e wh i r l i n g vi sage, which study, i n c l u d i n g p l a nt-based gateways, creatu res with
t ra n s po rts t h e m to the oth e r s i d e of t h e wal l . entryways i n or o n their bod ies, and sentient doors.
The basement of the Atri u m houses a s u bversive
THE BUILDINGS section of studies that i s not on any of the broch u res
I nside the chi meric wal l sits a vast, rambling u n iversity or p ropaganda. S i m ply ca l led After Life, this branch
con structed of a hodge-podge of materials, all put of the u n ivers ity explores the tra n s itions between life
together with seeming randomness. Most of the and death , between death and what comes after, and
structures are built of entrances of one sort or another: between what comes after and what begi n s anew. After
closed doors, double doors, sliding doors, portals, Life students are cal l ed Passers and often d ress i n
gateways, raw openings, and more. Some ofthese are alabaster, which they believe t o b e t h e color o f death.
s i m ple doors that merely provide access i nto a buildi ng.
Others resemble doors but don't lead anywhere. Sti l l The End of Doors: Typical ly cal led the EOD, this circu lar
others open t o places u n known a n d i m possible--d ark red brick building i s the only one on ca m p u s that
land scapes never explored, the point of cel lular m itosis, mainta i n s no more than one doorway at any given time.
the eye of a h u rricane, the i nternal structu re of a working This door i s a s i m ple wooden door with no lock, and it
brain. lead s from outs ide the EOD to its vast, round i nterior.

218
LI M E NE
BEYOND THE BEYOND

Here is a no-door zone, a pl ace where students go UNIVERSITY HEARSAY


to leave beh ind the world of doors and feel the safety A H ead of Stone: I t ' s neari n g t i m e fo r
of solid wal l s a round them. Begi n n i n g students find S a j e e n D a r, t h e cu rre nt head sto ne, to c h o o s e h i s
res p ite here, and others come to study the effects of s uccessor. Th i s year's grad u at i n g c l a s s h a s a t
being i n s ide a sol id, mostly doorless s pace. l e a s t th ree pos s i b i l ities, but D a r i s l o n g p a s t h i s
dead l i n e fo r select i n g one. R u m o r h a s i t t h at h e
People of Interest p l a n s t o keep powe r a n d cont i n u e h i s re i g n . I f
The H eadstone: The head sto n e is the title given to h i s h a n d i s fo rced , h e i s t h e k i n d o f m a n w h o wi l l
the d i sci p l i n a r i a n a n d key h o l d e r of the u n ivers ity. fi rst try t o convi n ce t h e ca b i n et t h at n o students
Eve ry ten years, one r u l e-focu sed m e m b e r of the a re worthy; if t h at fa i l s , h e wi l l l i kely atte m pt to
grad u ati n g c l a s s i s chosen to beco m e the n ew ki l l his pos s i b l e s uccessors.
head stone. D u ri n g t h e ornate ceremony, a n u m be r of
keys, both physical a n d menta l , a re passed fro m the Behind Door 1 1 : Some peo p l e wh i s pe r t h at
ret i r i n g head sto n e to t h e n ew one. E m e rita S a rsten i s t h e head of the secretive
While at the helm of the u n ivers ity, t h e head sto n e u n ivers ity ca b i n et, but in truth she put one of h e r
ove rsees eve ryt h i n g fr o m st udent ad m i s s i o n s b i o m ech a n ical creat i o n s a t i t s h e l m l o n g ago.
a n d d i sc i p l i n a ry meas u res to t h e cu rricu l u m a n d T h i s creatu re looks, s o u n d s , a n d acts exactly
grad uation ceremony. l i ke the rea l P rofessor S a rste n , which m a kes
Once h i s re ign e n d s , the former head stone is given o n e wo n d e r: Are two E m e ritas wa n d e r i n g the
a choice of doors to go t h rough as h i s final tra n s ition. cam p u s , o r d id t h e l iv i n g o n e d i e l o n g ago?
After he chooses and crosses that fi n a l t h re s h o l d , h e
m ay never g o t h rough a d o o r aga i n without fi rst be i n g The Two Faces of Colod: The u n ivers ity' s m a scot
i nvited t o do so b y the h o l d e r o f that door. Those who h a s been l o s i n g we ight rece ntly and is start i n g
violate this u n s poken policy a re h u nted d own and t o beh ave e rratical ly, yowl i n g a t a l l h o u rs o f t h e
put to d eath by the gibbs. Thus, many head stones n i ght a n d kee p i n g students awake. I s t h e ancient Peregrines, page 3 68
become wanderi n g nomad s , Peregri nes, con a rtists, creatu re dying, o r i s h e once aga i n p red ict i n g a n
or streetmen after they leave the u n ivers ity. i m pe n d i n g d i saster fo r the u n ivers ity? Sajeen Dar: level 4; 20
The cu rrent head sto n e is Sajeen D a r, a m a n health; escapes through
neari n g t h e e n d o f h i s t i m e a t t h e u n ivers ity' s h e l m . doors; sneak attacks by
stepping out of a door he
oddly-yowl i n g and growl i n g-prior to d i sastro u s
creates and attackingfor 8
The University Cabinet: T h i s invisible governing board of events. Students ofte n pet h i m fo r good l u ck before points of damage
the school ensures that all policies, rules, and trad itions e s peci a l ly d ifficu lt exa m s a n d t h a n k h i m with gifts of
are upheld. U n seen and u n heard , the cabinet i ncludes fi s h a n d cheese after s u ccessfu l years.
mem bers of the teach ing staff as wel l as cu rrent and
former students. It's rumored that Emerita Sarsten i s the The Archivolt: Professor Emerita S a rste n created The Archivolt: operates as
organ ization's head, but no one has any proof t h i s flock of mech a n ical b i rd s in the s h ape of keys. a single level 5 creature; 20
health; emotional taunts
The b i rd s , which n u m ber i n the d oze n s and ra n ge
deal 3 points of Intellect
Professor Emerita Sarsten: A long- reti red member of fro m the size of a h u m a n ' s th u m b to the s ize of a damage, ignoring Armor
the school, she contin ues to work in the various labs h u ma n ' s head , fly t h rough and a ro u n d the doors i n
at her leisure. Her main focus i s using elements of t h e ch i meric wa l l . Their m a i n j o b i s t o p rovide clues to
doors-h i n ges, knobs, locks, keys, and knockers-to p ros pective students. H owever, they a re a l so des igned
Professor Emerita Sarsten:
create biomech an ical creatures. S h e occasionally takes to u n d erstand and u n lock a perso n ' s i n adequacies.
level 4; 20 health
exceptionally gifted students under her wi n g, pas s i n g T h rough ta u nt i n g caws and jabs, they b reak d own
a l o n g the secrets o f biomech an ical creation. H owever, stude nts whose e motional wal l s a re not locked
none of her students has been able to match her aga i n st psychological attack. Although they poke fu n
talents, and many believe her i n n ate understa n d i n g of at a nyo ne, they won't attack u n less attacked fi rst.
biomech to be someth i n g beyond h u m a n .
G i bbs: These creatu res a re the m a i n p rotectors of Gibbs: level 5; 7 5 health;
Colod: Beloved b y a l l , Co lod, the u n ivers ity' s mascot, the u n ivers ity a n d of those who l ive, work, a n d study morphs into knifelike
is a l a rge cat l i ke creatu re t h at l ives in the Atri u m . i n s i d e its wa l l s . G i b b s , also created by t h e i n fa m o u s shapes to attack, dealing 3
H e sta n d s about waist h i g h t o a h u m a n a n d h a s two P rofessor S a rste n , a re m a sters o f ca moufl age,
points of damage
co m b i ned face s , with two m o u t h s , two noses, a n d typ ically a p peari n g to the u ntra i ned eye as door
th ree eye s , but h e h a s o n ly o n e b ra i n , so b o t h of h i s knockers. They can take o n a n u m be r of s h a pe s ,
faces react i n u n i s o n . M a ny peo p l e bel ieve t h at h i s although they p refe r t h e a p pearance of s m a l l
facial positio n i n g a l l ows h i m t o see t h e past a n d d rago n s , l a rge frogs, b roken h o u n d head s , a n d t h e
t h e fut u re. I n rece nt years, Co lod h a s started act i n g occa s i o n a l n a ked wo m a n .

219
OTHER VILLAGES , SETTLEMENTS , AND COMMUNITIES
Th i s section d escri bes some of the oth e r tow n s and v i l l ages scatte red t h roughout the N i nth Wo rl d . You
a re e n co u raged to u s e them whenever yo u need a u n iq u e a n d i nterest i n g p l ace where yo u r p l ayers can
rest fo r the n i ght, restock s u p p l ies, o r fi n d t h at pe rfect p iece of the n u m e n e ra . These l ocat i o n s wi l l n eve r
appear on an offici a l N u menera m a p , so fee l free to p l ace t h e m whereve r yo u ' d l i ke a n d to u s e any or a l l
o f the i nformation a s benefits yo u r ca m p a i g n .

Aendri Hearsay: The Reve l ry of Wo n d e r, an a n n u a l eve nt


Population: S l ightly more t h a n 5 00 in B ro l ey, is j u st d ays away. The ce l e b ration
Significant Feature: M ost of the b u i l d i ngs i n i n c l u d e s co m petit i o n s i n stre n gt h , weapon ry,
t h i s s m a l l town a re b u i lt o f stronglass a n d t h u s craft i n g, a n d oth e r s ki l l s . Those who s peci a l ize i n
tra n s p a rent. Fo u r ta i lors i n town work t o keep the t h e n u m e n e ra wi l l a p p reci ate t h e Wo n d e r Race,
homes wel l covered with curta i n s and roof garbs. where p a rtici pants a re given a ra n d o m p i l e of
Dashma Erg: level 3
Person of l nterest: D a s h m a E rg i s a b reeder of parts and m ateri a l s and m u st create someth i n g
flyi n g creatu res-specifica l ly, i n sects t h at a re worka b l e i n a few h o u rs . T h e w i n n e rs a re awa rd ed
genetica l ly e n g i n ee red to carry coded messages a s pecial prize, and the wi n n i n g p i eces a re added
and h e ' s made a good b u s i n e s s of h i s offe r i n g s . to H o l eo n Fe rre ' s grow i n g co l l ect ion of the
H e own s a l a rge h o u s e near the center of town a n d n u m e n e ra .
h a s n o c u rta i n s . Creat u res o f a l l s izes a n d s h apes T h e Wei rd : O n Ches l e t Street, a b l ock of absol ute
fl utte r about i n s i d e a n d rest aga i n st t h e clear wa l l s . d a rkness a p p roxi m ately 8 feet (2.4 m) h i gh floats a
Hearsay: Saya Morepin, a wealthy eccentric who l ives few i n c h e s off t h e g ro u n d . Wh i l e wa l k i n g t h ro u g h
in a fou r-story stronglass home, own s a s m a l l device i t , yo u ca n 't s e e , hear, o r s m e l l a nyth i n g. The b l ock
that she cal l s the Portcu l l i s . It prevents people from v i b rates s l i ghtly.
entering or leaving a d i screet, defined p lace through
a s u btle use of energy field s . D u ri n g one of Saya's Dymath Fordye
lavi s h parties, someone stole the Portcu l l i s from her Population: 1 , 200
col l ection room and i s using it to keep Saya locked in Sign ificant Feature: The town is b u i lt in the m i d d l e
her home. She i s offeri n g a large reward for its return o f S n a ke m o o r M a rs h , with a l l o f the b u i l d i ngs
and her s u bsequent release. set high o n sti lts. O n ly o n e brid ge-a p reca rio u s
Malik Harcrow: level 5,
level 6 at all subtetfuge The Weird: One of the founta i n s i n the center of sto n e wal kway-lead s i nto tow n .
related tasks, level 7 at town featu res a pair of hands made of an u n known Person o f I nterest: M a l i k H a rcrow ru n s the local
lockpicking materia l . The water that flows over the hands seems tavern. She i s a reti red th ief a n d kee p s a l a rge
to change color, and the palms h ave tattoos that co l l ecti o n of m a p s and keys in h e r store roo m . S h e ,
form a map when viewed side by side. h e r i n n , a n d t h o s e who s e e k s h elter t h e re a re we l l
p rotected b y h e r t h u m a n , D u ror.
Broley Hearsay: O n e of the tow n ' s most e l i g i b l e
Population: 500 bach elors, E d m u g h Fo l cey, w a s d i scovered dead,
Significant Feature: M ost of the b u i l d i ngs here a re a p p a rently fro m a n odd bite o n his face. A p i ece
b u i lt from l ivi ng greenwood , a biologically engineered of what looked l i ke a meta l tooth was lod ged i n
material that q u ickly grows over a tem porary shelter h i s cheek. Seve ra l local wo m e n a n d a t least o n e
to create a permanent structure. This gives the m a n a re d evastated b y h i s death a n d offe r vari o u s
majority of b u i l d i ngs a softly rou nded s i l houette, rewa rd s fo r the capt u re o f h i s k i l l e r, be it m a n ,
as a i r-fil led fabrics are u sed to create the mold for beast, o r someth i n g e l s e .
the structures. The creator of greenwood , H oleon The Weird: A herd o f stra n ge a n i m a l s , to ugh-h ided
Ferre, sti l l l ives i n B roley and occasionally takes on creatu res that snort sapph i re-h ued smoke, has
apprentices i n the craft. moved i nto the marsh. They mostly gather beneath
Camila Beyett: level 5, Person of l nterest: Ca m i l a Beyett lead s a gro u p the sti lted home of the town ' s m ayor.
level 6 at melee attacks ca l l ed the Cos m i cologists, whose mem bers b r i n g
and Speed defense
their bod ies i n tune with the cosmos t h rough t h e Essearnin
use o f s peci a l ized movements s u c h as fighti n g Population : 800
stances and i nteractive stretches and d ue l s . Ca m i l a Significant Feature: The town s its on the b a n ks of
lead s movement p ractice every d ay i n Deso n i ' s a river s p a n n ed by several bridges. Each bridge i s
Square, and her fol low i n g has grown t o nearly h a l f b u i lt o f a d iffe rent m ateri a l and h a s a u n iq u e s h ape.
the town, as we l l as outs iders w h o a rrive from Person of I nterest: The I n n of the Blue Barker hosts
beyo nd its borders. regular d uels, with a 2-s h i n entry fee and the p rize

220
LI M E NE
BEYOND THE BEYOND

of free room and board for a week. M a l i a Noke, Ancient a n d b l i n d , s h e mostly leaves t h e ru n n i n g Malia Noke: level 6, level
a tal l , q u iet varjellen, has held the title for four of Songd u e l R u i n s t o h e r s i x grandch i l d re n , who 7 at Speed defense due to
years ru n n i ng. She i s th reate n i n g to reti re d u e ra nge i n age from five to e i ghtee n . Wh i l e they' re shield; 28 health; 2 points
t o boredom and the l a c k o f worthy com petition. wrea k i n g h avoc on t h e v i l l age as o n ly yo u n g
ofArmor; +2 points of
damage with her special
Argel , the i n n ' s owner, i s desperately search i n g for chaperoned ru l e rs ca n , j es ra h a s been seen
single-edged sword
someone to give M a l i a a good fight, as the event's wa l k i n g the streets l ate at n i ght, looki n g at t h e s ky
entry fees pay for his add iction to cockle gam b l i ng. a n d wea r i n g an odd d evice on h e r head.
Hearsay: Ti n kerers h ave b u i lt a contraption to Hearsay: Res ident Stepfan S a l i n k recently
ca pture a person ' s i m age and p roject it i n reverse acq u i red a pair of bou n d i n g boots that
on a fl at s u rface for a few m i n utes. Recently, the allows h i m to j u m p and leap without the
contraption has started showi n g i mages of odd, press u re of gravity. An imals of all sorts are
alien beasts i n stead of the person who paid to attracted to these pieces of the n u menera,
have h i s l i keness captu red . and a large pack of creatures, both tame
The Wei rd : E s searn i n i s b u i lt a ro u n d a pyra m i d and wild, h ave begu n to fol low him t h rough
o f p u rp l e sto ne. O n w a r m d ays, the t o p o f t h e the streets. H e does n 't want to give u p h i s
sto n e s p l its a n d s pouts a stream o f freez i n g boots, b u t he ca n't figure o u t how t o stop
water. Re s i d ents ca l l it the l ce b reak. the a n i m a l s from tra i l i n g h i m .
The Weird: I n t h e marketplace is a deep,
lmalov Castle water-fil led shaft left over from the past. The
Population: 25 round opening has been boarded u p since
Significant Feature: A lone keep with h igh grey long before the battle that created Songd uel Ruins,
wa l l s , t h i s castle s its in the m i d d l e of a desolate but those who pass by it hear electronic beeps com ing
stretch of wilderness. The mass ive i ron d oo rs a re from the shaft. The sou nds are becoming more
a lways closed. freq uent. Whether they are a code, a d i stress signal, or
Lady Perrix: level 4, level
Person of I nterest: Lady Perr ix sta n d s ove r 6 1 /2 a form of music is the su bject of m uch specu lation.
5 in combat and defense
feet (1 . 9 m) ta l l and wears heeled boots and an tasks; 24 health
e l a b o rate head d re s s to acce ntuate her h e i ght. Spellgill
She i s leery of stra n gers, but those granted Population: 750
entra n ce a re given a graci o u s but i m peri o u s Sign ificant Feature: The vi l l age was rece ntly
rece pti o n . Eve ryo ne e l se i n the castle i s h e r ravaged by tre m o rs t h at b ro ke open a l a rge rift
servant o r s l ave. d own o n e s i d e of S p e l l g i l l a n d rui ned m o re t h a n
Hearsay: Lady Perrix i s a fa l l e n Angu l a n Kn ight, h a l f o f t h e b u i l d i ngs i n tow n . Wh i l e t h e vi l l age
ou sted from the order yea rs ago. She may very re b u i l d s , most of the i n h a bitants take s h elter at
wel l be i n sane. H oweve r, many people believe the Left B a n k I n n .
Ames Gylley: level 3,
that s h e knows the secret to e nteri n g a h id d e n , Person of l nterest: Ames Gyl ley h a s a large
level 5 at numenera
s u bterra nean com p lex fr o m the p r i o r worl d s that contraption that replicates any non l iving th i n g knowledge
l ies near her castle. p u t i nto it. H owever, each person w h o u s e s the
The Wei rd : Lady Perrix has a time d i s p l acement contraption can press the button to replicate
d evice i n h e r head d re s s t h at a l l ows h e r to somet h i n g only once. If a person tries a second time, Cockle gambling isn 't
d i s a p pear fo r a few seco n d s or a few m i n utes even wh ile wearing gloves or otherwise tryi ng to illegal, but it's frowned
and then rea ppear a s if she had n ever left. "fool" the mach ine, noth i n g happens. U nfortunately, upon due to its high
the contraption was broken d u ri n g the earthquake. stakes. Those who wish
Songduel Ruins Ames has promised that whoever fixes it may use the to join a game must
start their pot with the
Population: J u st u n d e r 1 ,000 mach i n e to replicate any one thing they desire.
promise of a heart from
Significant Feature: T h i s v i l l age is b u i lt on top of Hearsay: Anyone who's come t h rough Spellgi l l l ately a living creature. They
a much l a rger city a n d a battlefield of lege n d . I t has been s u rpri sed to find it in tatters. Word i s that must show proof that they
i s said that long a g o , two great son gstresses met no one outs ide the area felt the quake that fel led the can get-or have already
here to fight for the h a n d of the m a n they both b u i l d i n gs. Townsfolk h ave begun to wonder ifthe gotten-the heart before
loved . Their songs, in their deadly beauty, razed tremors were entirely natu ra l .
they can play.
the city to the gro u n d and e n s u red that noth i n g T h e Wei rd : J u st outside of tow n , there i s a l o n g
wou l d grow for ages t o come. (Of co u rse, i t ' s a l so t u n n e l made of v i n e s . M ore p recise ly, t h e v i n e s
pos s i b l e that the soil cou l d h ave been tai nted by grow o n t h e i r o w n i nto t h e s h ape of a t u n n e l
the poisonous s p rayweapo n s they u sed on each t h at see m s to l e a d fr o m nowhere i n particu l a r t o
other d u ri n g the i nfamous d ue l , the res i d u e of nowhere i n p a rticu l a r. They d ro p l ittl e seed pod s
Jesra Cris: level 3, level 7
which seeps up each time it ra i n s.) t h at stick to cloth i n g. I f n ot p l u cked off, t h e pod s at all tasks involving sight
Person of I nterest: j e s ra Cri s i s the v i l l age ru l e r. q u ickly begin to grow roots i n the m ateri a l .

22 1
CHAPTER 1 4

O RGANIZATIONS

D
For additional information e s p ite its d ivided a n d i s o l ated n a t u re ,
about High Father Calava/ t h e N i nt h Wo rld h a s m a ny powe rfu l a n d
and the founding of the i nfl u e n t i a l o rga n izat i o n s . Th i s sect i o n
Order of Truth, see "The d e s c r i b e s a few of t h e most p ro m i n e n t g ro u p s
Am ber Monolith, " page 6 a n d t h e b e n efits enjoyed b y m e m be r s . I f a p l aye r
c h a racter j o i n s o n e of t h e s e o rga n izat i o n s , he can
take t h e b e n efit rat h e r than a s ki l l t h e n ext time h e
h a s t h e o p port u n ity to g a i n a n ew s ki l l .

The Steadfast, page 1 3 6


?, C:, g , , o
d o m i n a nt orga n izat i o n i n t h e Steadfa st-a n d
mo't

The Beyond, page 1 74 po s s i b l y t h e Beyo nd-t h e O rd e r of Truth was


esta b l i s h ed by t h e o r i g i n a l Amber Pope, H i g h
Fat h e r Ca l ava l , a bout 4 0 0 years ago. I t s m e m bers
Aeon Priest, page 269 a re ca l l ed Aeon Priests , and t h ey a re t h e most
The numenera, page 275 tru sted experts i n h a n d l i n g , i d e n t i fy i n g , and
u s i n g t h e n u m e n e ra a n d ot h e r l o re . In most
com m u n it i e s , Aeo n Priests a re t h e local "wise fo l k, "
looked u po n with res pect a s l e a d e rs a n d a d v i s e rs i n
t h e i m portant fa cets o f l i fe .
Alt h o u g h t h e O rd e r of Truth see m s l i ke a
re l i g i o n , tech n i ca l l y it' s n ot o n e . T h e p a pacy h a s a
struct u re l i ke a p riesth ood a n d ca l l s its m e m bers
priests, b u t it' s not a re l i g i o n-it's a ve n e rat i o n of
i nte l l ect, u n d e rsta n d i n g , a n d the wo n d e rs t h at a r i s e
fro m s u ch t h i n g s : s c i e n ce , tech n o l ogy, a n d t h e
n u m e n e ra .
Sti l l , m a n y peo p l e t reat t h e o rd e r l i ke a re l i gi o n
regard l e s s . These peo p l e a re n ot m e m be r s , but
rat h e r "ad h e rents . " In their eye s , t h e o rd e r is
focused o n wors h i p p i n g t h e past a n d t h e ancients
w h o created t h e fa ntastic d evices a n d stra n ge
d i s cove ries t h at fi l l t h e N i nt h Wo r l d . And ove r
t h e l a s t ce n t u ry or so, t h e o rd e r h a s d o n e l itt l e to
d i s co u rage t h i s i d e a . I n fact, u n d e r t h e cu rre nt
Amber Pope, D u rra n et V I , t h e Aeo n Priests h ave
d i s covered t h at the peo p l e of the Steadfast a re
m o re l i ke l y to re s pect, ad m i re, a n d obey t h e
O rd e r o f Truth if t h ey t h i n k of it a s a re l i g i o n .
T h u s , i n l a rger c i t i e s , t h e o rd e r h a s begu n h o l d i n g
q u a s i re l i g i o u s s e rvices t o encou rage t h i s i d e a . T h ey
rit u a l ize t h e i r teach i n g s to re s pect a n d u n d e rsta n d
t h e n u m e n e ra a s t h e k e y to adva n c i n g h u m a n ity

222
LI M E NE
ORGANIZATIONS

i nto t h e fut u re . T h ey p ra i s e t h e past a n d t h o s e w h o THE CONVERGENCE


l ived i n it fo r t h e i r i n te l l i ge n ce a n d u n d e rsta n d i n g . I f t h e O rd e r of Truth h a s a n o p p o s ite, it wo u l d be
T h e o rd e r m a i nta i n s a s m a l l a rmy, a s we l l a s t h e Co nve rge n ce . L i ke t h e Aeo n P r i e s t s , m e m b e rs
a l a rge o rga n izat i o n of agents, o b s e rvers, clerks, of t h e Co nve rge nce reve re t h e knowledge of t h e
scri bes, a n d ot h e r person n e l . T h e h e ad q u a rters p a s t , b u t t h ey s e e k to u s e it to g r a n t power t o
l i e s in the city of Q i , in a co m p lex known a s t h e t h e m s e l v e s , n ot to h e l p ot h e r s . E a c h m e m be r Qi, page 1 48
D u rk h a l . T h ey a l s o h ave a secret fo rt re s s ca l l ed w i s h e s to u s e t h e n u m e n e ra to ga i n i n fl u e n ce not Durkhal, page 1 48
the Citad e l of the Co n d u it t h at l i e s in a p a ra l l e l o n ly over the peo p l e of t h e N i nt h Wo r l d b u t a l s o
d i m e n s i o n a n d c a n be accessed b y a n y h i g h - ra n k i n g ove r t h e u n iverse i t s e l f. T h ey u n d e rsta n d e n o u g h
Aeo n Priest. o f t h e n u m e n e ra t o re a l ize t h at it h a s m o re
The i n fl u e n ce of the o rga n izatio n-a n d in pote n t i a l t h a n most Aeo n P r i e s t s kn ow. M atte r,
partic u l a r its head, the Amber Pope-h a s become e n e rgy, s p ace, t i m e , a n d eve n t h e l aws of p h y s i cs
clear i n t h e Steadfast. Arg u a b ly, the Order of Truth ca n be s h a ped to t h e i r wi l l if t h ey determ i n e t h e
h o l d s the Steadfast toget h e r. The Amber Pope u s e s m ea n s . I n t h i s p u rs u it , t h ey a re rut h l e s s , u s i n g
a l l t h e pres s u re h i s i n fl u e n ce can m u ster to keep coe rc i o n , d eceit, a n d v i o l e nce t o get w h a t t h ey
the so-ca l led N i n e Rival Kings fro m warri n g a m o n g want. T h ey let n ot h i n g sta n d i n t h e i r way.
t h e m s e lves . To t h i s e n d , h e h a s ca l l ed fo r a cru sade A rat h e r s m a l l o rga n izat i o n , the Conve rge nce
aga i n st t h e rece ntly d i scovered peo p l e i n t h e fa r boasts a m e m be rs h i p of a p p roxi m ately o n e Cloudcrysta/ Sky.fields,
n o rth who l ive beyo n d t h e Cloud crystal S kyfi e l d s . h u n d red m e n a n d wo m e n , but w i t h u n d e r l i n g s , page 7 74
These peo p l e ca l l t h e m se lves G a i a n s , a n d they a re g u a rd s , l ackeys , a n d s l aves, t h e total n u m be r i s
a n i m ists, bel iev i n g t h at s u pernatural s p i rits i n h a b i t e a s i l y t e n t i m e s h i gher. M a ny m e m bers a re n a n o s , Gaians, page 7 34
a l l n atu ra l t h i n g s . They reve re these s p i rits, a n act a n d some a re Aeon Priests who
the order bel ieves to be an abom i n ation of trut h . h ave re n o u n ced t h e i r ord e r.
N i n e years ago, when G a i a n exp l o re rs fi rst ventu red Al l a re scholars, t i n ke rers,
i nto the s kyfie l d s and the n o rthern p a rts of t h e mach i n e s m it h s , a n d theorists who
Steadfast, the Amber P o p e b r a n d e d t h e m e n e m i e s u n d e rsta n d t h e n u m e n e ra .
o f truth a n d declared a h o ly w a r aga i n st t h e m . The M e m bers of t h e Co nve rge n ce
fi rst co n fl i cts of this war, waged i n the Cloud crystal a re ca l l ed m a g i ster or m a g i strix.
S kyfie l d s , were s m a l l s k i r m i s h e s . H oweve r, t h e o rd e r Each typ ical ly w i e l d s a n a rray
h a s co m m anded a l a rge fo rce o f warriors t o g o n o rth of n u m e n era wea po n ry a n d
a n d d efeat t h e G a i a n s i n their h o m e l a n d s-a n d in device s . M o st h ave given u p
so d o i n g, d ive rt any i nterest o r a b i l ity to wage war fa r o n society a t l a rge a n d dwe l l i n
fro m the Steadfast, fo r peace i s t h e best way t o foster secret, whether a l o n e o r i n s m a l l
the trut h . gro u p s , toi l i n g a t t h e i r d a rk
Some Aeon Priests d o n ot a n swer t o the papacy goa l s . T h e Co nve rge n ce h a s t h ree
a n d co n s i d e r them selves outside t h e O rd e r of Trut h . m a i n bases of o p e rat i o n , w h i c h
Th i s i s a co nfu s i n g b i t o f esoterica t h at most peo p l e t h ey ca l l t h e i r s a n ct u m s . T h e s e
d o n ot u n d e rsta n d . These n o n affi l i ated p riests a re t h e Scorp i o n S a n ct u m , t h e
dwe l l m a i n ly i n the Beyo n d , gatheri n g i n i s o l ated , E m pty S a n ct u m , a n d t h e G o l d e n
auto n o m o u s cl aves to cont i n u e t h e i r research a n d S a n ct u m . Each i s j o i ned to t h e
work. They h ave n o re l ati o n s h i p w i t h the o rd e r ot h e rs b y a s e r i e s of s p ace
o r eve n w i t h o n e a n other, but they keep the Aeon bend i n g gateways. About one
Priest title beca u s e they res pect the i d e a l s of the t h i rd of t h e o rga n izat i o n o p e rates
p riesth ood , if n ot the d i rection t h at the orga n ization d i rectly out of t h e s e s a n ct u m s .
h a s take n . N ew m e m bers a re i n d u cted
M e m ber Benefits: F i rst a n d fo re m ost, t h e in one of the t h ree s a n ct u m s . A
b e n efit of b e i n g a n Aeo n P r i e s t i s t h e re s pect t h at ca n d i d ate m u st h ave a s p o n s o r
it com m a n d s . J o i n i n g t h e s e i l l u st r i o u s ra n ks , a l ready i n t h e Co nve rge nce, m u st
h oweve r, req u i re s ye a r s of fo r m a l t ra i n i n g . Fu rt h e r, be ext re m e l y i nte l l i gent, a n d
i n l i e u of t a k i n g a new s k i l l , a n Aeo n P r i e s t c a n m u st be utte rly re m o rse l e s s i n
c h o o s e o n e e s ot e ry t h at a fi rst-t i e r n a n o c a n u s e , t h e p u rs u it o f u lt i m ate power
a n d t h e p r i e st ca n a cce s s its a b i l ity (after payi n g m o ra l s a n d et h i cs be d a m n ed .
i t s cost) . T h e rati o n a l e be h i n d t h i s power ca n b e Member Benefits: I n l i e u of
a s p eci a l i m p l a n t , a t i ny d evice, o r t h e m e a n s t o taki n g a n ew s k i l l , mem bers
m a n i p u l ate n a n o m ac h i n e s o r ot h e r re a l ity- s h a p i n g can d e rive a benefit fro m t h e i r
p roce s s e s .

223
p ro l o n ged expos u re to rea l ity- a n d m i n d - b e n d i n g the order' s ce ntral base of operat i o n s , a k n i ght i s
tech nologies a n d biza rre mental tech n i q u e s . Th i s c h a rged t o g o out i nto t h e wo rld a n d enforce t h e
benefit grants t h e m e m b e r 3 poi nts o f a s pecial c h a rter.
form of Armor t h at p rotects aga i n st (on ly) I nte l l ect Angu l a n s typ ical ly d e s p i s e m utants i n any form
d a m age. a n d swiftly root them out, putt i n g them to t h e swo rd .
They d o n ' t ca re for v i s itants, either, but s u ffe r t h e m
THE ANGULAN KNIGHTS to l ive if t h e creatu res d o n o t d i rectly o p pose the
The Charter: Humanity has once again k n i ghts.
been granted dom inion of the well-used Member Benefits: After pas s i n g t h ro u g h all the
and often misused Earth. The Ninth World is the p roper i n itiat i o n s to become a Red Devotee, a
Last World. We shall call it Midgard and defend it in m e m b e r of the k n i ghth ood can choose to ga i n a
the name of humanity. These are the aspects of the special + 1 bon u s to d a m age when he fee l s as t h o u g h
world that stand in the way of humanity's dominion: h i s co m bat i s worki n g toward u p h o l d i n g the c h a rter.
creatures from elsewhere, predatory horrors lingering (Th e p l aye r a n d t h e G M can decide whet h e r a
from a nonhuman past, humans that have turned partic u l a r situation warra nts the b o n u s . ) Th i s a b i l ity
on their own kind by committing crimes against m u st be chosen in l i e u of a n ew s k i l l .
their own kind, and any who prevent the greater

4"" ! !;!: f:
good anywhere. These aspects of the world shall


be eliminated by sword or flame, in the name of rs ges
Midgard and the spirit of Angule. strength, courage, and mettle. That is
the dream sent from the fire. Ours is a dream ofjagged
T h roughout t h e Steadfast, j u stice i s somet i m e s edges, blood, bone, and the cries ofpain. Only through
m eted a t t h e e n d of a b l a d e u n a l igned w i t h any war can we advance. The ancients knew it. They waged
k i n g o r p r i n ce. The An g u l a n K n i ghts a re a n o rd e r wars throughout the long history of our aged world. They
d e d i cated to t h e adva ncement o f h u m a n ity a s a waged wars with entirely different worlds. When those
race. They n ot o n ly ignore local govern m e nts, class wars ended, they sought new worlds, and even whole new
d i st i n ctio n s , a n d re l i g i o u s d iffe re n ce s , they abhor universes to fight. The ancients knew. It is how they grew
those t h i n gs . Angu l a n K n i ghts fee l e m powered to strong.
right wrongs, pass j u d gments, a n d see j u stice done, "Now we are here, and the fires of the crucible
a n d few sta n d i n t h e i r way. send us the jagged dream. We cannot shirk from this
A woman n a med An gule fo u n d ed the order more responsibility. It is our destiny to grow great as the
than 3 5 0 yea rs ago, and her teach i n g s h ave s p read ancients grew great. And we can only do that through
such that at least 800 kni ghts now roa m the Steadfast. bloodshed, violence, and war.
M o re than a century ago, the kni ghts made a pact with ''That is the jagged Dream. "
Thuq uera, known as the G reat D ra ke, whom all xi -Gia Soeman, dreamseeker
The pact between the d rakes revere. Tod ay, the knighthood and the xi-d rakes
knighthood and the xi work together in their d uties. The J a gged D ream i s a secretive cult l ocated
drakes is what prompted
The Angu l a n K n i ghts h ave n o ce ntra l ized t h roughout the Steadfast and the Beyo n d . Its
the saying, ''A friendship
as close as a knight and a leaders h i p . I n stead , mem bers advance t h ro u g h a m e m b e rs h i p i s s m a l l but wides p read, with h id d e n
dragon. " series of t h i rteen ra n ks u n t i l t h ey ach i eve t h e title ce l l s t h at meet i n secret fo r fea r o f b e i n g d i scovered
G ra n d K n i ght, the h i ghest one can rise. There i s n o before they a re ready.
l i m it to the n u m be r of G ra n d Kn i ghts the o rd e r c a n T h e J agged D re a m wants to e n g i neer co n fl i ct o n
h ave. The ra n ks a re: R e d Devotee, B l ue Devotee, a m a s s ive s c a l e . T h e i r l e a d e r s , ca l l ed d re a m seekers,
B l ack Devotee, Kn i ght Seeker, K n i ght Ave nger, K n i ght c l a i m to h ave h a d a d re a m sent to them fro m "the
Defe n d e r, Kn i ght M a rs h a l l , Kn i ght J u stice, K n i ght fi re " o r "the fl a m e s , " a re p resentat i o n of evo l ut i o n
Co m m a n d e r, M aster K n i ght, Kn i ght Co n s u l , Lo rd a n d n a t u r a l s e l ect i o n s ped u p t h ro u g h i nte n s ive
K n i ght, a n d G ra n d K n i ght. co n fl i ct. I n s h o rt, t h ey want war and noth i n g but
The k n i ghts h ave t h e b l es s i n g and s u p port of war. To t h e c u l t , peace i s death beca u s e it m e a n s
t h e O rd e r of Trut h , and eve n Aeo n Priests outs i d e t h at t h e s pecies a n d c u ltu re sto p s adva n c i n g .
t h e o rd e r g ive t h e m res pect a n d a i d if n e e d b e . Th ey' re n ot i nterested i n s m a l l - s c a l e co n fl i ct-o n l y
H owever, the k n i ghts, true to t h e i r c h a rter, d o n ot l a rge batt l e s a n d l o n g-te rm w a r s t r u l y test a c u l t u re .
affo rd the p riests any s peci a l treatment. M a ny peo p l e I n d iv i d u a l s d o n 't m atte r to t h e i r p l a n , o n l y l a rge
m i stake n ly bel ieve t h at the two gro u p s a re offici a l ly g ro u p s of p e o p l e .
rel ated or t h at the k n i ghth ood a n swers to t h e Amber To t h i s e n d , cult mem bers atte m pt to secretly
Sanctuary of the Eye, Pope, but neither i s true. O nce i n d u cted i nto t h e m a n i p u l ate eve nts towa rd war. They i nfiltrate oth e r
page 1 48 k n i ghth ood i n the S a n ct u a ry of the Eye i n G h a n , o rga n izat i o n s a n d reach pos iti o n s where they

224
LI M E NE
ORGANIZATIONS

can wh i s pe r i nto t h e ears of the leaders (or where entity l i ke a god . They recogn ize i t a s a fu n d a mental
they can beco m e leaders them selves) . They try to fo rce i n t h e u n iverse, beyo n d co n s c i o u s t h o u ght,
"In its long history, other
sti m u l ate weapon d eve l o p m e n t a n d p rod uct i o n . choice, o r i ntent. sentient races have evolved,
They fo u n d m i l itary acad e m i e s . As t h e i r t i m e l i n e At a meet i n g , the d re a m seeker coord i n ates t h e lived, and died on Earth,
advances, they e n g i neer m i strust a n d a l i e n ation act i o n s of a l l ce l l m e m be r s . D e s p ite t h e d e s i re but humanity seems to
a m o n g peo p l e a n d seek ways to ca u s e fa m i nes o r for war a n d b l ood s h e d , t h e d re a m seeker stre s s e s share a particular bond
oth e r eve nts t h at d rive gro u p s i nto co n fl i ct. pat i e n ce . S l ow move m e n t s a n d m a n i p u l a t i o n s a re with this place. " -Visixtru,
varjellan philosopher
In the N i nt h Wo r l d , it's easy to foster m i stru st needed to ach i eve t h e i r goa l s . Beca u s e t h e J agged
a l most too easy-but it can be d i fficult to ra l l y D rea m ' s outlook is s o m u ch l a rger t h a n t h at of
peo p l e toget h e r to create a n a r m y of a n y g reat s ize. any one i n d iv i d u a l , the c u l t ' s goa l s stretch ove r
S o w h i l e o n o n e h a n d some m e m bers of t h e J a gged l i fet i m e s .
D re a m seek to d iv i d e peo p l e , ot h e rs work to bri n g T h e secretive m e m bers va l u e h i d d e n adva ntage s .
g ro u p s toget h e r. T h ey w a n t to create n at i o n s , n ot M a ny u n d e rgo s u rge ries (often performed b y t h e
i s o l ated vi l l ages or t r i b e s , a n d t h e n g u i d e t h o s e ce l l ) to ga i n s u bd e r m a l wea p o n s , defe n s e s , a n d
n at i o n s to wa r. e n h a n ce m e n t s . T h e scars fro m s u c h treat m e n t s a re
Typical Jagged Dream Cell: The cult organ izes itself h i g h ly va l u ed a n d re s pected by t h e cu lt, a l t h o u g h
i nto s m a l l , isolated cel l s . Often, a member of one cel l t h ey a re h i d d e n fr o m t h e r e s t of soci ety.
won't know t h e mem bers o fa n y other cel l . Sometimes, I m portant Mem bers: I n t h e city of Q i , a
however, mem bers wea r a secret sign on their clot h i n g d ream seeker n a m ed Arias Fo l o n (level 7) ru n s a l a rge
or tattooed on their flesh. These sym bols i n c l u d e a ce l l of twe nty m e m bers. M a ny recogn ize her a s the
s m a l l knife with a serrated blade, a cou nterclockwise d e facto leader of t h e J a gged D re a m , but s h e wo u l d
s p i ral around an open hand, or a s i lver or black ra ptor d e n y it.
swooping downward , talons extended. Me mber Benefits: I n stead of ga i n i n g a n ew s ki l l ,
A typical ce l l i n c l u d e s o n e d ream seeker a n d four o r c u l t m e m bers can h ave a wea p o n o r d ev i ce t h at
five oth e r m e m bers. The ce l l ra rely h a s a perm a n e n t t h ey p o s s e s s i m p l a nted i n t h e i r body by J agged
head q u a rters, i n stead meet i n g i n secret i n d i fferent D re a m s u rgeo n s . The item wi l l be co m p letely
p l aces. The d ream seeker brings a porta b l e s h ri n e , h i d d e n and wi l l a l ways go u n n ot i ced . An i m p l a nted
which l o o k s l i ke a l a rge wheeled tru n k, t o meet i n gs . k n i fe wo u l d be retract a b l e fro m a m e m ber's wrist.
M e m bers p ray to the fi r e , seeki n g c l a rity a n d v i s i o n . An i m p l a nted fo rce s h i e l d ge n e rato r co u l d never be
H owever, they d o n 't t h i n k of the fi re as a sentient taken away.

225
THE REDFLEETS "\\lll.f::. THE SARRACENIANS
T h e Redfleets i s a s e l f-gove rned crew of "Why would I want to belong to the lot
vaga bond s , t h i eve s , s c i e n t i st s , a n d ot h e r ofthem ? Bunch of blathering mouths.
Sarracenian members m i screants t h at s a i l s t h e h i g h a n d l ow seas I'd rather spend the time with my greens.
usually paint or
in searc h of n at u ra l trea s u re . T h ey care noth i n g for Least they use their mouths for something smarter than
permanently stain their
lips blue to signify that m a n m a d e trea s u re s ; in fact, m a n y Redfl eets s h u n gossip and gassing. "
they speak on behalf of a n d fea r t h e n u m e n e ra . Ot h e rs t u rn t h e i r loat h i n g -Myrtle Galgian, former self-elected president of the
their beloved plantlife. i nto p rofit b y s e l l i n g a n y good s t h ey d i s cove r to Sarracenians
the h i g h e st b i d d e r. T h e i r true p u rpose, h oweve r,
i s d i scove ri n g t h e n a t u ra l m i racles of t h e sea, Th i s w i d e s p read gro u p of s c h o l a rs stu d i es
although h ow t h ey d e c i d e w h at' s n a t u r a l a n d what's a n d wors h i p s p l a nts, i n partic u l a r u n u s u a l and
n ot i s n 't a l ways c l e a r. carn ivoro u s p l a nts a n d p l a ntl i ke p red ato rs. Typ ically
I t ' s co n s i d e red a h i g h h o n o r to be t h e fi rst of t h e d i st i n g u i s hed by their d a rk green fi b ro u s cloth i n g,
Redfl eets to co me u po n a formerly u n known creatu re which i s often acce nted with brightly co l o red
or ocea n i c featu re, a n d mem bers of the crew e n s u re adorn ments, S a rrace n i a n s a re a varied and loose- knit
Kaparin, page 1 67 t h e i r glory by v i s i t i n g Kapari n ' s R F M , a co m b i ned gro u p . Some stay put i n t h e i r hometown s , te n d i n g to
m a ritime m u s e u m , hall of fame, a n d l i b ra ry. There, l avi s h gree n h o u s e s , gard e n s , a n d zoos , wh i l e oth e rs
t h ey p l ace their fi n d i ngs, te l l their sto ry, o r store t h e i r travel the wo rld i n search of u n iq u e fi n d s . Some
s h i p' s l o g s fo r a l l t o s e e a n d m a rvel at. S a rrace n i a n s a re scientists who s p l it ge nes a n d
M a ny of the c rew l ive in K a p a r i n w h e n n ot cro s s b reed creat u re s i n secret l a borato ries, wh i l e
a s e a , i n cl u d i n g S a l l i a n O rsay t h e Red (o n e of t h e oth e rs s i n g t o the peta l s o f t h e i r favo rite fl owers a n d
o r i g i n a l Redfl eet fo u n d e r s , a n d now t h e ru l e r o f ca l l them fri e n d s . Sti l l oth e r m e m bers o f t h e g ro u p
t h at tow n ) a n d ret i red Redfl eet Capta i n J a m s o n fight, b reed , o r tra i n the p l a n t l i ke creat u re s t h at
" T h e L i a r" Co n n e l l . W h e n m e m bers d i e , t h e i r i n h a bit t h e worl d . M ost S a rrace n i a n s h ave o n ly two
l oved o n e s fi l l t h e i r pockets w i t h p reci o u s o bject s , t h i ngs i n com m o n : a nearly re l i g i o u s reve re nce fo r
a n d t h e i r c rew g i v e s t h e m a p r o p e r ston i n g a t any s pecies o f a n i m a l - l i ke p l a n t o r p l a ntl i ke a n i m a l ,
Wild Garden, page 1 8 1 s e a . T h e bod i e s a re l a i d to rest o n t h e oce a n fl o o r, a n d a firm bel ief t h at t h e Wi l d G a rd e n , l ocated i n t h e
Caecilianjungle, page 7 8 7 covered with sto n e s a n d t i e d with stra n g l e ke l p s o Caeci l i a n J u ngle , i s t h e i r m ecca a n d the b i rt h p l ace of
t h ey wi l l n ot r i s e . a l l t h at t h ey wors h i p.
D e s p ite t h e i r d i s l i ke of a nyt h i n g re l ated to t h e O n ce a p ro m i nent o rga n ization i n the Steadfast,
n u m e n e ra , t h e Redfl eets l ove t h e i r s u b m e rg i n e s . its m e m bers held i n h i g h esteem fo r t h e i r s ki l l s
O r i g i n a l ly d e s i g ned a n d b u i lt b y M e rgi n e " M argie" with med i c i n a l h e a l i ng, p o i s o n , genetic s p l i c i n g ,
Kar, a n ot h e r fo u n d e r of t h e Redfleets, s u b m e rg i n e s defe n s ive m utat i o n s , a n d more, t h e S a rrace n i a n s
a re c l e a rsynth b i o s h i p s t h at safe l y d ive u p to 5 h ave l o n g s i n ce fa l l e n fro m favor. Desp ite t h e
m i l e s (8 km) beneath t h e ocea n ' s s u rface a n d decl i n e o f the orga n ization a s a whole, i n d ivid u a l
stay t h e re fo r u p to s i x years. T h e b i o e l e m e n t m e m bers a re i n d e m a n d fo r t h e i r knowledge a n d
co m e s fro m a creatu re e n s co n ced with i n t h e u nd e rsta n d i n g o f the l iv i n g p l a n t worl d . To h ave a
s h i p ' s h u l l t h at p rov i d e s food a n d fre s h wate r a n d S a rrace n i a n as yo u r herba l i st, h e a l e r, b i o l og i st, o r
recycl e s conta m i n a nt s . T h e clea rsynth a l l ows t h e p l a n t b reed e r i s a b o o n i n deed .
crew to see i n eve ry d i rect i o n , a n d s o m e of t h e Member Benefits: I n l ie u of taki n g a n ew s k i l l ,
l ater s u b m e rg i n e m od e l s i n c l u d e m a g n ificat i o n s , m e m bers c a n learn more about secret herbal
c a m o u fl age b reakers, a n d l i ght s o u rce s i n t h e re m e d i e s a n d oth e r health-re l ated preparat i o n s . As
h u l l s to e n a b l e better " b otto m feed i n g"-scutt l i n g a res u lt, they a n d all their a l l ies i n i m m ed i ate ra n ge
Recovery roll, page 94 s l owly j u st a bove t h e oce a n fl o o r t o d i scove r h i d d e n add 1 to t h e i r recovery ro l l s .
creat u re s .
U nfo rt u n ate ly, many years a g o M e rgi n e K a r d ied
s u d d e n ly, taki n g t h e secrets of the s u b m e rg i n e s with
h i m . The Redfleets m o u rn h i s loss i n a s h ri n e roo m
i n the R F M a n d h o l d tight to t h e i r re m a i n i n g s h i p s ,
knowi n g there wi l l be n o more .
Member Benefits: I n l i e u of ga i n i n g a n ew
s k i l l , m e m bers of t h e Redfleets can h ave a d evice
i m p l a nted i n t h e i r t h roats t h at a l l ows t h e m to
b reathe wate r as e a s i l y as a i r. Th i s p roced u re m u st
RFM, page 1 67 be d o n e at the R F M i n Kapari n .

226
Chapter 1 5 : Creatures 228

Chapter 1 6: Non-Player Characters 269


CHAPTER 1 5

CREATU RES

T
CREATURES BY LEVEL h e N i nth Wo rld i s a stra n ge p l ace a n d p robably wo u l d seem l i ke a n a l i e n wo rld to those accu sto med
to 2 1 st-centu ry E a rt h . Stra n ge t h i ngs craw l , s l ither, p row l , a n d fl itte r acro s s the l a n d scape, a s we l l a s
Caffa (larva) : 1 ove r it a n d beneath it. Creatu res fro m oth e r worl d s a n d rea l ities wa l k a m i d the by- p rod ucts of scie ntific
Laak: 7 e n g i neeri ng, wei rd m utat i o n s , and aeo n s of evo l ution.
Broken hound: 2 Th i s c h a pter describes many co m mo n a n d u n c o m m o n creatu res t h at the c h a racters m i ght meet-a n d
Cajfa (adult): 2
fight-i n the N i nt h Wo rld a n d gives t h e i r game stats (d escri bed below) .
Margr: 2
Pallone: 2 The vari ety of creat u re s a n d peo p l e t h at l ive i n the N i nth Wo rld is so great t h at t h i s c h a pter o n ly scratches
Ruben: 2 the s u rface. I t does, h owever, p rovide exa m p l e s of the kinds of i n h a b itants-best i a l a n d civi l ized , l iv i n g and
Seskii: 2 ro botic-t h at can be fo u n d .
Stratharian war moth: 2
Thuman: 2 UNDERSTANDING THE LISTINGS
Aneen: 3
Level : Each creatu re h a s a l evel attached to it. L i ke the d ifficu lty of a task, a l l creatu res (and N PCs) h ave
Blood barm: 3
Murden: 3 a leve l . Yo u u s e the l eve l to d eterm i n e t h e ta rget n u m be r a PC m u st reach to attack or defe n d aga i n st the
Nibovian wife: 3 o p po n e nt. In each entry, the d ifficu lty n u m be r fo r t h e creatu re o r N PC i s l i sted i n p a rentheses after its l eve l .
Sathosh: 3 A s s h own o n the fo l l owi n g table, the ta rget n u m be r i s th ree t i m e s the l eve l .
Scutimorph: 3
Snow loper: 3
Level Target N u m ber
Steel spider: 3
Tetrahydra: 3 1 3
Yovok: 3 2 6
Abykos: 4 3 9
Chirog: 4 4 12
Cu/ova: 4 5 15
lthsyn: 4
6 18
Mastigophore: 4
Nevajin: 4 7 21
Oorgolian soldier: 4 8 24
Raster: 4 9 27
Ravage bear: 4 10 30
Disassembler: 5
Ghost crab: 5
Description: Fol l owing the name o f the creatu re or N PC i s a general description o f i t s general appearance, nature,
Mesomeme: 5
Philethis: 5 i nte l l i gence, or background.
Sarrak: 5
Varakith: 5 M otive: Th i s entry i s a way to h e l p the GM u n d e rsta n d w h at a creatu re o r N PC wants. Eve ry creatu re o r
Xi-drake: 5 p e r s o n w a n t s someth i n g, eve n if it's j u st to be left a l o n e .
Yellow swarm: 5
Zhev: 5
Cragworm: 6 Envi ronment: Th i s entry d e s c r i b e s whet h e r the creatu re te n d s to be sol itary o r travel i n gro u p s a n d w h at k i n d
Erynth grask: 6 o f terra i n it i n h a b its ( s u c h a s "They travel i n packs t h ro u g h d ry wastes a n d te m p e rate l owl a n d s " ) .
Travonis ul: 6
Callerail: 7 H ealth: A creat u re ' s ta rget n u m be r i s u s u a l ly a l s o its h e a l t h , wh ich i s t h e a m o u n t of d a m age it can s u sta i n
Jiraskar: 7 before it i s dead o r i n ca pacitate d . Fo r easy refe re nce, t h e entries always l i st a creat u re ' s health, eve n w h e n it's
Darkfathom: 8
the n o r m a l a m o u nt fo r a creatu re of its l eve l .
Dread destroyer: 7 0

228
LI M E NE
CREATURES

Damage I nflicted: G e n eral ly, when creatu res h it i n co m bat, they i n fl i ct t h e i r l eve l i n d a m age rega rd less o f t h e
form of attack. Some i n fl i ct more o r less o r h ave a s peci a l mod ifier to d a mage. I nte l l i gent N P C s o ft e n u s e
wea p o n s , but t h i s i s more a fl avor i s s u e t h a n a mech a n ical one. I n oth e r word s , it doesn't m atte r if a level 3
a b h u m a n uses a sword or cl aws-it d e a l s t h e same d a m age if it h its. The entries always s pecify t h e a m o u nt
of d a m age i n fl icted , eve n if it's the normal a m o u nt for a creatu re of its leve l .

Armor: Th i s i s the creat u re ' s Armor va l ue . Somet i m e s t h e n u m be r re p resents physical armor, a n d oth e r t i m e s Armor, page 92
it re p resents natural p rotect i o n . Th i s entry does n ' t a p p e a r i n the g a m e stats if a creatu re h a s n o Armor.

M ovement: M ovement d eterm i n e s h ow fa r t h e creat u re can m ove i n a s i n g l e t u r n . Creat u res h ave


move m e n t s of i m med i ate, s h o rt, o r l o n g , w h i c h e q u ate to t h e ra n ge s of t h e s a m e n a m e . M o st PCs h ave
an effective move m e nt of s h o rt, so i f t h ey a re c h a s i n g (or b e i n g c h a sed by) a creat u re with i m med i ate
move m e n t , t h e i r S peed tasks a re one step e a s i e r; i f the creat u re ' s m ove m e n t is l o n g , the PCs' S peed tas ks Speed, page 20
a re one step h a rd e r.

M odifications: U se these default n u m be rs when a creat u re ' s i nformation says to u s e a d i fferent ta rget
n u m ber. Fo r exa m p l e, a l evel 4 creatu re m i ght say "defe n d s as l evel 5 , " w h i c h mea n s PCs attack i n g it m u st
reach a ta rget n u m be r of 1 5 (for d i fficu lty 5) i n stead of l 2 (for d ifficu lty 4) . I n s peci a l c i rc u m stances, some
creat u re s h ave oth e r mod ificat i o n s , but these a re a l most always s pecific to their leve l .
Combats in Numenero
move quickly enough that
Com bat: Th i s entry gives advice o n u s i n g the creat u re i n co m bat, s u c h as "Th i s mon ster u s e s a m b u s h es a n d a GM should not hesitate
h it-a n d - r u n tactics." to use large groups of
At the e n d of the co m b at l i st i n g, yo u ' l l a l s o fi n d any s peci a l a b i l ities, such a s i m m u n ities, po i s o n s , a n d creatures as challenges
h ea l i n g s k i l l s . G M s s h o u l d re m e m b e r t o be logical a b o u t a creat u re ' s reaction to a particu l a r action o r attack for PCs, particularly
by a PC. Fo r exa m p l e, a mech a n ical creation is obvio u s ly i m m u n e to n o r m a l d i seases, a c h a racte r ca n ' t
powetful PCs. A screaming,
squirming horde of thirty
poison a be i n g of e n e rgy ( a t least, n ot w i t h a conventional poison) , a n d so o n . abhumans is a possible
encounter. A swarm offifty
I nteraction: Th i s entry gives advice o n u s i n g the creatu re i n i nteract i o n s , s u c h as "These creat u res a re wi l l i n g laaks could also be used.
t o ta l k b u t respond poorly t o t h reats , " o r "Th i s creatu re i s a n a n i m a l a n d acts l i ke a n a n i m a l . " To make things easier, the
GM can take any creature
and have a group ofsix
Use: Th i s entry gives t h e G M s u ggest i o n s fo r h ow t o u s e t h e creatu re i n a game ses s i o n . I t m i ght p rovide
to ten of them attack en
general n otes o r s pecific adventure ideas. masse as a single creature
that is two levels higher,
Loot: This entry i n d i cates w h at t h e PCs m i ght ga i n if t h ey take ite m s fro m t h e i r fallen foes (or trade with o r inflicting double the original
t r i c k them) . I t doesn't a p pear i n t h e game stats if the creatu re h a s n o l oot. creature's normal damage.
So thirty level 3 abhumans
might attack as five level
GM I ntrusion: Th i s opti o n a l entry in the stats s u ggests a way to use G M i nt r u s i o n in a n encou nter with t h e
5 mobs.
creat u re . I t ' s j u st o n e pos s i b l e idea of m a ny, a n d t h e G M i s e n co u raged to co m e u p w i t h h e r o w n uses of t h e
game mech a n ic.

229
A SELECTION OF NINTH WORLD CREATU RES
ABYKOS 4 ( 1 2)

G M I ntrusion: The touch An a bykos i s ge n e ra l ly accepted to be a ghost by most peo p l e , but it i s , i n fact, a tra n s d i me n s i o n a l e ntity. I t
of an abykos disrupts and looks l i ke a s h ad owy, hazy, vaguely h u m a n o i d s h i m me r i n the a i r. I t i s u s u a l ly i n corporeal a n d t h u s ca n n ot
destroys a PC's cypher or
attack or be attacked exce pt by special p a n d i m e n s i o n a l wea pons created s pecifica l ly to h a rm s u c h creat u re s .
artifact.
An a bykos can a l t e r the p h a s e of port i o n s of i t s form when it w i s h e s , beco m i n g s o l i d .
M ost of t h e t i m e , PCs h ave l ittl e to fea r fro m a n a byko s . H oweve r, if they h ave any n u m e n e ra t h at i s
tra n s d i m e n s i o n a l i n n atu re, t h e h u n gry a bykos wi l l attack.
Beca u s e the creatu re is ext re mely a l i e n , it' s h a rd to d eterm i n e its l evel of i nte l l i ge n ce. I t see m s to be
a d a ptable a n d cleve r d e s p ite n o sign of l a n guage o r tool use.
M otive: H u n gers fo r tra n sd i m e n s io n a l e n e rgy
Envi ronment: Abykoses can be fo u n d a nywh e re.
H ealth: 1 2
Damage I nflicted: 4 poi nts
M ovement: S h o rt
M odifications: Defe n d s as l evel 5 (or as l evel 7; see Co m bat) .
Com bat: An a bykos fights with its long, see m i ngly m eta l l i c claws. At the begi n n i n g or t h e e n d of its t u r n , it
can choose to be i n s u bstant i a l , s o l i d , o r p a rt i a l ly s o l i d . O n ce t h i s deci s i o n i s made, the creatu re ca n ' t
c h a n ge state aga i n u nt i l its n ext t u r n .
Pandimensional: Existing W h i l e i n s u bsta n t i a l , it ca n ' t affect o r be affected b y a nyth i n g u n l e s s t h e attack i s pand i m e n s i o n a l (a lthough
on multiple levels of
these kinds of attacks a re rare a n d wi l l be ca l l ed o ut) . I t can pass t h rough s o l i d m atte r without h i n d ra n ce,
reality at once.
but solid e n e rgy barriers, such a s fo rce fie l d s , keep it at bay.
W h i l e p a rt i a l ly s o l i d , an a bykos defe n d s as if it were level 7. It can affect a n d attack in t h i s state, but it h a s a
h a rd t i m e affect i n g s o l i d m atte r (such attacks a re made as if it we re l evel 2) .
W h i l e s o l i d , an a bykos can affect a n d be affected by ot h e rs n o r m a l l y ( i n cl u d i n g m a k i n g attacks by stri k i n g o r
wie l d i n g a wea pon) .
As an attack, a s o l i d a bykos can touch an object t h at uses tran s d i me n s i o n a l e n e rgies, such as an a rtifact or a
cyp h e r. I n stead of taki n g d a mage, the object is d ra i ned of powe r a n d becomes u s e l e s s . The a bykos gai n s
+ 5 health w h e n i t does t h i s , eve n if t h e i n crease puts it a bove i t s m axi m u m health.
I nteraction: I nte ract i n g with a n a bykos i s ve ry d ifficult. I t does n ot s peak o r res pond to the l a n g u age of ot hers,
Other ultraterrestrial
a n d te lepat h i c com m u n i cation yie l d s n o res u lts, a s if the creatu re does n ot exi st. But a n a bykos i s n ot
creatures avoid the
a bykos if at a II possible. m i n d l e s s ; it can learn fro m its experiences a n d figu re out creative s o l u t i o n s to p ro b l e m s .
Use: The P C s hear a b o u t h a u nted ru i n s n ot fa r fro m a s m a l l vi l l age. Apparent ly, after exp l o rers v i s ited t h e
p l ace, t h e s p i rits there beca m e restless a n d sta rted a p peari n g i n t h e vi l l age, scari n g the loca l s . Wh i l e
i nvestigat i n g, t h e P C s d i scove r t h at a m i d t h e ru i n s l i es a laboratory d evoted t o i nterd i me n s i o n a l research .
The p revious exp l o rers fo u n d a n d b rought back a rtifacts powered by tran s d i me n s i o n a l e n e rgy. T h i s
sti rred u p a h a n d fu l o f a bykoses, w h i c h n ow m e n ace the v i l l age, tryi n g t o get a t t h o s e a rtifacts.
Loot: Ofte n , a d evice using tran s d i me n s i o n a l e n e rgies i s near the l ocation of a n a bykos.

230
LI M E NE
CREATURES

ANEEN 3 (9)

Ta l l a n d m u sc u l a r, aneen a re b i ped a l h e rd a n i m a l s . These o m n ivores m a i n ly eat gra s s , leave s , a n d ,


occa s i o n a l ly, s m a l l l izard s o r rod ents. Alt h o u g h h e rd s o f w i l d a n e e n roa m the P l a i n s o f Kata ru a n d t h e Plains of Kataru, page 7 84
eastern edges o f the B l ack Riage, they a re most often encou nte red a s p a c k a n d rid i n g a n i m a l s i n the n o rthern Black Riage, page 7 77
kingdoms of the Steadfast. Aneen h ave t i n y fo re l i m bs a n d s m a l l c l aws t h at a re neither particu l a rly s h arp n o r The Steadfast, page 7 3 6
good fo r gras p i n g.
M otive: Self-defe n se
Envi ronment: Aneen dwe l l i n s m a l l herds i n temperate p l a i n s a n d h i l l s . They a re often d o m esti cated .
H ealth: 9 G M I ntrusion: The aneen
Damage I nflicted: 3 poi nts gets a free action to bolt
M ovement: Lo n g away.
M odifications: R u n s , j u m p s , a n d b a l a n ces a s l evel 5 . Re s i sts p o i s o n a s l evel 4 .
Com bat: A n e e n kick a n d b i t e i n self-defe n s e but m o s t often flee if t h reatened . I n a herd, they can sta m pede,
which can be d a n ge ro u s . C h a racters ca ught in a sta m pede m u st s u cceed at S peed defe n s e tasks of l eve l 5
or s u ffe r 6 poi nts of d a m age.
I nteraction: In some p l aces, aneen a re rai sed fo r t h e i r meat and m i l k. They a re
known for t h e i r s peed a n d a b i l ity to carry g reat we ights without t i r i n g . I n
m e rchant ca rava n s , a n aneen can carry two o r eve n th ree peo p l e i n add ition ,,,...-..
(
to two o r th ree h u n d red pou n d s of packed good s . Aneen a re greatly I
"
p rized a n i m a l s , worth at least 1 00 s h i n s each .
Use: A caravan of aneen-rid i n g merch ants h i res the PCs to serve
a s g u a rd s . The cha racte rs watch ove r the caravan d u ri n g
t h e d ay a n d keep t h e aneen safe a n d ca l m a t n i ght.
Loot: Aneen used a s pack a n i m a l s h ave wh ateve r l oot t h ey
a re loaded with. The meat of a dead aneen can feed
fifty peo p l e (or ten peo p l e fo r five d ays) .

23 1
BLOOD BARM 3 (9)

A blood barm is a fo u r- l egged creatu re about the s ize


G M I ntrusion: A seed
from one of the blood and s h a pe of a turkey. Although the creatu re has a long
bubbles is implanted in neck that cranes t h i s way and that, it doesn't appear to
a PC's skin. Until it is h ave a n eas i ly d i st i n g u i s h a b l e head or eyes. I n stead , a
removed (an Intellect barm has a l a rge open i n g at the end of its neck that i s
action), the character covered w i t h a c l e a r m e m b ra n e s i m i l a r t o a n eye l i d .
suffers 7 point of damage
per round. I n stead of feath e rs , a b a rm ' s body i s cove red with
myriad ves icles, ra n g i n g i n co l o r from d a rk green to
grey to cri m s o n . These b u b b l e s a re fi l led with l i q u i d ,
Anytime a GM wants, a n d s o m e conta i n u n born barms. W h e n the yo u n g
he can take any minor a re close t o h atch i n g, t h e sacs c a n grow h a l f as l a rge
creature (such as the a s the barm itself.
blood barm) and have a
M otive: Protection
group of them attack en
masse as a single creature Envi ronment: B l ood barms l ive i n flocks, u s u a l ly
that is two levels higher, a ro u n d l a kes and other l a rge bod ies of fres h water.
inflicting double the H ealth: 1 0
minor creature's normal Damage I nflicted: 4 poi nts
damage.
Armor: 2
M ovement: S h o rt
M odifications: S peed d efe n s e as level 4 d ue to s ize.
Combat: B l ood barms act out of the need to p rotect their you n g. Their main mode of attack i s t h rough the
ope n i n g i n their necks-they s l ide the m e m b rane back and s p ray out blood b u bbles that a re fi l led with long,
s h a rp seed s . The b u bbles attack a ta rget i n short ra nge and b u rst on i m pact, ca u s i n g 4 poi nts of d a mage.
A fl ock of four o r m o re barms can co ncentrate o n a s i n g l e foe and m a ke one attack a s if t h ey were a l evel 5
creat u re , i n fl ict i n g 8 poi nts of d a mage.
Barms can break their own body sacs by p re s s i n g them aga i n st a PC o r a n object. The l a rger sacs b u rst fi rst
d u e to t h e i r exte nded s ize, and any yo u n g barms with i n a re born. Each yo u n g l i n g is l evel 2 (6) and d e a l s 2
poi nts of d a m age.
Use: B l ood barms a re n ot aggre s s ive u n less t h e i r yo u n g a re t h reatened . H owever, if a flock of barms and t h e i r
yo u n g a re l ocated i n o r near a s ite t h e P C s n e e d to acce s s , they m i ght attack t h e c h a racte rs.

BROKEN HOUND 2 (6)


G M I ntrusion: The The scou rge of many waste l a n d s , b roken h o u n d s
broken hound is diseased. travel i n l a rge packs. They rese m b l e extre mely gaunt
A PC bitten by the hound
must make a Might h o u n d s , but t h e i r h ead s a p pear m o re avi a n than
defense roll after the fight ca n i n e, givi n g t h e i m p re s s i o n of a b i rd s ku l l mou nted
or move one step down o n a dead dog's body.
the damage track due to M otive: H u n gers for fl e s h
infection. Envi ronment: B roken h o u n d s dwe l l i n d ry wastes a n d
te m pe rate l owl a n d s . Rarely, they a re fo u n d i n t h e
m o u n ta i n s , u s u a l ly i n fewe r n u m bers.
H ealth: 6
Damage I nflicted: 4 poi nts
M ovement: S h o rt
M odifications: Pe rce pt ion as l evel 5 d ue to scent.
Com bat: These creatu res deal d a m age with t h e i r terri b l e b ite. B roken h o u n d s attack i n l a rge n u m bers. Fo u r to
s ix of them can concentrate o n one foe and m a ke one attack a s if t h ey were a l evel 4 creat u re, i nfl ict i n g 8
poi nts of d a m age. Each h o u n d m u st sti l l be attacked i n d ivid u a l ly, as n o rm a l . If t h e i r n u m bers a re red u ced
to fewe r t h a n fo u r, they flee.
I nteraction: These starv i n g , vicious a n i m a l s u n d e rsta n d o n ly h u n ge r a n d fea r. They ca n n ot be reasoned
with-not eve n by someone with the a b i l ity to i nteract with o r tra i n a n i m a l s .
Use: A l a rge n u m be r o f b roken h o u n d s c a n m a ke a h a rrowi n g co m b at encou nter fo r the P C s . They attack
trave l e rs o n a road o r those who wa n d e r i nto a l o n e ly va le.

232
LI M E NE
CREATURES

CAFFA (ADULT) 2 (6)

La rge i n sects with u n u s u a l ly stro n g w i n g s of i ridesce nt gold g l e a m , caffa s h ave learned to navi gate at gro u n d
G M I ntrusion: The wing
l evel a n d bel ow, flyi n g t i g h t a n d l ow betwee n a n d a ro u n d s p aces t h at s e e m fa r too s m a l l fo r t h e i r s ize. I n tight attack knocks a foe down
s pace s , caffa s a re form i d a b l e opponents d ue to their a b i l ity to dodge h its a n d s l i p t h rough t i n y a reas to attack and inflicts 3 points of
fro m u n expected d i rect i o n s . Caffas h ave a w i n g s p a n of 4 feet (1 . 2 m) . damage.
M otive: Te rrito ry, d efe n s e , a n d h u n ge r for fl e s h
Envi ronment: Caffas i n h a b it a reas w i t h stro n g w i n d s . They typ ica l ly l ive l ow t o the gro u n d a n d somet i m e s
eve n dwe l l u n d ergro u n d .
H ealth: 6 Caffa are commonly found
Damage I nflicted: 3 (or 2) points; see Co m bat in the Slant Milieu, page
M ovement: Lo n g 7 79.
M odifications: I n t i g h t s pace s , defe n d s a s l evel 3 d u e t o t h e i r a b i l ity t o m a n euver a n d d od ge i n u n expected
ways .
Com bat: Caffas fi rst attack with a stroke of t h e i r w i n g s . Th i s attack either knocks an o p ponent p ro n e (but
i nfl icts n o d a m age) o r deals 3 poi nts of d a m age, a s chosen by the caffa . O n ce a n opponent i s knocked
down, the caffas atte m pt to bite, u s u a l ly in tender s pots. They bite a s if t h ey were one l evel h i g h e r but
i nfl ict o n ly 2 poi nts of d a m age.
Caffas a re i m m u n e to w i n d , p u s h - backs, and all oth e r a i r-based attacks.
I nteraction: Caffas ca n ' t be reasoned o r com m u n icated wit h .
Use: A few caffas a re so mewhat d a n ge ro u s , but a swarm c a n th reate n a w h o l e com m u n ity. Loca l s often pay
we l l to h ave someone deal with a n i n festat i o n . Somet i m e s h u nters go looki n g fo r the creat u res to h a rvest
t h e i r go l d g l e a m .
Loot: G o l d gleam wings can be ro l l ed u p , carried , a n d sold a t good prices to i nterested parties fo r d ecorat i n g
h o u s e s , armor, a n d oth e r ite m s . Alternatively, P C s c a n u s e go l d g l e a m o n t h e i r own ite m s . Although it' s
a res i l ient m ateri a l to ca rry a n d store, it's h a rd to work wit h ; typical ly, eight or ten wings a re req u i red to
d eco rate o n e s m a l l ite m .

CAFFA (LARVA) 1 (3)

Caffa ad u lts p l a n t the seed s of t h e i r l a rva with a s peci a l type of w i n g fl a p . The l a rva crawl a l o n g the gro u n d o r G M I ntrusion: The lara 's
d i g i nto it, feast i n g o n any fl e s h t h ey fi n d , w h e t h e r l iv i n g o r dead. After fea st i n g, they b u rrow i nto t h e gro u n d bite paralyzes one limb of
the PC, making it useless
a n d s p i n t h e m se lves i nto cocoo n s . They re m a i n i n t h i s state fo r a nywh e re fro m a few h o u rs t o a few d ays
for ten minutes.
before e m e rgi n g a s ad u lt caffa s .
M otive: H u n gers fo r fl e s h
Envi ronment: Caffa l a rvae g o whereve r the a d u lts p l a n t t h e m , u s u a l ly i n swa rms o f u p t o a doze n .
H ealth: 3
Damage I nflicted: 2 poi nts
M ovement: I m med i ate
M odification: Defe n d s a s l evel 2 d u e to s ize.
Com bat: Caffa l a rva attach to t h e l i m bs of t h e i r p rey, u s i n g t h e i r l a rge mouths to l itera l ly s uck t h e flesh fro m
t h e i r vict i m s . T h e i r s a l iva i n j ects a n u m b i n g chem ical t h at m a kes the bites p a i n l e s s , but a vict i m m i ght
fee l s l uggi s h in t h at p a rticu l a r l i m b . O n ce the l a rva a re p u l led off t h e l i m b, there i s n o l a sti n g effect.
I nteraction: Caffa s ca n ' t be reasoned or com m u n icated wit h .
Use: Caffa l a rva c a n be u sed o n t h e i r own o r a s a seco n d a ry e l e m e n t i n a fi g h t with caffa a d u lts. The l a rva
typ i ca l ly exi st a nywh e re t h at ad u l t caffas d o and come up from t h e i r u nd e rgro u n d b u rrows to fee d .
Loot: I f caffa l a rva a re fed we l l a n d a l l owed to b u rrow, P C s who w a i t patiently wi l l be rewa rd ed w i t h a tiny,
s p routl i ke eru ption i n the s o i l . Th i s i s a s i g n t h at the l a rva h a s cocooned a n d can be tu gged out of the
gro u n d . The PCs can b o i l the cocoo n s , which wi l l ki l l t h e l a rva i n s i d e a n d res u lt i n a small s pool of stro n g
go l d e n th read ca l l ed s i l ster.

233
CALLERAIL 7 (2 1 )

G M I ntrusion: The A ca l l e ra i l is a creatu re ef fu sed o rga n i c a n d i n orga n i c s u bstances. F l e s h m i ngles with wood , stee l , a n d stone,
callemil strikes the a s the ca l l e ra i l possesses the a b i l ity to absorb i n orga n i c m atte r a n d add the material to its body. The creatu re
character and attempts is a l u m beri n g g i a nt-1 5 feet (4 . 6 m) tal l-t h at wa l ks u s i n g its fo re l i m bs as we l l as its s h o rter rea r legs. Its
to immediately absorb a
large possession-armor, body i s a co n g l o m e ration of m ateri a l s .
a weapon, a backpack, A ca l l erai l ' s o rga n i c port i o n s re m a i n co h e s ive so t h at i t s c i rc u l atory syste m reaches a l l a reas o f i t s body. I t
and so on. sti l l req u i res food-i n fact, it req u i res eve n more fo o d t h a n a n o rd i n a ry creatu re of its s ize. Ca l l e ra i l s a re n ot
particu l a rly bright a n d act on a n i m a l i n sti nct i n most situati o n s . They re p rod uce asexu a l ly.
M otive: H u n gers for fl e s h
Envi ronment: Anywhere.
While the callerail H ealth: 3 0
can be found in many Damage I nflicted: 7 poi nts
places, the Ba-Adenu Armor: 3
Forest (page 7 89)
M ovement: S h o rt
is known for large
numbers of them. M odifications: S peed d efe n s e as level 6 d ue to s ize. B reaks o bjects as l evel 9. Reacts to deception a n d trickery
as l evel 5 .
Com bat: A ca l l e ra i l s m a s h e s foes with its powe rfu l l i m b s , a n d its a b i l ity t o absorb m atte r gives i t some
i nterest i n g optio n s . For exa m p l e, it can heal itself by absorb i n g m atte r, particu l a rly l a rge ch u n ks of ve ry
stu rdy m ateri a l such as metal or stone. U s i n g t h i s as its act i o n , a ca l l e ra i l h e a l s a n u m be r of poi nts eq u a l
t o the l evel o f the material-a ro u n d 5 o r 6 poi nts fo r a l a rge p i ece o f metal o r sto ne.
In a d d i t i o n , a ca l l e ra i l can h o l d its action u nt i l a foe attacks with a wea p o n . The foe m u st m a ke a S peed
defe n s e ro l l to avo i d h avi n g the weapon absorbed i nto the creat u re. Absorb i n g a weapon h e a l s t h e
ca l l e ra i l fo r a few poi nts a n d a l so n egates the attack rega rd less of w h e t h e r t h e S peed defe n s e ro l l i s
s u ccessfu l . An absorbed weapon i s destroyed .
I nteraction: Reaso n i n g with a h u n gry ca l l e ra i l i s i m po s s i ble, a n d they' re always h u n g ry. H oweve r, a s m a rt
c h a racter can fool t h e m by sett i n g a trap, creat i n g a d ivers i o n , or u s i n g a s i m i l a r type of tactic.
Use: These p red ato rs move i nto a n a rea a n d th reaten t h e entire reg i o n . Two ca l l e ra i l s in t h e s a m e loca l e pose
a d a nger to eve ry l iv i n g t h i ng. The mon sters fight to the death, each atte m pt i n g to absorb the i n orga n i c
port i o n s o f the oth e r a n d destroyi n g eve ryt h i n g t h at gets i n t h e i r way.
Loot: Somet i m e s a p iece of ra re material or eve n a cyp h e r or an a rtifact can be fo u n d i n t h e wreckage of a
ca l l e ra i l corpse.

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LI M E NE
CREATURES

CHIROG 4 ( 1 2)

C h i rogs a re vaguely re pti l i a n a b h u m a n s with thick armor p l ates cove ri n g m uch of t h e i r bod ies. They l ive to G M I ntrusion: A chirog
h u nt and ki l l , but despite their savage n at u re, they a re craftier and more i nte l l i gent than most a b h u m a n s . They bites his grappled foe,
automatically hitting and
u n d erstand the n u menera-a nd d e s p i se it. Even more than ki l l i n g h u m a n s , they enjoy destroying the rel ics of
ignoring Armor.
the past. (Perh aps it is racial resentment for wrongs done to them long ago.)
Ch i rogs l ive in s m a l l packs with a clear leader who i s u s u a l ly a fe m a l e . In fact, she is l i kely the mother
of many m e m bers of t h e pack. The creat u res h ave a tangled , i n cestu o u s re l at io n s h i p , a n d mature fe m a l e s
eve n t u a l l y leave to form a n ew p a c k , somet i m e s taki n g a b rot h e r o r two w i t h t h e m .
M otive: H u n gers fo r fl e s h
Envi ronment: Ch i rogs dwe l l i n s m a l l gro u p s o f t h ree t o s ix, u s u a l ly i n wooded areas o r rocky, m o u n ta i n o u s
reg i o n s .
H ealth: 1 5
Damage I nflicted: 5 poi nts
Armor: 3
M ovement: S h o rt
M odifications: Cl i m b s as l evel 7.
Com bat: Ch i rogs d o n ot u s e wea p o n s o r too l s , u s u a l ly attacki n g
w i t h a s avage b i t e . H oweve r, t h ey can a l s o gra p p l e a fo e ,
which i s j u st l i ke a n o r m a l attack except t h at rat h e r
t h a n i n fl i ct i n g d a m age, it h o l d s the foe i m m o b i l e . The
foe can take o n l y p u rely mental act i o n s o r struggle to
get free (a M i ght task at d ifficu lty 4) . Both the grap p l i n g
ch i rog a n d t h e gra p p led fo e a re e a s i e r ta rgets fo r oth e r
co m bata nts, w i t h attackers gai n i n g a two-step mod ification i n
t h e i r favo r.
I nteraction: About o n e i n t h ree ch i rogs speaks a h u m a n l a n guage,
l i kely the Truth. (Th ey all s peak a l a n g u age of of their own ,
which i s fa i rly s i m p l i stic.) Ch i rogs a re h atefu l a n d a n g ry, but
n ot i m po s s i b l e to reason wit h .
Use: W h e n t h e P C s fi n a l ly reach t h e va u l t t h at h o l d s t h e
n u m e n e ra d evice they seek, they fi n d a band of
ch i rogs a l ready there, ready to d e stroy it.

235
CRAGWORM 6 ( 1 8)
G M I ntrusion: While
biting a PC, the A cragwo rm i s a s p i ned serpent t h at can grow u p to 50 feet
cragworm grabs the (1 5 m) long. Its mouth o p e n s h o rizonta l ly a n d h a s many rows
character in its mouth. of teet h . Dwe l l i n g in a b a n d o ned or i s o l ated areas, it p reys o n
The PC must make
wh ateve r it can fi n d . The creatu re h a s m a n y red , g l i ste n i n g
a Might-based roll to
avoid being swallowed. eyes a n d i s known fo r i t s terri ble, m o u r n fu l h owl . I t h a s the
Swallowed PCs can i nte l l igence of a n a n i m a l a n d t h e outlook of a p red ator.
attack the beast from the M otive: H u n gers for fl e s h
inside, but they suffer 6 Envi ronment: Dwe l l s a l o n e i n rocky waste s , h i l l s , a n d deserts.
points ofdamage each H ealth: 36
round they remain there.
Damage I nflicted: 8 poi nts
Armor: 2
M ovement: S h o rt
M odifications: H id e s i n rocky terra i n as l eve l 7. S peed defe n s e as l evel 5 d u e to s ize. Pe rception as l evel 4.
Res i sts trickery a s l evel 3 .
Com bat: A cragwo rm h i d e s a m i d rocks a n d ru i n s . W h i l e h i d i ng, i t h owl s , a n d the s u b s o n i c n at u re o f t h e
s o u n d p a ra lyze s a n y o n e with i n l o n g ra n ge. Vict i m s who fa i l I nte l l ect defense ro l l s a re p a ra lyzed fo r two
ro u n d s .
W h e n the cragwo rm e m e rges fro m i t s h i d i n g p l ace t o attack, i t s enve n o m ed b ite i n fl i cts terri b l e d a m age.
Vict i m s who fail M i ght defe n s e ro l l s m ove o n e step d own t h e d a mage track.
O n ce a cragwo rm enters co m bat, it fights to the deat h .
I nteraction: Cragwo rms c a n ' t be reasoned w i t h . They c a n be i nti m i d ated o r tricked , but t h e l atte r i s fa r e a s i e r
t h a n the former. They res i st be i n g tricked a s l evel 3 a n d a re particu l a rly e a s y to fool if fo o d i s i nvolved .
Use: Cragwo rm attacks a re see m i ngly ra n d o m w i l d e rness e n co u nters t h at u s u a l ly befa l l u n s u s pect i n g
trave lers. I n m a n y ways, they a re the a rch etypa l waste l a n d beasts o f the N i nt h Wo rld, givi n g r i s e to
s ayi ngs s u c h as "fie rce a s a cragwo rm , " "te m pera m e ntal a s a cragwo rm , " a n d so o n .

CULOVA 4 ( 1 2)
GM I ntrusion: The C u l ovas a re s p i d e ry h u m a n o i d s with eight s p i n d ly legs, a b u l bo u s m i d sect i o n , a n d a p a i r of h u m a n l i ke arms
cu/ova sprays venom
with t h ree fi n gers. E i ght eyes adorn t h e i r h ead s l i ke co l o red bead s above d i sturbi n gly b road , toot hy mouth s .
without warning-even
on the same turn that it They move w i t h aston i s h i n g q u ickness.
attacked with a weapon. C u l ovas a re u s u a l ly peacefu l creatu res t h at l ive i n small gro u p s deep with i n a fo rest, h u nt i n g fo r food and
cari n g fo r their yo u n g. They lead s i m p l e l ives .
M otive: Defe n s e
Envi ronment: Cu lovas l ive i n b a n d s i n forests,
Westwood, page 7 3 7 particu l a rly in t h e Westwood .
H ealth: 20
Damage I nflicted: 4 poi nts
Armor: 2
M ovement: Lo n g
Modifications: Moves with stealth a n d climbs as level 6 .
Com bat: C u l ovas c a n s p ray ve n o m fro m t h e i r
mouth s . When t h ey do, t h e i r head s t u rn a l m ost
3 60 d egree s , so a l l creatu res with i n 1 0 feet
(3 m) get t h e poison in t h e i r eyes , nose, a n d mouth. A vict i m m u st m a ke a M i ght d efe n s e ro l l ; those who
fail s u ffe r 4 poi nts of S peed d a mage (ignori n g Armor) . Otherwi se, c u l ovas attack u s i n g wea p o n s , u s u a l ly
jave l i n s or s p i ked c l u b s .
C u l ovas enjoy l ayi n g a m b u s h es fo r fo e s o r s n e a k i n g a ro u n d to fl a n k o r s u rprise fr o m the rea r. I f t h i ngs reach
a point where a c u l ova i s e n gaged in com bat, it fights to the deat h .
I nteraction: C u l ovas avo i d contact w i t h oth e r i n te l l i gent creat u res u n l e s s they o r t h e i r territo ries a re
th reate ned. They do n ot leave fa m i l i a r gro u n d except i n extraord i n a ry c i rc u m stances, so they a re always
o n the defe n s ive, eve n when they l a u nch a n attack. H oweve r, an attack i n g c u l ova can be reasoned wit h . I f
yo u c a n convi nce t h e creatu re t h at yo u ' re n ot a th reat o r t h at yo u ' l l cease b e i n g a t h reat-which u s u a l ly
i nvolves leavi n g t h e a rea-yo u m i ght get t h ro u g h the e n co u nter u n scathed.

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LI M E NE
CREATURES

Use: C u l ovas l ive p r i m a ri ly i n the Westwood a n d d efe n d i t aga i n st the e n croac h m e n t o f h u m a n s . The local
nobles h ave put a bou nty o n their heads fo r d i sru pti n g the i m portant loggi n g trade i n the fo rest. PCs who
h u nt the creat u re s wi l l earn 10 s h i n s per c u l ova head they b ri n g back.
Loot: C u l ovas u s u a l ly h ave 1 d 6 j ave l i n s a n d a s p i ked c l u b , and ve ry rarely o n e m i ght h ave a cyp h e r. They n eve r
h ave s h i n s or oth e r t h i ngs a h u m a n m i ght fi n d va l u a b l e .

DARK FATHOM 8 (24)

Th i s creatu re looks l i ke a d a rkly armored h u m a n o i d with a swi rl i n g b l ack h o l e i n its chest-o r perh a p s the G M I ntrusion: As matter
and energy are drawn into
b l ack h o l e is its chest. The rest of the creatu re i s o b s c u red by its armor a n d h e l m et. Part mech a n ica l , part
the darkfathom 's chest,
b i o l ogica l , a d a rk fathom i s an e n g i n e of war a n d d e struction fro m aeo n s past. characters topple oer, lose
M otive: Destruction important belongings, and
Envi ronment: Always sol itary, fo u n d a nywh e re lose turns while they simply
H ealth: 40 try to keep to theirfeet.
Damage I nflicted: 8 poi nts
Armor: 4
M ovement: S h o rt
M odifications: Pe rce pt ion as l evel 6. Sees t h rough deception as l evel 6.
Com bat: At its h e a rt, the d a rk fathom h a s a construct l i ke a s i n g u l a rity, d rivi n g it a s a n eternal sou rce of
powe r a s we l l a s a terri b l e wea p o n . The s i n g u l a rity d raws i n all ran ged attacks-m atter a n d e n e rgy-a n d
co n s u m es t h e m so t h e creatu re s u ffe rs n o h a r m . The o n l y ran ged attacks t h at affect it a re those t h at a re
menta l , magnetic, or extrad i m e n s i o n a l . Fu rt h e r, cha racte rs who sta nd close e n o u g h to the d a r k fathom to
touch it or m a ke melee attacks aga i n st it m u st m a ke a M i ght d efe n s e ro l l each ro u n d . Those who fa i l a re
d rawn i nto t h e s i n g u l a rity (at least p a rt i a l ly) a n d s u sta i n 30 poi nts of d a m age. C h a racte rs who d i e fro m
t h i s d a m age a re co n s u med a n d utte rly destroyed with i n the s i n g u l a rity.
As an act i o n , a d a rk fathom can d raw a l l creat u res a n d o bjects with i n s h o rt ra n ge towa rd it so t h at t h ey e n d
u p n ext to it. A M i ght d efe n s e action res i sts t h i s a s we l l . H owever, if t h e d a rk fa t h o m d raws t o o m u c h , it
can be ove rwhel med and lose its n ext action (or m o re, ifthe GM fee l s it i s a p p ropriate) .
Last, u s i n g t h e fo rce of its s i n g u l a rity, a d a rk fathom can atte m pt to grab nea rby m atte r or e n e rgy a n d
co n s u m e i t . I t can co n s u m e anyt h i n g s m a l l e r t h a n itself.
A dark fat h o m i s i m m u n e to poison, d i sease, a n d ot h e r attacks relyi n g o n phys i o l ogy.
I nteraction: A d a r k fath o m is d i fficu lt to i nte ract wit h . Although ve ry i n te l l i gent, it doesn't seem to u nd e rsta n d
any l a n g u age s poken i n the N i nth Wo rld. H owever, a c h a racte r can u s e m e n t a l com m u n i cation t o
atte m pt to reason w i t h t h e creat u re. A d a r k fath o m can be bri bed to m ove o n i n stead of fight i n g, but it
i s i nterested o n ly i n exot ic m atte r and e n e rgies (or i nformation about where those t h i ngs can be fo u n d ) .
Some d a rk fath o m s h ave t h e i r own age n d a s or i nterests as we l l .
Use: A n e n co u nter with a d a r k fat h o m i s a terri b l e experience t h at i s l i kely t o ki l l c h a racters. G M s m i ght want
to u s e the creatu re more a s a th reat than a s a d i rect e n co u nter u n le s s t h e PCs a re extre mely powe rfu l a n d
resou rcefu l .
Loot: A d a rk fathom h a s mec h a n ical a n d b i o m ech a n ical p a rts t h at p rod uce l d 6 + 4 cyp h ers.

237
DISASSEMBLER 5 ( 1 5)

G M I ntrusion: A A d i s a s s e m b l e r is a stra n ge- looki n g a rtificial creatu re of g l a s s a n d steel with six s p i n d ly meta l l i c arms
friendly or ambivalent a rra n ged a ro u n d its ci rcu l a r m i d sect i o n . Its u p per h a l f i s a l l g l a r i n g gree n l i ghts a n d mech a n ical p rotru s i o n s ,
disassembler suddenly s o m e o f w h i c h m i ght be s e n s o ry mech a n i s m s . Its l owe r h a l f i s a b road e n g i n e t h at a l l ows it t o h over 3 feet
attacks without
(0. 9 m) off the gro u n d . If it l a n d e d , the d i sa s s e m b l e r wo u l d be about 8 feet (2 .4 m) ta l l .
provocation.
D i sassem b l e rs a re a rtifici a l ly i nte l l igent a utomato n s t h at seem t o h ave gone m a d a t some poi nt. N ow t h ey
act e rratical ly-somet i m e s attacki n g creat u re s , somet i m e s i g n o ri n g t h e m , somet i m e s destroyi n g what they
co m e acro s s , somet i m e s wa n d e r i n g a i m l e s s ly.
M otive: U n p red icta b l e
Envi ronment: D i s a s s e m b l e rs trave l a l o n e o r i n p a i rs a n d can be fo u n d a nywh e re .
H ealth: 1 8
Damage I nflicted: 5 poi nts
Armor: 4
M ovement: S h o rt
Com bat: A d i s a s s e m b l e r ' s a r m s e n d i n too l s t h at a l l ow it to take a p a rt i n o rga n i c m atte r on a m o l ecu l a r
l eve l , t u rn i n g s o l i d s i nto l i q u i d a n d g a s . O bv i o u s ly, t h i s a b i l ity m a ke s it a n effective co m bata nt aga i n st
a uto m ato n s a n d the l i ke. A d i sa s s e m b l e r i n fl icts 1 0 poi nts of d a m age aga i n st i n o rga n i c foes. I n a d d i t i o n ,
a d i s a s s e m b l e r can destroy a foe's wea p o n s o r armor b y to u c h , which i s u s u a l ly its i n it i a l strategy aga i n st
o rga n i c o p po n e nts t h at a re armored or armed.
The creat u re ' s d i s a s s e m b l i n g too l s ca n n ot affect orga n i c m atte r, but this l i m itation m i ght h ave been
p rogra m med i nto it-perhaps a s a safety mech a n i s m-rat h e r t h a n a n i n a b i l ity. A d i sa s s e m b l e r with t h i s
p ro h i bition re moved wo u l d b e a t r u e terror.
I nteraction: D i sassem b l e rs a re i n te l l i gent but e rratic to the point of i n s a n ity. They u n d e rsta n d s peech a n d ,
after l i ste n i n g t o a l a n g u age fo r a t i m e , c a n often s peak it i n a very b a s i c way. I t i s pos s i b l e t o converse
with a d i s a s s e m b l e r, but the creatu re is j u st as l i kely to attack without p rovocati o n , perh a p s in the m i d d l e
o f a conversat i o n . Sti l l , a we l l - s po ke n , i nte l l igent, a n d q u ick-witted c h a racte r m i ght b e a b l e t o figu re out
what a d i s a s s e m b l e r wants (at the mome nt) a n d conv i n ce it to n ot attack or perh a p s to d o someth i n g to
aid h i m .
Use: Wa n d e r i n g i n o l d ru i n s o r a m i d ancient co m p l exes , d i sassem b l e rs m a ke fo r exce l lent e n co u nters with
u n p re d i ctable outcomes.
Loot: The re m a i n s of a destroyed d i sa s s e m b l e r m i ght h o l d l dl 00 s h i n s , l d 6 + l cyp hers, a n odd ity, a n d
perh a p s a sa lvagea b l e a rtifact.

238
LI M E NE
CREATURES

DREAD DESTROYER 1 0 ( 3 0)

"If there's a more horrific sight in the Ninth World than seeing a dread destroyer coming at you, I don 't know what
it is. Heavy, metallic, and monstrous, these unstoppable things are like giant insects outfitted to go to war with the
entire world at once. "
-Jennis Fa/on, explorer

Ca l l ed d read destroye rs by the few fo l k t h at a re awa re of t h e m , these giant war mach i n es h ave orga n i c b ra i n s G M I ntrusion: The dread
a n d i nte rnal o rga n s p rotected b y a self- re p a i r i n g metal s h e l l . With t h e i r twe lve legs, they l u m be r ove r any destroyer activates an
s u rface-eve n cl i n g i n g to a vertical s u rface l i ke a n i n s ect if need be-b ut if t h ey enter t h e water, t h e i r ra ised energy surge that repairs
abdomen l owers a n d a p ro pe l l e r engine m oves them along efficiently. Although a s i n g l e d read destroye r 1d6 + 4 points of its own
damage and makes an
co u l d l a u nch an attack on an e n t i re city, it is far m o re l i kely t h at yo u ' l l fi n d one d efe n d i n g an i m portant,
electrical attack that inflicts
a n cient s ite. 20 points of damage on a
M otive: Defe n s e single target.
Envi ronment: O n ly o n e o f t h e s e a utomato n s h a s b e e n s e e n a t a t i m e , but hologra p h i c i m ages h ave s h own
scenes from the d i stant past when h u n d reds of d read destroye rs crawled across a battlefie l d together.
They can be e n co u ntered on l a n d or u nd e rwate r.
H ealth: 1 00
Damage I nflicted: U s u a l ly 1 0 points; see Co m bat.
Armor: 5
M ovement: S h o rt
M odifications: S peed d efe n s e as level 8 d ue to s ize a n d s peed .
Com bat: D read destroye rs can attack foes u p to 1 m i l e ( 1 . 6 km) away-a n d pos s i bly m uch fa rt h e r-with
m i s s i les t h at can ki l l h u n d red s of peo p l e at o n ce, i n fl ict i n g 20 poi nts of d a m age o n all ta rgets wit h i n l o n g
ra n ge o f the deto n at i o n . I f ta rgets c a u g h t i n the b l a st m a ke a s u ccessfu l S peed d e fe n s e ro l l , they s u ffe r 8
poi nts of d a m age i n stead.
U p close, d read destroye rs can m a ke melee attacks with their l i m bs o r their " m a n d i b l e s , " which can d rag a
struck creatu re i nto t h e war mach i n e ' s i nterior. There , it is h e l d i m m o b i l e a n d j o lted with e l ectricity u nt i l
d e a d (each ro u n d , it takes 6 poi nts o f d a m age t h at i g n o re Armor) . A M i ght task a l l ows a tra p ped creatu re
to break free.
M o re l i kely, h owever, a d read d e stroye r e m its a jolt of e l ectricity t h at deals 1 0 poi nts of d a mage to eve ryo n e
with i n i m m ed i ate ra n ge. D read d e stroye rs fi g h t to the d e a t h .
A d read d e stroye r re p a i rs 1 d 6 poi nts of d a mage e a c h ro u n d .
I nteraction: I f com m u n ication c a n be esta b l i s hed with t h e orga n i c b ra i n , a PC c a n reason with a d read
d e stroyer, but co nvi nci n g it to d o somet h i n g i s ve ry d ifficult.
Use: A d read destroye r i s l i kely t h e most h o rrific t h i n g o n a N i nth Wo rld batt l efie l d . U n l e s s you h ave a n army
o n yo u r side and a re wi l l i n g to lose a l a rge portion of yo u r fo rces, battle i s u nwise. Sti l l , the greatest
g u a rd i a n s often g u a rd the greatest trea s u re s .
Loot: The re m a i n s of a d read destroye r a re a scave n ger' s d re a m , yield i n g at l e a s t 1 d l 00 + 1 ,000 s h i n s , 1 d20
odd ities, 1 d20 cyp h e rs , a n d 1 d 6 a rtifacts.

239
ERYNTH GRASK 6 ( 1 8)

"Originating in some other dimension, erynth grask are horrific creatures of hunger and hatred. They have a
command over matter that grants them psychokinetic control over small objects, manipulating things with their
many tiny hands as a musical conductor directs an orchestra.
"Worm like, with four tentacles surrounding its toothy maw, an erynth grask has two long, spindly arms and six
smaller arms. The long arms can hold and grasp objects, but the smaller ones do not. Its tentacles have something
in their nature that is antithetical to life in our world, disrupting the nerves of a creature they touch.
"It has been postulated that there is only one erynth grask, and the various encounters that have been
documented are in factjust projections into our reality of that singular entity. "
-Th e U ltrate rrestial Th reat by Vibor Bondanth

G M I ntrusion: The M otive: H u n gers fo r fl e s h


erynth grask tunnels up Envi ronment: Anywhere, i nc l u d i n g u n d ergro u n d . An e rynth gra s k i s u s u a l ly fo u n d a l o n e .
directly beneath the PC,
H ealth: 28
giving it an automatic
hit with its bite and Damage I nflicted: 8 poi nts
tentacles and knocking Armor: l
the character prone. M ovement: S h o rt
Combat: An erynth grask bu rrows through the ground at
the same movement rate at which it moves across
the surface. When it attacks prey from beneath, it
can use its claws or bite, or it can use its tentacles,
which do not infl ict damage but i n stead d i s ru pt a
creature's nervous system , causing the victim to lose
his next turn ifhe fails a M ight defense rol l .
At the same t i m e , the erynth grask u s e s i t s telekinetic
PCs are limited to one abil ities to grab small objects (weigh i n g 1 0 pou nds
action per round (except
[4. 5 kg] or less) that are nearby. It uses these
for special cases), but
many types of NPCs, objects i n several ways. Fi rst, they can be u sed as
such as the erynth grask, s h ields, with each one i ncreasing the d ifficu lty of
can take multiple actions stri king the erynth grask by one step; no more than
at once. two objects can be u sed i n this way. Second, the
creatu re can h u rl the objects as p rojectiles (long
range, 6 poi nts of damage) . Third , the erynth grask
can harass a foe by grabbing an object i n h i s hand
or on h i s person , which i ncreases the d ifficu lty of
a l l of the foe's actions by one step; it can do this
o n ly once per foe.
An erynth gra s k can m a n i p u l ate six o bjects at
once: two s h ields, two p rojectiles, and two
harassments; six p rojecti les; two s h ie l d s and
fo u r harassments; or any other com b i n atio n ,
a l t h o u g h no more than two s h ie l d s a t once, and
no more than one h a rassment per foe.
An e rynth gra s k flees if it takes d a m age eq u a l to h a l f its
health.
I nteraction: These u ltraterrestrial creatu res are i ncred ibly
intelligent but very alien. They have their own
language and often mark their bod ies with
sym bols that mean someth ing only to them.
Use: As a s u rprise encou nter, noth i n g works better
than a n e rynth grask. It's a deadly foe t h at can
take o n a whole gro u p at o n ce.
Loot: The b ra i n of o n e of these u lt raterrestri a l s
conta i n s l d 6 l i q u id cyp hers (wh i ch c a n b e
i m b i bed, i n j ected , a n d so on) .

240
LI M E NE
CREATURES

GHOST CRAB 5 ( 1 5)

G h ost cra b s l ive on t h e ocean floor, typ ica l ly i n p l aces t h at a re at least 1 m i l e (1 . 6 km) deep. They can grow a s G M I ntrusion: A PC
l a rge a s 5 feet ( 1 . 5 m) acro s s but average about 3 1 /2 feet (1 m) . N i m b l e h u nters a n d i ntricate weave rs, ghost damages or removes one of
cra b s can b u i l d their s i l ica we b s along any jagged o r u n eve n s u rface, i n cl u d i n g cora l reefs , s u n ke n s h i p s , and the ghost crab's front claws,
causing the creature to
a n cient ru i n s . I f n o s u rface i s ava i l a b l e , t h ey m a ke one, ki l l i n g l a rge a n i m a l s so they can b u i l d we b s acro s s the
quickly spin a new one. The
s h e l l s a n d bones. new claw is nearly twice as
N ot true cra b s , they a re s p i d e rl i ke creatu res t h at s p i n h a rd s h e l l s from the s a m e s i l ica they u s e to b u i l d large as the first, increasing
t h e i r we b s . G h ost cra b s a p p e a r a n d d i sappear i n t h e depths as t h o u g h s h ift i n g rea l m s . T h e i r we b s , too, a re damage to 8 points.
often i nv i s i b l e u n l e s s o n e knows to look for the g l i nt i n g , off-wh ite stri n g s .
A l t h o u g h gh ost cra b s a re b l i n d , t h e i r finely h o n ed sense of t o u c h a l l ows them to h u nt a n d d evo u r anyt h i n g
t h at gets caught i n t h e i r we b s .
M otive: H u n gers fo r fl e s h
Envi ronment: G h ost cra b s l ive a l o n e o r i n p a i rs o n the ocean floor.
H ealth: 20
Damage I nflicted: 6 poi nts
Armor: 6 Although creatures called
M ovement: S h o rt ghost crabs exist in today's
world, the Ninth World
Com bat: G h ost cra bs wait patiently u nt i l a PC i s tangled i n t h e near- i nvi s i b l e stra n d s of s i l ica i n its we b . As
version is not related to
soon as the c h a racte r i s caught, the web begi n s its work, d e hyd rat i n g the s h e l l a ro u n d h e r D N A (d ea l i n g them in any way. In fact,
3 points o f d a mage p e r ro u n d fo r a s l o n g a s s h e i s ca u g ht) . the unique abilities of
W h i l e a vict i m i s tra p ped, a ghost cra b u s e s its giant fro nt claws to tear the fl e s h fro m t h e l iv i n g p rey (6 the Ninth World ghost
poi nts of d a m age) . If o n e of a cra b ' s front c l aws is s m a s hed or re moved , it can s p i n another as a era bs suggest they might
re p l ace m e nt, a p roce s s t h at takes two ro u n d s . have been bioengineered,
although for what purpose
G h ost cra b s a re i m m u n e t o v i s u a l - based effects , s u c h as i l l u s i o n s .
is anyone 's guess.
Use: The P C s a re d eep-d ivi n g i n t h e ocean o n a m i s s i o n t o recover trea s u re fro m a l o n g-s u n ke n construction
s ite. While t h e re, they n otice gh ostly creatu res out of the co rners of t h e i r eyes , scutt l i n g t h ro u g h l i ght
a n d s h a d ow. The cha racte rs m i ght also fi n d long, s h i n i n g sta n d s woven between the rott i n g u n d e rwate r
fixt u re s .
Loot: S i l ica we b s a n d s h e l l s can be made i nto too l s , ro pe, s h i e l d s , a n d oth e r u sefu l ite m s t h at u s u a l ly h ave
two to ten t i m e s the stre n gth of a m u n d a n e ite m .

ITHSYN 4 ( 1 2)

Lo u d a n d h o rri ble, the t h i ngs called ith syn s appear to be the res u lt of a genetic expe riment
gone awry. Posses s i n g d i st i n ctive q u a l ities of avi a n s , re pt i l e s , m a m m a l s , a n d fish, t h ey
seem d ifficult to categorize. I n the e n d , h oweve r, t h ey a re u n i q u e i n t h e i r own right.
l t h sy n s a re egg l ayers t h at l ive in l a rge com m u n a l nests a n d fiercely defe n d the m-eve n
u nto death. These carn ivores h u nt i n packs, looki n g for p rey of any s ize. l t h syns do n ot see o r
hear p a rticu l a rly we l l a n d re ly o n t h e i r long, s n a ke l i ke t o n g u e s fo r m u c h of t h e i r s e n s i ng.
M otive: H u n gers fo r flesh
Envi ronment: l t h syns l ive i n gro u p s of th ree to six i n any warm c l i m ate.
H ealth: 1 2
Damage I nflicted: 4 poi nts
Armor: 1
M ovement: S h o rt
M odifications: Pe rce pt ion as l evel 3 . Res i sts mental attack as l evel 3 .
Com bat: When i t attacks, a n ith syn c h a rges fo rward i n a b u rst o f s peed . I n t h e s a m e act i o n ,
it can m ove u p to a l o n g d i stance a n d attack w i t h either a savage kick o r i t s we i rd ,
trifu rcated mouth.
I f struck i n com b at, a n ith syn re leases a d a rk gree n i s h gas from o rifices t h roughout its body.
Creatu res with i n i m m ed i ate ra n ge m u st m a ke a M i ght d efe n s e ro l l right away, a n d those t h at
fa i l a re add led for o n e ro u n d . Relea s i n g the gas i s n ot an action on the ith syn ' s pa rt-j u st a n
i m m ed i ate reaction t o b e i n g h it.

24 1
Ad d l ed vict i m s beh ave ra n d o m l y on t h e i r n ext act i o n . Ro l l d l 00 a n d co n s u lt t h e table bel ow.

dl 00 Victi m's Action


0 1 -20 R u n off in a ra n d o m d i rection fo r a s h o rt d i stance
2 1 -3 0 Attack t h e nearest creatu re with wh ateve r mea n s i s closest at h a n d
3 1 -60 Do noth i n g but co u g h a n d shout
6 1 -80 Fa l l d own a n d ro l l on t h e gro u n d
8 1 -90 D ro p wh ateve r is h e l d a n d cover eye s and face with h a n d s
9 1 -00 Activate most powe rfu l ava i l a b l e a b i l ity, cyp h e r, o r a rtifact t h at i s n ot a n attack ( i f n o n e , ro l l aga i n )
G M I ntrusion: The
effects of the ithsyn gas I nteraction: l t h syns a re a n i m a l s . They ca n n ot be reasoned wit h , a l t h o u g h i n theory o n e co u l d be t a m e d a n d
last for 7d6 + 7 rounds tra i ned. T h e y react w i t h fea r t o a s h ow o f overwh e l m i n g fo rce, fl e e i n g u n l e s s defend i n g t h e i r nest.
(rather than one round) Use: A pack of h u nt i n g ithsyns co u l d be a n i nterest i n g encou nter fo r cha racte rs trave l i n g t h ro u g h the
for an unfortunate victim.
w i l d e r n e s s . Wo rse, h owever, wo u l d be a pack t h at has a nest atop o r i n fro nt of the entrance to an
a b a n d o ned facil ity t h at the PCs m u st enter.
Loot: An ith syn nest m i ght h ave a cyp h e r or 1 d l 0 s h i n s , but any such l oot wo u l d be t h e co i n c i d e ntal leftovers
of a prior vict i m .

JI RAS KAR 7 (2 1 )

Te rror does n ' t eve n begin to describe it. The wood s seem sti l l . Q u iet. At t h e ri s k of be i n g c l i c h e-too q u iet.
Then t h e re is a t re m o r. A ru m b l i ng. T h e n , fa r more q u ickly t h a n yo u m i ght expect (if yo u we re s m a rt e n o u g h
to rea l ize t h at the ru m b l i n g was t h e a p p roach of a l a rge bea st) , a terri b l e but beaut i fu l s h a pe emerges from
the ta l l tree s , a creatu re as co l o rfu l a s a j u n g l e fl ower but b u rgeo n i n g with teeth and h u nger and death. Yo u r
doom c h a rges a t you a s t h o u g h desti ny g u i ded its feet. T h e o n ly m e rcy i s t h at i t e n d s a s q u ickly a s i t bega n .
J i ra s kars a re fierce, a pex p red ator reptiles. Their colorfu l bod ies h ave fleshy fri l l s a n d o n ly two fu n ction i n g
l i m bs : powerfu l legs that ca rry t h e m a t p rey with great s peed . They h ave terri ble (practica l l y nonexi stent) natural
senses but can use their bra i n s to tap i nto the d ata s p h e re, which guides them to where they need to go. The
h u ge beasts l ive o n ly to h u nt beca use most of their p rey i s s m a l l , so they m u st ki l l conti n u a l ly to s u rvive.
M otive: H u n gers fo r fl e s h
Cloudcrystal Sky.fields, Envi ronment: j i ra s ka rs h u nt a l o n e o r i n p a i rs i n any wet o r wood ed a rea. They a re a l so d rawn t o l a rge cryst a l s ,
page 7 74 s uch a s those fo u n d beneath t h e Cloud crystal S kyfie l d s .
H ealth: 40
Damage I nflicted: 1 0 poi nts
G M I ntrusion: The M ovement: Lo n g
jiraskar's tail knocks M odifications: Pe rce pt ion as l evel 1 0. S peed defe n s e a s l evel 5 d u e t o s ize. I nte l l ect defe n s e a s l evel 4. Cl i m b s
the character prone. a s l evel 2 .
In addition to taking Com bat: J i ra s ka rs a re extre mely fa s t . They c h a rge i n w i t h a s avage bite a n d d o n 't stop biti n g u nt i l the p rey i s
damage from the
d e a d o r t h ey a re. Th i ngs l i ke i n vi s i b i l ity, i l l u s i o n s , d i sg u i s e s , camoufl age, a n d crafty h i d i n g p l aces mean
creature's bite attack,
the PC is also trampled noth i n g to them.
under its clawed feet for 7 I nteraction: J i ra s ka rs a re
points of damage. a n i m a l s a n d act a s
such.
Use: Beca u s e j i ra s kars
a re so fast, an
e n co u nter with one
can arise ve ry q u i ckly.
And beca u s e t h ey
a re so powe rfu l , a n
e n co u nter can a l s o
e n d very q u ickly.

242
LI M E NE
CREATURES

LAAK 1 (3)

Laa ks a re s m a l l , gree n - s k i n n e d , p o i s o n o u s re pt i l e s t h at attack l a rger p rey i n s m a l l gro u p s . They can leap with G M I ntrusion: The laak is
s u rp ri s i n g s peed and stre n gt h . Fo u n d a l most eve rywhere, fro m d e s o l ate waste l a n d s to ancient ru i n s to the tougher and more tenacious
back a l l eys of l a rge cities, l a a ks a re a scou rge. H oweve r, t h ey avo i d co l d reg i o n s . Beca u s e they a re i m m u ne to than others ofits kind.
It has 4 extra health and
a l l known ve n o m s , t h e i r b l ood i s u s efu l in vari o u s antitoxi n s .
inflicts 1 additional point of
M otive: H u n gers fo r fl e s h damage.
Envi ronment: Al m ost a nywh e re exce pt co l d areas.
H ealth: 3
Damage I nflicted: 2 poi nts
M ovement: S h o rt
M odifications: S peed d efe n s e as level 2 d ue to s ize. C l i m bs as level 4.
Com bat: Laaks leap onto a foe a n d u s e their poisonous bite to bri n g it down. Vict i m s m u st m a ke a M i ght
defe n s e ro l l ; those who fail take 2 a d d i t i o n a l poi nts of d a m age t h at ignore Armor. Certain scents seem to draw
Laaks a re i m m u n e to p o i s o n . laak attacks. For example,
I nteraction: Somet i m e s l a a ks a re capt u red yo u n g a n d tra i ned a s vicious pets a n d g u a rd i a n s . They can b e the scent of most hair dyes
frightened off b y d i s p l ays of powe r (such a s fi re, n o i s e , a n d t h e l i ke) . seems to enrage them,
while the smell ofsmoke
Use: Alt h o u g h laaks a re u b i q u itous a n d a n n oying, they a re ge n e ra l ly n ot a h u ge th reat to PCs. H owever, a n
can drive them away.
e n co u nter w i t h a powe rfu l N PC foe who kee p s a few l a a ks as pets co u l d be m o re i nterest i n g a n d more
d a n ge ro u s .

243
MARGR 2 (6)

G M I ntrusion: There M a rgr a re variform a b h u m a n s . Wh i l e n o two look a l i ke, most h ave some as pect of goat-a goat head, goat
are more margrl 7d6 h o rn s , goat legs, goat h ooves , o r some co m b i n ation o r vary i n g degrees t h e reof. M a rgr l ive l ives of terri b l e
reinforcements arrive. violence, ki l l i n g e a c h oth e r (or rea l ly, anyt h i n g t h ey find) out of rage, sport, o r l u st. They b reed a n d m at u re
q u ickly, h oweve r, so t h e i r n u m bers n ever seem to d i m i n i s h . They t rave l i n s m a l l b a n d s led by t h e stro n gest
and most savage.
M a rgr wea r tro p h ies of t h e i r d ead opponents but a re poor crafters, so these d i s p l ays a re crude at best
severed head s on hooks, ears or fi n ge rs th readed on cord s as neckl aces, a n d so fo rt h . T h i s mea n s t h at, o n
top of eve ryt h i n g e l se, m a rgr sti n k of rott i n g m e a t at a l l t i m e s .
Margr might be the M otive: Ki l l s a n d d e stroys fo r pleas u re a n d d o m i n a n ce
most numerous of all Envi ronment: M a rgr l ive i n n o m a d i c tribes t h at sco u r d ry waste l a n d s .
abhumans. This is
H ealth: 6
certainly true in the
Steadfast and the Damage I nflicted: 3 poi nts
southern portions of the Armor: 1
Beyond. M ovement: S h o rt
M odifications: Res i sts trickery a n d l ies as level 3 . M a kes M i ght defe n s e ro l l s as l evel 3 . R u n s , j u m ps , a n d
cl i m b s a s l evel 3 .
Com bat: M a rgr tend to wield s pears o r long-hafted axe wea p o n s . They wea r leather, h id e , o r scra p s of oth e r
types o f armor. A t ra nge, t h ey th row stones o r wh ateve r i s h a n d y fo r 2 poi nts o f d a m age.
Margr chieftains can
reach terrifeing size. M a rgr leaders a re always default l evel 3 (9) . They i n fl i ct 5 poi nts of d a mage, h ave 1 6 health, and h ave 2
Some report the rare Armor. I f the leader i s k i l led, the rest of the gro u p ge n e ra l ly pan ics a n d flees.
individual at 8 or 9feet in I nteraction: M a rgr a re vicio u s a n d blood t h i rsty. They a re n ot s m a rt, but t h ey a re crafty, making them d ifficu lt
height. These monstrous to fool. Ki l l i n g t h e i r leader s e n d s them i nto a fre nzy of confu s i o n a n d fea r. In t h i s state, PCs co u l d
giants are level 5 or
e a s i l y escape, but t h ey co u l d a l so i nti m i d ate t h e re m a i n i n g m a rgr i nto d o i n g a s they co m m a n d . A very
higher, inflict 9 or more
points of damage, and powe rfu l a n d fo rcefu l c h a racte r co u l d beco m e the n ew leader, but s u c h a position wo u l d be c h a l l e n ged so
have at least 30 health. freq uently t h at it wo u l d m a ke the m a rgr poor fo l l owers ove ra l l .
Use: M a rgr h a ra s s civil ized peo p l e o n a regu l a r b a s i s , ra i d i n g v i l l ages o r trade ca rava n s . S o m e com m u n ities
put bounties o n their head s , h o p i n g t h at merce n a ries wi l l e l i m i n ate the th reat, but most peo p l e t h i n k of
m a rgr as creat u res of a l most s u pernatural evi l-d e m o n s o r d ev i l s-a n d d o their best to hide fro m t h e m .
T h a n kfu l ly, the n o m a d i c m a rgr u s u a l ly m ove o n after a fe w ra i d s .
Loot: A gro u p o f m a rgr carries i t s l oot toget h e r rather t h a n i n d ivid u a l ly. I t ' s u s u a l ly i n t h e form o f sto l e n
good s , but m o s t gro u p s h ave 4d6 s h i n s a s we l l . O n e m a rgr of a grou p-typ ically t h e leader-wi l l a l s o
h ave 1 d 6 cyp hers a n d oddities.

244
LI M E NE
CREATURES

MASTIGOPHORE 4 ( 1 2)

M a stigo p h o res a re a utomato n s t h at look h u m a n but can i n stantly transform t h e i r h a n d s i nto long, ba rbed G M I ntrusion: The
wh i p s whenever they w i s h . When fi rst e n co u nte red , they appear to be ave rage, u n iformed h u m a n s with a damaged mastigophore
m i l itary sta nce. Q u iet a n d exce l lent sta l kers, they a re e n co u nte red i n o n e of two modes: on g u a rd or h u nt i n g.
explodes, inflicting 5 points
of damage on all creatures
M a stigo p h o res g u a rd ce rta i n a n cient ru i n s , co m p l exe s , or mach i n e s . They u s u a l ly warn trespassers away in the immediate radius.
o n ce with u n i nte l l i g i b l e word s (but o bv i o u s i ntentio n s ) , a n d if t h e i r warn i n g is n ot heed ed, they attack a n d
fi g h t without rega rd fo r t h e i r safety. They a re a l most a lways i n gro u p s o f two o r more.
The automato n s need to co n s u m e orga n i c m ate rial to fu n ction a n d create their wea p o n s . Alt h o u g h t h ey
can s u b s i st on p l a nt m atte r, wh oeve r created m a stigophores d e s i gned t h e m to enjoy h u nt i n g a n d ki l l i n g
a n i m a l p rey. I n t h i s e n d eavor, t h ey a re ve ry aggre s s ive, a n d they act a l o n e , leav i n g t h e i r " p a rtners" beh i n d to
g u a rd wh ateve r it is they' re p rotect i n g .
M otive: Sta n d i n g vigi l , co n s u m i n g orga n i c m atte r
Envi ronment: Anywhere
H ealth: 1 5
Damage I nflicted: 5 poi nts
Armor: 3
M ovement: Lo n g
M odifications: Defe n d s a s l evel 5 when o n g u a rd . Attacks as l evel 5 when h u nt i n g. Perce ption a s l evel 5 .
H id e s , m oves stea lth i ly, a n d cl i m b s as l eve l 6 .
Com bat: With a thou ght, mastigo p h o re s can extrude o rga n i c m atte r fro m t h e i r wrists i n t h e fo r m o f long,
ba rbed whips. These wh i p s stun foes fo r o n e ro u n d , cau s i n g the vict i m s to lose a t u r n .
W h i l e o n g u a r d , mastigo p h o res fi g h t u nt i l d e stroyed. When h u nt i n g, they retreat if they s u ffe r more t h a n 5
poi nts of d a m age.
I nteraction: M astigo p h o res s peak, but n ot in any l a n g u age known tod ay. Stern and focused, they can not be
co nvinced to s h i rk t h e i r d uties. H owever, if t h ey a re n ot h u nt i n g, and if the PCs d o n 't t ry to get past them
wh i l e they a re sta n d i n g guard, mastigo p h o re s a re n ot host i l e .
Use: The P C s fi n d the entrance t o a n a n c i e n t co m p l ex i n the s i d e o f a fo rested m o u ntai n . H owever, it i s
g u a rded b y a p a i r o f m a stigophores t h at d efe n d it u n t i l they a re destroyed .
Loot: The i n n e r worki ngs of a mastigo p h o re can p rovide l d6 s h i n s a n d l d6 cyp hers to someone tra i ned i n
scave n g i n g t h e m .

245
MESOMEME 5 ( 1 5)

GM Intrusion: One of When fi rst e n co u ntered , a mesomeme often a p pears to be a n u m be r of i n d iv i d u a l creatu res-peo p l e a n d
the severed heads says a n i m a l s-pe rhaps swi m m i n g o r wad i n g i n s h a l l ow wate r. E a c h p e r s o n i s s peaking, a n d t h e a n i m a l s a re
something so startling m a k i n g n o i s e s as we l l . I t ' s a stra n ge c h o i r of b a b b l e . O n ly on closer i n s pection does it become clear t h at the
(perhaps coincidentally
creat u re s a re j u st seve red head s m o u nted o n s l e n d e r, grey te n d r i l s t h at a re a l most tra n s l u cent. These te n d ri l s
meaningful or relevant
to one of the characters) s p rout fro m holes i n t h e chiti n o u s s h e l l o f a m a s s ive cru stacean with eight legs, two o f wh ich e n d i n m a s s ive
that the PC affected loses p i n cers.
his turn. Des p ite t h e fact t h at the severed head s o n t h e te n d r i l s s peak, t h e mesomeme ca n n ot d o so, n o r can it
u nd e rsta n d s peec h . I t i s n ot very i n te l l i gent a n d acts o n i n st i n ct. The mesomeme feed s o n the mental activity
of its victi m s , sti m u l at i n g the b ra i n s i n t h e i r seve red head s , wh ich re m a i n p reserved for weeks on its te n d r i l s .
Th i s sti m u l ation ca uses t h e h e a d s t o s peak o r oth e rwise b a b b l e , grow l , o r s q u awk.
At any given t i m e , the mesomeme has 1 d 6 + 4 h ead s . I f it dwe l l s near civil izat i o n , h a l f of the head s wi l l be
h u m a n , a n d t h e oth e r half wi l l be non h u m a n creat u re s , such a s a b h u m a n s , l a rge m a m m a l s o r rept i l e s , o r
l a rge b i rd s .
M otive: H u n gers fo r b ra i n sti m u l ation
Envi ronment: These creat u re s dwe l l a l o n e i n s h a l l ow, fres h water, u s u a l ly a m o n g ree d s o r oth e r p l a nts.
H ealth: 20
Damage I nflicted: 5 poi nts
Armor: 3
M ovement: S h o rt
M odifications: M oves with stealth i n t h e water as l eve l 6. Detects those s n e a k i n g i n t h e water as l eve l 7 .
Com bat: When a mesomeme rises out of the wate r, its true n at u re revealed , it attacks w i t h its two p i n cers.
Each of these razor- s h a rp wea pons can attack a separate foe i n a s i ngle act i o n , o r t h e mesomeme can
d i rect both p i ncers to t h e same foe, with o n e claw h o l d i n g t h e p rey steady a n d the oth e r s l i c i n g deep i nto
the victi m ' s neck. When the cru stacean attacks one foe in t h i s m a n n e r, the vict i m can m a ke one S peed
defe n s e ro l l (not two) , and the mesomeme d e a l s 5 poi nts of d a mage if it h its. H owever, a vict i m h it by
both cl aws in t h i s way a l so m oves one step d own the d a m age t rack.
A creatu re s l a i n by the mesomeme has its head severed and p l aced o n a new te n d r i l t h at rises up to i m pa l e it.
Th i s occu rs a s p a rt of the same action t h at k i l led the creat u re .
The seve red heads h ave n o s pecific co n n ect ion to the m e s o m e m e . Attacki n g t h e m acco m p l i s h es noth i n g
m o re t h a n ro b b i n g t h e cru stacean o f l o n g-te rm s u stenance.
I nteraction: Alt hough some of the severed h ead s s peak, the PCs ca n n ot i nteract with them. The t h i ngs t h ey
s ay a re j u st s n i p pets of memory- re l ated s peec h .
Use: The P C s a rrive i n a s m a l l town o n l y t o d i scove r t h at the nea rby l a ke i s b e i n g terrorized b y a creatu re
the loca l s ca l l "the b a b b l i n g t h i n g . " H oweve r, some peo p l e i n stead c l a i m t h at the l a ke is h a u nted by the
rece ntly dead , whose voices can sti l l be heard ech o i n g acro s s t h e wate r. Either way, the re s i d ents wi l l be
ete r n a l l y gratefu l to a nyo n e who can rid t h e m of the m e n ace t h at m a kes it too d a n ge ro u s to fi s h o r get
fre s h wate r.
Loot: Very, very rarely, o n e of the severed h ead s m i ght bear a cyp h e r.

246
LI M E NE
CREATURES

MURDEN 3 (9)

M u rd e n s a re a b h u m a n s . They wa l k u p right but wo u l d n ever be m i staken for h u m a n s . Backs h u nched G M I ntrusion: The m urden
d ra m atica l ly fo rwa rd , skin cove red i n s h i ny b l ack d own , h u ge b l ack eye s perched a bove a s h arp, d i rty ye l l ow poisoned his blade. If
struck, the PC must make
beak-these t h i ngs seem a l m ost l i ke enormous rave n s with s p i n d ly a r m s rather t h a n w i n g s . Tatte red leat h e r
a Might defense roll or
c l o a k s cove r t h e i r b a c k s , a n d many ca rry a leat h e r bag o r wea r one o n a stra p to h o l d the vari o u s o bj ects they immediately move down
h ave co l lected . the damage track by one
M u rd e n s d o n 't speak. They com m u n i cate with o n e a n other te l e path ical ly. H oweve r, t h e i r te lepathy a n noys step.
oth e r i n te l l i gent creat u re s . The p resence of a l iv i n g m u rd e n fi l l s the m i n d s of nea rby creat u re s with a sort
of mental stat ic. Add t h i s i rritation to t h e i r paranoid m i n d set, t h e i r cruelty, t h e i r selfis h n e s s , a n d t h e i r
d u p l icito u s , sch e m i n g n at u re , a n d t h e re i s l ittl e t o l i ke a b o u t a m u rd e n .
M otive: G reed a n d t h eft In some places, murden
are called "raven-men. " In
Envi ronment: These a b h u m a n s l ive i n s m a l l b a n d s i n wooded reg i o n s , i n m o u n ta i n s , a n d on t h e s h o res of
others, "mud-birds. " In still
l a rge bod ies of water. others, "dulsein, " which
H ealth: 9 reportedly means "sickening
Damage I nflicted: 3 poi nts birds" in some obscure
M ovement: S h o rt tongue.
M odifications: Pe rce pt ion as l evel 5 .
Com bat: Typical ly, m u rd e n s bear s l i ngs a n d long, wicked b l a d e s . When pos s i b l e , t h ey attack fro m t h e
s h ad ows w i t h a m b u s h es a n d h it-a n d - r u n tactics. They n o r m a l l y flee i n the fa c e of rea l d a n ger.
Although it is i n adverte nt, t h e i r i n h e rent telepat h i c powers a re i rritat i n g a n d h a r m fu l to nea rby creat u re s , who
perceive it a s a n a n n oyi n g static t h at scra m bles thou ght. Creatu res with i n i m me d i ate ra n ge of a m u rd e n
m u st m a ke a n I nte l l ect defe n s e act i o n ; if they fa i l , t h e d ifficu lty of a l l act i o n s t h ey atte m pt i s i n creased by
o n e ste p. Th i s h i n d ra n ce l a sts u nt i l they leave the a rea of stati c i n fl u e nce.
Those who h ave expe rienced a m u rd e n ' s stati c first h a n d re port t h at stra n ge voices a n d l o n g-fo rgotten
memories somet i m e s arise in t h e mental i nterfe re n ce i n h a u n t i n g a n d d i stu rb i n g ways.
M u rd e n s a re i m m u n e to mental effects o r I nte l l ect d a mage.
I nteraction: Co m m u n icat i n g with m u rd e n s i s very d ifficu lt, but t h ey seem to u n d e rsta n d at least a l ittl e of the
h u m a n l a n g u ages a n d can co nvey i nformation t h ro u g h gest u res o r d rawi ngs i n t h e s a n d . Tru sti n g them,
h owever, i s a foo l ' s m i stake, fo r they d e l i ght i n l ie s a n d trickery fo r its own s a ke.
Use: T h i eves a n d m u rd e rers l iv i n g o n t h e edge of h u m a n society, m u rd e n s a re d e s picable creat u res. They
m a ke exce l lent foes t h at eve n the most a ltru i stic PC won't h e s itate to s l ay.
Loot: Aside from wea p o n s , each m u rd e n carries a co l l ecti o n of o bjects t h at it va l ue s . Although many of these
ite m s a re bones, sto n e s , sticks, a n d oth e r b its of wort h l e s s tra s h , a co l l ection u s u a l ly includes l d 6 s h i n s .

247
NEVAJIN 4 ( 1 2)

G M I ntrusion: The The nevaj i n i s n ot a s i n g l e creatu re, but two. It looks l i ke a stocky h u m a n o i d with a m i s s h a p e n , a l most
nevajin has a hidden s k u l l - l i ke head , but t h e head i s act u a l ly a separate creatu re t h at a d h e res to t h e m a i n body by mea n s of
cypher that allows it powe rfu l s u cti o n . When j o i n e d , the two port i o n s i nfu se each oth e r with fi l a m e nts t h at a l l ow a n exc h a n ge of
to become invisible or i nformation and n utrients. Separat ion i s a pai nfu l p roce s s t h at t h e n evaj i n does n ot u n d e rtake l i ghtly.
teleport away.
Both port i o n s of the n evaj i n h ave t h e i r own b ra i n s , s e n sory o rga n s , a n d d i gest ive syste m s . The " h e a d "
portion can fl o a t b y psyc h i c gravity negat i o n .
The origi n o f t h i s joint creatu re i s u n known . N evaj i n d o n ot a p pear t o a g e , a n d t h e i r method of
re p rod uction is a mystery. Some peo p l e s pecu l ate t h at it m i ght be asexu a l , with each portion b u d d i n g at the
s a m e t i m e to create a n ew j o i n e d creat u re.
M otive: Cu rios ity
The Beyond, page 7 74 Envi ronment: Anywhere, but particu l a rly in i s o l ated areas of the Beyo n d .
H ealth: l 0 (head) a n d 1 5 (body)
Damage I nflicted: 4 poi nts
M ovement: S h o rt
M odifications: U nd e rsta n d s t h e n u m e n e ra a n d performs craft i n g tasks as l evel 6.
Com bat: A n evaj i n i s n ot a p roficient physical co m bata nt. I t u s u a l ly d efe n d s itself with cyp h e rs o r a n a rtifact.
B a rri n g oth e r i d e a s , a s s u m e t h at a nevaj i n has somet h i n g t h at gives it 3 poi nts of Armor fo r ten m i n utes
and gives it a l o n g- ra n ged attack t h at i n fl i cts 4 poi nts of d a m age.
I f t h reatened , a n evaj i n ' s head d etaches a n d fl oats i nto the a i r. In t h i s situat i o n , t h e head and body can each
m a ke attacks t h at i n fl i ct 4 poi nts of d a mage. Also, both the h ead a n d t h e body can flee if need be.
A n evaj i n can tran sfe r health between the head a n d the body when the two port i o n s a re touch i n g.
I nteraction: N evaj i n a re fa i rly i nte l l i gent a n d s peak many l a n guages i n t h e i r h a rs h , wh i s pe ry vo ices. They can
p rovide a great deal of i n fo rmation about the n u menera o r the N i nth Wo rl d , but t h ey expect to be paid fo r
t h e i r secrets, u s u a l ly i n t h e form of ite m s (never s h i n s) .
Use: N evaj i n a re s o u rces of i nformation a n d i nterest i n g a rtifacts of the past. When a secret bit of knowled ge
is need e d , the PCs m u st travel deep i nto the w i l d e rness to fi n d the n evaj i n t h at possesses it.
Loot: N evaj i n always h ave at least l d6 cyp hers and l d6 odd ities, a n d they often carry an a rtifact a s we l l . They
u s u a l ly carry too l s a n d books but rarely u s e wea p o n s or armor. They do n ot wear cloth i n g.

248
LI M E NE
CREATURES

NIBOVIAN WIFE 3 (9)

These b i o l ogical con structs appear to be beautifu l fe m a l e h u m a n s . T h e i r o n ly fu n ct i o n , h owever, i s to sed u ce


m a l e h u m a n s so t h ey can get p regna nt. P reg n a n cy i n a N i bovi a n wife o p e n s a t ra n s d i me n s i o n a l rift i n s id e its
wo m b , giv i n g a n u ltrate rrestri a l (such as a n a bykos , a n e rynth gra s k o r any u ltraterrestri a l creatu re the G M Abykos, page 230
w i s h es) acce s s to t h i s l evel of exi ste nce. The t i m e req u i red fo r " gestation , " which i s act u a l ly the a l i g n i n g of Erynth grask, page 240
p h a s e c h a n ges to create the rift, ra n ges fro m ten m i n utes to n i ne month s . When the u ltrate rrestri a l creatu re
is " bo rn , " the N i bovi a n wife n u rt u res it as if it were a c h i l d , eve n t h o u g h it clearly is not. D u r i n g t h i s t i m e , the
co n struct defe n d s t h e "ch i l d " fierce ly, using i n cred i b l e stre n gt h a n d re s i l ience. The yo u n g creatu re d eve l o p s GM I ntrusion: The strange
q u ickly, a n d its fi rst a n d o n ly co m p u l s i o n i s to h u nt d own a n d ki l l i t s "fat h e r. " O n ce it does so, it i s free to d o nature of this particular
a s it pleases i n the wo r l d . Nibovian wife allows it to
N i bovi a n wives a re l i kely the ca u s e of many u lt raterrestri a l s cu rrently i n the N i nth Wo rl d . teleport to a predetermined
M otive: Sed u ction fo r re p rod uct i o n , defense o f its "offs p r i n g" lair, enacting an effective
escape.
Envi ronment: Anywhere
H ealth: 9
Damage I nflicted: 5 poi nts
Armor: 2
M ovement: S h o rt
M odifications: Res i sts mental effects as level 4 . One of the largest
Com bat: N i bovi a n wives attack w i t h t h e i r fi s t s , which p u m me l w i t h a stre n gth t h at betrays t h e i r i n h u m a n gatherings of Nibovian
nature. T h e i r fl e s h i s a s res i l ient a s armor. wives is in Hidden Naresh
(page 1 78), a city in the
I nteraction: As l o n g as you give N i bovi a n wives what they want, they a re k i n d a n d eager to please. They can
Black Riage.
n ever be conv i n ced to a b a n d o n their i m pe rative (re p rod u c i n g a n d n u rt u r i n g their terri b l e ch i l d) , but o n
oth e r i s s u e s , they can be pe rfectly rea s o n a b l e .
Use: A stra n ge e n c o u n t e r w i t h N i bovi a n wives can i nt rod u ce the concept of ot h e rd i m e n s i o n a l b e i n g s i n a
h o rrific way. The ancients exp lored oth e r d i m e n s i o n s a n d i nte racted with u l t raterrestri a l s , but i n the N i nt h
Wo r l d , such b e i n g s a re thought of a s d e m o n s .
Loot: The i n n e r worki ngs of a N i bovi a n wife can p rovide l d 6 cyp h e rs to s o m e o n e tra i ned i n scave n g i n g t h e m .

249
OORGOLIAN SOLDIER 4 ( 1 2)

Plains of Kataru, page 1 84 Created i n aeo n s past (perh aps on an entirely d iffe rent world) , the mech a n ical men known as Oorgo l i a n sold iers
Scorpion's Reach, page 1 69 patrol isolated a reas of the N i nth Worl d , particu l a rly the P l a i n s of Kataru and Scorp i o n ' s Reach . They a re a l most
a lways found in gro u p s of 1 d 6 + 2 . La n ky and a l i e n in their movements, these q u a s i h u manoid a utomato n s
sta nd a l most 8 feet (2 .4 m) ta l l . I n their th ree-fi ngered h a n d s , they w i e l d a variety of weapons.
G M I ntrusion: The N o one knows the origin of the word "Oorgol ian." It is thought to be a term from a tongue that is now long dead.
destroyed soldier M otive: I n co m p re h e n s i b l e
explodes, inflicting 6
Envi ronment: Anywhere, u s u a l ly i n gro u p s o f th ree o r m o re.
points ofdamage to all
within immediate range. H ealth: 1 5
Damage I nflicted: 4 poi nts
Armor: 3
M ovement: S h o rt
M odifications: Pe rce pt ion as l evel 5 . Lea p s , ru n s , a n d b a l a nces as l evel 6.
Com bat: Oorgo l i a n s attack i n gro u p s u s i n g we l l -organ ized tactics. Although they can speak, they
tra n s m it i n fo rmation to o n e another s i lently a n d i n stantly with i n a 1 00- m i l e (1 6 1 km) ra n ge via rad io
tra n s m i s s i o n s . Origi n a l ly t h ey we re a l most ce rta i n ly outfitted with n u m e n e ra weapon ry, but about half
h ave lost their armam ents a n d n ow wield N i nth Wo rld weapo n s , s u c h as spears, cross bows, or axe s . The
Oorgol i a n s st i l l armed with t h e n u m e n e ra typ ically ca rry a weapon
t h at can fi re m u lt i p l e ra p i d s h ots without re load i n g. The sold i e rs
u s e these to fi re at u p to th ree ta rgets (a l l n ext to o n e a n other) at
o n ce. Fo r each ta rget after t h e fi rst, the d i fficu lty of d efe n s e ro l l s i s
d ecreased b y o n e ste p.
In add ition to a ran ged p roject i l e wea pon, one i n fo u r Oorgo l i a n s
Detonations, page 284 carries a back-mou nted d evice that h u rl s d etonations a t long ra n ge
with deadly accu racy. They explode i n i m mediate ra nge for 4 poi nts
of d a m age. Each d evice h o l d s 1 d 6 d eton ations.
Peo p l e w h o h ave expe r i e n ce fighti n g t h e s e automato n s
Among those who had h ave d i s covered t h at certa i n freq u e n c i e s o f s o u n d confu s e
the bad luck to encounter
t h e m . S o m e freq u e n c i e s ca u s e Oorgo l i a n s to fu n ct i o n a t two
Oorgolian soldiers
but the good luck to l eve l s lower t h a n n o rm a l , a n d ot h e rs p reve nt t h e m fro m act i n g at
survive-most believe a l l for 1 d6 + 1 ro u n d s .
that the creatures were I nteraction: O n t h e i r own , Oorgo l i a n s act o n prior orders
not created by human t h at l itera l ly m ay be a m i l l i o n years o l d o r m o re, so
hands. t h e i r act i o n s a n d m otives don't always m a ke sen se.
Somet i m e s t h ey co m p l etely ignore creatu res t h ey fi n d .
Somet i m e s t h ey com m u n icate. Somet i m e s they a m b u s h
a n d attack.
Use: At least one h u m a n warlord , with the h e l p of s k i l led
scholars a n d n a n o s , h a s captu red a n d re p u rposed a
n u m be r of Oorgo l i a n sold iers, p robably u s i n g s o u n d .
T h e s e sold iers re m e m be r noth i n g o f t h e i r fo r m e r d uties
a n d work fo r their n ew h u m a n m a sters.
Loot: H a lf of a l l Oorgo l i a n s o l d i ers carry a rtifact
wea p o n s , such as a s l u g th rowe r-a two- h a nded
weapon t h at i n fl icts 6 poi nts of d a mage a n d has
a ra nge of 200 feet (6 1 m) . The p roject i l e a m m o
rege n e rates with i n the weapon u nt i l it r u n s o u t
o f powe r (d e p l etion 1 i n l d l OO) . I n a d d i t i o n , each
Oorgo l i a n body conta i n s 1 d 6 cyp h e rs .

250
LI M E NE
CREATURES

PALLONE 2 (6)

P a l l a n e s a re d i scl i ke creat u re s , ra n g i n g fro m 2 to 5 feet (0. 6 to 1 . 5 m) acro s s , and a s t h i n a s the t h i n nest G M I ntrusion: There
blade. They refl ect l i ght, h ave n o d i scern i b l e features, a n d a re sem itra n s pa rent, s i m i l a r to h ow a jel lyfi s h looks are more pal/ones than
in t h e wate r. When seen fro m t h e side, they a re nearly i n v i s i b l e . the characters initially
thought- 1d6 more
P a l l a n e s move t h ro u g h the N i nth Wo rld i n a m i g ratory patte rn a n d can be fo u n d a l m ost a nywh e re
creatures attack.
(ass u m i n g t h ey can be seen at a l l ) . Typical ly, PCs can d etect them by catch i n g a g l i m p se of t h e i r s u rfaces
glea m i n g in the s u n . When in a natural state , the creat u res bob a l o n g in the a i r a i m l e s s ly, m uch l i ke b a l l o o n s .
M otive: H u n gers fo r b l ood
Envi ronment: Fo u n d a nywh e re, p a l l o n e s a re a l most always e n co u ntered in gro u p s of two o r more , a n d
somet i m e s i n gro u p s a s l a rge as a d oze n .
H ealth: 6
Damage I nflicted: 4 poi nts
Armor: 2
M ovement: S h o rt
Com bat: They attack by t u rn i n g s i d eways a n d wh i rr i n g at t h e i r opponent with t h e i r t h i n edge, which is s h a rp
e n o u g h to cut nearly to t h e bone on a s o l i d h it. The ed ge ca n n ot cut t h rough h a rdy mate r i a l s l i ke meta l ,
so p a l lones a i m fo r exposed a reas l i ke h a n d s , necks, a n d faces.
When attacki n g i n fu l l sun, t h e g l i nt fro m t h e i r s u rfaces can te m po ra ry blind a n o p po n e nt, who loses o n e t u rn
if he fa i l s a S peed defe n s e ro l l . Th i s i s n ot an action on the p a rt of the p a l lone.
P a l l a n e s l a n d o n ly if they ki l l p rey, cove ri n g the body a n d d ra i n i n g it of b l ood.
I nteraction: Pa l l anes can't be reasoned with.
Use: A swarm of pallones can attack a nywh e re at any time.

25 1
PHILETHIS 5 ( 1 5)

G M I ntrusion: N o one knows where t h e ta l l , myste rious p h i leth i s co m e fro m . Some peo p l e th i n k they m i ght be t h e
Something unexpected re m a i n i n g i n h a bitants of a prior worl d , a s they seem to h ave a fa r greater m a stery of n u menera t h a n d o
and unpredictable m o s t creat u re s a l ive tod ay. N o h u m a n h a s seen the enti re b o d y of a p h i leth i s a n d re ported what h e saw, but
happens when the
the g l i m pses n oted to d ate s u ggest a b i o mech a n ical hybrid form. Typ ically w h at i s seen i s a metal a n d glass
philethis is near. The
event is small, but it "face" s u rro u nded by vol u m i n o u s cloaks.
results in a significant Other s pecu l ation about the p h i leth i s i ncludes cl a i m s that they a re entirely robotic, they a re u ltraterrestrial
change. For example, a extru sions i nto this worl d , and their "face" i s actually a viewport for a creatu re beyond s pace and time. M o st
PC slips and falls into a theories about their n atu re d o n 't even guess at what their goa l s or motivations m i ght be. They appear when and
pit, suffering damage, but
where they want to, and they u s u a l ly seem to observe events from a d i stance (alth ough another theory s u ggests
then shefinds something
ofgreat interest in the pit. that they i n fl u e nce the eve nts somehow) .
M otive: U n known
Envi ronment: Anywhere
H ealth: 3 0
Damage I nflicted: 5 poi nts
Armor: 4
M ovement: S h o rt
M odifications: Defe n d s as l evel 6. Defe n d s aga i n st mental attack as level 8 .
Com bat: P h i l et h i s s e l d o m e n gage i n co m bat. When t h ey do, they a re l i kely to p rod uce a myste rio u s n u menera
wea pon-perhaps some k i n d of e n e rgy e m i tter, or m aybe someth i n g of a m o re psyc h i c n at u re t h at
d i s ru pts thought p rocesses. H owever, beca u s e a p h i leth i s can te leport any d i stance, it u s u a l ly j u st
te leports away when t h reatened .
Alt h o u g h u n l i kely to do so i n co m bat, a p h i leth i s can a l s o mod ify p ro b a b i l ity i n s m a l l ways , s uch as m a k i n g
a rope b reak, ca u s i n g a g u st o f w i n d t o c l o s e a door, a n d so fo rt h . They d o t h i s t o m a n i p u l ate eve nts i n
t h e i r favo r. I f t h e m a n i p u lation affects a PC, t h e G M c a n fo rce t h e c h a racte r t o re ro l l a d i e a t a n y t i m e . ( I t
a l so begs fo r freq uent G M i ntru s i o n s . )
I nteraction: P h i leth i s are not automatically hostile. I f engaged i n conversation, they m ight respond i n t h e i r stran ge,
mach i n e l i ke voices, s peaki ng i n the n ative language of whomever they tal k to. H owever, such i nterchanges
u s u a l ly make a p h i leth i s more enigmatic rather than less. Their explanations for t h i n gs ra rely make sense, and
the q uestions they ask seem u n rel ated to anyt h i n g goi n g on around them.
A typical p h i leth i s i nteraction m i ght go as fo l l ows.
H u m a n : Who a re yo u a n d what a re yo u d o i n g here?
P h i l et h i s : The moon i s fu l l , a n d the roses wi l l bloom
i n j u st 437 h o u rs .
H u m a n : What a re yo u ta l k i n g a b o u t ?
P h i l et h i s : When y o u we re e l even years o l d a n d
p l ay i n g w i t h t h at ba l l , why d i d yo u bou nce it th ree
t i m e s aga i n st the wa l l but fo u r t i m e s aga i n st t h e
gro u n d ?
H u m a n : H ow d o yo u know a nyth i n g about w h e n I
was a c h i l d ?
P h i l et h i s : The galaxies w i l l co l l id e soo n . We m u st
p re p a re.
Use: Phi lethis are meant to be an enigma. Players
should never fu l ly understand the creatu res, and
if they believe that they do, someth ing should
happen to show that they are wrong. Moreover,
the PCs should find out at odd times and in odd
ways that the p h i lethis are i nvolved-or at least
appear to be i nvolved-i n s u rprising situations.
Are they j u st observi ng, or are they manipu lating
events somehow? And if so, why? The q uest for this
knowledge could be the basis for an entire campaign.
Loot: P h i leth i s always h ave 1 d 6 cyp h e rs a n d an
a rtifact of some k i n d .

252
LI M E NE
CREATURES

RASTER 4 ( 1 2)

Rasters a re b i o mech a n ical creat u res t h at u s e anti gravity s u s pe n sors a n d l a rge, bat l i ke w i n g s to carry G M I ntrusion: A loud
t h e m s e lves a l oft at great s peed d e s p ite t h e i r s ize. A typical raster h a s a 3 0-foot (9 . 1 m) w i n g s p a n . They a re sound scrambles the senses
n ative to the l a n d of Ancuan i n t h e southern region of the Steadfast. of the raster and it goes
berserk, making an extra
M otive: H u n gers fo r fl e s h
attack on its turn.
Envi ronment: Rasters dwe l l i n cl utch e s o f t h ree t o five, u s u a l ly n ot fa r fro m a l a rge b o d y o f wate r.
H ealth : 1 8
Damage I nflicted: 4 poi nts Ancuan, page 7 66
Armor: 1
M ovement: Lo n g wh i l e flyi n g; s h o rt w h i l e on the gro u n d
M odifications: Pe rce pt ion with i n l o n g ra n ge a s l evel 5 , but beyo n d t h at, as l eve l 2 .
Com bat: Rasters avo i d d a n ge r a n d co m bat if pos s i b l e. I f they m u st fight, they p refer t o u s e a l o n g- ra n ge
e n e rgy ge n e rator i n t h e i r h ead t h at fi res b u rsts of i n v i s i b l e e n e rgy (long ra n ge, 6 poi nts of d a m age) . They
n ever fight to t h e death, as it i s u s u a l ly easy fo r them to escape by flyi n g away.
I nteraction: Somet i m e s rasters a re e n co u nte red i n t h e w i l d , nest i n g on rocky i s l a n d s a l o n g the coast. M o re
ofte n , h owever, they a re tamed , tra i ned, a n d used as aeri a l m o u nts. Riders u s e s o n i c p rods to control
them.
Use: A s m a l l cl utch of rasters h a s m oved i nto a r u i ned k e e p n ot fa r fro m a s m a l l tow n . The m ayor, who wants
to refu r b i s h a n d u s e the kee p , seeks m e rce n a ries to clear out the raste rs. M eanwh i l e, local ra i d e rs h ave

Loot: The b i o mech a n ical n at u re of a raste r mea n s t h at its body conta i n s 1 d6 - 2 cyp h e rs (wh i ch a l so m e a n s
put the wo rd out t h at they wo u l d pay we l l for any yo u n g rasters b rought to them a l ive.

t h at some bod ies h ave n o n e) .

Many have seen epic battles


between rastriders and
xi-drake-mounted Angulan
knights in the skies over
the lands ofthe southern
Steadfast.

253
RAVAGE BEAR 4 ( 1 2)

G M I ntrusion: In its A ravage bear is a h i deous m a m m a l i a n p red ator t h at h u nts entirely by sense of s m e l l . It is b l i n d a n d nearly
rage, the beast makes an d eaf, but it sti l l t racks and senses p rey easi ly. I t i s ve ry p rotective of its yo u n g, and if h u n g ry, it i s extre mely
extra attack with a + 2 d a n ge ro u s . Ot h e rwise, it gives most creatu res a wide bert h .
bonus. M otive: H u n gers fo r fl e s h
Envi ronment: Ravage bears dwe l l a l o n e o r i n p a i rs ( u s u a l ly w i t h a few c u b s) i n wood ed , rocky, o r
m o u n ta i n o u s a reas, typ i ca l ly i n co l d o r temperate c l i mes.
H ealth: 20
Damage I nflicted: 7 poi nts
Armor: l
M ovement: Lo n g
M odifications: M a kes M i ght defe n s e ro l l s a s l evel 6. R u n s , cl i m b s a n d j u m p s a s l evel 7.
Com bat: The ravage bear gra b s foes with its powe rfu l a r m s , holds t h e m fast, a n d t h e n sq ueezes a n d tears
at them u nt i l t h ey a re dead . I t can h o l d o n ly o n e creatu re at a t i m e . Wh i l e a ravage bear i s h o l d i n g a
creat u re , it can attack o n l y t h e h e l d creat u re . I n each ro u n d t h at a h e l d creatu re does n ot escape, it s u ffe rs
4 points of d a mage i n add ition to d a m age fro m attacks made aga i n st it.
A ravage bear can move very q u ickly in s h o rt s p rints. I n co m bat, it can go i nto a n i n s a n e fury and wi l l fight to
the death. l f it takes 1 0 o r m o re poi nts of d a mage, its defe n s e is red uced by one ste p , but its attacks a re
i ncreased by o n e ste p .
Ravage b e a r s a re i m m u n e to v i s u a l effects, s u c h as i l l u s i o n s . H oweve r, olfactory effects can co nfuse a n d
" b l i n d " it te m po rari ly.
I nteraction: Ravage bears a re a n i m a l s a n d act l i ke a n i m a l s .
Use: Ravage bears a re l i kely c h a n ce encou nters i n the w i l d e rness fo r u n l ucky trave lers.

254
LI M E NE
CREATURES

RUBAR 2 (6)

I f a catfish l ived on l a n d , b reathed a i r, and had s ix tiny legs, it wou l d be a rubar. These fis h l i ke creat u res can grow G M I ntrusion: A normal
as long as a m a n ' s arm, and they s l ither across s u rfaces u s i n g their legs and powerfu l ta i l . Like their sea-fa ri n g sized rubar delivers a
stunning shock even if only
b ret h re n , ru bars eat dead matte r from the s u rfaces o f stone, synt h , meta l , and anyt h i n g else they come across.
one barbel hits. A large
They h ave two to four sets of barbe l s . U s i n g these l o n g wh i s kers, rubars send e l ectric c h a rges i nto t h e a i r rubar stuns a foe for 7d6
a s a type o f rad a r, h e l p i n g t h e m navi gate t h e enviro n ment. rounds.
M otive: Self.defe n s e
Envi ronment: Anywhere t h at co l l ects dead m atte r
H ealth: 6
Damage I nflicted: 2 poi nts
Armor: 2
M ovement: S h o rt
M odifications: Pe rce pt ion as l evel 4 .
Com bat: R u b a rs a re n ot aggress ive u n l e s s t h reatened . They typ i ca l ly res pond to d a n ge r b y d i s p l ay i n g t h e i r
l a rge m o u t h a n d fl a s h i n g t h e i r fi n s t o a p p e a r l a rge r. I f t h ey sti l l fee l th reate ned, they attack, b i t i n g a n d
u s i n g t h e cu rrent i n t h e i r barbe l s to d e l iver a n e l ectric s h ock.
A barbel attack ca u ses 2 poi nts of a d d i t i o n a l d a m age. If at least two barbe l s s u ccessfu l ly stri ke a n opponent, Precariun is a hardy,
h e m u st m a ke a M i ght defe n s e ro l l o r be stu n ne d , l o s i n g h i s n ext t u r n . The stre n gt h of t h e s h ock is drought-resistant herb that
d i rectly re l ated to t h e s ize of the rubar, with l a rger creatu res e m itt i n g more powe rfu l s h ocks. Rarely, a grows in highland regions.
It m ust be dried before it
rubar wi l l grow u p to 8 feet (2 .4 m) long. A s peci m e n of t h at s ize i s l evel 3 (9) , h a s + 1 0 health , i n fl icts 2
is used or it kills the rubar
add iti o n a l poi nts of d a m age with its barbe l s , a n d can stun a foe with a s i n g l e barbel h it. that im bibes it. Dried or
I nteraction: Ru bars can be domesticated by those with acce s s to t h e herb p recari u n , which s l ows the fresh, it is likely to give
creat u res and decreases t h e i r a b i l ity to u s e e l ectric c h a rges. Peo p l e who domesticate rubars typ i ca l ly use humans a severe stomach
them fo r clea n i n g a home o r b u s i n e s s . Occa s i o n a l ly, the creatu res a re u sed by healers, gangs, a n d ot h e rs ache.
for clean i n g u p after deat h s , accidents, or s i m i l a r eve nts.
Use: F i n d i n g a d o mesticated rubar in a civi l ized a rea ad d s a wo n d e rfu l ly exotic touch .

SARRAK 5 ( 1 5)

A s a rra k is a fearsome p red ator i n the N i nt h Wo rld, although it m i ght origi n a l ly h a i l from e l sewhere. It h a s GM I ntrusion: The sarrak,
the body o f a m a s s ive p red ato ry cat, a b o u t 8 feet (2 .4 m) long, w i t h s l eek m u scles a n d b l ack fl e s h . Its h e a d , acting out of turn, takes
control of a device that
h owever, a p pears t o be a 3 -foot-wide (0. 9 m) b a l l o f swi rl i n g e n e rgy, s u rro u nded b y d oze n s o f m eta l l ic
the character is about to
p l ates t h at m ove as if i n orbit a ro u n d t h e e n e rgy. D e s p ite looki n g somewhat l i ke an a n i m a l , a sa rrak i s use against it. The sarrak
extraord i n a rily i nte l l i gent. I t i s b i o m ech a n ical i n n atu re a n d taps i nto t h e m i n d s o f oth e r creatu res o r t h e deactivates the device or
co ntro l s o f e l ectrical devices t o i t s own e n d s . perhaps turns it against its
M otive: Seeks powe r owner.
Envi ronment: Anywhere
H ealth: 2 3
Damage I nflicted: 5 poi nts
Armor: 1
M ovement: Lo n g
M odifications: Res i sts deception a s l evel 8.
Com bat: In d i rect co m bat, a sa rrak can u s e its
cl aws to s l a s h at foes. Fa r more effective,
h owever, is its a b i l ity to control the act i o n s
of oth e r creatu res with i n s h o rt ra n ge who
fa i l at a n I nte l l ect defe n s e task. O n ce the
s a rra k esta b l i s h e s co ntro l , t h e vict i m can atte m pt a n ew I nte l l ect d efe n s e task eve ry 28 h o u rs . Co ntrol
l a sts only w h i l e t h e creatu re i s with i n s h o rt ra n ge of t h e sa rra k.
Li kewise, a s a rra k can use a n action to control a l most any e l ectrical d evice with i n s h o rt ra n ge a s if it h e l d the
ite m . I t can ca u s e the d evice to activate o r operate. N o ro l l i s req u i red fo r this co ntro l , so b ri n g i n g any
sort of d evice close to a s a rra k i s d a n ge ro u s .
S a rra ks heal very q u ickly, rega i n i n g 2 poi nts per ro u n d when d a m aged . Th i s rege n e ration sto ps when they a re
dead .

255
I nteraction: A s a rra k is wise and i n ge n io u s . I t sees oth e r creat u res as too l s to be u sed fo r its own e n d s , but
somet i m e s it i s wi l l i n g to hear what a tool h a s to s ay. I t i s most i nterested i n offers of powe r o r advantage
but doesn't seek wealth fo r its own s a ke. S a rraks res po n d poorly to t h reats o r i nt i m i d ation and a re ve ry
d i fficult to trick or d eceive.
Use: M ost l i ke ly, a s a rra k l a i r is fi l led with co ntro l led creatu res and devices it can activate fo r defense or
a s s i stance. I t m i ght h ave co m p l ex p l a n s in motion and co u l d be the secret powe r beh i n d a scheme
i nvolvi n g many creat u re s , peo p l e , o r mach i n e s (or all th ree) . A s a rra k wo u l d l ove not h i n g m o re t h a n to
Stratharian war moth, take control of a whole co m m u n ity-s uch as a v i l l age, a tribe of a b h u m a n s , o r a cl u ster of Strat h a r i a n
page 261 war mot h s-to serve i t s e n d s .
Loot: I n its l a i r, a sa rrak h a s 1 d 6 + 2 cyp hers a n d o n e o r two a rtifacts.

SATHOSH 3 (9)

G M I ntrusion: The Sath o s h a re gaunt a b h u m a n s t h at h ave a l o n g tentacle writ h i n g fro m where t h e i r face s h o u l d be. They a re
sathosh's tentacle trips s i lent, a n d they see a n d com m u n i cate via s u b s o n i c p u l ses t h ey e m it a l most co n stantly. It is perhaps e a s i e r to
the character, who falls th i n k of t h e m as h avi n g hyper-acute heari n g a n d a sort of s o n a r.
prone and loses a turn.
Sath o s h a re com m u n a l creat u re s , t h rivi n g on the p resence of oth e rs of t h e i r k i n d a n d l iv i n g without any
type of h i erarchy. They a re k i n d a n d l ovi n g to o n e a n other but h atefu l a n d cruel to a l l oth e r l i fe.
M otive: H u n gers fo r b l ood
Envi ronment: S at h o s h dwe l l in packs of at least s ix-a n d u s u a l ly closer to twe lve-a nywhere but the co ldest
c l i mes.
H ealth: 9
Damage I nflicted: 3 poi nts
M ovement: S h o rt
M odifications: Cl i m b s as l evel 5 . Re s i sts mental attacks as l evel 6.
Com bat: A swarm of four sat h o s h can attack a s i n g l e foe i n melee, making o n e level 5 attack t h at i n fl icts
6 points of d a mage. Fu rt h e r, two sat h o s h next to each oth e r can j o i n t h e i r m i n d s in com m u n i o n a n d
l a u nch a m e n t a l attack o n o n e ta rget a t s h o rt ra n ge; it i nfl icts 6 poi nts o f I nte l l ect d a mage a n d ignores
Armor.
Sath o s h feed on the b l ood of creat u res they s l ay, absorb i n g it t h ro u g h t h e i r tentacle.
I nteraction: Without some kind of s u bs o n i c d evice o r mental powe rs, it i s i m po s s i b l e to s peak to o r
u nd e rsta n d sathos h .
Use: A local farmer re ports t h at a stra nge creatu re h a s i nvaded h i s h ay barn.
Loot: Each sat h o s h i s l i kely to h ave a l i ght or med i u m weapo n-a knife, a sword , a s pear, a d a rt th rowe r, a n d
so o n . A s at h o s h l a i r h a s 1 d l 00 s h i n s , oth e r m i sce l l a n eous g e a r o r good s , a n d p robably a n odd ity o r two.

256
LI M E NE
CREATURES

SCUTIMORPH 3 (9)

G M I ntrusion: The
Scuti morp h s look l i ke h u ge b rown ce nti pedes or m i l l i pedes. M ostly pass ive, they p refer to defe n d without
scutimorph is tougher than
attacki ng. They s pe n d most of their l ives co i l ed a ro u n d l a rge t u bes o r trees, absorb i n g n utrients fro m others ofits kind and has
wh ateve r l i q u i d s a n d creatu res get stuck to t h e i r sticky s u rfaces. Although t h ey typ i ca l ly i n h a b it a reas i n + 70 health.
gro u p s , each scuti morph u s u a l ly h a s its own tree o r t u be .
When the creatu res sta n d , it's a p p a rent t h at t h ey h ave h u n d reds of legs, e a c h a s b i g a ro u n d a s a m a n ' s
wrist. T h e i r sta n d i n g h e i ghts a re 6 t o 8 feet (1 . 8 t o 2 . 4 m) , a n d t h e i r bod ies a re typ i ca l ly twice t h at i n l e n gt h .
Scuti morp h s h ave a p a i r o f l a rge front p i ncers t h at p rotrude when the creatu res fee l th reate ned; t h e s e p i n cers
deal 4 poi nts of d a mage.
M otive: Self-defe n se
Envi ronment: Te m p e rate or warm wood l a n d s (or s i m i l a r a reas)
H ealth: 1 2
Damage I nflicted: 4 poi nts
Armor: 6
M ovement: S h o rt
M odifications: Cl i m b s as l evel 6. When co i l ed with o n ly its exos keleton exposed , defe n d s as l evel 8.
Com bat: When touched o r attacke d , a scut i m o rp h ' s exo s ke l eton exu des a vaporo u s s u b stance t h at m a kes
the creatu re s l i ppery. O n a seco n d attack, the s u b stance turns sticky; anyone who touches t h e creatu re at
this stage i s stuck fo r o n e ro u n d (th e vict i m loses his tu rn) . I f t h e scuti morph co nti n ue s to be attacke d , it
rea rs up fro m its position co i l ed a ro u n d the t ree, its l a rge fro nt p i n ce rs seeki n g to d a m age the one who
h a rmed it. I f o n e scuti morph attacks, t h e oth e rs beg i n to respond a s we l l , fight i n g a s a gro u p .
I nteraction: Scuti m o rp h s a re l a rge i n sects a n d beh ave as s u c h .
Use: Scuti m o rp h s i n h a b i t many fo rests a n d s e m i fo rests o f t h e N i nth Wo rld-anywhere there a re vertical
tru n ks , p i pe s , o r ot h e r ta l l , ro u n d fixt u res. They often o b struct t h e pat h s of exp l o rers who a re atte m pti n g
to cl i m b .
Loot: Scut i m o r p h s a re d i fficu lt t o ki l l a n d d o n ' t offe r m uch i n the way o f l oot. H oweve r, those with knowledge
of the n u menera m ay fi n d u s e for t h e i r o i ly or sticky s u b stances, which exi st i n s m a l l g l a n d s ben eath the
exo s ke l eto n .

257
SESKll 2 (6)

G M I ntrusion: The seskii Rese m b l i n g l a rge dogs in statu re and move m e nt, these fo u r-footed creat u res a re cove red in h a rd ,
is so tenacious that it ove rl a p p i n g sca l e s . T h e i ntricate patte rns o n t h e sca l e s ra n ge fro m gree n i s h - b rown t o b l ack- a n d -wh ite
continues to fight even s potted to the red d i s h h ue of e m be red coa l s . Fro m t h e i r backs grow a m a s s of o rga n i c crysta l s . Sta n d i n g
after its health is gone;
about knee- h i gh t o most h u m a n s , s e s k i i h ave l a rge teet h , poi nted ears, a n d b u l bo u s ta i l e n d s .
treat the creature as if
it had 1 0 more health M otive: H u nger o r l oyalty
than normal. Further, Envi ronment: Anywhere, eve n u rb a n a reas
in this state, it inflicts H ealth: 6
1 additional point of Damage I nflicted: 2 poi nts
damage. Armor: 2
M ovement: Lo n g
M odifications: Attacks a s l evel 3 if wea r i n g any type o f m a n ufactu red armor, i n c l u d i n g a s p i ked co l l a r,
d a ggered ta i l cover, or synthclaws. Defe n d s aga i n st p i e rci n g wea p o n s as l evel 3 .
Com bat: S e s k i i typ ically attack with t h e i r teet h a n d t h e h a rd , b u l bo u s t i p s o f t h e i r ta i l s , although they
m i ght a l so claw or p o u n ce. Wh i l e t h e crysta l s p rovide armor, t h e i r sca l e s p rovide t h e m with add iti o n a l
p rotection aga i n st p i e rci n g wea p o n s .
I nteraction: S e s k i i e n gage i n co m b at fo r o n e of two rea s o n s : h u nger o r loyalty.
When h u ngry, they often attack anyt h i n g t h at seems ed i b le, i n c l u d i n g oth e r seski i . When they attack h u m a n s ,
it i s typ ica l ly t o s n atch any food bei n g carried a n d race o ff with i t , rather t h a n eati n g h u m a n fl e s h .
Nanas and numenem I n terms o f l oyalty, s e s k i i m a y become p a rticu l arly d evoted t o a nyth i n g a n d a nyo ne, i nc l u d i n g oth e r seski i ,
crofters value seskii crystals
h u m a n s , statues t h at seem l i ke creat u res, a n d p l aces they ca l l home. They wi l l fight t o t h e d eath to
as useful components
in information storage defe n d a p l ace o r person t h ey deem a s t h e i r own .
devices. Occasionally, I f a seski i i n t h e w i l d i s wea ri n g m a n u factu red armor, i t m e a n s t h e creatu re was o n ce someo n e ' s favo red
seskii shed the crystals co m pa n i o n . There is a good c h a n ce t h at the person is n ow l o n g dead, as a seski i wo u l d n ot leave h e r s i d e
naturally, but more often, wh i l e s h e l ived .
they must be cut from Use: I ntel l i gent a n d loya l co m pa n i o n s , seski i can be tra i ned i n vari o u s method s of h u nt i n g, stea lth, a n d
the creatures. Crystal
poaching is common. attack b y t h o s e who h ave s ki l l s w i t h a n i m a l s . M a ny h u m a n s o utfit t h e i r ses k i i w i t h s peci a l types of
wea p o n s and armor-s p i ked co l l ars a re a favorite.

258
LI M E NE
CREATURES

SNOW LOPER 3 (9)

Ta l l a n d t h i n - l egged , a s n ow loper i s a fast- mov i n g o m n ivore. It h a s a ve ry s h o rt neck a n d a l a rge head with a G M I ntrusion: The snow
wide, toothy m o u t h . Lo n g h a i r cove rs its rou n d i s h , m u scu l a r body. I m med i ately below its mouth a re two t h i n loper gains an immediate
a r m s with two-fi ngered h a n d s t h at i t u s e s m a i n ly fo r gra s p i n g food o r n avigat i n g treachero u s c l i m bs . S i n ce it extra action, which it uses
l acks th u m bs , it does n ' t rea l ly use too l s .
to bolt away.
M ost peo p l e s pecu l ate t h at the s now l o p e r i s a genetica l ly e n g i n ee red creatu re i ntended t o be u s e d a s a
m o u n t i n stee p , rocky enviro n ments. I n t h e N i nth Wo r l d , h owever, many s n ow l o pers roa m w i l d .
M otive: Self-defe n se
Envi ronment: S n ow l o pers l ive i n s m a l l packs i n cold c l i m e s or h i gh altitudes.
H ealth: 1 2
Damage I nflicted: 3 poi nts
M ovement: Lo n g
Com bat: A s n ow l o p e r c a n defe n d itself
with a vicious bite, but more t h a n Rumors speak that in the
l i kely, it flees fro m d a n ger. ast, warm lands to the
On an i ntu itive l eve l , a s n ow loper can north dwell tan, hairless
lopers identical in all other
sense creat u res with i n s h o rt ra n ge
ways to snow lopers.
t h at mean it h a r m .
I nteraction: S n ow l o p e r s m a ke exce l lent
m o u nts. They can bear a rider and
h u n d re d s of pou n d s of gear a n d
sti l l cl i m b p reca rio u s h e i ghts. They
travel at great s peed , see m i ngly
without gett i n g t i red .
If a w i l d s n ow loper is caught, it can be
tamed a n d tra i ned re l atively q u ickly,
beco m i n g coo pe rative a n d doci le.
The creat u res a re s l ightly more
i nte l l i gent t h a n typ ical a n i m a l s , a n d
some can eve n be tra i ned to u s e
a n oetic cyp hers a n d oth e r s i m p l e
device s .
Use: M ost l i ke ly, cha racte rs e n co u nter
a s n ow loper as a mou nt, probably
i n t h e service of a scout, a trad e r, o r
a n exp l o re r.
Loot: A s n ow loper h a s o n ly what its
rider gives it.

259
STEEL SPIDER 3 (9)

Stee l s p i d e rs a re creatu res of l iv i n g metal t h at s p i n i n cred i b ly t h i n we b s a l so made of m eta l . When Yva ra s t h e


jack a n d h e r co m p a n i o n s exp l o red the Ca l l ostri n , a n a n cient mach i ne-co m p l ex b u ried ben eath the s a n d s o f
Cold Desert, page 208 the Co l d Desert, s h e e n co u ntered a nest of steel s p i d e rs a n d had t h i s to say:

"We had a glowglobe to light our way. Suddenly someone says they see something sparkling right in front of me. In
the light, right? I stopped right off, and if I hadn 't, I wouldn 't be telling you this now-I'd be in three orfour pieces on
that floor. See, I reached out with my dagger to touch what it was. just a few strands ofspider web stretched across the
walkway. That's all, right? Except touching it with my dagger cut into the blade a halfinch. A good iron blade, ruined!
That's how sharp and strong those things are. I turned around to tell Naeris, but then he says, 'It's shaking!' I turned
back to see a spider glistening like silver in our light. It was the size ofa dinner platter, moving along two ofthem thin
little strands right toward us ! Good thing we had that heat-cutter thatju/ran found. We used it like a weapon on the
spider as it approached. One blast with that drove it off, and we got outta there. Naeris said that as we left, he saw
more of'em. A whole network oftheir webs strung everywhere. I don 't want to go back there anytime soon. "

GM I ntrusion: The M otive: H u n gers for fl e s h


character brushes up Envi ronment: Livi n g i n s m a l l n e s t s o f t h ree o r fo u r, steel s p id e rs s p i n t h e i r we b s i n d a rk ru i n s , s u bterra n e a n
against a web strand he
loca l e s , a n d w i l d e rn e s s a reas of any c l i m ate.
did not see, suffering 4
points of damage. H ealth: 9
Damage I nflicted: 3 poi nts
Armor: 2
M ovement: S h o rt
M odifications: B a l a nces a n d cl i m b s as l evel 6.
Com bat: Steel s p i d e rs atte m pt to catch p rey i n their we b s . H owever, the we bs a re n ot sticky-th ey a re razor
s h arp a n d easily cut t h ro u g h any material ( i n cl u d i n g flesh) l owe r than l evel 5 , i n fl i ct i n g 4 poi nts of
d a m age. The stra n d s a re so t h i n t h at it' s easy to wa l k i nto them by accide nt. An I nte l l ect task (level 3 ) is
needed to see them in time. S eve r i n g a we b req u i res at least 2 points of d a mage fro m a n e n e rgy attack o r
fro m a b l a d e h i g h e r t h a n l evel 5 .
I f t h e webs d o n 't k i l l p rey i m med i ately, t h e stee l spider moves i n t o attack with its b ite. T h e creat u re ' s s p i n n e rets
a re in its mouth, and a b ite i njects a vict i m with the meta l l ic stra n d s . Vict i m s who fa i l a M i ght defense
rol l take 4 poi nts of S peed d a m age that ignore Armor as their m u scles and ten d o n s a re torn apart by the
i nvas ive i njection. Th i s d a m age i s i n add ition to the normal 3 poi nts of d a m age from the b ite.
I nteraction: I nte raction with steel s p i d ers is nearly i m po s s i b l e beca u s e they t h i n k o n ly of eat i n g . Alt hough
they a re o rga n i c creat u re s , they ope rate a l most l i ke a utomato n s .
Use: Wh i l e wa n d e r i n g t h ro u g h a n ancient co m p l ex, the P C s fi n d a h atch i n the floor, wh ich lead s t o a s h aft
go i n g d own . But ca n ny eye s m i ght see t h at the s h aft i s cris s-crossed with t h i n , s i lvery fi l a m e nts. The
exp l o rers wi l l h ave to fi g u re out h ow to get down t h e s h aft without bei n g cut to ri b b o n s .
Loot: I f very ca refu l ly c u t and stored, a stee l s p ider's we b stra n d s c a n be u s e d as d e a d l y ga rrotes or cutt i n g too l s .

260
LI M E NE
CREATURES

STRATHARIAN WAR MOTH 2 (6)


G M I ntrusion: The light
B red fo r battle in a prior worl d , these creat u re s a re gigantic mot h s with pale ye l l ow w i n g s and bod ies t h e from the moth's wings
co l o r of s k u l l s . M ost h ave a w i n g s p a n of at least 5 feet (l . 5 m) . When they open t h e i r wings wide, they s h ed a causes the PC to move one
b ri l l i a n ce t h at withers fl e s h without h a rm i n g n o n l iv i n g o bjects. step down the damage track.
M otive: H u n gers fo r battle
Envi ronment: Any
H ealth: 6
No one knows the origin
Damage I nflicted: 2 poi nts or meaning of the word
M ovement: Lo n g wh i l e flyi n g; i m med i ate wh i l e o n t h e gro u n d . "Stratharian. "
Com bat: Strat h a r i a n w a r m ot h s c a n swoop i n t o attack with a b ite, b u t t h e i r major offe n s ive powe r i s t h e
fl e s h -witheri n g l i ght fro m t h e i r w i n g s . The l i ght m a n ifests a s a s h o rt-ra n ge c o n e o f e n e rgy t h at i nfl icts 4
poi nts of d a m age to l iv i n g creat u re s . Creat i n g t h i s l i ght req u i res an act i o n , a n d a moth can u s e t h e a b i l ity
o n ce eve ry ot h e r ro u n d . If a moth is red uced to 3 health o r l e s s , it fl ies away.
A Strat h a r i a n war moth is i m m u n e to m i n d - i n fl u e n c i n g effects.
I nteraction: The war m ot h s th i n k o n ly i n terms of battle.
Use: Strat h a r i a n war mot h s m a ke fo r a d a n ge ro u s encou nter, u s u a l ly i n the wild. H oweve r, a wa n d e ri n g pack
co u l d co m e u p o n a v i l l age a n d terrorize it, kee p i n g peo p l e trapped i n their homes until help a rrives
perh a p s in the form of trave l i n g PCs.

"Stratharians" were not the ones to create the war moths, but
were the first to find and make use of them in the early days of the
Ninth World. The Stratharians are gone now, destroyed by the ery
creatures they sought to unleash on their enemies.

26 1
TETRAHYDRA 3 (9)

"The tetra hydra is clearly a creature of bizarre standing, as it has no feet. Perhaps it stays aloft eternally or lands
upon its great beaks to rest. "
-Ca rl Li n n a l , n at u ra l i st

G M I ntrusion: More These l a rge creat u res, a p p roxi m ately 6 feet ( 1 . 8 m)


tetrahydras swoop into ta l l , look l i ke b l ack-feathered tetra h e d ro n s with beaks
the fight! 7d6 more of a n d b i g wings. Based o n re ports fro m a n early N i nth
them join the fray.
Wo rld n at u ra l i st, they were bel ieved to be legless.
H owever, tetra hyd ras h ave fo u r tentacles t h at t h ey
keep co i l ed a l o n g t h e i r l ower h a l f. The tentacles
u nco i l a n d can be used a s feet a n d wea p o n s .
M otive: Protect i n g t h e i r eggs
Envi ronment: Anywhere
H ealth: 1 5
Damage I nflicted: 4 poi nts
Armor: 2
M ovement: Lo n g wh i l e flyi n g; i m med i ate wh i l e o n
the gro u n d .
Combat: Tetra hyd ras attack from the a i r, com i n g d own at perceived enemies q u ickly, their wings folded back for
m axi m u m s peed . They attack fi rst with one of their fo u r beaks and then with their tentacles, which gri p and
squeeze p rey. Sometimes they attack alone, but more often they attack i n gro u p s of t h ree o r more.
Tetrahyd ras fight to p rotect t h e i r eggs, which take two yea rs to h atch a n d a re s ituated i n l a rge n e sts as h i gh
u p a s the creatu res can b u i ld t h e m .
I nteraction: Tetra hyd ras a re a n i m a l s a n d act a s s u c h .
Use: P C s a re l i kely t o run afoul o f tetrahyd ras o n ly if they d i st u rb a n e s t . H owever, a foe s k i l led i n a n i m a l
tra i n i n g co u l d h ave a covey o f t h e m t h at serve as attack beasts.

THUMAN 2 (6)

G M I ntrusion: The The thuman sat on its haunches, multijointed legs folding beneath it. It looked up at its master with narrow, black
thuman's defensive eyes. Red dust covered the furry crest atop its head.
action foils an attack Calaval set his heavy pack down, exhausted. He bent down and brushed the dirt and dust away from it, and then
against its master. did the same for his clothes. Finally, he brushed the red dustfrom the thuman. "Don 't worry, Feddik, " he whispered.
"You won 't have to go inside. I 'll have to do that alone. "
Calaval, the original -Sacred C h ro n icle of H i gh Fath e r Ca l ava ! , Amber Pope a n d Fo u n d e r of t h e Citad e l of the Con d u it a n d the
Amber Pope, has O rd e r of Truth
many stories and feats
attributed to him. Only A t h u m a n looks m uch l i ke a l a rge h o u n d , although it has a face t h at i s a l m ost h u m a n . Its to u g h , leat h e ry
he knows which are fl e s h is cove red i n s h o rt h a i r exce pt for a l o n ge r tuft at t h e top of its head t h at rese m b l e s a crest.
true, and he is long gone
M otive: Loya lty
from this world. See
"The Amber Monolith, " Envi ronment: Any (u s u a l ly in civi l ized a reas)
page 6. H ealth: 6
Damage I nflicted: 2 poi nts
Am ber Pope, page 733 M ovement: S h o rt
M odification: Perception as l evel 5 .
Citadel ofthe Conduit,
Com bat: A t h u m a n attacks with a bite. I t fights t o t h e d eath i n defe n s e o f i t s m a ster, b u t oth e rwise i t u s u a l ly
page 223
atte m pts to avo i d co m bat.
Order of Truth, page 222 I nteraction: Thu m a n s a re i nte l l i gent and affa b l e co m pa n i o n s , extre mely loya l to t h e i r m aste rs. They d o n ' t
s peak, but they u n d e rsta n d l a n guage we l l a n d can be tra i ned to fo l l ow a v a s t n u m be r of co m m a n d s .
There i s a n u nwritten code a m o n g t h u m a n m a sters t o t reat t h e i r co m pa n i o n s extre mely we l l-more l i ke
a friend or a l ly t h a n a pet. The loss of a t h u m a n co m p a n ion is l i ke the l o s s of a close fa m i ly m e m b e r.
Use: T h u m a n s a re a l most n ever e n co u nte red i n t h e w i l d ; t h ey actively seek the co m pany of h u m a n s . The PCs
l i kely e n co u nter a t h u m a n at the s i d e of its m a ster. A c h a racte r who wants a t h u m a n pet s h o u l d v i s it a
b reed e r i n a v i l l age or tow n , most of whom wi l l entrust a p u p o n ly to particu l a rly re l i a b l e m aste rs.

262
LI M E NE
CREATURES

TRAVONIS U L 6 ( 1 8)

A writh i n g m a s s of te n d r i l s 1 5 feet (4. 6 m) acro s s a n d 1 2 feet (3 . 7 m) h i g h , a travo n i s u l is a creatu re G M I ntrusion: The travonis
ul'sfoe is overwhelmed by
fro m another wo rld t h at h u nts for cel l u l a r m ate rial to co n s u me . Th ree to five te n d r i l s a re p a rticu l arly long,
the flurry of tendrils and
with b u l bo u s ye l l ow eyes at a p p roxi m ately t h e i r m i d po i nt. O n e b road tentacle h a s a mouth with seve ra l becomes lost in the crushing
mandibles. mass of the creature's body.
A t ravo n i s u l i s a n i nte l l i gent creatu re, but it' s utte rly a l i e n to a l m ost eve ryt h i n g t h at dwe l l s i n t h e N i nth The victim automatically
Wo rld . I t does n ' t seem to speak, rea d , o r u s e too l s of any kind, but it clea rly u n d e rsta n d s a n d re spects the suffers 1 0 points of damage
n u m e n e ra . each round unless it can
free itself (a Might task) .
I s it a n extrate rrestri a l o r a n u ltraterrestri a l ? N o o n e knows fo r ce rta i n .
M otive: H u n gers fo r fl e s h o r p l a n t material
Envi ronment: Anywhere
H ealth: 3 6
Damage I nflicted: 6 poi nts
Armor: 3
M ovement: S h o rt I n the Caecilianjungle,
M odifications: S peed d efe n s e as level 5 d ue to s ize a n d s peed . If u s i n g its mouth, attacks as l evel 5 , i n fl i ct i n g there is a massive travonis
ul twice the size of any
8 p o i n t s o f d a mage.
other. It is level 7 0, with 60
Com bat: Th i s creatu re lopes fo rwa rd to attack in a n u n ga i n ly fa s h i o n , u s i n g some of its te n d r i l s as health and 4 Armor, and
pseudopod s fo r loco m ot i o n . I t fl a i l s a n d gra b s at p rey, a n d it also atte m pts to b ite with its terri b l e mouth inflicts 7 3 points of damage
(attacki n g as a l evel 5 creatu re a n d i n fl i ct i n g 8 poi nts of d a m age) . The travo n i s u l can attack u p to ten (7 7 points with its bite,
foes at o n ce (no m o re than one attack each ) , a s long a s they a re with i n s h o rt ra nge. attacking as level 9) .
In add ition to t h e d a mage it i n fl i cts, t h e touch of a travo n i s u l causes great pain a n d d i s ru pts n e rvo u s
syste m s . Anyo n e who i s struck b y t h e creatu re m u st m a ke a M i ght defe n s e ro l l ; t h o s e who fa i l a re
stu n n ed a n d lose t h e i r next t u r n .
I nteraction: A travo n i s u l l o o k s u po n a l l oth e r creat u res as fo o d o r e n e m ies { o r both) .
Use: Travo n i s u l a re some of the most d a n ge ro u s p red ators t h at h u nt i n the w i l d e rness or i n ancient ru i n s .
T h e a l i e n creat u res eat constantly, so w h e n o n e moves i nto a n a rea, i t q u ickly d e p l etes t h e region o f fl o ra
a n d fa u n a . I nte l l igent i n h a bitants u s u a l ly o rga n ize re s i stance or j u st flee.
Loot: I f a travo n i s ul i s s l a i n i n a n a rea t h at h a s i nte l l i gent re s i d e nts, somet i m e s corpses with va l u a b l e s can
be found in its m a s s-pe rhaps 1 d l 00 s h i n s ' wort h of good s a n d 1 d 6 - 1 cyp hers.

263
VARAKITH 5 ( 1 5)

G M I ntrusion: A A varakith i s a vaguely i n sect l i ke


varakith throws a not creat u re , 1 0 feet (3 m) long, with
yet-dead foe onto its
m u lt i p l e legs t h at e n d i n tips l i ke
back. The victim suffers
3 additional points of s pears. It uses these l a n ces to s kewe r
damage from the spines e n e m ies a n d d ra i n t h e m of b l ood ,
and is caught until he after wh ich t h e creatu re a d d s them to
can free himself with a its own body to serve as armor.
Might-based task that It came as a great s u rprise when
has a one-step increase in
the s c h o l a r N iomedes d i scovered
difficulty.
t h at the stra n ge n o i s e s the varakith
m a ke a re act u a l ly songs and h ave
mean i n g. U nt i l t h at poi nt, they
were a s s u med to be near- m i n d l e s s beasts. Va rakith " s peak" (or rather, " s i ng") by r u b b i n g two of t h e i r legs
toget h e r, which p rod u ces a tri l l i n g s o u n d . The song t h at N iomedes tra n s l ated went as fo l lows:
We fight and crush
Gnash and drink
The foe at our heels will be our bread
The foe at our heels feeds victories yet to come
Stronger today, stronger tomorrow
Vara kith war against
We fight
subterranean
communities of humans, We crush
such as those in Deep We gnash
Vormask (page 7 75) and The d i s cove ry t h at t h e varakith a re i ntel l i gent warmed no o n e ' s heart, for the creat u re s h ave a d a rk a n d
Vebar (page 202). blood t h i rsty s p i rit w i t h l ittl e res pect fo r oth e rs .
M otive: H u n gers fo r blood; l u sts after co m bat
Envi ronment: Va ra kith dwe l l a l o n e o r in p a i rs in any te m pe rate o r warmer reg i o n . They m a ke nests
u n d ergro u n d .
H ealth: 2 5
Damage I nflicted: 6 poi nts
Armor: 4
M ovement: S h o rt
M odifications: Res i sts p o i s o n s or d i sease as l evel 6 .
Com bat: I n co m bat, a varakith attacks w i t h its s pearl i ke legs. Those struck by a leg m u st m a ke a S peed
defe n s e ro l l o r be knocked p ro n e and h e l d i m m o b i l e . O n ly creat u res t h at a re s m a l l e r t h a n the varakith
can be held i m mo b i l e in t h i s way. A varakith can hold up to th ree such creatu res i m m o b i l e at o n ce .
I m m o b i l ized vict i m s lose t h e i r n ext t u r n . O n the varakith ' s n ext t u r n , it can a utomatica l ly b ite t h e h e l d
creat u re , d ea l i n g 4 poi nts o f d a m age a n d d ra i n i n g its b l ood-a n d i n add ition to t h i s b i t e , the varakith st i l l
takes its n o r m a l action fo r t h at t u r n . T h i s action co u l d b e t o attack t h e i m m o b i l ized vict i m with a n other
s pear-leg (th e d ifficu lty i s mod ified by two ste p s i n the varakith ' s favor: o n e step beca u s e t h e vict i m i s
p ro n e a n d another beca u s e h e i s h e l d d own) .
Vict i m s can try to free them selves o n ce t h ey can act, but they m u st m a ke a M i ght-based ro l l . Fa i l u re mea n s
t h at the varakith gets another a utomatic b ite.
A s l a i n creatu re i s tossed o n the varakit h ' s back, where the body i s caught o n s p i nes and hooks. Each co rpse
adds 1 to the varakit h ' s Arm o r fo r 28 h o u rs .
I nteraction: Va ra k i t h h ave n o res pect fo r oth e r creat u re s , although o n e t h at p roves i t s e l f i n co m bat m i ght be
wort h s peaki n g to if com m u n ication can be esta b l i s h ed . Va rakith see the wo rld as o n e big glad i atori a l
a re n a i n which they m u st co n stantly p rove t h e m s e lves . Eve n a re s pected co m bata nt i s sti l l a foe t o b e
ove rco m e eve n t u a l ly-l o n g-te rm a l l i a n ce i s n ot pos s i b l e. H oweve r, varakith a re n ot particu l a rly d ev i o u s
o r d u p l icito u s about t h e i r m i n d set. They m a ke t h e i r fee l i ngs known .
Use: Va ra kith a re exce l lent foes for PCs explori n g s u bterra nean a reas , and h avi n g these monstro u s t h i ngs turn
out to be fa i rly i nte l l i gent i s n ice twi st. Con s i d e r a scenario i n which a you n g m a n h i res the PCs to find h i s
b rother-a tough and skil led gla ive-who d i sappeared wh i l e exp lori n g a cave i n t h e h i l l s . O n ly afte r long
searches d o the cha racters d i scover that the b rother's co rpse now adorns the back of a vicious varakith .
Loot: The bod ies t h at varakith wea r as armor u s u a l ly h ave some u s efu l e q u i pment a n d probably a cyp h e r.

264
LI M E NE
CREATURES

XI-DRAKE 5 ( 1 5)

The l a rgest t h i n g to d a rken the N i nt h Wo rld s ky is the xi-d rake, a m a s s ive, wh ite- s k i n ned rept i l e with b road G M I ntrusion: The xi-drake
w i n g s , a l o n g ta i l , and a l a rge armored crest o n its head. The creatu re i s l i ght fo r its s ize, and the crest has a uses its mind-reading ability
u n i q u e organ t h at h e l p s it to fly (th o u g h no o n e knows p reci sely h ow it works) . to anticipate and negate
an opponent's attack(s) for
Xi-d rakes h ave keen s e n s e s , but more i m press ively, they can read the m i n d of any i n te l l i gent l iv i n g creatu re
one round.
at l o n g ra n ge a n d t h u s a re a l most i m po s s i b l e to d eceive. They b reed rarely but a re extremely l o n g- l ived .
M otive: O b l i gation a n d h o n o r
Envi ronment: Xi-d rakes nest i n m ated p a i rs ; ot h e rwise, t h ey trave l t h e wo rld a l o n e o r w i t h a s i n g l e rider/
co m pa n i o n .
H ealth: 22
Damage I nflicted: 5 poi nts
Armor: 2
M ovement: Lo n g wh i l e flyi n g; s h o rt w h i l e on the gro u n d .
M odifications: Pe rce pt ion as l evel 6 . A l l co m b at tasks aga i n st a l iv i n g o p ponent a s l evel 6 .
Com bat: Xi-d rakes a re stra i ghtforwa rd co m bata nts, attacki n g with a bite o r claws, b u t s i n ce t h ey read m i n d s
so e a s i ly, t h ey u s e t h i s i nformation t o a i d i n t h e i r attacks a n d defe n s e .
I nteraction: Xi-d rakes a re i n te l l i gent creat u re s . They ca n n ot s peak (te l e path ica l ly o r oth e rwise) , but t h e i r
a b i l ity t o read m i n d s a l l ows a sort o f com m u n i cati o n . T h e y a re n o t so m u c h t a m e d a n d t ra i ned a s t h ey
a re befri e n d ed .
D u e to a pact made m o re t h a n a h u n d red yea rs ago, xi-d rakes serve as mou nts for Angu l a n Kn i ghts . O nce a Angulan Knights, page 224
xi-d rake is bo u n d with a rider/co m p a n i o n , t h e two work i n co ncert u n t i l death (u s u a l ly the death of t h e
rider, s i nce xi-d rakes l ive fo r h u n d red s of yea rs) .
Use: Alt h o u g h t h ey can be e n co u ntered on t h e i r own , xi-d rakes a re perh a p s most i nterest i n g when u sed as
the co m p a n i o n s of Angu l a n K n i ghts.
Loot: Rarely, a xi-d rake i s outfitted with one o r two cyp h e rs o r a n a rtifact, but o n ly if it can u s e t h e d evices.

265
YELLOW SWARM 5 ( 1 5)

GM Intrusion: The Ye l l ow swa rms a re gro u p s of we i rd u ltrad i m e n s i o n a l i n sects. They m u st stay i n close p roxi m ity to o n e
swarm overwhelms the a n other, o r they lose t h e i r a b i l ity to re m a i n i n t h i s rea l ity. They look l i ke a s m a l l cloud of ye l low locu sts u nt i l
character, engulfing her. yo u get c l o s e e n o u g h t o s e e t h at they a re tra n s pa rent a n d o d d l y co nfigu red , with asym m etrical bod ies t h at
The difficulty of any h ave seven legs a n d five w i n g s .
actions she takes while
Yel l ow swa rms feed on various chemica l s i n the bra i n s and spi nes o f m a n y creatures i n the N i nth World.
engulfed is increased by
two steps. M otive: H u n gers fo r va rious o rga n i c co m p o u n d s
Envi ronment: Anywhere
H ealth: 1 8
Damage I nflicted: 5 poi nts
M ovement: S h o rt
M odifications: S peed d efe n s e as level 6 .
Com bat: A ye l l ow swarm m oves i n a n d attacks w i t h h u n d red s of t i n y b i t e s a n d sti n g s . The t r i c k of fight i n g a
swarm is t h at it fades i n a n d out of rea l ity, so eve ry ro u n d , t h e G M ro l l s a d6 (ye s , the G M ro l l s a d ie!) . I f
t h e res u lt i s 1 -3 , no attacks o r s peci a l a b i l ities wi l l affect t h e swarm i n t h at ro u n d , b u t t h e p l aye rs d o n ' t
learn t h i s u n t i l after they h ave declared t h e i r act i o n s . H oweve r, the swa rm always attacks j u st before o r
a ft e r fad i ng, so it i s always a b l e to affect creat u res i n t h i s worl d .
I nteraction: I t ' s n ot pos s i b l e t o com m u n icate w i t h a ye l l ow swa rm.
Use: Ye l l ow swarms often l i nger near i nterd i me n s i o n a l gates o r oth e r acce s s points, so the p resence of a
swarm is a good i n d i cator t h at a gate i s nea rby.

266
LI M E NE
CREATURES

The people of the Ninth World often refer t o extradimensional


entities such as the yellow swarm or the erynth grask as "demons. "
They think of them as supernatural, otherworldly beings ofpure evil.
The truth is often more complex, but the dangers that these creatures
pose make the Ninth Worlders' perceptions understandable.

YOVOK 3 (9)
G M I ntrusion: The yovok
The h o rrid yovoki a re s h o rt, s q u at a b h u m a n s with j a u n d iced s k i n d ra ped loosely ove r t h e i r fl a b by, h a i rl e s s spits two poisonous barbs at
bod ies. T h e y h u nt a n d ki l l fo r pleas u re, although they h a p p i ly e a t wh ateve r they ki l l a s we l l . I n fact, they eat once, making an additional
co n stantly and seem a b l e to d i gest a l most a nyth i n g. attack at another (or the
Yovoki a re too d i sord e red to h ave a strict gro u p h i erarchy. I n stead , t h ey all j u st ye l l a n d s n o rt and s q u e a l same) target.
u nt i l o n e of t h e m gets h i s way. There a re two yovo ki ge nders, but somet i m e s eve n t h ey ca n n ot te l l the
d i fference between t h e i r m a l e s a n d fe m a l e s .
M otive: Ki l l s fo r pleas u re, food , a n d d i s p l ays o f stre n gt h
Envi ronment: Yovoki wa n d e r i n s m a l l gro u p s of t h ree to s ix i n t h e m o u ntai n s a n d h i l l s .
H ealth: 1 2
Damage I nflicted: 3 poi nts One of the places you
Armor: 2 can encounter yovoki is
M ovement: S h o rt the underground cavern
known as Deep Vormask,
M odifications: Defe n d s as l evel 4. J u m ps as level 5 .
page 1 75.
Com bat: Alt h o u g h yovo ki wield s i m p l e melee wea p o n s l i ke kn ives, c l u b s , a n d s h o rt s pears i n t h e i r ch u b by
h a n d s , t h ey l ove to attack with the p o i s o n o u s barbs they p rod u ce u n d e r t h e i r to n g u e a n d s p it out with i n
s h o rt ra n ge. Those struck b y a barb m u st m a ke a M i ght defe n s e ro l l ; a fa i led ro l l mea n s t h at fo r o n e
ro u n d , a l l of a victi m ' s tasks a re two ste ps more d ifficult. Afte r t h at, fo r t h e n ext fo u r ro u n d s , the vict i m
i s co m p l etely paralyzed a n d can take no physical act i o n s (a n d the d ifficu lty o f a l l m e n t a l act i o n s re m a i n s
two ste p s h i gher) . F i n a l ly, a s t h e p a ra lys i s wears off, the vict i m s u ffers another ro u n d l i ke t h e fi rst before
he can act n o r m a l l y aga i n .
After p a ralyz i n g a fo e , a yovo k b o u n d s fo rwa rd with s u rp ri s i n g agi l ity t o fi n i s h o ff t h e vict i m u p close.
I nteraction: Fast-ta l k i n g cha racte rs m i ght be a b l e to reason with yovo ki, but doing so i s d ifficu lt due to t h e i r
b lood l u st. I t m i ght be e a s i e r fo r the P C s t o i nti m i d ate o r frighten t h e m i nto co m p l i a nce.
Use: These a b h u m a n s a re s l ightly s m a rter than others a n d m i ght u s e n u m e n e ra devices o r h atch s i m p l e
p l ots t o get what they wa nt-po i s o n i n g we l l s , kid n a p p i n g i m portant peo p l e , a n d so o n .
Loot: E a c h yovok h a s a knife, c l u b , o r oth e r me l e e wea pon. A gro u p o f yovo ki h a s a t least one cyp h e r a n d l d 6
+ l O shins.

267
ZHEV 5 ( 1 5)

"Scared of Zhev? Not hardly. You just hit them right between their eyes. "
-jennis Fa/on, explorer

G M I ntrusion: The Zhev The Zhev co m p rise the e l ite peacekee p i n g fo rce in the city of Q i . They a re cyl i n d ers 6 feet (l .8 m) h i g h a n d 3
grabs a character with its feet (0. 9 m) i n d i a mete r, a n d t h ey typ i ca l ly h ove r 3 feet (0. 9 m) off the gro u n d .
metallic arms and holds
The Zhev h ave th ree tri a n g u l a r eyes t h at a p p e a r t o b e o rga n ic. The eye s u s u a l ly stay toget h e r i n a l a rger
him fast, immobilizing
him. tri a n gle format i o n , m ovi n g i n s i d e t h e cyl i n d e r, peeri n g t h ro u g h a s l it near the top t h at goes all the way
a ro u n d . The eye s can also separate, each looki n g i n a d ifferent d i rect i o n , but they d o t h i s rarely.
Qi, page 148 Although t h e Z h ev a re essenti a l ly auto m ato n s , t h ey h ave orga n i c i nterior co m po n e nts as we l l a s
mech a n ical parts. They we re s a i d to be created b y t h e origi n a l Amber P o p e , but many peo p l e bel ieve t h at h e
s i m ply fo u n d a n d reactivated t h e m .
The Zhev patrol Q i , u s u a l ly i n p a i rs but somet i m e s a l o n e , p reventi n g i nfract i o n s o f the l aw a n d act i n g
t o keep o rd e r, keep t h e peace, a n d p rotect the l ives o f i n nocents. W h e n fo rced t o choose between optio n s ,
they always m a ke the cho ice t h at s aves the most peo p l e fro m the greatest h a r m . Protect i n g i n n ocents takes
priority ove r enforci n g l aws.
While the Zhev serve Their h u m a n s u periors perform ad m i n i strative work a n d n ever go out o n patro l s o r ca l l s in t h e city.
human masters in Qi, M otive: Kee p s o rd e r
many people worry that
they secretly have their Envi ronment: The city o f Q i
own agenda. H ealth: 20
Damage I nflicted: 6 poi nts
Armor: 4
M ovement: Lo n g
M odifications: Attacks a s l evel 6. Perception as l evel 7.
Combat: The Zhev u s u a l ly begi n a fight by firi n g stu n gas ca n i sters at long ra n ge that exp lode a n d i m pede
actions for creat u res with i n i m med i ate ra n ge of the bl ast. Affected ta rgets can take n o actions for l d 6
rou n d s u n less they m a ke a M ight defe n se ro l l to res i st the gas. The Zhev also p roject nets with i n short
ran ge that i m m o b i l ize a struck ta rget u n less he can b reak or wriggle free (a M ight or S peed action) . I f
the gas and nets fa i l , they attack w i t h their meta l l i c arms that a re 1 0 feet ( 3 m) long and joi nted more l i ke
tentacles. The Zhev h ave t h ree such arms and can attack t h ree d iffe rent foes as a s i n g l e action if they are a l l
with i n reach .
U n l i ke many a utom ato n s , the Zhev retreat if faced with a more powerfu l foe ( u n less they h ave been
com manded to stay and fight) . They u s u a l ly try to get rei nforcements and then return to engage the enemy.
I nteraction: The Z h ev o bey t h e o rd e rs given to them by t h e i r h u m a n s u periors. They a l so fo l l ow the
co m m a n d s of a n Aeo n Priest a s l o n g a s those co m m a n d s d o n 't co n fl i ct with a n order t h ey've a l ready
been give n . Ot h e r peo p l e ca n n ot reason o r n egot i ate with the Z h ev. They a re re lentless and m e rci l e s s ,
although they a re o rd e red to capt u re cri m i n a l s rat h e r t h a n u s e violent o r l et h a l fo rce if at a l l pos s i b l e.
Use: The Zhev a re the d a n ge ro u s , capable l aw enforcers and p rotectors of Q i . They a re wel l res pected but not
a lways we l l l i ked. PCs who ru n afou l of them h ave l i kely done somet h i n g very wrong.
Loot: The body of a Z h ev
can be scave n ged fo r
2d6 shins, l d6 + l
cyp h e rs , a n d perh a p s
a n a rtifact.

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CHAPTER 1 6

NON- PLAYER
CHARACTERS

N
o n - p l aye r c h a racte rs ( N PCs) i n N u m e n e ra N PCs BY LEVEL
A SAMPLE OF NINTH WORLD Bandit: 2
d o n ' t fo l l ow the s a m e rules as PCs. Alt h o u g h
NON-PLAYER CHARACTERS Town Guard: 2
there a re N PC j a c k s , g l a ive s , a n d n a n o s , n ot Nano: 3
eve ryon e fa l l s i nto those catego ries, a n d they d o n 't Explorer: 4
necessarily h ave t h e s a m e a b i l ities as the p l ayer Aeon Priest: 5
c h a racters. Fo r exa m p l e, a n N PC n a n o m i ght h ave AEON PRIEST 5 ( 1 5) Warlord: 5
d i fferent esote ries t h at a re n ' t ava i l a b l e to PCs. An
N PC jack co u l d h ave an odd m utant a b i l ity. Both m a l e a n d fe m a l e Aeo n Priests typ ically wear G M I n tru s i o n : The Aeon
Th i s topic is cove red i n m o re d eta i l in C h a pter 8 : hooded ro bes and a heavy m ed a l l io n beari n g t h e i r Priest produces a cypher
R u l e s of the G a m e ( p a g e 84) , but i n s h o rt, w i t h t h e eye l i ke sym bol.
that, for the rest of the day,
lets him roll for all actions
wide vari ety of we i rd ness i n the N i nt h Wo rld, N PCs M otive: U n d e rsta n d i n g the l o re of t h e past as if he were two levels
can h ave wh ateve r a b i l ities the G M t h i n ks w i l l m a ke H ealth: 1 5 higher.
for an i nterest i n g encounter. Damage I nflicted: 3 poi nts
Th i s section p rovides basic stats for six co m mo n M ovement: S h o rt
N PCs: A e o n Priest, band it, exp l o re r, n a n o , town M odifications: Defe n d s as l evel 6. Res i sts mental
guard, and warlord . H oweve r, when ru n n i n g a game effects a s l evel 6.
o n the fly, it's easi est to give a n N PC a l evel and Com bat: Aeon Priests often h ave tech n o l ogical
u s e t h at l evel a n d its ta rget n u m be r to d e rive the e n h a ncements a n d d evices t h at a i d i n defe n s e , if
mech a n ics fo r eve ryt h i n g the N PC does. n ot offe n s e . They rarely attack with conventional
Fo r a d eta i l ed g u i d e to t h e l i st i n g s , p l ease see wea p o n s but i n stead u s e ray e m itte rs,
U n d e rsta n d i n g the Listings i n C h a pter 1 5 : Creatu res deto n at i o n s , a n d so fo rt h . L i ke n a n o s , many
(page 228) . h ave esote ric a b i l ities.

269
An Aeo n Priest can do one of the fol lowi ng: levitate 20 feet (6 m) per rou n d via an anti gravity esotery or d evice,
turn i nv i s i b l e for one m i n ute via a d i stortion fie l d , or ga i n 4 Armor for ten m i n utes via a force field.
I nteraction: M uch of the time, Aeon Priests a re p reocc u p ied with their stud ies and work. M ost people co n s i d e r
them aloof t o the p o i n t o f r u d e n e s s . H owever, the p riests a re u s u a l ly wi l l i n g t o s h a re some o f their
knowledge either for a p rice ( u s u a l l y i n exchange for the com p letion of a task) o r beca use the q uestion at
h a n d is so i ntrigu i n g .
Use: Aeo n Priests a re fonts of n u m e n e ra knowledge. They a re i nterested n ot i n t h e d eta i l s of p a s t c u l t u re o r
h i story but i n scie nce. They can identify cyp h e rs a n d a rtifacts a n d wi l l p u rchase u nwanted ite m s fro m
exp l o rers. If t h e PCs a re go i n g to e n co u nter an Aeon Priest as an advers a ry, ra n d o m ly d eterm i n e at
least o n e u sefu l a rtifact for the p riest a n d add it to h i s a b i l ities. Devices t h at a l l ow t h e priest the s pecial
a b i l ities d escri bed above a re n ot necessarily part of his l oot o r usable by a nyo n e else.
Loot: An Aeo n Priest typ i ca l ly h a s 3d6 s h i n s , 1 d 6 cyp hers, a n odd ity, a n a rtifact, a n d a wide vari ety of too l s .
H e m i ght a l so h ave oth e r n o r m a l gear.

BANDIT 2 (6)

B a n d its a re u s u a l ly ro u g h , crude, and h a r s h i n d ivid u a l s who l ive o n (a n d p rey on) the fr i n ges of soci ety.
G M I ntrusion: Another
bandit, hidden untiljust the M otive: Ta k i n g what t h ey want
right moment, appears and H ealth: 6
takes a shot with her bow. Damage I nflicted: 4 poi nts
She then joins the fray. Armor: l
M ovement: S h o rt
M odifications: S peed d efe n s e as level 3 d ue to s h ie l d .
Com bat: B a n d its typ i ca l ly arm t h e m se lves w i t h axe s , sword s , a n d s h ie l d s a s we l l a s bows. They attack i n l a rge
n u m bers a n d p refer a m b u s h e s , m a k i n g ran ged attacks fro m h i d i ng. Somet i m e s t h ey s p o i l the a m b u s h
t o i s s u e a n u lti matum before attacki ng: yo u r money or yo u r l i fe. I f faced with a rea l th reat, s uch a s a
s ituation i n which they lose a t h i rd of t h e i r n u m bers, they u s u a l ly ret reat.
I nteraction: B a n d its a re i nterested in m o n ey and powe r, which mea n s t h at t h ey a l most always accept bribes.
They a re n ' t fight i n g fo r a cause, h oweve r, so t h ey ra rely ri s k t h e i r l ives.
Use: B a n d its a re eve rywhere-i n a way, they a re t h e a rchetypal h u m a n foe. S i n ce band its a re not act u a l ly ve ry
to u g h i n d ivid u a l ly, yo u can th row l a rge n u m bers of t h e m at PCs. I f you want a s m a l l e r gro u p of to u g h e r
i n d ivid u a l s , u s e t h e warlord stats ( s e e bel ow) .
Loot: Any given b a n d i t h a s l d 6 s h i n s i n add ition to wea p o n s , s h i e l d s , l i ght armor, a n d m i sce l l a n e o u s gear.
O n e band it i n a gro u p m i ght h ave a cyp h e r or an odd ity.

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EXPLORER 4 ( 1 2)
G M I ntrusion: The explorer
Exp l o re rs roa m t h e w i l d e rn e s s a n d d e lve i nto a n cient
pulls out a trick via a cypher
ru i n s , seeki n g knowledge, d i scove ry, a n d l oot. They or an ability that proves to
typ i ca l ly carry a wide vari ety of s u rvival gear, wea p o n s , be the perfect tool for the
a n d i nterest i n g bits of t h i n g s . situation at hand.
M otive: Cu rios ity a n d fi n d i n g l oot
H ealth: 1 8
Damage I nflicted: 4 poi nts
Armor: 2
M ovement: S h o rt
Combat: Exp lorers know their way a ro u n d a fight but
a re not necessarily eager for one. They use ra n ged
weapons if pos s i ble, and they flee if seriously
t h reatened.
I nteraction: Exp l o rers a re u n d e rsta n d a b l y leery a n d
somet i m e s sta n d offi s h , but deep d own , they' re
a l most always gratefu l to fi n d a n ew a l ly.
Use: Somet i m e s when t h e PCs need a l ittl e s u p port,
a n exp l o re r can acco m pany t h e m . Exp lorers a l s o
m a ke exce l lent g u i d e s o r scouts. I f the c h a racte rs
e n co u nter a n other h u m a n in the cou rse of t h e i r
trave l s i n a re m ote reg i o n , c h a n ces a re it m i ght
be a n exp l o re r.
Loot: Exp lorers h ave at least t h ree weapo n s , m ed i u m armor, an exp l o rer's pack, 1 d20 s h i n s , 1 d6 cyp hers, 1 d 6
odd ities, a n d pos s i bly a n a rtifact.

NANO 3 (9)

N a nos u s e the n u menera to s h ape the wo rld a ro u n d G M I ntrusion: The nano


t h e m . They u n d e rsta n d t h e ways o f p r i o r aeo n s better performs an esotery that
than most peo p l e d o a n d t h u s seem l i ke "wizard s " to is the perfect tool for the
the m ajo rity of N i nth Wo rlders. current situation.
M otive: Va ries, but it u s u a l ly i nvolves fi n d i n g o r
u nd e rsta n d i n g t h e n u m e n e ra
H ealth: 1 5
Damage I nflicted: 3 poi nts
M ovement: S h o rt
M odifications: Res i sts mental effects as level 4 .
Com bat: N a nos u s e fo rce b l asts, b u rsts of fl a m e ,
b o l t s of e l ectricity, a n d oth e r esotery-de rived
attacks with l o n g ra n ge.
A nano can do one of the following: levitate 20 feet (6 m)
per ro u n d via a n anti gravity esotery o r device,
t u rn i n v i s i b l e fo r o n e m i n ute via a d i stortion fie l d ,
o r ga i n 4 Armor fo r t e n m i n utes via a fo rce fi e l d .
I nteraction: N a nos a re u s u a l ly b u sy i n d ivid u a l s , with
a n u m be r of d i fferent age n d a s i nvolvi n g research ,
expe r i m e ntat i o n , exp l o rat i o n , a n d i nve stigat i o n .
Use: N PC n a n o s d o n ' t h ave to (and fra n kly d o n 't)
fo l l ow the s a m e rules a s PC n a n o s . T h e i r
esote ries can h ave d ifferent effects. N a nos a re
u nco m m o n but can be e n co u nte red a nywh e re. The PCs m i ght meet a n a n o wh i l e s h e is h e l p i n g a gro u p
o f band its, exp l o r i n g o n h e r own , o r worki n g a s a p a rt o f the town guard.
Loot: A n a n o typ ical ly h a s 1 d 6 s h i n s , a wea pon, 1 d 6 cyp h ers, a n oddity, a n d oth e r m i sce l l a n eous gear. O n e
n a n o i n s ix m i ght h ave a n a rtifact.

27 1
TOWN GUARD 2 (6)

G M I ntrusion: 7d6 local The N i nth Wo rld i s a deadly p l ace, and i n n oce nts need p rotect i o n . The
citizens intervene on the town g u a rd sta n d s watch fo r d a n gers fro m t h e outs i d e but a l s o kee p s
guard's behalf, calling the peace a m i d the com m u n ity. To w n g u a rd s deal w i t h d ru n ks , t h i eve s ,
for more guards or even
a n d oth e r tro u b l e m a kers, but they' re n ot true l aw enforce ment, a n d
fighting the guard's foes.
they' re ce rta i n ly n ot d etectives . U lt i m ately, t h ey d o what they a re o rd e red
to d o by t h e i r s u periors, regard l e s s of lega l ity.
M otive: Kee p i n g the peace; fo l l owi n g o rd e rs
H ealth: 8
Damage I nflicted: 3 poi nts
Armor: 2
M ovement: S h o rt
M odifications: Pe rce pt ion as l evel 3 .
Com bat: Typ i ca l ly a rmed with s pears a n d cross bows, town g u a rd s a re
stra i ghtforwa rd co m b atants. They a p p reci ate stre n gth i n n u m bers,
a n d they always ca l l fo r help, if pos s i ble.
I nteraction: Alt hough town guards ra n ge from m i n o r, self.sat i sfied
tyra nts to ge n u i nely h e l pfu l senti n e l s , i nteract i n g with t h e m typ ical ly
i nvolves one i s s u e : does the PC want to d o somet h i n g t h at the
g u a rd h a s been told to p reve nt? I f so, t h e PC wi l l h ave a d ifficult
t i m e . Of co u rse, some g u a rd s accept bribes o r can be pers uaded o r tricked , but u n l e s s the g u a rd i s n ew
at the job, he h a s probably heard most excuses or co n s before.
Use: Eve ry vi l l age in the Beyond has at least one town g u a rd , and probably m a n y, to d efe n d the com m u n ity
fro m outs i d e t h reats. Vi l l ages and tow n s t h roughout the m o re settled l a n d s h ave g u a rd s , too, but they' re
l i kely more focused on kee p i n g t h e res i d e nts in l i ne t h a n on defe n d i n g t h e m . To t h e PCs, town g u a rd s
can b e a l l ie s , ob stacles, o r bot h . T h e i m portant t h i n g t o re m e m b e r i s t h at if t h e c h a racte rs h a p pe n u p o n
a cri me o r a t h reat to the com m u n ity, the town g u a rd s a re n ' t j u st a w a y to pass a l o n g the respon s i b i l ity.
They h ave t h e i r own d uties a n d a re n ' t i nterested i n d o i n g the PCs' work for t h e m .
Loot: A n y given g u a rd h a s 2 d 6 s h i n s i n add ition t o wea po n s , m ed i u m armor, a n d basic gear.

WARLORD 5 ( 1 5)

G M I ntrusion: By using Wa rlord s a re battlefie l d co m m a nders, petty tyra nts,


a martial maneuver the band it capta i n s , o r any oth e r m a rt i a l leaders. They
PCs have never seen, the a re rarely encou nte red without s o l d i ers o r lackeys
warlord blocks all incoming
t h at fight for them a n d serve t h e m .
attacks in a given round of
com bat. M otive: Wi n n i n g i n battle
H ealth: 2 5
Damage I nflicted: S poi nts
Armor: 3
M ovement: S h o rt
M odifications: Defe n d s as l evel 6 d ue to s h i e l d .
Com bat: Wa rlord s wield swo rd s a n d s h i e l d s a n d
o ft e n fight mou nted . The typ ical warlord lead s
h e r t roo p s d i rectly i nto battle, fight i n g at the
fo refro nt but a l s o i s s u i n g o rders. A l l u n d e rl i n gs a n d fo l l owers add a + 1 d a m age bon u s when the warlord
can see t h e m a n d i s s u e co m m a n d s .
I nteraction: Wa rlord s a re co m m itted t o t h e i r ca use, wh ateve r i t m i ght b e . S o m e warlord s defe n d , a n d oth e rs
attack. M ost h ave l ackeys a n d l ieute n a nts t h at i nteract with peo p l e so the warlord s d o n ' t h ave to.
Use: Wa rlord s can be powe rfu l warri o rs o r g l a ives, lead i n g a l a rge gro u p of band its o r sold iers (use town
g u a rd stats fo r t h e i r troops) . You can a l s o use the warlord stats to create a s i n g l e m i ghty opponent.
Loot: A warlord has 4d6 s h i n s i n add ition to wea p o n s , a s h i e l d , heavy armor, and m i sce l l a neous gear. S h e
a l so h a s a cyp h e r o r a n oddity.

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FRIENDS AND FOES


T h e s e N PCs ca n be fo u n d w h e reve r the G M wa n ts to u s e t h e m . T h ey wo rk we l l for e n co u nters on t h e
ro a d , i n a tow n , o r a nywh e re e l s e .

Orannius
Appearance: O ra n n i u s is very ta l l a n d m u sc u l a r, a n d typ ically wears an u n u s u a l breast p l ate, a l o n g with a cyp h e r belt a n d b race rs.
About: Oran nius was once considered a hero in parts ofthe world for his brute strength and his abil ity to best any opponent. But all heroes
have their downfall, and his was that he was too good . Without a worthy opponent, Oran nius began to chase storms-sand storms, glass
winds, the I ron Wind, or any storm that m ight present a new challenge.
Stats: Leve l 8; 3 0 health; 3 Armor.

Nariss Horges
Appearance: N a riss is petite, with a ro u n d face a n d s h o rt, d a rk h a i r. S h e wears a rou g h , st u rdy cloak ove r expe n s ive, fa s h i o n a b l e
clothes t h at h ave s e e n a l ittl e wea r.
About: D a u ghter of N a ra n i a l H o rges of Ca stle S a rrat, N a riss fled h e r fa m i ly's home afte r a myste rious eve nt i n t h e stra n ge castle
t h at she refuses to d i sc u s s . H owever, she b e l i eves Castle S a rrat to be h a u nted and fea rs t h at the s p i rits of the d i stant past h ave
fo l l owed h e r. On h e r own , s h e is stro n g m i nded but i l l prepared for the d a ngers of the N i nth Wo rl d , a n d h e r fu n d s a re q u ickly
dwi n d l i n g.
Stats: Leve l 2, l evel 3 at I nte l l ect defe n s e a n d soci a l i nteract i o n s .

Tyrial Amakon
Appearance: Tyrial is an attractive male with a s l ight b u i l d who is j u st ove r 6 feet (1 .8 m) in hei ght. He d resses wel l with a bit of a
fl a i r fo r the d ramatic. H i s most i ntrigu i n g and u n u s u a l featu re is h i s s h a rp, violet eyes.
About: Tyrial works as a confidence man. H i s natural charm and stea lth help h i m get out of hairy situations, and he u s u a l ly ends u p
m uch better o fft h a n when he went i n . H e i s not above lifting a cypher or an artifact, pos i n g as an Aeon Priest, or even attempti n g to
defy gravity-as long as you can convi nce h i m that it's worth h i s time.
Stats: Leve l 7 , l evel 8 at pers u a s i o n , picki n g pockets, a n d d i s g u i se .

Osin Lumas
Appearance: H e i s a lways d ressed i n a wh ite a rtifact s u it with a s i lver m a s k cove r i n g h i s face to p rotect h i m fro m d i sease.
About: A m a n who see m s saddened a n d d riven by a great tragedy i n his past, Os i n Lumas roa m s the l a n d , atte m pti n g to c u re o r
s t o p t h e s p read of d i sease a n d plague. H e works t i re l e s s l y but often fa i l s . Those h e i s u n a b l e to c u re a re clean sed of t h e i r d i sease
by his powe rfu l fi re a rtifact.
Stats: Leve l 5, l evel 7 at res i st i n g d i sease.

Al' Drak
Appearance: A b rawny h u m a n warri o r with a q u ick wit a n d fiery rage, Al ' D ra k favors loose-fitt i n g t u n ics a n d b reeches for ease of
m ot i o n . H i s eyes a re crystal b l u e with a kee n n e s s t h at see m s to stare i nto the sou l . Some find t h i s u n sett l i ng, w h i l e oth e rs fi n d it
a l l u ri n g.
About: Al ' D ra k is a civi l ized , refi ned m a n who is q u ick to take on t h e cause of t h e downtrod d e n or t h e o p p ressed. Some co n s id e r
h i s sense o f h o n o r a n d d uty a wea kness, but it gives h i m p u rpose. A tale nted swo rd s m a n (perh a p s o n e o f t h e best) , h i s exp loits
a re myt h i c i n scope, which works aga i n st him i n many cases beca u s e h e i s beco m i n g outpaced by his own re p utat i o n .
Stats: Leve l 8 , l evel 9 w i t h a b road swo rd a n d S peed d efe n s e .

Veredus
Appearance: He has d a rk, s h o u l d e r- l e n gth h a i r and green eye s , and h i s face is cove red in b i rt h m a rks of u n u s u a l co lors.
About: Vered u s i s a loner who wa nders the wo rld , sticki n g to the wilderness whenever pos s i b l e . H e i s s k i l led i n h u nt i n g, making
his own clothes, scout i n g, and using bows , short blades, a n d d agge rs. Those who know of his talents seek him out, sometimes
trave l i n g a great d i stance to find him, but h e rarely agrees to req uests u n less he senses that d o i n g so w i l l right a n i m balance i n the
worl d .
Stats: Leve l 7 , l evel 8 a t stealth i n t h e w i l d erness; 25 health.

273
Illian
Appearance: Ta l l a n d l ithe, I l l i a n h a s long, wavy h a i r a n d an ear t h at was d a m aged by a sword - b l ow l o n g ago. S h e wears heavy
armor a n d carries two swo rd s t h at s h e w i e l d s as e a s i l y as most wield one.
About: I l l i a n i s a n Angu l a n K n i ght with a retrib utive d e m e a n o r. H e r q u ick te m pe r gets h e r i nto tro u b l e all t h e t i m e , but s h e h a s
the s k i l l s t o get herself out o f t h o s e scrapes, so s h e co nti n u e s to wa n d e r the N i nth Wo rld o n h e r m i s s i o n . S h e r i d e s a xi-d rake
co m pa n i o n n a med Eager.
Stats: Leve l 6, l evel 7 with b l aded attacks, l evel 4 with pleasant i nteract i o n s ; m a kes two attacks as a s i n g l e action; 22 health; 3
Armor.

Kairam Ahmed
Appearance: A t h i n man with angular features, l<ai ram i s enti rely covered i n a s i lver skin only a few molecu les th ick.
About: O n ce a great scholar expe rimenti n g with tra n s d i me n s i o n a l tech n o l ogy, l<a i ra m was d rawn i nto a h i gher l evel of rea l ity.
N ow he can control h i s p h ase, beco m i n g i n s u bsta ntial or s o l i d as d es i red. R u m o r h a s it t h at he can restore l i fe to the dead
a n d h a s oth e r powe rs t h at a re a l most god l i ke . V i rtu a l ly a nyth i n g t h at can be i m agi ned h a s been attri b uted to h i m . With h i s
m u lt i d i m e n s i o n a l exi ste nce, it i s a l s o pos s i b l e fo r Ka i ra m t o be i n seve ral p l aces a t o n ce.
Stats: Leve l 9.

Naevro and Burrim


Appearance: N aevro is a ta l l man with long, stra i ght, d a r k h a i r. Often u n s h ave n , h i s looks a re ro ugh and ca refree. B u rri m i s a
h u ge carp (at least 3 feet [0. 9m] l o n g) with b ri l l iant o ra n ge a n d ye l low sca l e s . H e " swi m s " t h ro u g h t h e a i r t h a n ks to a h i g h -tech
anti gravity d evice attached to h i s s i d e s . I t a l so attaches to h i s face to form a b reat h e r m a s k t h at a l l ows h i m to re m a i n out of t h e
wate r.
About: These two i n separable companions are a u n ique pair. N aevro is a reticent but good-natured fel l ow. B u rrim is i ntel l i gent, witty,
i n q u i s itive, and wry. They wander from pl ace to pl ace, perform i n g odd jobs (or goi n g to great lengths to avoid work) and making friends
as wel l as the occasional enemy. They' re always i nterested i n more trave l i n g companions but not i n "adventures." H owever, adventures
often seem to find them.
Stats ( N aevro): Level 4 .
Stats (Bu rri m): Level 4, l eve l 6 a t h i story a n d geogra phy, l eve l 5 a t a l l ot h e r I nte l l ect- based act i o n s ; 1 Armor.

274
Chapter 1 7 : Technology 276

Chapter 1 8: Cyphers 278

Chapter 1 9: Artifacts 298

Chapter 20: Oddities &. Discoveries 314


CHAPTER 1 7

TECH N O LOGY

I
n the N i nt h Wo rld, "the n u menera" is a term NEGATIVE EFFECTS OF
NUMENERA ITEMS
t h at refers to anyt h i n g t h at seems s u pernatural
a n d t h at co mes from the prior ages of the E a rt h .
Fro m a 2 1 st ce ntury p o i n t o f vi ew, t h i s m e a n s As a re m i n d e r, item effects t h at n egatively affect
Defense roll, page 1 6 device s , mach i ne s , ve h icles, ro bots, co m p uters, cha racters ( h a rm i n g t h e m , h i n d e r i n g t h e m ,
Might, page 20 wea p o n s , sate l l ite s , d rugs, a n d so on. But it a l s o c h a n g i n g t h e m , co ntro l l i n g t h e m , d eceivi n g
Speed, page 20 m e a n s b i o e n g i n ee red creat u res, cybe rnetic b e i n g s , t h e m , a n d so on) req u i re a ro l l . I f the c h a racte r
Intellect, page 20 a n d creat u res brought h e re fro m a l i e n wo r l d s a n d b e i n g affected is a PC, the p l ayer m a ke s a
d i me n s i o n s . I t a l so i n c l u d e s t h i ngs t h at h ave been defe n s e rol l t h at the G M fee l s is a p p ropriate a n d
i n d i rectly created by the science of the past logica l . Th i ngs t h at affect a c h a racte r' s h e a l t h ,
Mutant, page 7 23 m utants a n d genetic acci dents, the desce n d a nts s uch a s p o i s o n s , a re M i ght defe n s e act i o n s .
Nano, page 32 of expe ri m e nts, a n d so o n . Lastly, it m e a n s ways in Th i ngs a c h a racte r can d od ge a re S peed d efe n s e
Esoteries, page 35 which N i nt h Wo rld peo p l e h ave figu red out h ow to act i o n s . T h i ngs t h at affect a c h a racte r' s m i n d a re
Nano spirits, page 359 u se, m a n i p u l ate, o r m a ster the p rod u cts of the past, I nte l l ect defe n s e act i o n s .
s uch a s t h e nano's u s e of esote ries a n d t h e so-ca l led I f t h e c h a racte r be i n g affected i s a n N P C , t h e
Cyphers, Chapter 7 8, " n a n o s p i rits . " p l ayer m a kes a ro l l b a s e d o n wh ateve r stat the
page 278 I n t h i s c h a pte r, we' l l exa m i n e t h e physical a s pects GM fee l s i s a p p ropriate a n d logica l . Most effects
of the n u me n e ra-s pecifica l ly, cyp h e rs , a rtifacts , fro m ite m s a re I nte l l ect based , but somet h i n g
Artifacts, Chapter 7 9, odd ities, a n d oth e r devices. t h at clea rly m a kes a melee attack i s u s u a l ly
page 298 M i ght, a n d somet h i n g t h at m a kes a ra n ged
PEOPLE AND THEIR RELATIONSHIP attack i s u s u a l ly S peed .
Oddities a<. Discoveries, WITH THE NUMENERA
Chapter 20, page 3 7 4 Although the co m parison between " m agic" and the
n u m e n e ra i s worthwh i l e , taki n g it too fa r is l i kely a g ro u p of fa rmers u s i n g a utomato n s to p u l l t h e i r
m i stake. Fo r exa m p l e, you can i m a g i n e someone p l ows, a vi l l age w h o s e t h atched roofs a re coated
d i s b e l i evi n g i n magic eve n i n a wo rld where it exi sts. in fi re- reta rd a n t s p ray, o r a b a n d of s o l d i e rs with
N o one in the N i nth Wo rld " d i sbel ieve s " in the c h a i n m a i l , spears, a n d s h o rt-wave co m m u n icators
n u m e n e ra . It's all a ro u n d t h e m . I t ca n n ot be d e n i e d . in t h e i r i ro n h e l m s .
I t ' s a l s o m o re co m mo n t h a n magic wo u l d be i n most I t ' s i m p o rt a n t to re m e m be r t h at t h e p l aye r
Aeon Priest, page 269 fa ntasy sett i n gs . And yet it's st i l l j u st a s myste rious c h a racters d o n 't l o o k at t h e n u m e n e ra t h e way
a n d stra n ge, mostly beca u s e the n u m e n e ra i s varied t h at 2 1 st-ce n t u ry peo p l e l o o k at tec h n o l o gy. I n t h e
Cyphers, artifacts, and and u n p red icta b l e to those who don't u n d e rsta n d it. N i n t h Wo rl d , a fo rce fi e l d p roject o r a n d a two-way
oddities cannot be T h e re a re peo p l e , h oweve r, who d o u n d e rsta n d rad i o wo u l d s e e m not o n ly l i ke m a g i c , but m a g i c
identified as such by just
it-at l e a st to s o m e d egree. N ot eve ryo n e m e re l y of t h e s a m e l e v e l of powe r. I n fa c t , t h e rad i o m i g h t
looking. They almost
all look like "devices. " scave n ge s n u m e n e ra fro m ru i n s . S o m e study it, s e e m m o re pote nt beca u s e its u s e i s m o re b road
(the exceptions being co m p re h e n d a bit of it, a n d then create t h e i r own . and its effects a re " i n v i s i b l e . " N i n t h Wo r l d e rs h ave
something like a pill Res u lts a re m ixed , b u t i n certa i n v i l l a ge s , t h e n o pers pective on w h at s o rt s of tech n o l o gy a re
or an injection.) You local t i n kerer o r cl ave o f Aeon Priests h a s m a d e m o re adva n ced t h a n ot h e r s , a n d t h ey ta ke n o n e of
can 't distinguish a
a fa b u l o u s d i scove ry n o t j u st o f tech n o l ogy, b u t it for g ra nted .
cypherfrom an artifact
of u n d e rsta n d i n g . N ow, with t h e right re s o u rce s ,
THE APPEARANCE OF NUMENERA
by appearance. The
difference is how much t h e t i n kerer o r priest c a n m a ke t h e d evice,
use a character can get con coct t h e d ru g , o r d eve l o p t h e p roce s s . A w h o l e DEVICES
out of it. co m m u n ity m i ght h ave acce s s to adva ncements Tech no l ogy in the N i nth Wo rld can be catego rized
t h at a re fa r beyo n d a n yt h i n g else t h ey p o s s e s s-a a s cyp h e rs , a rtifacts, odd ities, and d i s cove ries.

276
LI M E NE
TECHNOLOGY

These categories s h ow h ow t h e PCs i nteract with the BONDED


n u m e n e ra-how it i s (or i s n 't) u s efu l to t h e m . When With bonded devices, the sett i n g starts to i ntrude
th i n ki n g about tech nol ogy, t h e GM can a l so co n s id e r o n the ite m s . Rea l i stical ly, peo p l e i n t h e N i nth Wo rld
o r i g i n a n d a p peara n ce. Th i s a p p roach l o o k s at wi l l take exi st i n g devices a n d m a ke them their own .
devices n ot from a game-mech a n i c sta n d po i nt, but Fo r exa m p l e , a scave nger m i ght fi n d a d evice t h at
fro m the point of view of peo p l e l iv i n g i n the N i nth fires a beam of h i gh- powered e n e rgy, but when h e
Wo rld . sel l s it to a m e m b e r of t h e J a gged D ream , they get jagged Dream, page 224
When it comes to d evices t h at cha racte rs a re l i kely a s m ith to fa s h ion an i nt i m i d at i n g h o u s i n g a ro u n d
to carry a n d u s e , t h e re a re four types: scave n ged , the d evice, co m p l ete w i t h a n ea sy-to- u s e h a n d gri p , a
co b b l e d , bonded , a n d fa s h ioned . trigger mech a n i s m , a n d a s p i ked blade on the fro nt
in case the wielder enters close co m bat. Then o n e of
SCAVENGED t h e i r a rti s a n s etches the c u l t ' s u n i q u e iconogra p h y
The most basic type of d evice i s one p u l led out of an i nto t h e h o u s i ng, b l a d e , a n d gri p . I n t h e e n d , the
a n cient ru i n . I t was either a co m p l ete d evice fo u n d item becomes a styl i s h (a l beit stran ge) a n d l i kely
i ntact o r a portion o f a n other d evice, re m oved by i nt i m i d ati n g wea pon.
a learned perso n , which can be u sed for a fu n ction In oth e r word s , bonded ite m s n o l o n ge r look
all its own . The former m i ght be a b race rl i ke d evice l i ke someth i n g found i n a tra s h heap. They a re
with to uch-sens itive contro l s t h at t h e wearer can tu rned i nto objects t h at a re beautifu l or terrifyi n g o r
m a n i p u l ate to create a powe rfu l m agnetic field wh ateve r the craft s m a n w a n t s . They a re i n corpo rated
a ro u n d h i m se l f. The l atte r m i ght be a viewscre e n , i nto oth e r ite m s . They a re n a m e d . They m i ght eve n
t a k e n fro m a v a s t mach i n e, t h at by i t s e l f a l l ows t h e co m e with written i n struct i o n s on t h e i r u s e .
u s e r to see t h ro u g h a n i n ch of normal m atte r.
FASHIONED
COBBLED The rarest of the d evices, but i n some ways perh a p s
The seco nd most co m m o n type of device, a co b b l ed the m o s t i ntrigu i n g, fash ioned d evices a re based on
ite m , co n s i sts of at least two parts joi ned together to ancient technology but created by people of the N i nth
m a ke a fu n ction pos s i b l e. Let ' s say a knowledge a b l e World . I m agine a cl ave of Aeon Priests who study in Clave, page 134
t i n kerer t a k e s a l e n s mech a n i s m fro m o n e d evice a n d a n ancient l a bo rato ry for years (perh aps ge nerations)
a control mech a n i s m fro m a l a rger co n s o l e a n d w i res and fi n a l ly recreate a n "el ixir" they d i scovered that Raiders in Scorpion's Reach
that ride rasters (page 253)
t h e m toget h e r. Then s h e co n n ects a n o l d powe r s peed s u p wou n d clos u re and t i s s u e k n itt i n g by a n
use fashioned sonic prods to
s u p ply t h at sti l l fu n ct i o n s a n d b i n d s it a l l together order of m a g n i t u d e or more. The com p o u n d s needed keep their beasts in line.
with co rd . In t h e e n d , she's created a h i gh- powered a re rare and d ifficult to atta i n , but with them in h a n d ,
n i ghtvi s i o n telescope and ra n ge fi n d e r, a s s u m i n g the p riests beg i n t o m a n ufactu re s m a l l amou nts
t h at t h e u s e r-th rough a b i t o f p ractice a n d tri a l a n d of the co ncoction on their own . Yea rs l ater, they
error-ca n deci p h e r t h e sym bols t o u n d e rsta n d t h e open houses of hea l i n g that come to be known and
d i stances s h own i n t h e readout. res pected by a l l i n the region.

277
CHAPTER 1 8

CYPH ERS

C
Cyphers don't have to y p h e rs a re o n e - u s e , co b b l ed -toget h e r bits of tech n o l ogy t h at c h a racters freq u e ntly d i scove r a n d
be used in order to make u s e . A n y t i m e P C s co m e u p o n a n o l d d evice, defeat a n a rtific i a l ly e n h a n ced o r d e s i g ned creat u re , o r
room for new ones. It's s i m p ly s i ft t h ro u g h t h e ru i n s of t h e p a s t , t h ey m i g ht scave n ge a h a n dfu l of n ew cyp h e r s . Re m e m be r
petfectly acceptable for
t h at i n t h e N i nt h Wo r l d , cyp h e rs a re rarely u s e d fo r t h e i r o r i g i n a l , i ntended fu n ct i o n , w h i c h i s n ow
players to stash an extra
cypher elsewhere for later u n knowa b l e . S o m et h i n g a c h a racter u se s as a b o m b m i ght h ave been a powe r s o u rce fo r a n ot h e r d evice
use-of course, that t h at h a s been rej i ggered with s o m e crossed w i re s . A v i a l of l i q u i d m i ght h ave been a n utrient s o l ution for a
doesn't mean the cypher b i o l ogical expe r i m e n t . For PCs, cyp h e rs a re t h e most i m portant a s pect of t h e n u m e n e ra .
will still be there when Beca u s e the tech n o logy o f t h e p a s t i s myste r i o u s , cyp h e rs a re often d eterm i n ed ra n d o m ly. H owever, t h e
they return. G M c a n p l ace them i ntentio n a l ly as we l l . They h ave cool powe rs t h at c a n h e a l , m a ke attacks, o r p rod u ce
effects s u c h as n u l l ifyi n g gravity or t u rn i n g someth i n g i nv i s i b l e . Cyp h e rs a re s i n gle-use ite m s a n d a re always
co n s u med when u s e d .
Cyp h e rs a re fo u n d w i t h such reg u l a rity t h at the P C s can u s e t h e m freely. There wi l l a lways be m o re, a n d
they' l l h ave d i fferent benefits . Th i s m e a n s t h at i n gamepl ay, cyp hers a re l e s s l i ke g e a r o r trea s u re a n d more
l i ke c h a racte r a b i l ities t h at the p l ayers d o n 't choose. T h i s lead s to fu n game moments where a p l aye r can
s ay, "We l l , I 've got a n X t h at m i ght help i n t h i s s it u ati o n , " a n d X i s always d i fferent. X m i ght be a n exp los ive
device, a s h o rt-ra n ge te leporter, o r a fo rce field. It m i ght be a powe rfu l m agnet o r an i n j ecti o n t h at wi l l c u re
d i sease. It co u l d be anyt h i ng. Cyp h e rs keep the game fres h a n d i nterest i n g. Ove r t i m e , c h a racte rs can learn
h ow to safely carry m o re a n d more cyp hers, so the d evices rea l ly d o e n d u p seem i n g more l i ke a b i l ities and
l e s s l i ke gear.

278
LI M E NE
CYPHERS

CYPHER DANGERS
Each c h a racte r has a l i m it o n the n u m be r of cyp h e rs t h at she can carry at any given t i m e . The idea is t h at
cyp h e rs can be d a ngero u s when gathered toget h e r. B ut t h i s idea i s j u st N i nth Wo rld co m m o n s e n s e , some of
which m i ght be based on i n correct observat i o n s . Although most cyp hers a re i n h e rently u n stable, wi l l there be
a terri b l e exp l o s i o n if a fi rst-tier g l a ive gathers th ree cyp h e rs in h i s fist at the same t i m e ? P robably n ot. Can a
c h a racter tuck six p i l l s i nto a pouch without dyi n g of rad iation poison i n g ? Al m ost ce rta i n ly.
The l i m it on cyphers is more of a gameplay mech a n i s m than a setting or flavor issue. Basical ly, it's bad for the
game if PCs hoard cyphers because they' re meant to be used. Hoard i n g cyphers means there wi l l be long stretches
of the game without cyp her use, and at some point there probably will be a moment with far too m uch cypher use.
So, i m po s i n g a bit of l o g i c o n the game mech a n i c s , w h at h a p p e n s i f a c h a ract e r has too m a n y cyp h e rs THERE ARE TWO KINDS


i n h e r p o s s e s s i o n ? U s i n g t h e Cyp h e r D a n ge r t a b l e , ro l l d l OO a n d t h e n a d d 1 0 to t h e re s u l t fo r each OF CYPHERS:
cyp h e r over the c h a ract e r' s m axi m u m l i m it . For cyp h e rs t h at d o n 't s e e m l i ke t h ey s h o u l d be p a rt i c u l a rly Anoetic cyphers
vo l at i l e , such a s p i l l s , e l ixi r s , o r ot h e r s i m p l e o r m u n d a n e ite m s , a d d n ot h i n g-o r, i f you p refe r, subtra ct are easy to use
l 0 fro m t h e re s u lt. I f t h e re s u lt i s n o n s e n s i ca l , m ove u p o n e re s u lt . I f it i s sti l l n o n s e n s i ca l , m ove down just pop a pill, push a
button, pull a trigger, and
one res u l t fro m t h e o r i g i n a l . Co nt i n u e u nt i l a logical res u l t occ u r s . Ro l l o n the ta b l e each d ay t h at t h e
so on. Anyone can do it.

& Occu ltic cyphers


cyp h e rs a re gat h e red toget h e r.

CYPHER DANGER V are rarer, more


Result Effect complicated, and more
01 -60 N oth i n g h a p p e n s .
dangerous. They are devices
with m ultiple buttons,
61 -70 There's an o d d s m e l l , tingl ing sen sation, or aura around t h e cyphers. Th i s i s merely ominous a n d not
switches, knobs, keypads,
i n herently dangerous. If this res ult occurs on two consecutive days, use the 7 1 -80 res u lt i n stead . touchscreen controls, wires,
7 1 -80 O n e of the cyp h e rs i s destroyed / n o l o n ge r fu n ct i o n s/ l oses a l l poten cy. and so on. There are many
8 1 -90 The c h a racte r fee l s a bit off. S u btract l fro m a l l d i e ro l l s for 28 h o u rs . I f t h i s res u lt occurs o n different settings, but only
two co n s ecutive d ays, u s e the 96-1 00 res u lt i n stead. one produces an effect.
Occultic cyphers count as
9 1 -95 Two of the cyp h e rs i nvolved a re destroyed / n o l o n ge r fu n ction/lose all poten cy.
two cyphers for the purpose
96-1 00 The c h a racte r fa l l s i l l a s a res u lt of m i n o r chem ical o r rad iation i nteraction of the cyp h ers. of determining how many
The d ifficu lty of all act i o n s i s i n c reased by o n e step fo r l d 6 d ays. I f this res u lt occ u rs o n two a PC can carry and use at
co n s ecutive d ays, u s e the 1 1 1 -1 20 res u lt i n stead . one time.
1 0 1 -1 1 0 A l l of the cyp h e rs i nvolved a re destroyed / n o l o n ge r fu n ction/lose a l l poten cy.
1 1 1 -1 20 The c h a racte r i s terri bly i l l a s a res u lt of m i n o r chem ical o r rad iation i nteraction of t h e cyp h e rs .
The d ifficu lty of a l l act i o n s i s i n c reased b y two ste p s fo r 2 d 6 d ays. I f t h i s res u lt occ u rs o n two
co n s ecutive d ays, u s e the 1 4 1 -1 99 res u lt i n stead .
1 2 1 -1 3 0 Two or m o re of the cyp h e rs i n p roxi m ity react chem ical ly, either t h ro u g h s m a l l leakage,
e m i s s i o n s , o r d i rect contact. The cyp h e rs a re destroyed a n d a mass of acid i s p rod uce d ,
b u rn i n g t h e c h a racte r fo r 6 poi nts of d a m age.
1 3 1 -1 40 The e n e rgy rad i at i n g from two o r more of t h e cyp hers reacts poorly. The cyp h e rs a re destroyed
a n d an exp l o s i o n occu rs, b u r n i n g the c h a racter for 1 0 poi nts of d a m age a n d a l l with i n
i m m ed i ate ra n ge fo r 3 poi nts o f d a m age.
1 4 1 -1 99 The c h a racte r i s perm a n e ntly h a rmed. Red u ce all stat Pool maxi m u m s by 5. All cyp hers a re
d e stroyed.
200 A sentience arises i n the cyp h e rs . A l l cyp h e rs a re co n s u med , fo rm i n g a d evice with powe rs
re l ated to the cyp h e rs a n d a perso n a l ity t h at is l i kely hosti l e to the PC. (Th e G M d ete r m i n e s
the powe rs a n d perso n a l ity.)
201 + A t i n y s i n g u l a rity i s created t h at l a sts fo r o n ly a n a noseco n d , con s u m i n g t h e c h a racte r a n d a l l
eq u i p ment, i n c l u d i n g t h e cyp hers.

ALTERNATIVE TAKES

H e re a re some alternative ideas on h ow to l i m it cyp hers and keep the same s p i rit of gameplay.
G ive an expi ration d ate to each cypher, citing their i n stabil ity. H owever, that req u i res a lot of bookkeeping.
C h a racte rs who bear more t h a n their cyp h e r l i m it always act at a d i sadva ntage. The d i fficu lty of a l l
t h e i r tasks i s i n creased b y o n e ste p. Th i s method i s certa i n ly s i m p l e .
The peri l s of h av i n g t o o many cyp h e rs co u l d be h a n d led enti rely t h ro u g h ro l e p l aying, w i t h cha racte rs
act i n g out of caution and outright fea r of someth i n g they know to be d a n ge ro u s .

279
FINDING AND IDENTIFYING CYPHERS
Cyp h ers a re a l most a l ways scave n ged o u t of old m a c h i n e s , wo rkbe n c h s u p p l i e s of v a ri o u s p a rt s , o r
c a c h e s of c h e m i c a l s o r ot h e r m ateri a l s . W h e n t h e PCs co m e u po n a n a rea w h e re scave n g i n g m i g h t
Intellect, page 20 be p o s s i b l e , t h ey ca n s e a rc h (a n I n te l l ect act i o n ) . Typ i c a l ly, b e i n g s k i l l e d i n t h e n u m e n e ra red u ce s t h e
d i fficu l ty of t h i s s e a rc h .
Cyp h e rs a re ofte n fo u n d i n gro u p s o f o n e t o s i x (th e G M c a n ro l l l d 6 t o d eterm i n e t h e n u m be r fo u n d ) .
Yo u can p re p a re a l i st ahead of t i m e of w h at s u ccessfu l searchers fi n d . Somet i m e s t h i s l i st i s ra n d o m , a n d
somet i m e s there i s some l o g i c be h i n d i t . Fo r exa m p l e, the P C s m i ght fi n d fo u r d i fferent p i l l s i n the s a m e
l ocat i o n , which o n ce m ay h ave stored p h a rm aceutica l s . The G M s e t s the d ifficu lty of t h i s task, but it i s u s u a l ly
3 or 4, a n d scave n g i n g can take fifteen m i n utes to an h o u r. The p roce s s often i n c l u d e s m a n i p u l ati n g w h at i s
fo u n d t o co b b l e toget h e r someth i n g t h at works. Fo r exa m p l e , t h e PCs' search m i ght enta i l n ot j u st fi n d i n g a
d evice but a l so figu ri n g out t h at if they hook it u p to a nearby powe r ce l l , open a s m a l l p a n e l , a n d fid d l e with
the worki n g s , t h ey p rod u ce t h e cyp her's effect (wh i ch m i ght n ot be t h e device ' s o ri g i n a l use at a l l ) .
Scave n g i n g is not t h e o n ly way to o bta i n cyp h e rs . They can a l s o be fo u n d a m i d the b e l o n g i n g s of fa l l e n
Aeon Priest, page 269 foes, given a s gifts, o r somet i m e s eve n sold in a town by Aeon Priests o r exp lorers.
O n ce t h e PCs fi n d a cyp h e r, i d e nt ify i n g it i s a separate task, also based o n I nte l l ect a n d mod ified by
knowled ge of t h e n u m e n e ra . The GM sets the d ifficu lty of t h e task, but it i s u s u a l ly l o r 2 . T h u s , eve n the
s m a l lest a m o u nt of knowledge m e a n s t h at cyp h e r i d e ntification i s auto m atic. The p rocess takes o n e to ten
Clave, page 734 m i n utes. I f t h e P C s ca n ' t identify a cyp h e r, they can b r i n g it to a n Aeo n Priest c l ave fo r i d e ntification a n d
perh a p s trad e, if d es i red.
A c h a racte r can atte m pt to u s e a cyp h e r t h at is n ot i d e ntified ; t h i s is u s u a l ly an I nte l l ect task u s i n g t h e
cyp her's l eve l . Fa i l u re m i ght mean t h at the PC ca n 't fi g u re out h ow to u s e the cyp h e r o r t h at h e u ses i t
i nco rrectly (G M ' s d i scretion) . Of co u rse, eve n if t h e PC u s e s the u n id e ntified cyp h e r correctly, h e h a s no idea
what its effect wi l l be.
I d e ntified cyp h e rs can be used a utomatical ly. O nce a cyp h e r i s activated, if it h a s a n o n go i n g effect, t h at
effect a p p l ies o n ly to the c h a racter who activated t h e cyp h e r. A PC can't activate a cyp h e r a n d t h e n h a n d it to
a n other c h a racte r to rea p t h e benefits .

Speed, page 20 USING CYPHERS


Spray, page 3 0 I f a c h a racte r uses a cyp h e r, the action to u s e it i s I nte l l ect based u n less ot h e rwise d escribed o r logic s u ggests
Arc Spray, page 3 7
Glaive, page 26 oth e rwise. Fo r exa m p l e, t h row i n g a d etonation m i ght be S peed based beca u s e the d evice i s physical and n ot
jack, page 40 rea l ly tec h n ica l , but u s i n g a ray e m itte r is I nte l l ect based .
S i nce cyp hers a re s i n gle-use ite m s , cyp h e rs used to m a ke attacks can n ever be u sed with the S p ray or Arc
S p ray a b i l ities t h at some g l a ives a n d jacks h ave. They a re n eve r "rapid-fi re wea p o n s . "

CYPHER FORMS
A l l cyp h e rs h ave a l eve l . They h ave d i fferent forms based on t h ree types: internal, wearable, a n d usable.
I ntern a l cyp h e rs a re t h i ngs yo u i n gest o r i nject. Wearable cyp h e rs a re a rticles of clot h i ng, jewel ry, o r oth e r
Mechanical creatures, t h i ngs yo u wea r o n yo u r p h y s i c a l body. U sa b l e cyp h e rs a re basica l ly anyt h i n g e l s e .
such as the disassembler M ost cyp h e rs can exist i n more t h a n o n e form, but a l l forms w o r k the s a m e way. Fo r exa m ple, a n a n oeti c
(page 238), are often a ntive n o m can be fo u n d i n the form of a p i l l , a n i n gesti b l e l i q u i d , o r a n i njector. G M s can c h o o s e a form fo r
good sources for cyphers. fl avor o r ro l l ra n d o m ly. I f a cyp h e r form i s n ot l i sted , t h e cyp h e r o n ly ra rely co mes i n t h at form. H oweve r,
noth i n g i s i m po s s i ble. If the G M wants a p i l l t h at a l l ows a nyo n e swa l l owi n g it to te leport, t h e n it exi sts.

280
LI M E NE
CYPHERS

CYPHER LIST
When givi n g cyp hers to c h a racters, either choose fro m t h i s table or ro l l a 1 d l 00 for ra n d o m cyp hers.

01 Ad h e s i o n c l a m p s so M agnetic attack d ri l l
02 Anti ve nom 51 M agnetic m a ster
03 Att ractor 52 M agnetic s h i e l d
04 B a n i s h i n g n od u l e 53 M e m o ry l e n s e s
05 B l i n ki n g nod u l e 54 M e ntal scra m b l e r
06 Cathol icon 55 M etal death
07 Catseye 56 M o n o blade
08 Chem ical facto ry 57 M otion s e n s o r
09 Co m p re h e n s i o n graft 58 Pers o n a l enviro n ment field
10 Co ntro l l e d b l i n ki n g n od u l e 59 Phase c h a n ge r
11 Data s p h e re s i p h o n 60 P h a s e d i s r u ptor Cyphers are meant to be
12 D e n s ity nod u l e 61 Poison {e motion) used regularly and often.
If you find players are
13 Deto n ation 62 Poison {exp los ive)
hoarding or saving their
14 Deto n ation (d es iccat i n g) 63 Poison { m i n d -co ntro l l i n g} cyphers, feel free to give
15 Deto n ation (fl a s h } 64 Poison ( m i n d -d i s ru pti n g) them reason to pull them
16 Deto n ation (gravity) 65 Psych i c com m u n iq u e out and put them into play.
17 Deto n ation (mass ive) 66 Ray e m itte r
18 Deto n ation (m atter d i s ru ption} 67 Ray e m itte r (n u m b i n g}
19 Deto n ation (pre s s u re} 68 Ray e m itte r {paralys i s)
20 Deto n ation (s i n g u l a rity} 69 Real ity s p i ke
21 Deto n ation (son ic) 70- 7 1 Rej uve n ator
22 Deto n ation (s pawn) 72 Remote viewer
23 Deto n ation (web) 73 Re p a i r u n it
24 D i s ru pt i n g n od u l e 74 Reta l i ation nod u l e
25 Eagleseye 75 Sheen GMs should not be afraid to
26 F i re p roofi n g s p ray 76 S h ock nod u l e generate cyphers randomly.
27 F l a m e - reta rd ant wa l l 77 S h ocker Sometimes giving a
28 Fo rce cube p rojector 78 S ki l l boost character something no one
29 Fo rce nod u l e 79 S l e e p i n d ucer
expected leads to the most
interesting situations.
30 Fo rce screen p rojecto r 80 Sonic hole
31 Fo rce s h i e l d p rojecto r 81 S o u n d d a m pe n e r
32 Frict i o n - red u c i n g gel 82 S pati a l warp
33 Fri gid wa l l p rojecto r 83 S peed boost
34 G a s bo m b 84-85 Sti rn
35 G ravity n u l l ifier 86 Stre n gth boost
36 G ravity- n u l l ifyi n g s p ray 87 S u bd u a l field
37 H eat nod u l e 88 Te l e pathy i m p l a nt
38 H u nter /seeker 89 Te leporter (bo u n d e r)
39 I m age p rojecto r 90 Te leporter (trave l e r)
40 I nferno wa l l p rojector 91 Te m poral viewe r
41 I nfiltrator 92 Time d i lation nod u l e {defe n s ive}
42 I n stant servant 93 T i m e d i lation nod u l e (offe n s ive)
43 I n stant s h elter 94 Trace r
44 I nte l l ect e n h a ncement 95 Vis age c h a n ge r
45 I nv i s i b i l ity n od u l e 96 Visual d i s p l ace ment d evice
46 Knowledge e n h a ncement 97 Vocal tra n s l ator
47 Lightn i n g wa l l p rojecto r 98 Wa rmth p rojecto r
48 Livi n g solvent 99 Wate r b reat h e r
49 M ac h i n e control i m p l a nt 00 X- Ray viewer

28 1
A SELECTION OF NINTH WORLD CYPH ERS

e Adhesion Clamps
Level : l d 6
Wearable: G l oves
Usable: H a n d les with powe rfu l s u ction c u p s
Effect: Al l ows fo r automatic cl i m b i n g o f any s u rface, eve n h o rizontal o n e s . Lasts fo r twe nty m i n utes.

e Antivenom
Level : 1 d6 + 2
I nternal: P i l l , i n gesti b l e l i q u id
Usable: I njector
Effect: Re n d e rs u s e r i m m u n e to p o i s o n s of the s a m e l evel o r l ower (and e n d s any such o n go i n g effects , if any,
a l ready i n t h e user's system) .

f}) Attractor
Level : 1 d6 + 4
Wearable: G l ove of synth
Usable: S m a l l h a n d h e l d d evice
Effect: O n e u n a n ch o red item yo u r s ize o r s m a l l e r with i n long ra n ge i s d rawn i m med iately to t h e device. T h i s
takes o n e ro u n d . T h e item h a s n o m o m e n t u m w h e n i t a rrive s .

e Banishing Nodule
Level : l d 6
Usable: Crysta l nod u l e affixed to a m e l ee weapon
Effect: Fo r the n ext 28 h o u rs , each t i m e the weapon t h e nod u l e i s attached to stri kes a s o l i d creat u re o r
o bj ect, it ge n e rates a b u rst of e n e rgy t h at te leports t h e creatu re o r o bj ect struck a n i m m ed i ate d i stance i n a
ra n d o m d i rection (not u p or d own) . The d ifficu lty of the te leported creat u re ' s act i o n s ( i n cl u d i n g defe n se) i s
mod ified b y o n e step t o i t s detri ment o n i t s n ext t u r n .

e Blinking Nodule
Level : l d 6
Usable: Crysta l nod u l e affixed to armor
Effect: Fo r the n ext 28 h o u rs , each t i m e (but n ot more t h a n o n ce per ro u n d) the wearer of the armor the
n od u l e i s attached to i s struck h a rd e n o u g h to i n fl ict d a mage, h e te leports a n i m m ed i ate d i stance i n a
ra n d o m d i rection (not u p or d own) . S i nce t h e wearer i s p re p a red for t h i s effect a n d h i s foe i s n ot, the
Defense, page 7 02 d ifficu lty of t h e wea rer's defe n s e is mod ified by o n e step to h i s benefit for o n e ro u n d after he teleports.

e Cathol icon
Level : 1 d6 + 2
I nternal: P i l l , i n gesti b l e l i q u i d
Usable: I njector
Effect: C u res any d i sease of the s a m e l evel o r l owe r.

e Catseye
Level : l d 6
I nternal: P i l l , i n gesti b l e l i q u i d
Usable: I njector
Effect: G rants the a b i l ity to see in the d a rk fo r eight
h o u rs .

282
LI M E NE
CYPHERS

e Chemical Factory
Level : l d 6
I nternal: P i l l , i n gesti b l e l i q u id
Usable: I njector
Effect: After one h o u r, the sweat of the u s e r p rod uces 1 d 6 doses of a va l u a b l e l i q u id (these doses a re n ot
co n s id e red cyp h e rs) . They m u st be used with i n o n e wee k. Effects vary:
01 -04 E u p h oric for 1 d6 h o u rs
05-08 H a l l ucinoge n i c fo r 1 d6 h o u rs
09-1 2 Sti m u lant for 1 d6 h o u rs
1 3-1 6 Depressant for 1 d 6 h o u rs
1 7-20 N utrient s u p p lement
2 1 -2 5 Antive n o m
26-30 Cu r e s d i sease
3 1 -3 5 See i n the d a r k fo r one h o u r
3 6-45 Restores a n u m be r of M i ght Pool poi nts e q u a l to cyp h e r l evel
46-5 5 Restores a n u m be r of S peed Pool poi nts eq u a l to cyp h e r l evel
5 6-65 Restores a n u m be r of I nte l l ect Pool poi nts eq u a l to cyp h e r l eve l
66-75 I n creases M i ght E d ge by 1 for o n e h o u r
76-85 I n creases S peed E d ge b y 1 fo r one h o u r
86-95 I n creases I nte l l ect E d ge b y 1 fo r o n e h o u r
96-00 Restores a l l Poo l s t o fu l l

f}) Comprehension Graft


Although they are
useful for ambassadors,
Level : 1 d6 + 1 diplomats, and travelers,
Usable: S m a l l m eta l l i c d i s k comprehension grafts are
Effect: When a p p l ied t o a creat u re ' s head, t h e d i s k i m m ed i ately u n leashes m i crofi l a m ents t h at enter t h e b ra i n . truly coveted by beast
trainers all over the Ninth
With i n five m i n utes, t h e creatu re c a n u n d e rsta n d t h e wo rd s o f a s pecific l a n g u age keyed t o t h e graft. Th i s
World.
i s true eve n o f creatu res t h at d o n ot n o r m a l l y h ave a l a n guage. I f t h e creatu re co u l d a l ready u nd e rsta n d the
l a n g u age, the cyp h e r h a s n o effect. O n ce the graft attaches, the effect i s permanent, a n d this d evice n o l o n ge r Rumors speak of a fortress
co u nts aga i n st t h e n u m be r of cyp h e rs t h at a PC can bear. city in the Beyond that has
its own language and allows
e Controlled Blinking Nodule none other to be spoken.
Those rare few allowed
Level : 1 d 6 + 2
within its walls are forcibly
Usable: Crysta l nod u l e affixed to armor given comprehension grafts
Effect: For the next 28 hours, each time the wearer of the armor the nod ule i s attached to i s struck hard enough to produced in the city.
infl ict damage (but no more than once per round) , he teleports to a s pot he desires wit h i n i m med iate ran ge. S i n ce
the wearer is prepared for t h i s effect and h i s foe is not, the d ifficu lty of the wea rer's defense is mod ified by one step
to h i s benefit for one round after he teleports.

e Datasphere Siphon
Level : l d 6
I nternal: P i l l , i n gesti b l e l i q u id
Wearable: Te m p o ra ry tattoo, a m u l et, head b a n d , crystal worn on te m p l e
Usable: S m a l l h a n d h e l d device, crystal
Effect: Ta p p i n g i nto t h e d ata s p h e re ' s knowledge, t h e user can learn t h e a n swer to o n e q uesti o n . Data sphere, page 7 2

e Density Nodule
Level : l d 6
Usable: Crysta l nod u l e affixed to a m e l ee weapon
Effect: Fo r the n ext 28 h o u rs , each t i m e the weapon t h e nod u l e i s attached to stri kes a s o l i d creat u re o r o bject,
the weapon s u d d e n ly i n creases d ra m atica l ly in we ight, ca u s i n g the b l ow to i n fl i ct a n add iti o n a l 2 poi nts of
d a m age.

283
e Detonation
Level : l d 6 + 2
Wearable: Wri stba n d p rojecto r (long ra n ge)
Usable: Exp los ive d evice (th rown , s h o rt ra n ge) o r h a n d h e l d p rojecto r (long ra n ge)
Immediate distance,
page 1 7 Effect: Exp lodes i n an i m med i ate rad i u s , infl icting damage eq ual to the cypher level. Rol l for the type of damage:
0 1 -1 0 Ce l l - d i s ru pt i n g ( h a r m s o n ly fl e s h )
1 1 -3 0 Co rros ive
3 1 -40 E l ectrical d i scharge
4 1 -50 H eat d ra i n (cold)
5 1 -75 F i re
76-00 S h ra p n e l

e Detonation (Desiccating)
Level : l d 6 + 2
Wearable: Wri stba n d p rojecto r (long ra n ge)
Usable: Exp los ive d evice o r cera m i c s p h e re (t h rown , s h o rt ran ge) o r h a n d h e l d p rojecto r (long ra n ge)
Effect: B u rsts in an i m med i ate rad i u s , d ra i n i n g m o i stu re fro m eve ryt h i n g wit h i n it. Livi n g creat u res take
d a m age eq u a l to t h e cyp h e r leve l . Water i n t h e a rea i s vapo rized .

e Detonation (Flash)
Level : l d 6 + 2
Wearable: Wri stba n d p rojecto r (long ra n ge)
Usable: Exp los ive d evice o r cera m i c s p h e re (t h rown , s h o rt ran ge) o r h a n d h e l d p rojecto r (long ra n ge)
Effect: B u rsts in an i m med i ate rad i u s , b l i n d i n g a l l with i n it fo r one m i n ute.

e Detonation (Gravity)
Level : l d6 + 2
Wearable: Wri stba n d p rojecto r (long ra n ge)
Usable: Exp los ive d evice o r cera m i c s p h e re (t h rown , s h o rt ran ge) o r h a n d h e l d p rojecto r (long ra n ge)
All damaging Effect: Bu rsts i n an i m med iate rad ius, infl icting damage equal to the cypher level by increasing gravity tremendously
detonations inflict a
for one second. Al l i n the area are crushed to the ground for one round and cannot take physical actions.
minimum of 2 points
of damage to those in
the radius, regardless of e Detonation (Massive)
attack or defense rolls. Level : l d6 + 2
Wearable: Wri stba n d p rojecto r (ra n ge of 200 feet [6 1 m])
Usable: H a n d held p rojecto r (ra n ge of 200 feet [61 m])
Effect: Exp lodes i n a short-ra n ge rad i u s , i n fl ict i n g d a m age eq u a l to the cyp her leve l . Rol l for the type of d a m age:
01 -1 0 Ce l l - d i s ru pt i n g ( h a r m s o n ly fl e s h )
1 1 -3 0 Co rros ive
3 1 -40 E l ectrical d i scharge
4 1 -5 0 H eat d ra i n (cold)
5 1 -75 F i re
76-00 S h ra p n e l

9 Detonation (Matter Disruption)


Level : l d 6 + 4
Wearable: Wri stba n d p rojecto r (long ra n ge)
Usable: Exp los ive d evice o r cera m i c s p h e re (t h rown , s h o rt ran ge) o r h a n d h e l d p rojecto r (long ra n ge)
Effect: Exp lodes in an i m m ed i ate rad i u s , re l ea s i n g n a n ites t h at rea rra n ge m atte r in ra n d o m ways . I nfl icts
d a m age eq u a l to the cyp h e r leve l .

e Detonation (Pressure)
Level : l d6 + 2
Wearable: Wri stba n d p rojecto r (long ra n ge)
Usable: Exp los ive d evice (th rown , s h o rt ra n ge) o r h a n d h e l d p rojecto r (long ra n ge)
Effect: Exp lodes in a n i m m ed i ate rad i u s , i n fl i ct i n g i m pact d a m age eq u a l to cyp h e r l eve l . Also m oves
u n atte nded o bjects out of the a rea if they weigh l e s s t h a n 20 po u n d s (9 kg) per cyp h e r l eve l .

284
LI M E NE
CYPHERS

f) Detonation (Singularity)
Level : 1 0
Usable: Exp l o s ive d e v i ce o r cera m i c s p h e re (t h row n , s h o rt ra n ge) o r h a n d h e l d p rojecto r ( l o n g ran ge) The singularity detonation
Effect: Exp l o d e s a n d creates a m o m e n t a ry s i n g u l a rity t h at tears at the fa b ri c of the u n iverse. I n fl i ct s 20
is a greatly feared deice,
sought by those interested in
p o i nts of d a m a ge to all with i n s h o rt ra n ge , d rawi n g them (o r t h e i r re m a i n s) toget h e r to i m m ed i ate ra n ge
truly horrific destruction.
( i f po s s i b l e) . P l ayer c h a racte rs i n t h e rad i u s m ove o n e ste p d own t h e d a m age track if t h ey fa i l a M i g h t
d e fe n s e ro l l .

e Detonation (Sonic)
Level : 1 d6 + 2
Wearable: Wri stba n d p rojecto r (long ra n ge)
Usable: Exp los ive d evice o r cera m i c s p h e re (t h rown , s h o rt ran ge) o r h a n d h e l d p rojecto r (long ra n ge)
Effect: Exp lodes with terrifyi n g sou n d , deafe n i n g a l l in an i m m ed i ate rad i u s .

e Detonation (Spawn)
Level : 1 d6 + 2
Wearable: Wri stba n d p rojecto r (long ra n ge)
Usable: Exp los ive d evice o r cera m i c s p h e re (t h rown , s h o rt ran ge) o r h a n d h e l d p rojecto r (long ra n ge)
Effect: B u rsts in an i m med i ate rad i u s , b l i n d i n g a l l with i n it fo r one m i n ute a n d i n fl ict i n g d a m age eq u a l to t h e
cyp h e r l eve l . The b u rst s pawn s 1 d 6 a d d i t i o n a l d eto n at i o n s ; o n t h e n ext ro u n d , e a c h a d d i t i o n a l d eto n ation fl i es
to a ra n d o m s pot with i n s h o rt ra n ge a n d exp lodes i n a n i m me d i ate rad i u s . Ro l l fo r the type of d a m age d e a lt
by a l l deto n at i o n s :
01 -1 0 Ce l l -d i s ru pt i n g ( h a r m s o n ly fl e s h )
1 1 -3 0 Co rros ive
3 1 -40 E l ectrical d i scharge
4 1 -5 0 H eat d ra i n (co ld)
5 1 -75 F i re
76-00 S h ra p n e l

e Detonation (Web)
Rather than strands of
sticky goo, some web
Level : 1 d6 + 2 detonationsfill the area
Wearable: Wri stba n d p rojecto r (long ra n ge) with a mass ofquick
Usable: Exp los ive d evice (th rown , s h o rt ra n ge) o r h a n d h e l d p rojecto r (long ra n ge) hardeningfoam that
accomplishes the same
Effect: Exp lodes in a n i m m ed i ate rad i u s and creates sticky stra n d s of goo. PCs ca ught in the a rea m u st use a
thing.
M i ght-based action to get out, with the d ifficu lty d eterm i n ed by the cyp h e r l eve l . N PCs break free if t h e i r l evel
i s h i gher than the cyp h e r l eve l .

e Disrupting Nodule
Level : l d 6
Usable: Crysta l nod u l e affixed to a m e l ee weapon
Effect: Fo r the n ext 28 h o u rs , each t i m e the weapon t h e nod u l e i s attached to stri kes a s o l i d creat u re o r o bject,
it ge n e rates a b u rst of n a n ites t h at d i rectly attack o rga n i c ce l l s . The affected ta rget takes 1 add iti o n a l point of
d a m age a n d loses h i s n ext act i o n .

e Eagleseye
Level : l d 6
I nternal: P i l l , i n gesti b l e l i q u id
Usable: I njector
Effect: G rants the a b i l ity to see ten t i m e s a s fa r a s normal fo r one h o u r.

e Fireproofing Spray
Level : 1 d 6 + 4
Usable: S p ray ca n i ster
Effect: A non l iving object sprayed by this cypher has Armor against fire damage equal to the cypher's level for 28 hours. Armor, page 92

285
e Flame-Retardant Wall
Level : l d 6
Wearable: Belt, ring, b race l et
Usable: H a n d h e l d d evice
Effect: Create s an i m m o b i l e p l a n e of perme a b l e e n e rgy u p to 20 feet by 20 feet (6 . 1 m by 6 . 1 m) for o n e h o u r.
The p l a n e co nforms to the s pace ava i l a b l e . F l a m e s pass i n g t h rough t h e p l a n e a re ext i n g u i s h e d .

Despite the fact that the


walls are not gaseous 9 Force Cube Projector
permeable, there is likely Level : 1 d6 + 3
enough air within for Wearable: Belt, ring, b race l et
trapped creatures to Usable: H a n d h e l d d evice
breathe for the hour it Effect: Create s an i m m o b i l e cu be co m posed of s ix p l a n e s of s o l i d fo rce, each 30 feet (9. 1 m) to a s i d e , for o n e
lasts.
h o u r. The p l a n e s co nform to the s pace ava i l a b l e .

e Force Nodule
Level : l d 6
Usable: Crysta l nod u l e affixed to armor
Effect: Fo r the n ext 28 h o u rs , t h e armor the nod u l e i s attached to i s bol ste red by a powe rfu l fo rce fi e l d , add i n g
2 t o t h e Armor i t p rovides.

e Force Screen Projector


Level : 1 d6 + 3
Wearable: Belt, ring, b race l et
Usable: H a n d h e l d d evice
Effect: Create s an i m m o b i l e p l a n e of s o l i d fo rce u p to 20 feet by 20 feet (6. 1 m by 6 . 1 m) for o n e h o u r. The
plane co nforms to t h e s pace ava i l a b l e .

e Force Shield Projector


Level : 1 d6 + 3
I nternal: S u bd e r m a l i n j ecti o n
Wearable: B e l t , ring, b race l et
Usable: H a n d h e l d d evice
Effect: Create s a s h i m m eri n g e n e rgy s h ield a ro u n d the u s e r for o n e h o u r, d u ri n g which t i m e he ga i n s +3
Armor ( +4 Armor if the cyp h e r i s l evel 5 o r h i g h e r) .

e Friction-Reducing Gel
Level : l d 6
Usable: S p ray ca n i ster
Effect: S p rayed across a n a rea up to 1 0 feet (3 m) s q u a re , t h i s gel m a ke s t h i ngs extre mely s l i ppery. Fo r one
h o u r, the d i fficu lty of m ovement tasks i n the a rea i s i n creased by th ree ste p s .

Some force walls,


shields, and cubes are
e Frigid Wall Projector
transparent. Others a re Level : 1 d6 + 2
translucent. A few are Usable: Co m p l ex d evice
opaque. Effect: Create s a wa l l of s u pe rcoo led a i r u p to 30 feet by 30 feet by 1 foot (9. 1 m by 9 . 1 m by 0.3 m) t h at
i nfl icts d a mage eq u a l to t h e cyp h e r l evel on a nyth i n g t h at passes t h ro u g h it. The wa l l co nforms to t h e s pace
ava i l a b l e . It l asts fo r ten m i n utes.

286
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6} Gas Bomb
Level : 1 d 6 + 2
Wearable: Wri stba n d p rojecto r (long ra n ge)
Usable: Exp los ive d evice o r cera m i c s p h e re (t h rown , s h o rt ran ge) o r h a n d h e l d p rojecto r (long ra n ge)
Effect: B u rsts in a p o i s o n o u s cloud with i n an i m med i ate d i stance . The cloud l i n gers fo r 1 d6 ro u n d s u n less
co n d iti o n s d i ctate oth e rwise. Effects va ry:
01 -1 0 Thick s m o ke: occl udes s i ght wh i l e the cloud lasts.
1 1 -20 Choki n g gas: l iv i n g creatu res t h at b reathe lose t h e i r act i o n s to choki n g and co u g h i n g fo r a
n u m be r of rou n d s eq u a l to the cyp h e r l eve l .
2 1 -5 0 Po i s o n gas: l iv i n g creat u re s t h at b reathe s u ffe r d a m age eq u a l to the cyp h e r l eve l .
5 1 -60 Co rros ive gas: eve ryt h i n g s u ffers d a m age eq u a l to the cyp h e r l eve l .
6 1 -65 H a l l ucinoge n i c gas: l iv i n g creat u re s t h at b reathe lose t h e i r act i o n s to h a l l u c i n at i o n s a n d
v i s i o n s fo r a n u m be r of ro u n d s eq u a l to the cyp h e r l eve l .
66-70 N e rve gas: l iv i n g creat u res t h at b reathe s u ffe r S peed d a m age eq u a l to the cyp h e r l eve l . Speed damage, page 92
7 1 -80 M i nd - n u m b i n g gas: l iving creatures that breathe suffer I ntel l ect damage equal to the cypher level.
8 1 -8 3 Fea r gas: l iv i n g creat u res t h at b reat h e a n d t h i n k flee i n a ra n d o m d i rection i n fea r ( o r a re
paralyzed with fea r) for a n u m be r of ro u n d s eq u a l to the cyp h e r l eve l .
84-86 Amnesia gas: living creatu res that breathe and think permanently lose all memory of the last m i n ute.
8 7-96 S l eep gas: l iv i n g creatu res t h at b reathe fa l l a s l ee p fo r a n u m be r of ro u n d s e q u a l to the cyp h e r
l evel o r u nt i l awo ken b y a violent action o r a n extre mely loud n o i s e .
9 7-00 Rage gas: l iv i n g creatu res t h at b reathe a n d th i n k m a ke a m e l ee attack on t h e nearest creatu re
a n d cont i n u e to do so for a n u m be r of ro u n d s eq u a l to the cyp h e r l eve l .

e
Gravity nullifiers are
Gravity Nullifier frequently called flight
Level : 1 d 6 + 3 rings or belts, levitators, or
I nternal: S u bd e r m a l i n j ecti o n invisible wings. There is an
isolated town in the Beyond
Wearable: B e l t , boots, ring, b race l et
called Thenerah where they
Usable: S m a l l p l atform on which the u s e r m u st sta n d are produced in number (as
Effect: Fo r o n e h o u r, t h e u s e r can fl oat i nto the a i r, m ovi n g vertica l ly (but n ot h o rizonta l ly w i t h o u t some oth e r back-mounted cylinders) .
act i o n , s u c h as p u s h i n g a l o n g the cei l i n g) u p to a s h o rt d i stance per ro u n d . The u s e r m u st we igh l e s s t h a n 50 The city is built with an
pou n d s (22 kg) per l eve l of t h e cyp h e r. extremely vertical mindset,
with certain structures
f) Gravity-Nullifying Spray
inaccessible to someone
who cannot fly.
Level : 1 d 6 + 2
Usable: S p ray ca n i ster
Effect: A n o n l iv i n g object about the s ize of a person o r s m a l l e r s p rayed by t h i s cyp h e r floats 1 d20 feet in the
air perm a n e ntly a n d no l o n ge r has we ight if carried (t hough it need s to be stra pped d own) .

6} Heat Nodule
Level : l d 6
Usable: Crysta l nod u l e affixed to a m e l ee weapon
Effect: Fo r the n ext 28 h o u rs , each t i m e the weapon t h e nod u l e i s attached to stri kes a s o l i d creat u re o r o bject,
it ge n e rates a b u rst of h eat, i n fl ict i n g a n a d d i t i o n a l 2 poi nts of d a m age.

f) Hunter/Seeker
Level : l d 6
Wearable: Arm- or s h o u l d e r- m o u nted l a u ncher
Usable: Co m p l ex device, h a n d h e l d d evice
Effect: With long-range movement, this i ntelligent missile tracks and attacks a s pecified target (target must be with i n
sight when selected) . l f it misses, it conti nues t o attack one additional t i m e p e r cypher level u ntil i t h its. For exam ple, a
level 4 h u nter/seeker wi l l attack a maxi m u m of five times. Different h u nter/seekers have d ifferent effects:
01 -50 I nfl icts 8 poi nts of d a mage.
5 1 -80 Bears a poi soned need l e t h at i n fl i cts 3 poi nts of d a m age p l u s p o i s o n . Stunned creatures lose
8 1 -90 Exp lodes, i n fl ict i n g 6 points of d a mage to a l l with i n i m m ed i ate ra n ge. their turn that round.
9 1 -95 S h ocks fo r 4 poi nts of e l ectricity d a mage, and stu n s fo r one ro u n d per cyp h e r leve l .
96-00 Cove rs ta rget i n sticky goo t h at i m me d i ately h a rd e n s , h o l d i n g h i m fast u nt i l he b reaks out
with a M i ght action (d ifficu lty eq u a l to the cyp h e r l evel + 2) .

287
e Image Projector
Level : l d 6
Wearable: H e a d b a n d with d evice on forehead
Usable: Hand held d evice with glass p a n e l
Effect: P rojects o n e of t h e fo l l owi n g i m mo b i l e i m ages i n the a rea descri bed fo r o n e h o u r. The i m age a p pears
2S feet (7.6 m) away fro m t h e u s e r. Scenes i n c l u d e m ove m e nt, sou n d , a n d s m e l l .
01 -20 Terrifyi ng creatu re of an u n known species, perhaps no longer al ive in the world (1 0-foot [3 m] cu be)
2 1 -40 H u ge mach i n e t h at obscu res s i ght (3 0-foot [9 m] cu be)
4 1 -S O Beaut i fu l pastoral sce n e (S O-foot [ l S m] cu be)
S l -60 Food t h at looks d e l i c i o u s but may n ot be fa m i l i a r ( 1 0-foot [3 m] cu be)
6 1 -80 S o l i d color t h at o b s c u res s i ght (SO-foot [l S m] cu be)
8 1 -00 I n co m p re h e n s i b l e sce n e t h at is d i sorient i n g a n d stra n ge (20-foot [6. 1 m) cu be)

e Inferno Wall Projector


Level : 1 d6 + 2
Usable: Co m p lex d evice
Effect: Creates a wa l l of extre m e heat u p to 3 0 feet by 3 0 feet by 1 foot (9. 1 m by
9.1 m by 0.3 m) t h at i n fl icts d a m age eq u a l to t h e cyp h e r l evel o n anyt h i n g t h at
passes t h ro u g h it. The wa l l co nforms to t h e s p ace ava i l a b l e . It l a sts for ten m i n utes.

9 Infiltrator
Level : l d 6
I nternal: Phases i nto eye, p h ases out when u sed
Wearable: Ad h e res to te m p l e and l a u nches p roject i l e
Usable: H a n d h e l d d evice t h at l a u nches p roject i l e
Effect: Tiny ca p s u l e l a u nches a n d moves a t great s peed , m a p p i n g a n d sca n n i n g a n u n known a rea. I t m oves
SOO feet ( l S 2 m) per l eve l , sca n n i n g a n a rea up to SO feet (l S m) per l evel away fro m it. I t i d e ntifies b a s i c
l ayout, creat u res, a n d m a j o r e n e rgy s o u rces. Its movement i s b l ocked by any p h y s i c a l o r e n e rgy barrier.

9 Instant Servant
Level : l d 6
Usable: H a n d h e l d d evice
Effect: S m a l l d evice expa n d s i nto a h u m a n o i d auto m aton t h at i s ro u g h ly 2 feet (0. 6 m) ta l l . It is a creatu re
eq u a l to the cyp h e r l eve l a n d can u n d e rsta n d t h e ve rbal co m m a n d s of the c h a racte r who activates it. O n ce
activated, com m a n d i n g the servant is not an act i o n . It can m a ke attacks or perform act i o n s as o rd e red to t h e
b e s t of i t s a b i l ities, but it ca n n ot s peak.
The automaton h a s s h o rt-ra n ge m ovement but n ever goes fa rther than long ra n ge away fro m t h e c h a racte r
who activated it. At the G M ' s d i scret i o n , the servant m i ght h ave s peci a l ized knowledge, s u c h as h ow to
ope rate a partic u l a r device. Oth e rwise, it h a s no special knowledge. I n any case, the servant i s n ot a rtifici a l ly
i n te l l i gent or ca p a b l e of i n it i at i n g act i o n . It does o n l y as co m m a n d e d .
The servant operates fo r o n e h o u r per cyp h e r l eve l .

e Instant Shelter
Level : 1 d 6 + 3
Usable: H a n d h e l d d evice
Effect: With the add ition of wate r a n d a i r, the s m a l l d evice exp a n d s i nto a s i m p l e one-room struct u re with a
door a n d a tra n s pa rent w i n d ow. The struct u re i s 1 0 feet by 1 0 feet by 20 feet (3 m by 3 m by 6 . 1 m) . It is made
Shapestone, page 77 fro m a form of s h a pesto n e a n d is permanent a n d i m mo b i l e o n ce created.

e Intellect Enhancement
Level : 1 d 6 + 2
I nternal: P i l l , i n gesti b l e l i q u id
Wearable: Ad h e s ive patch t h at activates when s l a p ped
Usable: I nj ecto r
Intellect Edge, page 20 Effect: S u b stance a d d s 1 to I nte l l ect E d ge fo r o n e h o u r.

288
LI M E NE
CYPHERS

e Invisibility Nodule
Level: l d 6
Usable: Crysta l nod u l e affixed to armor
Effect: Fo r t h e next 28 h o u rs , the armor t h e n od u l e i s attached to i s i n vi s i b l e , making the wearer appear to be
u n armored.

e Knowledge Enhancement It is easy to get addicted


Level: l d 6 to the quick hit of
I nternal: P i l l , i n gest i b l e l i q u i d training that comes from
Wearable: Ad hes ive patch t h at activates w h e n s l a p ped Knowledge Enhancement
Usable: I njector cyphers. Characters who
Effect: For the next 28 hours, the character has training i n a predetermi ned ski l l . Although the ski l l could be anyth ing
rely on them too often
may find themselves at a
(incl uding someth ing specific to the operation of one device or someth ing s i m i lar) , common ski l l s incl ude:
disadvantage when they
0 1 -1 0 M e lee attacks run out, presenting a
1 1 -20 R a n ged attacks great opportunity for GM
2 1 -40 N u m e n e ra l o re (somet i m e s s pecific to o n e d evice) intrusion.
4 1 -50 Repa i r i n g (somet i m e s s pecific to one device)
5 1 -60 Craft i n g (u s u a l ly s pecific to one t h i n g)
6 1 -70 Pers u a s i o n
7 1 -75 Healing
76-80 S peed defe n s e
8 1 -85 I nte l l ect d efe n s e
86-90 Swi m m i n g
9 1 -95 Rid i n g
96-00 S n eaki n g

e Lightning Wall Projector


Level: 1 d6 + 2
Usable: Co m p l ex d evice
Effect: Creates a wa l l of e l ectric bolts u p to 30 feet by 30 feet by 1 foot (9 . 1 m by 9 . 1 m by 0.3 m) t h at i n fl icts
d a m age eq u a l to the cyp h e r l eve l o n a nyth i n g t h at passes t h rough it. The wa l l co nforms to the s pace
ava i l a b l e . I t l a sts fo r ten m i n utes.

e Living Solvent
Level: l d l O
Usable: Ca n i ster conta i n i n g s l i m e
Effect: O n ce re lea sed , t h i s o rga n i c s l i m e d i s solves 1 c u b i c foot o f m ateri a l each ro u n d . Afte r o n e ro u n d per
cyp h e r l eve l , the s l i me d ies a n d becomes i n e rt.

e Machine Control Implant


Level: 1 d 6 + 2
I nternal: P i l l
Wearable: D i s k t h at a d h e res t o fo rehead, te m po ra ry tattoo
Usable: I njector
Effect: When activated , the cyp h e r s p l its i nto two p ieces. One i s affixed to a n u m e n e ra d evice and the ot h e r to
a cha racte r. The c h a racter can t h e n use h i s m i n d to control the d evice at l o n g range, b i d d i n g it to do anyt h i n g
it co u l d d o normal ly. Th u s , a d evice co u l d b e activated o r deactivated , a n d a ve h icle co u l d be p i l oted . T h e
control l asts fo r t e n m i n utes, a n d o n ce t h e d evice i s chosen, i t ca n n ot b e c h a nged .

e Magnetic Attack Drill


Level: 1 d 6 + 2
Usable: S m a l l s p h e re with a t h ick screw p rotru s i o n
Effect: The u s e r th rows t h i s cyp h e r a t a ta rget with i n s h o rt range, a n d it d ri l l s i nto the ta rget fo r one ro u n d ,
i n fl ict i n g d a m age e q u a l t o t h e cyp h e r leve l . I f t h e ta rget i s m a d e o f metal o r wea r i n g metal (such as armor) ,
t h e d ifficu lty of the attack i s decreased by one ste p .

289
"Did you know there are only
three known mono.filament
e Magnetic Master
repulsion fields that shimmer Level : 1 d6 + 2
with blue energy? The rest Wearable: G l oves with metal p l ates
are green. " Usable: S m a l l pyra m id - s h a ped meta l l i c d evice
-Sir Arthour Effect: Esta b l i s hes a con n ection with one metal object with i n short ra n ge that a h u m a n cou l d hold i n one h a n d .
After t h i s con nection i s esta b l i s hed, the user c a n move or m a n i p u l ate the object a nywhere with i n short ra n ge
(each movement or m a n i p u lation is an action) . For exa m ple, the user cou l d wield a weapon or d rag a h e l m
affixed t o a fo e ' s h e a d t o and fro. The con n ection lasts for t e n rou n d s .

e Magnetic Shield
Level : 1 d 6 + 2
Wearable: G l oves with metal p l ates
Usable: S m a l l pyra m id - s h a ped meta l l i c d evice
Effect: Fo r ten m i n utes, metal o bjects ca n n ot co me with i n i m med i ate ra n ge of the activated d evice. M etal
ite m s a l ready i n t h e a rea when t h e d evice i s activated a re s l owly p u s hed out.

e Memory Lenses
Level : l d 6
Wearable: Co ntact l e n s e s , eyeglasses, or goggles
Effect: Al l ows the wearer to menta l ly record eve ryt h i n g s h e sees fo r t h i rty seco n d s a n d store the reco rd i n g
perm a n e ntly i n h e r l o n g-term m e m o ry. Th i s cyp h e r i s u sefu l fo r watch i n g someone p i c k a s pecific lock, enter a
co m p lex cod e, or do somet h i n g e l s e t h at h a p p e n s q u ickly.

e Mental Scrambler
Level : 1 d 6 + 2
Usable: Co m p l ex metal a n d g l a s s d evice
Effect: Two ro u n d s afte r be i n g activated , the d evice creates an i nv i s i b l e field t h at fi l l s an a rea with i n s h o rt
ra n ge a n d l a sts for o n e m i n ute. The field scra m b l e s the mental p rocesses of a l l t h i n ki n g creat u re s . The effect
l a sts as l o n g as they re m a i n i n the field a n d for 1 d6 ro u n d s after, although an I nte l l ect defe n s e ro l l i s a l l owed
each ro u n d to act n o r m a l l y (both in the field and after leavi n g it) . Each mental scra m b l e r is keyed to a s pecific
effect. Ro l l fo r effect:
01 -30 Vict i m s ca n n ot act.
3 1 -40 Vict i m s ca n n ot speak.
4 1 -5 0 Vict i m s m ove s l owly ( i m m e d i ate ran ge) a n d cl u m s i ly.
5 1 -60 Vict i m s ca n n ot see o r hear.
6 1 -70 Vict i m s lose a l l sense of d i rect i o n , depth, a n d proport i o n .
7 1 -80 Vict i m s d o n ot recogn ize a n y o n e t h ey kn ow.
8 1 -88 Vict i m s s u ffe r part i a l a m n e s i a .
89-94 Vict i m s s u ffe r total a m n e s i a .
95-98 Vict i m s lose a l l i n h i b i t i o n s , revea l i n g secrets a n d perform i n g s u rp ri s i n g act i o n s .
99-00 Vict i m s ' eth ics a re i nve rted .

e Metal Death
Level : 1 d6 + 2
Wearable: Wri st- m o u nted s p raye r
Usable: Ca n i ster with hose
Effect: Prod uces a stream offoam that covers an area about 3 feet
by 3 feet (0.9 m by 0.9 m) , tran sform ing any metal that it touches
i nto a su bstance as brittle as th i n glass. The foam affects metal to
a depth of about 6 i nches (1 5 cm) .

290
LI M E NE
CYPHERS

e Monoblade
Level : 1 d 6 + 2
I nternal: I njection i nto fi n ge rt i p
Wearable: G l ove
Usable: Device s i m i l a r to h i lt In the Black Riage, there
Effect: Prod uces a 6 - i n c h (1 5 cm) b l a d e that's t h e same l evel as the cyp h e r. The b l a d e cuts t h rough any
is an abhuman brute
named Charo/us that has
m ate rial of a l evel lower t h a n its own . I f u sed as a wea p o n , it i s a l i ght weapon t h at ignores Armor of a l evel a monoblade implant in
l ower than its own . The blade l a sts fo r ten m i n utes. his hand that he can call

e
upon as often as he likes. It's
Motion Sensor theorized that it interacts
Level : 1 d6 + 2 with his personal physiology
somehow, so that if it were
I nternal: I njection i nto s p i n e
ever removed, it would stop
Wearable: Am u l et working.
Usable: D i s k t h at can be affixed to the floor or a n other s u rface
Effect: I n d icates when any move ment occ u rs with i n s h o rt ra n ge, o r when l a rge creat u res o r objects m ove
with i n l o n g ra n ge (th e cyp h e r d i st i n g u i s h es between the two) . It a l so i n d icates the n u m be r a n d s ize of the
creat u re s o r o bj ects i n mot i o n . O n ce activated , it ope rates fo r o n e h o u r.

e Personal Environment Field


Level : 1 d 6 + 2
Wearable: Belt, med a l l i o n , r i n g
Usable: H a n d h e l d d evice
Effect: Create s an a u ra of te m pe ratu re a n d atm o s p h e re t h at wi l l s u sta i n a h u m a n safely for 28 h o u rs . The a u ra
exte n d s to 1 foot (0. 3 m) a ro u n d t h e u s e r. It does n ot p rotect aga i n st s u d d e n fl a s h e s of te m p e ratu re c h a n ge
(such as fro m a heat ray) . A s m a l l n u m be r of these cyp h e rs ( 1 %) acco m modate t h e p refe rred enviro n ment of
a n o n h u m a n , n o nterrestri a l creatu re.

e Phase Changer
Level : 1 d6 + 1
Wearable: Belt, med a l l i o n , r i n g
Usable: H a n d h e l d d evice
Effect: Puts the user out of phase for one m i n ute. D u r i n g t h i s time, the user can pass t h rough solid o bjects as
though s h e were entirely i n s u bstanti a l , l i ke a gh ost. S h e ca n n ot m a ke physical attacks or be physica l ly attacked .

e Phase Disruptor
Level : 1 d6 + 2
Usable: Co m p l ex device, p l ate t h at affixe s to s u rface, e l a bo rate s p ray ato m izer
Effect: Puts a portion of a physical struct u re ( l i ke a wa l l o r floor) out of phase fo r o n e h o u r. I t affects a n a rea
eq u a l to a 1 0-foot (3 m) cube. Wh i l e the a rea i s out of p h ase, creat u res a n d o bjects can pass freely t h ro u g h it
a s if it we re n ot t h e re, although one ca n n ot see t h ro u g h it, and it b locks l i ght.

e Poison (Emotion)
Level : 1 d 6 + 2 Most poisons are not
I nternal: P i l l , i n gesti b l e or i n j ecta b l e l i q u i d considered cyphers, but a
Wearable: L i p stick, fa l se fi n ge rt i p , ri n g with need l e few are unique enough to
Usable: I njector be considered such.
Effect: The vict i m fee l s a s pecific emotion fo r one h o u r.
01 -20 Anger. L i kely to attack a nyo n e who d i sagrees with h i m . Very h a rd to i nte ract wit h ; t h e
d ifficu lty of a l l such act i o n s is i n creased by two ste p s .
2 1 -40 Fea r. Flees i n terror fo r o n e m i n ute when t h reatened .
4 1 -60 Lu st. Ca n n ot focus on any n o n sexu a l activity.
6 1 -75 S a d n e s s . The d ifficu lty of a l l tasks i s i n creased by o n e ste p.
76-85 Co m p l acency. H a s n o m otivat i o n . The d ifficu lty of all tasks i s i n creased by two ste p s .
86-95 Joy. Easy t o interact with in a pleasant manner; t h e d ifficulty o fall such actions is decreased b y o n e step.
96-00 Love. M u ch e a s i e r to i nteract with; the d ifficu lty of a l l such act i o n s is d ecreased by two
ste p s , but te m po ra ry attach ment is l i kely.

29 1
f) Poison (Explosive)
Level : 1 d6 + 1
I nternal: P i l l , i n gesti b l e or i n j ecta b l e l i q u i d
Wearable: L i p stick, fa l se fi n ge rt i p , ri n g with need l e
The assassin Bledsele Usable: I njector
specializes in rare
Effect: O n ce t h i s s u b stance e nters the b l oodstre a m , it trave l s to the b ra i n and reorga n izes i nto a n exp los ive
numenera poisons that
cause her victims to die in t h at deto n ates when activated , i n fl ict i n g 1 0 poi nts of d a m age (ignori n g Arm o r) . Ro l l to d ete rm i n e the mea n s
strange and spectacular o f d eto n at i o n :
ways, triggered by a word, 0 1 -25 The d eton ator is activated ( m u st be with i n l o n g ra n ge) .
a kiss, or the sight of a 2 6-40 A s pecified a m o u nt of t i m e passes.
loved one, among other
4 1 -50 The vict i m takes a s pecific act i o n .
things.
5 1 -5 5 A s pecific note i s s u n g o r p l ayed o n a n i n stru ment with i n s h o rt ra nge.
5 6-60 The vict i m s m e l l s a s pecific scent wit h i n i m me d i ate range.
6 1 -80 The vict i m co mes wit h i n long ra n ge of t h e d eton ator.
8 1 -00 The vict i m is no l o n ge r with i n l o n g ra nge of t h e d eto n ator.

e Poison (Mind-Controlling)
Level : 1 d 6 + 2
I nternal: P i l l , i n gesti b l e or i n j ecta b l e l i q u i d
Wearable: L i p stick, fa l se fi n ge rt i p , ri n g with need l e
Usable: I njector
Effect: The vict i m m u st ca rry out a s pecific action in res p o n s e to a s pecific trigger.
01 -20 Lays d own fo r one m i n ute with eyes closed when told to d o so.
2 1 -40 Flees in terror fo r one m i n ute when t h reate ned.
4 1 -60 An swe rs q u est i o n s truth fu l ly for one m i n ute.
6 1 -75 Attacks close friend fo r one ro u n d when with i n i m med i ate ra n ge.
76-85 O beys n ext verbal co m m a n d given (if it is u n d e rstood) .
86-95 For 28 h o u rs , becomes sexu a l l y attracted to the next creatu re of its own s pecies that it sees.
96-00 M oves towa rd the n ext red object seen i n l i e u of a l l oth e r act i o n s , ignori n g self
p reservat i o n .

e Poison (Mind-Disrupting)
Level : 1 d 6 + 2
I nternal: P i l l , i n gesti b l e or i n j ecta b l e l i q u i d
Wearable: L i p stick, fa l se fi n ge rt i p , ri n g with need l e
Usable: I njector
Effect: The vict i m s u ffers I nte l l ect d a mage eq u a l to the cyp her's l evel and ca n n ot take act i o n s fo r a n u m be r of
ro u n d s e q u a l to the cyp her's l eve l .

e Psychic Communique
Level : 1 d 6 + 2
I nternal: P i l l
Wearable: Device t h at a d h e res t o te m p l e
Usable: M eta l l ic d i s k
Effect: Al l ows the u s e r t o p roject a one-t i m e , one
way te lepat h i c mes sage of u p to ten wo rd s , with a n
u n l i m ited r a n g e , to a nyo n e h e knows.

292
LI M E NE
CYPHERS

e Ray Emitter
Level : 1 d6 + 2
I nternal: S u bd e r m a l i m p l a n t
Wearable: Co ntact l e n s , glove, ring, wristba n d , head b a n d , belt buckle,
s h o u l d e r- m o u nted d evice
Usable: H a n d h e l d d evice
Effect: Al l ows the u s e r to p roject a ray of d estructive e n e rgy u p to 200 feet (6 1
m) t h at i n fl i cts d a m age eq u a l to the cyp her's l eve l .
0 1 -50 H eat/co ncentrated l i ght
5 1 -60 Ce l l -d i s ru pt i n g rad iation
6 1 -80 Force
8 1 -8 7 M agnetic wave
88-93 M o lecu l a r bond d i s ru ption
94-00 Concentrated cold

e Ray Emitter (Numbing)


Level : 1 d6 + 2
I nternal: S u bd e r m a l i m p l a n t
Wearable: Co ntact l e n s , glove, ring, wristba n d , head b a n d , belt b u c k l e , s h o u l d e r- m o u nted d evice
Usable: H a n d h e l d d evice
Even weirder ray emitters:
Effect: Al l ows the u s e r to p roject a ray of e n e rgy u p to 200 feet (61 m) t h at n u m bs o n e l i m b of the ta rget,
Turns target inside out
m a k i n g it u s e l e s s fo r one m i n ute. A s m a l l n u m be r of these devices (5%) i n d u ce n u m b i n g t h at l asts for one
h o u r. Inflicts damage and turns

e
flesh blue
Ray Emitter (Paralysis)
Renders target mute
Level : 1 d 6 + 2
I nternal: S u bd e r m a l i m p l a n t Only damages plants
Wearable: Co ntact l e n s , glove, ring, wristba n d , head b a n d , belt b u c k l e , s h o u l d e r- m o u nted d evice
Usable: H a n d h e l d d evice Only damages inorganic
Effect: Al l ows t h e u s e r to p roject a ray of e n e rgy u p to 200 feet (61 m) t h at paralyzes t h e ta rget for o n e m i n ute. matter
A s m a l l n u m be r of these d evices (5%) i n d u ce para lys i s t h at l asts fo r one h o u r.
Turns flesh to dead, stone
e

like material
Reality Spike
Level : l d 6 + 4
Usable: M eta l l ic s p i ke
Effect: O n ce activated , t h e s p i ke does n ot m ove-eve r-eve n if activated i n m i d a i r. A M i ght action wi l l
d i s lodge t h e s p i ke, b u t then i t i s ru i ne d .

e Rejuvenator
Level : 1 d6 + 2
I nternal: P i l l , i n gesti b l e l i q u id
Wearable: Ad hes ive patch t h at activates when s l a p ped
Usable: I njector
Effect: S u b stance restores a n u m be r of poi nts eq u a l to the cyp her's l evel to one ra n d o m Poo l . Ro l l perce n t i l e :
01 -50 M i ght Pool
5 1 -75 S peed Pool
76-00 I nte l l ect Pool

e Remote Viewer
Level : l d 6
Usable: Device t h at s p l its i nto two p a rts when activated, o n e with a g l a s s screen
Effect: Fo r one h o u r, the g l a s s scree n o n one part s h ows eve ryt h i n g go i n g o n in the vicin ity of the oth e r part,
rega rd l e s s of the d i stance betwee n t h e two parts.

293
f} Repair Unit
Level: l d l O
Wearable: S h o u l d e r- o r arm-mou nted l a u ncher, belt- m o u nted d evice
Usable: H a n d h e l d d evice
Effect: Device becomes a m u lt i a rmed s p h e re t h at floats. I t re p a i rs o n e d e s i g n ated n u m e n e ra d evice (of a l evel
e q u a l to o r less than its own) t h at has been d a m aged but n ot d e stroyed . The re p a i r u n it can eve n create s p a re
p a rts, u n less the G M rules t h at the p a rts a re too s pecial ized or rare ( i n which case, t h e u n it re p a i rs the d evice
e n t i rely exce pt for t h e s peci a l ized part) . Re p a i r t i m e is 1 d l 00 + 20 m i n utes.

e Retaliation Nodule
Level: l d 6
Usable: Crysta l nod u l e affixed to armor
Effect: Fo r t h e next 28 h o u rs , anyone stri k i n g the armor the n od u l e i s attached to tri ggers a s m a l l b u rst of
e lectricity t h at i nfl icts 1 point of d a m age (no action o r ro l l req u i red) .

Sometimes when a
weapon-based nodule
e Sheen
Level: l d 6
is found, it is already
I nternal: P i l l , i n gest i b l e l i q u i d
attached to a weapon
or an object that can Usable: I njector
be used as a weapon. A Effect: Fo r one wee k, the u ser's ce l l s a re coated with a p rotective veneer t h at re s i sts d a mage (+ 1 to Armor)
metal rod with a shock a n d d ecreases the d ifficu lty of M i ght d efe n s e ro l l s by two ste p s . H owever, h ea l i n g i s more d ifficu lt d u ri n g t h i s
nodule attached could be t i m e ; a l l recovery ro l l s s u ffe r a -1 penalty.
used as an effective club
or mace with a shock
capability. e Shock Nodule
Level: l d 6
Usable: Crysta l nod u l e affixed to a m e l ee weapon
Effect: Fo r t h e next 28 h o u rs , each t i m e the weapon the n od u l e i s attached to strikes a s o l i d creatu re o r o bj ect,
it ge n e rates a b u rst of e l ectricity, i n fl ict i n g 1 a d d i t i o n a l point of d a m age.

e Shocker
Level: l d 6 + 4
I nternal: S u bd e r m a l i m p l a nt
Wearable: R i n g , p a l m d i s k
Usable: S h o rt rod
Effect: Del ivers a powe rfu l b u rst of e l ectricity t h at s h ocks any creatu re to uched, i n fl i ct i n g d a m age eq u a l to the
cyp her's leve l .

e Skill Boost
Level: l d 6
I nternal: P i l l , i n gest i b l e l i q u i d
Usable: I njector
Effect: D ra m atica l ly but temporarily alters the user's m i n d and body so she can perform one s pecific physical
action with t h e d ifficu lty d ecreased by t h ree ste p s . O n ce activated , this boost can be u sed a n u m be r of t i m e s
e q u a l to t h e cyp her's l eve l , but o n ly with i n a 28- h o u r period . The boost t a k e s effect e a c h t i m e the action i s
performed, so a l evel 3 cyp h e r boosts t h e fi rst th ree t i m e s t h at action i s atte m pted . The action c a n be o n e o f a
n u m be r of poss i b i l ities:
01 -1 5 M e lee attack 7 7-84 Running
1 6-30 R a n ged attack 85-92 Swi m m i n g
3 1 -40 S peed defe n s e 93-94 S n eaki n g
4 1 -5 0 M i ght d e fe n s e 95-96 Balanci ng
5 1 -60 I nte l l ect d efe n s e 9 7-98 Perceivi n g
6 1 -68 J umping 99 Ca rryi n g
69-76 Climbing 00 Esca p i n g

294
LI M E NE
CYPHERS

e Sleep Inducer
Level : l d 6
I nternal: P i l l , i n gesti b l e l i q u id
Wearable: F i n ge rt i p c u s p , ring, gl ove
Usable: I njector, gas s p raye r
Effect: Touch or i n gestion p uts the vict i m to s l eep for ten m i n utes or u n t i l awo ke n by a violent action or a n
extre mely loud n o i se.

e Sonic Hole Sonic holes are much


loved by thieves
Level : 1 d 6 + 2
everywhere but can also
Wearable: Wri stba n d , ring, belt- m o u nted d evice
be used for less nefarious
Usable: S m a l l h a n d h e l d d evice purposes, such as hunting
Effect: D raws all s o u n d with i n long ra nge i nto the d evice fo r o n e ro u n d per cyp h e r l eve l . With i n the affected prey and sneaking by
a rea, n o s o u n d can be heard. enemies.

e Sound Dampener
Level : 1 d 6 + 2
I nternal: I m p lant
Wearable: Wri stba n d , ring, belt- m o u nted d evice, boots
Usable: S m a l l h a n d h e l d d evice
Effect: D a m p e n s all s o u n d wit h i n i m med i ate range, p rovid i n g a n asset fo r all creatu res in t h e a rea to atte m pt
stealthy act i o n s .

e Spatial Warp
Level : 1 d6 + 4
Usable: S m a l l metal r i n g
Effect: When affixed t o a n other n u menera d evice t h at affects a s i n g l e ta rget a t ra n ge, t h at ra n ge i s i n creased
to 1 m i l e (1 . 6 km) with n o penalties. S pace i s temporarily warped in terms of see i n g a n d reach i n g the ta rget.
If d i rect l i n e of s i ght is i m portant to the device ' s effect, it re m a i n s i m portant. Creat i n g the s p at i a l warp
fu n ct i o n s as o n e use of t h e device.

e Speed Boost
Level : 1 d6 + 2
I nternal: P i l l , i n gesti b l e l i q u id
Wearable: Ad hes ive patch t h at activates when s l a p ped
Usable: I njector
Effect: S u b stance a d d s 1 to S peed Edge fo r one h o u r.

e Stirn
Level : l d 6
I nternal: P i l l , i n gesti b l e l i q u id
Usable: I njector
Effect: Decreases the d ifficu lty of the n ext action taken
by th ree ste p s .

e Strength Boost
Level : 1 d6 + 2
I nternal: P i l l , i n gesti b l e l i q u id
Wearable: Ad hes ive patch t h at activates when s l a p ped
Usable: I njector
Effect: S u b stance a d d s 1 to M i ght E d ge fo r one h o u r.

295
f) Subdual Field
Level : 1 d 6 + 3
Usable: Co m p l ex d evice
Effect: Two ro u n d s afte r be i n g activated , the d evice creates an i nv i s i b l e field t h at fi l l s a s pecified a rea (such as
a cube of a ce rta i n s i ze) with i n l o n g ra n ge of the d evice. The field l a sts fo r o n e m i n ute. I t affects t h e m i n d s of
th i n ki n g b e i n g s with i n the fie l d , p reventi n g t h e m from taki n g hosti l e act i o n s . The effect l a sts a s l o n g a s t h ey
re m a i n i n the field a n d for 1 d 6 ro u n d s after, although an I nte l l ect d efe n s e ro l l i s a l l owed each ro u n d to act
n o r m a l l y (both i n t h e field a n d after leavi n g it) .

e Telepathy Implant
Level : 1 d6 + 2
I nternal: P i l l
Wearable: D i s k t h at ad h e re s t o fo re h ead , te m p o ra ry tattoo
Usable: I njector
Effect: Fo r one h o u r, the d evice e n a b l e s l o n g- ra n ge mental com m u n i cation with a nyo n e who has a m atch i n g
i m p l a nt. These d evices a re always fo u n d i n gro u p s o f two o r m o re.

e Teleporter (Bounder)
Level : 1 d 6 + 2
Very rare teleporters
Wearable: Belt, wristba n d , ring, fu l l bodys u it
can send a character or
characters thousands of Usable: Co m p l ex device, h a n d h e l d d evice
miles, or een millions of Effect: U s e r te leports u p to 1 00 x the cyp h e r l evel i n feet to a location he can see. H e a rrives safely with h i s
miles. posses s i o n s b u t can not take a nyth i n g e l s e with h i m .

fj Teleporter (Traveler)
Level : 1 d6 + 4
Wearable: Belt, wristba n d , ring, fu l l bodys u it
Usable: Co m p l ex device, h a n d h e l d d evice
Effect: U s e r te leports u p to 1 00 x the cyp h e r l evel i n m i les to a location he h a s p rev i o u s l y v i s ited . H e a rrives
safely with h i s posses s i o n s but ca n n ot take anyt h i n g e l s e with h i m .

e Temporal Viewer
Level : 1 d6 + 4
Wearable: Wri stba n d
Usable: Co m p l ex device, h a n d h e l d d evice
Effect: D i s p l ays m ovi n g i m ages a n d s o u n d , u p to ten m i n utes i n l e n gt h , d e p icti n g eve nts t h at occu rred at the
cu rre nt location u p to one yea r prior. The u s e r s pecifies the t i m e period s h own by t h e viewer.

e Time Dilation Nodule (Defensive)


Level : l d 6
Usable: Crysta l nod u l e affixed to armor
Effect: For the next 28 h o u rs , the wearer of the armor moves i n seem i n gly ra ndom, ra pid j u m ps , a few i nches to
Attack modifiers, page 95 one side or the other, when attacked . Th i s is an as set that mod ifies attacks by two steps in the weare r' s favo r.

e Time Dilation Nodule (Offensive)


Level : l d 6
Usable: Crysta l nod u l e affixed to a m e l ee weapon
Effect: Fo r the n ext 28 h o u rs , t h e attacker moves at a l most i n stanta neous s peed s when h e swi ngs the
wea p o n , mod ifyi n g his attacks by two ste p s i n his favor.

296
LI M E NE
CYPHERS

e Tracer
Level : l d 6
Wearable: Wri stba n d
Usable: H a n d h e l d d evice
Effect: F i res a m i crosco p i c t racer t h at c l i ngs to any s u rface with i n s h o rt ra n ge. Fo r the n ext 28 h o u rs , t h e
l a u ncher s h ows the d i stance a n d d i rection to t h e tracer, a s l o n g as it i s i n the s a m e d i me n s i o n .

f) Visage Changer Master thief Hadronus Rell


Level : l d 6 likes to use x-ray viewers
I nternal: P i l l or i n j ecti o n t h at p rod uces te m po ra ry s u bd e r m a l , m a l l e a b l e i m p l a nts in his work. "Never open
Usable: Tu be of m o l d a b l e paste a locked door if you don't
already know what's on the
Effect: C h a n ges the appeara n ce of one h u m a n - s ized creat u re . The c h a n ge takes ten m i n utes to a p p l y a n d
other side. "
l a sts fo r 28 h o u rs .

e Visual Displacement Device


Level : l d 6
Wearable: Belt or b race l et
Usable: H a n d h e l d d evice
Effect: Projects hologra p h i c i m ages of the wearer to confu s e attacke rs. The i m ages a p pear a ro u n d the wearer.
Th i s gives the wea re r an asset to S peed defe n s e act i o n s for ten m i n utes. Asset, page 7 6

fj Vocal Translator
Level : l d 6
I nternal: P i l l , i n gesti b l e l i q u id
Wearable: Head band
Usable: Disk t h at m u st be h e l d to forehead
Effect: Tra n s l ates eve ryt h i n g said by the user i nto a l a n guage t h at a nyo n e can u n d e rsta n d fo r 28 h o u rs .

e Warmth Projector
Level : l d 6
I nternal: S u bd e r m a l i m p l a n t
Wearable: Bodys u it, b e l t
Usable: I njector
Effect: Kee p s the u s e r warm and co mforta b l e in the h a r s h e st co l d temperatu res fo r 28 h o u rs . D u ri n g t h i s
t i m e , the u s e r h a s Armor eq u a l t o t h e cyp h e r l evel t h at p rotects aga i n st cold d a mage.

e Water Breather
Level : l d 6
I nternal: P i l l , i n gesti b l e l i q u id
Usable: I njector
Effect: Al l ows a n a i r b reather to extract oxygen from wate r fo r eight h o u rs so she can b reathe u nd e rwate r.

e X-Ray Viewer
Level : l d 6 + 4
Usable: G l a s s panel
Effect: When held u p against a solid surface, this panel allows the user to see through u p to 2 feet (0.6 m) of material.
The panel works only if the cypher's level is h igher than the material's level. The effect lasts for one m i n ute.

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CHAPTER 1 9

ARTI FACTS

A
rtifacts a re the tech devices left ove r fro m
t h e civi l izat i o n s of the past. These a re
d evices of a more permanent n at u re ( u n l e s s
they ru n out o f powe r) w i t h m o re straightfo rwa rd
a p p l i cation s-weapo n s , armor, util ity ite m s , a n d so
o n . Sti l l , they a re rarely straightfo rwa rd i n act u a l use.
Rat h e r t h a n fi n d a d evice t h at was meant to be u sed
a s a "gu n , " the PCs a re fa r more l i kely to find a n item
t h at was o ri g i n a l ly i ntended fo r a n ot h e r p u rpose
but t h at has been mod ified (as best a s N i nt h Wo rld
u nd e rsta n d i n g can m a n age) a n d now can be u sed
a s a ran ged wea pon. G iven the right too l s and parts,
some cha racters wi l l be a b l e to co n struct such ite m s
o n t h e i r own .
Re m e m b e r t h at a rtifacts a re i nco m p re h e n s i b l e
device s , a s l i kely a s n ot powered b y tra n s d i m e n s i o n a l
s i p h o n s u s i n g n a n otech nol ogy t o rewrite rea l ity o n
a n ato m i c o r s u bato m i c l eve l . Eve n to s o m e o n e who
u n d e rsta n d s a great deal about tech n o l ogy, most
a rtifacts a p pear to be more magic t h a n mach i n e .
Cypher, page 278 Al l artifacts h ave a level. U n l i ke cyphers, each has a
u n ique form. They also h ave a rate of power depletion.
When an artifact i s u sed or activated , the player rol l s
t h e designated d i e (l d6, l d l O, l d20, or l d l OO) . I f the
d i e shows the depletion n u m ber(s) , the item works, but
that i s its last use. A depletion entry of "-" means that
the artifact never depletes, and an entry of "automatic"
means that it can be u sed only once.
Repair rules, page 7 06 Depowered artifacts can sometimes be recharged
u s i n g the rep a i r rules . The focus Rides the Light n i n g
Rides the Lightning,
and other s pecial a b i l ities c a n also repower a n expe nded ite m , b u t probably for o n ly one use.
page 77

Finding, Identifying, and Using Artifacts


Artifacts a re somet i m e s fo u n d in o l d ru i n s , either i ntact or in need of m a n i p u l ation to get t h e m worki ng. They
a re u s u a l ly fo u n d a l o n e . When the PCs co me u po n an a rea where scave n g i n g m i ght be pos s i b l e, t h ey can
Intellect, page 20
search (an I nte l l ect action) . Typical ly, be i n g s k i l led i n the n u m e n e ra red uces t h e d ifficu lty of t h i s search . The
Skilled in the numenera,
page 25 GM sets the d ifficu lty fo r the task, but it i s u s u a l ly 3 o r 4 , a n d scave n g i n g can take ten m i n utes to a n h o u r. The
p roce s s often i n c l u d e s m a n i p u l ati n g w h at i s found to co b b l e toget h e r someth i n g t h at works. Fo r exa m ple,
the search m i ght i nvolve re m ovi n g t h e a rtifact fro m a l a rger mach i n e a n d mod ifyi n g it to work o n its own fo r
the task. I n t h i s c a s e , the a rtifact i s a l ready i d e ntified-fi n d i n g it a m i d the work i n g s of a l a rger d evice i n c l u d e s
i d e ntificat i o n .
Scave n g i n g i s n o t t h e o n ly way t o get a rtifacts. They can a l so be granted a s rewa rd s o r t a k e n fro m fa l l e n
fo e s . Somet i m e s they c a n eve n be bought i n town s , but t h i s occu rs more rarely t h a n m o s t P C s wo u l d
p robably l i ke.

298
LI M E NE
ARTIFACTS

O n ce t h e cha racte rs fi n d an a rtifact, i d e ntifyi n g it i s u s u a l ly a separate task, a l so based on I nte l l ect a n d


mod ified by knowledge of the n u m e n e ra . The G M s e t s the d ifficu lty of t h e task, but it i s u s u a l ly eq u a l to t h e
l evel of t h e a rtifact. I t t a k e s fifteen m i n utes to th ree h o u rs . I f the P C s ca n ' t identify a n a rt ifact, they can b ri n g
it t o a n Aeo n Priest clave t o be i d e ntified o r, if d e s i re d , trad ed . Aeon Priest, page 269
A c h a racte r can atte m pt to u s e an a rtifact t h at i s n ot i d e ntified , but t h i s i s u s u a l ly an I nte l l ect task u s i n g CIMe, page 7 34
the a rtifact ' s l evel + 2 . Fa i l u re m i ght m e a n t h at the PC ca n ' t figu re o u t h ow t o u s e t h e a rtifact o r t h at h e uses
it i n co rrectly (G M ' s d i scretion) . Of course, eve n if the c h a racte r u ses t h e u n i d entified a rtifact co rrectly, h e wi l l
h ave n o idea what t h e effect wi l l be.
Eve n if a n a rtifact h a s been i d e nt ified , u s i n g it sti l l req u i res a n I nte l l ect actio n-at least fo r t h e fi rst use.
U s i n g a n a rtifact i s ge nerally fa r m o re co m p l ex than p u s h i n g a butto n . I t can i nvolve cro s s i n g w i res, p u l l i n g at
mech a n i s m s , a n d m a n i p u l ati n g touch scree n s with sym b o l s t h at mean l ittl e to a N i nth Wo rld cha racter. The
GM sets the d ifficu lty of t h e task, but it i s u s u a l ly eq u a l to the l eve l of t h e a rt ifact.
M ost of the t i m e , u s i n g a n a rtifact is one act i o n . U n l e s s oth e rwise s pecified in the text o r s u ggested by
logic, t h e action is I nte l l ect based.

ARTIFACT QUIRKS
Artifacts often a ren't entirely what they seem. An item that fu nctions l i ke a weapon in the PC's hands once m ight
h ave been a part of a very d ifferent device with a very d ifferent pu rpose. Another artifact m ight be a cobbled
together mess of various parts, created by a less-than-perfect nano or tech nician. Thus, sometimes artifacts don't
do what is expected , or they do somet h i n g in add ition to their desired fu nction. These are artifact q u i rks.
Q u i rks m i ght be a req u i rement fo r activat i o n . They co u l d be s i d e effects t h at h a p p e n a l l the t i m e with
the a rtifact, either cont i n u o u s ly o r each time it i s activated . They m i ght also be someth i n g t h at h a p p e n s
occa s i o n a l ly-fo r exa m p le , q u i rks co u l d be a good u s e o f G M i ntru s io n . GM intrusion, page 88

LIST OF ARTIFACT QUIRKS


01 -06 Activated by s o u n d (user m u st h u m , wh i stle, s i ng, o r speak in a s pecific way)
07- 1 0 Activated o n ly i n co m p l ete d a rkness
1 1 -1 4 Activated o n ly i n d i rect s u n l ight
1 5-1 7 Activated o n ly when u s e r i s i n co rrect fra me of m i n d
1 8-20 Activated o n ly in a certa i n te m p e ratu re
2 1 -23 Activated by a p p l ication o r i n sertion of s pecial s u bsta n ce (water, s a l iva, sand, plant m atte r, ice,
blood, fl e s h , paper, synth, metal)
24-2 7 Creates a terri b l e s m e l l
28-32 Creates a n n oyi n g b l ack s m o ke
33-36 Prod uces a n o i l y res i d u e
3 7-39 M a kes a stra n ge sound
40-42 M a kes a very l o u d s o u n d
43-46 Creates a bright fl a s h
4 7-48 Prod uces a stra nge h o logram a l o n g with the effect
49-50 Prod uces stra n ge te lepat h i c send i n gs along with t h e effect
5 1 -54 Creates a s m a l l e l ectric s h ock (no d a m age)
55-56 Creates a m a j o r e l ectric s h ock ( 2 poi nts o f d a m age)
5 7-60 G ets a n n oyi ngly warm
6 1 -62 G ets d a n ge ro u s ly warm (2 poi nts of d a m age)
63-66 D ra i n s heat a ro u n d it Some creatures, such as
6 7-68 D rastica l ly d ra i n s heat a ro u n d it (2 poi nts of d a m age with i n i m med i ate ra n ge) the abykos (page 230), can
destroy an artifact with a
69- 70 D ra i n s mental e n e rgy (2 poi nts of I nte l l ect d a m age)
single touch.
7 1 - 74 Ca u s e s a n i m a l s to flee fro m it
75-77 Att racts a n i m a l s t o i t
78-81 O n ce it fu n ct i o n s , ca n n ot be u sed aga i n fo r a n hour w h i l e it rec h a rges
82-85 Prod uces a ra s h o r l e s i o n s o n t h e u ser's fl e s h
86-89 S icke n s user (a l l d i fficulties i ncreased by 1 step fo r o n e m i n ute)
90-94 Freq uently breaks d own (o n e t i m e out of eve ry 6 u ses) , req u i res one m i n ute of re p a i r t i m e .
95-99 Creates any vari ety of stra nge effects d u e to a rea l ity-wa rp i n g n at u re (ro l l e a c h t i m e , taki n g o n ly
res u lts t h at m a ke sen se)
00 Ta kes ove r u ser's m i n d fo r one ro u n d ; user sta n d s sti l l and speaks g i b b e ri s h

299
A SELECTION OF NINTH WORLD ARTIFACTS

Amber Casement
Level : 1 d 6 + 4
Form: A series of s h o rt, ro u n ded tubes a n d hoses about 1 2 i n c h e s (30 cm) l o n g
Effect: When activated , it s o l i d ifies the a i r i n a 1 0-foot (3 m) cu be of s p ace, the center of which m u st be with i n
s h o rt ra n ge o f t h e device. T h e a i r i s tu rned i nto a n a m be rl i ke s u bsta n ce, a n d those trapped i n i t wi l l l i kely
s u ffocate o r starve.
Depletion: 1 -4 in 1 d 6

An amulet ofsafety is Amulet of Safety


an excellent safeguard Level : l d 6
against a sarrak (page
Form: A p l a i n meta l l i c d i s k on a c h a i n
255) . Of course, if the
sarrak takes control of Effect: Once the a m u let i s keyed t o a s pecific n u menera wea pon, the weapon ca n n ot activate t o h a rm t h e
the amulet, then you're wea re r.
still in deep trouble. . . Depletion: -

Analyzing Shield
Level : 1 d 6 + 1
Form: A t ra n s pa rent synth s h i e l d
Might, page 2 0 Effect: The beare r can see t h ro u g h t h i s s h i e l d , a n d it h a s a d i s p l ay t h at a n a lyzes the b e s t p l ace to stri ke a fo e
Speed, page 2 0 viewed t h ro u g h it. The bearer can u s e poi nts fro m h i s I nte l l ect P o o l (rather t h a n t h e m o re typical M i ght o r
Effort, page 21 S peed ) to i n crease the d a m age of h i s attacks b y 3 a d d i t i o n a l poi nts per l evel of Effort.
Depletion: -

Armored Flesh
Level : 1 d 6 + 2
Form: Appears to be a co l l ecti o n of o rga n i c armored p l ates, l i ke a carapace or very l a rge fi s h scales
Effect: When p l aced o n t h e wearer's flesh, the armor grafts o n perm a n e n t ly. I t p rovides Armor eq u a l to h a l f
i t s l evel (ro u n d u p) but d o e s n ot h i n d e r move ment o r t i re t h e wearer i n any way (no M i ght cost o r S peed
red uction) . O n the contrary, the wea rer's m axi m u m M i ght Pool is perm a n e ntly i n creased by 2.
H owever, the benefits come at a cost. F i b ro u s te n d r i l s extend i nto the wea rer's fl e s h and eventu a l ly
reach t h e s p i n e a n d b ra i n , i n fl i ct i n g d a m age i n the form of 2 poi nts of perm a n e n t maxi m u m I nte l l ect Pool
red uct i o n . Th i s p rocess takes one week. The lost poi nts ca n n ot be rega i ned.
Depletion: -

Automated Cook
Level : l d 6
Form: A s m a l l metal a n d synth cu be t h at h a s m eta l l ic a r m s a n d too l s
Effect: Th i s automaton prepares fo o d o n co m m a n d . I t m u st be given raw mate r i a l s (water a n d orga n i c
co m pou n d s ) , but w i t h t h o s e it c a n p re p a re a n d serve a h ot, n utrit i o u s , d e l i c i o u s m e a l .
Depletion: 1 i n 1 d 1 00
Battle armor and
battlesuits can be Battle Armor
potentially troublesome Level : 1 d 6 + 4
due to the high Armor
to taIs that a PC can Form: A fu l l s u it of synth a n d steel armor, cove ri n g t h e enti rety of the wearer's body
attain. GMs can rule, if Effect: Th i s armor i s fa r h a rd i e r and sti l l somew h at l i ghter t h a n N i nt h Wo rld s m ith i n g tech n i q ues co u l d
they wish, that the Armor eve r m a n age with stee l . I t i s heavy a r m o r but grants a n add iti o n a l + 2 t o Armor i n add ition to t h e 3 poi nts
rating ofthese suits t h at heavy armor u s u a l ly p rovi d e s . Further, it i s e n t i rely sealed and has its own ete r n a l l y re newed i ntern a l
degrades oer time, after atmos p h e re, w h i c h co m p l etely p rotects aga i n st p o i s o n gases a n d a l l ows t h e wearer t o operate i n a n a i rless
sustaining a great deal
enviro n ment. The s u it ' s Armor rat i n g a l s o a p p l ies to d a mage t h at often i s n 't red uced by typ ical armor, s u c h
of damage. (The GM, in
fact, can do that with any a s h e a t o r co l d d a m age (but n ot I nte l l ect d a m age) .
armor.) Doing so is likely Depletion: - (At any t i m e , the G M can rule t h at t h e armor h a s s u sta i n ed e n o u g h d a m age t h at t h e
the puriew of a GM atmos p h e re a n d enviro n mental p rotect i o n s cease, but t h e s u it sti l l fu n ct i o n s as armor.)
intrusion.

300
LI M E NE
ARTIFACTS

ARTIFACTS TABLE

When giv i n g a n a rtifact to a c h a racter, either choose fro m t h i s table o r ro l l a l d l OO fo r a ra n d o m a rtifact.

01 Amber casement 51 Mephitic staff


02 Amu let of safety 52 Metabolism bud
03 Analyzing s h ield 53 M i nd imager
This list of artifacts isn 't
04 Armored flesh 54 Molecu lar bonder comprehensive by any
05 Automated cook 55-56 M u ltid imensional blade means. Who knows what
06-07 Battle armor 57 M u rder globe technological treasures the
08 Battlesuit 58 N ano-need ler Ninth World will provide?
09 Bou nding boots 59-60 Need ler
(For information on
creating new artifacts, see
10 Brain bud 61 -62 N i ghtvision goggles
page 3 1 7) .
11 Carryal l 63 P h a s i n g piton
1 2- 1 3 Cel l u lar d i s ru ptor 64 Plant jar
1 4- 1 5 Chameleon cloak 65 Poison brain i m plant
16 Ch i u rgeon sphere 66 Psychic hel met
17 Cohesion stabil izer 67 Psychic whistle
1 8- 1 9 Cypher bag 68-69 Recorder head band
20 Dimensional armor 70- 71 Red l ight cl i p
2 1 -22 Disruption blade 72 Remote clamp
23 Dri l l spear 73 Repair sphere
24 Ecstasy paralyzer 74 Safe corridor
25-26 Explod ing arrow 75 Second skin
27 Fearmaker 76- 77 Shatter wand
28 Fiery hell maker 78- 79 Shock manacles
29 Fi ltration straw 80 Ski l l bud
30 Food scanner 81 -82 Sku l l blaster
3 1 -32 Food tube 83-84 Sl ugspitter
33 Force dome 85 S n i pewand
34 Healing sword 86-87 Stu nner
35 H o o p staff 88 Suspensor belt
3 6-3 7 Hover belt 89 Tel ltale glass
38 Hover square 90 Tendril graft
3 9-40 l mager 91 -92 Thunder cannon
41 I n stant bridge 93 Transdimensional ray projector
42-43 Ki netic sh ield 94-95 Trigger trap
44-45 Launcher 96 Vuech i
46-47 Light spike 97 Weapon graft
48 Liq uid armor 98 Wind rider
49 Liq uid sword 99-00 Wi ndsl ice blade
50 Livi ng armor s heath

Battlesuit
Level : 1 d 6 + 4
Form: A fu l l s u it of synth a n d steel armor, cove ri n g t h e enti rety of the wearer's body
Effect: This armor is far hardier and sti l l somewhat lighter than N i nth World smith ing tech n iques could ever manage
with steel. It is heavy armor but grants an additional +3 to Armor in add ition to the 3 poi nts that heavy armor usually
offers. Fu rther, it is entirely sealed and has its own eternally renewed i nternal atmosphere, which com pletely protects
against poison gases and allows the wearer to operate in an airless envi ron ment. The s u it's Armor rating also appl ies
to damage that often isn't red uced by typical armor, s uch as heat or cold damage (but not I ntel lect damage) .
I n addition, the wearer gai n s + 1 to her M ight Edge and +5 to her M ight Pool.
Depletion: - (At any t i m e , the GM can rule t h at t h e armor h a s s u sta i n ed e n o u g h d a m age t h at t h e
atmos p h e re a n d enviro n mental p rotect i o n s cease a n d the M i ght e n h a ncements n o l o n ge r fu ncti o n , but the
s u it sti l l fu n ct i o n s a s armor.)

30 1
Bounding Boots
Level : 1 d6 + 1
Form: N i nt h Wo rld-made leather boots with s m a l l metal a n d synth devices worked i nto t h e s i d e s
Effect: The boots negate gravity e n o u g h to m a ke j u m p i n g a n d ru n n i n g e a s i e r. The boots a re co n s i d e red a n
asset fo r j u m p i n g a n d ru n n i n g.
Depletion: -

Brain Bud
Level : l d 6
Form: An orga n i c pod , a l m ost l i ke a s m a l l , h e m i s p herical bit of fru it. O n ce grafted to a host, it takes on t h e
appeara n ce of the host's fl e s h
Effect: The p o d grafts o n t o any l iv i n g h ost ( m u st be near the b ra i n ) a n d i n j ects co m p l ex c h e m i ca l s t h at
greatly i m p rove b ra i n activity. T h i s grants t h e h ost a +5 bon u s to m axi m u m I nte l l ect Poo l .
Depletion: -

Carryal l
Level : l d 6
Form: A m eta l l ic chest with t racked wheels on either s i d e
Effect: Th i s d evice co mes w i t h a s m a l l mod u l e t h at can be w o r n o n a b e l t . Rol l i n g a l o n g o n i t s whee l s , the
chest atte m pts to fo l l ow wit h i n i m me d i ate ra n ge of the m od u l e (th o u g h it can be d i rected to re m a i n where it
i s) . I t m oves a s h o rt d i stance each ro u n d . The chest can co me to t h e mod u l e fro m a ra n ge of u p to 1 0 m i l es
(1 6 km) away. The i nterior of the chest i s mostly h o l l ow a n d can h o l d u p to 5 , 000 pou n d s (2,268 kg) . The
a rtifact m u st be n ewly activated each d ay.
Spray, page 3 0
Arc Spray, page 3 7 Depletion: 1 i n l d 20

Cellular Disruptor
Level: 1 d6 + 4
Form: A s m a l l h a n d h e l d d evice with a few s i m p l e contro l s
Effect: T h i s d evice e m its a fa i nt s h o rt-ra n ge b e a m t h at affects o n ly o rga n i c
creatu res a n d m ateria l s . Livi n g ta rgets h it b y the b e a m move o n e step d own t h e
d a m age track. N o n l iv i n g o rga n i c ta rgets a re l i kely destroye d .
T h i s d evice i s a ra p i d -fi re weapon a n d t h u s can be u sed w i t h t h e S p ray o r Arc
S p ray a b i l ities t h at some gla ives and j acks h ave, but each " ro u n d of a m m o " u sed
o r each a d d i t i o n a l ta rget selected req u i res a n add iti o n a l d e p l etion ro l l .
Depletion: 1 i n l d l O

Chameleon Cloak
Level : 1 d6 + 4
Form: Very t h i n , l i ghtwe i ght, tra n s pa rent cloth formed i nto a crude cloak
Effect: When activated , the d evice takes o n the co l o rs a n d text u re s of eve ryt h i n g a ro u n d t h e wearer fo r ten
m i n utes. Th i s effect red uces t h e d ifficu lty of h i d i n g o r s n e a k i n g by two ste p s .
Depletion: 1 i n 1 d 1 00

Chiurgeon Sphere
Level : 1 d6 + 2
Form: S m a l l , s p h e rical auto m aton about 8 i n ches (20 cm) i n d i a m eter
Effect: Th i s d evice co mes with a s m a l l mod u l e t h at can be worn o n a belt. Float i n g a l o n g , the automaton
atte m pts to fo l l ow with i n i m me d i ate ra n ge of the m od u l e (th o u g h it can be d i rected to re m a i n where it i s) .
I t m oves a s h o rt d i stance each ro u n d . The s p h e re can co me to t h e m od u l e fro m a ra n ge of u p to 1 0 m i l es
(1 6 km) away. I f t h e mod u l e i s worn by a n o rga n i c creatu re a n d t h at creatu re takes d a m age, t h e automaton
m oves to re p a i r the d a m age with ce l l u l a r rege n e rat i n g too l s t h at re store 1 d 6 - 2 poi nts per ro u n d (mea n i n g
t h at if a 1 o r 2 i s ro l l ed , n o d a m age i s re pai red t h at ro u n d) . T h i s req u i re s n o action o n t h e part o f t h e creatu re
b e i n g healed. Each d ay, the auto m aton can atte m pt to re n d e r a i d a n u m be r of t i m e s eq u a l to its l eve l . The
a rtifact m u st be n ewly activated each d ay.
Depletion: 1 i n 1 d20

302
LI M E NE
ARTIFACTS

Cohesion Stabilizer
Level : 1 d6 + 4
Form: A wristb a n d - m o u nted d evice with a few s i m p l e co ntro l s
Effect: A n y atte m pt t o affect the i ntegrity o f t h e wearer's physical form b y d i s i ntegrat i n g i t , e n ca s i n g it,
c h a n g i n g its p h a s e , te leport i n g it, o r ot h e rwise d i s ru pt i n g it fa i l s if the wearer w i s h e s it to fa i l . Doi n g so i s n ot
an action on t h e wearer's p a rt.
Depletion: 1 i n 1 d l 0

Cypher Bag Cyphers in a cypher bag


Level : l d 6 cannot be used while in the
Form: Synth bag bag.
Effect: Th i s bag can conta i n up to o n e cyp h e r per a rtifact l eve l , as long a s each i s n o l a rger than a typ ical
h a n d - h e l d d evice. These cyp h e rs d o n ot co u n t aga i n st a c h a racte r' s l i m it.
Depletion: 1 i n 1 d20 (check each time a cyp h e r i s added to the bag)

Dimensional Armor
Level : l d 6 + 4
Form: A fu l l s u it of synth a n d steel armor, cove ri n g t h e enti rety of the wearer's body
Effect: Th i s armor i s far h a rd i e r and sti l l somewhat l i ghter than N i nth World s m ith i n g tech n iques cou l d ever
m a n age with stee l . It is heavy armor but grants an additional +2 to Armor in add ition to the 3 poi nts that
heavy armor u s u a l ly p rovides. Fu rther, when activated , it s h ifts the wearer's phase ran d o m ly for ten m i n utes,
which i ncreases the d ifficu lty of attacks on the wearer by two steps. This s h ifti n g effect i s negated by s peci a l
m u ltid i m e n s i o n a l weapons or attacks.
Depletion: 1 in l d l O (for the p h a s e s h ift i n g a b i l ity, but afte r d e p l et i o n , the s u it sti l l fu n ct i o n s as armor)

Disruption Blade
Level : 1 d6 + 1
Form: A swo rd or s i m i l a r b l aded weapon with d evices affixed to t h e b l a d e a n d h i lt
Effect: Th i s weapon fu n ct i o n s as a normal sword (or rarely, an axe or a cleaver) .
H owever, if the w i e l d e r uses an action to activate it, t h e weapon rad i ates a field of
molecu l a r d i s ru pti n g e n e rgy for o n e ro u n d . D u ri n g t h at ro u n d , if it scores a h it, it
i nfl icts a n add iti o n a l 1 0 poi nts of d a m age.
Depletion: 1 i n 1 d6

303
Drill Spear
Level : 1 d6 + 1
Form: A wood e n s h aft with an affixed s pearh ead t h at a p pears to be a meta l l i c d r i l l
Effect: T h i s spear fu nctions as a normal spear. I f t h e wielder uses i t t o attack a foe, u pon a successfu l h it the
wielder decides whether to activate the weapon. U pon activation, the wielder lets go of the spear, and it d r i l l s i nto
the foe, infl icting an additional 3 poi nts of damage. H owever, the wielder
then i s no longer hold i n g the spear. The d ri l l i n g fu nction works o n ly in
melee com bat beca use activation occu rs after the foe i s struck.
Depletion: 1 in l d 20

Ecstasy Paralyzer
Level: 1 d6 + 2
Form: A h a n d h e l d d evice with few co ntro l s
Effect: Th i s l o n g- ra n ge weapon fires a b e a m o f e n e rgy t h at i n fl i cts n o d a m age.
I n stea d , it affects the ta rget ' s m i n d , fi l l i n g h i m with such pleas u re t h at h e loses h i s
n ext t u r n .
Th i s d evice i s a ra p i d -fi re wea p o n , a n d t h u s can be used w i t h the S p ray o r Arc S p ray a b i l ities t h at s o m e
g l a ives a n d j a c k s h ave, but e a c h " ro u n d o f a m mo" used o r e a c h a d d i t i o n a l ta rget sel ected req u i res a n
add iti o n a l d e p l etion ro l l .
Depletion: 1 i n 1 d20

Exploding Arrow
Level : l d 6
Form: Arrow with a t i n y m eta l l i c d evice attached to it
Effect: The a rrow explodes when it stri kes someth ing, infl icting its level i n damage to all wit h i n i m med iate range.
Depletion: Auto m atic

Fearmaker
Level : 1 d6 + 2
Form: A 4-foot-ta l l (1 . 2 m) co l l a p s i b l e tri pod with a metal co n e at t h e top.
Effect: I t takes two ro u n d s to a s s e m b l e a n d set up this d evice. O n ce set up, it takes a n action to activate.
When activated, it affects the m i n d s of a l l t h i n k i n g creat u res with i n long ra n ge in a 45 degree a rc. Those
affected a re i n st i l led with terror, making them d ro p what they a re h o l d i n g a n d d o o n e of t h e fo l l owing:

Rol l Action
01 -50 Flee for 1 d6 ro u n d s
5 1 -90 Cowe r (los i n g t h e i r act i o n s) fo r 1 d 6 ro u n d s
9 1 -00 Fa i nt, re m a i n i n g u n co n s c i o u s fo r o n e m i n ute ( o r u n t i l ro u sed b y vigoro u s action)

Depletion: 1 i n l d 6

Fiery Hellmaker
Level : 1 d6 + 4
Form: A 7-foot-tall (2 m) col l a p s i b l e metal sta nd with a l a rge metal d i sc at the top and a co ntrol box i n the center
Effect: I t takes two ro u n d s to a s s e m b l e and set up t h i s d evice. O n ce set up, it takes a n action to activate.
When activated, the d i s k fi res a ba rrage of fiery l o n g- ra n ge m i s s i l es in all d i rect i o n s . Eve ryo ne and eve ryt h i n g
with i n l o n g ra n ge s u ffers d a mage eq u a l t o the a rtifact l eve l , u n less they a re with i n 3 feet (0. 9 m) o f t h e d evice
and keep t h e i r heads d own .
Depletion: 1 i n l d 6

Filtration Straw
Level : l d 6
Form: A long, n a rrow synth t u be
Effect: Water t h at passes t h ro u g h t h i s tube is p u rified . M ost l i q u i d s oth e r t h a n wate r d rawn t h ro u g h t h e t u be
co m e out as wate r (or mostly wate r) .
Depletion: -

304
LI M E NE
ARTIFACTS

Food Scanner
Level : l d 6
Form: A h a n d h e l d d evice with a n u m be r of co ntro l s a n d a wide d i s h at o n e e n d
Effect: When activated a n d poi nted at food , t h i s d evice s o u n d s a n a l a rm if the fo o d h a s any conta m i n a nts o r
p o i s o n o u s s u bstances.
Depletion: 1 i n 1 d20

Food Tube Most people report that


Level : l d 6 the pastefrom a food tube
Form: A synth t u b e tastes quite awful.
Effect: The d evice p rod uces a grey paste t h at p rovides e n o u g h n utrition fo r o n e p e r s o n fo r one d ay.
Depletion: 1 i n 1 d l 0

Force Dome
Level : 1 d 6 + 3
Form: A 4-foot-ta l l (1 . 2 m) co l l a p s i b l e tri pod with a l a rge g l a s s globe at the top a n d a control box i n the ce nter
Effect: I t takes two ro u n d s to a s s e m b l e a n d set up t h i s d evice. O n ce set up, it takes a n action to activate.
When activated, t h i s d evice p rojects a powe rfu l fo rce field dome with a d i a m eter of s h o rt range. The field i s
i m m o b i l e , i m permea b l e , a n d i m penetra b l e u n t i l it i s b rought d own b y a fo rce (such as a d evice o r creatu re) of
a h i g h e r l eve l . Oth e rwise, it l a sts fo r 28 h o u rs , d u ri n g which t i m e it h a s e n o u g h a i r to s u p port six h u m a n s .
Depletion: 1 i n 1 d 2 0

Healing Sword
Level : l d 6
Form: A typ ical swo rd with an o d d - l ooki n g synth h i lt
Effect: The broadsword blade is a N i nth World-forged addition to the n u menera h i lt (wh ich l i kely was not a sword h i lt
originally) . When squeezed properly, the h i lt i njects a heal ing substance i nto the wielder's body, restori ng 1 d6 poi nts of
any stat Pool he wishes. If the wielder is using the sword in battle, using the healing fu nction does not require an action.
Depletion: 1 in 1 d l 0 (for the heal i n g a b i l ity, but after d e p l et i o n , it sti l l fu ncti o n s as a sword)

Hoop Staff
Level : 1 d6 + 3
Form: Lo n g wood e n staff with a 6 - i n c h (1 5 cm) b ronze hoop attached to the t i p . The staff is of rece nt creat i o n ,
but the hoop i s n ot.
Effect: H o logra p h i c i m ages fl i cker to l i fe i n the hoop, warn i n g of d a n ger. The i m ages a re re p rese ntative of the
d a n ge r in some fa s h i o n . Fo r exa m ple, a p p roach i n g e n e m ies look l i ke th reate n i ng, a m o r p h o u s creat u re s , a n d
d a n ge ro u s weat h e r m i ght l o o k l i ke l i ghtn i n g b o l t s co m i n g fro m a c l o u d .
The G M d e c i d e s when a n d h ow t h e staff wa rns o f d a n ge r. Fo r i n exp l icable rea s o n s , somet i m e s it fa i l s t o
d e l iver a warn i n g. (Th u s , it' s a l l r i g h t if t h e G M fo rgets a b o u t the staff occa s i o n a l ly.)
Depletion: 1 i n l d l OO

Hover Belt
Level : 1 d 6 + 1
Form: Odd-fitt i n g meta l l i c m e s h belt t h at h a s a metal box attach ment with d i a l contro l s
Effect: The wearer c a n fl oat u p i nto t h e a i r o r b a c k d own aga i n a t a rate of 20 feet (6 . 1 m) per ro u n d . U s i n g
the co m p l ex co ntro l s , t h e wearer c a n move h o rizonta l ly a t a m uch s l ower pace ( 5 feet [1 . 5 m] per ro u n d) i n a
m uch l e s s sta b l e or co ntro l led trajecto ry. The belt works for ten m i n utes per u se.
Depletion: 1 i n 1 d20

Hover Square
Level : l d 6
Form: Fo l d ed synth s q u a re t h at is 1 foot by 1 foot (0. 3 m by 0 . 3 m) a n d u nfo l d s i nto a s q u a re t h at i s 8 feet by
8 feet (2 .4 m by 2 . 4 m)
Effect: When u nfolded a n d activated, t h i s p iece of synth forms a p l atform t h at m oves l atera l ly as d i rected by
someone atop it. The p l atform m oves up to s h o rt ra n ge in a ro u n d . I t can h o l d up to 5 , 000 po u n d s (2,268 kg) .
Depletion: 1 i n 1 d20

305
lmager
Level : l d 6
Form: A s m a l l , recta n g u l a r h a n d h e l d d evice with a clear synth p a n e l
Effect: Th i s d evice captu res a pe rfect i m age of a nearby scene. I t can store t h o u s a n d s of i m ages, a n d any
stored i m age can be s h own o n the synth panel. When the d evice i s d e p l eted , all stored i m ages a re lost.
Depletion: 1 i n 1 d 1 00

An instant bridge could, Instant Bridge


in theory, be used to grab
Level : 1 d6 + 1
a metallic object and
pull it toward the user. Form: A h a n d h e l d d evice with a few contro l s
The object would need Effect: Th i s d evice fires a ca b l e w i t h a powe rfu l magnet i n l o n g ra n ge. W h e n the magnet stri kes a metal
to weigh less than the s u rface, it affixes itself, a n d t h e taut ca b l e exte n d s i nto a n a rrow bridge about 3 feet (0. 9 m) wide. The d evice
user. The action would can then be affixed to another meta l l i c s u rface to a n c h o r t h e bridge. When d eactivated , the magnets l et go
a /so be two steps higher a n d the ca b l e retracts.
in difficulty than normal
Depletion: 1 i n 1 d20
because it's not meant for
such precision work.
Kinetic Shield
Level : 1 d 6 + 1
Form: A wristband or a r m b a n d with a s m a l l meta l l i c d evice attached
Effect: When a physical p roject i l e such as a n arrow, a t h rown knife , o r a b u l letl i ke m i s s i l e co mes with i n 4
i nches ( 1 0 cm) of the wea rer's body, a powe rfu l e n e rgy field act ivate s a utomatica l ly a n d atte m pts to s l ow
d own or d efl ect t h e p roject i l e . The d ifficu lty of the wea rer's S peed d efe n s e aga i n st such attacks i s mod ified by
o n e ste p i n h i s favor. I f the p roject i l e sti l l h its the wearer, t h e field a d d s 1 to Armor aga i n st the attack.
Depletion: 1 in l d 20

Launcher
Level : 1 d6 + 3
Form: A metal tube with a set of wi n d i n g synth tubes wrapped a ro u n d it.
Effect: Th i s d evice l a u nches a nyth i n g about the s ize of a fist o r s m a l l e r with great fo rce with a ra nge of 200
feet (61 m) . An i n e rt o bj ect, such a s a rock, i n fl i cts the a rtifact ' s l evel in d a mage. A d etonation cyp h e r (or
s i m i l a r exp los ive) can a l so be l a u nched to activate o n i m pact.
Depletion: 1 in l d 20

Light Spike
Level : 1 d6 + 2
Form: A fi n gerless gl ove of s e m i rigid synth
Effect: When the gl ove is activated , a s p i ke of s o l i d , red - h ot e n e rgy i s e m itted fro m the back of the wea rer's
hand. Th i s s p i ke can be u sed a s a m e l ee weapon t h at i n fl i cts d a mage eq u a l to the a rtifact ' s leve l . I t l a sts fo r
ten m i n utes. I f t h e wielder i n creases the s p i ke ' s powe r (wh ich req u i re s a separate action a n d a n a d d i t i o n a l
d e p l etion ro l l ) , the d a m age i n creases by 1 poi nt.
Depletion: 1 i n l d 20

Liquid armor and the Liquid Armor


liquid sword are based Level : 1 d 6 + 3
on a technology called
Form: An a d a m a n t s i l k belt with two m eta l l ic cyl i n d ers attached to it
smart fluid. Conceivably,
it could be found in Effect: When activated , a wate ry l i q u id s p rays out of the cyl i n d ers on the belt. An e l ectric field s h apes t h i s
many other applications. s m a rt fl u i d , cau s i n g it t o fo r m a p rotective s h e l l a ro u n d the wea re r, n ot u n l i ke fu l l body armor. The fl u i d
Somewhere in the Cold becomes i m med i ately ( b u t sel ectively) r i g i d when struck, p rovi d i n g +3 t o Armor, but it offers none o f t h e
Desert lies a citadel made p e n a l t i e s associated w i t h armor. I t can be used ove r the top of l i ght armor, add i n g to its p rotect i o n , but
entirely of solid smart
m ed i u m o r heavy armor d i s ru pts t h e e l ectric field ' s s h a p i n g atte m pts. The l i q u id armor l asts fo r fo u r h o u rs o r
fluid.
u nt i l deact ivated .
Depletion: 1 i n 1 d20

306
LI M E NE
ARTIFACTS

Liquid Sword
Level : 1 d6 + 3
Form: An a d a m a n t s i l k wri st band with a m eta l l i c cyl i n d e r attached to it
Effect: When activated , a wate ry l i q u id s p rays out of the cyl i n d e r o n t h e wristba n d . An e l ectric field s h apes
this s m a rt fl u i d , cau s i n g it to form i nto the s h a pe of a b road swo rd . The fl u id becomes i m m ed i ately rigid a n d
i ncred i b ly s h a rp , a l l owi n g it to be u sed as a n o r m a l swo rd t h at i n fl icts 1 a d d i t i o n a l poi nt of d a m age. The
swo rd l a sts fo r fo u r h o u rs o r u n t i l deactivate d .
Depletion: 1 i n 1 d20

Living Armor Sheath


Level : 1 d6 + 1
Form: When n ot affixed to a creat u re, t h i s looks l i ke a m a s s of heavy fa b ric. On a creatu re, it looks l i ke heavy,
leathery fl e s h .
Effect: W h e n worn ove r n o r m a l s k i n , t h i s o rga n i c m ateri a l a d h e res a n d conforms t o t h e creat u re ' s body
s h ape. The wearer i s tra i ned in M i ght d efe n s e tasks to re s i st poison and d i sease. Fu rt h e r, she has +2 to
Armor with n o h i n d ra n ce s . H owever, s h e ca n n ot wea r armor ove r the l iv i n g s h eath beca u s e it's too b u l ky.
Depletion: 1 i n 1 d l 00 (ch ecked each d ay wh i l e the s h eath i s worn)

Mephitic Staff
Level : l d 6
Form: A s h o rt m eta l - a n d - g l a s s tube fitted onto a we l l - m a d e wood e n q u a rte rstaff
Effect: When activated (wh ich is n ot an action) , the t i p of the staff re leases a concentrated , i m med i ate- ra n ge
b l a st of n oxi o u s fu mes when it i s struck aga i n st a s o l i d creatu re or o bj ect. An affected creat u re loses its n ext
t u rn to co ugh i n g a n d choking.
Depletion: 1 i n 1 d20

Metabolism Bud
Level : l d 6
Form: An orga n i c pod , a l m ost l i ke a s m a l l ,
h e m i s p herical b i t o f fru it. O n ce grafted t o a host, it
takes o n the a p pearance of the host' s fl e s h .
Effect: The p o d grafts o n t o any l iv i n g h ost (u s u a l ly
near the b ra i n or s p i ne) a n d i njects c h e m i ca l s t h at
boost the creat u re ' s metabo l i s m . T h i s grants the
host a +5 bon u s to m axi m u m S peed Poo l .
Depletion: -

Mind lmager
Level : 1 d6 + 2
Form: A h a n d h e l d d evice with a synth p a n e l screen
and w i res t h at m u st be affixed to the head of a
creatu re
Effect: Th i s d evice s h ows a v i s u a l i m age of what a
creatu re i s th i n ki n g. The affected creatu re need n ot
be co n s c i o u s .
Depletion: 1 i n 1 d20

307
Molecular Bonder
Level : 1 d 6 + 2
Form: A h a n d h e l d d evice with a n u m be r of co ntro l s a n d a poi nted e n d
Effect: Th i s d evice fu ses two o bj ects together w i t h a bond stre n gth e q u a l to its leve l . I f fl e s h b o n d e d i n t h i s
w a y (whether to a n object o r to oth e r fl e s h ) i s t o r n a p a rt, it s u ffers d a mage eq u a l to t h e d evice ' s l eve l .
Depletion: 1 i n 1 d 6

Multidimensional Blade
Level : 1 d 6 + 2
Form: A s h o rt, straight b l aded weapon with a l a rge haft t h at h a s a few co ntro l s on it
Effect: When activated , the blade exi sts on many levels of real ity at once. It inflicts damage equal to its level, and
Abykos, page 23 0 it harms creatures (such as an abykos) that can be affected only by tra n sd i mensional effects. Once activated, the
blade i s active for one m i n ute.
Depletion: 1 in 1 d20

Murder Globe
Level : 1 d 6 + 3
Form: A 3 -foot-ta l l (0. 9 m) co l l a p s i b l e metal tri pod with a l a rge meta l globe at the top. The globe h a s a
n u m be r of holes i n it, but it i s n ot h o l l ow.
Effect: I t takes two ro u n d s to a s s e m b l e a n d set u p t h i s d evice. I t t h e n req u i re s a n action to act ivate. When
activated , this d evice does noth i n g fo r five ro u n d s . After t h at, if a nyth i n g l a rger t h a n a m o u s e comes with i n
l o n g ra nge o f i t , t h e globe fi res a powe rfu l p roject i l e a t t h at ta rget. T h e p roject i l e i n fl icts d a m age e q u a l t o the
a rtifact l eve l . The d evice can attack u p to ten t i m e s per ro u n d , but it n ever attacks the s a m e ta rget m o re than
o n ce per ro u n d . I t re m a i n s o n watch fo r 28 h o u rs or u n t i l it h a s made one h u n d red attacks, w h i c h ever comes
fi rst.
Depletion: Auto m atic

The assassin Bledsele uses Nano-needler


a nano-needler to poison Level : l d 6
her targets with her wide
array of exotic numenera Form: A s m a l l h a n d h e l d d evice with a tiny t u b e
poisons. Effect: Th i s d evice p rojects a s i n g l e need l e-fa r s m a l l e r i n w i d t h t h a n a h u m a n h a i r-up to l o n g r a n g e . The
need l e i n fl i cts n o d a m age, but it can ca rry poison o r d i sease, a n d the i njection i s so tiny t h at t h e vict i m
d o e s n ' t fee l i t . The need l e c a n a l so penetrate (ignore) u p t o 4 Armor.
Th i s d evice i s a ra p i d -fi re wea p o n , a n d t h u s can be used with the S p ray or Arc S p ray a b i l ities t h at some
g l a ives a n d jacks h ave, but each " ro u n d of a m mo" used o r each additional ta rget sel ected req u i res a n
add iti o n a l d e p l etion ro l l .
Depletion: 1 i n l d l O

Needler
Level : l d 6
Form: A s m a l l h a n d h e l d d evice with a tiny t u b e
Effect: Th i s d evice p rojects a s i n g l e need l e (no d a m age) , a s p ray of need les (1 point of d a m age) , o r a wide
s p ray of need les (no d a m age, but it affects eve ryo n e with i n a n i m med i ate a rea)-user's choice. In each case,
the need les can affect a nyo n e with i n l o n g ra n ge. The need les can be poisoned, i n which case eve n those who
d o n ' t take d a m age m u st m a ke M i ght defe n s e ro l l s to avo i d be i n g poisoned.
Th i s d evice i s a ra p i d -fi re wea p o n , a n d thus can be used with the S p ray o r Arc S p ray a b i l ities t h at some
g l a ives a n d jacks h ave, ignori n g " ro u n d s of a m mo" costs.
Depletion: 1 in l d 20

Nightvision Goggles
Level : l d 6
Form: A p a i r of synth goggles with d a rk, p rot ru d i n g l e n s e s
Effect: Outside, the wearer can see at n i ght a s if it were d ayl ight. I n s ide, t h e wearer can s e e i n p itch d a rkness
fo r s h o rt ra n ge.
Depletion: -

308
LI M E NE
ARTIFACTS

Phasing Piton
Level : l d 6
Form: A m eta l l ic s p i ke with a s i n g l e toggl e stud
Effect: When activated , the p iton phases a n d can be i n se rted u p to 6 inches (1 5 cm) i nto a l most any m ateri a l .
W h e n deact ivate d , the p iton becomes s o l i d aga i n a n d re m a i n s e m bedded s o l i d ly i n the m ateri a l . I f u sed as
a weapon (req u i ri n g o n e action to activate a n d i n se rt, a n d a seco n d action to deactivate) , the p iton i n fl icts 6
poi nts of d a m age.
Depletion: 1 in 1 d l 00

Plant jar
Level : l d 6
Form: A l a rge g l a s s or clear synth ca n i ster
Effect: A l iv i n g p l a nt p l aced i n s i d e t h i s d evice re m a i n s a l ive u nt i l re moved rega rd less of l i ght, wate r, o r oth e r
co n d iti o n s .
Depletion: -

Poison Brain Implant


Level : 1 d6 + 1
Form: Ca p s u l e
Effect: W h e n swa l l owed , t h i s i m p l a nt t rave l s to t h e b ra i n a n d nests t h e re. H e n cefort h , whenever a creatu re
esta b l i s h e s contact with the c h a racte r' s m i n d ( u s i n g mental attack, te lepat h i c co m m u n icat i o n , m i n d co ntro l ,
a n d so on) , the creat u re i s attacked mental ly. I t i s stu n n ed fo r o n e ro u n d (los i n g i t s action) a n d takes I nte l l ect
d a m age eq u a l to t h e a rtifact ' s l eve l . T h i s effect does n ot p reve nt the contact.
Depletion: -

Psychic Helmet
Level : 1 d6 + 2
Form: A l i ghtwe ight synth h e l m et
Effect: The wearer gai n s 3 Armor t h at p rotects aga i n st I nte l l ect d a m age o n ly. Furt h e r, the d ifficu lty of
atte m pt i n g to affect t h e wearer's m i n d i s i n creased by one step i n the wea rer's favo r.
Depletion: -

Psychic Whistle There could easily be


Level : 1 d 6 + 2 psychic whistles keyed
Form: A metal d evice 1 i n c h (2 . 5 cm) l o n g with a s i n g l e b utto n to the brain patterns
Effect: When the d evice is activated , a wh i stlel i ke s o u n d is heard by h u m a n s with i n 500 feet ( 1 5 2 m) . The of creatures other than
d evice does n ' t act u a l ly p rod u ce s o u n d but i n stead sti m u l ates t h e a u ra l center of the h u m a n b ra i n . I t h a s n o humans. A crafty specialist
might even be able to
effect o n n o n h u m a n s .
fine-tune a psychic whistle
Depletion: 1 i n l d l OO so that it only keys to a few
specific individuals' brain
Recorder Headband patterns.
Level : 1 d6 + 2
Form: A leatherl i ke head band with a s m a l l d evice attached
Effect: Th i s head band reco rd s eve ryt h i n g the wearer sees as mov i n g i m ages t h at can be re p l ayed and
reviewed . I t stores u p to o n e h u n d red h o u rs of i m ages.
Depletion: 1 i n 1 d20

Redlight Clip
Level : 1
Form: A metal cl i p or p i n e a s i l y affixed to cloth i n g
Effect: Th i s object fl a s h e s red w h e n i n i m med i ate ra n ge o f d a n ge ro u s rad iation o r p o i s o n o u s gas.
Depletion: -

309
The difficulty for a PC Remote Clamp
caught in a remote clamp
Level : l d 6
to breakfree is equal to
the artifact level Form: A metal c l a m p with a d etac h a b l e control pad
+ 2 because its grip is so Effect: The control pad a l l ows someone to d i rect this extre mely stro n g d evice to clamp a n d u n c l a m p . The pad
strong. m u st be with i n 5 00 feet (1 5 2 m) of the clamp to control it.
Depletion: 1 i n l d l O

Repair Sphere
Level : 1 d6 + 2
Form: A s m a l l s p h erical auto m aton about 8 i n ches (20 cm) i n d i a m eter
Effect: Th i s d evice comes with a s m a l l mod u l e that can be affixed to a mach i n e . Floati n g along, the s p h ere
attem pts to fol low with i n i m med iate ra n ge of the mod u le (though it can be d i rected to re m a i n where it i s) . I t
moves a short d i stance e a c h rou n d . I t can come t o the mod u l e fr o m a ra n ge o f u p to 1 0 m i les (1 6 k m ) away. I f
the mod u le i s attached t o a mach i n e a n d that mach i n e takes d a m age, the s p here moves to rep a i r the d a m age
with sophi sticated too l s that resto re 1 d6 - 2 poi nts per rou n d (mea n i n g that if a 1 or 2 is ro l led , no d a m age is
rep a i red that rou n d ) . T h i s req u i res no action on the part of the mach i n e be i n g re p a i red. The s p here can attem pt
to re pair a mach i n e a n u mber of times per d ay equal to its l eve l . The a rtifact m u st be newly activated each d ay.
Depletion: 1 i n l d l OO

Safe Corridor
Level : 1 d 6 + 2
Form: Two separate meta l a n d synth ca p s u les about t h e s ize of a h u m a n ' s head, each with a l a rge g l a s s p l ate
Effect: When the device is activated, the space between the two capsules forms an invisible corridor of breathable
atmos phere with a moderate tem peratu re. It hedges out dangerous vapors, vacu u m , i n sects, rad iation, nan ites, and
other particu late matter. The corridor is 8 feet (2.4 m) wide and can be u p to 1 mile (1 .6 km) long. It m u st be relatively
unobstructed-u neven terrai n is fine, but walls, h i l l s , and so on wi l l block it. The corridor remains for 28 hours.
Depletion: 1 i n l d 20

Second Skin
Level : 1 d 6 + 1
Form: When n ot affixed to a creat u re, t h i s looks l i ke a m a s s of d i a p h a n o u s fa b ric. On a creatu re, it i s a l most
i nv i s i b l e.
Effect: When stretched over a creature's normal s ki n , t h i s organic material adheres and conforms to its body
shape. While wearing the second skin, the creatu re has an asset in M ight defense tasks to res i st poison and
d i sease.
Depletion: 1 in l d l OO (ch ecked each d ay wh i l e the s k i n i s worn)

310
LI M E NE
ARTIFACTS

Shatter Wand
Level : 1 d6 + 4
Form: B road , 8 - i n c h (20 cm) synth stick with a s i ngle b utto n
Effect: Th i s weapon rea l i g n s t h e molecu l a r structu re of a l iv i n g ta rget, i n effect crysta l i z i n g the fl e s h . It works
at long ra n ge but has n o v i s i b l e m a n i festation (no ray o r p roject i l e) . The d evice i n fl i cts d a m age eq u a l to its
l eve l . Further, if t h e ta rget i s s l a i n by the device, the ta rget s h atte rs, exp lod i n g in a n i m me d i ate rad i u s with
crysta l l i n e s h ra p n e l t h at i n fl i cts 3 poi nts of d a m age.
Th i s d evice i s a ra p i d -fi re wea p o n , a n d t h u s can be used with the S p ray o r Arc S p ray a b i l ities t h at some
g l a ives and jacks h ave, but each " ro u n d of a m mo" used o r each a d d i t i o n a l ta rget sel ected req u i res a n
add iti o n a l d e p l etion ro l l .
Depletion: 1 i n 1 d20

Shock Manacles
Level : 1 d6 + 1
Form: A l i ghtwe ight p a i r of metal or synth m a n acles
Effect: N ot o n l y a re these restra i nts b i n d i ng, but they also i n fl ict their l eve l i n d a m age whenever
the wearer atte m pts to break free. O nce active, the m a n acles ope rate fo r 28 h o u rs .
Depletion: 1 i n 1 d 2 0

Skill Bud
Level : l d 6
Form: An orga n i c pod , a l m ost l i ke a s m a l l , h e m i s p herical bit of fru it. O n ce grafted to a host, it takes on t h e
appeara n ce of the host's fl e s h .
Effect: Th i s p o d grafts o n t o any l iv i n g host ( m u st be near the b ra i n ) a n d i n j ects co m p l ex c h e m i ca l s t h at a lter
b ra i n a n d m u scle fu n ct i o n s . Th i s grants t h e host t ra i n i n g in o n e (predete r m i ned) s k i l l .
Depletion: -

Skull Blaster
Level : 1 d6 + 2
Form: A h e a d b a n d with an attached cyl i n d e r t h at ru n s a l o n g the left s i d e of the wea rer's head
Effect: Th i s d evice e m its a b ri l l i ant beam of focused l i ght t h at h a s a ra n ge of 200 feet (61 m) . Ta rgets h it by
the beam take d a mage eq u a l to t h e a rtifact ' s l eve l .
Th i s d evice i s a ra p i d -fi re wea p o n , a n d t h u s c a n be u s e d w i t h the S p ray o r Arc S p ray a b i l ities t h at some
g l a ives a n d jacks h ave, but each " ro u n d of a m mo" used o r each additional ta rget sel ected req u i res a n
add iti o n a l d e p l etion ro l l .
Depletion: 1 i n 1 d20

Slugspitter
Level : 1 d6 + 1
The mechanical creatures
Form: A l o n g d evice with a n a rrow metal t u b e
of the Weal of Baz (page
Effect: W i t h a q u i et s o u n d l i ke a puff of a i r, t h i s d evice fi res a tiny s l u g of m e t a l w i t h a ra nge of 200 feet (6 1 7 98) use slugspitters with
m) . It i n fl i cts d a mage eq u a l to the a rtifact ' s l eve l . regularity.
Th i s d evice i s a ra p i d -fi re wea p o n , a n d t h u s c a n be u s e d w i t h the S p ray o r Arc S p ray a b i l ities t h at some
g l a ives a n d jacks h ave, but each " ro u n d of a m mo" used o r each additional ta rget sel ected req u i res a n
add iti o n a l d e p l etion ro l l .
Depletion: 1 2 i n l d l OO
-

Snipewand
Level : 1 d6 + 4
Form: A l o n g h a n d h e l d d evice with a tiny p l ate of g l a s s
Effect: S i g h t i n g t h rough the g l a s s , o bj ects u p to 1 m i l e (1 . 6 km) away can be vi ewed a s if they we re j u st a
s h o rt d i stance away. The u s e r m u st h ave a d i rect l i n e of s i ght to the object-the d evice ca n n ot penet rate
barriers o r go a ro u n d corners. O nce a n o bj ect is s i ghted , the d evice a l most s i l e ntly fi res a t i n y s l u g of meta l at
the ta rget. The s l u g i n fl i cts d a mage eq u a l to the a rtifact ' s l eve l .
Depletion: 1 i n 1 d 2 0

31 1
Stunner
Level : l d 6
Form: A h a n d h e l d d evice t h at looks l i ke a metal s p h e re with a h a n d l e
Effect: W h e n activated , t h i s d evice fires a b e a m o f e n e rgy t h at stu n s the ta rget fo r o n e ro u n d , m a k i n g h i m lose
his n ext act i o n .
Th i s d evice i s a ra p i d -fi re weapon a n d t h u s can be used w i t h the S p ray o r Arc S p ray a b i l ities t h at s o m e
g l a ives a n d j a c k s h ave, but e a c h " ro u n d o f a m mo" used o r e a c h a d d i t i o n a l ta rget sel ected req u i res a n
add iti o n a l d e p l etion ro l l .
Depletion: 1 i n l d 20

Suspensor Belt
Level : 1 d 6 + 1
Form: A belt with a n u m be r of brass d i scs affixed to it
Effect: Th i s belt n egates gravity e n o u g h to m a ke a l l m ovement e a s i e r, granti n g t h e wearer a + 1 bon u s to h i s
S peed E d ge. Alternatively, a grossly obese creatu re co u l d wea r t h e belt s i m ply t o fu n ction normal ly.
Depletion: -

Tell tale Glass


Level : 1
Form: Clear d ri n ki n g g l a s s
Effect: Th i s g l a s s t u r n s red if a nyth i n g p o i s o n o u s i s put i nto it, eve n i n very s m a l l q u a ntities.
Depletion: -

The tendril graft, like Tendril Graft


many biological artifacts,
Level : l d 6
establishes a symbiotic
relationship with its user, Form: A w h i p l i ke l e n gt h of orga n i c material s i m i l a r to fl e s h
or "host. " It gains all Effect: Th i s graft attaches t o the h o s t ' s s p i n a l col u m n so t h at it can be co ntro l l e d l i ke a l i m b. The h o s t can u s e
the nutrients it needs by it l i ke a wh i p ( a l i ght weapon) eve n if h i s h a n d s a re fu l l . H e can a l so u s e it l i ke a p re h e n s i l e ta i l t h at can h o l d
absorbing them from its h i s we ight (ass u m i n g h e i s ro u g h ly h u m a n - s ized) o r a n o t h e r o bject.
host. People with such
Depletion: -
grafts find that they need
to eat and drink about
25% more than normal Thunder Cannon
to stay hea /thy. Level : 1 d6 + 4
Form: A l a rge, heavy t u be with a bel l - s h a ped e n d a n d a n u m be r of co ntro l s
Effect: Th i s m a s s ive d evice c a n barely be h e l d o r carried b y a s i n g l e pers o n . W h e n activated , it e m its a
SO-foot-wide (1 5 m) co n e of p u re s o n i c fo rce out to l o n g ra n ge. Any creatu re i n t h at a rea i s kn ocked p ro n e
a n d stu n n ed fo r o n e ro u n d , l o s i n g its act i o n . U nfixed ite m s t h e s ize of a h u m a n o r s m a l l e r a re to p p l ed a n d /o r
m oved at least 5 feet (1 . 5 m) . Larger o bjects m i ght a l so be to p p l e d .
Depletion: 1 i n l d l O

312
LI M E NE
ARTIFACTS

Transdimensional Ray Projector


Level : 1 d6 + 2
Form: A h a n d h e l d d evice with a n u m be r of co ntro l s a n d a wide d i s h at o n e e n d
Effect: Th i s l o n g- ra n ge w e a p o n fi r e s a beam of e n e rgy t h at exists o n many l eve l s of rea l ity at o n ce. I t
i nfl icts d a mage eq u a l t o i t s l eve l , a n d it h a r m s creat u res ( s u c h a s a n a bykos) t h at c a n be affected o n ly by
tra n s d i me n s i o n a l effects .
Th i s d evice i s a ra p i d -fi re weapon a n d t h u s c a n be u s e d w i t h the S p ray o r Arc S p ray a b i l ities t h at some
g l a ives a n d jacks h ave, but each " ro u n d of a m mo" used o r each additional ta rget sel ected req u i res a n
add iti o n a l d e p l etion ro l l .
Depletion: 1 i n 1 d20 "The fluid drained from a
biochemical injector sphere
Trigger Trap also makes an excellent
Level : l d 6 pipe cleaner. "
Form: A s m a l l , rather co m p l ex box of metal s e n s o r p l ates, w i re s , a n d contro l s -Sir Arthour
Effect: A cyp her o f virtu a l ly a n y k i n d c a n be added t o t h i s trigger d evice t o t u rn it i nto a trap. Fi rst, the cyp her
i s added to the d evice (an I ntel lect task with a d ifficu lty of 4) , and then various wires and p l ates a re affixed
perm anently to somet h i n g-a nea rby s u rface, door, h i nge, and so o n . When the trap is triggered , the cyp her i s
activated , so people ofte n use stra ightforwa rd cyp hers s u c h as a deto n ation, a ray e m itte r, o r a s i m i l a r device.
The trigger can react to a s pecified m ovement with i n 3 feet (0. 9 m)-a door open i n g, a creatu re o r object
m ovi n g past the a rt ifact, a n d so o n . The h i gher t h e l evel of the d evice, the m o re so p h i sticated the trigger. Fo r
exa m ple, a l evel 4 a rtifact ' s trigger m i ght be based on a creat u re ' s s ize or we ight, a l evel 5 a rtifact can trigger
based o n a s pecific type of creat u re, and a l evel 6 a rtifact can trigger based o n recog n i z i n g a n i n d ivid u a l
creat u re .
Depletion: Auto m atic

Vuechi
Level : 1 d6 + 1
Form: A 4 - i n c h ( 1 0 cm) s i lver s p h e re t h at h overs i n t h e a i r
Effect: O n ce activated , t h i s d evice fo l lows wit h i n 3 feet (0. 9 m) o f yo u a n d attacks anyone o r a nyth i n g wit h i n
i m m ed i ate ra n ge t h at attacks yo u . A vuech i attacks with a b u rst o f e l ectricity ( u p t o i m med i ate ra n ge) t h at
d e a l s e l ectricity d a m age e q u a l to its a rtifact l eve l . O n ce activated , it fu n ct i o n s for 28 h o u rs .
Depletion: 1 i n 1 d 2 0

Weapon Graft
Level : l d 6
Form: A b l ade, s p i ked bal l , or h a m m e rl i ke object made of h a rd , chiti n o u s m ate rial or meta l , with a s l eeve of
softer, fleshy m ateri a l
Effect: Th i s o rga n ic graft fits ove r a h a n d o r em pty stu m p and affixes t o the flesh o f the h ost. The physical bond
p rovides a n as set that m a kes attacks one ste p easier. Th i s s peci a l med i u m wea pon i n fl icts 4 poi nts of d a m age.
Depletion: -

Wind rider
Level : 1 d 6 + 1
Form: An 8-foot- l o n g (2 .4 m) m eta l l ic w i n g
Effect: Th i s i s a veh icle that c a n be ridden b y someone w h o m a kes S peed rol l s (level
1 ) each rou n d . In co m bat, it moves a long d i stance each rou n d , but on extended
tri ps, it can move up to 80 m i les (1 29 km) per h o u r.
Depletion: 1 -2 i n l d l OO

Windslice Blade
Level : 1 d 6 + 1
Form: A m ed i u m- l e n gth swo rd
Effect: Th i s swo rd is made fro m a material so d u ra b l e a n d d e n s e t h at the ed ge is s h a rper a n d l asts far l o n ge r
t h a n N i nth Wo rld s m it h i n g tech n iq u e s co u l d eve r m a n age w i t h stee l . The blade i n fl icts 1 add iti o n a l point o f
d a m age. Its n a m e co mes fro m the idea t h at it can s l i ce eve n the w i n d i n h a l f.
Depletion: -

313
CHAPTER 20

ODDITI ES
DISCOVERI ES
S
ometi mes PCs fi n d t h i ngs t h at a re i nterest i n g but h ave n o rea l game v a l u e . They d o n 't h e l p i n com bat.
They d o n ' t grant a m azi n g powe rs. They d o n ' t p rotect the u s e r. N ot eve ryt h i n g the ancients created was
a co m b at d evice o r can be u sed as o n e n ow. In N u menera, these devices a re ca l l ed od d ities, a n d they
serve a n u m be r of p u rposes.
F i rst, t h ey p rovide veri s i m i l itude-not eve ryt h i n g i s s u ited fo r a n exp l o re r. Seco n d , they' re i nterest i n g
wei rd l ittl e t h i ngs t h at can be sold or used for barter or gifts. T h i rd , a n d perh a p s most i m portant, they add
m o re mystery a n d fee l i ngs of the u n known to the game beca u s e odd ities a re rea l ly, we l l , odd. Why did t h e i r
creators m a ke t h e m ? Were t h ey o n ce a p a rt o f a l a rger d evice w i t h a more u n d e rsta n d a b l e fu n ction ? N o one
knows, a n d it's l i kely t h at no o n e eve r wi l l .

USING ODDITIES IN THE GAME


Shins, page 77 Odd ities can be trad e d , s o l d , u sed , or given as i nterest i n g gifts. U s u a l ly, t h e i r va l u e is a ro u n d 1 0 s h i n s , but
some odd ities m i ght fetch a s m uch as 50 s h i n s depend i n g o n their pote ntial uti l ity.
M a ny of the odd ities l i sted were left vague so the G M can tailor them as needed. The s ize, color, shape, and so
on can be changed. N i nth World craftsmen m ight set some of the odd ities i nto jewelry or on the end of a staff.
G M s a re e n co u raged to e n s u re t h at oddities always seem od d . O n e d ay, h ave a PC' s odd ity work d i fferently.
Fo r exa m p l e , t h e c u p t h at boi l s l i q u i d n ow freezes it i n stead. The rod with b l i n ki n g l i ghts goes crazy with
l i ghts and starts bee p i n g as we l l . The s m a l l m i rro red cube starts s p i n n i n g o n its own . N o exp l a n ation is
needed beca u s e the own e r d id n't rea l ly u n d e rsta n d t h e odd ity in t h e fi rst p l ace.

DISCOVERIES
D i scove ries a re a catch - a l l category of n u menera t h at d o n ' t fit i nto the oth e r catego ries. These a re n ot devices
the PCs can c l a i m a s t h e i r own . The c h a racte rs probably can't take a d i scove ry with t h e m , a n d u s u a l ly they
wo u l d h ave no reason to do so, anyway. A d i scove ry m i ght be a b i o l a b where genetica l ly e n g i n ee red creat u re s
a re st i l l be i n g a rtifici a l ly p rod u ced , a rece iver t h at picks u p s i g n a l s tra n s m itted fr o m a station o n M a rs, o r a
sti l l -fu nctio n i n g h overtra i n . Wh i l e these d i scoveries can be u sefu l , t h ey do n ot necessarily m a ke t h e cha racte rs
more powe rfu l .

ODDITIES TABLE
When giv i n g odd ities to c h a racte rs, either choose fro m this table o r ro l l a l dl 00 fo r ra n d o m odd ities.

A SELECTION OF NINTH WORLD ODDITIES


Rol l Odd ity
Crysta l t h at s h atters e a s i l y but then i n stantly refo rms
2 Egg- s h a ped m eta l l i c b a u b l e t h at occas i o n a l ly s p i n s a n d speaks i n a l a n g u age no o n e knows
3 Aerosol can t h at s p rays s p a rkl i n g p a i n t t h at h a n gs i n t h e a i r
4 Device t h at e m its a p rojection of a h u m a n face t h at c h a nges exp re s s i o n depend i n g on t h e d i rection
i n w h i c h it' s looki n g
5 U n known m u s ical i n strument t h at p l ays o n l y soft, u n p leasant sou n d s
6 C i rc u l a r sto n e p l ate with a h u m a n face t h at occa s i o n a l ly c h a n ges expre s s i o n or a p pears to s peak
(but h a s n o voice)
7 Box with a tiny group of musicians in it who play when it is opened and look horrified when it is closed
8 Remote-co ntro l led d ragonfly with a t i n y, h a n d h e l d co ntro l l e r

314
LI M E NE
ODDITIES &.. DISCOVERIES

9 Pants t h at fit pe rfectly a n d n ever seem to get d i rty but a re always c h i l ly


10 B l o b of clay t h at takes o n va rious myste rious s h apes when left a l o n e
11 Crysta l t h at h u m s
12 N eckl ace made of gears a n d oth e r mach i n e parts
13 F l ute with butto n s rat h e r t h a n holes so you can p l ay m u s ic without b l owi n g i nto it
14 Lightn i n g b u g i n a g l a s s globe
15 P l astic d i s k t h at d i s p l ays eve r-ch a n g i n g but m e a n i n g l e s s sym bols
16 Small rod that em its a voice sayi ng the same thing i n an u n known language every time a button is pushed
17 G l a s s p l ate t h at s h ows w h at see m s to be a l ive i m age of t h e moo n , but fro m a closer vantage
18 Co m b t h at glows when u sed
19 S m a l l s q u a re cage t h at puts wh ateve r s i n g l e creatu re i s i n s id e it i nto sta s i s
20 P l astic bottl e conta i n i n g a s p ray t h at clea n s any sta i n a n d n ever ru n s o u t
21 M eta l l i c d evice t h at creates o n e s h eet o f n ew paper each d ay
22 Pen t h at writes in
i nv i s i b l e ink revealed
o n ly at a very l ow
temperatu re
23 Tiny toy ornithopter
made of a solid p i ece
of m ateri a l t h at seems
i n d estruct i b l e
24 Fuzzy stuffed b e a r t h at
m a kes growl i n g n o i s e s
when y o u sq ueeze it
25 Goggles t h at t i nt
eve ryt h i n g green
26 Series of t h i n p l a stic
card s t h at s h ow a l l k i n d s
o f u n known creatu res
MANVA U..)' AC:..TlvA-n:.. ""'6C4H'IN l t.M1
27 Ca n d l e t h at n ever ru n s
ANt::. "$ YIO:.T oJo -nEAN S\.At,,<> o.J

'fo
d own

Ro11.ll Cl..'t v'IA.N


FbS $\Ql..E. .
28 Bag of s ixtee n r u b be r
balloons
29 Th ree s i l ke n gloves with
s ix fi n ge rs each
30 M eta l l i c jar t h at
m a i nta i n s the "-".:>::::..__------- "'-"
temperatu re of l i q u id
i n s i d e i n d efi n itely
31 B l ue crystal t h at glows a s bright a s a ca n d l e when h e l d
32 S m a l l co i n pouch t h at h o l d s twice a s m u c h a s it a p pears it s h o u l d
33 S m a l l wa n d l i ke d evice t h at kee p s away n o r m a l i n s ects i n a 5 -foot ( 1 . 5 m) rad i u s
34 U n known p l a stic d evice w i t h l i ghts t h at occa s i o n a l ly b l i n k
35 Powe rfu l magn ifyi n g g l a s s
36 B a g t h at conta i n s d i ce, each with a d iffe rent n u m be r o f s i d e s
37 S m a l l m i rro red cube
38 P i ece of extre mely stro n g a n d thin cable 8 feet (2.4 m) l o n g
39 Feat h e red h at t h at occa s i o n a l ly m a ke s b i rd n o i ses
40 Wooden rod t h at i n creases i n l e n gth by about 1 i n c h (2 . 5 cm) a month
41 B ra s s d evice with nested c i rc u l a r p l ates t h at rotate a n d click
42 Ca pe t h at b i l l ows a s if b l own by t h e wind when wo r n , eve n i n st i l l a i r
43 G l a s s cu be t h at s h ows w h at see m s to be a l ive aerial view of a n u n known , ru i ned city
44 Arm band t h at tighte n s s l ightly when with i n 1 00 feet (30 m) of a b h u m a n s
45 S m a l l j a r o f b l ack p a i n t t h at refi l l s itself each d ay
46 M eta l l i c m a s k t h at fits pe rfectly o n yo u r face a n d c h a nges exp re s s i o n when yo u d o
47 Five m eta l l ic p l ates t h at orbit a ro u n d yo u r head a n d d i s p l ay ever-ch a n g i ng, u n known sym bols

315
48 G reen glass s p h e re t h at floats n ext to you a n d w h i stles when yo u a re a n g ry
49 M etal ca n i ster t h at fills with 4 q u a rts (3.8 l iters) of wate r at the s a m e t i m e each d ay
50 M etal a n d g l a s s d i s k t h at, when p ressed aga i n st fl e s h , i n stantly etches a tattoo of a b l ack scorpion
51 S m a l l m i rror t h at s h ows someone oth e r t h a n yo u when yo u gaze i nto it
52 Ca n i ster t h at p rod uces a n extre mely foul odor and a p u ff of d a rk red s m o ke when opened
53 Goggles t h at a l l ow you to see pe rfectly t h ro u g h steam o r s m o ke
54 Box that prod uces a 3-i nch (7.6 cm) cube of a firm but gelatinous s u bstance at the same time each d ay
55 S h i rt t h at d i s p l ays yo u r m u scles, bones, a n d i ntern a l o rga n s w h e n yo u wea r it
56 S m a l l leat h e r case o f cos metics t h at n ever seem t o r u n out
57 A m u l et t h at, when wo rn, p rojects hologra p h i c i m ages of fi s h swi m m i n g a ro u n d yo u
58 B race l et w i t h a t i n y b e l l c h a rm t h at r i n g s l i ke a m a s s ive b e l l when i ntenti o n a l ly r u n g
59 M eta l l ic, poi nted -toe boots d e s i gned t o fi t a h o rse o r a s i m i l a r creatu re
60 C u p t h at i n stantly boi l s any l i q u id p o u red i nto it
61 S pectacles t h at p roject stra nge i m ages o n t h e l e n s e s so t h e wearer sees t h i ngs t h at a re not t h e re
62 Box of a dozen m atch sticks t h at, when b u rned, re lease p u ffs of l i n geri n g s m o ke t h at take o n the s h apes of faces, creat u re s , o r
oth e r t h i ngs
63 B l a n ket t h at m a kes a p l ea s a nt, soft h u m m i n g n o i s e wh i l e cove ri n g a l iv i n g creatu re
64 S e m i c i rcu l a r d evice of metal a n d g l a s s t h at p rojects a h a r m l e s s , t h i n red beam u p to 50 feet (1 5 m) when activated
65 Two 5 - i nch ( 1 2 . 7 cm) metal and g l a s s d i sks t h at h ove r a ro u n d yo u r wrists
66 S i x s m a l l , clear p l a stic bags t h at can be sealed a n d a re ve ry d u ra b l e
67 G l a s s o r b t h at always d ri p s perfu med wate r ve ry s l owly
68 J a r of s ixtee n seed s ; when p l a nted , each seed grows i nto a d affod i l made of gold in s ix m o n t h s
69 Rose made of n i g h - i n d estruct i b l e glass
70 Octago n - s h a ped a m u l et t h at i s b l ack d u ri n g the d ay and s ky b l u e at n i ght
71 M u m m ified fi s h with feat h e red wings in a wood e n box
72 Two-headed cat fet u s i n a glass j a r
73 Sadd l e s i zed fo r a very s m a l l a n i m a l , such a s a s q u i rrel o r a s m a l l cat
74 S m a l l recta n g u l a r d evice t h at m a kes a c h i r p i n g s o u n d at the s a m e t i m e each d ay
75 P a i r of t i n y metal rod s t h at, when b rought with i n 1 i n c h (2 . 5 cm) of each oth e r, v i b rate exactly fifteen m i n utes before t h e sun rises
o n any given d ay
76 Ce ra m i c ri n g t h at m a kes you fee l a s t h o u g h gentle hands a re cares s i n g yo u r body
77 Bottle of twe nty-fo u r p i l l s t h at m a ke yo u vivid ly d ream about yo u r favorite memory when you n ext s l eep
78 Cyl i n d e r t h at clears the air of s m o ke, foul s m e l l s a n d t h e l i ke in a n enclosed roo m in o n e m i n ute' s t i m e
79 A pair of s m a l l , float i n g cubes t h at keep a s m a l l , encl osed roo m at the te m pe ratu re at wh ich wate r freezes
80 B race l et t h at re n d e rs yo u u n a b l e to re p rod uce wh i l e worn
81 C h a i r t h at c a n b e stored i n a n extrad i m e n s io n a l s pace w h e n activated
82 Synth d i s k t h at wi l l restore a rotten p i ece of fruit o r a vegeta b l e
83 Cyl i n d e r t h at, if y o u speak t h ro u g h it, m a kes yo u r voice s o u n d waveri n g a n d stra n ge
84 Scarf t h at a p pears to be made of s i l k but is v i rtu a l ly i n d estruct i b l e a n d ca n n ot be d i rtied or sta i n ed
85 Egg- s h a ped d evice t h at te m porarily n egates all odor with i n 3 feet (.09 m)
86 S h o rt metal rod t h at i s i n s u bsta ntial to all m atte r exce pt the s peci a l synth gl ove t h at goes with it
87 Cube t h at, when activated, d i s a p pears fo r o n e m i n ute a n d then rea p pears i n the same s pot
88 Wri st band t h at buzzes when in co m p l ete d a rkness
89 P l ate of g l a s s t h at, when yo u view the n i ght s ky t h ro u g h it, reve a l s ten t i m e s as many stars
90 Ce ra m i c pot t h at p rod uces a t i ny puff of co l o red s m o ke once eve ry h o u r and a h a l f
91 H oo p t h at s h a rp e n s a n y b l a d e passed t h ro u g h it
92 S p h e re t h at p rod uces vigoro u s b u b b l e s when p l aced in wate r
93 Tiny a w l t h at i n fl i cts no p a i n when it p i e rces fl e s h
94 Co ntact l e n ses t h at m a ke yo u r eye s s e e m co m p letely wh ite w i t h n o p u p i l s
95 S i l ke n stri n g 3 feet (0. 9 m) l o n g t h at co i l s a ro u n d wh ateve r it touches
96 Large, clear p l a stic bag t h at kee p s food i n s id e it fre s h i n d efi n itely
97 Stockings t h at a re always warm
98 S i n g l e rubber gl ove t h at i s extre mely d u ra b l e and res i stant
99 Box fi l led with two dozen s p h erical magnets, each about the s ize of a pea
1 00 Pair of clear d ri n ki n g glasses t h at c h a n ge co l o r depend i n g o n the contents

316
LI M E NE
ODDITIES &.. DISCOVERIES

CREATING NEW NUMENERA


Although t h i s book has p l e nty of cyp h e rs ,
a rtifacts, a n d odd ities to get t h e game
started, yo u ' l l want m o re opti o n s a s t h e
game p rogresses. W h i l e t h e N u m e n e ra
p rod u ct l i n e w i l l h ave add iti o n a l books with
a l ot m o re ite m s , G M s can of cou rse create
t h e i r own ite m s .

Artifacts
Artifacts a re the trickiest k i n d of n u m e n e ra
to create beca u s e t h ey a re pote n t i a l l y the
b i ggest "game c h a n ge rs . " An a rtifact wi l l
l i kely alter n ot j u st o n e e n co u nter, b u t many
e n co u nters, perh a p s ove r t h e co u rse of
m u lt i p l e adventu re s . Wh i l e most eve n t u a l l y
d e p l ete, t h e a b i l ities they p rovide c h a n ge
the way t h at PC i nteracts with t h e worl d . An
a rtifact t h at gives a PC the a b i l ity to fly mea n s t h at the PC m i ght choose to fly ove r eve ry o b stacle you put i n fro nt of h e r. Th at' s not a
bad t h i ng, but it's someth i n g you h ave to co n s i d e r, so it does n ' t catch yo u off g u a rd .
U s e t h e a rtifacts i n C h a pter 1 9 (page 298) as a g u i d e fo r about h ow m u c h d a m age wea p o n s s h o u l d i n fl ict o r h ow m u c h Armor
defe n s ive ite m s m i ght p rovide. Co n s i d e r h ow m u ch a n item m i ght co m p l etely s h o rt-c i rcuit a whole adventu re. Someth i n g t h at a l l ows
freq uent te leportat i o n , fo r exa m p l e, wi l l c h a n ge the way the ca m p a i g n goes (no more ove r l a n d trave l-no more terra i n o b stacl es) . I n
fact, the a reas t o b e wary of i n c l u d e t h e fo l l owing:
Items that provide i nformation: I nformation i s good a n d facil itates adventures, but gett i n g acce s s to all t h e secrets e a s i l y eve ry t i m e
can ru i n the c h a l l e n ge o f a ca m pa i g n . Items t h at a re, i n effect, "crysta l b a l l s " t o l ocate peo p l e o r t h i ngs o r " m i n d readers" t h at
give away eve ryo n e ' s secrets work bette r as cyp hers t h a n as a rtifacts.
Items that provide travel: H av i n g to travel eve rywhere o n foot can be ted i o u s , but a co n stant a b i l ity to i n stantly trave l back home to
get h e l p / rest/ n ew gear can take some of the excite ment out of exp l o rat i o n . Te leporters work bette r a s cyp h e rs t h a n a s a rtifacts .
Items that provide Armor: T h i s i s tricky, beca u s e yo u basically d o n ' t w a n t c h a racte rs to e n d u p w i t h so m u c h A r m o r t h at co m bat i s
n ever a th reat. 1 -2 poi nts o f Armor i s p robably nece s s a ry fo r m o s t c h a racters. T h o s e i n a l ot o f fights o r rea l l y defe n s ively m i nded
m i ght h ave as m u c h a s 4-5 . S i x o r m o re poi nts of Arm o r ove r the
l o n g haul (as o p posed to o n e e n co u nter) i s p robably too good a n d
s h o u l d be avo i d ed exce pt i n ca m p a i g n s w i t h very h i gh-tier P C s a n d
rea l ly pote nt th reats a n d obstacles (d read destroye rs a n d t h e i r i l k) .
W h e n i t co m e s to a s s i g n i n g a d e p l et i o n , fi g u re a bout h ow m a n y
t i m e s yo u ' d l i ke a PC to be a b l e t o u s e it. A few t i m e s ? T h a t ' s l i n l d 6 .
S ix o r seve n t i m e s ? T h at' s l i n l d l O. M a ny t i m e s , p e rh a p s o v e r t h e
co u rse of m a ny adventu re s ? l i n l d 2 0 . Pote n t i a l l y fo r t h e rest of t h e
ca m pa i g n ? l i n l d l OO. With a l i n l d l OO ite m , y o u can a s s u m e t h at
t h e PC wi l l u s e it co n stant ly. So if it' s a wea p o n , it wi l l l i ke l y get u sed
eve ry ro u n d of eve ry fight.

Cyphers
Co m pa red to a rtifacts , cyp h e rs a re easy. Yo u a l m ost ca n ' t go wrong.
Beca u s e they a re one-use, eve n a cyp h e r t h at does someth i n g ri d i c u l o u s
(l 0 0 poi nts o f d a mage, l 0 poi nts o f Armor, a n d so on) i s n 't go i n g to
wreck the ca m p a i g n . I t wi l l c h a n ge o n l y one encou nter. T h at doesn't
m e a n , of co u rse, t h at eve ry cyp h e r should be powe rfu l . O n t h e co ntrary,
most s h o u l d be modest beca u s e t h at e n co u rages t h e i r u s e . (Really
pote nt cyp h e rs e n cou rage PCs to h o l d back a n d " s ave t h e m fo r the right
moment," which i s fi n e somet i m e s , but overa l l n ot w h at you want to
e n co u rage.) Look to the cyp h e rs i n C h a pter 1 8 (page 2 78) as exa m p l es
fo r t h e kinds of modest effects a typ ical cyp h e r m i ght h ave.

317
A disco11ery might be a bio lab where genetically engineered creatures are still
being artificially produced, a recei11er that picks up signals transmitted from a
station on Mars, or a stillfunctioning ho11ertrain.

D o n ' t h e s itate to s o m et i m e s a l l ow cyp h e rs to affect a l l the PCs rat h e r t h a n j u st the u s e r. I t ' s n ot so m u ch fu n if j u st o n e


c h a racte r gets to beco m e i m m u n e to h eat a n d wa l k i nto t h e m o l t e n i ro n s m e lter i n t h e a n c i e n t fa cto ry. I t ' s m o re fu n if eve ryo n e
g e t s to d o t h at o n ce .
D e s i g n ati n g a n ew cyp h e r as be i n g a n oeti c o r occultic i s act u a l ly m o re a m atte r of fl avor t h a n b a l a n ce.
Although t h ey' re n ot t h e p recise d i ct i o n a ry d efi n it i o n s of those two word s , if yo u t h i n k of t h e m ea n i n gs
as "someth i n g eve n a c h i l d co u l d use" (an oetic) a n d "someth i n g t h at req u i re s some s peci a l
knowledge" (occu ltic) , y o u p robably wo n ' t g o wrong.

Oddities
Odd ities m i ght be the easiest t h i n g to create of them a l l , beca use they need
no game mech a n i c effect. In fact, if you find you rself h avi n g to determ i n e
a g a m e mech a n i c effect (d a mage or leve l , for exa m p l e) , you 've p robably
accidenta l ly created a n a rtifact o r a cyp her, not a n oddity. The o n ly ru le for
odd ities i s that wh atever they do, they s h o u l d n 't req u i re rules. It's a coffee
m a ker, not a laser blaster. The best oddities are the ones that make no
sense. They co nvey a sense of wonder beca use they (s hould) s u ggest that
i n their correct context, they d i d m a ke sense, but that co ntext is long gone
perh aps m i l l io n s of years gone-a nd m ay h ave been entirely a l i e n to the PCs
in the fi rst p l ace. Oddities a re rea l ly there for fl avor, and to s h ow the p l ayers that no m atter how m uch they know, their cha racters sti l l
d o n 't rea l ly u n d e rsta nd t h e world a ro u n d them. Even though they a re i n nocuous, they serve t o u n settle p l ayers, a n d i n a sett i n g l i ke t h i s ,
that's a good t h i n g .
Don't hes itate to m a ke odd ities i nto somet h i n g m o re t h a n t h ey fi rst a p pear. The d evice t h at p rojects th ree-d i m e n s i o n a l m a p s of
p l aces n o one recogn izes may one d ay become e n t i rely re levant a s the PCs find t h e m se lves in one of those p l ace s . The wei rd buzz i n g
pyra m i d m ay eve n t u a l l y t u rn out t o be a key t h at l e a d s them i nto s o m e ancient vau lt. That s h o u l d n 't h a p pe n very ofte n , but u s i n g t h at
trick o n ce i n a ca m p a i g n wi l l be ve ry mea n i n gfu l .

Discoveries
D i s cove ries a re the most o p e n - e n d e d of a l l types of n u m e n era. D i s cove ries a re the t h i n gs t h at a re too b i g to be gear, but m i ght
sti l l d o s o m et h i n g cool-a t ra n sgal act i c p o rtal to a n o t h e r p l a n et, a mach i n e t h at p e rfo r m s cybernetic i m p l antat i o n s u rgeries, o r
a fo rce c u b e storage fa c i l ity t h at can sto re a n yt h i n g, i n d efi n itely. E a c h of t h e s e h a s g reat pote n t i a l
u s e to t h e PCs, b u t i t ' s l i kely a one-t i m e t h i n g a n d t h ey ca n ' t take it with t h e m to u s e
l ater. D i s cove ries a re b e s t t h o u g h t o f a s a p a rt of a n adventu re a s o p posed to a p a rt
of t h e PC' s eq u i p m e n t . I n t h i s way, l i ke with cyp h e r s , you d o n 't h ave to h o l d

r $'ifi l
b a c k w h e n creat i n g t h e m . T h e o n e r u l e of th u m b s h o u l d p ro b a b ly be t h at

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j/
t h e coo l e r t h ey a re , t h e m o re c h a l l e n g i n g t h ey a re to rea c h . I n s o m e

ff 1
ways , t h e s e a re t h e eq u iva l e n t to t h e p rove r b i a l trea s u re h o rd e s o

\
t h e N u m e n e ra game. ,

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l'<j")
B ut not every d i scove ry has to be of use to the PCs.

(,
ll )
r
Someti mes they a re i nterest i n g for t h e i r own sake-a nd t h u s
"

sti l l worth XP for find i n g them and i nteract i n g with them. ,

A sti l l -fu nction i n g factory, a tra n s m itter that once sent


messages to other planets, or a vast storage faci l ity of
p reserved p l a ntl ife from ancient times a re all d i scove ries,
eve n though there i s no (obvious) use for them.

318
Chapter 2 1 : Using the Rules 320

Chapter 22 : Building a Story 340

Chapter 23 : Realizi ng the Ninth World 354


CHAPTER 2 1

US I NG TH E RU L ES

U
n l i ke i n t h e rest of t h i s book, I ' m go i n g G M s ru n games anyway. The G M s who recogn ize
t o write t h i s section from me t o yo u . I ' m t h at they a re not s u bservient to the rules a re often
a d d res s i n g yo u , t h e game m aster (or fo rced to work aga i n st the r u l e s , to work in s p ite of
potential game m a ster) , d i rectly beca u s e yo u a re vital the r u l e s , o r to use the rules a s s m o ke and m i rrors
Numenera is a game
about ideas, not rules. to t u rn i n g a h a l fway-decent game i nto a n a m azi n g to cover up what they' re rea l ly d o i n g (wh i ch i s
The rules are meant to be g a m e . I n u n i nformed h a n d s , eve n t h e greatest p rovi d i n g eve ryo n e w i t h a n excit i n g, co m pe l l i ng,
a framework upon which rules and the greatest sett i n g w i l l m a ke, at best, a a n d i nterest i n g n a rrative i n which to participate) .
to hang the tapestry of med i ocre game. You a re the key i n t h i s p roce s s . H o pefu l ly, as a N u m e n e ra G M , you wi l l n ot fi n d t h at
the story you and the The game m a ster (G M ) i s the a rch itect of the to be t h e case. On the co ntrary, most of t h e rules
players create.
game but n ot the sole b u i l d e r. Yo u ' re the faci l itator were d e s i gned s pecifica l ly to m a ke it e a s i e r to r u n
a s we l l a s the a rb iter. Yo u ' re a l l of these t h i ngs a n d the game-o r rather, to a l l ow t h e G M to focus o n
m o re. I t ' s a c h a l l e n g i n g ro l e t h at ' s n ot q u ite l i ke h e l p i n g to s h e p h e rd a great sto ry.
a nyth i n g e l se. Peo p l e try to eq u ate t h e G M with a I n t h i s c h a pte r, fi rst we' re go i n g to ta l k about
p l aywri ght, a refe ree, a j u d ge, or a g u i d e . And those the rules a n d h ow to u s e t h e m a s yo u r too l s . I n
a re n ot terri b l e a n a logies, but none of t h e m i s q u ite C h a pter 22: B u i l d i n g a Story (page 3 40) , we' l l d i sc u s s
right, either. i nteract i n g w i t h p l aye rs, ru n n i n g g a m e s a n d craft i n g
N u menera h a s been des igned to m a ke the great stories. C h a pter 2 3 : Rea l i z i n g the N i nth Wo rld
c h a l l e n g i n g tasks of game m a steri n g as s i m p l e (page 3 5 4) p rovides i n s ight i nto fi l l i n g t h e world (th e
a s pos s i b l e a n d a l l ow yo u a s t h e G M t o fo c u s o n N i nth Wo rld) w i t h i nterest i n g t h i ngs t o s e e , t h i ngs to
wh at' s i m portant. Rat h e r t h a n d ea l i n g w i t h a l ot experience , a n d most i m portant, t h i ngs to d o .
of d i e ro l l s , mod ifiers, a n d rules m i n utiae, yo u can
focu s m a i n ly o n the fl ow of the sto ry. Th i s i s n ot to THE RULES VERSUS THE STORY
s ay t h at you a re the sole sto ryte l l e r. The gro u p is U po n fi rst g l a n ce, it m i ght seem t h at for a story
the sto ryte l l e r. But it' s the G M ' s job to p u l l together based game, t h e re i s n 't a l ot of " story" i n the r u l e s .
Ravage bear, page 254 the act i o n s , react i o n s , a n d d e s i res of all the peo p l e A wa l l , a ravage bear, a pit to leap, a n d a ray e m itte r
s itt i n g a ro u n d t h e table, m e s h them w i t h t h e can a l l be m o re or l e s s j u st s u m med u p as a s i n g l e
sett i n g a n d backgro u n d created before t h e s e s s i o n n u m ber-t h e i r l eve l . The t h i n g i s , N u menera i s a
bega n , a n d turn it a l l i nto a co h e s ive sto ry-on story- based game because t h e rules at t h e i r co re a re
the fly. Somet i m e s t h i s m e a n s u s i n g a heavy h a n d . devo i d of sto ry. A wa l l , a ravage bear, a pit to leap,
Somet i m e s it m e a n s ste p p i n g back. Somet i m e s i t a n d a ray e m itte r all can be s u m m ed u p a s l eve l s
m e a n s be i n g ope n - m i nded . I t always m e a n s givi n g beca u s e they' re a l l j u st p a rts o f t h e sto ry. They' re a l l
the oth e r p l ayers a s m uch o f the s potl ight a s yo u j u st o b stacles o r too l s .
h ave as t h e G M , a n d atte m pt i n g to give it to each of There a re n ' t a l ot o f s pecifics i n t h e rules-no
t h e m i n t u rn so t h at no o n e person d o m i n ates t h e g u i d e l i nes fo r s pecific judo m oves o r the d iffe re n ces
n a rrative o r the gamepl ay-not eve n yo u . between re p a i r i n g a n e l ectrica l ly powered fo rcewa l l
I wi l l s a y t h i s n ow, u p fro nt, a n d I wi l l s ay it ofte n : p rojecto r a n d a b i o m ech a n ical a i rcraft. Th at' s not
t h e rules a re yo u r too l s t o te l l a sto ry, t o portray a beca u s e those k i n d s of t h i ngs a re to be ignored, but
c h a racter, a n d to s i m u l ate t h e science fa ntasy worl d . beca u s e those k i n d s of t h i ngs a re fl avor-th ey a re
The r u l e s a re n ot t h e fi n a l wo rd-yo u are. You a re sto ry, d e scri pti o n , a n d e l a bo ration for the G M a n d
n ot s u bservient to t h e r u l e s . But you do h ave a the p l aye rs to p rovide. A p l aye r ru n n i n g a c h a racte r
m aster. T h at m aster i s fu n g a m e p l ay m ixed with i n a fist fight can a n d s h o u l d d escri be o n e attack as
excit i n g sto ry. a n u p per cut a n d a n other a s a ro u n d h o u s e p u n c h ,
N u menera h a s a l so been des igned to m a ke game eve n t h o u g h t h e re ' s no mech a n ical d iffe re n ce. I n
m a steri n g work the way t h at many experienced fact, because there's n o mec h a n ical d i fference. That's

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what a n a rrative game is a l l about. I t ' s i nterest i n g a m a n to fi s h " style of good G M i n g i n m i n d . ( I f you
a n d enterta i n i n g, a n d t h a t ' s w h y yo u ' re a l l sitt i n g at d o n ' t know what t h at mea n s , it co mes fro m the o l d Unless for some reason
the table in the fi rst p l ace. adage, "G ive a m a n a fi s h a n d he' l l e a t fo r a d ay. you're telling the players
directly, they'll never know
I f d ifferent a s pects of the game-wa l l s , ravage Teach a m a n to fi s h a n d he' l l eat fo r a l ifet i m e . " The
ifyou change an NPC's
bears, pits, and so on-h ave d i st i n ct i o n s , they idea i s n ot to give G Ms a ton of rules to m e m o rize o r stats or a task's difficulty on
co m e t h ro u g h as story elements, which a re s pecial reference, but to teach t h e m h ow to m a ke t h e i r own the fly. If you're doing it to
exce pti o n s to t h e r u l e s . H avi n g so few general rules logical j u d gment ca l l s .) Of course, most of the t i m e , make a better story, that's
m a kes ad d i n g s peci a l co n d iti o n s a n d situat i o n s it's n ot a m atte r of exact p reci s i o n . I f yo u s a y the your purview.
e a s i e r, beca u s e there i s l e s s rules t i n keri n g to d ifficu lty i s 3 a n d it " s h o u l d " h ave been 4 , the worl d ' s
deal with. Fewe r s pecial c i rc u m stances to worry n ot ove r.
a bout. Les s c h a n ce of co ntrad ict i o n s a n d rules Fo r the most p a rt, it rea l l y i s as s i m p l e as rat i n g
i nco m p ati b i l ities. Fo r exa m p l e, yo u can e a s i l y h ave a someth i n g o n a scale o f l t o l 0, l be i n g i n cred i b ly
wa l l t h at can o n ly be destroyed by mental attacks. A easy and l 0 be i n g basica l ly i m po s s i b l e . The
ravage bear h a s its u n i q u e gra p p l e attack. A pit co u l d g u i d e l i nes i n the d ifficu lty table, presented aga i n h e re
h ave frict i o n l e s s wa l l s . A ray e m itter co u l d freeze foes for reference, s h o u l d h e l p put yo u i n the right fra me
s o l i d-t hese a re story e l e ments t h at mech a n i ca l ly of mind fo r a s s i g n i n g d ifficu lty to a task.
b u i l d on t h e ve ry s i m p l e base mech a n ics. And they Fo r exa m ple, we m a ke t h e d i st i n ction between
a l l m a ke t h i ngs more i nterest i n g. someth i n g t h at most peo p l e can d o a n d someth i n g
t h at tra i ned peo p l e c a n d o . I n t h i s case, " n o rm a l "
SEITING DIFFICULTY RATINGS m e a n s someone with absol utely n o t ra i n i ng, talent,
The G M ' s most i m porta nt overa l l tasks a re sett i n g o r experience . I m a g i n e yo u r ne'er-d o-we l l , s l ightly
the stage a n d g u i d i n g the story created b y the gro u p ove rwe ight uncle t ryi n g a task he's n ever tried
(not the o n e created b y the G M a h ead o f t i m e) . B u t before. "Tra i ned " means the person h a s some l evel Trained, page 86
sett i n g d ifficu lty i s t h e m o s t i m portant mechanical of i n struction o r expe rience but i s not necessarily a
task t h e G M h a s i n the game. Alt hough t h e re a re p rofe s s i o n a l .
s u ggest i o n s t h roughout t h i s c h a pter for vari o u s W i t h t h at i n m i n d , t h i n k a b o u t the act o f b a l a n ce.
d i fficu lty rat i n gs fo r certa i n act i o n s , t h e re i s no With enough focu s , most peo p l e can wa l k across
m aster l i st of the d ifficu lty fo r eve ry action a PC can a n a rrow bridge (l i ke a fallen tree tru n k) . T h at
take. I n stea d , N u m e n e ra i s d e s i gned with the "teach s u ggests t h at it is d ifficu lty 2. H owever, wa l k i n g

32 1
TASK DIFFICULTY
TAS K D I F F I C U LTY D ESC R I PTION TARG ET NO. G U I DA N CE
0 Ro uti n e 0 Anyo n e can do t h i s basica l ly eve ry t i m e .
Sim ple 3 M ost peo p l e can d o t h i s most o f the t i m e .
2 Sta n d a rd 6 Typical task req u i ri n g focu s , but most peo p l e can u s u a l ly d o t h i s .
3 Demand ing 9 Req u i res fu l l atte ntion; m o s t peo p l e h ave a 50/50 c h a n ce t o s u ccee d .
4 D i fficult 12 Tra i n ed peo p l e h ave a 5 0 / 5 0 c h a n ce to s u cceed .
5 Challenging 15 Eve n tra i ned peo p l e often fa i l .
6 I nt i m i d ati n g 18 N o r m a l peo p l e a l most n ever s u cceed .
7 Fo rm i d a b l e 21 I m po s s i b l e without s ki l l s or great effo rt.
8 H e roic 24 A task worthy o f tales told fo r years afterwa rd .
9 I m mortal 27 A task worthy of lege n d s t h at l a st l i fet i m e s .
10 I m po s s i b l e 30 A task t h at normal h u m a n s co u l d n 't co n s id e r (but o n e t h at does n ' t
b reak the l aws of p hysics) .

acro s s a n a rrow p l a n k t h at ' s o n ly 3 i nches ( 7 . 6 cm) If yo u ' re tal k i n g about a task, i d e a l l y t h e d ifficu lty
wide? That's p robably more l i ke d ifficu lty 3. N ow s h o u l d n't be based o n the c h a racte r perform i n g the
co n s id e r wa l k i n g acro s s a ti ghtrope. That's p ro b a b ly task. Th i ngs d o n 't get i n h e rently e a s i e r o r h a rd e r
d ifficu lty 5-a n o r m a l person can m a nage t h at depend i n g o n who i s d o i n g t h e m . H oweve r, t h e
o n ly with a great deal of l u ck. Someone with some t r u t h i s , the c h a racte r does p l ay i nto it a s a j u d gment
tra i n i n g can give it a go, but it's sti l l h a rd . Of co u rse, ca l l . I f the task i s b rea k i n g d own a wood e n door, a n
a p rofe s s i o n a l acrobat can d o it e a s i ly. Co n s id e r, 8-foot-ta l l (2 .4 m) auto m aton made o f metal with
h owever, t h at the p rofe s s i o n a l acrobat is s peci a l ized n uclear-d riven m otors s h o u l d be bette r at b rea k i n g it
in the task, m a k i n g it d ifficu lty 3 fo r h e r. She probably d own t h a n a n ave rage h u m a n wo u l d be, but the task
Effort, page 27 i s u s i n g Effort a s we l l d u ri n g h e r performance. rat i n g should be the s a m e fo r bot h . Let ' s say t h at
Let ' s t ry a n ot h e r tas k. T h i s time, co n s i d e r h ow the a utomato n ' s nature effectively gives it two l eve l s
h a rd it m i ght be to re m e m be r t h e n a m e of t h e o f tra i n i n g fo r such tasks. T h u s , if t h e d o o r h a s a
p rev i o u s l e a d e r of t h e vi l l age w h e re t h e c h a racte r d ifficu lty rat i n g of 4, but the automaton is s peci a l ized
l ive s . T h e d ifficu lty m i ght be 0 or 1 , d e pe n d i n g and red uces the d ifficu lty to 2 , it has a ta rget n u m be r
o n h ow l o n g ago s h e w a s t h e l e a d e r a n d h ow we l l of 6. The h u m a n h a s n o such s pecial izat i o n , so t h e
known s h e was. Let ' s say i t was t h i rty years ago a n d d ifficu lty re m a i n s 4, a n d h e h a s to reach a ta rget
s h e w a s o n l y m i l d ly m e m o ra b l e , so it' s d ifficu lty 1 . n u m be r of 1 2 . H owever, when yo u set t h e d ifficu lty
M ost peo p l e re m e m be r h e r, a n d with a l itt l e b i t of of b rea k i n g d own the door, d o n 't try to take a l l
effo rt, anyone can co m e up with her n a m e . N ow those d i ffe re n ces i nto acco u nt. T h e G M s h o u l d o n ly
let's co n s i d e r t h e n a m e of t h e l e a d e r' s d a u ghter. co n s id e r the h u m a n beca u s e t h e Tas k D ifficu lty
Th at' s m u c h h a rd e r. Ass u m i n g t h e d a u ghter wa s n 't table is based o n the ideal of a " n o r m a l " perso n , a
fa m o u s i n h e r own right, it' s p ro b a b l y d i fficu lty 4 . "tra i n e d " perso n , a n d so o n . I t ' s h u m a nocentric.
Eve n peo p l e who know a l itt l e about local h i story M ost c h a racte rs probably a re wi l l i n g to expend
(t h at i s to say, peo p l e who a re tra i ned i n t h e o n e o r two l eve l s of Effort o n a task, a n d t h ey m i ght
s u bject) m i ght n ot be a b l e to re m e m be r it. B u t w h at h ave a n a p p ropriate s k i l l o r asset to decrease the
about t h e n a m e of t h e pet t h u m a n owned by t h e d ifficu lty by a ste p . That means t h at a d ifficu lty 4 task
d a u ghter's h u s ba n d ? T h at' s p ro b a b ly i m po s s i b l e . wi l l ofte n be treated as d i fficu lty 2 o r eve n 1 , and
W h o ' s go i n g t o re m e m be r t h e n a m e o f a n o b s c u re those a re easy ro l l s to m a ke. Don't h e s itate, then, to
pers o n ' s pet fro m t h i rty years ago? B a s i c a l ly n o p u l l out h i gher- l evel d i fficu lties. The PCs can rise to
o n e . H owever, it' s n ot fo r b i d d e n knowled ge o r a the c h a l l e n ge , es peci a l ly if they a re expe rienced .
we l l - g u a rded secret, so it s o u n d s l i ke d ifficu lty 7 .
D i fficu lty 7 i s t h e rat i n g t h at m ea n s " N o o n e c a n THE IMPOSSIBLE DIFFICULTIES
d o t h i s , yet s o m e p e o p l e sti l l d o . " I t ' s n ot t h e stuff D i fficu lties 7 , 8 , 9, and 1 0 a re a l l tech n i ca l l y
of l e ge n d , b u t i t ' s s o m et h i n g yo u wo u l d a s s u m e i m po s s i b l e . T h e i r ta rget n u m bers a re 2 1 , 24, 2 7 , a n d
peo p l e c a n ' t d o . W h e n y o u t h i n k t h e re ' s n o way yo u 30, a n d y o u ca n ' t ro l l t h o s e n u m bers o n a d20 n o
can get t i ckets fo r a s o l d - o u t co ncert, but s o m e h ow m atte r h ow many t i m e s yo u t ry. Co n s id e r, h owever,
yo u r fri e n d m a n ages to score a co u p l e a n yway, a l l t h e ways t h at a c h a racte r can red uce d i fficu lty. I f
t h at' s d ifficu lty 7. (See t h e n ext co l u m n for m o re o n someone s p e n d s a l ittl e Effort o r h a s s o m e s k i l l o r
d ifficu lties 7 , 8 , 9 , a n d 1 0.) h e l p , it b r i n g s d i fficu lty 7 (target n u m be r 2 1 ) i nto the

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ra n ge of pos s i b i l ity-d ifficu lty 6 (ta rget n u m be r 1 8) . d ifficu lty 6 task when they co me back the n ext d ay to
N ow co n s i d e r t h at h e h a s special izat i o n , uses a l ot do it aga i n (or t h e re need s to be an u n d e rsta n d a b l e
of Effort, a n d h a s h e l p . T h at m i ght bri n g the d ifficu lty reason why it' s not) . The s a m e i s t r u e fo r s i m p l e r
down to 1 o r eve n 0 (red u c i n g it by two ste p s from t a s k s l i ke wa l k i n g acro s s a n a rrow ledge o r j u m p i n g
tra i n i ng, th ree o r fo u r ste p s fro m Effo rt, and o n e u p onto a p l atfo rm. Co n s i ste ncy i s key. T h e reason
s t e p fr o m the a s set of a s s i stance) . T h at p ractica l ly i s t h at p l aye rs need to be a b l e to m a ke i nformed
i m po s s i b l e task j u st beca m e rout i n e . A fo u rth-tier deci s i o n s . I f they re m e m b e r h ow h a rd it was to open
c h a racter can a n d wi l l d o t h i s-not eve ry t i m e , d ue t h at portal yesterd ay, but it's i n expl ica b l y h a rd e r to
to the cost, but perh a p s o n ce per game s e s s i o n . Yo u open it tod ay, t h ey' l l get fru strated beca u s e they tried
h ave to be ready for t h at. A we l l - p repare d , motivated to apply their experience to their d eci s i o n - m a k i n g
s ixth-tier c h a racte r can d o t h at eve n with a d ifficu lty p roce s s , a n d it fa i led t h e m . I f t h e re ' s n o way t o m a ke
1 0 task. Aga i n , s h e wo n 't d o it ofte n (eve n with an an i nformed deci s i o n , then a l l d eci s i o n s a re a rbitrary.
E d ge of 6, s h e ' d h ave to s pe n d 7 poi nts from h e r Th i n k about it i n terms of rea l l i fe. Yo u need to
Poo l , a n d that's a s s u m i n g s h e ' s s peci a l ized , a n d h a s cross the street, but a car is a p p roach i n g. Yo u 've
2 l eve l s o f asset) , but it can h a p pe n if s h e ' s rea l ly crossed the street t h o u s a n d s of t i m e s before, so yo u Specialized, page 86
p re p a red for t h e task (be i n g special ized a n d m axed can look at the car a n d p retty eas i ly j u d ge whet h e r
Asset, page 7 6
out in as set opport u n ities red uces the d ifficu lty by yo u can cross safely o r w h e t h e r y o u h ave to w a i t fo r i t
fo u r more steps) . That's why s ixth-tier cha racte rs a re
at the top of t h e i r field, so to s peak.

FALSE PRECISION
One way to look at d ifficu lty i s that each ste p of
d ifficu lty i s worth 3 on the d ie. That i s to say, i n crease
While I continually stress
the d ifficu lty by one step, and the ta rget n u m ber
that Numenera is about
rises by 3 . Decrease the d ifficu lty by one step, and story, not rules, it is still a
the ta rget n u m ber i s lowered by 3 . Those ki n d s of game, which means that
changes are big, meaty ch u n ks . Difficulty, as a game the PCs (and the players)
mech a n ic, i s not terri bly p recise. It's mea s u red in can fail. That's why it's not
l a rge portions. You never h ave a target n u m ber of 1 3 accurate to think of the
game as being identical to
or 1 4, for exa m p l e-it' s a lways 3 , 6, 9, 1 2 , 1 5 , and so
novels or movies. It's its
o n . (Tech n ical ly, this i s not true. I f a cha racter adds 1 own kind ofstorytelling.
to h i s rol l for some reason, it changes a ta rget n u m ber The players have to feel
of 1 5 to 1 4. But this i s not worth m uch d i scussion.) that there are real stakes.
I m p reci s i o n i s good i n this case. I t wo u l d be false That if they screw up, there
precision to say t h at o n e lock h a s a ta rget n u m be r will be consequences
sometimes very harsh
of 1 4 a n d a n other h a s a ta rget n u m be r of 1 5 . What
consequences. And they
fa l se p rec i s i o n m e a n s i n t h i s context i s t h at it wo u l d have to be right in that
be a d e l u s io n t o t h i n k w e c a n be t h at exact. Ca n yo u assumption.
rea l ly s ay t h at o n e lock i s 5% e a s i e r to pick t h a n
a n other? And m o re i m portant, eve n if y o u co u l d , i s
the d iffe re n ce worth n ot i n g ? I t ' s bette r to i nteract to pass fi rst. I f t h e rea l w o r l d had n o co n s i ste n cy, yo u
with the wo rld i n l a rger, more m ea n i n gfu l c h u n ks co u l d n 't m a ke t h at deci s i o n . Eve ry t i m e yo u ste pped
t h a n to try to p a rse t h i ngs so ca refu l ly. If we tried to i nto t h e street, yo u m i ght get h it by a car. Yo u ' d n ever
rate eve ryt h i n g on a sca l e of 1 to 30 (u s i n g ta rget cross t h e street.
n u m be rs a n d n ot d i fficu lty) . we ' d sta rt to get lost i n P l ayers need t h at k i n d of co n s i stency, too. So when
t h e p rove rbial weed s co m i n g u p with a mean i n gfu l yo u assign a d ifficu lty to a task, n ote t h at n u m be r
d i st i n ction between someth i n g rated a s a n 8 a n d a n d try t o kee p it co n s i stent t h e n ext t i m e the P C s try
so meth i n g rat i n g a s a 9 o n t h at sca l e . the s a m e task. " S a m e " is the key word . Deci p h e ri n g
o n e code i s n 't necessarily l i ke deci p h e ri n g another.
CONSISTENCY Cl i m b i n g o n e wa l l i s n 't the s a m e as cl i m b i n g
Fa r more i m portant t h a n t h at l eve l of p rec i s i o n i s a n other.
co n s i stency. I f the P C s need t o activate a d evice t h at Yo u ' l l m a ke m i stakes w h i l e d o i n g t h i s , so j u st
o p e n s a s pat i a l d i s p l acement porta l , a n d t h e G M accept t h at fact n ow. Excuse any m i stakes with q u ick
rules t h at i t i s a d ifficu lty 6 task to get the a n t i m atte r exp l a n at i o n s about " a q u i rk of fate" o r someth i n g
rod s s p i n n i n g at t h e proper rates to ach i eve a a l o n g t h e l i nes o f a s u rp r i s i ngly stro n g w i n d t h at
s pecific h a r m o n i c freq u e n cy, t h e n it need s to be a wa s n 't b lowi n g the l a st t i m e .

323
MISTAKES s l ows d own gamepl ay. The rea l fu n-the rea l sto ry
Somet i m e s t h e PCs wi l l b reak d own a door, a n d i s d own i n the pit. So get t h e PCs d own t h e re.
yo u ' l l rea l ize t h at y o u rated it t o o l ow. O r the PCs There a re a m i l l i o n excepti o n s to this g u i d e l i ne,
wi l l try to pad d l e a raft d own a fa st- m ovi n g river, a n d of co u rse. I f creat u res a re t h rowi n g poi soned d a rts
yo u (and p r o b a b l y t h ey) wi l l q u ickly d i scove r t h at the at the PCs wh i l e they cl i m b, t h at m i ght m a ke t h i ngs
d ifficu lty you gave t h e task was ridicu l o u s ly h i g h . more i nterest i n g a n d req u i re a ro l l . I f the pit i s fi l led
D o n ' t fret. with acid a n d t h e PCs m u st c l i m b h a l fway d own , p u l l
That door was a l ready wea kened by a n a l ever, a n d co m e back u p , that's a situation where
eart h q u a ke, a struct u ra l fl aw, o r the fact t h at ot h e r yo u s h o u l d set d ifficu lty a n d perh a p s h ave a ro l l . I f
exp l o rers p o u n d ed o n it a l l d ay a wh i l e back. That a PC i s n e a r deat h , ca rryi n g a frag i l e item o f great
river was act u a l ly m ovi n g far faster t h a n the PCs i m po rtance, o r someth i n g s i m i l a r, t h e n c l i m b i n g
thought at fi rst, o r t h e i r raft was fa u lty. d own the rope i s te n s e , a n d a ro l l m i ght a d d t o t h e
The point i s , m i stakes a re easy to cove r u p . And excite ment. T h e i m portant d i fference i s t h at these
somet i m e s , yo u can eve n te l l yo u r p l aye rs it was kinds of co m p l icat i o n s h ave rea l co n seque nces.
j u st a m i stake. They m i ght eve n h e l p p rovide an O n the fl i p side, don't be afra id to u s e G M
exp l a n ation if yo u do. It's n ot t h e e n d of the worl d . i nt r u s i o n o n ro ut i n e act i o n s i f i t m a kes t h i ngs m o re
M o re i m portant, most o f t h e t i m e , n o o n e wi l l i nterest i n g . Wa l k i n g u p to t h e Amber Pope i n h i s
eve n know. S h o u l d h ave rated a task a s d ifficu lty a u d ience c h a m be r i n t h e m i d d l e o f a ceremony o n ly
3 a n d i n stead you s a i d it was 4? O h we l l . U n l e s s to tri p on a rug? T h at co u l d h ave h u ge ra m ificat i o n s
the p l aye r ro l l s a 9 , 1 0, o r 1 1 -which wo u l d h ave fo r the c h a racte r a n d the sto ry.
s u cceeded fo r d i fficu lty 3 but n ot d ifficu lty 4-it
wo n ' t m atte r. And eve n if h e does ro l l one of those OTHER WAYS TO JUDGE DIFFICULTY
n u m bers, who care s ? M aybe the ra i n was rea l ly Rat i n g t h i n g s on a sca le of l to 1 0 i s someth i n g that
co m i n g d own t h at d ay, a n d it i n creased t h e d ifficu lty most people a re very fa m i l ia r wit h . You can a l so look
by a ste p . at it as rat i n g a n o bject o r creatu re on a s i m i l a r scale,
The t h i n g to take away i s t h i s : d o n 't l et fea r o f if that' s easier. In other word s , if you d o n 't know h ow
m a k i n g a m i stake k e e p y o u fro m freely a n d q u ickly h a rd it wou l d be to cl i m b a particu l a r cliff face, t h i n k
asses s i n g t h e d ifficu lty of a task and m ovi n g o n with o f i t as a creat u re t h e PCs h ave t o fight. What level
the game. Don't agon ize ove r it. G ive it a d ifficu lty, wo u l d the creatu re be? You co u l d look in the Creat u res
ca l l for a ro l l , a n d keep the game m ovi ng. H e s itat i n g chapter (page 228) and say, "I t h i n k this wa l l s h o u l d
ove r a rat i n g wi l l be fa r more d etri mental t o the game be a b o u t as d ifficult t o deal w i t h as a n a bykos. A n
Abykos, page 23 0 t h a n giv i n g someth i n g the wro n g rat i n g. a bykos i s level 4, so the task o f c l i m b i n g the wa l l wi l l
b e d ifficu lty 4 . " That's a wei rd way t o do it, perhaps,
ROUTINE ACTIONS but it's fai rly straightforward . And if yo u ' re the kind of
Don't hes itate to m a ke act i o n s rout i n e . Don't ca l l for G M who deals in terms of " H ow tough wi l l t h i s fight
d i e ro l l s when t h ey' re n ot rea l ly need ed . Somet i m e s be?" then m aybe rat i n g tasks as N PCs to fight i s n 't so
G M s fa l l i nto the t r a p i l l u st rated by t h i s d i a log: stra n ge afte r a l l . It's j u st another way to rel ate to them.
The i m portant thing i s that they' re on the same scale.
G M : Wh at d o you d o ? S i m i l a rly, if the PCs h ave to tackle a knowledge task
P l ayer: I _____ . say, tryi n g to d eterm i n e if they know where a ca rava n
G M : O kay, give me a ro l l . is headed based on its tracks-yo u cou l d rate the task
i n te rms of a n object. I f yo u ' re used to rat i n g d oors
Th at' s n ot a good i n sti n ct-at least, n ot fo r or other objects that the PCs h ave b ro ken t h rough
N u m e n e ra. Pl aye rs s h o u l d ro l l when it' s i nterest i n g rece ntly, the knowled ge task i s j u st a d ifferent kind of
o r excit i n g. Otherwi se, t h ey s h o u l d j u st d o what they barrier to b u st t h rough.
do. If t h e PCs tie a ro pe a ro u n d someth i n g a n d u s e Eve ryt h i n g i n N u m e n e ra-c h a racte rs, creat u re s ,
it to c l i m b d own i nto a pit, yo u co u l d a s k fo r tyi n g o bj ects , tasks, a n d so on-h a s a l eve l . I t m i ght b e
ro l l s , c l i m b i n g rol l s , a n d so o n , but w h y ? J u st to see ca l l ed a tier o r a d i fficu lty i n stead of a l eve l , but
if t h ey ro l l terri bly? So the rope can co m e u n d o n e u lt i m ately it's a n u merical rat i n g system u sed to
a t the wro n g t i m e , o r a c h a racte r's h a n d can s l i p ? co m pa re t h i n g s . Although yo u h ave to be ca refu l
M ost o f t h e t i m e , t h at m a kes p l aye rs fee l i n ad e q u ate about d rawi n g too m a n y corre l ation s-a fi rst-tier
a n d i s n 't a l ot of fu n . A ro pe co m i n g u n d o n e in the c h a racter i s n 't eas i ly co m p a red to a d i fficu lty 1
m i d d l e of a n excit i n g chase sce n e o r a battle can be wa l l or a l eve l 1 a n i m a l-th e p r i n c i p l e is the same.
GM intrusion, page 88 a great co m p l ication (a n d that's w h at G M i ntru s i o n s Eve ryt h i n g can be rated a n d ro u g h ly co m pa red to
a re fo r) . A rope co m i n g u n d o n e i n t h e m i d d l e o f a eve ryt h i n g e l s e i n the worl d . ( I t works best to take
s i m p l e " gett i n g fro m poi nt A to point B" sce n e o n ly PCs out of t h i s eq u at i o n . For exa m p l e, yo u s h o u l d n 't

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try to co m p a re a PC' s tier to a wa l l ' s l eve l . C h a racte r GM INTRUSION


tiers a re mentioned h e re o n ly for co m p l ete n e s s . ) GM i nt r u s i o n i s the main mech a n i c t h at the G M
L a s t , if yo u r m i nd l e a n s towa rd stat i stics, yo u u ses to i nject d ra m a a n d a d d i t i o n a l excite ment i nto
can look at d ifficu lty as a percentage c h a n ce. Eve ry the game. I t ' s a l so a h a n d y tool fo r resolvi n g i s s ue s
n u m be r on t h e d20 is a 5% i ncre m e nt. For exa m p l e, t h at affect t h e P C s but d o n ot i nvolve t h e m . G M
yo u h ave a 5 % c h a n ce of ro l l i n g a 1 . You h ave a 1 0% i nt r u s i o n i s a way to faci l itate w h at goes o n i n t h e
c h a n ce of ro l l i n g a 1 or a 2. T h u s , if you need to ro l l a wo rld outs i d e the c h a racte rs. Ca n the mastigo p h o re Mastigophore, page 245
1 2 or h i g h e r, yo u h ave a 45% c h a n ce of s u cces s . track t h e PCs' move m e nts t h rough t h e co m p l ex? Wi l l
( A d20 h a s n i n e n u m bers t h at a re 1 2 o r h i gh e r: 1 2 , t h e frayi n g ro pe h o l d ?
1 3 , 1 4, 1 5 , 1 6, 1 7 , 1 8, 1 9, a n d 20. And 9x5 e q u a l s 4 5 . ) S i n ce t h e p l ayers ro l l a l l t h e d i ce , G M i ntru s i o n i s
Fo r some peo p l e , it's e a s i e r to t h i n k i n terms u s e d t o d eterm i n e if a n d w h e n s o m et h i n g h a p p e n s .
of a percentage c h a n ce. A GM m i ght th i n k, " S h e Fo r exa m p l e , if t h e P C s a re fighti n g a n o b l e ' s
h a s a b o u t a 3 0% c h a n ce t o know t h at fact about g u a rd s , a n d t h e G M k n ows t h at t h e re a re m o re
geogra p hy. " Each n u m be r o n a d20 i s a 5 % g u a rd s nearby, t h e G M d o e s n ' t need to ro l l d i ce to
i ncre m e nt, a n d it t a k e s s ix i ncre m e nts to eq u a l 3 0%, d eterm i n e if t h e ot h e r g u a rd s h e a r t h e s c u ffl e a n d
so t h e re a re six n u m be rs t h at mean the PC s u cceed s : i nterve n e ( u n l e s s h e w a n t s to) . H e j u st d e c i d e s
1 5 , 1 6, 1 7, 1 8 , 1 9, a n d 2 0 . T h u s , s i nce s h e h a s t o w h e n it wo u l d be best fo r t h e sto ry-w h i c h i s
ro l l 1 5 or h i g h e r, t h at mea n s the ta rget n u m be r i s p ro b a b l y w h e n it wo u l d be worst fo r t h e c h a racte rs.
1 5 . (An d t h at m e a n s t h e t a s k i s l evel 5 , b u t if yo u 've In a way, GM i nt ru s i o n re p l aces t h e G M ' s d i e
a l ready d ete r m i ned the ta rget n u m ber, yo u l i kely ro l l i n g .
d o n ' t ca re about the l eve l . ) T h e mech a n i c i s a l s o o n e of t h e m a i n ways t h at
G M s awa rd exp e r i e n ce poi nts to t h e PCs. T h i s Experience points, page 7 08
ADVANTAGES OF THE SYSTEM m e a n s t h at t h e G M u s e s exp e r i e n ce p o i n t s a s a
1 . The G M m a kes meas u red adj u stments i n n a rrative too l . W h e n ever it see m s a p p ro p r i ate,
l a rge, u n iform ste p s . T h at m a kes t h i ngs faster t h a n h e can i nt rod uce co m p l icati o n s i nto the g a m e
if p l aye rs had t o d o a rith metic u s i n g a ra n ge o f a l l t h at affect a s pecific p l aye r, but w h e n h e does so,
n u m be rs fr o m 1 t o 20. h e gives t h at p l aye r 1 X P . T h e p l aye r can refu se Remember, any time you 're
2. You ca lculate a ta rget n u mber only once no t h e i nt ru s i o n , but d o i n g so costs h e r 1 X P . S o by giving a player 7 XPfor a
GM intrusion, you 're actually
m atter how many times the PCs attem pt the action. refu s i n g a n i nt ru s i o n , t h e p l aye r does n ot get the
giving them 2; one to keep
I f you esta b l i s h that the ta rget n u m be r i s 1 2, it's 1 2 expe r i e n ce point t h at t h e GM i s offe r i n g , a n d s h e and one to give to another
eve ry time a PC tries that action. (On the other h a n d , l o s e s o n e t h at s h e a l ready h a s . (Th i s k i n d o f refu s a l player.
if y o u had t o a d d n u m be rs t o yo u r d ie ro l l , you ' d h ave i s l i kely t o h a p p e n very rarely i n yo u r g a m e , if eve r.
to do it for eve ry atte m pt.) Co n s ider t h i s fact in l i ght of A n d , o bv i o u s ly, a p l aye r ca n ' t refu s e a n i nt ru s i o n i f
com bat. Once a p l ayer knows that s h e needs to rol l a s h e h a s n o X P to s pe n d . ) Ultimately what you want
is for the players to interact
1 2 or h igher to h it her foe, com bat moves ve ry q u ickly. H e re ' s h ow a G M i nt r u s i o n m i ght work i n p l ay. S ay
with the situations in the
3. I f a PC can red u ce the d ifficu lty of an action to the PCs fi n d a h id d e n co n s o l e with some b utto n s . game, not with the rules
0, no ro l l is needed . T h i s mea n s t h at an Olym p i c They l e a r n the right o rd e r i n w h i c h t o p re s s t h e and numbers that represent
gym nast doesn't ro l l a d i e to wa l k across a b a l a n ce b utto n s , a n d a section o f the fl o o r d i s a p pears. A s the situation. Don't let
bea m , but the average person does. The task i s the G M , yo u d o n ' t a s k the p l ayers s pecifica l ly where the players get too worked
i n it i a l ly rated the s a m e fo r bot h , but t h e d i fficu lty t h e i r c h a racte rs a re sta n d i ng. I n stea d , yo u give a
up over mechanics, dice
percentages, and whatnot.
is red uced fo r the gym n a st. There ' s no c h a n ce of p l ayer 1 XP a n d s ay, " U nfort u n ately, yo u ' re sta n d i n g
That doesn 't drive the story.
fa i l u re. d i rectly ove r t h i s n ew h o l e i n t h e floor. " I f h e wanted ,
4. This i s h ow eve ryt h i n g i n the game wo rks, the p l aye r cou l d refu s e the XP, s p e n d o n e of h i s own ,
whet h e r it's cl i m b i n g a wa l l , sweet-tal k i n g a guard, o r a n d say, " I leap a s i d e to safety. " M ost l i kely, t h o u g h ,
fight i n g a b i oe n g i n ee red h o rro r. he' l l m a ke the d efe n s ive ro l l t h at yo u ca l l fo r a n d l et
5. Perh a p s most i m portant, the system gives it p l ay out.
G Ms the freed o m to focu s enti rely o n the fl ow of t h e There a re two ways for the GM to handle this kind
game. The G M doesn't u s e d i ce to d eterm i n e w h at of intru s i o n . You cou l d say, "Yo u ' re sta n d i n g i n the
h a p p e n s ( u n l e s s he wants to)-the p l aye rs do. There wrong p l ace, so make a rol l . " (It's a S peed defe n se Defense roll, page 7 02
a re n ' t a l ot of d i fferent rules for d i fferent act i o n s , so rol l , of co u rse.) Altern ative ly, you cou l d say, "Yo u ' re
t h e re i s l ittl e to re m e m be r a n d very l ittl e to refe re n ce. sta n d i n g i n the wro n g p l ace. The floor opens u n d e r
The d ifficu lty can be u sed as a n a rrative too l , with t h e you r feet, and yo u fa l l d own i nto the d a rknes s . " I n the
c h a l l e n ges always meet i n g the expected logic of the fi rst exa m ple, the PC h a s a chance to save h i m self.
game. A l l t h e G M ' s mental s pace can be d evoted to In the second exa m p l e , h e does n 't. Both a re viable
g u i d i n g the sto ry. optio n s . The d i sti nction i s based on any n u m be r
o f factors, i n cl u d i n g the s ituation, the characte rs

325
i nvolved , and the need s of the story. T h i s m ight seem USING GM INTRUSION AS A
arbitrary or even ca pricious, but yo u ' re the m aster of NARRATIVE TOOL
what the i ntru s i o n can and can't do. RPG mech a n ics A G M can u s e t h i s n a rrative tool to steer t h i ngs.
need con s i ste ncy so p l ayers can m a ke inte l l igent T h at doesn't mean ra i l road the p l ayers o r d i rect the
deci s i o n s based on how they u n d erstand the world action of t h e game with a heavy hand. GM i nt r u s i o n
to work. But they' l l n ever base their deci sions on G M doesn't e n a b l e yo u to say, "Yo u ' re a l l captu red ,
i ntru s i o n s . They d o n 't know when intru s i o n s wi l l so h e re ' s yo u r 1 X P . " I n stead , t h e G M can d i rect
happen or what form they wi l l take. G M i ntru s i o n s a re t h i ngs m o re s u bt ly-ge ntly, a l most i m percepti bly
the u n p red ictable and stra n ge twi sts of fate that affect i nfl uenci n g eve nts rather t h a n fo rc i n g them. G M
a person's l i fe every d ay. i nt r u s i o n re presents t h i ngs go i n g wrong. The bad
guys p l a n n i n g we l l . Fo rt u n e n ot favo r i n g the PCs.
Co n s id e r this sce n a rio: the GM p l ants a n
i nterest i n g adventu re s e e d i n a s m a l l vi l l age, but
the PCs d o n ' t stay t h e re l o n g e n o u g h to fi n d it. J u st
outside the v i l l age, the PCs run afoul of a vicious
viper t h at bites one of t h e m . The GM u ses i nt r u s i o n
to s a y t h at t h e poison fro m the s n a ke wi l l m a ke t h e
c h a racter d e b i l itated u n less h e gets a l a rge dose o f
a very s pecific antitoxi n , which the gro u p doesn't
h ave. Of course, they a re n ' t req u i red to go back to
the v i l l age where the G M's i nterest i n g adventure
can sta rt, but it's l i kely t h at they w i l l , looki n g for the
antitox i n .
Some p l aye rs m i ght fi n d i ntru s i o n heavy h a n d e d ,
but the X P softe n s the b l ow. And re m e m be r, t h ey c a n
refu s e t h e s e n a rrative n u d ge s . I nt r u s i o n i s n o t meant
to be a ra i l road i n g tool-j u st a bit of a rudder. N ot
When p l ayer mod ificat i o n s (such a s s ki l l , Effo rt, an i n esca p a b l e track, but a n u d ge h e re a n d t h e re.
a n d so on) d eterm i n e t h at s u ccess i s a utomatic, the Wh at' s m o re, the GM does n ' t need to h ave
GM can u s e GM i nt r u s i o n to negate the a utomatic a d e l i be rate goal in m i n d . The co m p l ication
s ucce s s . The p l ayer m u st ro l l fo r the action at h e i ntrod uces co u l d s i m ply m a ke t h i ngs m o re
its o ri g i n a l d ifficu lty l evel o r ta rget n u m be r 20, i nterest i n g . H e m i ght n ot know where it w i l l take the
w h i c h ever i s l ower. sto ry, j u st t h at it wi l l m a ke t h e story better.
T h i s i s wo n d e rfu l l y e m poweri n g to t h e G M - n ot
PLAYER-AWARDED EXPERIENCE POINTS i n a " H a h a , now I ' l l t ro u nce t h e P C s " way, b u t i n
P l ayers who ga i n 1 XP as the re s u lt of G M i nt ru s i o n a n " I c a n control t h e n a rrative a l itt l e b i t , steeri n g
a l so get 1 X P t o awa rd to a n other p l aye r fo r wh ateve r it m o re toward t h e story I want t o create rat h e r
reason t h ey w i s h-m aybe t h e oth e r p l aye r had a t h a n re lyi n g o n t h e d i ce" s o rt o f way. Co n s i d e r t h at
good idea, told a fu n ny joke, lent a h e l p i n g h a n d , o l d c l a s s i c p l ot d eve l o p m e nt i n w h i c h t h e PCs get
o r wh ateve r s e e m s a p p ropriate. T h i s mea n s t h at captu red and m u st e s c a p e fro m the bad g u y s . I n
whenever t h e G M u s e s G M i ntru s i o n , h e ' s act u a l ly h e ro i c fict i o n , t h i s i s s u ch a sta p l e t h at i t wo u l d
givi n g out 2 XP. The a b i l ity to awa rd XP to yo u r a l most s e e m stra n ge i f it d i d n ' t h a p p e n . B u t i n
fr i e n d s i s e m poweri n g a n d i nteractive. I t h e l p s the m a n y ro l e p l ay i n g g a m e s , i t ' s a n e a rly i m po s s i b l e
p l ayers regu l ate t h e fl ow of X P so t h at n o one i s left t u rn o f eve nts-t h e P C s u s u a l ly h ave too m a n y
out. I t rewa rd s good p l ay t h at pleases the gro u p ways t o get o u t o f t h e b a d guy' s c l u t c h e s eve n
a s a w h o l e , e n s u ri n g t h at eve ryo ne contri b utes to b e fo re t h ey' re captu red . T h e d i ce h ave to be wi l d ly
eve ryon e e l s e ' s enjoyment. It s h o u l d n 't j u st be the a ga i n st t h e m . I t v i rt u a l ly never h a p p e n s . With G M
GM who decides which p l ayers h ave d o n e we l l . i nt ru s i o n , it co u l d h a p p e n (aga i n , i n t h e co ntext of
Some gro u p s wi l l want t o decide t h e crite ria fo r the l a rger e n co u nter, n ot a s a s i n g l e i n t ru s i o n t h at
p l aye r-awarded poi nts a h ead o f t i m e . Some wi l l j u st res u lt s i n t h e e n t i re g ro u p of PCs b e i n g captu red
want to p l ay it by ear. with l itt l e exp l a n at i o n o r c h a n ce to re act) .
Variant: Alternatively, t h e gro u p co u l d co m b i n e For exa m p l e , let' s say t h e PCs a re s u rro u n d ed
Sathosh, page 256 the p l aye r-awa rd ed poi nts and vote at the end of a by s at h o s h . O n e c h a racter i s b a d l y i n j u red
s e s s i o n to decide who gets h ow many XP. Th i s m i ght d e b i l itated-a n d the rest a re h u rt. Some of t h e
be t h e most ega l itarian way to d o it, but it's p robably s at h o s h p rod u ce a l a rge we i g h ted n e t . Rat h e r
n ot as fu n o r e m poweri n g to t h e i n d ivid u a l p l aye rs. t h a n a s k i n g fo r a l o t o f ro l l s a n d fi g u ri n g t h e

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mech a n i c s fo r e s c a p e , t h e G M u s e s i nt r u s i o n it m i ght h e l p with t h e i r i m m e rs i o n . Alternatively,


a n d s ays t h at t h e n e t g o e s ove r t h e P C s w h o a re yo u can p rete n d to ro l l d i ce but rea l ly u s e G M
sti l l on t h e i r feet. T h e rest of t h e a b h u m a n s p o i n t i nt ru s i o n , t h o u g h t h i s method serio u s ly ro b s t h e
s pe a r s m e n a c i n g l y. T h i s i s a p retty stro n g c u e t o c h a racters of X P .
t h e p l ayers t h at s u rre n d e r i s a g o o d ( a n d p o s s i b l y T h e re ' s a better way. A n n o u n ce yo u r i nt ru s i o n ,
t h e o n l y) o pt i o n . S o m e p l aye rs wo n ' t t a ke t h e b u t s a y t h at t h e re ' s o n ly a c h a n ce it wi l l h a p pe n
h i nt , h oweve r, s o a n o t h e r u s e of i n t ru s i o n m i g h t (state t h e p e rcentage c h a n ce) , a n d t h e n ro l l t h e
a l low t h e s at h o s h to h it o n e of t h e t r a p p e d PCs o n d i ce i n p l a i n v i ew of eve ryo n e . I f t h e i nt ru s i o n
t h e h e a d a n d re n d e r h i m u n co n s c i o u s w h i l e h i s occ u r s , awa rd t h e X P a s n o r m a l . T h i s i s l i ke l y t h e
fri e n d s stru g g l e i n t h e net. I f t h e p l aye rs sti l l d o n ' t b e s t of b o t h worl d s . H owever, it t a ke s t h e n a rrative
s u rre n d e r, it' s p r o b a b l y b e s t to p l ay o u t t h e rest powe r out of yo u r h a n d s and gives it to the d i ce.
of the e n co u nter w i t h o u t m o re G M i nt ru s i o n s Perh a p s t h i s method is best u sed o n l y occa s i o n a l ly.
u s i n g m o re wo u l d be h e avy- h a n d e d by a n yo n e ' s If noth i n g e l se , it i nj ects s o m e variety a n d certa i n ly
m e a s u re-a l t h o u g h i t ' s p e rfect ly re a s o n a b l e s o m e d ra m a .
to r u l e t h at a c h a racter re n d e red d e b i l itated i s
k n ocked u n co n s c i o u s , s i nce t h e a b h u m a n s a re USING (AND NOT ABUSING)
t ryi n g to t a ke t h e PCs a l ive. GM INTRUSION
Too m u ch of a good t h i n g wi l l m a ke the game
USING GM INTRUSION AS A seem utte rly u n p re d i cta b l e-eve n ca p r i c i o u s . T h e
RESOLUTION MECHANIC i d e a l i s to u s e a bout fo u r G M i nt ru s i o n s per g a m e
T h i s m e ch a n i c offers a way for the G M to s e s s i o n , d e pe n d i n g o n t h e l e n gt h o f t h e s e s s i o n , o r
d ete rm i n e h ow t h i n gs h a p pe n in the game w i t h o u t a b o u t o n e i nt ru s i o n per h o u r of g a m e p l ay. T h i s i s
leavi n g i t a l l to ra n d o m c h a n ce . B a d guys t ryi n g t o i n a d d ition t o a n y i nt ru s i o n s t h at a re tri ggered by
Remember that GM
s m a s h d own t h e d o o r to t h e r o o m w h e re t h e P C s p l aye rs ro l l i n g 1 s .
intrusions can occur at
a re h o l e d u p ? T h e G M co u l d ro l l a b u n c h of d i ce, any time, notjust during
co m p a re the N PC s ' stats to the d o o r ' s stat s , a n d INTRUSION THROUGH PLAYER ROLLS combat. Disrupting
s o o n , o r h e co u l d w a i t u n t i l t h e m o s t i nterest i n g When a PC ro l l s a 1 , h a n d l e the G M i nt r u s i o n or changing a tense
t i m e , h ave t h e b a d guys b r e a k i n , a n d awa rd a n the s a m e w a y t h at yo u ' d h a n d l e a n i ntru s i o n you interaction with NPCs can
exp e r i e n ce p o i n t t o t h e PC w h o tried h i s b e s t t o i n itiated . The i ntru s i o n co u l d mean the PC fu m b les have big repercussions.
b a r t h e d o o r. T h e l atte r way i s t h e N u m e n e ra way. o r botches wh ateve r s h e was t ryi n g to d o , but
I nt r u s i o n i s a ta s k re s o l u t i o n tool fo r t h e G M . I n it co u l d mean someth i n g e l s e . Co n s i d e r these
ot h e r wo rd s , h e d o e s n ' t b a s e t h i n g s o n stats b u t a lternative s :
At any time, it's reasonable
o n n a rrative c h o i ce . ( Fra n kly, a l ot of great G M s I n co m bat, the PC' s foe i s n ot a s h u rt a s s h e to switch one "condition "
over t h e ye a rs-eve n i n t h e very e a r l y d ays of t h e thou ght. G ive the foe 5 extra health. for another. Thus, if a
h o b by-h ave r u n t h e i r g a m e s t h i s way. S o m et i m e s In co m bat, the PC d rops h e r guard, a n d the foe PC moves one step down
t h ey ro l l ed d i ce o r p rete n d ed to ro l l d i ce, b u t t h ey gets a free attack. on the damage track as
the result ofsomeone
were rea l ly m a n i p u l at i n g t h i n gs . ) T h i s method In com bat, rei nforcements for the PC' s foes show up.
attempting to knock him
free s t h e G M fro m wo rryi n g a bo u t m e c h a n i c s a n d In co m bat (or any stressfu l s ituati on) , a n a l ly out, that happens instead.
l o o k i n g u p stats a n d a l l ows h i m t o fo c u s o n t h e decides to flee. This could also be the case
sto ry. In co m bat (or any stressfu l s ituati on) . a n a l ly ifsomeone was trying to
Th i s i s n 't cheat i n g-it' s the rules of t h e game. doesn't l i ke t h e PCs as m u c h as t h ey thou ght. H e blind or deafen a PC, or
Th i s r u l e s i m ply re p l aces trad iti o n a l d i ce ro l l i n g ste a l s fro m t h e m o r betrays t h e m . anything else appropriate.
Conversely, an effect that
with good game m a steri ng, logic, a n d i n te l l i gent Out o f co m bat, t h e PC' s p a c k fa l l s o p e n , o r the
blinds could just move a
sto ryte l l i n g. When a PC i s c l i m b i n g a b u rn i n g rope, sole of h e r s h oe tears o p e n . character one step down.
and eve ryo n e knows t h at it wi l l b reak at some poi nt, Out of co m bat, it begi n s to ra i n h eavi ly.
the game has a mech a n i s m to e n s u re t h at it breaks Out of co m bat, a s u rprise foe a p pears, a n d the
at j u st the right t i m e . sce n e t u r n s i nto a co m bat.
Variant: I f yo u want m o re ra n d o m n e s s i n yo u r I n an i n teract i o n , t h e G M i nt rod uces a
game, o r i f you want yo u r g a m e t o seem l i ke m o re s u rp ri s i n g m otive fo r t h e N PC. Fo r exa m p l e ,
of a s i m u l at i o n , a s s i g n a fl at percentage c h a n ce fo r t h e PCs a re t ryi n g to b r i b e a n offi c i a l fo r
wh ateve r yo u ' re t ryi n g t o resolve. Fo r exa m p l e , each i n fo rm a t i o n , a n d h e reve a l s t h at w h at h e re a l ly
ro u n d , t h e a b h u m a n s h ave a 20% c h a n ce to break wants i s n 't m o n ey b u t fo r s o m e o n e to re s c u e
d own t h e d o o r-or, i f yo u want t h e risk to esca l ate, h i s k i d n a p p ed s o n .
a cu m u l ative 20% c h a n ce to break d own t h e d o o r.
By not u s i n g G M i nt ru s i o n , t h i s method ro b s t h e
PCs of a few X P , but w h e n t h ey see yo u ro l l i n g d i ce,

327
GM intrusions can be GM INTRUSION THAT AFFECTS Rat h e r t h a n ro l l i n g d i ce to see h ow l o n g it takes a n
an opportunity to inject THE GROUP N PC t o rew i re a d a m aged fo rce fi e l d gene rator, i t
more of the weird into The co re of t h e idea beh i n d GM i ntru s i o n i s t h at the h a p p e n s a t a t i m e o f the G M ' s choos i n g-ideally
the game. Consider the p l aye r being adversely affected ga i n s a n experience when it wo u l d be most i nterest i n g. Fo r exa m p l e:
following GM intrusions,
poi nt. B ut what if t h e i nt r u s i o n affects the whole The a b h u m a n re i n fo rce ments fi n a l ly get t h rough
for example:

gro u p eq u a l ly? What if t h e GM u s e s it to h ave a n the l ocked door.


The broken hound u n stable d evice ove rload a n d exp lode, h a rm i n g a l l The ro pes of the o l d ro pe bridge fi n a l ly s n a p .
suddenly speaks and begs t h e c h a racte rs? I n t h i s c a s e , if n o PC i s i nvolved The city g u a rd s s h ow u p .
for mercy (but it's a ploy m o re t h a n the oth e rs (fo r exa m p l e, no s i n g l e PC was The u n stable cei l i n g co l l a p s e s .
and it gets a sneak attack
frantica l ly atte m pt i n g to re p a i r t h e d evice) , t h e G M The N PC who h o l d s a d agger to a c h a racte r' s
if the PCs stop their
attack). s h o u l d give l X P to each c h a racte r but n ot g ive any of th roat a n d s ays " Do n ' t move" cuts the PC when
t h e m an extra X P to h a n d out to someone e l s e . h e does, i n fact, m ove, putt i n g him i m med iately at
The ground opens H owever, t h i s k i n d of gro u p i nt r u s i o n s h o u l d be d e b i l itated o n the d a m age track.
beneath the PC and he a n exce pt i o n , n ot t h e rule. GM i ntru s i o n s a re m uch
falls into an ancient, m o re effective if they a re m o re perso n a l .
Opponent Luck or Skill
long-buried ruin.

A nearby machine EXAMPLE GM INTRUSIONS The P C s a re n ' t the o n ly ones w i t h s u rp ri s i n g tricks


activates, and the air in It's n ot a good idea to use the same eve nts a s G M up t h e i r s l eeve s . Fo r exa m p l e:
the ancient complex turns i ntru s i o n s ove r a n d ove r ( " D o i m a r d ro p ped h i s The PC' s opponent u ses a l i ghtn i n g-fast m a n euver
to liquid. swo rd again ?") . Below a re a n u m be r o f d i fferent to dodge all attacks.
i ntru s i o n s yo u can u s e . The PC' s opponent sees a n open i n g and m a ke s an
The PC's artifact
a d d i t i o n a l , i m me d i ate attack.
suddenly develops an
artificial intelligence of Bad Luck The N PC co m m a n d e r ra l l ies her troo p s , and they
its own. T h ro u g h n o fa u lt of the c h a racte rs, so meth i n g a l l ga i n a +2 d a m age bon u s for o n e ro u n d .
h a p p e n s t h at i s b a d o r a t least co m p l icat i n g. Fo r T h e PC' s opponent u ses a cyp h e r o r s i m i l a r d evice
The PC's cypher turns exa m p l e: t h at p rod u ces j u st the right effect fo r t h e situat i o n .
his skin glowing orange.
The floorboard beneath t h e PC gives way. A bit o f t h e wa l l co l l apses i n the m i d d l e o f the
An ultraterrestrial The boat l i sts to starboard at j u st the wro n g fight, p reventi n g t h e cha racte rs from chas i n g the
suddenly appears, takes m o m e nt. fl ee i n g N PC.
something belonging to A gust of w i n d b l ows the pa pers out of the
the PC (or gets in the way c h a racte r' s h a n d . Fumbles
of her doing something The buckle o f the PC' s exp l o rer's p a c k s n a p s a t a n Although you m i ght n ot want eve ry p l ayer ro l l of
important, foiling it) and
i n o pport u n e t i m e . 1 to be a fu m b l e , somet i m e s it co u l d be j u st t h at.
then disappears.
The N PC t h at the cha racters n e e d to speak w i t h i s Alternatively, the GM co u l d s i m ply declare t h at a
h o m e s i c k tod ay. fu m b l e h a s occu rre d . I n either case, co n s i d e r t h e
A d evice (cyp h e r or a rtifact) m a l fu n ct i o n s or gives fo l l owi n g exa m p l e s :
t h e user a jolt. I n co m bat, the PC d rops h i s wea pon.
In co m bat, the PC m i sses a n d stri kes t h e wa l l ,
An Unknown Complication Emerges b rea k i n g o r d a m a g i n g h i s wea p o n .
The situation was more co m p l ex (a n d t h e refore m o re I n co m bat, the N PC h its t h e PC h a rd e r t h a n u s u a l ,
i nterest i n g) t h a n t h e PCs kn ew-perh a p s eve n more i nfl ict i n g 2 add iti o n a l poi nts o f d a m age.
t h a n the G M kn ew, at least at t h e sta rt. Fo r exa m p le : In co m bat, the PC h its a n a l ly by acci dent a n d
A p o i s o n o u s s n a ke d a rts out fro m t h e ta l l gra s s i nfl icts reg u l a r d a mage.
a n d attacks. Out of co m bat, t h e PC d ro p s o r m i s h a n d les an
The box t h at h o l d s the p l a n s i s trap ped with a i m portant o bj ect o r p i ece of e q u i p m e nt.
poison need le. In a n i nteract i o n , the PC i n adverte ntly (or eve n
The N PC t h at the PCs need to befrie n d doesn't u n kn owi n gly) s ays so meth i n g offe n s ive.
s peak t h e i r l a n guage.
The N PC t h at the PCs try to bribe i s a l l e rgic to the Partial Success
bottle of a l co h o l they offer. G M i nt r u s i o n does n ' t h ave to mean t h at a PC h a s
The PCs find the book they n eed , but the pages a re fa i l e d . F o r exa m p l e:
so brittle t h at if they open it, it m i ght cru m b l e . The PC d i s a b l e s t h e exp los ive d evice before it goes
off, but if someone doesn't re m a i n and hold the
An Impending Complication Emerges deton ato r, it wi l l exp lode.
G M s can u s e t h i s type of i ntru s i o n as a resol ution The PC creates t h e antidote, but it wi l l t u rn the
mech a n i c to d eterm i n e N PC s u cces s o r fa i l u re. i m b i ber's fl e s h blue fo r t h e n ext few wee ks.

328
LI M E NE
USING THE RULES

T h e PC j u m p s acro s s t h e p i t b u t acci d e nt a l ly t h at be t h e case? N o , beca u s e the t h i c k leather


knocks l o o s e some sto n e s fro m the edge, doesn't p rotect eve ry a rea o n the PC' s body. I t ' s It's telling that in
m a k i n g t h e j u m p h a rd e r fo r her fri e n d r i g h t more co m p l ex t h a n t h at. Co u l d yo u d e v i s e a ru l e to Numenera, the rules only
be h i n d h e r. cover both s ituati o n s ? P robab ly, but why bother? very generally define "quite
The GM can m a ke a d eci s i o n based o n t h e situat i o n . hurt" and "pretty far, "
THE REST OF THE RULES (S h e can a l so u s e G M i ntru s io n a n d s a y t h at a need l e intentionally leaving a lot
up to the GM's storytelling
I ' l l s ay it aga i n : t h e rules exi st to be u sed a s too l s to h it where t h e armor d i d n 't offe r p rotectio n-G M
abilities. A game with a
s h ape the game, t h e sto ry, a n d t h e experience. When i nt r u s i o n rea l ly does so lve a l ot of these i s s ues.) less-story-based approach
yo u te l l a p l ayer t h at the howl i n g, best i a l a b h u m a n s Li kewise, somet i m e s a c h a racte r who falls off a would likely define such
a t the t o p o f t h e c l i ff th row heavy sto nes d own o n h e r h i g h ledge s h o u l d be st u n ned a n d lose h i s n ext t u r n . things far more precisely.
c h a racter a n d s h e gets h u rt, the rules give y o u a way T h at i s n 't the rule, but it m a kes sen se-somet i m e s .
to exp l a i n j u st h ow h u rt. And the key word i s sometimes. Beca u s e somet i m e s
One way to look at it i s t h i s : the G M i s t h e the s ituation o r the context m e a n s y o u d o n ' t want
s e n s o ry i n p u t fo r t h e p l aye r. T h e p l aye r can't know t h at to h a p p e n , so you adj u d i cate.
a n yt h i n g a bout w h a t ' s go i n g on i n t h e fict i o n a l A c h a racte r fa l l i n g fro m a 1 00-foot (30 m) ledge
rea l ity of t h e g a m e u n l e s s t h e G M te l l s h e r. T h e m i ght take 1 0 poi nts of d a m age. That's a l ot, but a
r u l e s , t h e n , a re o n e w a y to convey i n formation fre s h c h a racte r with a d ecent a m o u nt of M i ght can Might, page 20
to t h e p l ayers i n a m a n n e r t h at i s m e a n i n gfu l to take t h at a n d keep go i n g. Somet i m e s that's o kay, but
eve ryo n e s itti n g at t h e t a b l e . T h e GM co u l d say, somet i m e s it stretches o u r s u s pe n s i o n of d i s be l ief.
"Yo u ' re q u ite h u rt , " but t h e r u l e s c l a r i fy h ow h u rt I f a p l ayer rea d s the rules o n h ow much d a m age is
s h e i s . T h e G M co u l d say, "Yo u can h u rl t h at s pe a r dealt by fa l l i ng, h e m i ght eve n h ave his c h a racte r
p retty fa r, " b u t t h e r u l e s p rov i d e a d efi n it i o n o f
" p retty fa r" t h at h e l p s k e e p t h i n g s co n s i stent,
m o d e rately rea l i stic, and u n d e rsta n d a b l e so t h e G M
does n 't h ave to re peat t h i n g s ove r a n d ove r.
The rules do more than that, of cou rse. They
d eterm i n e success or fa i l u re for PCs and N PCs. They
h e l p define what resou rces cha racters h ave to i nteract
with the world (alth ough the best resou rce is the
p l ayers' ingenu ity, and that i s n 't defined by the rules) .

ADJUDICATING
A l ot of what I ' m ta l k i n g about h e re is what peo p l e
somet i m e s ca l l "adjud icati n g . " Adj ud icat i n g i s
basically t h e d i fference betwee n a co m p uter game
a n d a game r u n by a n act u a l , l iv i n g h u m a n b e i n g . All
a co m p uter can d o (as of yet) i s fo l l ow the r u l e s . B ut
a h u m a n can u s e h i s sense of logic (we ' l l d i scuss
t h at i n d eta i l below) to d ete rm i n e whether the rules
m a ke sense fo r a given situat i o n , a n d h e can d o it o n
a case-by-case b a s i s . Beca u s e t h e r e ' s a h u m a n G M
u s i n g logic, the rules fo r h ow to p l ay N u m e n e ra take
u p o n ly a s m a l l part of t h i s h efty book. I f the rules
had to cover eve ry i m a g i n a b l e s ituat i o n , we l l , t h i s
wo u l d b e a ve ry d i fferent book.
Fo r exa m p l e , i m a g i n e t h at t h e PCs e n co u nter
a n a s s a s s i n who tries to ki l l them with a need l e r Needler, page 308
l o a d e d w i t h poisoned need les. O n e of the P C s i s
heavily armored , so s h e takes n o d a m age from the
need les-not eve n close. T h at sort of sou n d s l i ke
the need les j u st bo u n ced off h e r armor. S h o u l d the
poison o n a need l e t h at ca n ' t penetrate a c h a racte r' s
armor affect t h at c h a racter? P robably n ot. B ut t h at ' s
n ot a n act u a l rule. We l l , why n ot m a ke it a ru l e ?
Beca u s e then s u d d e n ly anyone wea r i n g a leat h e r
jerkin ca n ' t be affected by poison need les. S h o u l d

329
While GMs always have
notes with them that
they put together before
the game session, it's
smart to have a lot of
blank paper to scribble
notes on during the
game. You'll invariably
have to make stuff up
as you go, and you
might want to be able
to remember what you
didfor later. Sometimes
it will be a rules issue
(remembering that it was
a difficulty 4 jump to get
across the pit, so that it
will be consistent when
they come back that way
again), and sometimes
it willjust be an NPC's
name or some detail
about them.
j u m p off a h i gh c l i ff d e l i be rate ly, knowi n g t h at he co n ce pt s re a l l y d o n 't a p p ly. I f s o m et h i n g s ee m s
can take it. So yo u adj ud icate t h at he doesn't j u st b ro ke n , c h a n ge i t . I f a PC a b i l ity i s too powe rfu l ,
lose h i s n ext t u r n , but the fa l l a l s o knocks h i m d own m a ke i t l e s s s o . D o i t e i t h e r a s a p a rt o f t h e sto ry,
a step o n t h e d a mage track. That's h a rs h , and the o r-pe rh a p s eve n bett e r-j u st be u p fro nt w i t h t h e
p l ayer wi l l rea l ly fee l it. But h e s h o u l d , and it wi l l p l aye r s . " H ey, g u y s , t h i s t h i s new psyc h i c powe r
keep h i m fro m exp loiti n g w h at m i ght seem l i ke a of Ray' s i s j u st too good . I t ' s m a k i n g eve ry fi g h t
h o l e i n t h e rules i n a way t h at no rea l person wo u l d a p u s hover a n d t h at ' s n ot fu n . S o I ' m go i n g to
(a n d n o one i n a story wo u l d) . tone d own its effect. S o u n d o kay?" J u st a n h o n est
Re m e m be r, i t ' s yo u r j o b to u s e t h e r u l e s to d i s c u s s i o n with t h e p l ayers i s oft e n t h e very best
s i m u l ate t h e wo r l d , eve n if t h e world i s a fict i o n a l way to h a n d l e , we l l , j u st about a n y p ro b l e m t h at
p l ace w i t h a l l k i n d s o f stra n g e n e s s . Yo u ' re n ot a c ro p s u p i n a g a m e . A n d if a p l aye r ca n ' t h a n d l e
s l ave to t h e r u l es-it ' s t h e ot h e r way a ro u n d . I f you t h at k i n d o f i nteract i o n , m aybe y o u d o n ' t want h i m
co m e acro s s a hole in the r u l e s o r s o m et h i n g t h at a t yo u r ta b l e a n yway.
does n 't m a ke s e n s e , d o n ' t s h ru g yo u r s h o u l d e rs
a n d s ay, "We l l , t h at' s w h at t h e r u l e s say (or d o n ' t LOGIC
s ay) . " F i x it. R u n n i n g a game req u i res a l ot of logic rather t h a n
When ta l ki n g a bo u t r u l e s , s o m et i m e s peo p l e a ca refu l read i n g o f the ru l e s . Fo r exa m p l e, s o m e
w i l l to s s a ro u n d word s l i ke " g a m e b a l a nce" o r t h i ngs give c h a racte rs a res i stance t o fi re (a l m ost
Armor, page 92 refe r t o r u l e s a s " b ro ke n . " T h e s e co n cepts b e l o n g always exp ressed a s Armor) . B ut t h e re is n o s peci a l
i n g a m e s w h e re p l aye rs b u i l d c h a racte rs u s i n g ru l e fo r "fire d a m age" a s o p posed to " s l ic i n g
exte n s ive r u l e s a n d m a ke a l ot o f c h o i ce s a n d t h e n d a m age" o r " l ightn i n g d a mage." I n stea d , yo u u s e
p i t t h o s e c h a racters a ga i n st s pecific ch a l l e n ge s logic to d ete rm i n e w h e t h e r the d a mage i n fl i cted
to see h ow t h ey fa re . I n s u c h a g a m e , a ch a l l e n ge co u nts a s fire. I n these s ituati o n s , there a re o n ly two
rated o r d e s i g n e d poorly, o r a c h a racte r o p t i o n t i m e s when yo u r a n swer is wrong.
t h at g r a n t s t o o m u c h o r t o o l itt l e powe r, c a n t h row T h e fi rst is w h e n t h e answer breaks t h e players'
everyt h i n g co m p l etely o u t of w h a c k . Adva n c i n g suspension of disbelief. Fo r exa m p l e, someth i n g t h at
a n d i m p rovi n g c h a racters i s t h e p o i n t o f t h at m a kes a PC fi re res i stant s h o u l d probably p rovide
k i n d of g a m e , a n d t h e way t h at c h a racte rs "wi n " some p rotection aga i n st a heat-based wea pon. l f it
i s b y ove rco m i n g c h a l l e n ge s (ofte n , b y fi g ht i n g) . doesn 't, yo u r a n swer wi l l s p o i l the moment fo r the
Beca u s e N u m e n e ra i s n ot a g a m e a b o u t m atch i n g gro u p .
P C b u i l d s a ga i n st s p ecific c h a l l e n ge s , n o r i s i t a T h e second wrong answer is when you're
g a m e a b o u t adva n c i n g c h a racte rs (at l e a s t not i nconsistent. If you a l l ow t h e fi re p roof armor a PC
s o l e ly, and in a n y eve nt, c h a racters d o n ot adva n ce wears to give h i m some p rotection aga i n st l ava one
d u e to fi g h t s o r overco m i n g c h a l l e n ge s ) , t h e s e time but n ot the n ext, t h at ' s a p ro b l e m-not o n ly

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beca u s e it b reaks t h e s u s p e n s i o n of d i s be l ief but a l so DICE ROLLING


beca u s e it gives the p l ayers noth i n g to base t h e i r U s i n g t h e rules i nvolves ro l l i n g d i ce. I f t h e d ice d o n ' t
deci s i o n s o n . Without p red icta b l e co n s i stency, t h ey mean anyt h i ng, t h e n eve ryt h i n g i s p redete r m i n e d ,
ca n ' t m a ke i n te l l i gent deci s i o n s . a n d it' s no l o n ge r a game b y any definition-j u st a
The N u m e n e ra r u l e s a re written with t h e story b e i n g to l d . So the d ice need to m atte r. But t h at
a s s u m ption t h at the G M does n ot n e e d to fa l l back m e a n s t h at somet i m e s a PC wi l l fa i l when s h e wo u l d
o n rules fo r eve ryt h i ng, either fo r her own s a ke o r s u cceed if it were a sto ry, a n d vice versa. Th at' s n ot
a s a d efe n s e aga i n st the p l aye rs. "There ' s n o r u l e a fl aw; it's a featu re . I t ' s what m a kes ro l e p l ay i n g
t h at s ays yo u ca n't wea r two k i n d s of armor, so t h at g a m e s so excit i n g. When we' re watc h i n g a n action
m e a n s I can wear two leat h e r jerki n s a n d get d o u b l e movie, we know t h at i n t h e t h i rd act the h e ro wi l l GMs can encourage smart
p rotect i o n , right?" O f co u rse not. T h at m a kes n o defeat t h e vi l l a i n a t j u st t h e right moment. B u t i n a n players to be ready with
their actions, and to know
sen se. The G M ' s logic rules t h e d ay h e re . R PG , m aybe n ot. I t' s n ot s o p red i cta b l e . That's o n e
enough about how actions
Yo u s h o u l d n 't n e e d ped antic rules to d efe n d of the t h i ngs t h at m a kes t h e m so s peci a l . work so that you don't
aga i n st t h e p l ayers. Yo u a n d t h e p l aye rs s h o u l d O n the oth e r h a n d , t h i ngs l i ke G M i ntru s i o n s have to ask if they're using
w o r k together to create a logica l , co n s i stent, a n d somet i m e s tru m p the d ie ro l l s to h e l p the story Effort, or even tell them that
bel ieva b l e wo rld a n d sto ry. P l ayers who t ry to u s e the m ove a l o n g i n a d i rection t h at is (ho pefu l ly) best fo r they need to make a roll.
In a petfect world, when
lack of ped antry i n t h e rules to ga i n u n rea l i stic a n d the game. H ow d o yo u m a n age it a l l ?
it's Michele's turn and you
i l logical advantages fo r t h e i r c h a racters s h o u l d revisit A s yo u describe t h e action o r a s t h e PCs m ove ask what she's doing, she
the b a s i c concept of N u m e n e ra . about the worl d , t h e vast m ajo rity of t h i ngs t h at says, "I'm going to try to
Fu rther, the ru les don't s a y t h i ngs l i ke, "The G M h a p pe n s h o u l d n 't i nvolve d i ce. Wa l k i n g a ro u n d , climb the tree to get out of
decides ifthe N PC knows the answer to the q uestion, b uyi n g t h i ngs i n a m a rket, chatt i n g with N PCs, the reach ofthe yovok. I'm
or if he will an swer, or how he will an swer. " Of cou rse cro s s i n g the w i l d e r n e s s , looki n g fo r a n ancient going to use a level of Effort,
and I rolled a 1 4. " That
that' s the kind of thing you decide-th at's you r role. ru i n-these a re n ot act i o n s t h at n o r m a l l y req u i re d i e
way, you can just take that
The ru les don't state that you decide if somet h i n g is ro l l s . H owever, i t ' s easy t o th i n k o f exce pt i o n s where info and immediately tell
logical and appropriate to the story or setting any more ro l l s m i ght be need ed. H ow do yo u decide? There her ifshe succeeded or not.
than they state that the player decides what actions h i s a re two rules of t h u m b . This keeps play moving at a
character wi l l take. That's j u st the way t h e game works. F i rst, d o n 't a s k fo r a ro l l u n l e s s it see m s l i ke wondetfully brisk pace, and
Does t h i s put m o re p res s u re o n the G M ? Yes t h e re s h o u l d be a c h a n ce of fa i l u re a n d a c h a n ce doesn't let game mechanics
talk bog things down.
a n d no. It mea n s t h at you need to m a ke m o re of s u cces s . I f a PC wants to s h oot an a rrow from
j u d gment ca l l s-more of the adj ud ication d escri bed h i s bow and h it the moon, t h e re ' s n o need to ro l l ,
a bove-which can be c h a l l e n g i n g if yo u ' re n ew at beca u s e there's n o c h a n ce fo r s u cces s . L i kewi se,
it. B ut b e i n g an a rb iter of what see m s a p p ropriate if h e wants to s h oot t h at s a m e a rrow at a l a rge
a n d m a kes s e n s e is somet h i n g t h at we a l l do, a l l b u i l d i n g from 1 0 feet (3 m) away, t h e re ' s no c h a n ce
d ay long. Look a t it t h i s way: w h e n yo u ' re watch i n g for fa i l u re. You a n d logic ru n the game, n ot the d i ce.
a televi s i o n s h ow o r a movie, a t s o m e p o i n t yo u Seco n d , if a creatu re (PC o r N PC) o r o bj ect
m i ght s ay, "That see m s wro n g , " or "That seems is affected in a h a rmfu l way-or, in the case of
u n re a l i stic." There ' s n o d i fference between d o i n g a creatu re, in a way t h at h e doesn't want to be
t h at a n d u s i n g l o g i c as a G M . affected , h a r m fu l o r n ot-you need to i nvolve a d i e
I n t h e l o n g ru n , re lyi n g o n l o g i c fre e s t h e G M . ro l l . Whether t h e action i s s l a s h i n g with a b l ad e ,
N o l o n ge r s a d d l e d w i t h h u n d re d s (o r t h o u s a n d s) u s i n g d eception to t r i c k s o m e o n e , i ntrus ively read i n g
of i n d i v i d u a l r u l e s , co m p at i b i l ity i s s u e s , a n N PC's m i n d , b rea k i n g d own a door, o r a p p l y i n g
l oo p h o l e s , a n d t h e l i ke , yo u a re fre e t o m ove p o i s o n , somet h i n g i s be i n g h a rmed o r affected i n a
a h e a d w i t h t h e story b e i n g to l d by t h e g ro u p . Yo u way t h at it doesn't want to be, so a d i e ro l l i s need ed.
c a n fo c u s m o re o n t h e n a rrative e l e m e n t s of t h e Th u s , someone u s i n g a powe r to become i nv i s i b l e
g a m e t h a n o n t h e m e c h a n i c a l o n e s . To l o o k at i t l i kely does n ' t req u i re a ro l l . I t j u st wo rks. There ' s
a d i ffe re n t way, i n ot h e r g a m e s G M s s o m et i m e s rea l ly n o c h a n ce o f fa i l u re ( u n less the powe r co mes
s p e n d a l ot o f t i m e p re p a r i n g , w h i c h i s a l m o st fro m a fa u lty d evice o r some oth e r ext ra neous fo rce
a l ways r u l e s - re l ated s t u ff: creat i n g N PC stat is at work) , a n d it does n ' t d i rect ly affect a nyo n e o r
b l oc k s , m e m o r i z i n g r u l e s s u bsyste m s t h at w i l l a nyth i n g oth e r t h a n the c h a racte r beco m i n g i n v i s i b l e .
c o m e i n to p l ay, ca refu l l y b a l a n c i n g e n c o u n t e r s , H owever, u s i n g a d evice to s h a pe t h e emoti o n s o f
a n d s o o n . A N u m e n e ra G M d o e s v e ry l i tt l e o f a n other creatu re wo u l d req u i re a d ie ro l l .
t h at . P re p p i n g fo r t h e g a m e m e a n s fi g u r i n g o u t O f co u rse, somet i m e s a c h a racter c a n u s e Effort
cool sto ry l i n e s , we i rd n ew d e v i c e s o r fo e s , a n d to red uce the d i fficu lty so there ' s no need to m a ke a
t h e b e s t w a y to c o n vey t h e a t m o s p h e re . T h e ro l l . But yo u , as the G M , can a l s o waive t h e need fo r
mech a n ical e l e m e nts can be h a n d led d u ri n g the a ro l l . Co n s i d e r a n a n o who uses h e r F l a s h esotery Nano, page 32
g a m e , u s i n g l o g i c at t h e t a b l e . on a b u nch of l evel 1 rod ents. Each h a s o n ly 3 h e a l t h ,
Flash esotery, page 3 7

33 1
Remember, most of the a n d the PC need s to ro l l o n l y 3 or h i g h e r to affect i n the n ext cha pter.) Be evocative, but n ot to the
time, powers, abilities, each one, but there a re twe nty-fo u r rod ents. Yo u can point t h at the p l aye rs lose d eta i l s i n t h e l a n g u age you
devices, and so forth are s i m ply say, "With a d i scharge of s u d d e n e n e rgy, you u se. Be open to a n sweri n g t h e i r q u esti o n s about t h e
written from the point of
i nc i n e rate the swa rm of rod ents, leav i n g l ittl e beh i n d wo rld a ro u n d t h e m .
view of the PC. But only
players make die rolls. but scorch m a rks a n d the s m e l l o f b u rnt h a i r. " T h i s Somet i m e s it's ea sy: a PC l o o k s ove r the t o p of
So. for example, if the kee p s t h i ngs m ovi n g a n d p reve nts the g a m e from the h i l l , a n d you te l l her w h at s h e sees. Oth e r t i m e s
circumstances callfor an co m i n g to a dead stop wh i l e the p l ayer m a kes two t h i ngs a re h i d d e n , o r t h e re ' s a c h a n ce t h at s h e
N PC to make a defense dozen ro l l s . Fra n kly, most fi rst-tier c h a racte rs wi l l fi n d m i sses somet h i n g i m po rtant-secret p a n e l s , cloaked
roll, that means a PC l evel 1 creat u res merely a n u i s a n ce, so n o d ra m a i s a s s as s i n s , creat u res with natural ca moufl age, d eta i l s
should make an attack
ru i ned w h e n the n a n o takes them a l l o u t . M ove o n to o f s i g n ificance i n a crowd ed m a rket p l ace, a n d so o n .
roll instead.
a n other, greate r c h a l l e n ge. I n t h e s e cases, perh a p s a ro l l i s i nvolve d . But it's
When yo u waive t h e need fo r a die ro l l , what odd to a s k p l aye rs to ro l l when they h ave n ' t taken
yo u ' re effect ively d o i n g is m a k i n g t h e act i o n any act i o n s . It's with i n t h e bo u n d s of t h e r u l e s , but it
rout i n e , s o n o ro l l i s n e e d e d . I n t h e case of t h e can be jarring. There a re d i fferent ways to h a n d l e the
n a n o , yo u ' re red u c i n g t h e d i fficu lty b y o n e ste p situat i o n : yo u can ca l l fo r a ro l l , co m pa re l eve l s , o r
Good description is vital d u e to c i rc u m st a n c e s : t h e rod e n t s j u st a r e n ' t t h at u s e a n i ntru s i o n .
to a fun, engaging game. to u g h . T h a t ' s n ot b rea ki n g t h e ru l e s-t h at ' s using G M Cal ls for Rol ls: T h i s i s the most
See Chapter 22: Building t h e r u l e s . T h at' s t h e way t h e g a m e is m e a n t to be stra i ghtforwa rd a p p roac h . It's always t h e best choice
a Story (page 340) for p l ayed . if a PC' s action i s to search , l i ste n , or oth e rwise keep
more on this topic. As a n a s i d e , t h i s does n 't m e a n t h at t h e swarm a n eye out. If a PC i s o n watch wh i l e her comrades
of rod ents is a bad encou nter. I t wo u l d be bad in a rest, ca l l fo r a n I nte l l ect ro l l i m med iately a n d u s e the
game w h e re it takes an h o u r a n d a h a l f to re so lve a res u lt if a nyth i n g h a p p e n s d u ri n g t h e entire time s h e
fight t h at was no rea l c h a l l e n ge. B u t i n N u m e n e ra ? i s g u a rd i ng.
Eve n if t h e n a n o does n 't b l ast eve ry rod ent, a n But what if t h e PC i s n 't actively looki n g ? Let ' s say
e n co u nter l i ke t h at can be re solved i n five m i n utes. a p i ckpocket m oves u p beh i n d h e r to l i ft a few s h i n s ,
N ot eve ry encou nter need s to be l i fe-or-death so you a s k t h e p l aye r t o m a ke a n I nte l l ect ro l l with a
to be i nterest i n g. B ut we' l l ta l k about d e s i g n i n g d ifficu lty e q u a l to t h e p i ckpocket ' s l eve l . (Arg u a b l y,
e n co u nters (and t h e re l ated i s s u e o f paci n g) i n t h e s h e co u l d m a ke a S peed -based ro l l to see if s h e i s
n ext c h a pter. q u ick e n o u g h t o catch a g l i m pse-it' s u p t o yo u . )
Some P C s a re s k i l led i n perceiving, a n d t h at wo u l d
TYING ACTIONS TO STATS co m e i nto p l ay h e re. S ucce s s m e a n s t h at yo u te l l t h e
Alth ough the deci sion i s open to you r d i scretion, when PC what s h e sees, a n d fa i l u re m e a n s t h at s h e notices
a PC takes a n action, it should be fa i rly obvious which noth i n g. H owever, the p l aye r knows t h at she had to
stat i s tied to that action. Physical actions that i nvolve m a ke a ro l l , so s h e knows t h at someth i n g was u p .
Might, page 20 b rute force or end u rance use M ight. Physical actions O n e way t o keep p l aye rs o n t h e i r toes i s t o ca l l fo r
Speed, page 20 that i nvolve q u ickness, coord i n ation, or agil ity use ro l l s when t h e re i s noth i n g to notice.
Intellect, page 20 S peed . Actions that i nvolve i nte l l i gence, ed ucation, GM Compares Levels: You can take t h e p l aye r out
i n s ight, wi l l power, or charm use I nte l l ect. of the eq u ation (so a s n ot to a l e rt h e r s u s picions)
I n ra re i n stances, yo u co u l d a l l ow a PC to u s e a by co m p a ri n g t h e PC' s tier to the d ifficu lty of t h e
d i fferent stat for a task. Fo r exa m p l e, a c h a racte r perceivi n g t a s k . Ties go to the P C . Yo u can sti l l figu re
m i ght try to break d own a door by exa m i n i n g it i n s k i l l s a n d a s sets as b o n u s e s to t h e PC' s tier. So
closely for fl aws a n d t h u s u s e I nte l l ect rat h e r t h a n a t h i rd-tier c h a racte r t ra i ned i n perceivi n g wi l l s pot
M i ght. T h i s k i n d o f c h a n ge i s a good t h i n g beca u s e the l evel 4 p red ato r cat sta l k i n g up beh i n d h i m . T h i s
it encourages p l ayer creativity. J u st d o n ' t l et it be method i s particu l a rly good fo r d eterm i n i n g s i m p l e
a b u sed by a n exu berant o r too-clever p l aye r. It's we l l res u lts, s u c h a s whether t h e PC hears a river i n t h e
with i n you r p u rview t o decide t h at t h e door h a s n o d i stance . T h at k i n d o f t h i n g i s n 't worth a ro l l , but
fl aws, o r t o ru l e t h at t h e c h a racte r' s atte m pt wi l l take fo r some rea s o n , you m i ght n ot want to give out the
h a l f an h o u r rather t h a n o n e ro u n d . I n oth e r word s , i n formation a utomatical ly. This method a l so reward s
u s i n g a stat t h at i s n ot the o bv i o u s cho ice s h o u l d b e a perceptive cha racter, who wi l l hear the n o i s e before
the excepti o n , n ot the rule. a nyo n e e l se. Don't fo rget to i n crease the d ifficu lty fo r
d i stance i n such a s ituation.
THE FLOW OF INFORMATION GM I ntrudes: Rarely, you can keep t h i ngs to
Yo u a re the eyes and ears of the p l aye rs. They ca n't yo u rself a n d spring t h e knowl edge of what h a p pened
know anyt h i n g about the wo rld u n l e s s yo u te l l them. a s a GM i nt ru s i o n . I f t h e PC d i s covers t h at h e r
M a ke s u re t h at the i nformation you p rovide i s both pocket i s n ow e m pty of s h i n s , that's ce rta i n ly a
p reci se and co ncise. (We ' l l d i sc u s s good description co m p l i cati o n . Somet i m e s t h e " d i s cove ry" itself

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i s a co m p l icatio n-fo r exa m p l e, the PC notices a time. M aybe they s h o u l d learn to be more observant.
m u ggi n g go i n g on i n t h e a l l ey as s h e wa l ks by. In oth e r word s , the a n swer d e p e n d s o n the
I n a d d i t i o n , t h e G M i s t h e sou rce of knowledge situat i o n . Don't hes itate to vary t h i n gs . I t kee p s t h e
about the part of the PCs' l ives t h at doesn't take p l ayers gues s i n g.
p l ace i n a game s e s s i o n . I f a c h a racter used to be i n
t h e m i l itary a n d need s t o know t h e n a m e o f h e r o l d GRADUATED SUCCESS
u n it co m m a n d e r, you need t o give it t o t h e p l ayer (or, So meti mes, a G M w i l l b reak away from the trad itional
bette r yet, l et h e r co m e u p with the n a m e) . model that governs N u menera task resol ution and
a l low for a grad u ated success. With t h i s method , s h e
FAILURE TO NOTICE sets a d ifficu lty as u s u a l , but if the p l ayer s u cceed s a t a
Co n s id e r PCs m i s s i n g a s e n s o ry d eta i l very ca refu l ly. d ifficu lty at least one step h i gher, h i s success is better
If t h e re ' s a cool secret c h a m be r in the ancient than norm a l . Likewi se, if h i s rol l i n d i cates that he
co m p lex or a n i m portant c l u e u n d e r t h e table i n the wo u l d h ave succeeded at one step (o r more) lowe r, he
castle g u a rd room, m aybe a perceptive PC should j u st m i ght h ave a partial s u cces s .
fi n d it (no ro l l req u i red) , particu l a rly if s h e s a i d s h e Fo r exa m p l e , a PC t racki n g m u rd e n s l o o k s fo r Murden, page 247
w a s looking. To d o oth e rwise m i ght m e a n s u b m itti n g tracks i n the wood s t o s e e if any o f t h e creat u res
t o the tyra n ny o f t h e d i ce. J u st beca u s e the PC ro l l ed ca m e d own a ce rta i n path rece ntly. G ive n t h e terra i n
a 2 , s h o u l d the adventu re co m e to a dead sto p ? a n d t h e weat h e r, t h e G M decides t h at t h e d ifficu lty i s
We l l , i n the fi rst p l ace, d o n ' t d e s i g n a sce n a rio t h at 4, so t h e ta rget n u m be r i s 1 2 . The p l aye r ro l l s a 1 0.
can co me to a dead stop if the PCs botch o n e ro l l . Th i s i s n 't e n o u g h to acco m p l i s h the task t h at the PC
There s h o u l d always b e m u lt i p l e pat h s t o s ucce s s . set out to do, but s i n ce h e wo u l d h ave s u cceed ed
I n the seco n d , co n s i d e r yo u r oth e r o pt i o n s . M aybe if the d i fficu lty had been 3, the G M decides t h at he
the PCs wi l l learn about the secret c h a m be r l ater a n d sti l l learns t h at so meth i n g had co m e d own the path
they' l l h ave t o backtrack to fi n d i t . I f t h e cha racte rs rece ntly-he j u st i s n 't certa i n if it was m u rd e n s ,
d o n ' t find the c l u e u n d e r the table, an N PC m i ght h u m a n s , o r a l a rge a n i m a l . The reason i s t h at if t h e
a n d then l o rd it ove r t h e m with a s h ow of s u perio rity. PC had s i m ply b e e n looki n g fo r tracks of any k i n d ,
If a l l e l s e fa i l s , as n oted a bove, somet i m e s d i scove ry the G M wo u l d h ave s e t a d ifficu lty of 3 . S i m i l a rly, if
i s a co m p l icat i o n , a n d you can s i m ply fo i st it u po n a the p l aye r had ro l l e d a 1 7-a s u cces s at least o n e
PC t h ro u g h G M i ntru s i o n . I n such a case, h owever, s t e p h i gher-th e G M wo u l d h ave s a i d t h at n ot o n l y
yo u m i ght want to i n c l u d e a c h a l l e nge. Fo r exa m p l e, d i d h e fi n d m u rd e n tracks, but there we re five o f
the PC finds the secret door acci dentally by l ea n i n g t h e m , a n d t h e i r tracks s h ow t h at they we re b u rd e n e d .
aga i n st t h e h id d e n control p a d , w h i c h l ets o u t the I n oth e r word s , the p l ayer wo u l d h ave rece ived m o re
flyi n g i n s ecto i d h u nter-seekers g u a rd i n g the c h a m be r i nformation t h a n he a s ked fo r.
before the c h a racters a re ready fo r t h e m . I n a s ituation where there are more res u lts than
On the other h a n d , perh a p s i n s u c h a s ituation, t h e s i m ply success or failure, the GM can convey these
P C s d i d n 't "earn" the d i scove ry-if there w a s no rol l , res u lts based on m u ltiple d ifficu lties. A player can state
t h e n n o Effort w a s expe nded and no ri s ks we re take n . an action, and a G M can come up with not one d ifficu lty
That' s n ot good . M aybe the P C s j u st m i s s o u t t h i s but two, th ree, or more. For exam ple, ifthe PCs try to

333
pers uade a merchant to give them i nformation, the G M Th is system works beca u s e both t h e G M a n d t h e
can predeterm i ne that h e gives them one m i nor bit of p l ayer h ave a s a y ove r what cyp hers a c h a racte r h a s .
i nformation if they succeed at a task with a d ifficu lty of I t ' s n ot l i m it i n g-it ' s free i n g.
2, a fair bit of i nformation if they succeed at a task with The easiest way to design a good game is to l i m it
a d ifficu lty of 3 , and everything he knows on the topic if and strictly define-PC power. Characters of such-and
they succeed at a task with a d ifficu lty of 4. The players such a level (or wh ateve r) can d o this kind of t h i n g
don't make th ree d ifferent rolls. They make one rol l with but not that kind o f t h i ng. The G M knows that t h e
a scaled, grad uated s uccess. characte rs a re n 't goi n g t o ru i n eve ryt h i n g because they
As a rule of t h u m b , reve rse-e ngi neer t h e situat i o n . can see i nto the past or create a n uclear explosion.
I f t h e p l aye r ro l l s co n s id e rably h i gher o r l owe r t h a n But that's n ot the o n ly way to d e s i g n a good game.
the ta rget n u m be r (more t h a n 3 away) , co n s id e r what What if yo u-the G M-d ecide t h at wh i l e it wo u l d n ot
a s u cces s at the d i fficu lty he d i d overco m e wo u l d be so great if t h e PCs co u l d see i nto the past (wh i ch
h ave gai ned h i m . I f creat i n g a m a ke s h i ft e l ectro n i c wo u l d ru i n the mystery of yo u r sce n a rio) , it wo u l d be
key to open a n u menera d o o r h a s a ta rget n u m be r o kay if t h ey co u l d b l ow up half the city? The Cyp h e r
of 1 8 , w h at does t h e PC create if t h e p l aye r ro l l s 1 6 ? System a l l ows y o u to p e r m i t a nyth i n g yo u fee l i s
Perh a p s the a n swer is not h i ng, but perh a p s it i s a a p p ropriate o r i nterest i n g.
m a kes h i ft key t h at works i nterm itte ntly. To put it a n other way (and to cont i n u e t h e eve r
This system is rarely (if ever) used in com bat or more- a b s u rd exa m p les) , PCs who can so lve eve ry
situations where someth ing either works or doesn 't. mystery a n d b l ow u p eve ry city probably e n d u p
But when crafting an object, i nteracting with an N PC, m a k i n g t h e game a p u s h over (a n d t h u s d u l l ) , but
or gai ning i nformation, it can be very u sefu l . Of cou rse, PCs who can solve one myste ry o r b l ow u p one
the GM i s never req u i red to use this model of task city wo n ' t ru i n the ca m pa i g n . Cyp h e rs a l l ow the
resol ution-sometimes success or failure is all you need cha racters to d o a m az i n g, coo l , a n d fu n t h i n gs-j ust
to know. Usual ly, grad uated success i nvolves going only n ot re l i ably o r co n s i ste ntly. Th u s , although they
one step h igher or lower than the origi nal d ifficu lty, but pote n t i a l l y h ave acce s s to great powe r fro m t i m e to
the GM can be as flexi ble about that as she wishes. t i m e , they h ave to u s e it wise ly.
Last ly, somet i m e s a GM can offe r a "co n s o l ation As t h e G M , it' s i m portant to re m e m b e r t h e
p rize" fo r tryi ng. S ay a PC fea rs t h at a door h a s been d i st i n ct i o n betwee n a c h a racter a b i l ity g a i ned
ri gged with a trap. H e searches it but fails t h e ro l l . t h ro u g h type o r focu s , a n a b i l ity o r advantage
T h e G M m i ght sti l l reveal someth i n g about t h e door. g a i n ed t h ro u g h a n a rt ifact, a n d a n a b i l ity ga i n ed
"Yo u d o n ' t fi n d a nyth i n g s peci a l , but yo u do n ote t h at t h ro u g h a cyp h e r. T h e fi rst two k i n d s of a b i l it i e s
the door a p pears q u ite stu rdy a n d i s l ocked . " I t ' s t h e wi l l s h a pe t h e w a y yo u expect t h e c h a racters t o
k i n d of i nformation the G M m i ght give a utomatica l ly beh ave, b u t t h e cyp h e rs wo n 't. I f a PC h a s t h e
Exists Partially Out of (th i n k of it as a d ifficu lty of O) , but it softe n s the b l ow Exists P a rt i a l ly Out o f P h a s e focu s , s h e ' s go i n g t o
Phase, page 60 of fa i l u re. Some i nformation is bette r t h a n none, be wa l ki n g t h ro u g h wa l l s a l l t h e t i m e-it ' s what
a n d it m a ke s sense t h at the PC wi l l learn at least she d oes-so it s h o u l d n ' t catch you off g u a rd . I n
someth i n g if h e stu d i e s a n object fo r a few m i n utes. a way, you s h o u l d " p re p a re " fo r it. I p u t t h at word
in q u otes beca u s e I d o n 't m e a n t h at you n u l l i fy
DEALING WITH CHARACTER ABILITIES it. D o n 't p u t i n a b u n c h of wa l l s t h at s h e ca n ' t get
A l ot of peo p l e m i ght t h i n k t h at N u m e n e ra is a class t h ro u g h . T h at' s n o fu n . Wa l k i n g t h ro u g h wa l l s
a n d - l evel game beca u s e it h a s t h i ngs t h at a re e n o u g h i s w h at s h e d o e s , a n d i f yo u take t h at away, s h e
l i ke classes (types) a n d l eve l s (ti e rs) t h at it' s e a s y t o does n 't get t o d o a n yt h i n g . ( Fo i l i n g h e r powe r eve ry
see the m i sconcept i o n . And that's fine. o n ce i n a w h i l e i s fi n e beca u s e it m i ght add to t h e
But h e re ' s the rea l secret, j u st betwee n you a n d c h a l l e n ge , b u t it s h o u l d be t h e exce pt i o n , n ot t h e
me: it's n ot t i e r s , types, o r any o f t h at s t u ff t h at i s the r u l e . ) By " p re p a r i n g " fo r h e r a b i l ity, I m e a n d o n ' t
key to rea l ly u n d e rsta n d i n g the syste m . expect a locked d o o r to kee p h e r o u t . Be ready w h e n
I t ' s the cyp h e rs . s h e s n ea k s i nto p l aces m o s t peo p l e ca n ' t g o , a n d
I n fact, when I t a l k a b o u t the g a m e system beh i n d be ready to te l l h e r w h at s h e fi n d s .
N u m e n e ra, I refer t o i t a s t h e Cyp h e r Syste m . But w i t h cyp hers, n o p re p a ration i s nece s s a ry.
The cyp hers a re the key to m a k i n g the g a m e work F i rst of a l l , most of t h e m d o n ' t th row a wrench i nto
d i fferently than oth e r games. N u m e n e ra i s n 't about a nyth i n g-th ey j u st h e l p the c h a racter deal with a
p l ay i n g fo r years before a c h a racte r i s a l l owed to situation i n a faster way, giv i n g h e r some h ea l i n g,
te leport, travel to oth e r d i m e n s i o n s , l ay waste to a tempora ry boost, or a one-use offe n s ive powe r.
a d ozen enemies at o n ce, o r create a mech a n ical Seco n d , t h e PCs n ever e n d u p with a cyp h e r t h at yo u
auto m aton to d o his b i d d i ng. H e can d o it right out d i d n 't give t h e m , so yo u can h ave as m u c h s ay ove r
of the gate if h e h a s the right cyp h e r. t h e i r cyp h e rs as you want. And t h i rd (and perhaps

334
LI M E NE
USING THE RULES

ENCOURAGING PLAYER CREATIVITY


N u m e n e ra is a game t h at p l aces m o re i m po rtance on creativity t h a n on u n d e rsta n d i n g the ru l e s . The
p l ayers should s u cceed n ot beca u s e they've chosen a l l the " right" o pt i o n s when creat i n g t h e i r c h a racte rs
but beca u s e they come up with the best ideas when faci n g c h a l l e n ge s . T h i s mea n s t h at fo r eve ry
c h a l l e n ge, there s h o u l d be a stra i ghtforwa rd sol ution (d estroy t h e l i ght n i n g-em itti n g tu rret to get i nto the
tower) a n d a n ot- so-straightfo rwa rd o n e (sneak u p to the towe r, fi n d the powe r cond u i t to the tu rret, a n d
sever it) . I t ' s n ot yo u r res po n s i b i l ity a s the G M t o co m e u p w i t h bot h . The p l aye rs wi l l co m e u p w i t h t h e
n ot- so-straightfo rwa rd s o l u t i o n s . Yo u j u st h ave to be wi l l i n g to go w i t h t h e i r ideas.
T h i s doesn't mean yo u h ave to let them succeed if they try someth i n g we i rd . On the contra ry, the not-so
stra ightforwa rd solution m ight end up be i n g as h a rd or h a rder than the straightforwa rd one. But yo u h ave
to be ready to adj u d i cate the idea no m atter what. It's te m pti n g to say that there ' s no way to find or sever
the power co n d u it and the PCs h ave to destroy the tu rret the old-fash ioned way (a com bat enco u nter) . I n
some s ituatio n s , that m i ght b e appropriate-perh aps the co n d u it i s s i mply not acce s s i b l e t o the PCs o n the
outs ide of the tower. B ut a GM h a s to be wi l l i n g to say that sometimes it is pos s i b l e and to adj u d i cate the
d eta i l s on the fly. I f you d o n 't, and you s h ut d own the p l ayers' outs ide-the- box ideas, they wi l l learn that the
only thing to d o i s charge i nto the fray every time. That the obvious solution i s the o n ly pos s i b l e solution.
Eventual ly, t h i s w i l l make for bori n g p l ay because t h i ngs will seem repetitive and too tightly struct u red .
The best sol ution is not to develop preconceived notions of how the PCs m ight deal with the encou nters i n
an adventure. I f they' re goi ng t o break i nto an Aeon Priest tower, you c a n note that t h e tower has a few guards, a
pressure-sensitive i ntruder alert system around the peri meter, and a l ightn ing-emitting tu rret on the top. But you
don't know if the PCs wi l l fight the guards, bri be them, or sneak past them. You don't know how they' re going
to deal with the alert system and the tu rret. That' s not the kind of thing you need to think about ahead oftime,
but you have to be ready when it comes u p at the table. You should prepare for the most obvious situations-for
exam ple, predeterm i ne the level of the tu rret and how much damage it does. But when a player states that h i s
action is t o look around for spots where t h e tu rret can not stri ke because a wal l blocks i t or t h e a n g l e prevents it,
that' s when you take a second to consider and (particularly ifhe rol l s wel l on an I ntellect action) maybe say, "Yes,
as a matter of fact, there is a spot, " even if no such thing had occu rred to you before that moment.

most i m porta nt) , when a PC p u l l s out a d eto n ation noth i n g wro n g with that. They' re n ot cheat i n g, and the
cyp h e r a n d b l ows u p t h e lead wagon i n t h e ca rava n , ga me's not b ro ke n . j u st keep the story going. What
co m p letely c h a n g i n g t h e situat i o n , t h at ' s part o f t h e happens next? What a re the i m p l ications of what j u st
fu n . Yo u ' l l h ave t o figu re o u t o n t h e fly what h a p p e n s h a p pened ?
n ext, a n d so wi l l t h e p l ayers. Th at' s n ot ru i n i n g
t h i n gs-t h at ' s what i s s u pposed t o h a p p e n . Pl aye rs CYPHERS
s u rp ri s i n g the G M is p a rt of the game. Cyp h e rs j u st Although it's all right if p l ayers t h i n k of cyp h e rs Numenera isn't a game
m a ke those s u rprises more freq uent, a n d i n ways a s as eq u i p ment or t rea s u re, the G M s h o u l d look at where PCs should get
i nterest i n g a s yo u ' re wi l l i n g to a l l ow. t h e m as c h a racte r a b i l ities. Th i s m e a n s t h at it i s too attached to their
We' l l look at d e s i g n i n g e n co u nters l ater, but fo r i n c u m bent u po n t h e G M t o m a ke s u re t h at p l aye rs belongings. Cyphers,
n ow, re m e m b e r t h i s poi nt: n o s i n gle encou nter always h ave p l e nty of cyp h e rs to use. I n the co u rse of course, are ''fire and
forget" items, expendable
i s so i m portant t h at yo u eve r h ave to worry about of t h e i r trave l s , the PCs s h o u l d fi n d t h at cyp h e rs a re
and easily replaced. Even
the p l aye rs " ru i n i n g" it. Yo u hear those k i n d s of extre mely co m m o n . And s i n ce t h e PCs a re l i m ited i n artifacts only last for a
co m p l a i nts all t h e time. " H e r telepat h i c powe r tota l ly t h e n u m be r o f cyp h e rs t h ey c a n carry, they wi l l u s e while before they are
ru i ned t h at i nteraction , " or "The p l ayers came u p t h e d evices l i beral ly. depleted. While technology
with a great a m b u s h a n d k i l led t h e m a i n v i l l a i n i n Cyp h ers c a n be fo u n d by scave n g i n g t h ro u g h is obviously an important
o n e ro u n d , ru i n i n g t h e fi n a l e n co u nter. " a n ci e n t m a c h i n e s . T h ey c a n be fo u n d i n t h e
part of the game, what a
character can do herself is
N o . N o , n o , n o . See t h e forest for t h e trees . Don't c o r p s e s of n u m e n e ra - p owered fo e s (auto m ato n s , more important. Those are
th i n k about the game i n te rms of encou nters. Th i n k b i o m ec h a n i c a l o r cyb e r n e t i c creat u re s , a n d s o the abilities she can always
about i t i n terms o f t h e adventure o r t h e ca m paign. I f o n ) . T h ey ca n be fo u n d a m o n g t h e p o s s e s s i o n s of rely on.
a PC u s e d a potent cyp her t o eas i ly ki l l a powerfu l a n d i nte l l i ge n t fa l l e n foes or the l a i rs of u n i ntel l i ge n t
i m portant opponent, re mem ber these t h ree t h i ngs: creat u re s , e i t h e r a m i d t h e b o n e s of fo r m e r m ea l s
1 . S h e does n ' t h ave t h at cyp h e r a nymore. o r a s s h i ny d ecorat i o n s i n a n e s t . T h ey c a n b e
2 . There wi l l be m o re bad guys. fo u n d i n v i l l a g e s , i n t h e back o f a m e rc h a n t ' s
3 . Com bat' s not the point of the game-it' s merely c a rt t h at s e l l s j u n k a n d scave n ged p a rt s . T h ey a re
a n obstacle. I f the p l ayers d i scove r a way to overcome offe red as rew a rd s by peo p l e w h o a re gratefu l fo r
a n obstacle more q u ickly than yo u expected , there's the PCs' h e l p .

335
Oddities are not designed Some adventu res wi l l offe r m o re cyp h e rs t h a n ARTIFACTS
to have actual game oth e rs . P C s wi l l fi n d more cyp hers wh i l e exp lori n g I n terms of the narrative, artifacts a re a lot l i ke cyphers,
effects. Ifthe players a mach i ne-fi l led ru i n t h a n w h i l e exp l o r i n g a fo rest. except that most are not one-use items. M echan ical ly,
think of a creative way Sti l l , a s a rule of th u m b, in any given adventu re , a they serve a very d ifferent p u rpose. It's assu med that
to use an oddity to gain c h a racter s h o u l d u s e at least as many cyp h e rs as s h e cha racters are exploring with some cyphers at their
an actual advantage, let
can carry. T h i s mea n s s h e s h o u l d fi n d t h at n u m be r of d i s posal. Artifacts, however, are added abil ities that
them.
cyp h e rs in t h at s a m e a m o u nt of t i m e (give o r ta ke) . make characters broader, deeper, and often more
Th u s , you can s i m ply add u p t h e n u m be r of cyp h e rs powerfu l . They aren't assumed-they' re extra.
the PCs can carry, a n d on ave rage, t h ey s h o u l d fi n d at The powe rs granted by a rtifacts a re m o re l i ke t h e
least t h at many cyp hers in a given adventu re. a b i l ities gai ned fro m a c h a racte r' s type o r focus i n
If yo u r p l aye rs a re typ ica l , they wi l l use com bat t h at they c h a n ge t h e way t h e PC i s p l ayed ove ra l l . The
re l ated cyp hers l i be ra l ly but h o l d onto t h e i r util ity d i fference i s t h at a l m ost all a rtifacts a re tem porary.
cyp h e rs . A ray e m itte r o r d efe n s ive s h i e l d wi l l be They l a st l o n ge r t h a n cyp hers do, but beca u s e they
u sed , but a s u s p e n s o r belt o r p h a s i n g mod u l e wi l l h ave a d e p l etion ro l l , any u s e co u l d be t h e i r l a st.
l i n ge r longer o n t h e i r c h a racte r s h eets . Like cyp hers, then, artifacts a re a way for the G M
As w i t h eve ryt h i n g e l s e i n t h e g a m e , it' s to p l ay a role i n the d evelopment of the cha racters.
While an NPC's level i ntentio n a l ly ve ry easy for the G M to create n ew Alth ough armor, wea pons, and the l i ke a re fine, s peci a l
and stats are important, cyp h e rs . j u st t h i n k of the effect a n d h ow to exp re s s capa b i l ities-s uch as long-range co m m u n ication or
just as important are his it a s a game advantage. Two k i n d s of cyp h e rs exi st: travel-ca n rea l ly change the way the PCs i nteract with
appearance, the way he
those t h at a l l ow the u s e r to d o someth i n g better, the world and how they deal with c h a l l e n ges. Some
talks, and how he acts.
If an N PC is going to a n d those t h at a l l ow the u s e r to do someth i n g s h e of these a b i l ities enable the actions you want the PCs
be more than a simple, co u l d n 't d o oth e rwise. to take. For exa m ple, if you want them to h ave an
short-term foe (like a The first gro u p includes eve ryt h i n g that red uces u n d e rwate r adventure, p rovide them with artifacts (or
bandit), when you make the d ifficu lty of a task (incl u d i n g d efe n s ive tas ks) . The cyp hers) that a l low them to breathe underwater.
your notes about things second gro u p includes t h i ngs that grant new a b i l ities, Also l i ke cyp hers, a rt ifacts a re s i m p l e to create.
like his level and Armor,
such as fl ight, a new means of attack, the a b i l ity to see The o n l y d iffe re n ce with a rtifacts is t h at you give
also note something
about his appearance or i nto the past, or any n u m ber of other powe rs. them a d e p l etion ro l l , u s i n g any n u m bers o n 1 d 6 ,
personality. If an N PC Yo u a l s o need to decide if a cyp h e r is a n oeti c or 1 d 1 0, 1 d 2 0 , o r 1 d 1 00. I f y o u w a n t t h e a rtifact to b e
is going to interact with occu ltic. Th i s d i st i n ction basica l ly co mes d own to u sed o n ly a few t i m e s , give it a d e p letion ro l l o f 1 i n
the PCsfor more than a a s i n g l e q u esti o n : h ow d i fficu lt i s it to u s e ? If the l d 6, 1 o r 2 i n l d l O, o r eve n 1 o r 2 i n l d 6. I f y o u want
minute, note at least two the PCs to u s e it ove r a n d ove r, a d e p l etion rol l of
cyp h e r i s a pill o r l i q u id to swa l l ow, a nyo n e can u s e
different things: he makes
stupid jokes, he has a scar it w i t h l ittl e thought (wh i ch i s sort of what " a n oetic" 1 in 1 d l 00 m o re o r less means t h at t h ey can u s e it
on his ear, he laughs too means) . I f the cyp h e r is a d evice with a l ot of co ntro l s freely without worryi n g too m uc h .
m uch, he talks very softly, a n d readouts a n d i nvolves t u rn i n g back t i m e t o
he smells bad, and so on. p reci se coord i n ates, most l i kely o n ly someone with SKILLS AND OTHER ABILITIES
rare, s pecial ized knowled ge co u l d u s e it (wh ich i s , Someti m e s , the rules speak d i rect ly to c h a racte r
i n t u r n , what "occu ltic" means) . Alt h o u g h t h e re i s a creativity. Fo r exa m p l e, p l aye rs can m a ke u p
mech a n ical d i st i n ction as wel l-occu ltic cyp hers a re t h e i r own s ki l l s . I t ' s pos s i b l e t o h ave a s k i l l ca l l ed
perh a p s a bit m o re powe rfu l t h a n a n oeti c ones-th e "tightrope wa l k i n g" t h at grants a c h a racte r a better
d i fference i s j u st a s m uc h , if n ot more , about fl avor. c h a n ce to wa l k across a tightrope, a n d another
A few more i m portant n otes about d evi s i n g new s k i l l ca l l ed " b a l a nce" t h at gives a c h a racte r a bette r
cyp h e rs : c h a n ce to wa l k across a tightrope a n d perform oth e r
Cyp h e rs s h o u l d be s i n gle-use ite m s . The P C s u s e b a l a n ce act i o n s as we l l . T h i s m i ght seem u n eq u a l at
t h e m u p a n d fi n d n ew ones. fi rst, but the point is to l et p l ayers create p reci sely
Cyp h e rs should be pote nt. A m i n o r a b i l ity i s n 't the c h a racte rs they want. S h o u l d yo u l et a c h a racte r
wort h t h e tro u ble. If an attack cyp h e r i s n 't as good create a s k i l l ca l l ed " d o i n g t h i n g s " t h at m a ke s h i m
a s a swo rd o r a bow, why bot h e r with it? bette r a t eve ryt h i n g ? O f cou rse n ot. T h e G M i s the
Cyp h e rs s h o u l d n 't h ave d rawbacks. fi n a l arbiter n ot o n ly of logic but a l so of the s p i rit of
Cyphers should be tem porary. Typical ly, a power i s the r u l e s , a n d h avi n g o n e o r two s i ngle s k i l l s t h at
used once. Abi l ities or advantages that have a d u ration cover eve ry cont i n ge n cy i s clearly n ot i n the s p i rit.
last from ten m i n utes to 28 hours (at most) . It's i m portant that p l aye rs p l ay the characte r they
Cyp h e rs can take any form. Although most of t h e want. T h i s concept is s u p ported not only with the
cyp h e rs i n t h e N u m e n e ra c h a pter h ave obvi o u s open-ended s ki l l system but also with the a b i l ity to
forms, a ray e m itte r co u l d be a n i njected n a n ite get a n experience point adva nce to ta i l o r a characte r
cl u ster t h at gat h e rs in the host's eye, granti n g h e r fu rther. Likewi se, the G M s h o u l d be open to a l lowi n g
the powe r to s h oot a beam fro m t h at eye. a p l ayer t o m a ke s m a l l mod ifications to refine her

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cha racte r. I n many cases, particu l a rly ones that d o n 't


i nvolve stat Poo l s , Armor, d a m age i n fl icted , or the Stat Pool, page 20
costs of Effort or actions (l i ke esoteries) , the a n swer
from the G M s h o u l d p robably be, " S u re, why not?" I f
a PC e n d s u p b e i n g rea l ly good a t a particu l a r s ki l l
better than s h e " s h o u l d " be-what' s the harm? I f
Devri a l the gla ive c a n s w i m i ncred i b ly wel l , h o w does
that h u rt the game i n term s of the p l ay experience or
the story that d eve l o p s ? I t doesn 't. I f H avane the jack
can pick p ractica l ly any m u nd a n e l ock s h e fi n d s , why
i s that a bad thing? In fact, it's probably good for the
game-there ' s l i kely someth i n g i nterest i n g on the
other sides of those doors.
In a way, this i s n o d i fferent t h a n adj ud icat i n g
a n ot- so-stra i ghtfo rwa rd sol ution t o a c h a l l e nge.
Somet i m e s yo u h ave to say " N o, that's n ot poss i b l e . "
But somet i m e s , if it m a kes sen se, o p e n yo u rself u p
t o the poss i b i l ity.

HANDLING NPCs
Non-player cha racters are people and creatures that l ive
in the world alongside the PCs. They are j u st as m uch n u m e n e ra m i ght be level 5 or 6 i n n u m e n e ra-re l ated
a part of the world as the PCs and should be portrayed tasks, such a s i d e ntifyi n g o r u s i n g devices. But d o n ' t
as real i stica l ly as PCs. N PCs are the m a i n way to s i m ply m a ke the N PC level 5 o r 6 overa l l beca u s e
breathe life i nto the world, tel l the stories the world has t h e n s h e ' d a l so be bette r a t com bat, i nteract i o n s ,
to tel l , and portray the kind of game you want to ru n . cl i m b i ng, j u m p i ng, a n d eve ryt h i n g e l s e , a n d t h at
M emorable N PCs ca n make or break a campaign. doesn't fit yo u r co ncept.
N PCs s h o u l d n 't be "ca n n o n fodder" beca u s e n o Use the N PCs in C h a pter 1 6 : N o n - P l ayer
o n e th i n ks of t h e m s e lves t h at way. R e a l peo p l e va l u e C h a racte rs (page 269) a s good sta rt i n g poi nts o r as
t h e i r l ives . They s h o u l d n 't b e i d iots, e a s i l y fooled exa m ples fo r what yo u can do. But yo u ' re n ot l i m ited
i nto d o i n g t h i ngs o r act i n g in ways t h at n o person by t h e m . I n fact, yo u ' re n ot l i m ited in any way. The
eve r wo u l d , s i m ply beca u s e a die ro l l s u ggests it most i m portant t h i n g to re m e m be r about N PCs in
( u n less they' re not very bright o r someth i n g more N u m e n e ra i s t h at they d o not fo l l ow t h e s a m e rules
powe rfu l-l i ke m i n d control-is at work) . a s PCs. They d o n ' t h ave descri pto rs, type s , o r foci .
Th i n k about rea l people that you know or cha racters They d o n ' t h ave tiers or any of t h e same stats. They
from books, televi s i o n , and movies. Base yo u r N PCs' d o n ' t eve n ro l l d ice.
personal ities o n them. M a ke them as widely varyi ng, N PCs work p recisely a s you (a n d the sett i n g
as i nterest i n g, and as deep as those people. a n d sto ry) need t h e m t o . I f a n N PC i s t h e greatest
Re m e m b e r, too, t h at there a re m i n o r c h a racte rs sword s m a n in the l a n d , yo u can give h i m o bv i o u s
a n d major o n e s , j u st l i ke in a book. The band its advantages w i t h a sword i n attack a n d defe n s e , but
who waylay the PCs a re in the s potl ight fo r o n ly yo u can go outside t h e box a s we l l , a l l owi n g him to
a few m i n utes at most a n d d o n ' t need a l ot of attack more t h a n o n ce per t u r n , atte m pt to d i sarm
deve l o p m e nt, but a major advers a ry or a l ly m i ght foes with a fl ick of his b l ade, a n d so on.
get a lot of atte ntion fro m t h e p l aye rs and therefore There a re n o h a rd - a n d -fast rules fo r creat i n g a n Because Numenera isn't
deserves a l ot fro m yo u . As with so many t h i ngs N PC who c a n be matched pe rfectly aga i n st t h e PCs just about combat and
re l ated to be i n g a good G M , co n s i ste n cy a n d in com bat-it' s n ot t h at kind of game, and t h at ' s n ot gaining power, Numenera
bel ieva b i l ity a re t h e keys to d eve l o p i n g a good N PC. the p u rpose of N PCs. I n stea d , u s e the g a m e ' s s i m p l e N PCs should be motivated
mech a n ics to portray the N P C s i n the wo rld a n d i n by things beyond that.
NPC GAME STATS
Love, lust, embarrassment,
yo u r n a rrative so t h at t h ey m a ke sense a n d can d o
loyalty, revenge, familial
N PCs s h o u l d be easy to create. M ost can s i m ply what yo u want t h e m t o d o (a n d ca n n ot d o what yo u ties, altruism, and curiosity
be pegged at a l eve l from 1 to 10 a n d yo u ' re d o n e . d o n ' t want them to d o) . are all great motivators.
Wo rki n g o n h ow to d escri be o r portray t h e m wi l l take Like the player characters, N PCs often carry and
l o n ge r t h a n worki n g u p t h e i r game stats. use cyphers. Thus, any N PC could have virtually any
Someti m e s , t h o u g h , yo u ' l l want to e l a bo rate capabil ity at his d i s posal as a one-shot power. In theory,
on the N PC' s ca pab i l ities a n d ta i l o r t h e m to the N PCs can heal themselves, create force field s, teleport,
concept. A l evel 4 N PC who i s a n expe rt i n the turn back time, h u rt a foe with a sonic blast, or do

337
anyth ing else. An N PC m ight also use esoteries, possess It d e p e n d s on the i ntenti o n s of those who a re
m utant powers, or have biomechan ical i m plants. You fight i n g the N PC, too. PCs who want to knock out a
can lay out these cyphers and abilities when prepari ng foe rat h e r t h a n ki l l h i m can s i m ply state t h at as t h e i r
for the game, or you can just go with the idea that certain i ntention a n d describe t h e i r act i o n s d iffe rently
N PCs can prod uce amazi ng and s u rprising effects and u s i n g t h e fl at of t h e b l ade, so to s peak.
make them u p as you go along-with some caveats.
If a l l N PCs can do wh ateve r they want, whenever INTERACTIONS
they want, t h at wo n ' t i n st i l l m uch be l i eva b i l ity in the Let ' s say the PCs want to learn more about a m i s s i n g
p l ayers o r give you m uch cred i b i l ity a s a G M . So keep m a n , so they ta l k t o h i s best frie n d . You a n d t h e
the fo l l owi n g t h i ngs in m i n d . p l ayers ro l e p l ay t h e conversat i o n . The p l aye rs a re
Keep to the Level : N PCs s h o u l d ge n e ra l ly kee p to friendly a n d h e l pfu l a n d a s k t h e i r q uesti o n s with
You can think of GM t h e i r l evel para m eters. S u re, yo u can give a to u g h res pect. Do yo u ca l l fo r a n I nte l l ect ro l l ( u s i n g the
intrusion for a creature N PC more health t h a n h i s l evel m i ght i n d icate, a n d fri e n d ' s l evel to d eterm i n e the d ifficu lty) to see if h e
like this: "This monster the aforementioned great sword s m a n m i ght attack wi l l ta l k to t h e m , o r d o yo u s i m ply d e c i d e t h at h e
can do whatever horrible and defe n d with h i s b l a d e at h i g h e r than h i s n o r m a l reacts t o them we l l a n d gives them the i nformat i o n ?
thing I can think of it l eve l , but these a re m i n o r exce pt i o n s . As a n o t h e r exa m ple, a n o l d wo m a n h a s watched
doing, and to activate it,
Explain Thi ngs H owever You Want: I f yo u keep to ove r the entra n ce to a n ancient ru i n fo r years. S h e
I give its victim 1 XP. "
the l evel para m eters general ly, yo u can exp re s s t h e m co n s i d e rs it a d uty given to h e r b y t h e god s a n d h a s
i n a l l sorts of i nterest i n g ways. Fo r exa m ple, a level n ever t o l d a nyo n e the secrets s h e knows. The PCs
5 N PC u s u a l ly i n fl icts 5 poi nts of d a mage. But t h at co m e a l o n g with some tra i n i n g in i nteract i o n s , ro l l
d a m age m i ght come from waves of magnetic fo rce d i ce, a n d expect t h e wo m a n t o s p i l l h e r guts. Does
t h at he can p rod u ce t h a n ks to a n a n otech virus t h at she te l l them eve ryt h i n g ?
h a s taken ove r h i s body. The a n swer t o both q u esti o n s i s : it d e p e n d s . I n
Wild Cards: Yo u m i ght give some N PCs-n a n o s , either s it u atio n , yo u ' re j u stified i n ignori n g the d ice
co b b l ers w i t h many stra nge d evices, a n d t h e l i ke-a a n d mec h a n ics a n d s i m ply h a n d l i n g t h i ngs t h rough
w i l d ca rd a b i l ity t h at a l l ows them to do i nterest i n g table conversat i o n . Th at' s w h at m a kes i nteraction
t h i ngs l i ke l evitate, u s e teleki n e s i s , co n struct o bj ects e n co u nters so i nterest i n g a n d so d i st i n ct ive fro m ,
of p u re fo rce, and so fo rt h . You d o n ' t h ave to n a i l s ay, co m b at. You ca n ' t put a s i d e the d ice a n d act
Dread destroyer, page 23 9 d own these powers a h ead o f t i m e . These ra re N PCs out t h e fight between t h e PCs a n d a d read destroye r,
can j u st d o wei rd t h i n g s . As l o n g as yo u keep t h e m but yo u can ro l e p l ay a conversat i o n . I n s u c h cases,
rea s o n a b l e m o s t of t h e t i m e , n o o n e wi l l b a t a n eye . yo u can portray the N PCs p recisely a s yo u want, i n
( I f eve ry i m portant foe h a s a fo rce fie l d , t h at wi l l ways t h at seem fitt i n g t o t h e i r perso n a l ities, without
seem re petiti o u s , d u l l , a n d u n fa i r t o t h e PCs.) wo rryi n g about die ro l l s . The best friend p ro b a b ly
Use GM I ntrusions: S i nce a PC can p rod u ce a l l wants to h e l p the PCs fi n d h i s m i s s i n g co m rade. The
k i n d s o f i nterest i n g , u s efu l , a n d s u rp ri s i n g effects o l d wo m a n wo u l d n ever give h e r secrets to a band
t h a n ks to cyp h e rs , you can occa s i o n a l ly re p l i cate of s m ooth tal kers t h at s h ows u p o n h e r doorstep
t h i s fo r an N PC by u s i n g G M i nt r u s i o n to give h i m one d ay. Yo u can a l so e n s u re t h at the p l ayers get t h e
p reci sely t h e a b i l ity needed i n t h e cu rre nt s ituation. i nformation y o u w a n t them to get-a n d d o n 't get the
I f t h e N PC h a s been poisoned, h e p u l l s out a v i a l of i nformation you d o n ' t want them to get.
a ntive n o m . I f a vi l l a i n i s cornered by t h e PCs, she O n the oth e r h a n d , somet i m e s u s i n g game
activates a d evice o n h e r belt t h at lets h e r phase mech a n ics i s a bette r o pt i o n . Fo r exa m p l e, a person
d own t h rough t h e floor. I f the foe i s at the extreme who i s n 't particu l a rly eloquent m i ght want to p l ay
ed ge of h e a l t h , h e i n jects h i m self with a te m p o ra ry a c h a racte r who's a s m ooth tal ker. You wo u l d n 't
a d re n a l i ne boost t h at restores 1 5 health i m med i ately. req u i re a p l aye r who's never h e l d a swo rd i n rea l l i fe
t o p rove t h at h e ' s a n adept co m bata nt t o w i n a fight
NPCs AND DEATH in t h e game, so yo u s h o u l d n ot fo rce t h e p l aye r of a
As explai ned i n Chapter 1 6: Non-Player Characters c h a rm i n g c h a racte r to be, we l l , c h a r m i ng. The game
(page 269) , N PCs have a health score rather than three mech a n ics can s i m u l ate those q u a l ities.
stat Pools. When a n N PC reaches 0 health or below, And somet i m e s , you can u s e both a p p roaches.
he is down. Whether that means dead , u nconscious, Yo u can let t h e conve rsation with t h e N PC p l ay
or i ncapacitated depends on the circum stances as out a ro u n d the table, a n d t h e n ca l l for ro l l s-not
d i ctated by you and the players. M uch of this can be to d eterm i n e whet h e r the PCs s u cceed o r fa i l at
based on logic. I f the N PC i s cut in half with a giant axe, the i nteraction but to get a n idea of the degree of
he's probably dead. I f he's menta l ly assau lted with a s ucce s s . For exa m p l e, if the c h a racters h ave a good
telepathic attack, he m ight be i n sane i n stead . If he's h it cover story fo r why the guards at the gate s h o u l d
over the head with a club, wel l , that's you r cal l . l et t h e m p a s s , the ro l l m i ght d eterm i n e n ot whether

338
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the g u a rd s say yes (yo u can u s e logic for th at) but CREATURES
whet h e r the g u a rd s acco m p a n y the PCs beyo nd the W h e n ever p o s s i b l e , creat u re s s h o u l d be h a n d l e d
gate. In a way, the d ie ro l l s h apes a n N PC's react i o n . l i ke ot h e r N P C s . T h ey d o n 't fo l low t h e s a m e r u l e s
I t ' s n ot a n o n /off switch but a g e n e r a l degree of t h e a s t h e p l aye r c h a racte r s . I f a n yt h i n g, t h ey s h o u l d
overa l l t r u s t t h at the P C s earn. h ave greater l at i t u d e i n d o i n g t h i n g s t h at d o n ' t fit
t h e n o r m a l m o l d . A m a ny- a r m e d beast s h o u l d be
LANGUAGE a b l e to attack m u l t i p l e fo e s . A c h a rg i n g rh i n o l i ke
Carefu l readers wi l l h ave noticed that there a re no a n i m a l o u g h t to be a b l e to m ove a co n s i d e ra b l e
rules for langu ages in N u menera. That's beca use for d i st a n ce a n d attack a s p a rt o f a s i n g l e act i o n .
most people, language i s more of a backgro u n d or Co n s i d e r creatu re s i ze very ca refu l ly. Fo r
roleplayi n g featu re than a mech a n ical one. Yo u d o n 't t h o s e t h at a re q u i c k a n d h a rd to h it , i n c re a s e t h e
want to h ave to make a rol l to s peak, for exa m p l e . d i ffic u l ty to attack t h e m b y o n e ste p . Large, stro n g
Cha racters s h o u l d begi n the g a m e knowi n g t h e creat u re s s h o u l d be e a s i e r to h it , s o decrease t h e
l a n guage (s) that m a ke the most sense for them. For d i fficu l ty to attack t h e m by o n e ste p . H oweve r, you
the vast m ajority, that wi l l be the Truth , and m aybe a s h o u l d free l y give the stagger a b i l ity to a n yt h i n g Truth, page 133
bit of some local d ialect or u n iq u e langu age. As the twice a s l a rge a s a h u m a n . T h i s m e a n s t h at i f t h e
game p rogresses, cha racters can learn new languages creat u re s t r i k e s a fo e , t h e ta rget m u st m a ke a n For more about language
in the Ninth World, see
by spend i n g XP to gain short-te rm benefits. M o re than i m m ed i ate M i g h t d e fe n s e ro l l o r l o s e i t s n ext t u r n .
Language, page 7 32
l i ke ly, learn i n g a new language wi l l h ave o n ly a l i m ited A creat u re ' s level i s a ge n e r a l i n d icator of its
or short-term benefit beca use most langu ages other to u g h n e s s , com b i n i n g a s p ects of power, d efe n s e ,
than the Truth a re n 't widely used. i nte l l i ge n ce , s p eed , a n d m o re i n to o n e rat i n g . I n
La n g u age i s a s pecial case, h oweve r, beca u s e t h e o ry, a s m a l l creat u re with a m az i n g powers o r
some peo p l e wo n ' t w a n t to deal w i t h it. And t h at ' s ext re m e l y d e a d l y ve n o m co u l d be h i g h leve l , a n d
fine. Some p l aye rs a n d G M s wi l l fi n d it a n i nterest i n g a h u ge b e a s t t h at i s n ' t very b r i g h t a n d i s n 't m u c h
c h a l l e n ge t o com m u n icate w i t h peo p l e o r creat u res of a fi g h t e r co u l d be l ow leve l . B u t t h e s e exa m p l e s
who d o n ' t s h a re a co m m o n l a n guage. Others wi l l go a ga i n st typ e . G e n e ra l l y, s m a l l e r creat u re s h ave
th i n k it' s a n i m ped i ment t o i nteraction with n o rea l l e s s h e a l t h a n d a re l e s s terrify i n g in co m b at t h a n
u ps i d e . Yo u c a n h a n d l e the i s s u e h oweve r yo u want. l a rg e r o n e s .
N u m e n era h a s n o syste m fo r b u i l d i n g creat u re s .
NPC ALLIES T h e re i s n o r u l e t h at s ays a creat u re w i t h a ce rta i n
Because the p l ayers u s u a l ly rol l a l l the d ice, N PCs who a b i l ity s h o u l d b e a given leve l , a n d t h e re i s n o
a re not opponents ra ise u n iq u e i s s ues i n N u menera. r u l e d i ctati n g h o w m a n y a b i l it i e s a creat u re of a
I f a cha racte r ga i n s a n N PC a l ly who accompan ies the given level s h o u l d h ave. B u t kee p t h e s p i rit of t h e
gro u p , how a re the a l ly' s actions resolved ? system i n m i n d . Lower- l evel creat u re s a re l e s s
M ost of the time, the G M should decide what makes d a n ge ro u s . A l e v e l l creat u re co u l d b e p o i s o n o u s ,
the most sense i n the context of the situation and the b u t its ve n o m s h o u l d i n fl i ct a few p o i nts o f
N PC. lfthe characters cl i m b u p a steep slope and must d a m a ge a t m o s t . T h e ve n o m of a level 6 creat u re ,
make rol l s to ascend, the N PC does n't make a rol l . h oweve r, m i g h t knock a PC down a ste p o n t h e
I n stead , t h e G M q u ickly considers whether he could d a m a ge t r a c k o r p u t h i m i nto a co m a i f h e fa i l s
cl i m b it and goes from there. A fit, able ally should sim ply a M i g h t d e fe n s e ro l l . A l ow-level creatu re m i g h t
cl i m b the s lope. A feeble or overweight N PC wi l l need be a b l e to fl y, p h a s e t h ro u g h o bject s , o r t e l e p o rt
assistance. In other word s, the N PC doesn't face the beca u s e t h e s e a b i l it i e s m a ke it m o re i nterest i n g
challenge (that's what the PCs do)-he remains a part b u t n o t neces s a r i l y m o re d a n ge ro u s . T h e va l u e of
of the u nfold ing story. The old man the PCs m u st escort s u c h a b i l i t i e s d e p e n d s on t h e creat u re t h at u s e s
through dangerous mountains need s help cl imbing t h e m . I n ot h e r word s , a p h a s i n g rod e n t i s n ot
because that' s part of the story of the adventure. His ove rly d a n ge ro u s , b u t a p h a s i n g batt l e j u ggern a u t
able-bodied son who also travel s with the group does not i s terrify i n g . B a s i c e l e m e nt s s u c h a s h e a l t h ,
need help because that wouldn't make m uch sense. d a m a ge, a n d offe n s ive o r d e fe n s ive powers ( s u c h
I f the entire gro u p i s ca ught in a l a n d s l i d e l ater a s p o i s o n , p a r a l ys i s , d i s i ntegrat i o n , i m m u n ity
in t h at same adve n t u re, t h e GM can d o o n e of two to attacks , a n d s o o n ) need to be t i e d d i rect l y to
t h i ngs i n regard to the N PCs. E it h e r decide w h at level-h i g h e r- l evel creat u re s get bett e r a b i l it i e s
h a p p e n s to them as see m s most logical or fitt i n g a n d m o re of t h e m .
(perh a p s u s i n g G M i ntru s i o n , s i n ce w h at befa l l s t h e
N PCs a l so affects the PCs) , o r h ave t h e p l aye rs ro l l
o n behalf o f t h e N PCs a n d treat t h e m j u st l i ke the
p l ayer cha racters i n eve ry way pos s i b l e .

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CHAPTER 22

B U I LDI NG A STORY
TEACHING THE RULES p l ayers w i l l h ave no frame of reference. I n t h i s case,
It's n ot rea l ly yo u r job to teach the p l ayers t h e r u l e s , the best way to give them some solid gro u n d o n which
Target number, page 1 5 yet it o ft e n fa l l s u po n the G M to d o j u st t h at. Before to sta nd i s to be fai rly tra n s p a rent. Tel l them the ta rget
begi n n i n g a game, e n co u rage the p l ayers to read n u m be r for each task before they attem pt an action.
Forfurther immersion in C h a pter 2: H ow to P l ay N u m e n e ra to get an ove rvi ew G u id e them t h rough the p rocess. Rem i n d them that
the setting, encourage of the game. It wo n 't take t h e m long. they can use Effort if need be, although they probably
your players to read Yo u ' l l probably a l so want to give them a n ove rvi ew wo n't forget. On the contra ry, begi n n i n g p l ayers te nd
"The Amber Monolith, " of the sett i n g (Ch a pter 1 : We lcome to the N i nth to use Effort o n every rol l . Yo u can a l most cou nt on
page 6.
Wo rld i s d e s i gned j u st fo r this p u rpose) . Foc u s it. T h i s means you can expect begi n n i n g cha racters to
p r i m a ri ly o n t h e k i n d s of cha racte rs a p l aye r c a n d o very wel l i n wh atever they set out to do, but they' l l
create a n d w h at t h ey m i ght d o i n t h e game. O n ce h ave t o rest more ofte n beca use they' l l deplete their
Stat Pool, page 20 p l ayers u n d e rsta n d who t h ey a re a n d what t h ey' l l do, stat Pool s more q u ickly.
the rest of the sett i n g i s j u st d eta i l s they can d i scove r
as they go a l o n g . RUNNING NUMENERA COMBATS
The key to teach i n g s o m e o n e t h e game i s to sta rt N u menera com b ats s h o u l d be about someth i n g.
Dice rolls, page 87 with the idea of t h e d i ce ro l l s a n d h ow they u s e the There s h o u l d be someth i n g i nterest i n g at stake.
s a m e mech a n i c n o m atte r w h at a c h a racte r tries "Tryi n g not to d ie" is a n i nterest i n g stake, but it's
Effort, page 2 7 to do. Then exp l a i n u s i n g Effort, which i nvolves a n not the only one. Com bat can be fu n and ho pefu l ly
Stats, page 20 i nt rod u ction to t h e th ree stats . After t h at, a p l aye r i s exciting i n its own right, but it's not necessarily the
ready t o sta rt m a k i n g a c h a racte r. Ta k i n g a n ew p l ayer focu s . In other word s, fighti n g t h rough a long com bat
For additional assistance t h rough the c h a racte r-creation p roce s s gets h i m i s n 't the poi nt, and fi n d i n g a way to win a com bat
with character creation,
ready t o p l ay. Don't ove rload h i m with a l ot o f d eta i l s q u ickly t h rough creative thought i s n 't cheat i n g. I n
see Appendix A:
Character Creation beyo n d t h at. A l l o f those c a n be p icked u p a s needed fact, i t s h o u l d b e encou raged . Defeat i n g the " b i g boss
Walkthrough, page 400. in t h e cou rse of p l ay. mon ster" easily s h o u l d not be a letdown; it s h o u l d
be the res u lt o f s m a rt, creative p l ay. And N u menera

When using Numenera THE FIRST FEW SESSIONS adventu res s h o u l d n 't a lways h ave a c l i max i nvo lvi n g
distance terminology, With any game, G M s should consider ru n n i n g it a l ittle a " b i g b o s s mon ster, " anyway. The exciti n g end to
feel free to use "close" d ifferently the first few times, and N u menera i s no the sto ry co u l d i nvolve s u rvivi n g a massive l a n d s l ide,
and "immediate" d ifferent. There are a few thi ngs a GM can expect with finding a way to s h ut d own a d a n gero u s mach i n e , or
interchangeably. Use a table fu l l of new players. Fi rst of all, they won 't get convi ncing a tyra n n ical warlord to let the hostages go.
whatever sounds best in
the term i nology and the jargon right-they' l l use the
context. The nano might
be "close" to the gla i ve, term i n ology and jargon of the l ast game they played . Numenera is about discovery. Can you
within "close range, " And that's fine. But the G M should try to get it right have discovery through combat?
or within "immediate beca use the pl ayers wi l l fol low her lead , and after a S u re. Say the PCs a re explori n g an ancient co m p l ex
distance. " session or two, they' l l start getting it right. If the G M and encou nter a stra n ge l i fe form. The creatu re
always ca l l s thi ngs by the wrong name, the pl ayers wi l l , attacks, but d u ri n g the fight, it te lepath ically says
too. H owever, don't j u st s pout jargon. Each t i m e you t h i ngs l i ke, "Curio u s , " and "Creatu re u n known " and
Damage track, page 93 use a new term for the first time, such as "dam age " P rotect the sanct u m . " It's telepath ica l ly ta l ki n g to
GM intrusion, page 88 track, " "G M i ntrusion , " or even "d ifficu lty, " explain what someone el se, but the PCs "overhear. " Alth ough the
Difficulty, page 86 it means. M a ke s u re everyone's on the same page, even com bat i s fa i rly sta n d a rd , the PCs h ave d i scovered
with the basic stuff. a new creatu re, and they know it's someth i n g that's
The p l aye rs wo n't know what' s easy and what's neve r encountered a human before. There a re more of
h a rd . Part of good N u menera p l ay i s knowi n g when them, somewhere, and there ' s some kind of sanctu m .
to use Effort and when to conserve, but begi n n i n g I t ' s not j u st a fight. T h e PCs h ave learned somet h i ng.

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LI M E NE
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I n a more sta n d a rd set u p , the co m b at i s the to exp l a i n a n d d escri be l ots of m i n o r wo u n d s a n d


obstacle t h at the PCs m u st ove rcom e to reach t h e scratches t h at eve n t u a l l y a m o u nt t o someth i n g. I n
d i scove ry, which aga i n re i n fo rces t h e idea t h at t h e re N u m e n e ra co m bats, when PCs a re struck, it's l i kely
i s no right or wro n g way to ove rco m e the o b stacle. s i g n ifica nt. P l u s , so many creatu res a n d foes h ave
Sneak past t h e foes o r convi nce them to l et t h e PCs effects t h at p a ra lyze, i n fect, p o i s o n , stu n , a n d so on
pass-both a re enti rely va l i d . t h at the d a m age is n ot necessarily the i nterest i n g
M ec h a n ical ly, com bat i n N u m e n e ra does n 't p l ay o r s i g n ifica nt part o f what they d o t o the P C s . That's
out as it does i n many games where d a m age wh ittles why t h e re a re creat u res whose attacks can move
down a c h a racte r's h it poi nts o r health score. Th i s a PC d own the d a mage track a ste p o r two. I t ' s
k i n d o f s l ow attrition i s less l i kely to h a p pe n i n n ot so m uch about the poi nts of d a mage but the
N u m e n e ra beca u s e t h e PCs wi l l try t o avo i d gett i n g co n seque nces of b e i n g h it at a l l .
h it. F o r exa m p l e, many p l ayers wi l l s p e n d poi nts
fro m t h e i r S peed Pool to add Effort to t h e i r defe n s e CRAFTING STORIES Speed Pool, page 20
ro l l s to e n s u re t h at they d o n 't get h it (a n d t h u s I kee p s ayi n g ove r and ove r t h at N u menera is a l l
d o n ' t lose poi nts fro m t h e i r M i ght Pool) . Cha racte rs about story-na rrative. Yo u r b i ggest job a s t h e G M Might Pool, page 20
a l so h ave n u mero u s a b i l ities to add to t h e i r S peed i s to p rovide the i m petu s fo r sto ries i n the game. The
defe n s e rol l s o r red uce the d i fficu lty of a S peed sto ries t h e m s e lves arise out of gamepl ay, but they
defe n s e task. Last, and perh a p s most s i g n ifica nt, the a re started a n d g u i d e d by yo u . Yo u p rovide the seed
Encourage the players to
describe their actions, not
most freq uent use of experience poi nts fo r re ro l l s wi l l of the story and p resent the eve nts a s t h ey u n fo l d
the mechanics involved.
p robably b e d efe n s ive i n n at u re. P l ayers j u st d o n ' t beca u s e o f what the P C s a n d N P C s d o . The game is more fun if a
l i ke t h e i r cha racte rs to get h it. Craft i n g a good story i s a to p i c t h at co u l d fi l l a player says things like, "/
There a re two i m portant as pects to t h i s . The fi rst book of t h i s s ize. I h i g h l y reco m m e n d t h at i nterested leap up on the table and
is t h at it' s the p l aye rs' cho ice. They' re in control G Ms read books o r a rticles a i med at fiction writers swing my sword down upon
the creature, " instead of
of which poi nts t h ey lose and h ow m a ny, so it (many of wh ich a re ava i l a b l e o n the I ntern et) t h at
"/ use my jump skill to get
fee l s d i fferent, eve n t h o u g h the effect i s l a rgely p rovide advice on p l ot. Fo r t h at m atte r, s i m i l a r up on the table to get a
the s a m e-a s l ow loss of poi nts ove r time. The s o u rces a b o u t c h a racte rization can h e l p i n t h e one-step advantage on my
seco n d a s pect i s t h at, n a rratively, you d o n ' t h ave creation of N P C s , as we l l . attack roll. "

34 1
For n ow, remem ber these few key concepts: a l ly s h o u l d i n s p i re act u a l sad ness a n d l o s s .
Learn what m otivates the p l ayers at yo u r table. Occa s i o n a l ly, create sto ries t h at a re seq u e l s t o
Exp l o rat i o n ? Co m bat? Puzzle-solv i n g ? I nteract i n g yo u r p rev i o u s stories. The deci s i o n s t h at t h e
w i t h N PCs ? Cater t o t h e s e d e s i re s . p l aye rs made i n the p a s t affect t h i ngs i n t h e
Learn what m otivates the P C s t h at t h e p l aye rs p resent. Vi l l a i n s ret u rn fo r a n o t h e r try at reach i n g
ru n . What a re the c h a racte rs' goa l s ? What do t h e i r goa l , o r perh a p s j u st fo r reve nge.
they seek? Wea lt h ? Cu rios ity? Powe r? Protect i n g
oth e rs ? U se t h e s e t h i ngs t o start yo u r stories. PACING
Create sto ries t h at i nvolve t h e PCs a s d i rectly a s The key to ru n n i n g a great game a s o p posed to an
pos s i b l e . I f someth i n g bad i s affect i n g peo p l e , adeq u ate o n e i s often t h e s i m p l e m atte r of paci ng.
h ave it affect the P C s or t h e i r l oved o n e s , too. We l l , pac i n g i s s i m p l e to describe, but it's n ot so
The chapters in this part
Rat h e r t h a n entici n g them to strive to s ave a s i m p l e to u nd e rsta n d o r i m p lement. I t comes with
of the book are as close
as I can come to relating ra n d o m farmer, get t h e m to save a c h a racte r' s p ractice a n d a sort of d eve l o ped i n t u i t i o n .
how I run my own b rot h e r or best frie n d . Paci n g can mean many t h i n gs . Let ' s b riefly b reak
games. Re m e m b e r t h at the p l ayers a re yo u r co t h e m d own .
sto ryte l l ers, and t h at the PCs a re the m a i n
cha racte rs o f the sto ry, so t h e i r deci s i o n s s h o u l d PACING WITHIN AN ENCOUNTER
h ave d i rect i m pact o n what h a p p e n s . Kee p t h i ngs movi ng. Don't let the action get bogged
Weave m u lt i p l e sto ries together. H ave t h e PCs d own by i ndecis ive p l ayers, arguments about the
learn about the begi n n i n g of one story wh i l e rules, or i rre levant m i n utiae. Don't l et the middle of a n
they' re sti l l e m b ro i led i n a n ot h e r. encou nter get sidetracked b y someth i n g that rem i n d s
Vary yo u r stories. Fo l l ow a co m b at-h eavy a p l ayer (or worse, you) o f a ga m i n g sto ry, a movie, or
exp l o ration of a n ancient ru i n with an i ntrigue a fu n ny thing on the I nternet. There ' s time for a l l of
fi l led adventu re i n a l a rge city t h at i nvolves a l ot of that l ater, p robably after the game session i s over.
i nteract i o n . Create o n e story t h at i s a l o n g q u est Don't l et the e n d of t h e e n co u nter d rag out. When
but then fo l l ow it up with another t h at wra p s up i n it's clear h ow t h i ngs a re go i n g to t u rn out, a n d
a s i n g l e game s e s s i o n . peo p l e m i ght sta rt t o get bored , w r a p it u p . I f the PCs
Margr, page 244 Vary t h e encou nters wit h i n a story. Even i n the were fighti n g two d ozen m a rgr and o n ly th ree a re
middle of a series of battles, there' s always room for left, t h e re ' s noth i n g wro n g with s ayi n g t h at those l a st
exploration or i nteraction (a nd it breaks thi ngs u p) . th ree ru n away or s u rre n d e r or t h at t h e PCs h a n d i ly
N ot eve ry story need s t o b e about savi n g the d i s patch t h e m . Wra p t h i ngs u p a n d m ove a l o n g .
worl d . Somet i m e s t h e smaller sto ries about
h e l p i n g o n e person can be the most i nterest i n g. PACING WITHIN A GAME SESSION
Twi sts a n d u n expected eve nts a re wo n d e rfu l a n d H ave many d ifferent encou nters i n a session-
s h o u l d be u sed ofte n , but somet i m e s the b i ggest some long, some short, some complex, some
twist i s to h ave t h i ngs go exactly the way the straightforward . One of the trickiest as pects of game
p l aye rs th i n k it wi l l . session paci ng i s deci d i n g what to play out and what to
Don't get bogged d own j u stifying, rati o n a l i z i n g , skip. For example, the PCs want to buy new gear with
Shins, page 77 o r exp l a i n i n g eve ry d eta i l . Th i s i s N u m e n e ra . the s h i n s they were paid for a job. You cou l d describe
I t ' s s u p posed to be we i rd . The p l ayers a re n ' t the town's market and roleplay each i nteraction with
s u p posed to u nd e rsta n d eve ryt h i ng. various merchants. You could even cal l for occasional
Sto ries t h at i nvolve a l ot of eve nts the PCs a re rol l s to see if the characters get good deals or not.
u n awa re of wi l l e n d u p m a k i n g l ittl e sense to t h e Alternatively, you could say, "Okay, you guys buy
p l aye rs, a n d s h o u l d p robably be avo i d e d , u n l e s s whatever you want," and then move on. There a re good
yo u ' re go i n g fo r the we i rd ness of i t , i n which case cases to be made for both approaches, depend i n g
it' s fine. B ut kee p in m i n d t h at t h e n u m e n e ra and on t h e context. M aybe one o ft h e PCs contracted a
its myriad effects ( i n cl u d i n g non h u m a n creat u res) d i sease on the l ast m i ssion and doesn't real ize it until
s h o u l d seem we i rd , but t h e peo p l e of the N i nth he i s i nteracting with people i n the ma rket. M aybe a
Wo rld a re sti l l peo p l e a n d s h o u l d be re l ata b l e . th ief i n the market attem pts to steal from the PCs, or
Base you r sto ries o n rea l h u m a n e m oti o n . N P C they notice a th ief stea l i n g from a merch ant. M aybe
vi l l a i n s can be d riven b y greed o r powe r, but a l so the players l i ke i nteracting with N PCs and enjoy you r
by l ove, longi n g, cu rios ity, or eve n m i s g u i ded portrayal o f m i nor characters. All o f these are good
altru i s m . Don't m a ke yo u r p l aye rs j u st i nteract reasons to play out a shopping encou nter. But if there's
with t h e eve nts-m a ke t h e m react to t h e no com pel l i n g reason, j u st advance through it.
emot i o n s beh i n d the eve nts. Vi l l a i n s s h o u l d Someti m e s , you s h o u l d d o t h i s eve n if one p l aye r
i n s p i re act u a l h ate a n d anger. The l o s s o f a va l u ed wants to p l ay out eve ry moment of h i s c h a racte r' s

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l ife a n d describe eve ryt h i n g i n excru ciati n g d eta i l . you ' l l h ave to start t h i n g s u p aga i n , recap past eve nts,
Although you want eve ryo n e t o b e h a p py, yo u ' re i n and get everyone back i nto the swi n g of t h i n gs .
c h a rge o f paci ng. I f you m u st err, m a ke t h e p l aye rs Try to e n s u re t h at a t t h e e n d of any s e s s i o n , the
struggle to keep u p , rat h e r t h a n lett i n g t h e m be p l ayers can look back o n what they d id a n d fee l l i ke
bored and wo n d e r i n g when yo u ' re go i n g to get on they acco m p l i shed someth i n g.
with it. Th u s , if there's n o co m pe l l i n g reason aga i n st
it, d o n 't h e s itate to adva n ce t i m e , eve n i n l a rge PACING WITHIN A STORY
ch u n ks . If the PCs fi n i s h a b i g sce n a ri o and some T h i s as pect of paci n g goes back to research i n g how
downt i m e m a kes s e n s e , t h e re ' s noth i n g wro n g with fiction writers h a n d l e sto ry creation, and it's a h u ge
a n n o u n c i n g, "So, t h ree weeks l ater, yo u hear s u bject, but con s i d e r the sta n d a rd th ree-act
t h at ... " a n d sta rt i n g i n o n struct u re as a good
the n ext story l i n e (as l o n g start i n g poi nt. In act I've seen bad pacing ruin
as the p l aye rs a re content one, the p roblem i s more games than probably
Skip the boring bits. anything else. Keep things
with it) . Books and movies i ntrod uced . I n act two,
d o t h i s kind of t h i n g all the t h i n gs get worse (or a moving. Keep them
interesting.
t i m e . Skip the boring bits. new com p l ication is i ntrod uced) . I n act t h ree, t h i ngs
I n a d d i t i o n , fee l free to i ntrude on p l aye r a re resolved . There are many other ways to d o it, but
d i sc u s s i o n s for t h e p u rpose of m ovi n g t h i ngs a l o n g . remem ber that the action need s to e b b and fl ow.
Somet i m e s p l aye rs s p i n t h e i r wheels o r p l a n a n d You need downtime between the mome nts of action,
p l a n t h e i r n ext m ove, n ever acco m p l i s h i n g a nyth i n g. h orror, or h i gh d rama.
Yo u can i ntrude by t h row i n g a n e n co u nter o r a
s u rprise t h e i r way ("A message from the p riests PACING WITHIN A CAMPAIGN
at the cl ave a rrives") , o r yo u can s i m ply say, " Let' s M ix s h o rt sce n a rios in with longer ones. Weave t h e Clave, page 134
m ove t h i ngs a l o n g , guys . " p l otl i n e s together so t h at as o n e story e n d s , t h e
Kee p a clock handy so you c a n see h ow m uch time P C s sti l l h ave t h i ngs to d o . B ut d o n 't be afra id o f
i s left i n the session. Never lose track oftime. Yo u d ownt i m e . Let the cha racters h ave a wee k, a month,
want to end a session at a good poi nt-a p l ace where o r l o n ge r h e re o r there to l ive t h e i r n o r m a l l ives
everyone can catch their breat h , at a good c l i ffh a n ge r, before th rowi n g them o n ce aga i n i nto the heart of
or as everyt h i n g i n a sto ry wraps u p so you can start d a n ger. If a ca m p a i g n takes a yea r of p l ay t i m e i n
anew next time. These a re a l l fine sto p p i n g points, but t h e real worl d , you d o n ' t want i t t o take p l ace i n o n ly
you want to control which one yo u use. N ext session, th ree weeks of game t i m e . That n eve r fee l s right.

343
DESCRIPTION h ow they perform a task, whether it i nvolves t h e way
In C h a pter 2 1 : U s i n g the Rules, I reco m m e n d ed they attack, w h at t h ey do to give t h e m s e lves the best
u s i n g description t h at was both p recise a n d co ncise. c h a n ce to m a ke a d i fficult leap ove r a pit, o r h ow t h ey
P rec i s i o n co mes from avo i d i n g re l ative term s l i ke s l i p i nto a n o b l e ' s study to steal the m a p they need.
" b ig" or " s m a l l " or emot i o n a l word s l i ke "terrifying" Don't take any of this as a req u i rement. Long
beca u s e these wo rd s mean d iffe rent t h i ngs to descri ptions can be ted ious as easily as they can be
d ifferent peo p l e . T h i s does n ' t mean yo u h ave to i nteresting. Sometimes the best way to serve the paci ng
s pecify the exact h e i g h t of eve ry struct u re t h e PCs of a com bat encou nter is to state whether an attack h it
fi n d . B ut rat h e r t h a n descri b i n g a b u i l d i n g a s " a ta l l and how m uch damage is dealt and keep thi ngs movi ng.
towe r, " co n s i d e r s ayi n g " a towe r a t least five t i m e s Vivid descri ption is great, but it's not a valid excuse for
t h e h e i ght o f the trees a ro u n d it. " you or a player to d rag thi ngs out and destroy the paci ng.
B e i n g co ncise i s i m portant, too. Go on too l o n g
w i t h d escripti o n s , a n d the p l aye rs' m i n d s wi l l d rift. DESCRIBING A WEIRD WORLD
Someti mes, what works best a re s h o rt, declarative, The N i nth Wo rld i s a wei rd p l ace, a n d d escri b i n g
If things bog down, or evocative descript i o n s with pau ses in between for it c a n be d ifficu lt. W h e n pos s i ble, stress the wei rd
if you even suspect that p l aye r co m m e nts o r q u est i o n s . a s pect of yo u r descript i o n . Fo r exa m p l e, d o n 't bot h e r
things might, interject tel l i n g t h e P C s a l l about the n o r m a l b u i l d i ngs i n t h e
something weird. A DESCRIBING THE ACTION city if the ce ntral towe r i s a d o u b l e h e l ix s u p po rt i n g a
house with permeable
G reat ro l e p l ay i n g game s e s s i o n s often i nvolve glowi n g b a l l of e n e rgy l i ke a m i n i at u re s u n .
walls rather than doors
or an old woman with a i m m e rs i o n . I m mersion comes fro m a sense of be i n g Although p reci s i o n i s a good t h i ng, pedantic,
strange aura that only truly caught u p i n t h e action a n d t h e fict i o n a l worl d . exh a u stive d eta i l i s n ot. Eve n if t h at ' s what i s needed
one PC can see make J u st a s w h e n yo u read a great b o o k o r watch a we l l to fu l ly describe t h e we i rd creat u re, c h a racte r, device,
even the dullest village m a d e movie, p l ayi n g a n R P G c a n get yo u caught struct u re, o r p h e n o m e n o n , don't d o it. Leave the
interesting.
u p i n yo u r own i m a g i n at i o n . And best of all, yo u ' re p l ayers with a n i m p re s s i o n rather than a n exact
s h a r i n g yo u r i m a g i n ative escape with eve ryo n e e l s e d e scri pti o n . "A creatu re t h at looks l i ke th ree b l ack
at the table. Fo r i m mersion to work, yo u h ave to give beetles, each t h e s ize of a m a stiff with too many
great d escri pt i o n s . legs a n d eyes " i s n 't a full d escri pt i o n , but it' s a n
N u menera com bat, for exa m p l e , i s very s i m ple i m p re s s i o n . I t gives t h e p l aye rs someth i n g t o p i ct u re,
and open-ended rather than p recise, givi n g you lots eve n if it's n ot p reci sely w h at yo u ' re p i ct u r i n g . It's
of room to describe h ow cha racters move, how they wei rd a n d evocative, a n d t h at ' s i m portant.
attack, and how they avoid attacks. A successfu l S peed Be wary of shorthand description and i n a p p ropriate
d efense rol l m i ght mean dodging, blocki n g with a com parisons. If the PCs see a veh icle flyi n g t h rough
wea pon, or d ucki n g beh i n d a p i l l a r. A character who i s the a i r toward them and you describe it as "sort of l i ke
struck i n com bat for 3 poi nts o f d a m age m i ght h ave a flyi n g car, " they' re goi n g to see a flyi n g 2 1 st-century
dodged the wea pon attack but fa l l e n backwa rd onto a sed a n with t i res, a steering whee l , and b u m pers,
jagged and ru i n ed control co nsole. and that's not the i m age you want i n their head s.
The p l ayers s h o u l d describe their act i o n s , too. I n stead , try to give them the gist of the veh icle. Sayi n g
E n co u rage them to be creative in w h at t h ey d o a n d somet h i n g l i ke "A l a rge, d a rk mass-s h arply a n gled
and fu l l of stra n ge p rotru s i o n s from all d i rections
suddenly rumbles towa rd yo u t h rough the s ky,
blocki n g out the s u n " puts a more evocative and wei rd
i m age in the p l aye rs' m i nd s . It's bette r to be vague
than i n co rrect or, wo rse, j a rri n gly i n a p p ro p ri ate.
I f you m u st, use 2 1 st-centu ry term s or
co m pa r i s o n s to describe t h i n g s , but i ntrod u ce t h e m
s pa ri n gly beca u s e t h ey can b r e a k t h e m o o d very
easi ly. Be wary of c l i ched sci-fi or fa ntasy terms a s
we l l . To k e e p the wei rd vibe, if there ' s a more o b s c u re
wo rd for someth i n g, u s e it rather t h a n an ove rly
fa m i l i a r wo rd .
Some general s u ggest i o n s to keep i n m i n d :
S a y automaton, never robot. Android i s o kay
(ra rely) , but n eve r say droid.
Say machine intelligence before artificial intelligence,
but n ever say A. I. o r eve n computer if yo u can h e l p
it.

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Say ray emitter, but n ever s ay blaster, ray gun, It i s always n i ght i n a l i m ited locale.
o r laser gun. A l l t h e trees a n d p l a nts m ove a s m u c h a s pos s i b l e
Say slugspitters a n d needlers, but n ot guns, pistols, t o avo i d be i n g to uched.
or rifles. A deep pool of wate r can be wal ked acro s s a s if it
Avo i d wo rd s l i ke laser (use beam or ray i n stead ) , were s o l i d .
grenade (use detonation o r explosive i n stead ) , radar, S o u n d s a re stra n gely a m p l ified i n a given locat i o n .
car, train, plane, spaceship, a n d so o n . T i m e i n a l i m ited locale seems t o move slightly slower.
Avo i d wo rd s l i ke dragon o r mythological creatu re Eve ryt h i n g made of a cert a i n m ateria l-wood ,
n a m e s l i ke griffons or faeries. stone, i ro n , synt h , or someth i n g e l s e-ceases to
Say world, n ot planet (a lthough be awa re t h at t h i s exi st i n a given l ocat i o n .
co u l d b e confu s i n g somet i m e s beca u s e N u m e n e ra
refers to t h e past as t h e " p ri o r worl d s " ) .
PREPAruNG FOR THE GAME
Say dimension or universe, n ot plane.
SESSION
SOMETIMES THE DETAILS SELL IT N u menera doesn't req u i re you to spend hours carefu l ly
Although t h e creat u re s , devices, a n d oth e r a s pects design i n g stats for N PCs (u n less you want to) . There
of the N i nt h Wo rld a re the i m portant elements, aren't a lot of rules to memorize. It's not worth writing
somet i m e s i n conseq uenti a l , u n exp l a i ned d eta i l s a re out elaborate descri ptions ofeach encou nter because if
what m a ke the sett i n g u n i q u e . I n c l u d e t h e m i n yo u r you allow t h i n gs to proceed organ ical ly, many plan ned
d e scri pti o n s o f n ew p l aces a n d peo p l e a s often a s encou nters m ight not be used. The rules of N u menera
yo u ca n . H e re a re a few ideas to get yo u sta rted. al low you to come up with a lot of the deta i l s as you go
G i ant, glea m i n g i n sects g l i d e about o n m u lt i p l e along, s i nce you don't have to reference load s of books
p a i rs o f w i n g s . and stats d u ri n g the game session.
F l owe r i n g p l a nts s e e m t o s i n g o r m o a n . To prepare for a session, you need to create only th ree
F l oati n g crystals o r b i t a n N PC' s h ead . thi ngs: a l i st of names, a brief outl ine, and a l i st of ideas.
An N PC' s cloth i n g s h ifts co l o r a n d text u re.
M ec h a n ical b i rd s fl utte r t h ro u g h the a i r. 1 . A list of names. No m atte r h ow m uch you p re p a re, Some Ninth World
Float i n g , glowi n g m otes of l i ght swi rl a bout. yo u ' l l e n d u p creat i n g some N PCs o n t h e fly, so h ave human names:
The m ateri a l s d ecorat i n g a struct u re c h a n ge a l i st of n a m e s to u s e when t h i s h a p p e n s . Leave Horrek
s u b stance. roo m to write a q u ick n ote n ext to each n a m e you
Bish Novalar
Gren Coronus
A structu re h a s n o doors, but any wa l l can be use in case t h at N PC s h ows up in the game aga i n .

Thremody Maree/ell
passed t h ro u g h a s if it were n ' t t h e re. Erance Noriban
Port i o n s of a wa l l h ave eye l i ke mech a n i s m s t h at 2 . A brief outl i ne. T h e outl i n e i s a n i d e a o f where yo u Quen the Trigger
fo l l ow yo u as you m ove. th i n k the story co u l d go. Of co u rse, the key wo rd Warred
Odd patches of violet fu n g u s grow eve rywhere. is think. Yo u can't know for ce rta i n-th e act i o n s of Linanou Casatile
Anive the Mancer
An ante n n a j uts out of t h e body of a n oth e rwise the PCs wi l l take t h i ngs in u n expected d i rect i o n s .
Blue Dain
n o r m a l - l ooki n g beast. I n trut h , "out l i n e" i s p robably n ot the r i g h t word . Propalas Vil
Bel l s hang from co rd s t h at d a n g l e fro m eve ry Th i n k i n terms of p l aces t h e PCs m i ght go, peo p l e o r Bra st
pos s i b l e s u rface. creat u re s they m i ght i nte ract wit h , a n d eve nts t h at Flen Yamorian
G ravity s h ifts orie ntation in a l ocat i o n . m i ght occ u r. Fo r exa m p l e, l et ' s say t h at t h e PCs a re Melbae Soran
Eve ryo n e i n a gro u p of N P C s h a s t h e same faci a l i n a s m a l l vi l l age. You p l a n to start the s e s s i o n by Xinma Oh
Leck eForalloch
scar. h avi n g them hear about a local m a n n a med D ra h l
Teague the Skyweaver
Eve ryt h i n g e m its a h azy gl ow. w h o d i sa p peared myste rious ly. Yo u r n otes m i ght s ay: Ushant Roun
The vo i ce of an N PC does not m atch the D ra h l d i s a p peared outside the fl o u r m i l l where he
m ove m e nts of h e r m o u t h . worke d . N o rth of tow n .
A creatu re l eaves beh i n d co l o red tra i l s i n the a i r a s D ra h l l ived i n a s m a l l , run-down h o u se. Wife: N a rla,
it m ove s . and two kids. N arla: d i straught and prone to d ri n k.
An object t h at a p pears to be n o r m a l i s act u a l ly a F l o u r m i l l : About a d ozen worke rs. Boss: Arias
bioengi neered creatu re i n t h at s h ape. F i n ney. Wit n e s s : Sarai saw D ra h l d i s a p pear right i n
A w i n d ow looks out onto a sce n e t h at i s nowhere fro nt o f h e r. Does n ' t want t o ta l k about i t beca u s e
nea rby. s h e ' s scared it m i ght be some k i n d of evi l cu rse
A structu re h a s t h i n o rga n i c m e m b ra n e s rat h e r (level 4 to get her to ta l k) . Knows D ra h l rece ntly
t h a n doors. found a stra n ge device-looked l i ke two s i lver
F l oati n g s pores fro m a p l a nt give off a s l i ghtly co i n s joi ned at the edges.
e u p h oric odor. Pickpocket (level 3 ) atte m pts to steal fro m one PC
A structu re i s l a rger on the i n s id e t h a n the outside. wh i l e they' re i n tow n .

345
Loca l Aeo n Priest: Rori c h . H a s seen s m a l l d evices to e n s u re t h at a l l the p l ayers get to do t h e k i n d s of
l i ke t h e o n e S a ra i describes. Sends PCs to a t h i ngs they l i ke to do i n games, a n d t h at no o n e i s
n evaj i n t h at l ives west of the v i l l age. l e ft out. I f o n e p l aye r rea l ly l i kes co m bat a n d a n other
And so o n . enjoys N PC i nteract i o n , p rovide some of bot h .
Obvi o u s ly, that's j u st the begi n n i n g, but yo u 've Before yo u can d o t h at, y o u n e e d t o fi n d out what the
covered a l ot of the co nti n gencies, a s s u m i n g the PCs p l ayers want i n t h e fi rst p l ace, so ta l k to them a n d
i nvesti gate Drah l ' s d i sa p pearance at a l l . Some of t h at learn t h e i r expectati o n s .
m ate rial m i ght n ot get used . The PCs m i ght n ot go Anot h e r b i g p a rt of h a n d l i n g p l ayers i s co p i n g
to h i s h o u se-o n ly to t h e m i l l a n d then to the Aeon with d i s r u ptive p l aye rs. D i s ru ptive p l ayers c a n b e
Priest. M aybe t h ey wo n ' t go to the priest at a l l , a n d t h e death o f a g a m e . T h ey c a n h o g a l l t h e atte n t i o n ,
yo u ' l l n e e d to h ave s o m e o n e e l s e d i rect t h e m to the te l l ot h e r p l ayers w h at to d o , o r c h a l l e n ge yo u r
n evaj i n . O r m aybe t h e PCs wi l l co m e u p with a w h o l l y ru l i n g s a t every t u r n . A l ot o f G M s a re tem pted
u n expected p a t h of i nvestigat i o n . to d e a l with s u ch p l ayers d u ri n g the game by
p u n i s h i n g t h e m o r givi n g t h e m n e gative feed back.
Fo r exa m p l e , t h ey h ave the c h a racte r get attacked
m o re ofte n , lose expe r i e n ce p o i n t s , o r s u ffe r s i m i l a r
co n s e q u e nces. Re s i st t h i s tem ptat i o n . I n stead ,
s p e a k with t h e p l aye r person to person (not G M
to p l aye r) outs i d e of t h e game a n d exp l a i n t h at h i s
behavior i s ca u s i n g p ro b l e m s . Be c l e a r, d i rect, a n d
fi r m , b u t a l so b e fri e n d ly.
The bottom l i n e, h owever, is d o n ' t p l ay games with
j e rks. O n e d i s r u ptive, rude, o r offe n s ive p l ayer can
ru i n the whole gro u p ' s fu n .
A d ifferent p ro b l e m p l ayer i s o n e w h o j u st does n ' t
get the n a rrative focus of N u m e n e ra . These k i n d s
o f p l ayers te n d t o s e e a l l g a m e s a s com petitive
enterprises, and they m i ght try to "wi n " N u m e n e ra
by exp loiti n g w h at t h ey see as holes i n t h e rules to
create a n d p l ay an u n beata b l e c h a racte r. Alt hough
part of m a n y peo p l e ' s RPG experience i s the fun
of p l ayi n g a powe rfu l cha racte r, it s h o u l d n 't be the
3 . A list of ideas. J u st l i ke w i t h t h e l i st o f n a m e s , jot u lt i m ate goal i n N u menera beca u s e such a p l aye r
d own a b u nch of ra n d o m i d e a s . These a re t h i ngs you wi l l get frustrated a n d bored .
Energy Protection, can th row i nto the game at a moment's notice. They Fo r exa m ple, a p l aye r m i ght try to u s e t h e E n e rgy
page 3 7 m i ght be fl avor, cool v i s u a l s , or i m portant s i d e p l ots. P rotection esotery to p rotect aga i n st ki netic e n e rgy
Fo r exa m p l e , yo u r l i st m i ght i n c l u d e : a n d then c l a i m t h at he is i m m u n e to a l l attacks.
M etal c h e s t w i t h ornate d ecorat i o n , i n c l u d i n g feet H e ' l l see t h i s a s a hole t h at h e was s m a rt e n o u g h to
t h at look l i ke twi n ed serpents exp loit, and he' l l h o l d up the rules and say, " S h ow
Man with o n e side of his face horribly b u rned l o n g me where I ' m wro n g ! "
a g o b y a n u m e n e ra weapon When a p l aye r does t h at, point h i m h e re:
Device t h at looks l i ke a h o l l ow h e m i s p h e re, with "Yo u ' re wro n g . "
c i rcuitry o n the i n s id e H e ' s wro n g beca u s e N u m e n e ra i s n 't a board
Pests t h at l o o k l i ke t i n y, two-legged frogs with game where the rules a re l i ke a p uzzle to be so lved
bat l i ke wings o r beate n . The rules exi st to faci l itate the story a n d
Door t h at wo n ' t open u n l e s s the co rrect fl avor of portray t h e worl d . I f t h e re ' s a " h o l e " i n the rules o r a
s m o ke i s wafted past a s e n s o r ru l e t h at wo u l d p rod uce an i l logical or u n e njoya b l e
These a re a l l ideas t h at yo u can s p ri n kl e i nto the res u lt if fo l l owed t o the l ette r, c h a n ge i t , redefi n e it,
game when a p p ropriate. Yo u h ave n ' t tied t h e m to a o r j u st ove rru l e it. It's t h at easy.
s pecific encounter, so yo u can i n sert t h e m wheneve r On the oth e r h a n d , some p l aye rs absol utely wi l l
yo u want. get it. They' l l u nd e rsta n d t h at it's t h e s p i rit o f t h e
r u l e s , n ot the l ette r, that's i m portant. They' l l g e t t h at
HANDLING PLAYERS the story b e i n g told i s key. Rather t h a n pori n g ove r
Part of bei n g a G M i s " h a n d l i ng" p l aye rs. T h i s m e a n s the description of a powe r a n d tryi n g to twist the
a l ot of t h i n gs . Fo r exa m p l e , it's p a rt i a l ly yo u r job t o wo rd s to a n u n i ntended mean i n g, t h ey' l l u s e their
m a ke s u re t h at eve ryo n e h a s a good t i m e . Yo u need i n te l l igence a n d creativity to figure out the best way

346
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to u s e the powe r to portray a c h a racte r who fits t h e the i nformation they need , they head off i nto the
sett i n g a n d i s fu n to p l ay. w i l d e r n e s s , where they h ave to cro s s a deep c h a s m-
Peo ple who try to exp loit the rules d o n 't u n d ersta nd a n other e n co u nter. When a n e rynth gra s k a p pears Erynth grask, page 240
N u menera, but people who exp loit the situations do. a n d attacks, that's a n ot h e r encounter, and so o n .
I f a p l ayer i s s m a rt and creative enough to t u rn the Th u s , n ot eve ryt h i n g t h at h a p p e n s i s a n e n co u nter.
tables on his foes i n a n u n expected way by u s i n g H ead i n g off i nto the w i l d e r n e s s , for exa m p l e ,
what's a ro u n d h i m , a l low it ( i f it m a kes sen se) . I f t h e p robably i nvolved gat h e ri n g s u p p l ie s , decid i n g o n a
P C s find a pool o f ca u stic fl u i d and l u re t h e i r foes ro ute, a n d so o n , but it i s n 't rea l ly an "enco u nter. "
i nto it rather than fight i n g them in a straightforwa rd An encou nter i s w h e n yo u , t h e G M , a re go i n g to
m a n n e r, that's not cheat i n g-th at' s awesome. p rovide a l ot of d eta i l . Yo u and the p l ayers a re go i n g Detail i n description, page 344
Be certa i n yo u don't acci denta l ly penal ize p l aye rs to i nte ract a l ot in a n encounter. Yo u m i ght decide
fo r n ot d o i n g the o bv i o u s o r straightfo rwa rd t h i ng. to s u bd ivide eve ryo n e ' s act i o n s i nto ro u n d s to h e l p
Be ge n e ro u s with peo p l e who take n o n sta n d a rd keep track o f w h o ' s d o i n g wh at, w h e n .
act i o n s or who do so meth i n g rea l i stic (such as u s i n g
t h e i r action t o take stock o f t h e s ituation rather COMPLEX ENCOUNTERS
t h a n attack-gra nt them a step b o n u s ) . Don't m a ke E nco u nters a re n 't j u st about com bat. As mentioned
" attack" always t h e right choice. I t ' s a creative game, a bove, talking to N PCs i s a n encou nter. Dea l i n g with
so a l l ow the p l ayers to be creative. a physical obstacle i s a n encou nter. Figuring out h ow
to use a com p lex mach i n e is an encou nter. The best Laak, page 243
MATURE THEMES encou nters-the rea l ly memorable ones, i n fact-a re
Someti m e s , it's very a p p ropriate to i nvolve m at u re goi n g to i nvolve m u lt i p l e t h i ngs h a p pe n i n g at once. A
themes i n N u m e n e ra games. Sex, extre m e violence, fight on a boat raci n g down the ra p i d s , for exa m ple, i s
a n d oth e r topics certa i n ly fit i nto the N i nt h Wo rld. a n i nterest i n g encou nter. An encou nter where a cou p l e
But each gro u p i s go i n g to h ave to decide fo r o f P C s m u st d i sable a g i a n t bomb w h i l e the others
t h e m s e lves if it fi t s i nto t h e i r game. Yo u s h o u l d a l s o fe nd off attacking l aaks is i nterest i n g too. Sometimes, even the term
p re p a re yo u r sto ries w i t h yo u r s pecific p l ayers i n Someti m e s , t h e n , an e n co u nter can be "adventure" gets just as
m i n d . I f o n e o r m o re a re ve ry yo u n g, o r h ave i s s u e s i ntentio n a l ly d e s i gned with t h at goa l . At least
messy as "encounter. "
Deciding where one
w i t h cert a i n to pics, avo id t h i ngs t h at wo u l d b e occa s i o n a l ly, yo u s h o u l d take a n idea yo u h ave
adventure begins and
i n a p p ro p riate. Also be awa re t h at some to pics, l i ke fo r an e n co u nter and t h e n add in someth i n g e l s e another ends can be-and
ove rt sexu a l ity, ra pe, a n d gra p h i c viole nce a re the t h at wi l l m a ke it eve n m o re i nterest i n g , excit i n g, o r perhaps should be
kinds of t h i ngs t h at m i ght d i st u rb p l ayers eve n when c h a l l e n g i n g. I n t h e N i nth Wo rld , the pos s i b i l ities a re difficult. "Adventure" is a
yo u a re n ' t expect i n g it. I t ' s always best to know fo r e n d l e s s . Perh a p s gravity fu n ct i o n s d iffe re ntly t h a n useful term for published
products, but for your own
ce rta i n before a l l owi n g t h e s e topics i nto yo u r game. expected. There ' s a wei rd fu n g u s givi n g o ff spores
use, you might want to toss
Th i n k of it l i ke the movie rat i n g system . I f you can t h at a lter perce pt i o n . The e n co u nter takes p l ace the concept out andjust let
te l l the story that you want to tel l i n a G or PG (o r eve n i n s id e a sentient mach i n e t h at m u st be reasoned one story/event flow into
PG-1 3 ) way, you ' re l i kely fine. If events u nfold that with a n d a p peased wh i l e eve ryt h i n g e l s e i s goi n g on. another naturally.
a re goi n g to give you r game an R rat i n g or h igher, it's An i nterd i m e n s i o n a l effect m a kes all metal i n t h e
best to ta l k with you r p l ayers ah ead of time. It's not a e n co u nter te m porarily cease to exi st. And that's j u st
m atter of good or bad , it's a m atter of a p p ropri ateness for starte rs. U s e the wei rd to yo u r advantage to m a ke
for the "aud ience" and givi n g people a head s up t h i ngs crazy a n d fu n . Design e n co u nters t h at a re l i ke
ahead of time-j u st l i ke movie rat i n gs . noth i n g t h at t h e p l aye rs h ave eve r expe rienced .
But somet i m e s these k i n d of encou nters with
DESIGNING ENCOUNTERS m u lt i p l e l eve l s of action o r we i rd co m p l i cati o n s
E n co u nters a re to a game s e s s i o n w h at scenes a re j u st arise out o f the game i t s e l f. The P C s h ave t o
to a movie or a book. They' re a way to break u p t h e leap o n t o a m ovi n g p l atform t o get d own i nto t h e
s e s s i o n , a n d the adve n t u re at l a rge, i nto s m a l l e r, giant mach i n e ' s i nterior co n d u it syste m , which i s
m o re m a n agea b l e ch u n ks . Yo u ' l l fi n d , for exa m p l e, i nterest i n g , but the ravage bears t h at t h ey ra n fro m
t h at the adventu res i n Part 8 (page 3 65 ) a re d ivided earl i e r s u d d e n ly s h ow u p w h i l e they' re d o i n g so, Ravage bear, page 254
i nto encou nters. h avi n g tracked them by scent. Yo u d i d n 't plan for
Somet i m e s it's m e s s i e r than t h at, m o re d i fficult to t h at a h ead of t i m e , it j u st h a p pened beca u s e t h at ' s
know where o n e encou nter e n d s and another begi n s . the w a y t h i ngs we nt. Which i s great.
Fo r t h at rea s o n , encou nter i s n ot always a u s efu l Last ly, G M i ntru s i o n s can b ri n g about these k i n d s
o r mean i n gfu l game term. I t ' s o n ly u s efu l fo r yo u o f e n co u nters o n t h e fly. The P C s h ave t o re p a i r
when yo u th i n k about the scenes of yo u r adventu re. a h u ge d evice a t the heart o f a n a n c i e n t co m p l ex
When the PCs go ta l k to the Aeon Priests, that's t h at i s vent i n g p o i s o n o u s gas before t h ey a re a l l
o n e e n co u nter. Afte r they d o so, h o pefu l ly gett i n g ove rco me. With a G M i nt ru s i o n t h at occ u rs t o yo u

347
If a player is smart and creative enough to turn the tables on his foes in an
unexpected way by using what's around him, allow it (ifit makes sense) . That's
not cheating-that's awesome.

For more on ways to earn at t h e last moment, you l et t h e m know t h at the i n n u m bers of fo u r to e i ght.
XP, see Chapter 8: Rules gas a l s o weake n s struct u ra l i ntegrity of meta l , a n d Level 4 o p po n e nts wi l l be a n i nterest i n g c h a l l e n ge
of the Game, page 7 08 the s u p po rts u n d e r t h e fl o o r a re buckl i n g a n d wi l l i n n u m bers of two or th ree.
co l l apse with t h e PCs sta n d i n g o n i t a t a n y moment. A s i n g l e l evel 5 o p ponent m i ght be a n i nterest i n g
For more on balance in
gameplay, see Chapter c h a l l e n ge.
27: Using the Rules, page BALANCING ENCOUNTERS A s i ngle level 6 opponent will be a serious ch al lenge.
320 In N u menera, there i s no concept of a "balanced A s i ngle level 7 or 8 opponent wi l l l i kely win i n a fight.
encou nter. " There is no system for match i n g creatures A s i n g l e l evel 9 o r l 0 opponent wi l l win in a fight
of a particular level or tas ks of a particular d ifficu lty without b rea k i n g a sweat.
to cha racters of a particu lar tier. To some people, that
m ight seem l i ke a bad t h i ng. But as I 've written earl ier, B ut let me caution you , and I can't stress t h i s
match i n g character b u i l d s to exacting challenges is not enou gh-it d e p e n d s on the s ituation a t h a n d . I f the
a part of this game. It's about story. So whatever you PCs a re a l ready worn down from prior encou nters, or
want to happen next in the story is a fine encou nter if they h ave the right cyp hers, any of the expectations
as long as it' s fu n . You ' re not denyi ng PCs XP if you l i sted a bove can change. That's why there i s no syste m
make t h i ngs too easy or too d ifficult, because that's for balancing encou nters. J u st keep i n m i n d that
not how XP are earned . I f t h i ngs are too d ifficult for the begi n n i n g characters a re p retty h a rdy and probably
PCs, they' l l have to flee, come u p with a new strategy, h ave some i nterest i n g resources, so you a re n 't l i kely
or try somet h i n g else enti rely. The o n ly t h i n g you have to wipe out the gro u p by accident. Characte r d eath is
to do to mainta i n "balance" is set d ifficu lty with i n that u n l i kely u n less the PCs h ave a l ready been t h rough a
encou nter accu rately and con s i stently. n u m be r of other encou nters and a re worn down.
I n a game l i ke N u m e n e ra , if eve ryo n e ' s h avi n g fu n ,
t h e game i s b a l a n ced. Two t h i ngs wi l l u n ba l a n ce the RESOLVING ENCOUNTERS
game i n this context. Don't p l a n fo r h ow an e n co u nter wi l l e n d . Let the
game p l ay d eterm i n e t h at. Th i s e n s u re s t h at p l ayers
One or more PCs are far more i nteresti ng than h ave the proper level of i n put. You decide, for
the others. N ote t h at I said " m o re i nterest i n g , " n ot exa m ple, t h at if the PCs go i nto the towe r, there is
" m o re powe rfu l . " I f my c h a racte r can do a l l k i n d s of a gang of m utants i n s id e t h at wi l l attack. Yo u can't,
cool t h i ngs but ca n't ki l l a b h u m a n s as efficiently as h owever, decide h ow t h at e n co u nter wi l l end. M aybe
yo u rs does, I sti l l m i ght h ave a whole l ot of fu n . the PCs wi l l be victori o u s . M aybe they wo n 't. M aybe
they' l l flee, o r m aybe they' l l barga i n fo r t h e i r l ives.
The challenges the PCs face are routi nely too easy Ifyou try to decide such thi ngs ahead oftime, that's
or too difficult. cal led rai l road ing the game, and it puts the players i n the
The fi rst i s s u e s h o u l d be h a n d led by the c h a racte r role of observer rather than actor. Even ifyou try to plan
creation r u l e s . I f there's a p ro b l e m , it m i ght be t h at out the results of an encou nter ahead of time but then
poor cho ices were made or a p l aye r i s n't taki n g fu l l let the game play dictate them, you sti l l m ight end up
advantage o f h e r optio n s . I f someone rea l ly does n ' t planning a lot on outcomes that don't happen. I n other
enjoy p l ay i n g h e r c h a racter, a l l ow h e r to a lter the word s, ifyou base a whole plotl ine on the PCs fleeing out
c h a racte r o r-pe rhaps bette r-create a n ew one. ofthe tower with the mutants, but instead they manage to
The second i s s u e i s trickier. As p reviously stated , d rive the mutants out instead, all you r plans are wasted .
there is no form u l a that states that N n u m ber of P l a n for vari o u s pos s i b l e o utcomes, but d o n 't
level X N PCs is a good m atch for Tier Y cha racters. p redete rm i n e t h e m . Th i n k of yo u r story as h av i n g
H oweve r, when the game has four or five beginning many pos s i b l e p l ot l i n e s , n ot j u st o n e .
characters, the fol low i n g g u i d e l i nes a re ge nera l ly true.
Leve l l o p po n e nts wi l l be noth i n g but a n u i s a n ce, CHALLENGING CHARACTERS
eve n i n s izable n u m be rs (twelve to s ixtee n) . If the game has a bala nce p ro b l e m , it's more l i kely
Leve l 2 o p po n e nts wi l l n ot be a c h a l l e n ge u n less i n d ue to p l aye rs fi n d i n g things too easy rather than too
n u m bers o f twe lve or more. h a rd . I f t h i n gs a re too h a rd , they s h o u l d run away and
Leve l 3 o p po n e nts wi l l be a n i nterest i n g c h a l l e nge find someth i n g else to d o (o r you s h o u l d l i ghten u p a

348
LI M E NE
BUILDING A STORY

b it) . But if the characte rs i n the gro u p need a greate r HIGHER-TIER CHARACTERS
c h a l l e n ge, try one or more of the fo l l owing o ptions. Although c h a racte rs start out q u ite ca p a b l e , by
Damage Track: Sometimes a few poi nts of damage the t i m e t h ey reach the fifth or s ixth tier, t h ey wi l l
aren't enough to scare a player. But a weapon or effect b e truly lege n d a ry. Both you a n d t h e p l aye rs m i ght
that i m med iately moves h i m one step down the damage fi n d reach i n g t h e u p per tiers m o re rewa rd i n g and
track wi l l terrify h i m . No matter how big a character's stat satisfyi n g if the jou rney u nfo l d s m o re grad u a l ly, so Stat Pool, page 20
Armor, page 79
Pools are, no matter how m uch Armor he has, there are yo u can s l ow d own t h i s p rogre s s if d e s i re d . To do
only th ree such steps to death. t h i s , start i n g at t h i rd o r fo u rth tier, yo u can s pecify
Ongoing Damage: Poisons that i n fl ict eve n a s m a l l h ow the p l aye rs can s p e n d the experience poi nts
a m o u nt o f d a mage (1 or 2 poi nts) every rou n d u n t i l they earn. Req u i r i n g t h at some X P (as m uch as
a n antidote i s found c a n b e extre mely dead ly. Or h a l f) m u st be spent o n i m med i ate, s h o rt-te rm, o r
con s i d e r this: one of the reasons that napalm i s so l o n g-term advantages-rat h e r t h a n o n c h a racte r
terri ble i s that it c l i ngs to s u rfaces, i n cl u d i n g fl e s h . advanceme nt-w i l l s l ow d own the p rogre s s i o n
I m agine a weapon or effect that i n fl icts 5 poi nts o f fi re t h rough t h e u p per t i e r s . But it wo n ' t take a nyth i n g
d a mage eve ry ro u n d and pers i sts for 8 rou n d s u n less away fro m t h e p l ay experience beca u s e s pe n d i n g X P
Sometimes players will
the cha racters can figure out a way to douse it. o n those advantages i s fu n a n d rewa rd i n g, too.
be unwilling to spend XP
Effects Other Than Damage: Attacks can b l i n d , on anything other than
stu n , grapple, para lyze, i n fect, hobble, or otherwi se CHARACTER DEATH character benefits, which
h i nder a characte r without dea l i n g any poi nts of Challenging characters is i m portant. If there is no th reat in turn lead to advancing
d a mage at a l l . of failure-or at least the perceived th reat of failure-it's to new tiers. The truth is,
Effects That Harm Equipment: A PC' s gear is often the hard for players to feel com pel led by the story. Very often, spending XP on immediate
or short-term gains very
source of his abilities. Destroyi ng or n u l l ifyi ng cyphers or the u ltimate failure a PC m ight face is death. The N i nth
likely provides as much
artifacts damages him just as s u rely as breaking h i s leg World is a dangerous place. But death i s serious because overall benefit. In other
would-it l i m its a player' s options, which really h u rts. it means the player can no longer play h i s character. words, in the big picture,
Enem ies Worki ng i n Concert: Alt hough a gro u p If a c h a racte r d i es, the eas iest a n d most four crucial rerolls are
effectively act i n g as o n e i s a s peci a l a b i l ity o f some stra i ghtforwa rd res p o n s e i s to h ave t h e p l aye r create probably about the same as
acquiring a new skill. It will
creat u re s (such as b roken h o u n d s , page 2 3 2) you a n ew c h a racter. I d eal ly, h e wi l l m a ke a begi n n i n g
take some players a while
co u l d a p p l y it to any creatu re yo u l i ke. As a general c h a racter (wh i ch i s t h e eas iest t o create) , b u t i f to come to that conclusion,
rule, fo r eve ry four creat u res worki n g together, treat t h e oth e r cha racte rs a re t h i rd t i e r o r h i gher, i t wi l l however.
t h e m a s one creatu re with a l evel eq u a l to the h i ghest b e m o re satisfyi n g t o l et t h e p l aye r create h i s n ew
of them p l u s 1 , with a m i n i m u m of a +2 d a m age c h a racter at an adva n ced tier.
bon u s . So a l evel 4 band it who h a s th ree l evel 3 a l l ies H owever, keep in m i n d that a lower-tier character
co u l d team u p a n d attack o n e foe as a l evel 5 N PC. can operate effectively in the com pany of higher-tier
T h at m e a n s t h e i r attack d e a l s m o re d a m age a n d characters. The d ifferences are not so stri king. I f a
i s h a rd e r t o defe n d aga i n st. I t a l so m e a n s l e s s d ie player bri n gs a new begi n n i n g character i nto a gro u p of
ro l l i n g, so t h e co m bat moves a l o n g faster. advanced characters, be particu larly generous with XP
Beef up the Foes: Yo u ' re i n c h a rge of t h e N PC to help the new character catch up to the others a bit.
stats. If they need m o re Armor, m o re health, o r Rega rd l e s s , a rra n ge the c i rc u m stance s of the story
h i gher l eve l s to be a c h a l l e n ge, s i m ply m a ke it s o . so t h at you can bri n g i n the n ew c h a racter i n a logical
I t ' s e a s y a n d straightfo rwa rd to give a n N PC a " boost fa s h ion a n d a s q u ickly a s pos s i b l e.
package" of four t h i n gs :
+l 0 health Not Quite Dead: There is an alternative for a player who
+ l to Armor real ly, real ly wants to keep playing the same character.
+3 poi nts of d a m age Al low the PC to teeter on the bri n k of death but survive,
Attacks a n d d efe n d s as one l evel h i gher saved by h i s com panions (or through sheer l uck) . Such
T h at should d o the trick, but if nece s s a ry, give the a character m ight recover but have serious injuries
boost package to t h e same N PC aga i n . that result i n a weakness, an inability, or some other Inability, page 47
Beef u p the Obstacles: I nclude more exotic d rawback. The point is not to penal ize the PC (although
materials i n doors and other barriers, which i ncrease barely escaping death should have some repercussions)
their d ifficu lty by one to three steps. M a ke physical but to change the character in a memorable way.
challenges more d ifficu lt-the s u rfaces that need to be I n the N i nth Wo rl d , t h e pos s i b i l ities a re e n d l e s s .
cl i m bed are s l i ppery, the waters that need to be swu m U s e the we i rd to yo u r adva ntage to m a ke t h i ngs
are roi l i ng, and other actions are ham pered by strong crazy a n d fun. Design e n co u nters t h at a re l i ke
winds. Don't beef u p obstacles i n this way too often, noth i n g t h at t h e p l aye rs h ave eve r expe rienced .
but remember that circum stances such as weather are
you r tools for adj usting the d ifficu lty of any action.

349
AN EXAMPLE OF PLAY
Somet i m e s t h e best way to u n d e rsta n d a game i s to see it p l ayed . Th i s section p rovides t h e n ext best t h i ng: a scri pt d e p i ct i n g a gro u p
p l ay i n g t h rough a N u m e n e ra e n co u nter.

GAM E MASTER: j u st as the trin ket s a l e s m a n i n t h e v i l l age BRUCE: I ' m go i n g to u s e a l evel of Effo rt. I h ave a n E d ge of 1 in
described, yo u see the cave at the base of the c l i ff. You n ote t h at I nte l l ect, so it wi l l cost me 2 points fro m my Poo l .
the c l i ff i s extre mely sheer a n d vertica l . The cave mouth open i n g
i s about 1 2 feet h i gh a n d 8 feet acro s s . I t ' s very reg u l a r, t h o u g h The GM knows there 's nothing t o find a t the doorway, b u t she
oddly s h aped . muses for half a second as if pretending to figure out a target
number.
BRUCE ( p l ayi n g a seco n d -tier jack n a m ed B a n n o r) : What do yo u
m e a n , regu l a r but oddly s h a ped ? G M : Ro l l .

G M : The s i d e s a n d top of t h e cave mouth a re straight l i nes, BRUCE: Ro l l ed a 7 .


although the cave entrance i s wider o n t h e top t h a n the botto m .
G M : Yo u d o n 't fi n d anyt h i n g o u t o f t h e o rd i n a ry. H owever, it
DIANA ( p l ayi n g a seco n d -tier g l a ive n a m ed P ri n an) : So it' s more looks a s t h o u g h a n u m be r of creatu res co m e and go out of t h i s
of a doorway t h a n a cave, a l beit a stra n ge one. cave o n a reg u l a r b a s i s .

GM: Perh a p s . This bit of information is a "gimme. " The characters had already
learned that the cave was the home of a small group of bandits.
C LARK ( p l ayi n g a seco n d -tier n a n o n a med l<a l ex) : I wa l k towa rd
the cave entra n ce. DIANA: The band its. We' re at the right p l ace.

DIANA: Doo rway. C LARK: I take out a glowglobe and go i n s i d e .

BRUCE: I ' m go i n g to check a ro u n d t h e re fi rst-search fo r BRUCE (to Clark) : Yees h . Yo u ' re ove rco nfident. (To G M ) I fo l l ow
a nyth i n g stra n ge o r d a n ge ro u s . h i m but try to be q u iet.

G M : O kay, B ruce. Th at' s go i n g t o be a n I nte l l ect task. DIANA: I go i n , too. They' l l need me.

350
LI M E NE
BUILDING A STORY

C LARK: I 've got my Wa rd to p rotect me. DIANA: Perh a p s I s h o u l d go, or at least B a n n o r. Yo u ' re a n a n o .

DIANA: Sti l l , I'm goi n g to take t h e lead. C LARK: Yo u fo rget-I t o o k j u m p i n g a s a s k i l l a w h i l e b a c k . I ' m


tra i ned i n t h i s task, s o t h at l owers the d ifficu lty by o n e ste p .
GM: O kay.
G M : W i t h a ru n n i n g sta rt, a j u m p of 1 6 feet i s d ifficu lty 3 . So fo r
BRUCE: I sti l l h ave my eyes peeled for any s i g n of d a n ger. yo u it's o n ly d ifficu lty 2 . Th at' s a ta rget n u m be r of 6 o r bette r.

G M : With yo u r l i ght, you can see t h at t h e "cave" h a s s m ooth C LARK: I ' l l ro l l . No Effort. I got a 1 3 !
wa l l s , and the floor is n ot j u st s m ooth , but made of ancient
m eta l . G M : You leap acro s s i n a s i n g l e bo u n d .

BRUCE: We' re i n s o m e k i n d o f ancient struct u re t h at j u st looks C LARK: G reat!


l i ke a cl iffs i d e afte r all these m i l l e n n i a .
GM: And that's when two men come out of the s h adows beh i nd the
DIANA: I agree. mach inery. Their d ark-colored clot h i n g and hood s hel ped them to
remain h idden. They bra n d i s h wicked ly cu rved kn ives of great s ize.
C LARK: Wh at' s a h ead ?
DIANA: O h , n o !
G M : Eve ntual ly, you co m e to a l a rge c h a m be r fi l led with p i pes of
d i fferent widths t h at go i n a l l d i rect i o n s acro s s t h e ce i l i ng. About B R U C E : Band it g u a rd s !
ten paces i nto t h e roo m , t h e re ' s a s h a rp d rop-off, a l most l i ke a
c h a s m t h at b i s ects t h e roo m , but on the oth e r s i d e i s a b a n k of G M : I need i n itiative ro l l s .
mach i n e ry. I t ' s q u ite h u m i d , a n d t h e s o u n d of d r i p p i n g wate r
co mes from m u lt i p l e p l aces i n t h e d i m ly l it c h a m b e r. The bandits are level 4 NPCs. That means that the target number to
beat them in initiative (andjust about anything else) is 1 2. It also means
C LARK: I want to check out t h e mach i n e ry. that they have 12 health and ifthey hit in combat, they will do 4 points
ofdamage. However; the GM also decides to give them 1 point ofArmor
G M : O kay, but there ' s a c h a s m i n yo u r way. I t ' s about 1 6 feet and poison on their blades to make things more interesting.
acro s s .
BRUCE: I got a 1 2 .
DIANA: H ow deep i s it?
C LARK: 4.
GM: When you look d own , yo u see more p i pes a n d co n d u its
about 3 0 feet below yo u . There m i ght be m o re open s pace below DIANA: 8 .
t h e m . I t ' s h a rd to te l l .
G M : O kay, B a n n o r g o e s fi rst, but Pri n a n a n d Ka l ex d o n ' t act u nt i l
C LARK: T h i s p l ace i s h u ge. after the band its.

BRUCE: The band its t h at l ive h e re m u st cross this somehow. BRUCE: I take out my bow a s fast a s I can a n d s h oot a n arrow.

G M : As you s ay t h at, you n otice a p i l e of wood e n p l a n ks o n the G M : I t ' s a m ed i u m wea pon, so yo u ' l l i n fl i ct 4 points of d a mage
oth e r s i d e of the c h a s m . if yo u h it.

BRUCE: Ah. BRUCE: Right. I ro l l a 1 7 !

DIANA: D a m n . G M : T h at n ot o n ly h its, but yo u i n fl i ct an extra point of d a m age.

C LARK: I ' m go i n g to leap acro s s . B RUCE: 5 points!

B R U C E : Of co u rse yo u a re . G M: You stated t h at yo u kept yo u r eyes peeled fo r d a n ger, so


when the band its a p peared , yo u reacted swiftly. Yo u r s h ot see m s
G M : O kay. G o i n g to b a c k u p to get a ru n n i n g start ? There ' s to h ave s u rpri sed the band it, a n d it s l i ces across h i s t h i g h ,
p l e nty o f roo m to b a c k u p . d rawi n g b l ood d e s p ite h i s leat h e r armor.

C LARK: Yes . C LARK: N ice s h ot.

35 1
G M : The band it t h at was s h ot cu rses a n d g l a res at B a n n o r, but DIANA: Is t h at wise? You d o n ' t know what k i n d of poison t h i s
both men move towa rd Ka l ex, kn ives d rawn . "Yo u s h o u l d n ot m i ght be.
h ave come here!" t h ey say, m e n a c i n gly, as they s l a s h with t h e i r
l o n g kn ives. C l a rk, m a ke two S peed d efe n s e ro l l s . BRUCE: H e is, h owever, the l u ckiest man a l ive.

C LARK: I ro l l a 1 2 a n d a 1 3 . C LARK: I d o n ' t fee l t h at l u cky at the moment, but yea h , I ' m j u st
go i n g to m a ke the ro l l . . . a n d I get a 7.
G M : The e n e rgy field t h at s u rro u n d s yo u t u r n s away the fi rst
attack, and you d uck and avo i d the seco n d . The GM frowns and prepares to tell Clark that he is now impaired
due to the poison, but before he can do that, he is interrupted.
B R U C E : I t ' s l i ke h e c a n ' t be h u rt.
DIANA (s l i d i n g an expe rience ca rd towa rd the G M ) : I ' m go i n g to
DIANA: He's always l ucky. My t u r n ? spend an expe rience point to h ave C l a rk re ro l l t h at.

G M : S u re . GM: O kay. C l a rk, ro l l aga i n .

C LARK: N o , D i a n a , w a i t . I ' m go i n g to u s e my action to put one C LARK: T h a n k yo u , D i a n a . I ro l l a 1 2 t h i s t i m e . That's bette r, at


of these board s acro s s the d ivide so yo u can get acro s s . Let me least.
go fi rst.
G M : It's good e n o u g h . Yo u ' re fi n e a n d d o n 't notice any i l l
DIANA: Wh i l e they attack yo u ? effects. O h , a n d C l a rk, yo u sti l l h ave a n experience point t o give
to one of the ot h e r p l aye rs.
C LARK: They've a l ready m i s sed m e . (To t h e G M ) Th at' s what I
do. C LARK: O h right. I give it to D i a n a , obvi o u s ly, fo r savi n g me.

The GM silently agrees with Diana. The boards are about 18 feet DIANA: T h a n ks .
long. It will be difficult for Ka/ex to place one while two murderers
try to kill him with knives. The GM slides two experience cards across G M : The band its sti l l glower, t h e i r b l ad e s fl i cke r i n g i n the l i ght of
the table toward Clark. The group uses the cards to represent XP, so yo u r glowglobe, which h a n gs in the a i r.
Clark knows that the GM is using GM intrusion.
DIANA (wh o h a s the Bears a H a l o of F i re focus) : We l l , I sti l l
G M : As you grab t h e board a n d l i ft it acro s s the expa n s e , o n e h ave m y t u r n . I ' m go i n g t o h u rl fl a m e a t t h e wo u nded band it a n d
of the band its uses t h i s opport u n ity to attack y o u aga i n . Ro l l fo r u s e a l evel o f Effort t o i n crease t h e d a mage t o 5 . I ro l l a 1 4.
S peed d efe n s e .
G M : You ca l l u po n yo u r h a l o of fi re a n d s h eathe yo u rself i n
C LARK: I d o n ' t w a n t to get h it. I ' m go i n g to a p p l y a l evel o f fl a m e . With a q u ick mot i o n , you h u rl a h a n dfu l o f fi re a t the
Effort. U g h ! I ro l l e d a l . band it, a n d you h it! Yo u r d a m age b u r n s him bad ly. H e cries out
i n s u rprise a n d pa i n . I t ' s n ow B a n ner's t u rn aga i n .
G M : T h i ngs go fro m bad to worse. The b a n d i t h its yo u fo r 4
poi nts of d a m age, s l i c i n g i nto yo u r a r m . I n the pai n , you d ro p BRUCE: I loose a n a rrow a t t h e s a m e band it a s before. I ro l l a l 0.
the p l a n k d own i nto the deep c h a s m , where it cl atters a m i d t h e
co n d u its. Yo u ' re n ot wea ri n g armor- G M : The arrow goes right in the b a n d i t ' s chest. He d ro p s h i s
blade a n d cl utches h i s wo u n d a s h e d ro p s t o t h e floor. T h e oth e r
C LARK: B ut my Wa rd gives m e + 1 to Armor. b a n d i t l o o k s fa r less confident but swi ngs a t Ka l ex aga i n .

G M : O h , right. So t h at red u ces t h e d a mage to 3 points, which C LARK: I ro l l a 4 fo r defe n se.


co m e straight out of yo u r M i ght Poo l .
GM: That's another 4 poi nts of d a mage, plus you need to m a ke
B R U C E : Th i s i s why yo u s h o u l d stay towa rd the back. a M i ght d efe n s e ro l l for the p o i s o n .

C LARK: That's j u st n ot my style-I m e a n , Ka l ex' s styl e. C LARK: I ro l l 1 9 . A m i n o r effect.

G M : I t gets sti l l worse. The band its seem to h ave somet h i n g G M : O kay, yo u ' re sti l l fine.
q u ite v i l e coat i n g t h e i r b l a d e s . C l a rk, m a ke a M i ght defe n s e ro l l .
C LARK: With t h e m i no r effect, can I m a ke him d ro p t h e wea po n ?
CLARK: This i s n 't good . I don't real ly h ave t h e M ight t o apply Effort.

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LI M E NE
BUILDING A STORY

G M : No, that would be a major effect. How about the poison on the The GM pegs Clark's difficulty at 7 and Diana's at 1 .
blade doesn 't h u rt you , and now it' s ru bbed off?
BRUCE: There ' s n o t i m e fo r t h at ! M o re band its wi l l b e h e re any
C LARK: I ' l l take it. I ' l l fo l l ow t h at u p with a n O n s l a u ght esote ry. seco n d . Is there a n exit ove r o n t h at s i d e ?
I ' l l u s e the fo rce b l a st opti o n . I ' m u s i n g two l eve l s of Effort a n d
add i n g both to d a m age. I h ave a n I nte l l ect E d ge of 2 , so t h e G M : Yes . There ' s a d a r k doorway i n the right- h a n d corner.
Effort costs 3 poi nts fro m my I nte l l ect Poo l . I ro l l a 1 0. B ut my
focu s m a kes m e t ra i ned in esote ries. BRUCE: I nock an arrow a n d cove r t h at door.

G M : Yo u h it fo r l 0 poi nts of d a m age. With a gestu re a n d some C LARK: I get a 1 4.


co ncentrat i o n , yo u b l a st raw fo rce i nto this guy' s j aw. I t knocks
h i m back a few feet, and h e looks sorely wo u n ded . G M : The mach i n e s a re l o n g d ead . You h ave no idea what they
o n ce d id . Scave n g i n g t h rough t h e m wi l l take at least fifteen
DIANA: I ' m go i n g to back u p for a ru n n i n g start, d raw my m i n utes.
swo rd , a n d leap acro s s the c h a s m . I ro l l a 1 4 .
C LARK: O kay, n ever m i n d-fo r now.
G M : N i ce. You get acro s s .
DIANA: I ro l l ed a 5 .
DIANA: Ca n I attack, too ?
G M : Each band it was weari n g leather armor. T h e blades a re
G M : N o , backi n g u p , gett i n g across s k i l lfu l ly a n d safely, a n d med i u m wea pons and look l i ke they' re i n good s h a pe. Each also
l a n d i n g ready fo r battle i s yo u r act i o n . has a few s m a l l e r t h rowi n g kn ives. One has a pair of d ice and 6
s h i n s i n a bag. The other h a s noth i n g el se.
DIANA: Al l right.
If Diana had failed her roll, she would have missed the shins.
BRUCE: I fi re another arrow, but I ro l l a 2.
BRUCE: I ' m l i ste n i n g for m o re band its on the way.
G M : Yo u r arrow s a i l s ove r t h e b a n d i t ' s head . H e ca l l s out for
help a n d backs up, looki n g l i ke he's t ryi n g to take a defe n s ive G M : G ive me a ro l l . I t ' s an I nte l l ect task.
postu re.
BRUCE: I got a l 0.
On the fly, the GM decides that the bandit does not attack but
instead will hold out until reinforcements arrive. She rules that this The GM had set the difficulty at 2 to hear the bandits, since they're
increases the difficulty of attacking him by one step. not trying to be quiet and their shouts can be heard easily even at
a distance. Because Bruce succeeded at a difficulty 3 task, the GM
C LARK: I u s e another fo rce b l ast, but t h i s t i m e I d o n 't u s e any decides to give him a bit more information.
Effort. With my E d ge, it costs m e noth i n g. And d o n ' t fo rget t h at
I ' m tra i n e d . B ut, sad ly, I o n ly ro l l a 6 . G M : Yo u hear s h o uts in the d i stance, ech o i n g d own co rridors.
You don't know h ow many voices there a re , but it co u l d be a lot.
G M : Yo u m i s s . D i a n a ? They' re gett i n g closer. Yo u esti m ate t h at yo u 've got about th ree
ro u n d s before t h ey get to you . Wh at do you d o ?
DIANA: I l u n ge fo rward a n d attack. I ro l l a . . . 1 7 .

G M : He tries h i s best to b l ock yo u r b l ow, but yo u r stre n gt h a n d


s k i l l s u rpass h i s . You stri ke h i m i n the s i d e a n d h e d ro p s to the
floor.

DIANA: Yes !

C LARK: I ' m go i n g t o check o u t those mach i n e s . F i rst I ' l l s e e i f


they' re fu n cti o n i n g a n d t ry t o identify t h e m . I f n ot, I ' l l j u st root
a ro u n d for anyt h i n g I can s a lvage-maybe a cyp h e r or two.

DIANA: I ' m go i n g to search t h e dead g u a rd s .

G M : Yo u s h o u l d both give m e I nte l l ect- based ro l l s .

353
CHAPTER 23

REALIZI NG TH E
N I NTH WO RLD

T
h e N i nth Wo rld
i s a sett i n g u n l i ke
any ot h e r. B u i l d i n g
"My people have lived sto ries there c a n seem
on this planet for untold c h a l l e n g i n g. Portray i n g
generations-hundreds a world o n e b i l l io n yea rs
of millennia, at least.
i n t h e fut u re can be
But we will always be the
outsiders here. " -Visixtru, d a u nt i n g .
vatjellan philosopher C h a pter 1 : We lcome
to the N i nth Wo rld
i s a great sou rce fo r
add iti o n a l i nformation
about h ow to exp l o re
a n d ta l k about the wo r l d .
I f y o u h aven't a l ready
done so, I reco m mend
read i n g t h at c h a pter to
give yo u a good sense
of the wo rld before
p rogre s s i n g.
featu res of rave n s . Rave n - headed h u m a n o i d s a re n ' t
MAINTAINING THE WEIRD enti rely typ i ca l , but t h at a l o n e p robably i s n 't e n o u g h
N u m e n e ra is meant to be we i rd . The N i nth Wo rld i s to be co n s i d e red we i rd . M u rd e n a l s o e m i t a psyc h i c
b u i lt o n t h e bones o f prior civi l izat i o n s t h at n ot o n ly buzzi n g s o u n d i n the m i n d s o f a nyo n e who d raws
created tec h n o logies t h at s u rpass u n d e rsta n d i n g close t h at see m s l i ke a n i rritat i n g bit of mental n o i s e .
b u t a l so l ived i n c u l t u res a n d carried o u t activities Th at' s k i n d of we i rd . Someti mes, h oweve r, i n te l l i gent
t h at ca n n ot be i m a g i n ed by t h e cu rrent i n h a b itants. b e i n g s hear t h e voices of peo p l e fro m their past
Eve n t h e very n at u re of these past peo p l e ca n n ot be ech o i n g t h roughout the buzz i n g . That's N u m e n e ra
truly u n d e rstood-no m o re t h a n a Cro- M agnon m a n we i rd .
co u l d b e g i n t o u n d e rsta n d a n i n h a b itant o f the 2 1 st We i rd i s s u st a i n ed b y myste ry, a n d mystery
ce n t u ry typ i n g on a p l astic keyboard on a co m p uter co m e s fro m t h e u n k n own a n d t h e u n exp l a i n e d . T h i s
hooked w i re l e s s l y to the I nternet to p l ay a s pace m e a n s t h at i n N u m e n e ra , n o p l aye r s h o u l d eve r
exp l o ration game with h i s frie n d s o n the oth e r s i d e t r u l y fee l l i ke he u n d e rsta n d s everyt h i n g a ro u n d
o f the p l a net. h i m . I f a PC co m e s u po n a control p a n e l a n d fi g u re s
With a l l t h at d i stance d ivid i n g any kind of out w h at a few of t h e contro l s d o , t h e re wi l l a l ways
u nd e rsta n d i ng, t h i ngs wi l l seem p retty wei rd to t h e be far m o re b u tto n s and d i a l s t h at h e does n ot
c h a racters. J u st as i m portant, t h i ngs s h o u l d s e e m u n d e rsta n d .
wei rd to t h e p l aye rs. W h e n yo u r u n a N u m e n e ra game, y o u s h o u l d
We i rd i s a co m b i nation of frighte n i n g and m a i nta i n the we i rd . H e re a re a few t i p s .
Murden, page 247 i nterest i n g . It's a com b i n ation of d i st u r b i n g and
Abhuman, page 7 3 fascinating. We i rd i s a few ste ps beyo n d . The m u rd e n DESCRIBE, DON'T DEFINE
a re t h i evi n g a b h u m a n s t h at h ave some of t h e Beca u s e mystery i s so i m portant to we i rd , the N i nth

354
LI M E NE
REALIZING THE NINTH WORLD

Wo rld is n ever about strict d efi n it i o n s or co ncrete THEN AND NOW


q u a ntificat i o n s . " Describe, d o n ' t define" m i ght be Are we-l ivi n g in the 2 1 st centu ry-o n e of
the n u m be r one rule. I t n ot o n ly l eaves roo m for the eight prior worl d s ? We l l , in the fi rst p l ace,
fu rt h e r d evelopment l ater, but it a l s o kee ps t h i ngs the peo p l e of the N i nth Wo rld n ever s pecify
myste rious a n d we i rd , a n d that's t h e most i m portant d i st i n ct i o n s between the prior worl d s beca u s e
c h a racte ristic of the sett i n g. such t h i ngs a re m ea n i n gl e s s to t h e m . I f the
Act u a l ly, perh a p s t h e rule s h o u l d be, " Describe civi l ization of 1 00 m i l l io n yea rs ago had q u a l ities
rat h e r than define, a n d if yo u m u st define, n eve r t h at set it a p a rt fro m the civil ization of 800
q u a ntify. " I n oth e r word s , when tal k i n g about m i l l io n years ago, what d i fference does it m a ke
a b h u m a n s , I m i ght describe t h e m a s " m i s s h a p e n , to N i nth Wo rlders? N o n e . And eve n if t h ey d id
brut i s h h u m a n o i d s t h at l ive outs i d e h u m a n soci ety. " care, the d iffe re nces between the two wo u l d
H owever, yo u m i ght h ave to d i st i n g u i s h (defi ne) l i kely b e i n co m p re h e n s i b l e t o t h e m . So t h e
them fro m m utants at some poi nt d u ri n g a game, cu rre nt civil ization i s the N i nth Wo rld beca u s e Mutant, page 7 23
beca u s e i n the N i nt h Wo rld " m utant" mea n s that's w h at t h e peo p l e c h o o s e to ca l l it, n ot
so meth i n g d i fferent (some a b h u m a n s m i ght b e beca u s e they know for a fact t h at there we re eight
m utants, b u t n ot a l l m utants a re a b h u m a n s . . . but civi l izat i o n s before them.
I d i gress) . I wo u l d never say, "There a re s ix types of In the seco n d p l ace, o u r 2 1 st-centu ry
a b h u m a n s , a n d they a re . . . " civi l ization wo u l d h ave to adva n ce d ra m atica l ly
That k i n d of q u a ntification is the death of mystery. to rise to the l evel of the so-ca l l ed prior worl d s .
I f w e s u rvive, s ay, a n ot h e r m i l l i o n years, t h e n
NEVER USE THE SAME TRICK TWICE m aybe-j ust m aybe-we wi l l be o n e o f those
I f a PC fi n d s a n i n j ector d evice t h at h e a l s wou n d s , worl d s . The ancient peo p l e of the N i nth Wo rl d ' s
the n ext t i m e h e fi n d s a s i m i l a r device, it' s a p i l l . T h e past a re s o fa r beyo n d u s , s o a l ie n t o u s , t h at we
n ext t i m e , i t ' s a n e l ixi r t h at h e m u st d ri n k. And s o a re more l i ke the N i nth Wo rlders in o u r l evel of
o n . C h a n ges keep t h i ngs u n kn owa b l e a n d kee p t h e u nd e rsta n d i ng. The peo p l e of those prior wo rld s Weird does not mean
p l ayers fro m fee l i n g safe. co m m a nded the ve ry fo rces of the u n iverse. surreal or some kind of
Of co u rse, you can also turn the tables o n them They moved p l a nets and s u n s , trave led to oth e r inexplicable psychedelic
l ater. H ave the cha racters v i s it a region where h ea l i n g galaxies, a n d exp l o red oth e r u n ive rses. We dreamscape. Weird is
a lways co mes i n identical p i l l s , and the p i l l s a re ca n n ot truly co m p re h e n d what they we re l i ke. usually more subtle, and
works in juxtaposition
somewhat com m o n . Where a re they a l l com i n g from ? Fro m our point of vi ew, j u st a s from the N i nt h
with the non-weird, unlike
O n e way t o com m u n icate a sense o ft h e wei rd Wo rlders' point o f view, t h ey wielded magic. surreality.
wh i l e m a i nta i n i n g veri s i m i l itude is to h ave the PCs
encou nter N PCs who a re fa m i l i a r with the beasts and
d evices of that adventure. So although the PCs h ave co rri d o rs stretch i n g i nto d a rkness. The trad itio n a l
neve r encountered or heard of a cragworm , the N PCs "craw l " type o f adve n t u re , where the PC exp l o re Cragworm, page 23 6
they meet in a nea rby v i l l age h ave seen the beasts and roo m after roo m , i s n 't always the best N u m e n e ra
can re l ate deta i l s about them. In fact, n ow and then, adventure (yo u can do it, but it' s c h a l l e n g i n g) . I n
it w i l l seem a l l the wei rder to the p l ayers if stra n ge a n a rrative where the c h a racters a re exp l o ri n g a n
creatu res a n d t h i ngs that a re wo nders to them a re j u st a n cient struct u re, it's bette r to u s e state ments
another part of the l ives of people that they meet. l i ke this one: "Afte r h o u rs of exp l o r i n g n u m e ro u s
c h a m bers fi l led w i t h t h e re m n a nts o f stra n ge
DON'T USE ONE IDEA-USE TWO mach i n e s , w i n d i n g co n d u its, a n d p i pe s , a n d afte r
(OR MORE) desce n d i n g many l eve l s , you fi n d yo u rself i n a l a rge
I f you h ave a co u p l e of cool ideas fo r n ew a n d a rea . . . . " Descri pt i o n s l i ke t h at leave p l e nty of roo m
d a n ge ro u s creatu res fo r t h e P C s t o e n co u nter, d o n ' t fo r t h e u n known w i t h o u t devolvi n g i nto ted i u m .
create seve ra l d i fferent beasts. I n stead , take a l l t h o s e Ted i u m i s t h e enemy o f we i rd .
ideas a n d i n corporate them i nto o n e creatu re. Don't
create a serpent with a hypnotic sta re a n d a p l a n t
DIFFERENT WAYS TO USE THE
w i t h p o i s o n o u s t h o rn s-create a s e r p e n t bristl i n g
with l o n g , ve nom-t i p ped s p i n es t h at a re i n turn NINTH WORLD
covered with a fu n g u s t h at e m its hypnotic s po re s . Although Part 4 : The Sett i n g (page 1 2 9) l ays out
the b a s i cs of the N i nth Wo rld (at least fro m the
ALWAYS PROVIDE ANOTHER DOOR point of view of those i n the Steadfast) , yo u , as the
I f the PCs exp l o re a n ancient tec h n o l ogical co m p l ex, G M , need to decide the p recise fee l a n d fl avor yo u
m a ke it va st-fa r too b i g to exp l o re eve ryt h i ng. G ive want to g ive it-yo u r own pers o n a l s p i n , if you wi l l .
t h e m more doors t h a n t h ey can open or co u ntless I f you l i ke fa nta sy, yo u c a n i m m e rse t h e p l aye rs i n

355
See Appendix B: the pers pective of t h e N i nth Wo rld fo l k, who often A QUASI-MEDIEVAL FANTASY SElTING
Bibliography and u s e wo rd s s uch a s " m agic," " s p e l l s , " "witc h e s , " When a l l is said and done, the d i fferences between the
Resources (page 402) a n d " d e m o n s , " a n d who n ever u s e tec h n o l ogical o r tech no-magic of a N i nth World nano and the ritu a l s
for more inspirational
scie nce word s . I f yo u l i ke scie nce fict i o n , y o u c a n and i n cantations o f a c l a s s i c fantasy wizard a re rather
suggestions.
portray t h e same t h i ngs a s b e i n g m o re gro u nded i n ped antic. Fa n s of trad itional fantasy, sword s and
scie nces t h at w e h ave n a m e s fo r, at least, if n ot t r u e sorcery, and so on co u l d easily use the N i nth World
u nd e rsta n d i ng. with only a s l ight change of mental focu s .
Below a re some exa m ples of h ow to give the I n t h i s take o n the sett i n g , yo u 've got a m ixed
sett i n g yo u r own fee l . band of exp l o re rs go i n g t h rough ancient ru i n s
t o fi n d trea s u re a n d fight m o n sters. S o u n d
A POST-APOCALYPTIC SElTING fa m i l iar? H e re, t h o u g h , t h e d u ngeo n s a re vast
The N i nth Wo rld exi sts a m o n g the ru i n s of a prior s u bterranean mach i n es, the magic ite m s a re
civi l izat i o n . Le ss-adva n ced peo p l e scave n g i n g among p ractica l ly u n d ec i p h e ra b l e device s , a n d the d rago n s
the re m n a nts of a n e n l i ghtened , l o n g- l ost c u l t u re i s a a re genetica l ly e n g i n ee red h o rrors tra n s p l anted
sta p l e for many post-apocalyptic stories, fro m Planet fro m another wo rld o r d i m e n s i o n . Carefu l u s e of
of th e Apes to Thundarr the Barbarian. l a n g u a ge-fo r exa m p l e , always referri n g to a rtifacts
W i t h t h i s focu s , m o s t adve n t u re s wo u l d i nvolve a s magical-a l l ows the N i nth Wo rld to reta i n a
the PCs exp l o ri n g the ru i n s of the prior worl d s to fa ntasy fee l .
recove r wh ateve r they can to h e l p t h e m s u rvive. M ost M a ny N u m e n e ra G M s wi l l be tem pted t o u s e
l i ke ly, the point of the ca m pa i g n wo u l d n ot be about tec h n o l ogical term i n o l ogy i n t h e i r descri pti o n s
re b u i l d i ng, but s i m ply e n d u ri n g. Pol itics a n d d a i ly life fro m t i m e t o t i m e . I f yo u w a n t to portray the N i nth
i n N i nt h Wo rld tow n s a n d cities wo u l d be merely a Wo rld as a q u as i - m e d i eval sett i n g , h owever, yo u
backd ro p for the rea l act i o n : d e lvi n g i nto the legacies s h o u l d avo id tech n i cal j a rgon a n d always describe
of the a n cients, fi n d i n g d a n ge r a n d rewa rd a m o n g t h i ngs i n terms of trad itio n a l fanta sy-d rago n s ,
the ru i n s . d e m o n s , stee l , go l e m s , a n d so o n . The p l aye rs m i ght
deve l o p a sort of l iterary i rony s i n ce they h ave a b a s i c
u nd e rsta n d i n g of the sett i n g, but if yo u re i nfo rce the

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trad iti o n a l fa ntasy outlook of the characters, soon


eve ryon e wi l l fee l l i ke they a re p l ayi n g i n a fa m i l i a r
SUFFICIENTLY ADVANCED
sett i n g w i t h u n i q u e twists. TECHNOLOGY
M a ny fantasy stories-fro m The Dying Earth to The a rtifacts a n d cyp hers t h at the PCs fi n d a re
the Shannara series-a l l use sett i n g s b u i lt o n the b its a n d b a u b l e s t h at can be u sed i m med i ately i n
re m n a nts of a tech n o l ogical past. G e n e Wo lfe ' s i nterest i n g ways or co b b l ed toget h e r i nto h a n d y
s e r i e s The Book ofth e N ew Sun t u r n s o n t h e idea t h at too l s o r d a n ge ro u s wea po n s . T h a t ' s the magic o f the
although it fee l s l i ke a fantasy tale i n a rea l m based N i nth Wo rld.
o n our past, it's act u a l ly a fa r-futu re story where B u t m a g i c i s m o re t h a n t h at. Eve n without
tec h n o l ogy res e m b l e s magic. t h e u s e of a rt ifacts o r cyp h e rs , h u m a n s and
creat u re s h ave we i rd powe rs. T h ey m i ght be Artifact, page 298
A WEIRD HORROR SETIING the legacies of m utat i o n , genetic m a n i p u l at i o n , Cypher, page 278
I n t h i s take, the peo p l e of the N i nth Wo rld try to e l ectro m agnetic fl u ct u at i o n s , t ra n s d i m e n s i o n a l
s u rvive in a world they d i d n ot create. They h ave rift s , n a n otech n o l ogy, ove rl a p p i n g n etwo rks
no idea what h o rrors of t h e past wait for them j u st b road cast by h i d d e n towe rs and o r b i t i n g sate l l ite s ,
beyo n d the l a m p s of t h e i r tiny com m u n ities s o m e com b i n at i o n of a l l of t h e s e , o r s o m eth i n g
perh a p s e n g i n ee red m o n st rosities, mach i n e s t h at eve n stra n ge r.
ki l l , or c l o u d s of t h e so-ca l l ed I ro n Wi n d t h at can tear Part of t h e point is t h at it' s i n co m p re h e n s i b l e . The
a person a p a rt in a heartbeat or, worse yet, c h a n ge tec h n o l ogy of the prior worl d s i s s u c h t h at we, a s
h i m i nto somet h i n g e l s e . The myste ries of the past 2 1 st-ce ntury peo p l e , ca n ' t truly u nd e rsta n d o r eve n
a re beyo n d co m p re h e n s i o n , a n d those who atte m pt identify it, so h ow can t h e far yo u n ge r peo p l e of the
to learn these secrets a re d oomed . N i nth Wo rld th i n k of it a s a nyth i n g ot h e r t h a n magic?
Th i s i s a rather n i h i l i stic, pseudo- Lovecraft i a n (An d honestly, a re they rea l ly so wro n g ?) B ut the
a p p roach to horro r, but it i s n o stretch to th i n k t h at i n a b i l ity of the p l aye rs-let a l o n e t h e c h a racte rs-to
someone with the se n s i b i l ities of ancient h u m a n ity rea l ly u n d e rsta n d the "tech " of t h e N i nth Wo rld i s
wo u l d d eve l o p a rather d a rk view of the u n iverse i m portant.
when l iv i n g in a wo rld of n a n otech ru n a m o k. Don't describe a p iece of tech n o l ogy a s a g u n ,
G M s wis h i n g to use the N i nth World as a h orror a p h o n e , o r a co m p uter. I t ' s a l l fa r stranger t h a n
sett i n g need to kee p the tech nologies of the past t h at. The a rt ifacts a n d cyp h e rs t h at cha racte rs fi n d
utterly mysterious-essential ly, i n co m p re h e n s i ble. a re often b its a n d p i eces of l a rge r, m o re co m p l ex,
Every creat u re need s to be a u n iq u e mon ster, and each a n d u l t i m ately less co m p re h e n s i b l e d evices. The
m u st be more ho rrific, deadly, and d ifficult to d efeat l i ghtn i n g-th row i n g tube t h at Jerik found m i ght
than the last. Techno logy/magic ca n n ot be mastered h ave been a p a rt of the powe r co n d u it fo r a l a rger
or even u n d e rstood , and it always comes with a p rice. mach i n e . The g l a s s t h at s h ows fa raway p l aces m i ght
Explori n g ancient locales i s a last resort-someth i n g h ave been the viewfi n d e r of so meth i n g else, a n d
d o n e because without the d a n gero u s secrets fo u n d the g l a s s t h at a l l ows N e m m o l to s e e t h rough wa l l s
with i n , d estruction i s i m m i nent. m i ght b e a s i m i l a r o bj ect t h at h a s been mod ified o r
i s m a l fu n ction i n g.
A HOPEFUL NEW WORLD SETTING The co m m o n peo p l e of the N i nt h Wo rld l u m p
The peo p l e of the N i nt h Wo rld h ave been given a eve ry k i n d o f tech nol ogy together u n d e r t h e label
great gift: a whole wo rld t h at is t h e i rs to tame a n d "the n u menera." To t h e m , it's a l l s u pernatural
m a ke t h e i r own . N ow they m u st overco m e t h e stuff. They don't necessarily recogn ize t h at some
re m n a nts of the p a s t a n d , where pos s i ble, recove r tec h n o l ogy i s fa r m o re advanced t h a n others.
what they can to fo rge a n ew fut u re. They d o n ' t rea l ize t h at a med ical sca n n e r i s m o re
B rave explorers seek the legacies of the prior worlds. advanced t h a n a p i ston-d riven e n g i n e . A s i m p l e
They strive to b u i l d a world that i s as fantastic as or b l owtorch see m s the s a m e a s a d evice t h at d i s ru pts
better than the ones that ca me before. Yes, the land i s o rga n i c ce l l s .
fu l l o f dangers thanks t o the actions o f the ancients, but Aeon Priests a re t i n ke rers w h o take a rtifacts fo u n d Aeon Priest, page 269
these are merely ch al lenges to be overcome. b y exp l o rers a n d t u rn t h e m i nto u s a b l e d evices. They
u nd e rsta n d (or perh a p s m i s u n d e rsta n d ) j u st e n o u g h
ALL AT ONCE of the o l d tech nologies to get the b its a n d p i eces t o
Ca refu l readers wi l l n ote t h at each of these perform h a n d y tasks. When a g l a ive b r i n g s t h e m a
s u ggest i o n s focuses o n o n ly o n e a s pect of t h e N i nth stra n ge, glowi n g crystal pyra m i d , the p riests know
Wo rld . Any of the o pt i o n s can be used without t h at it can be made i nto a pers o n a l powe r s h i e l d or a
m a k i n g m a s s ive c h a n ges to t h e sett i n g beca u s e the magnetized tracto r bea m .
N i nth Wo rld co m p rises each of t h e m a l ready. B u t s o m e o f t h e p r i o r wo r l d s we re m i l l i o n s (or

357
h u n d re d s of m i l l i o n s ) of yea rs i n t h e past. H ow p rod u ction faci l ities, a n d m o re. The mach i n es
can s u ch i n cred i b ly o l d stuff sti l l be a ro u n d ? i nvolve t u r b i n e s , fans, p i sto n s , s p ri n g s , belts,
S o m et i m e s , sta s i s fi e l d s preserve o bject s . Ot h e r screws , hyd ra u l ics, m otors, p u m p s , tra n s i stors, and
t i m e s , t h ey h ave s e l f- re p a i r mech a n i s m s , o r n a n ites servos , somet i m e s on a co l o s s a l sca l e . They m i ght
re p a i r them o n a m o l ecu l a r l eve l . Sti l l ot h e rs a l so i nvolve capacitors, res i stors, s e m i co n d u ctors,
a re m a d e of s u c h adva n ced m ateri a l s t h at t h ey c i rcu its, m i croc h i p s , and t h i ngs o n a m icrosco p i c
a re effect ively i m m u n e to t i m e . Last, i m po s s i b l e sca l e .
l o n gevity m i ght be a property o f t h e l ocat i o n Fo r a more exotic s p i n , co n s i d e r mach i n es made
w h e re t h e ite m s we re fo u n d , with pe rfect sea l s o r of u n expected m ateri a l s , such a s a n engine made of
p rotect ive fi e l d s m a i nta i n i n g a struct u re a n d its extre mely h a rd g l a s s , a n e l ectro n i c d evice of fl exi b l e
contents i n defin itely. p l astic, or a n auto m aton made of cera m ics t h at uses
l i q u i d o r o rga n i c m ateri a l fo r p roce s s i n g a n d storage.
TYPES OF TECHNOLOGY
Oddities, page 3 7 4 W h e n t h i n ki n g about cyp h e r s , a rt i facts , od d it i e s , Don't: H ave the PCs m eet a h u m a n o i d auto m aton
Discoeries, page 3 7 4 d i scove ries , a n d ot h e r re l i cs of t h e past, it' s worth who s peaks t h e i r l a n g u age in a fu n ny, mech a n ical
b rea k i n g t h e m d own i nto b road catego ries. T h e s e voice a n d h a s a s h o u l d e r- m o u nted ca n n o n .
c l a s s ificat i o n s d o n ' t nece s s a r i l y h ave m e a n i n g a s D o : H ave t h e P C s e n co u nter a b roken a n d cracked
game mech a n ics. Fo r exa m p l e , w h et h e r a wea p o n wo m a n m a d e of cera m ics and g l a s s . H e r wo u n d s
i s a b i o e n g i neered orga n i s m , a mech a n i c a l l y a n d fi s s u re s ooze a stra n ge m i l ky s u bstance t h at,

Numenera is meant to be weird. The Ninth World is built on the bones ofprior
ci11ilizations that not only created technologies that surpass understanding but also li11ed
in cultures and carried out actii;ities that cannot be imagined by the current inhabitants.

ret ract i n g b l a d e , or an item t h at attacks a vict i m as it d ri e s , e n co u rages t h e growt h of a b l u e fu n g u s .


o n a m o l ecu l a r l eve l , it m i ght h ave t h e s a m e b a s i c T h u s , s h e i s caked w i t h t h i s fu n g u s . T h e s p o re s
mech a n ics a n d d o t h e s a m e a m o u nt o f d a m age. e m it a h i g h -fre q u e n cy s o u n d t h at ca n ' t be h e a rd but
T h e average N i nt h Wo r l d e r does n ' t u n d ersta n d t h at d i s r u pts t h e syn a pses of h u m a n s , scra m b l i n g
t h e s e types of d i st i n ct i o n s , e i t h e r, b u t it' s u s efu l a n d u l t i m ately fryi n g t h e i r b ra i n s .
for G M s to t h i n k i n t h e s e term s , mostly to keep
t h e i r h o rizo n s o p e n . The n u m e n e ra can d o v i rt u a l ly Don't: H ave t h e PCs fi n d a mach i n e g u n .
a n yt h i n g, l i m ited o n l y by t h e u n d e rsta n d i n g of t h o s e Do: H ave t h e m fi n d a n a rtifact t h at looks l i ke a
who recover i t . b u n d l e of joi ned t u be s a n d a wide p i pe with a metal
The fo l l owi n g catego ries u s e 2 1 st-ce ntury terms scoop in t h e back. When the scoop i s fi l led with
a n d u n d e rsta n d i n g to exp l a i n these b road types of o bj ects (s m a l l sto n e s , b its of meta l , screws a n d
tech nol ogy. They' re not meant to be co m p re h e n s ive bolts, o r someth i n g s i m i l a r) a n d o n e o f the t u be s
o r to put l i m its o n w h at can be fo u n d-j ust the i s p u l led b a c k a n d p u shed u pwa rd i nto the heart o f
oppos ite, i n fact. U se these c l a s s ificat i o n s as creative the d evice, the a rtifact s p rays a b u rst of t h e o bjects
i n s p i ration n ot j u st fo r ite m s the PCs use but a l s o for with i n cred i b l e s peed and fo rce. I n oth e r wo rd s , the
mach i n es and tec h n o logies they encou nter in t h e i r a rtifact fu n ct i o n s j u st l i ke a mach i n e gun, but o n ly
exp l o rat i o n s . Re m e m b e r, too, t h at somet i m e s the t h rough trial a n d error (a n d the c h a racte rs d o n ' t
n u m e n e ra e n co m passes m a ny of these tech nologies know what a mach i n e g u n i s beca u s e t h at does n ' t
at o n ce . exi st i n t h e N i nth Wo r l d , so they wo u l d n 't c l a s s i fy it
t h at way) .
Machines and Engines
The tech n o l ogy in t h i s category is perh a p s the Networks and Computational Devices
s i m p lest, based on mech a n ical principles a n d Th i s tech n o l ogy i nvolves d ata p roce s s i n g a n d
often powered b y c h e m i ca l s o r e l ectricity. Although storage, co m p utat i o n a l powe r, a n d d i s s e m i n ati n g
this m i ght be t h e most straightfo rwa rd and i nformation o n a wo rldwide l eve l . I t a l s o i n c l u d e s
u n d e rsta n d a b l e category of tech n o l ogy, it s h o u l d reco rd i n g a n d stori n g t h e d ata ( a n d e s s e n ce) of
sti l l be utte rly baffl i n g. I t i n c l u d e s clocks, ve h i cles, co m p lex orga n i c b ra i n s in a perm a n e nt, near
fi rea rms, ge n e rato rs, a uto m ato n s , cybernetics, i m m o rtal state. Co l l ectively, we u s e the term

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" d ata s p h e re" to describe the wo rldwide w i re l e s s Energy Manipulation


n etwo rk t h at co n nects a wide vari ety of co m p ute rs, The e l ectro m a g n et i c s pectru m beco m e s a tool u nto
s ate l l ite s , and oth e r mach i n es to store and exc h a n ge itself in t h i s catego ry, and eve n the fu n d a m e n t a l
d ata. H oweve r, a n u m be r of s u c h n etwo rks m i ght fo rces i n t h e u n iverse can be m a d e to d a nce The Ninth World is
exi st in t h e N i nth Wo rld (a n d beyo n d-some of at the p l e a s u re of those w h o co m m a n d t h e s e enveloped in a field of
these n etwo rks co u l d be co n n ected to i nterp l a n eta ry, tech n o l o g i e s . O bvi o u s ly, t h i s g ro u p i n c l u d e s
information-think of it
as an area with a hundred
i nterste l l a r, i nterga l actic, o r i nterd i me n s i o n a l destructive e n e rg i e s l i ke ray o r b e a m weapo n s , b u t thousand active radio
s o u rces) . it a l s o h a s s o n ic, m a g n etic, gravitic, m i crowave , o r stations, but almost no one
The category a l so e n com passes a rtificial d i s i ntegrat i o n weapo n s . And wea p o n s a re s i m p l y has a radio. The datasphere
i nte l l i gences, u n i q u e N PCs t h at a re somet i m e s t h e e a s iest m a n ifestat i o n of e n e rgy m a n i p u l at i o n . occasionally malfunctions
a l most l i ke s p i rits o r god s . T h e i r powe r i s l i m ited Devices i n t h i s category a l s o i n c l u d e s e n sors, or interacts with the people
in the world in unexpected
o n ly by the tech n o logy t h at they can st i l l acce s s . sca n n e r s , co m m u n i cato rs, h o l o g ra m s , fo rce field s ,
ways, however, sending
Artifici a l i nte l l i ge n ces co u l d l ive wit h i n the t ractor bea m s , m i c rowave t ra n s m i s s i o n s , a n d "glimmers" of information
d ata s p h e re itself o r be confined to u nco n n ected s e n s o ry m a n i p u l at i o n . I t i n c l u d e s u s i n g m a g n et i c directly into someone's
co m p uters or mach i n e s . They m i ght u s e h o l ogra m s fi e l d s o r g ravity to m ove, m a n i p u l ate, o r s h a p e head. The GM should
t o p roject a p resence i nto t h e rea l world o r b u i ld m atter a n d ot h e r e n e rgy. I t can i nvolve t e l e p athy, occasionally have this
a utom ated bod ies to i nteract i n a physical state. (Or teleki n e s i s , pyroki n e s i s , a n d ot h e r m a n ifestat i o n s happen to the PCs. Not
often. And the vast majority
they co u l d fi n d both of those opti o n s ri d i c u l o u s o r of e n e rg i e s with i n t h e b ra i n ( o r mech a n ical o r
of the time it shouldn 't
a b h o rre nt.) b i o l ogical d evices i m p l a nted o r g rown with i n make any sense or be
An i nterest i n g concept co u l d be t h at d i fferent t h e b ra i n t o p rod uce s i m i l a r effects) . E n e rgy relevant. Maybe once in a
a rtificial i nte l l i ge n ces from d i fferent e ra s exi st with i n m a n i p u l at i o n can affect m o l ec u l a r b o n d s a n d whole campaign, however,
t h e d atas p h e re toget h e r. They wo u l d b e a s a l ie n to ot h e r p r i n c i p l e s o n a n ato m i c o r s u bato m i c level to it is pertinent and helpful.
each oth e r as h u m a n s and extrate rrestri a l s . The t ra n sform o r t ra n s m ute m atte r.
You can plan for this or you
can make it a way to send a
i nte l l i ge n ce s m i ght work together o r wage co n stant much-needed hint or clue.
war, o r they m i ght not eve n be awa re of each other's Nanotechnology
exi stence. N a notec h n o l ogy can c h a n ge m atte r on its most
fu n d a mental l eve l s . E n g i neered mach i ne s t h at exi st
Genetic Engineering o n a n ato m i c o r s u bato m i c sca l e can m ove, res h a pe,
J u st as adva n ced civ i l izat i o n s can s h a p e steel a n d a lter, o r co m p l etely red e s i g n m atte r-both i n o rga n i c
g l a s s a n d p rod uce p l a stics a n d ot h e r m ateri a l s , a n d o rga n i c-a n d t h ey c a n p rod uce a n d m a n i p u l ate
t h ey c a n s h a pe a n d create b i o l ogical orga n i s m s . e n e rgy as we l l . Beca u s e n a n o m ach i ne s often co m e
D i seases c a n b e c u re d , wo u n d s h e a l e d , a n d i n fa ntastica l ly h u ge n u m bers, they can w o r k a t
bod i e s re b u i lt, red e s i g n e d , a n d re p u rposed . To o l s what a p pears to be a n a l most m a g i c a l s peed . I t ' s n o
a n d mach i n e s can be g rown rat h e r t h a n m a d e , wo n d e r t h at many peo p l e see n a n otech a s the work
a n d t h ey can re p a i r t h e m selves w h e n nece s s a ry. of i n v i s i b l e s u pernatural creat u re s (somet i m e s ca l l ed
T h i s catego ry of tech n o l ogy a l s o i n c l u d e s n a n o s p i rits) .
c l o n i n g, b i o l ogical i m p l a nt s , graft s , rewrit i n g a n d N a n otech i nvolves b u i l d i n g a n d re p a i ri n g
ove rwrit i n g b ra i n s (with i n st i n ct s , s k i l l s , knowledge, i norga n i c a n d o rga n i c struct u re s . I t c a n be used
o r m e m ories) , a n d d ru g s so adva n ced t h at t h ey a s ta rgeted d rugs a n d viruses t h at can c h a n ge a
l itera l ly rewrite D N A. creatu re on the cel l u l a r l eve l , worki n g as a c u re fo r
S o m e g e n e t i c m a n i p u l a t i o n m i g h t be d i sease a n d the m e a n s to s h a pe .
i n a dvertent. Ra n d o m m utati o n s c a n arise fro m N a notec h n o l ogy a l so a l l ows fo r t h e creation
past e n g i n e e r i n g go n e bad o r fro m u n i ntent i o n a l of t h i ngs t h at wo u l d oth e rwise be i m po s s i b l e
s o u rces s u c h a s rad i a t i o n o r c h e m i ca l s i n t h e a i r, m ate r i a l s t h at a re s u pe r-th i n , s u pe r-strong, s u per
g ro u n d , or water. res i l ient, or a l l th ree at o n ce. It a l s o m i ght i nvolve
Leftove r n u m e n e ra t h at can do some type creat i n g exoti c mate r i a l s s u c h as l i q u i d m eta l , s m a rt
of genetic e n g i n e e ri n g gives us a peek at some fl u id s , s h apeable gases, a n d stra n ge r t h i n g s .
creat u re s of the prior worl d s . At least o n e of the A t some point i n the p a s t aeo n s , n a n otech m u st
civi l izat i o n s was p r i m a r i l y h u m a n , a n d at least o n e h ave gone horribly awry. Some of t h e h u m a n s of
was enti rely n o n h u m a n . T h i s i nformation reve a l s two the N i nth Wo rld u n knowi ngly h ave l atent n a n otech
t h i n gs . F i rst, some of the a b h u m a n s of the N i nth viruses t h at co u l d s u d d e n ly activate and wreak
Wo rld a re genetica l ly mod ified h u m a n s o r a re the c h a n ges-eve n d rastic c h a n ges-i n t h e i r phys i o l ogy.
desce n d a nts of such i n d iv i d u a l s fro m prior worl d s . Va rious m utants a n d a berrant creatu res ( i n cl u d i n g
A n d seco n d , s o m e o f t h e a rtifacts a n d struct u res a b h u m a n s) a re l i kely t h e res u lt o f n a n otech n o l ogy.
d i scovered d o n ' t react to h u m a n s a n d clearly a re n ot B u t t h e worst t h reat of a l l i s t h e so-ca l l ed
i ntended for h u m a n u se. I ro n W i n d . T h e s e a re c l o u d s of n a n o m ac h i n e s Iron Wind, page 7 35

359
r u n a m o k , c h a n g i n g m atter t h ey co m e acro s s m atrixes, ext rad i m e n s io n a l s paces, the a b i l ity to
i n ra n d o m a n d b i z a rre ways . I s it a fo rce o r a n c h a n ge t h e p h ases of m atte r, a n d more. Th i s i s l i kely
i nte l l i ge n c e ? T h e I ro n W i n d i s n ' t a s i n g l e t h i n g t h e stra n gest a n d most i n co m p re h e n s i b l e category
it's a phenomenon. of tech n o l ogy. It can i nvolve rewrit i n g the l aws of
physics, creat i n g s pace where there was none,

The /(ardashev scale is


Stellar Technology sto p p i n g t i m e , t i m e trave l , a n d t i m e m a n i p u l atio n .
a very useful tool and Soviet astronomer N i kolai Kardashev created a
a great starting point scale to mea s u re truly advanced civi l izations. H e ADVENTURE IDEAS
for research in ideas of based it m a i n ly on energy u se. T h e scale has three N ow yo u u n d e rsta n d h ow to u s e the r u l e s , h ow to
just what an advanced types (a lthough other people deal with p l aye rs, a n d h ow to pace
civilization could really expanded it to include five) . yo u r ca m p a i g n . So w h at d o
accomplish. Physicist
A Type I civil ization is not yo u want t h e cha racte rs t o do ?
Freeman Dyson conceived
of the Dyson sphere, u n l i ke o u rs in the 2 1 st Wh at sto ries do you want
which would be a way to centu ry, with l i m ited to te l l ?
surround a star to absorb capabil ities and I n many ways, the
a II of its energy output energy use. A Type 1 1 archetypal N u menera
(a /though it wou Id take civi l ization uses the adventure is this: the
all the matter in the
energy of its star. PCs are exploring
planets around the star
to build it) . Once you It b u i l d s thi ngs on the wilderness and
have your mind wrapped a mega-scale, such come u pon someth i n g
around that, what's even as a ring or sphere i nexp l icable. They
more mind-blowing is a that encircles the i nvestigate, and d i scover
Dyson sphere around an
s u n or structures that amazing t h i n gs, not the
entire galaxy.
i nvolve the moving or least of which i s that it' s a l l
d i s mantl i n g of a planet. even wei rder t h a n i t first
A Type I l l civil ization appeared . And the whole
begi n s to harness the thing i s , of cou rse, laced
power of a l l the stars in with danger.
its galaxy and can even res h ape t h i n gs on a T h i s can take many form s :
galactic scale. Beyo n d t h e rocky h i l l s l i es a ru i n o f i ro n a n d g l a s s ,
When I ta l k about ste l l a r tech nol ogy, I ' m ta l k i n g so d e e p l y e ntwi ned i n t h e u n d e rgrowt h t h at i t
a b o u t a t least Type 1 1 a n d more I i kely Type 1 1 1 . Th i s a p pears t o be a part o f t h e l a n d scape. What l i es
category i nvolves tech nologies t h at a l l ow a n d arise with i n ? Treas u re ? Ancient h o rro rs ? Bot h ?
fro m h avi n g t h e a b i l ity to travel a nywh e re i n t h e T h e o l d road lead s t o a mysterious tower-the
gal axy o r beyo n d . I t i n c l udes struct u res b u i lt fro m home of a noble that the PCs h ave neve r heard of.
m ate r i a l s h a rvested from a wh ite dwarf sta r; the H e i nvites them to spend the n i ght, but the PCs
creation a n d u s e of b l ack holes to gene rate a n d soon learn that h e h ides some s i n i ster secret. What
h a rn e s s e n e rgy; t ra n s p lanti n g a l i e n creat u re s , races , h a s t h i s noble been experi ment i n g with ? What's i n
a n d mate r i a l s ; a n t i m atter; d a rk e n e rgy; reaction l e s s t h e upper cham ber o f that tower?
d rives; a n d more. The PCs stop at a s m a l l vi l l age to res u p p ly. The
I t ' s safe to s ay t h at at o n e poi nt, the earth was a peo p l e there h ave st u m bled u po n a n ancient
cro s s roads i n an i nterste l l a r-o r eve n i nte rga l actic secret. Is it a boon o r a bane?
civi l izat i o n . M a ny tech nologies, creat u re s , a n d The PCs come u po n a n i s o l ated com m u n ity in
m ate r i a l s n ow p resent i n the wo rld d i d n ot origi n ate a d e s o l ate reg i o n , a n d need a p l ace to re st. The
h e re. Do re m n a nts of t h at vast civi l ization sti l l exi st com m u n ity, out of touch with the rest of h u m a n ity
out t h e re in the u n iverse, with memories of E a rt h ? for years, h a s made a l l i a nces with or a l l eg i a n ces to
Al most certa i n ly. someth i n g n ot h u m a n-a stra n ge creatu re from
the past, a n i n te l l i gent mach i n e , someth i n g fro m
Transdimensional Technology beyo n d s pace a n d t i m e ? Someth i n g stra n ge r, o r
I n the aforementioned l<a rd a s h ev sca l e , someth i n g wo rse?
"tra n sd i m e n s i o n a l tec h n o l ogy" l i kely c o m e s fro m A l l of these ideas, a n d t h e t h o u s a n d s of s i m i l a r
a Type IV or Type V civi l ization-o n e t h at can affect o n e s , a l l base them selves a ro u n d two key i s s ue s :
t h i ngs on a u n ive rsal scale a n d travel to (or create) 1 . The p resent i s b u i lt u p o n the myste ries of the
oth e r u n iverses beyo nd o u r own . Th i s category past. Re l ics a n d ru i n s a re everywhere, eve n i n p l aces
i nc l u d e s the u s e of tran s d i me n s i o n a l taps to b ri n g n o one wo u l d s u s pect.
i n e n e rgy fro m ot h e r d i me n s i o n s , te leportation

360
LI M E NE
REALIZING THE NINTH WORLD

2. The peo p l e of the N i nth Wo rld a re i s o l ated fro m to deal with the prior worl d s or t h e n u m e n e ra left
each oth e r. M u ch re m a i n s u n known , n ot j u st about ove r fro m t h e lost aeo n s . H oweve r, those i nvolved
the past, but about the p resent. Wh at l i es beyo n d in the adventu res (th e PCs and N PCs) wi l l l i kely u s e
those wood s ? N o one knows u n t i l s o m e o n e g o e s t o the cyp h e rs o r a rtifacts of the p a s t a s they carry out In less than a billion
i nvesti gate. m i s s i o n s of the p resent. years, our sun 's growing
Obvi o u s ly, the N i nt h Wo rld offe rs many, m a ny luminosity will make life as
adventure opport u n ities. T h i s section p rovides a Possi ble scenarios set i n cities i nclude the following. we know it impossible on
b rief ove rview of some of t h e m , with s u ggest i o n s . T h i eves steal a va l u a b l e p i ece of a rt. earth. The oceans will boil
away and photosynthesis
A n o b l e need s atte n d a nts to escort h i m wh i l e h e
won 't be possible. Since
CITIES trave l s . that isn 't the case in
Although the cities and stro n g h o l d s of the N i nth A n u menera expert need s a s pecific part for h e r work. the Ninth World, we
Wo rld we re b u i lt by t h e peo p l e of the era, the A cri m i n a l boss h i res the PCs to p rotect h i s ch i l d . know that at some point
i nfl uence of t h e prior worl d s i s i m me d i ately evi dent. Two cri m i n a l o rga n izat i o n s g o t o war. some extremely powetful
B u i l d i n gs o r port i o n s of b u i l d i ngs u s e o bj ects a n d The ruler of t h e town is a s s a s s i n ated .
ciilization did something.
The Ninth World's sun has
m ate r i a l s crafted o r p rod uced i n the past, m a k i n g The PCs m u st d efe n d a n o b l e ' s home aga i n st about the same luminosity
e a c h a pa l i m psest d i s p l ayi n g aeo n s of t i m e i n each i nvaders. as what we are accustomed
wa l l o r a rchway. Roa d s a n d pat h s a re a l m ost a l l D i g g i n g a fo u n d ation u n covers a myste rious to in the 2 1st century.
n ew, although h e re a n d there sect i o n s a re made mach i n e .
of the re m n a nts of byways paved with u n knowa b l e The o n l y w i t n e s s t o a cri me m u st be p rotected.
m ateria l s . A b u s i ne s s needs help o r it wi l l fa i l .
A N i nt h Wo rld struct u re re s e m b l e s a h o u s e T h e PCs a re fra med fo r a crime.
o r castle ( a s w e a re fa m i l i a r w i t h t h e m ) o n ly i n a A noble need s envoys to attend a d i plomatic
p a s s i n g fa s h i o n . Fee l free to d e s c r i b e t h e m h oweve r meeting.
yo u w i s h , b u t d o n 't re ly s o l e l y on word s l i ke "towe r" The authorities need someone to gat h e r
o r " p a l ace" u n l e s s you i ntent i o n a l l y want to tap i nto i nformation o n a cri m i n a l . For stellar technology
the h i storical i m agery in the p l aye rs' head s . W h e n A te m p l e need s h e l p i n d ea l i n g with a n u n ru l y taken to its insane limits,
see the adenture "Three
yo u s a y t h at D u c h e s s Det h o n e l ives i n a c a s t l e , t h e m e m b e r of the re l i g i o n .
Sanctums, " page 3 90.
p l aye rs a re l i ke l y to t h i n k of s o m et h i n g out of a fa i ry The b e l o n g i n g s o f a d e a d n u m e n e ra expert a re
t a l e or med ieval h i story u n t i l yo u fu rt h e r state t h at a uctioned off.
t h e cast l e ' s trapezo i d a l towe rs we re co n structed An a n n u a l festival i s h e l d , a n d the fa i r h a s many
of vast, t ra n s l u cent b l u e sto n e s , each with what i nterest i n g co ntests.
a p pe a rs to be a fish o r serpent of gold e m bedded i n An ancient struct u re i s said to be " h a u nted . "
its center. A rare b u t d a n ge ro u s creatu re h a s escaped from a
D e s p ite t h e " m agic" of t h e past t h at s u rro u n d s m e n agerie.
t h e m , t h e l ives o f N i nt h Wo rld h u m a n s a re n ot
u n l i ke t h o s e of med i eva l co m m o n e rs . T h ey wea r VILLAGES
garments of ro u g h cloth a n d w i d e - b r i m m ed h ats Vi l l ages in the Beyond a re u s u a l ly ca l led aldeia. They
a s p rotect i o n fro m the red d i s h g l ow of the s u n as offer a very d ifferent sett i n g for adve ntu res than cities
t h ey lead m u l ecarts fu l l of h a rvested t u rn i p s i nto or towns do. These s m a l l com m u n ities exi st o n the
town to s e l l at t h e o p e n m a rket. If you 've eve r r u n ed ge of the wilderness and the u n known. They a re
a trad itio n a l fa ntasy R P G before, i t ' s n ot h a rd t o isolated , sometimes with no con n ection to the rest of
port ray a vi l l age o r a city of t h e N i nt h Wo r l d . T h e the world for years at a time. P l ay up the secl u s i o n and
t ra p p i n g s a re d i ffe rent, but u l t i m ately t h e co re i s d i strust felt by residents i n most v i l l ages.
fa i rly s i m i l a r. The aldeia grow up a ro u n d Aeo n Priest claves,
for they h ave the most knowledge. But sometimes
Scenarios the clave' s actions, research, and expe riments put
T h a n kfu l ly, the pol itics, greed , pett i n e s s , jealou sy, the v i l l agers i n d a n ger. In addition, once i n a w h i l e ,
l ove, l u st, fea r, a n d fa m i l i a l bonds t h at s p u r o n a mem ber o f a v i l l age m asters some as pect o f the
adventures i n games i n m o re conventional sett i n gs n u menera beyond anyt h i n g d reamed of by the Aeon
a l l exist i n the N i nt h Wo rld as we l l . N o b l e s vie fo r Priests. These people grant the v i l l age i n which they
powe r, k i n g d o m s go to war, briga n d s ra id trade l ive some advantages beyo nd the norm. Th u s , to
ca rava n s , kid n a p pers s n atch ch i l d re n , the rich hoard m a ke each aldeia memorable and u n ique, give most
wea lth, l overs s n e a k off for c l a n d esti n e meet i n g s , of them at least one d i scove ry or affliction that res u lts
t h i eves steal va l u a b l e s , a n d m o re. The P C s co u l d b e from the work of the cl ave o r a lone ge n i u s (either i n
h i red o r motivated t o perform a l l sorts o f d uties as t h e p resent or t h e recent past) .
befit the co nfident a n d ca p a b l e . N ot eve ryt h i n g has

36 1
Afflictions Scenarios
"You are your own best A m i st co mes in the n i ght and ste a l s peo p l e away As the l a st bastion of civil ization before a t rave l e r
test subject, I always The peo p l e m u st m a ke h u m a n s acrifices to heads i nto the w i l d e rn e s s , a v i l l age i s a meet i n g
say. " -Sir Arthour someth i n g in a nea rby pit p o i n t o f both as pects o f t h e N i nth Wo rld . T h e
S p o res t h at destroy metal fill t h e a i r u n known th reate n s the known h e re, a n d t h e
Eve ryo n e ' s i ntel l i ge n ce h a s been l owe red sce n a rios yo u s e t i n v i l l ages s h o u l d refl ect t h at.
d ra m atica l ly A yo u n g ch i l d has gone m i s s i ng.
A l l nea rby p l a n t l ife is p o i s o n o u s The we l l h a s beco me conta m i n ated .
The residents of an aldeia I n exp l icable so rrow gri p s eve ryo n e period i ca l ly Stra n ge n ew p red ato rs a re co m i n g out of t h e
may not use that term Al l food d ecays with i n one h o u r wilderness.
to describe it. They may Eve ryo n e req u i re s twice a s m u c h s l eep An envoy of v i s itants h a s s h own u p , looki n g t o
refer to it as a town, A co u g h i n g m a lady gri ps eve ryo n e tal k.
ii/age, community, or Eve ryo n e i s a d d i cted to t h e same d ru g l i ke A m o n stro u s m utant c h i l d has been born and i s
something else entirely.
s u bsta n ce o n t h e loose.
Eve ryo n e can re m e m b e r o n ly the last few d ays The PCs m u st g u a rd t h e o n ly bridge i nto the
Rad iation s l owly wea ke n s eve ryo ne v i l l age fro m i nvad ers.
Eve ryo n e h a s attractive but n o n h u m a n features, Exp l o re rs h ave a rrived with a stra n ge device.
such a s go l d e n skin o r ove rsized , d a rk eye s A gro u p of band its has been ra id i n g the v i l l age and
m u st be sto p ped .
Discoveries An i l l ne s s wracks t h e peo p l e , a n d they need a c u re.
Defe n s ive towe r (s) with l i ght n i n g e m itte rs The v i l lage i s h o l d i n g a contest to see who can
D r u g vastly i n creases l i fe s p a n track a n d ki l l a ra re beast fi rst.
M e a n s to tele path i ca l ly l u re fi s h i nto nets The PCs a re i m p ri s o n ed fo r a n offe n s e t h ey d i d n 't
L i m ited weather control eve n know existed .
M ec h a n ical h a rnesses grant great stre n gth An eart h q u a ke u n cove rs an ancient ru i n nearby.
Livi ng, o rga n i c b u i l d i ngs a n d h o u s e s A storm passes t h ro u g h the v i l l age a n d c h a n ge s
S o n i c p rotect ive fi e l d eve ryo n e ' s perso n a l ity.
Force b u b b les u sed a s p r i s o n s a n d cages The res i d e nts u s e deadly fo rce to p rotect the
Te lepat h i c i m p l a nts secret of t h e i r mach i ne-inte l l igence deity.
Cl ockwo rk i n sects fo r pets A m utant need s h e l p co m i n g to term s with h e r
A l a rge flyi n g ve h i cle n ewly e m e rgi n g powe rs.
D i a m o n d s a s co m mo n cu rre n cy A warlord adva n ces fro m deep i n the w i l d s
A l a rge auto m aton servant t o co n q u e r the v i l l age, backed b y a n a rmy of
M u s i c p l ays t h roughout the v i l l age a b h u m a n s with advanced wea p o n s and a vast,
I nject i o n s o r i m p l a nts fo r teach i n g s k i l l s a n d city-cru s h i n g war mach i n e p u l led by a t h o u s a n d
knowled ge c h a i ned beasts.
G e netica l ly e n g i n ee red g u a rd i a n h o u n d s
Ca moufl age cloaks THE WILDERNESS
M i ndwi pe d evice rewrites t h e b ra i n s of cri m i n a l s Although h u m a n h i story of the N i nt h Wo rld
Water p u rifier clea n s nea rby conta m i n ated l a ke exte n d s back h u n d red s of years, by most sta n d a rd s ,
Ce ntra l ized d evice p rod uces l i m itless food civi l ization i s yo u n g. M ost o f t h e world i s sti l l
Ce ntra l ized d evice s h ows the l ocation of a l l u nexp l o red. M yste ries a n d d a n ge r a bo u n d . Anyt h i n g
nea rby g a m e a n d th reats co u l d b e beyo n d t h e n ext rise, t h rough t h o s e trees,
M e c h a n ized farm eq u i p m ent o r at the botto m of t h at l a ke.
Clock towe r The wilds a re p u n ctu ated by wei rd a n d u n expected
Refrige rators to store food terra i n , the i ntent i o n a l o r u n i ntent i o n a l res u lt of
Te leport pad co n n ects v i l l age with nea rby ru i n tec h n o l ogy of the past. Float i n g m o u n ta i n s , trees of
H u ge, glow- i n -t h e-d a rk mot h s i n cages fo r l i ght cryst a l , fie l d s of grey goo, a n d ro l l i n g h i l l s glowi n g
Ad d ictive i nject i o n s m a ke eve ryo ne beautifu l w i t h stra n ge rad iation a re j u st a few exa m p l e s .
Cro p s grow ext re mely l a rge a n d healthy Li kewise, the weat h e r of the N i nth Wo rld i s o d d
Local tree p rod uces fru i t t h at s u sta i n s eve ryo ne a n d d a n ge ro u s . I ce-covered i s l a n d s i n the m i d d l e o f
Device s u p p resses a n ge r a n d violence tro p i ca l l a ke s , e n e rgy storms, a n d ra i n s of sto nes o r
Tracers p l aced on a l l re s i d ents fi s h can a n d d o h a p p e n .
Dead peo p l e a re p reserved in sta s i s But the w i l d e rness i s i n h a b ited , t o o . I so l ated
v i l l ages, lonely castles, myste rious towe rs, h i d d e n
te m p les, lost civil izati o n s , a n d com m u n ities

362
LI M E NE
REALIZING THE NINTH WORLD

of n o n h u m a n creatu res can be fo u n d a m i d the


co u ntrys ide, deep i n t h e fo rests a n d j u n gles, a n d
nestled i n t h e m o u ntai n s . Vici o u s t r i b e s o f ca n n i ba l s ,
a b h u m a n s , rov i n g b a n d s o f m a ra u d e rs , a n d i n sa n e
a uto m ato n s h u nt i n the w i l d s . A n d , o f co u rse, the
a n cient ru i n s , mach i n e s , a n d re m n a nts of the past
can be found a s o n e exp l o res t h e vast wilderness.

Scenarios
The w i l d e rn e s s is a n entici n g d esti n ation for
exp l o rers. I m me n s e tracts of u n known l a n d s a n d
mystery awa it those who d a re to enter. Few pat h s
a re ava i l a b l e , so exp lorers m u st m a ke t h e i r o w n way
a n d be ready to e n co u nter the stra n ge creat u res of
the N i nth Wo rl d . B ut somet i m e s there is m o re to the
wilderness.
A s c h o l a r h i res t h e PCs to m a p a n u nexp lored
reg i o n .
The P C s e n co u nter a biza rre storm t h at see m s to Crownkeep lies in the far
affect t i m e . reaches of the Beyond
A m e rc h a nt h i re s the P C s to b l aze a n ew trade and serves as an excellent
example of an ancient
ro ute.
technological structure that
A n o b l e need s h e l p cleari n g land and b u i l d i n g could easily be explored
struct u re s . or even utilized by Ninth
A s m a l l gro u p of a b h u m a n s a s ks the P C s fo r h e l p World humans. Was it an
aga i n st a m a ra u d i n g a utomato n . observatory? A research
An i nterd i m e n s i o n a l gateway t h at a l l ows stra n ge
facility? A hospital? A
home? A landing pad for a
creat u re s i nto t h e wo rld need s to be closed .
vehicle? We have no idea,
A t i n y settlement h a s been wi ped out, but by what? and very likely the PCs
A k n i ght we lcomes t h e PCs to h e r re mote keep but won 't ever have the ability
fo rb i d s t h e m fro m looki n g i n the towe r. to make the determination.
Lost i n a re mote a n d a l ie n reg i o n , t h e PCs m u st Which is to say, it's not
the point. Something that
fi n d ed i b l e food a n d a way to s u rvive.
is understood usually isn 't
A terri b l e swarm of deadly i n s ects a p p roach e s , a n d interesting anymore. If the
the P C s m u st fi n d s h elter. PCs explore Crownkeep, or
Slli>E
A m a d m a n atte m pts to kid n a p the PCs to perform ifit's occupied by others
I EW.

experi ments o n t h e m . that the PCs interact


A d a m aged automaton h a s va l u a b l e i nformation i f with, the structure itself
should never be fully
it can be re p a i red .
understood. In fact, at least
A rog u i s h hermit with a beautifu l , steam- powered on some level, it shouldn't
wheeled ve h icle is s a i d to h ave fo u n d the key to make sense because
i m m o rtal ity. it was built by people
A s m a l l band of m o n ks h ave b u i lt a te m p l e a ro u n d (humans? perhaps not)
a self-aware mach i n e t h at c a n s e e i nto t h e futu re.
whose lives were all but
incomprehensible to Ninth
Worlders.
RUINS
Perh a p s the a rc h etypa l N u m e n e ra adve n t u re loca l e
i s a ru i n fro m a p r i o r aeo n . These ru i n s can t a ke
on m a ny fo r m s . Alt h o u g h t h e i r o r i g i n a l d e s i g n a n d
p u rpose n o l o n ge r m atte rs, s o m et i m e s it' s u s efu l
to h ave a l i st for generat i n g i d e a s . B u t keep i n m i n d
t h at t h e P C s s h o u l d often h ave n o i d e a w h at t h ey
a re exp l o ri n g beca u s e too m u ch i nfo rm a t i o n wi l l
take away t h e a i r o f a l i e n myste ry, a n d yo u a lways
want to m a i n ta i n the we i rd in N u m e n e ra .

363
Possible Types of Ruins
Because mystery is so important B u i l d i n g ( i n co m p re h e n s i b le)
Co m p l ex of b u i l d i ngs ( i n co m p re h e n s i b le)
to weird, the Ninth World is ne1Jer U n d ergro u n d co m p l ex
about strict definitions or concrete La rge gro u n d ve h i cle
Flyi n g o r s pace vessel
quantifications. "Describe, don 't define " M o n u ment
might be the num ber one rule. Labo rato ry
Wa re h o u s e
Powe r station
M a ny ru i n s a re n ' t act u a l struct u res but vast U n d ergro u n d t ra n s it t u n n e l s
mach i n e s t h at the PCs can enter and exp l o re, looki n g Airport o r s paceport
fo r devices t h at c a n be u s e d a s odd ities, cyp hers, o r Tra n s d i m e n s i o n a l gateway
a rtifacts . I n s u c h a g i g a n t i c mach i n e , co rri d o rs m i ght Res idential co m p l ex
be cond u its, a n d roo m s m i ght s i m ply be j u n ct i o n s , B ioengi neeri n g faci l ity
n eve r i ntended fo r h a b itation-o n l y acce s s . Creatu re men agerie/ h atch e ry
The i nteriors o f t h e s e l a rge com p l exes exi st very P i p e syste m s
m uch in t h ree d i m e n s i o n s . Vertical s h afts a re j u st as Facto ry
co mmon as horizontal corridors. The l ayout rarely Sewer
m a kes sense to a N i nth World h u ma n (or to one Co m m u n i cation station
from the 2 1 st ce ntu ry) . Exp lorers s h o u l d n 't try to P roce s s i n g p l a n t
second-guess the p u rpose beh i n d eve ryt h i n g they fi n d . M i ne
To d o so wou l d be pointless. Wh i l e the P C s exp lore E n t i re city
the ru i n , stress the h u ge size of their s u rro u n d i ngs.
Ofte n , cove ri n g the whole i nterior i s n 't pos s i ble, Scenarios
and it's rarely the poi nt, so a d eta i led m a p of each Rega rd l e s s of t h e i r s ize a n d n atu re, ru i n s a re fi l led
nook and cra n ny i s o n ly occasionally usefu l . M ost with d a n gers, i n c l u d i n g the fo l l owi ng.
of the time, you can get by with vague descriptio n s , Defe n s ive mech a n i s m s
sayi n g someth i n g l i ke, "You pass t h rough twi st i n g Defe n s ive a utomato n s o r b i oe n g i n ee red creat u res
cyl i n d rical corridors for more than a n h o u r, sometimes I n co m p re h e n s i b l e tec h n o logies a n d mach i ne s
scra m b l i n g over fa l l e n and ru i ned mach inery, before whose origi n a l d e s i g n i s a myste ry but n ow a re
As soon as the players
you reach an i nterest i n g chamber . . . " s i m ply d a n ge ro u s
seem to understand
something about If yo u 've p l ayed oth e r fa ntasy games where the M ac h i n e s t h at a re m a l fu nctio n i n g d ue to a g e o r
the past, change it. PCs exp l o re d u n geon- style enviro n ments fi l led d a m age
While the aspects of with tra p s , puzzles, m o n sters, a n d we i rd , i s o l ated Wea kened or part i a l ly co l l apsed struct u res
their own world and l ocat i o n s , yo u can a d a pt m a ny of those s a m e Creat u re s t h at h ave taken u p res i d e n ce
their own civilization
p r i n c i p l e s h e re as we l l . Of co u rse, a t r a p o r p uzzle
should be relatable
and comprehensible, m i ght s i m ply be a mach i n e t h e cha racte rs d o n ' t A PARTING WORD
the prior worlds should u n d e rsta n d . Why does t h e cyl i n d rical c h a m b e r s p i n As the G M , you a re the guide for the rest of the gro u p
never be-at least not a s i t l owers i nto a fa n l i ke mech a n i s m ? T h e P C s wi l l as you exp lore the N i nth World. I t i s a stra n ge p l ace,
completely. Keep the n eve r kn ow, b u t i t was o n ce a n o r m a l p a rt o f a very not meant to be fu l ly u n d e rstood. The feel of the
mystery alive. That's l a rge t u r b i n e-d riven m otor. sett i n g-the dark mood , the u n solvable myste ries,
how you keep it feeling
N ot a l l ru i n s a re i n the style of mach i ne-fi l led the u n expected turns, the u n a n swerable q uestio n s ,
like magic.
d u n geons. Some a re s i n g l e b u i l d i n gs-towe rs, and the enormous d a n gers-a re far more i m portant
domes, o r struct u res too stra n ge to be given a than the d eta i l s . When sett i n g yo u r gro u p ' s stories
s i m p l e n a m e . They m i ght be so ancient t h at they here, focus more on mainta i n i n g this mood than
h ave beco m e i n corpo rated i nto the l a n d scape. on any other as pect of be i n g a G M . The rules a re
M ost ru i n s i nvolve a great deal of meta l , glass, and i m portant, the fu n is i m porta nt, and the i m mersion
perhaps synth . Some are made of stone, at least i n part and be l i eva b i l ity a re i m porta nt, but they all take a back
(although it m ight actu ally be an artificial substance seat to the mood and atmos phere of the truly wei rd .
that only appears to be stone) . Other ru i n s m ight be E sta b l i s h that first, and the rest wi l l fol low n atu ra l ly.
crystal l i n e or even organ ic, made of l iving creatu res
or b u i lt from the bones, shells, or carapaces of dead
ones. It's not hard to imagine ru i n s formed entirely of
energy-p lanes of force, or solid l ight that takes the
appearance and textu re of another s u bstance.

364
Chapter 24: Adventures Overview 366

Chapter 25 : The Beale of Boregal 367

Chapter 26: Seedship 3 79

Chapter 2 7 : The Hidden Price 385

Chapter 28: Three Sanctums 390


CHAPTER 24

ADVENTU RES
OVERVI EW

PART 8: ADVENTU RES PRESENTS FOU R NUMENERA


G Ms, of course, should
feel free to modify
anything in any of the
ADVENTU RES . EACH IS VERY DIFFERENT IN TOPIC AND STYLE
adventures in order to
make them work best

AS WELL AS PRESENTATION .
with their players in their
campaign.

TH E B EALE OF BOREGAL (page 3 6 7) i s meant to assu mes that a G M can ad - l i b N PCs and s ituations
be a G M ' s fi rst N u m e n e ra adve n t u re . It is p rese nted as they arise. I t s h ows that not every adventure i n the
with a s m uch advice and a s s i stance as a n ew G M wi l l N i nth World m u st be ce ntered a ro u n d the past. This
need . I t eve n co mes with a fl owc h a rt t h at s h ows the sett i n g and game handles a l l sorts of scenarios.
co u rse of the adventu re. The fl owch a rt i s a n exa m p l e
o f h ow G M s m i ght write u p t h e i r own adve ntu res-a T H R E E SAN CTU M S (page 3 90) is a g ra n d
few se ntences a re a l l yo u rea l ly need. adve n t u re i nvolv i n g a m a n iacal orga n izat i o n a n d a
p l ot t h at feat u re s pote n t i a l l y wo rld-ch a n g i n g powe r.
S E E DS H I P (page 3 79) i s a n a rea-ba sed adventu re in It s p a n s a g reat d e a l of t h e n o rt h e r n Steadfast
which the PCs exp l o re a m a p h owever they choose. and req u i re s a GM w h o can deal with a l a rge
I t s h ows h ow a GM can set u p adve n t u re s without orga n i zat i o n and h ow it m i ght react to t h reats fro m
worry i n g about the o rd e r i n which t h i ngs h a p p e n . with i n a n d without. T h i s adventu re s h ows t h at i n
Pl aye rs can exp l o re l ocation- based e n co u nters i n N u m e n e ra , yo u d o n ' t h ave t o wait u n t i l t h e e n d of
wh ateve r o rd e r they wi s h . "Seed s h i p " co u l d b e the ca m pa i g n fo r the PCs to i nteract with powe rfu l
exp a n d ed i nto a m u c h l a rger adventu re. peo p l e , concepts, a n d d i s cove ries.

TH E H I DD E N PRICE (page 385) is an u rban These fo u r adve n t u re s a re o n ly the begi n n i n g. The


adventure with i nvestigation, dou ble-dea l i ng, and best adve n t u res wi l l be crafted by yo u , with yo u r
cri m i n a l i ntrigue. It i s potent i a l ly ve ry open-ended and s pecific p l aye rs a n d t h e i r cha racte rs i n m i n d .

366
LI M E NE
THE BEALE OF BOREGAL

CHAPTER ZS

TH E B EALE OF
BO REGAL
f of- BOREGALFLOW ;?F__
T _
h i s adventu re works wel l with
BEALE Ev_E_
N_Ts
begi n n i n g characte rs. In fact,
it's a fine scenario to start a new
___ ,,...
., ---
ca mpaign. It's p rese nted in a style that
gives new G M s (or at least G M s new to N u menera) ENCOUNTER 1

; ,f
some h e l pfu l h i nts about h ow to run the adve ntu re.
o
The begi n n i n g is des igned so that the PCs h ave a a

5., , ,,V:
reason to join together even though
their backgro u n d s and cha racter
types m i ght be very d ifferent.
I n "The Beale of Borega l , " p l aye rs
wi l l h ave the o p po rt u n ity to exp l o re - Attacked by scut i m o rph
u n known p a rts of the N i nth Wo rld
wh i l e test i n g their m otivat i o n s and
their stre n gth of co nvict i o n . ENCOUNTER S
ENCOUNTER 3 - C lear out broken h o u n d s

BACKGROUND
t
- Defend vi l l age aga i n st pallones
- Ta l k to vi l l agers
Fa r out in t h e Beyo n d l i es a town ca l l ed
E m be red Peaks. N estled in the p a l m of a ENCOUNTER 6
- B l ack bugs swarm
m o u n ta i n ra n ge t h at looks l i ke a giant
seven-finge red h a n d-th e d a rk peaks


fro m which the town takes its n a me
E m be red Peaks is a s i m p l e co m m u n ity.
Fo l i o , l l ow clues
I n h a b ited mostly by merch ants, farmers, a n d Seria's di rections to larger problem
p i l g ri m s see k i n g a few d ays' re s p ite fro m t h e
Wa n d e r i n g Wa l k, the town i s h e a d e d b y a gro u p o f
p riestl i ke magi strate s ca l l ed d evo i rs .
E m be red Peaks m i ght be a s i m ple p l ace, b u t i t h a s
somet h i n g that n o other town has: a mach i n e that ENCOUNTER 7
- Speak with crazed residents

\ f/ ;: :
a l lows the residents to ta l k to the dead . Wel l , perh aps

:: t:
talk i s too stro n g a word . Th i s mach i ne, which l i e s C onv h i
far beneath the gro u n d and h a s a name that the Ye s ce
town sfolk neve r d a re to wh i s per, a l lows them to b riefly to Yieran and l ower cham ber

con nect to the brai nwaves of the rece ntly d eceased


and ask one q uestion of the rea n i m ated cad ave r.
ENCOUNTER S
Odd ly, the cadaver a lways a n swers the q uestion with - Deal with Yieran
a l ie, which led to some . . . unpredictable res u lts in the - Fight or aid Boregal
early d ays of its use and caused the devo i rs to take


over the mach i ne. M uch of t h i s respon s i b i l ity fel l
t o M agi strate Yiera n , a m a n w h o began h i s career
Pote n t i a l Wa n d e ri n g Wa l k E n co u nter
as a res po n s i b l e citizen but who has been d rive n
i n sane by the mach i n e he hoped to contro l .

367
Rece ntly, there was contention a m o n g t h e d evo i rs , i nformation that lead s to E m bered Peaks, a s m a l l
a s s o m e o f t h e m bel ieved t h at t h e town wo u l d b e town t o the south . Eventual ly they learn t h e town ' s
bette r o ff if the mach i n e co u l d be m a d e to act u a l ly secret-a man-turned - m ach i n e b u ried d e e p beneath
ra i s e t h e dead rat h e r t h a n h ave them a n swer a the earth that has the powe r to b riefly revive the dead.
s i n g l e q u estion (a n d i n correctly at th at) . E m bered The PCs m u st decide whether to free the mach i n e
Peaks co u l d beco m e a d e sti n at i o n , they a rgued , o r d e stroy i t , u lt i m ately faci n g t h e con seq u e n ces of
a p l ace where peo p l e wo u l d b r i n g t h e i r dead a n d t h e i r cho ice.
p a y h a n d somely fo r t h e u s e of the mach i n e . Oth e r
d evo i rs we re n ot so s u re , worryi n g t h at it wo u l d THE WANDERING WALK
be a n a b u se o f t h e mach i n e-afte r a l l , who knows The Wandering Wal k i s a p i l grimage route through the
h ow it works o r w h at powe rs it ?-a n d wo u l d att ract N i nth World . No one knows the exact length of the
m o re t h a n j u st good -hearted fo l ks want i n g a l a st Wander, nor ca n anyone point to its exact begi n n i n g or
conve rsation with t h e i r deceased l oved o n e s . Fueled end. M any people s pecu l ate that the Wa nder i s actually
by the m i n d -a lteri n g effects of the mach i ne , t h i s a closed circle that encloses the whole of the N i nth
confl ict beca m e u g l y a n d , eventual ly, b l oody. World and that some travelers, es pecially those with
As for t h e mach i n e itself, its n a m e is Borega l . e n h ancements or otherworld ly attri butes, h ave been
O nce a m a n with a beale ( a genetic m utation t h at trekki n g its eternal loop s i n ce before recorded time.
a l l owed h i m to touch t h e m i n d s of oth e rs) , he was For most, the Wa nder i s too physica l ly taxi ng to
rev i l ed and feared by those a ro u n d h i m . S h u n ned by be u sed as a trade or travel route. It s l i p s through
h i s com m u n ity a n d scared of h i s own powe r, Boregal fl u id-filled canyons, curves i n s ide crawl s pace tunnels,
a l l owed h i m self to be taken to the fa r edges of the and wi n d s through wood s, forests, and m uch of the
The Beyond, page 7 74 wo rld a n d s h ut i nto a h o l d fa st deep i n the eart h . Beyond . The rewa rd s seem few, and the dangers are
There h e rested , t u rn i n g yea r b y yea r i nto someth i n g many. Yet at any given time of the year and at any
l e s s m a n a n d more mach i n e, h i s powe rs dormant given point along the known sections of the route, the
a n d sealed fro m t h e worl d . At some poi nt, h oweve r, Wander i s laced with p i l gri ms, explorers, and those
t h e earth rose u p or was worn away, a n d the mach i n e who are fool i s h enough to think it offers safe passage.
c a m e closer t o the s u rface-close e n o u g h t h at Those who fol low the Wander for religious, s p i ritu al,
Peregrines, level 2 Borega l ' s beale co u l d restore dead b ra i n ce l l s to a or other reasons are cal l ed Peregri nes or j u st B i rd s
s e m b l a n ce of l ife, if o n l y for a few moments. (though t h e l atter term i s u s u a l ly derogatory) . Although
The experimentations of the devoi rs awa kened the their d ress varies, true Peregri nes ca rry some mark
mach ine and, with it, the man it once was. Scared , of the Wander. Typical ly, the mark i s an elaborate and
confused, and with no memory of how or why he conti n ually growi n g circu lar bloodscar along their palm;
a rrived at this place, Boregal struggles aga i n st the there i s l ittle else to do along the Wander when one
holdfast. N ot m i n d less, but neither m i n dfu l nor fu l ly i s not wandering, and the i ntricate nature of the scar
aware, he began to ca l l out for help. H u mans with gives bragging rights to show how long a traveler has
beales-a fai rly rare and often undetected genetic s u rvived along the way. Experienced Peregri nes ca rry
m utation-a re affected , as are h u m a n s and creatures the scar up the length of their arm or on both palms.
who a re s u sceptible to mental suggestion. At first, o n ly Of co u rse, there a re a l so many who trek the
those close to the E m bered Peaks are affected, but as Wa n d e r fo r oth e r kinds of growth-n a m e ly, t h e
Boregal begi n s to pan ic, h i s cal l spread s outward and growt h of t h e i r pockets. These s k u l ke rs who co m e t o
begi n s to ca pture a larger ran ge of creatu res i n its p u l l . borrow fro m the bod ies of the fa l l e n often become
i n adve rtent p i l gri m s t h e m selves, either gett i n g lost
SYNOPSIS a l o n g t h e ro ute or wa l k i n g it to fi n d a home where
Wh i l e trave l i n g a l o n g the Wa n d e ri n g Wa l k, the PCs they can settle with t h e i r n ewfo u n d spoi l s . They d o n ' t
encou nter a stra nge s i g ht: two yo u n g peo p l e rid i n g ge nerally m a ke it fa r before they fa l l to the e l e m ents
Scutimorph, page 257 toward t h e m o n a scuti morph . The d u o a s k s t h e o r to the hand of a n other s k u l ker.
P C s fo r a s s i stance, fo rci n g t h e m t o m a ke a deci s i o n . And thus, the Wander captu res all in its eternal length.
O n e cho ice lead s t o the Fa l s e Fo rest, t h e ot h e r t o t h e
Cyl ion Bas i n . GETTING THE PLAYERS INVOLVED
Wh ateve r path they choose, t h e P C s d i scove r t h at Yo u can u s e this adventu re a s t h e sce n a ri o t h at sta rts
someth i n g i s d i st u r b i n g the creatu res of t h e a rea, a n ew ca m pa i g n . I f the PCs beg i n a s stra n gers, give
but t h ey struggle to fi n d the s o u rce. Although many the p l aye rs the backgro u n d about t h e Wa n d e r i n g
peo p l e m i ght re m a rk o n t h e c h a n ges th ey've noticed , Wa l k a h ead o f t i m e . Th ey' l l h ave t o i ntegrate t h e i r
no o n e see m s to h ave s o l i d i n fo rmation about what cha racters i nto the adventure b y deci d i n g why they' re
co u l d be ca u s i n g the p ro b l e m s . on the p i l gri m age (or at least on the path) . M ore
A s the P C s fo l l ow a stri n g o f c l u e s , they u n cover about t h i s below.

368
LI M E NE
THE BEALE OF BOREGAL

The action begi n s on wh at' s ca l l ed t h e Fifth it' s somet i m e s u sed as dye or food co l o r i n g .
Stretch of the Wa n d e ri n g Wa l k, t h e long, d ry, Before begi n n i n g the adventure, e a c h PC s h o u l d
m o u n ta i n o u s exp a n s e of the route t h at stretches esta b l i s h h i s o r h e r reason fo r bei n g i n the a rea
ro u g h ly between the weste rn poi nt of Cyl ion (a lthough if they a re stra n gers, they m i ght n ot h ave
B a s i n-a town fi l led with poo l s t h at i s a rej uve n ation s h a red t h i s i nformation with one another) .
point fo r wea ry trave l e rs-a n d the eastern point of Options include the followi ng:
the G reat Slab, a h u ge con struction t h at rises fro m They' re atte m pt i n g a p i l gr i m age of t h e i r own after
the l a n d i n a l a rge, fl at s q u a re of synth a n d con crete. a tragic eve nt i n t h e i r l ife .
Wise Peregri nes know to go a ro u n d the s l a b , d e s p ite They hope to catch a g l i m p se of a l i ght swarm fo r
the l e n gth t h i s d eto u r a d d s to the ro ute. Those with perso n a l o r scientific rea s o n s .
less knowledge and poorer frie n d s wi l l n ot be warned They' re s k u l kers, h o p i n g t o gat h e r spoi l s fro m the
in time. To the n o rth l i es t h e Fa l s e Wood s . dead Peregrines a l o n g the way.
The Fift h Stretch i s p robably t h e best-docu me nted They' re lost or on t h e i r way to somewhere e l se.
a rea of the Wa n d e r i n g Wa l k, perh a p s beca u s e it They h ave heard r u m o rs of trea s u re i n the Fa l s e
has a n u m be r of s m a l l vi l l ages h e re and there a n d Wood s .
beca u s e the exp a n s e p l ays host to a n experience They h ave heard r u m o rs o f a "resu rrection
t h at ca n ' t be fo u n d a nywh e re e l s e-occa s i o n a l mach i n e" somewhere nea rby.
b i o l u m i ne scent swa rms (if s o m e o n e knows w h e n They hope to be the fi rst to cl i m b the G reat S l a b .
o r w h y t h e swa rms occ u r, t h ey' re n ot tel l i n g) . The They' re co l l ect i n g l o a m t o dye someth i n g t h ey a re
swarms co n s i st of m i l l io n s of see-t h rough o rga n i s m s creat i n g or b u i l d i ng.
t h at s pe n d most o f t h e i r l ives lyi n g camoufl aged They h ave some oth e r, m o re pers o n a l rea s o n .
o n the sandy l a n d scape u n t i l t h ey s u d d e n ly rise
toget h e r, beco m i n g b i o l u m i nescent a n d twi sti n g WANDERING WALK ENCOUNTERS
a n d t u rn i n g i n u n ified patte rns o f d a n ce a n d fl i ght. D u ri n g t h i s adventu re, the PCs s p e n d m u c h of t h e i r
In fact, the sandy l a n d scape i s n ot s a n d at all but t i m e trave l i ng. There i s l ittl e o f n ote a l o n g the pat h ,
i s b u i lt from l ayers of b l u e-green detrit u s from the but the cha racters can u s e the t i m e to d e e p e n t h e i r
creat u re s . Th i s loam q u ickly soi l s the s k i n a n d sta i n s re l atio n s h i ps w i t h o n e a n other. The gro u p wi l l need
t h e clothes o f those w h o s pe n d m u ch t i m e h e re, a n d to ca m p fo r at least one n i ght.

369
G M s can add s i d e e n co u nters to t h e j o u rn ey, l o n g i n g. The stories that h ave been pas sed down for
if d e s i red. These e n co u nters can be i ntrod u ced ge nerations describe it as a beautifu l s i ght, somet h i n g
a nywh e re and at any t i m e wh i l e the PCs a re l ocated beyond word s and wo nder. H oweve r, i t ' s h i g h ly
in the Fifth Stretch of the Wa n d e r i n g Wa l l<. p robable that no one a l ive today h a s ever seen one.
I f t h e PCs e n co u nter a l i ght swa rm, it h a p p e n s
The Skulking Bands faster t h a n see m s pos s i b l e. O n e moment, the n i ght
T h i s side encou nter can be u sed anytime the PCs s ky i s d a rk. The n ext, the e n t i re s ky i s fi l led with
a re near the Wa nder. I t s h o u l d take p l ace at n i ght b l u e-gree n orbs t h at seem to m ove in a n i n tricately
but doesn't need to occ u r i n the l ocation of a M o uth choreogra p hed d a nce. The creat u res a re cool to
Zaelem, level 3, health Ca irn, where the zae lem h ave been spend i n g their the touch a n d d o n o h a rm to the PCs if t h ey b r u s h
7 8, Armor 2, stealth time of l ate. aga i n st t h e c h a racte rs' s ki n . The eve nt see m s t o go
actions as level 4 The " s k u l k i n g b a n d s " a re known mostly by o n fo r h o u rs , perh a p s , u n t i l eve n the most i nterested
wh i s pe rs a n d rumors. B e l i eved to be gro u p s of peo p l e find t h e i r atte ntion ove rwhel med by t h e
h u m a n s o r a b h u m a n s t h at rove the edges of the l e n gth of the d a nce.
Fifth Stretch (and perhaps a few oth e r portions) of This i s no mere d ance, however; it i s the creatures'
t h e Wa n d e r i n g Wa l k, the s k u l k i n g b a n d s a re act u a l ly tra n s itory phase from larva to ad u lt. They are
creatu res ca l l ed zae l e m . con necting in long chains, s p i n n i n g their way i nto
Fro m fa r away, a zae l e m a p pears t o be a gro u p of giant tri ple hel ixes that, once complete, lose their
band its t h at q u ickly m oves a s one across the l a n d . I n l u m i nescence and fall to the ground. The newly formed
trut h , i t i s a s i n g l e creat u re . Its s l u g l i ke m a i n body i s larval creatures are starving after their long transition,
w i d e a n d fl at, w i t h i t s m o u t h o n t h e u n d e rs i d e , a n d and the characters probably look l i ke tasty snacks.
cru sty extru s i o n s o n i t s b a c k grow 5 t o 6 feet (1 . 5 t o I f the PCs a re nea rby when t h i s occu rs, t h ey m i ght
1 . 8 m) i n h e i g h t-th e " b a n d it s . " The creat u re ' s l owe r be attacked by twe lve l a rval creat u res.
h a l f can be as l a rge as 1 0 s q u a re feet (0. 9 sq. m) a n d
takes o n t h e co l o r o f the gro u n d below i t . A zae l e m Taking the Girl
l owers i t s e l f ove r a p ro n e creatu re a n d atte m pts t o Th i s encou nter works o n ly if the PCs h ave chosen to
s u ffocate its p rey before s u c k i n g the enti rety-body, take Seri a with t h e m o n t h e i r trave l s .
Slaytongue is believed in
some parts of the world cloth i n g, a n d posse s s i o n s-i nto its mouth. As the P C s b e d d own fo r the eve n i ng, they
to be the powerful and The p rotru s i o n s that rise from the creat u re ' s back d i scove r t h at fo u r of the Peregri nes fro m earl ier i n
angry voice of the dead. a re b u i lt from the col l ected posses s i o n s of the dead, t h e d ay h ave fo l l owed t h e m . I n stead o f t h e fr i e n d l y
Desecrate the memories which it ca n n ot d i gest. The p rotru s i o n s grow l a rger conversation the P C s expect, the gro u p asks them t o
or bodies of the deceased, with every s u bsequent ki l l . T h i s also m a kes a zaelem h a n d ove r the g i r l , c l e a r l y mea n i n g to d o h e r h a r m .
and the Slaytongue will
d a n ge ro u s i n u n p red icta ble ways. Depe n d i n g on what W i t h t h e r i g h t q uest i o n s o r i nti m i d ation tactics,
come for you. Many
adults will say they don 't odd assortment of objects it has i ntegrated , when the PCs m i ght d i scove r t h at t h e reason h a s to d o
believe in the ancient attacked , it cou l d exude a poison, exp lode, or s pew w i t h Seri a ' s a b i l ity to control t h e scuti morp h s . The
curse, yet they reverently a cone of flames if a n u menera weapon is a m i d the PCs can h a n d h e r ove r, scare the Peregrines i nto
honor the Mouth Cairns. rem a i n s . The zaelem d o n 't know h ow to control the leavi n g without h e r, o r fight them off.
n u men era, but they can be h azard o u s j u st the same.
If a PC is sitti ng or standi ng, the skulking bands attempt ENCOUNTER 1 :
to knock them flat with a successfu l attack that infl icts THE MOUTH CAIRNS CAMP
no damage. If the zaelem succeeds, or ifthe character The PCs h ave gathered at one of the Mouth Cairns
is already prone (perhaps asleep) , it then tries to lower tucked i n the s h adow of a h u l ki n g meta l l i c structu re
its large, flat body over the victi m and suffocate him. along the Wander. These shal low, circu lar hollows
Suffocation takes four rounds, and d u ring each round the each marked by a short, rou n d wa l l b u i lt from the jaws
victim can attempt a M ight defense rol l to get free. of dead Peregri nes-are considered among the few
Zaelem attacks a re t h e o r i g i n of the po p u l a r (and safe places along this stretch of the route. Those who
often m i s i nterpreted) sayi ng, " O n t h e Wa n d e r, a man enter a bone circle m u st give some p ro m i se of their
wo u l d d o we l l to s leep with his best of friend s . " good i ntent to the s l a i n lest the dead mouths awake
Loot: I f the P C s s u cceed i n ki l l i n g a zae l e m a n d and cast their retri bution. Even those who don't bel ieve
take a closer look, t h ey' re l i kely t o fi n d u s e a b l e in the so-ca l led S l aytongue may find them selves at the
p a rts, exp l o rer's gear, a n d perh a p s eve n 1 d 6 cyp hers end of a wea pon if they try to brea k the peace here.
among t h e p rotru s i o n s . Sti l l , PCs h ave l i kely heard the r u m o r t h at
someth i n g ' s attacki n g eve n those seq uestered i n the
Light swarm, level 2 Light Swarms ca i rn s . Trave l t h rough t h e a rea i s more d a n ge ro u s
It has been a long time s i nce the people of the Wa nder t h a n u s u a l . Others ca m p i n g i n a n d a ro u n d t h e
h ave seen a l i ght swa rm, yet many wait for it with M o uth Ca i rn s h ave heard s i m i l a r sto ries.

370
LI M E NE
THE BEALE OF BOREGAL

O n ce a l l the p l ayers a re comforta b l e with where BEALE


they a re a n d wh at' s go i n g o n , read or para p h rase t h e The circle of

.ALO U D
augmentation-a gesture
fo l l owing. A beale i s a rare genetic abil ity to offer mental
in which a person makes
READ suggestions to creatures, and people who h ave this two fists atop each
abil ity a re often cal led by the term as wel l . Beales other and twists them
T h e ca m p i s mostly peacefu l , with about a d ozen are con nected to one another by tenuous mental in opposite directions-
travelers s h a r i n g the sleeping and cooking s pace. l i n ks that seem to i ntensify as they get closer to is used to designate
There is no l ight swa rm, but there a re stars and others of their kind. (I magine a solar system where physical augmentations.
Occasionally used as a
glowglobes and a l ittle d r i n k, and the weather i n the the gravitational power of a star p u l l s the planets
derogatory gesture.
lee of the struct u re i s d ry and passable. In the early closer to one another and to itself.)
eve n i ng, you hear some d i sgruntled ta l k about the The word "beale" is a bastard ization of " beal,"
lack of a l ight swarm and a few wh i s pered tales of the a Scottish term for the mouth of a river or valley
I ro n Wind com i n g i nto the a rea. But it's o n ly when the (originally from the Gaelic "beu l," meaning mouth) .
conversation turns towa rd a rece nt ras h of deaths i n Presumably, the word was origi nally used tongue
t h e M o uth Ca irns that t h e gro u p grows restless. in-cheek, a way to describe those with the abil ity to
Rumors, i n s i sts o n e o l d man, both pa l m s a n d the com municate without using their mouth. It is the
exposed l e n gth of his arms cove red i n e l a b o rate closest approxi mation we have tod ay for the term
b lood scar. which com mands both res pect and fear and is used
My mother saw it with her own eyes, s ays a n other, as a cu rse in some parts of the N i nth World.
yo u n ge r m a n , who poi nts at a wo m a n s l e e p i n g The GM can decide h ow q u ickly the PCs learn
a l o n g t h e e d g e o f the h o l l ow a n d then m a kes the of the word a n d Seria a n d Borega l ' s genetic
c i rcle of a u g m e ntation with his fi n gers. She has m a ke u p . At va rious poi nts i n t h e sto ry, the G M
mech eyes, and trust me, she sees everything. There i s s h o u l d d ro p va rious c l u e s about S e r i a ' s u n u s u a l
n e rvo u s l a u ghter fro m t h e gro u p . Most eve ryo n e h a s m i n dtouch a b i l ity, a n d t h e wo rd " beale" m i ght b e
a mother, after a l l , a n d re m e m bers h e r i m po s s i b l e wh i s pe red b y t h o s e who fea r o r reve re the powe r.
eye s i ght, a u g m e nted o r n ot.
Likely not human at all, says a t h i rd t rave l e r, and a is someth i n g d e l i c i o u s about open i n g yo u r eyes to a
fo u rth a n d fifth agree. l ift i n g l i ght a n d rea l iz i n g t h at it's neither t h e glow of
the afterl ife n o r the s h i n e from the fa l l i n g b l a d e of a
knife. The rea l ization gives t h e m o rn i n g ' s activity a
The PCs can i nterject their own b e l i efs about wh at' s boi ste ro u s a n d comradely feel.
been h a p pe n i n g at the Ca i r n s . Cha racte rs who h ave As yo u ' re breaki n g ca m p , t h e re i s the s o u n d of
been on the Wa n d e r for a w h i l e a re l i kely to know h ooves i n the d i stance. Fro m fa r away, it perh a p s
m o re d eta i l s , but the PCs can u s e t h i s opport u n ity sou n d s o f a n a rmy, a h u ge n u m be r o f creat u res
to s h a re t h e i r own i nterpretat i o n s or to agree o r making their way towa rd the h o l l ow, although
d i sagree w i t h oth e r cha racters o r N PCs. F e e l free there i s n o s i ght of such a t h i ng, n ot eve n fro m the
to add d eta i l s about the N PCs a n d h ave them augme nted eyes of the mother. Eve n t u a l ly, h owever,
participate i n the d i scu s s i o n , but keep i n mind t h at s h e m a kes out t h at it is act u a l ly j u st one creatu re,
they d o n ' t get i nvolved i n the action or t h e rest of a scut i m o r p h , co m i n g across the sands fro m t h e
the adventu re. (Th at ' s why they h ave n ' t been given d i rection of the Fa l s e Woods a t a s u perb pace,
names h e re.) carry i n g at least two riders. There is a l ow m u r m u r
Th i s i s a c h a n ce fo r PCs to stre n gt h e n co n n ect i o n s fro m t h e gro u p a t t h i s n ews-h e rd s o f scuti m o r p h s
w i t h oth e r m e m bers o f t h e i r pa rty, so e n co u rage fi l l the Fa l s e Woods a t t h e n o rthern ed ge of the Fifth
t h e m by taki n g the ro les of vari o u s N PCs and j o i n i n g Stretch , wra p p i n g their segme nted bod ies a ro u n d the
i n t h e conversat i o n . (Th e truth i s t h at the zae l e m h eat-co n d u ct i n g t ru n ks . N o o n e rides t h e creat u re s .
h ave b e e n attacki n g peo p l e i n the M o uth Ca i rn s , but You sure what you 're seeing, mother? a s ks t h e yo u n g

.ALO U D
the q u estion i s : why?) m a n , o n ly t o be s h u s h ed b y t h e others w h o stra i n
READ t h e i r eyes n o rthward .

Late i nto t h e n i ght, ta l k o f o d d wo u n d s a n d dead


bod ies l eaves eve ryo n e ch i l led d e s p ite the soft a i r, The creatu re a n d its riders a rrive q u i ckly, its many fl at
a n d the d i sc u s s i o n fi n d s m a n y of the c i rcle awake feet barely d i st u r b i n g the eart h as it settles to a stop
l o n g after t h e i r u s u a l h o u rs . between the structu re and the h o l l ow.
Sti l l , i n the e n d , eve ryo n e s l e e p s , a s they m u st, a n d O n e of the riders i s a yo u n g m a n , clearly i n j u red
t h e re a re n ot a few who fi n d t h e m se lves s u rpri sed fro m a fight of some k i n d . H i s wo u n d s a re serious
to wa ke i n the morn i n g whole and u n h a rmed . There but probably n ot l i fe-th reate n i ng. The oth e r rider,

37 1
b a rely o l d e r t h a n a g i r l , i s clea rly d i stra u ght. N e it h e r ( E ncounter 4) , or h e l p h e r fa m i ly by go i n g to the
of t h e m b e a r s the m a rks of the Peregri n e s , n o r a re Fa l s e Wood s ( E ncounter 2) . To get i nvolved in
t h e i r pants sta i n ed with the tel ltale b l ue-green h e m the act i o n , t h ey' l l h ave to choose o n e of the two
o f t h e area. Observant P C s m ay n otice t h at t h e g i r l , optio n s , t h o u g h it does n ' t m atte r wh ich one. If t h e
eve n i n h e r a n g u i s h , see m s t o be t h e o n e who i s P C s s p l it u p , they' l l l i kely m eet u p aga i n soo n . ( I f
s o m e h ow tam i n g t h e scuti morp h . The scut i m o r p h the c h a racte rs g o separate ways, yo u ' l l h ave t o r u n
doesn't a l l ow anyo n e e l s e close to it. By ta l k i n g with m u lt i p l e encou nters a t once, with each gro u p o f PCs
Patel, level 2 t h e yo u n g man, who s ays h i s name i s Patel , the PCs deal i n g with o n ly h a l f of the situat i o n . It's n ot t h at
can e a s i l y learn t h at the girl is h i s s i ster, Seria; t h at h a rd to d o-it ' s l i ke cutt i n g back a n d fo rth between
Seria, level 2, t h ey a n d t h e i r fa m i ly we re attacked by creatu res two scenes in a movie.)
intermittent mind
ca l l ed p a l l o n e s; a n d t h at they a re rid i n g fo r h e l p . Either way, t h e PCs wi l l soon d i scove r t h at
injluencing and
communication powers Patel begs the P C s to take h i s s i ster t o the Cyl ion someth i n g stra n ge i s afoot on a m u c h l a rger sca l e
at short range as the GM B as i n , sayi n g t h at s h e needs some type of p rotection t h a n the l ives o f two yo u n g peo p l e . Someth i n g i s
sees fit (alth ough from wh at, h e wi l l n ot say) , wh i l e h e creat i n g o d d d i stu rba n ces a m o n g t h e creat u re s
ret u r n s to h e l p defe n d h i s fa m i ly fro m t h e attackers. of the a rea. Alt h o u g h many peo p l e who l ive i n the
I f t h e PCs t ry to get m o re i n formation fro m h i m , region h ave n oticed t h e d i s ru pt i o n s a n d m i ght
Pallone, page 25 7
a s u ccessfu l I nte l l ect- based ro l l m e a n s t h at h e re m a rk upon them to t h e PCs, few seem to h ave any
w a r m s u p to o n e p a rticu l a r m e m be r of t h e g ro u p . u nd e rsta n d i n g of the cause.
Patel m i ght te l l t h i s person t h at S e r i a contro l s t h e
scut i m o r p h t h ro u g h h e r powers a s a beale a n d t h at ENCOUNTER 2: THE FALSE WOODS
t h e p rotect i o n s h e need s i s fo r h e r m i n d , w h i c h i s Fro m far away, the Fa l s e Wood s a p pears be an act u a l
b e i n g affected b y t h e stra n ge n e s s t h at see m s t o b e fo rest, p robably o n e t h at w a s cultivate d . Al l o f the
g ri p p i n g t h e w h o l e reg i o n . H oweve r, beca u s e h e i s l a rge trees appear to be t h e same d i a meter a n d the
very p rotect ive o f Seri a a n d re l u ctant t o revea l h e r s a m e h e i ght. O n ly when the PCs get closer d o they
secrets , t h e d i fficu lty t o ga i n t h i s i n formation i s d i scove r t h at t h e n a m e " Fa l s e Wood s " i s m o re t h a n
i n creased b y t h ree ste p s , t o a tot a l o f 5 . N o m atte r a pt. T h i s w a s o n ce a sort o f struct u re, but n o w i t
w h at t h e re s u lts of t h e rol l , Patel wi l l not s h a re t h i s a p pears more l i ke a grove o f tree s . H oweve r, t h e
i nfo rm a t i o n with t h e e n t i re gro u p , o n l y i n a p rivate trees a re n ot trees at a l l , but a field of synth t u bes
d i sc u s s i o n with the s i n g l e PC h e s pe a ks wit h . covered i n a l iv i n g m e s h at t h e top.
Seria i s clea rly d i stra u ght, b a rely a b l e t o form Each b rown-grey t u b e begi n s about 2 feet (0. 6 m)
co m p l ete sentences. The o n ly time she speaks i s to a bove the gro u n d a n d rises 20 (6. l m) feet i nto the
d i s agree with h e r b rother. She a s ks the PCs to leave a i r. The tubes a re about 10 feet (3 m) i n d i a meter
h e r and t rave l back with Patel to h e l p h e r fa m i ly i n and h o l l ow o n the i n s i d e . A l a rge scut i m o r p h wra p s
t h e Fa l s e Wood s . S h e i n s i sts t h at s h e c a n get t o t h e a ro u n d e a c h tube, a n d the creat u re ' s ro u g h a n d
Cyl ion B a s i n o n h e r own . I f t h e PCs m a ke a d d i t i o n a l co b b l ed b rown exo s ke l eton m a kes the t u be look
atte m pts to com m u n icate w i t h h e r, s h e cont i n ues t o l i ke a rea l tree tru n k. PCs atte m pt i n g to cl i m b t h e
repeat h e r req uest. tu bes o n t h e outs i d e fi n d t h at the creatu res re lease
a vaporo u s s u bstance t h at m a kes their exo s ke l eto n s
GM I ntrusion: I f any of the PCs touch Seri a at any s l i ppery. Tryi n g t o k i l l o r h a rm a scuti morph ca u ses
poi nt, they hear her utte r someth i n g gutt u ra l and the creatu re to rea r u p fro m its co i l a ro u n d the
lyrica l . H owever, the sound i s o n ly i n their m i nd s . I t tree, its l a rge front p i nchers seeki n g to d a mage the
gives them a n o d d con n ection t o her, and t h roughout attacker. I f one scut i m o r p h wakes, the oth e rs beg i n
the adventure, they wi l l sometimes hear her nonsense t o res pond as we l l .
word s i n their head . T h i s form of geas does not u rge T h e i nteriors o f some o f t h e tubes h ave s m a l l
the affected PCs to any particu l a r action, but it gives cutouts, fo rm i n g l a d d e rs o f sorts. The m e s h a bove
them a sense of d i s q u iet when they move close to the tu bes, o n ce some k i n d of p rotective roof, n ow
p l aces that a re i m portant to the girl. h a n gs down i n l o n g stri p s a n d i s l ittered with d e b r i s ,
both n a t u r a l a n d a rtific i a l . Desp ite i t s a g e , t h e
The Scuti morph: O n ce Seria i s n o l o n ge r i n physical weavi n g i s stro n g a n d , i n m o s t p l ace s , st i l l s u p po rts
contact with t h e scuti m o r p h , the creatu re breaks its the we ight of a h u m a n wa l k i n g acro s s it.
co n n ection with h e r. I f anyo n e atte m pts to touch
it o r eve n a p p roach with i n 5 feet ( l . 5 m) of it, the U nder the G eas: I f a n y of the PCs a re u n d e r t h e
scut i m o r p h l i kely attacks. Oth e rwise, it s kitters off. g e a s of S e r i a , t h e c l o s e r t h ey get to t h e Fa l s e
Wood s , t h e stro n g e r t h e i r s e n s e of u n ease
PC Choice: At this poi nt, t h e PCs m u st choose beco m e s . I t creates a s i c ke n i n g fee l i n g i n t h e
a path-h e l p Seria by goi n g to the Cyl i o n B a s i n sto mach a n d a bit of a h e a d a c h e . Alt h o u g h t h i s

372
LI M E NE
THE BEALE OF BOREGAL

does n 't i m p a i r t h e affected c h a racters, it p rov i d e s Lowd , Seria's grandfather and the town's cu rrent Lowd, level 3
a n o p port u n ity fo r a G M i nt ru s i o n . P C s w h o a re leader. He is concerned about h i s g ra n d c h i l d re n b u t
i n co m b at or conversat i o n m ay fi n d t h e i r s e n s e of s ays , a bit gruffly, "That gi rl i s ca p a b l e of cari n g fo r
u n ease g rowi n g stro n g e n o u g h t h at t h ey fu m b l e h e rself a n d t h e n s o m e . " H e s ee m s m o re worried
t h e i r wea p o n , m i s s t h e i r m a rk, o r s u ffe r i n t h e i r about re b u i l d i n g t h e town and p re p a ri n g it to
conversat i o n a l s ki l l s . defe n d aga i n st fu rt h e r attacks . PCs who a s s i st h i m
with t h i s t a s k fo r m o re t h a n a n h o u r fi n d t h at h e
Attacked i n the Woods: Wh i l e t h e PCs exp l o re offers h i s own view o f t h e story: s o m et h i n g u n d e r
the Fa l s e Wood s , t h ey a re attacked by an agitated t h e g ro u n d i s d i s r u pt i n g t h e n at u ra l o rd e r of t h e
scut i m o r p h . The creatu re acts e rratical ly. Fo rt u n ately, creat u re s i n t h e area. " I fee l its p u l l fro m t h e fi n gers
if t h ey m a n age to i n fl i ct 1 0 poi nts of d a m age, it flees. of t h e west , " h e says. Th i s i s a refe re n ce to the
E m bered Peaks, b u t t h e co n n ect i o n m i ght n ot be
ENCOUNTER 3: THE RUINED ALDEIA obvi o u s yet. F i g u r i n g out the refe re n ce at t h i s p o i n t
A few h u n d red yard s i nto the Fa l s e Wood s , the PCs i s a d ifficu lty 4 I nte l l ect t a s k .
d i scove r a cleari n g t h at a p pears to hold the re m a i n s
o f a s m a l l vi l l age: th ree tri a n g u l a r struct u re s t h at Vibris, a you ng m a n . V i b r i s see m s t o re m a i n Vi bris, level 3
a re made of a l iv i n g s u b stance s i m i l a r to the m e s h separate fro m the others. Alt h o u g h h e fo u g h t b rave ly
a bove. These a re clea rly dwe l l i n g s , a n d a q u ick aga i n st the p a l l o n e s , h e retreats to the ed ge of the
i n s pection of t h e s ite s h ows t h at there once we re town after the battle, s moki n g a n d watc h i n g the
nearly a dozen m o re s i m i l a r struct u res, which h ave oth e r v i l l agers. I f the PCs a p p roach h i m , h e tries to
s i n ce been destroyed. A n u m be r of peo p l e a re i n send t h e m off rou g h ly with a g l a re o r a h a r s h word .
t h e a rea, re b u i l d i n g t h e struct u res, clea n i n g u p , a n d Those s k i l led i n pers u a s i o n or c h a rm (and who offe r
gatheri n g wea po n s . The general mood see m s t o b e h i m a bit of food , so meth i n g to s m o ke, o r the l i ke)
exh a u stion a n d fea r. As t h e P C s a rrive, the v i l l agers hear h i m say, " Do n ' t be l i eve those foo l s . T h i s i s a l l
s u d d e n ly take up a r m s , mostly long s pears and staffs t h at g i rl ' s d o i n g. W h y d o n ' t y o u a s k h e r w h y t h i s h a s
of metal a n d synth. been happening?"
The cha racte rs m i ght th i n k t h at the v i l l agers a re
p re p a ri n g to h a rm t h e m , but t h ey q u ickly rea l ize t h at Other villagers ta l k ge nerally a b o u t h ow creatu res i n
the peo p l e a re i n stead attacki n g t h i n , a l m ost i nv i s i b l e the a rea h ave b e e n u n u s u a l ly aggre s s ive a s o f l ate.
creat u re s i n the a i r above t h e m . T h e s e creatu res a re Eve n the scuti m o rp h s h ave u n co i l ed fro m t h e i r tree
the p a l lones t h at Pate l warned them a bout. tubes to attack without p rovocati o n .
S i x p a l lones of va rious s izes attack the vi l l agers
and the PCs. They a re es peci a l ly aggre s s ive, P C Choice: Fro m h e re, the c h a racte rs c a n head
i ncrea s i n g t h e i r l evel to 3 fo r t h i s encounter. west to t h e E m bered Peaks ( E n co u nter 7) o r go
The v i l lagers a re s k i l led with t h e i r wea pons a n d to the Cyl i o n B a s i n a n d try to t rack d own the g i rl
com pete nt i n battle, although it's clear t h at they ( E n co u nter 4) .

ENCOUNTER 4: TROUBLED WATERS


a re n ' t used to fight i n g t h i s p a rticu l a r creatu re.
PCs who a s s i st i n t h e fight a re rewa rd ed with
gratitude fro m t h e vi l l agers and i nvited to s h a re a If the PCs head towa rd t h e Cyl i o n B as i n , they most
meal a n d conversat i o n . l i kely h ave Seria with them. Alt h o u g h she see m s
t o h ave n o physical tro u b l es-s h e i s a b l e t o kee p
Tal king t o t h e Villagers: Pos s i b l e N PC i nteract i o n s pace with the gro u p with s u rp ri s i n g ea se-the girl
i nc l u d e the fo l l owing. re m a i n s q u iet a n d stra i n e d , clearly i n some type of
mental a n g u i s h . PCs who ta l k to h e r ca l m ly without
N aed i, t h e mother ofSeria and Patel. S h e a p p roaches a s k i n g a lot of q u esti o n s (for this ro l l , the d ifficu lty Naedi, level 3
the PCs as soon as it' s clear t h at they h ave co m e to is i n creased by one step) m ay d i scove r t h at s h e ' s
h e l p . I f the PCs mention the n a m e s of either of h e r worried a b o u t h e r fa m i ly a n d vi l l age, a n d t h at s h e
ch i l d re n , s h e i s eager t o hear o f t h e i r fate. N aed i i s h a s a n odd n o i s e a n d p a i n i n h e r h e a d t h at m a kes i t
eq u a l ly keen t o exp l a i n t h at t h i s attack o n t h e i r town d ifficu lt t o t h i n k o r s peak clearly.
is the seco n d by the p a l l o n e s in as many d ays. I n h e r I f the PCs i n stead a rrive i n t h e Cyl i o n B a s i n looking
d i straught state, s h e ve h e m ently b l a m e s eve ryo n e for Seria a n d Pate l , someone poi nts them in the right
but h e r d a u ghter. d i rection after they a s k a ro u n d a bit (or p u rchase a
H owever, a PC who ca l m s h e r a n d m a kes h e r fee l h ea l i n g re medy) . The s i b l i ngs a re with D a rv i n (see
safe d i scovers t h at h e r true worry i s t h at t h i s i s a l l bel ow) , who has been u n a b l e to heal Seri a due to t h e
Seri a ' s fa u lt. S h e m i ght eve n ad m it t h at Seria i s a b ro ke n h o u n d s i n the synth gard e n .
beale (gett i n g h e r to revea l t h at fact i s a l evel 4 task) .

373
Cylion Basin wate rs, men a n d wo men a n d creat u res p l ay a n d
S i t u ated at the western m ost ed ge of t h e Fifth Stretch rest. Ch i l d re n d a rt a ro u n d y o u a s yo u m a ke yo u r way
of the Wa n d e r i n g Wa l k, the town of Cyl i o n B a s i n is a d own the ra i n bow stretch of po n d s .
p l ace of res p ite a n d h ea l i n g for Peregri nes a n d ot h e r O f a l l t h e u n n at u ra l co l o rs-the red o f b l ood ,
t rave lers. the orange of s u n set, t h e green of the bri ghtest leaf
The region i s n a med fo r a series of five s m a l l aga i n st t h e l i g ht-it i s perh a p s the b l ack t h at fi l l s
bod ies o f l i q u i d , a l l ro u g h ly t h e s a m e s ize-a bout 20 yo u with a s e n s e o f u n ease. I f t h e l i q u i d we re ta rry
feet (6. 1 m) a ro u n d and 3 feet (0. 9 m) deep-th at or o i ly, it wo u l d n 't u p set yo u r s e n s e s so m uc h . B ut
a re a rra n ged i n a straight l i ne. Each bas i n is fi l led it's wate ry, t h i n a n d yet as deep a n d b l ack as if it
from a n atu ra l sou rce with a d iffe rent co l o r l i q u i d . were s o l i d . C h i l d re n s p l a s h and p l ay in its d a rkness,
W h e n trave l e rs a rrive i n town o n t h e o n ly pat h , t h ey s p read i n g l o n g stre a m s of i m po s s i b ly d a rk i n k
encou nter t h e bas i n s i n t h i s order: red , o ra n ge, towa rd o n e a n other u nt i l i t ru n s d own t h e i r h a i r a n d
ye l l ow, gree n , a n d b l ack. Each bas i n i s a l s o fi l led s k i n i n ve i n s o f b l ack.
with so meth i n g e l se-a p r i m o rd i a l soup of n a n ite s , Look away if yo u can so you don't fo rget what
m icrosco p i c creat u res, a n d oth e r e l e m ents t h at h e l p yo u ' re search i n g for: a store, a s i g n . And beyo n d t h e
to heal m i n o r p h y s i c a l a i l ments a n d i l l nesses. b l ack bas i n , t h e re it i s : a wood e n s i g n w i t h a n act u a l
The town grew u p a ro u n d the bod ies of wate r, b ra i n n a i led t o it w i t h two l a rge, t h i c k n a i l s . Fro m t h e
u s i n g them as a sort of m a i n street. M ost of the s ize, t h e b ra i n doesn't a p pear to be h u m a n , but it's
b u s i nesses a re re l ated to health a n d we l l n e s s , a n d h a rd to be s u re.
t h e com m u n ity boasts a wide vari ety o f peo p l e w h o Ben eath t h e s i g n i s a wo m a n who wears the face
ca l l t h e m s e lves h e a l e rs o f o n e sort o r another. A of a m e rcu rial h e a l e r. S h a rpened s h a rd s of metal and
n u m be r of s h o p s a n d sta l l s offe r health re m e d i e s synth p rotrude i n s e m i c i rcles a ro u n d h e r eye s , the
of vari o u s types-h ea l i n g h a n d s a n d c h a nts, base of h e r nose, a n d the co rners of h e r mouth.
pot i o n s a n d p i l l s , idols a n d ca n d l e s , tech n i cal and "Come," s h e says, without givi n g yo u time to speak
mech a n ical o bjects, a n d more. I t costs noth i n g to or ask or even gape. " I know of what you seek."
use the ba s i n s , but m uch of the tow n ' s reve n u e
stream i s based o n a b u sy to u ri st trade fro m t h e s a l e
Darvin, level 4 o f oth e r re med i e s . T h u s , the bas i n s a re we l l l it, a n d The wo m a n ' s name i s D a rv i n , a n d she s pecial izes
peo p l e u s e them a t a l l h o u rs o f the d ay a n d n i ght. in i l l nesses of the b ra i n . I n s i d e her shop a re tu bes
and w i res m a k i n g mach i n es t h at seem to be hod ge
Arrival: When the PCs a rrive at the Cyl i o n B a s i n , pod ged together. S h e a s ks fo r the PCs' sto ry, but as
they notice that the town i s b u stl i n g w i t h a wide s h e l i ste n s , most of her atte ntion is focused o n Seri a.
assortment of people i n d ifferent stages of health . D a rv i n says s h e has a re medy but need s mate r i a l s
The many shops and sta l l s seem to h ave fewe r salable fro m the synth gard e n o u t s i d e o f tow n . The gard e n ,
good s than they m i ght expect. PCs who co mment on s h e te l l s t h e m , u s e d t o be a com m u n ity res o u rce,
the lack of good s d i scove r that the stores a re h avi n g a a p l ace to p rod u ce many of the m ateri a l s the local
d ifficult time gett i n g s u p p l ies l ately beca use many of h e a l e rs need fo r t h e i r pot i o n s and re m e d i e s , but
the u s u a l vendors h ave not come to town. rece ntly a pack of broken h o u n d s took ove r the area,
PCs who a s k about gett i n g help fo r Seria m i ght kee p i n g the h e a l e rs away.
e n d u p with too m uch i nformat i o n . O n ce the " I t ' s d a n ge ro u s , " s h e m i ght caut i o n . " B ut those
v i l l agers u n d e rsta n d t h at it's fo r t h e g i r l , t h ey' re h e re wo u l d owe yo u , should you m a n age to ret u rn
ove rly ready to h e l p , h awki n g t h e i r wares a n d s h a r i n g the synth gard e n to safety. Leave t h e girl with me so I
contra d i ctory s u ggest i o n s t h at m i ght l eave t h e can prepare h e r. "
c h a racters co nfu sed a n d frustrated . I f t h e PCs agree t o go, Darvin a s ks t h e m t o b ri n g
H owever, PCs who s p e n d a bit of co i n at any of the back fo u r l o n g stri ps o f a red metal as wel l as a go lden
s h o p s n otice a sudden switch i n the pers o n a l ity of pear, which " m i ght give a bit of a s hock to the touch . "
t h e ve n d o r.
Typical ly, the shopkeeper leans forward and shares ENCOUNTER 5 : THE SYNTH GARDEN
the i nformation as though it were a wel l-guarded secret The synth gard e n i s j u st outside town to the east. It
rather than someth i n g a nyone could learn for a s h i n looks somet h i n g l i ke a trad itional gard e n , b u i lt with
or two. " H ead back t o t h e e n d o f M a i n Street, past the long rows. Some rows a re home to fl oweri n g p l a nts,

.ALO U D
black pond , and look for the sign with the bra i n on it." herbs, o r e d i b l e s , wh i l e oth e r rows host grow i n g
READ t h i ngs t h at s e e m a s synthetic a s t h ey a re o rga n ic. S i x
Broken hound, page 232 b roken h o u n d s h ave m oved i nto the a rea, a l t h o u g h
" M a i n Street" i s j u st a set o f l o n g wood e n p l a n ks n o one knows why.
l a i d d own a l o n g both s i d e s of t h e bas i n s . I n t h e If t h e PCs s u cceed i n ki l l i n g the h o u n d s a n d

374
LI M E NE
THE BEALE OF BOREGAL

secu ri n g the gard e n , a l ittl e scouti n g wi l l a l l ow them ENCOUNTER 7: EMBERED PEAKS


to d i scove r a row of p l a nts t h at p rod uces l eaves If the PCs trave l to E m bered Peaks, t h ey fi n d w h at
PCs who spend any time
made of l o n g red meta l , as we l l as a s m a l l b u s h t h at s h o u l d be a s i m p l e tow n . The m ajo rity of the
in the basins add 1 to any
h a s o n e or two go l d e n " pears" st i l l on it. Any PC who b u i l d i ngs i n t h e center of town a re made of sto n e recovery rolls they make
picks o n e fro m t h e bush l i kely gets a bit of a s h ock, a n d stee l , w i t h a d a r k green ce ment m ixtu re between while in town.
but it's o n ly o n the fi rst to u c h . the b l ocks. O n the outs k i rts, homes a re mostly
Those w i t h s ki l l s i n identifyi n g a n d u s i n g p l a nts carved out of t h e m o u nt a i n edges, often reveal i n g
o r with the n u m e n e ra m i ght fi n d a d d i t i o n a l t h i ngs t h e d a rk green i nterior o f t h e l a n d scape.
of u s e h e re a s we l l . (Th e GM can expa n d o n this a s H owever, E m bered Peaks see m s to be i n some kind
d e s i red.) of u p h eava l , nearly p u s h ed to the b ri n k of i n s a n ity.
I f t h e PCs ret u r n victori o u s , D a rv i n s ays t h at she S i g n s of destruction and violence-b roken windows,
h a s p re p a red Seria but need s a d ay to fa s h ion the rece nt fi res, people with bandages-a re everywhere.
c u re. At t h at poi nt, s h e says, Seria should be able The merch ants, cavot farmers, and p i l g ri m s a re too Cavots are small, black
to te l l them more about what h a p pened to h e r a n d scared to talk to the PCs or to one another. They look rodentlike creatures. As
vegetarians, they subsist
p rovide c l u e s as t o t h e i r next move. O n ce wo rd at the PCs (a nd at many of their fe l l ow resid ents) with
on a diet of echar berries,
s p read s of the PCs' a s s i stance i n t h e synth gard e n , obvious m i stru st. G ro u p s of people gather in s m a l l found on shrubs that grow
the tow n s peo p l e we lcome t h e m w i t h offers o f free cl u m ps , wh i s pe ri n g a m o n g them selves and p repari n g best in dark, wet places.
l o d g i n g , heal i n g pot i o n s , a n d mea l s d u ri n g t h e i r stay. for the next outbreak o f violence. Unable to digest the
seeds of the berries, the
ENCOUNTER 6: A NIGHT IN TOWN
I f the PCs ask about t h e violence, they get a biza rre
cavots discard them after
m ixtu re of a n swers, a l l exp re s s i o n s of Borega l ' s
having polished them to
D u ri n g the n i ght, the PCs hear screams and thras h i ngs. para n o i a a n d i n s a n ity: a beautiful yellow shine.
I f they i nvestigate, they d i scover th ree people who h ave "I d o n ' t l i ke the way eve ryo n e in t h i s town cha nts Many of the villagers raise
j u st cl i m bed out of the black basin. All three are covered i n the m i d d l e of the n i ght, p rayi n g to some d a rk cavots and use the seeds
in streams of small black bugs that flow l i ke water down god . I th i n k I h ave to ki l l t h e m . " not only as currency but
their skin. The bugs are eas i ly s h aken off and step ped " Everyo ne h e re h ates me beca u s e I ' m t h e o n ly o n e also as signs of wealth,
decorating their clothing
on or smashed, but the victims h ave s m a l l p u rple t h at knows the truth a b o u t the u n ivers e . "
and personal belongings
bruises a l l over their exposed skin. The bruises a ren't " Lotsa folks 'round here got some kinda strange with them.
painfu l , but they itch mad ly. mach ine in their brains. You can see it when they tal k."
If a PC h a p p e n s to be i n the b l ack b a s i n d u ri n g " I was j u st m i n d i n g my own b u s i n e s s when
t h i s t i m e , s h e a l s o experiences these bugs. eve ryo n e started attacki n g eve ryo n e e l s e . I t was
The town see m s u pset by this i n cident but n ot l i ke l iv i n g in a m a d h o u s e . "
s u rprised. The general co n s e n s u s i s t h at t h i s type "Yo u m u st be o n e o f the crazy ones if yo u ' re
of t h i n g-th e broken h o u n d s mov i n g i n , h a r m fu l a s k i n g me that."
creat u re s i n the ba s i n s-see m s t o be h a p pe n i n g
m o re a n d m o re. With some pers u a s i o n o r i nti m i d ation (a l evel 4
In the morn i n g, Seria i s s p o rt i n g a n odd n ew task) , the PCs m i ght get someone to te l l them to
face p l ate: two red a n d gold stri ps across h e r left search out M agi strate Yiera n , who can be fo u n d i n
cheek. In many ways , she seems l i ke a n enti rely t h e Fo ru m o f t h e Dead-th e c i rc u l a r sto ne b u i l d i n g
d i fferent perso n , n ow ch atte r i n g a n d l a u g h i ng, i n t h e m i d d l e o f tow n . Yieran i s t h e leader o f t h e
tea s i n g the PCs, t h a n k i n g t h e m fo r their help, a n d d evo i rs a n d , t h u s , o f E m bered Peaks itself, although
m a k i n g p re p a rat i o n s t o ret u rn t o h e r fa m i ly. n o o n e h a s seen him fo r d ays.
If the PCs a s k her, s h e te l l s them that s h e fe lt a I f the PCs i n q u i re about a res u rrection mach i n e o r
m i n d con nected with hers from the northwest, a any k i n d of mach i n e , n ot o n l y d o they g e t n o a n swe r,
mach ine-man deep i n the eart h . S h e d raws a m a p for but the person either attacks them on t h e s pot (a
them i n the d i rt, clearly denoti n g the seven-fi n gered typ ical re s i d e n t i s l eve l 2) or waits to gat h e r a few
m o u nta i n peak as the p l ace she i s referri n g to. I t takes fr i e n d s a n d attacks t h e PCs l ater.
l ittle effort to rea l ize that t h i s i s the E m be red Peaks.
" H e ' s scared , " she says. " B ut I d o n ' t l i ke h i m . H e Looki ng for Yieran: I n s i d e the Fo ru m of t h e Dead , the
m a d e me fee l bad , a n d I d o n 't want you t o h e l p h i m . PCs enter a n outer office t h at see m s to h ave been
B u t yo u h ave to. I th i n k you h ave to." ra n sacked . Papers a n d mach i n e ry a re strewn a bout.
N o m atte r w h at t h e PCs s ay, Seria m a kes it clear An observant c h a racte r m i ght n otice a few s p l atte rs
t h at s h e i s go i n g back to h e r fa m i ly to m a ke s u re they of b l ood o n the floor and fu rn it u re (a l evel 5 task) .
a re safe a n d we l l . A rat h e r fra ntic yo u n g m a n see m s to be looki n g
Any PCs w h o we re formerly con nected with h e r now fo r someth i n g i n the outer office, h i s b l o n d h a i r
feel that sense of u nease l ifted , and they' re s u rpri sed fa l l i n g ove r h i s face a s h e sto p s h i s search t o greet
to d i scove r h ow m uch better they suddenly feel . the c h a racters. T h i s is C h a h i l . I f t h e PCs a s k about Chahil, level 3

375
M agi strate Yiera n , he says the magi strate is n ot series of wa l l torches lead s the way d own a t u n n e l .
see i n g a nyo n e right n ow d u e to the m u rders. A t the e n d , Ch a h i i p u t s h i s h a n d aga i n st a m i rro red
All of the "Read Aloud"
text is information that I f the PCs a re d i p l o m atic, they can get him to s q u a re a n d says someth i n g i n a u d i b l e , h i s l i ps
the PCs probably need a n swer some i n q u i ri e s , but noth i n g see m s to m a ke act u a l ly b ru s h i n g the s u rface of t h e s q u a re. A door
to know. You can, of s e n s e . C h a h i l tal ks about the devo i rs both as if o p e n s to revea l a l a rge, u n adorned roo m . Th i s i s n o
course, paraphrase this t h ey wi l l be back at any m o m e nt and a s if t h ey' re basement o r s u b room but a m o rt u a ry-a p re-to m b .
information in your own
a l l dead. I t ' s d i fficu lt to get any rea l i nformation Bod ies wra pped i n stri p s o f cavot-dyed s h ro u d s ,
words.
out of h i m . Ch a h i l i n s i sts t h at the PCs come back the p u rp l e fa b ri c d a rk a s b r u i s e s , rest p r o n e o n
l ater. H owever, if t h ey a re pers i stent a n d pers u a s ive benches. The o n ly u nwrapped p a rts a re t h e i r head s .
(tas ks to co nvince h i m a re l evel 6 d ue to h i s agitated Faces stare b l a n kly u pwa rd , eyes wide, m o u t h s s l ack.
state) , Ch a h ii takes the PCs i nto the i n n e r office to The heads of all t h e dead a re s h ave n , a n d scorched
see Yiera n . If the PCs get nowhere with C h a h i l , t h ey i nto each of t h e i r fo reheads i s a b l ack mark about the
m i ght need to devise a p l a n to s n e a k i n on t h e i r own . s ize of a m a n ' s fist.
At the far end of the room , wel l l it by flames and
Sneaki ng I n : T h e door t o t h e magi strate ' s i n n e r office glowglobes, a tube comes from the wal l , a large
( i n the very ce nter of the b u i l d i n g) h a s two locks a n d s parki ng p l u nger resting in a clear vat of b u b b l i n g water.
req u i res two ro l l s . The fi rst l o c k i s l evel 2 , a n d the At the roo m ' s center, a m a n l e a n s ove r o n e of the
seco n d-an orn ate meta l l i c box fi l led with movi n g co rpses, his ear to the dead man's mouth. I t looks
p i eces l i ke a s l i d i n g p uzzle-i s l evel 4. a bit l i ke h e ' s l i sten i n g fo r b reat h , exce pt fo r t h e fact
The i n n e r office holds noth i n g out of the o rd i n a ry, t h at the dead m a n ' s mouth is m ovi n g. N o , not j u st
j u st a d e s k a n d a few tru n k s . Observant PCs n otice m ov i n g-s peaking.
t h at t h e roo m see m s particu l a rly co l d i n its ve ry
center-a n a rea about 5 feet (1 . 5 m) s q u a re where
Magistrate Yieran, level 4 t h e tem perat u re d ro p s d ra m atical ly. I f they j u m p M agistrate Yieran: The leader of the d evo i rs a n d t h e
o r step i n t h at s p ace, t h e floor echoes a s if i t we re town i s a ta l l , soft- s poken m a n who h a s b e e n p u s h ed
h o l l ow. Any PCs who get d own on the floor to look too fa r. H i s clot h i n g is ca refu l ly te n d e d , a n d h i s
fi n d a c i rc u l a r door with a b utto n n ext to it. O n ce the e m b l e m s o f position-a recta n g u l a r s i lver p i n a t h i s
b utto n i s p ressed, the door o p e n s very q u i ckly; PCs th roat a n d a c i rcu l a r b i t o f metal t h at h e always h o l d s
sta n d i n g a bove it m u st m a ke a S peed defe n s e ro l l i n h i s r i g h t h a n d-a re c l e a n a n d s h i ny.
(level 2 ) t o avo id fa l l i n g t h rough t h e hole. He does n 't seem s u rpri sed to see the PCs approach,
I f they fall, they d ro p i nto near b l ackness 3 0 feet and he acknowledges their presence with a nod.
(9. 1 m) d own a c i rc u l a r set of sto n e sta i rs . They "Are you here to h i nder me or to help me?" he asks.
s u ffe r 3 poi nts of d a mage. I f t h e PCs s ay " h e l p , " h e nods and wi l l a n swe r
I f they don't fa l l , t h e sta i rs a re n ot d a n ge ro u s at a l l , t h e i r q u est i o n s , although he occa s i o n a l ly gives
a s l o n g a s t h e P C s d o n 't m i s step w h i l e desce n d i ng. them o rd e rs , such a s h a n d i n g h i m va rious too l s or

ENCOUNTER 8: DEEP SLEEP


swee p i n g u p .
I f t h e P C s s ay anyt h i n g e l s e , Yieran co m p l etely
At the bottom of the stai rs, a hal lway leads to a locked ignores them and goes back to d ea l i n g with all the
door with a m i rrored panel next to it. I f the PCs sneaked dead a ro u n d h i m .
in on their own , they h ave to figure out how to get T h ro ugh conversat i o n , t h e c h a racte rs c a n learn:
t h rough the wh i s perlocked door. To open the door, one The h i story of t h e d evo i rs a n d the res u rrection
m u st touch the panel and say "Vadders h i m , " j i m my the mach i n e , which l ie s st i l l fa rther bel ow, a s we l l as
level 6 lock, or break down the door (a level 5 tas k) . I f what Yieran knows of Boregal-w h i c h , truthfu l ly,
Chah i l i s with the characters, he knows the key and can i s n ot m u c h .
take them right i n . T h at t h e so-ca l l ed re s u rrection mach i n e doesn't
Beyo n d t h e door, the P C s fi n d Yieran a n d act u a l ly ra i s e t h e dead but can b r i n g them
t h e sou rce o f a l l t h e p ro b l e m s t h at the a rea i s back to l i fe l o n g e n o u g h to a s k them a s i n g l e
expe rie n c i n g . I f Ch a h i i i s not with t h e gro u p , alter q u esti o n .

READ .ALOUD
t h at p a rt of the read - a l o u d text. That the dead a lways a n swe r the q uestion with a l i e .

I f t h e P C s a s k Y i e ra n w h at h e a s ked t h e d e a d m a n ,
T h e sta i rs a re c i rc u l a r a n d we l l wo rn, t h e a i r ben eath h e wo n 't te l l t h e m , sayi n g o n l y, " I a s ked t h e wro n g
the floor co l d e r than you m i ght expect. An odor of q u estion yet aga i n . " T h e m a g i strate s e e m s to
someth i n g s h a rp a n d rott i n g-perh a p s fruit, o r b u rnt know noth i n g about the stra n ge h a p pe n i n gs in t h e
meat, o r a dead creatu re beneath t h e floorboard s outs i d e worl d .
a s s a u lts yo u r nose. At the bottom of the sta i rs , a Yieran h a s clea rly lost h i s g r i p o n rea l ity a n d h a s

376
LI M E NE
THE BEALE OF BOREGAL

nowhere to t u r n . H e a s ks t h e PCs for t h e i r h e l p with The m a s s i s s l i ghtly soft to the touch a n d ve ry wa rm,
the mach i ne . "I h ave k i l led a s m a ny as I d a re , " h e but it doesn't move o r res pond when to uched .
wh i s pers. "An d I h ave l e a r n e d noth i n g. B ut I wo u l d Along the back of t h e m a s s , near where it j o i n s
rat h e r h ave the mach i n e n ot a t a l l t h a n l et i t d e stroy the wa l l , r u n s a s e a m t h at see m s t o fit t h e tool t h e
the town I l ove . " After Yieran s ays t h i s , the PCs can magi strate gave to t h e PCs.
learn t h at the dead all a ro u n d a re t h e oth e r d evo i rs . The mass i s Borega l . There i s n o way to
H e k i l led them a l l so h e co u l d q u estion them a n d com m u n i cate with h i m i n t h i s state exce pt with
l e a r n h ow t o stop the mach i n e fr o m tort u r i n g mental powe rs. I f any of the PCs h ave s uch a b i l ities,
eve ryon e i nto m a d n e s s . they can try co n n ect i n g to Borega l ' s m i n d . At fi rst,
"When I say that some
Fro m o n e o f the t a b l e s , h e takes a l o n g- h a n d led t h i s res u lts in messages of utter p a n i c and stro n ge r
of my bestfriends are
tool with a s p i ked p i nwheel at o n e end. "Cut h i m pleas fo r re lease. I f they soothe h i m a n d convi n ce artificial, most people have
loose," h e says, " o r ki l l h i m . Fo r I ca n n ot. " H e b i d s h i m t h at they can h e l p h i m escape (a l eve l 5 task) , no idea what I'm talking

READ .ALOUD
the P C s t o fo l l ow h i m . Borega l beco mes ca l m a n d g u i d e s them to a s m a l l about. " -Sir Arthour
switch o n the botto m o f the m a s s . F l i p p i n g t h e
switch essent i a l ly ca uses t h e b u b b l e s t o b u rst a n d
Yieran u n locks a l a rge door, a t u b u l a r pas sage that m e l t , leavi n g o n l y t h e petrified b ra i n . Al l i s q u i et fro m
is fil led with l ight. It s l a nts d ownward . At the end of with i n it-at least for now.
the passage is a great tri a n g u l a r room . M ost of the I f the PCs attack o r d a mage the m a s s , atte m pt i n g
room i s taken u p with a l a rge gel at i n o u s mass, l i ke t o destroy i t , Borega l begi n s u s i n g h i s m i n d attack
a thousand tra n s l u cent bl ack b u bbles with glowi n g powe rs o n eve ryo n e in t h e roo m .
red i nteriors, attached to the wa l l w i t h co rd s and I f the P C s u s e the tool t o c u t a l o n g the s e a m , t h e
cond ucto rs. B its of mech a n ical t h i ngs and mach i nery m a s s co l l a pses t o the floor. I n s i d e it i s a petrified
a re strewn about and p i led u p , givi n g the roo m the o bj ect t h at o n ce m i ght h ave been a b ra i n . As soon
i m p ression of a tech j u n kya rd . as the b ra i n i s re lea sed , it begi n s to d raw a l l loose
Yo u hear a voice i n yo u r head s-a few n o n s e n se material in the roo m toward it to create the s h ape
wo rd s , acco m p a n ied by a sense of pan ic. A clear plea of a h u m a n . Stones, s m a l l wea p o n s , too l s , b its of
fo r help. A s h riek. M u m b led p l ead i n g. the ge l at i n o u s mass, a n d a nyth i n g t h e PCs a re n ' t
h o l d i n g o n t o beco m e part of the b o d y struct u re.

377
Bo regal w h at ca u s ed t h e d i st u r b a n ce s or why t h e t ro u b l e
Level 5 (1 5) sto p ped .
Descri pti o n : Wh i l e h i s b ra i n is sti l l of t h i s worl d , A pacified Boregal co u l d beco m e an N PC
t h e body o f Boregal n o l o n ge r exi sts. H oweve r, co m pa n i o n fo r t h e PCs. H e wi l l n eve r aga i n take
t h e stre n gt h of h i s bea l e i s s u c h t h at he c a n physical form a n d he refu ses to u s e h i s powe rs to
d o m o re t h a n t o u c h ot h e r m i n d s ; h e ca n h a rm ot hers, but he co u l d be a telepat h i c tra n s l ator
control i n a n i m ate o bj ects to b u i l d h i m s e l f a o r s i m ply a stra n ge frie n d . H e h a s n o knowledge of
body a ga i n . O n ce h i s new body i s co m p l ete, the cu rre nt wo rld t h at i s of any u s e to t h e PCs.
h e fi g h t s by attacki n g w i t h h i s m i n d and h i s
If it all comes down to a p hy s i c a l fo r m . Fighti ng Boregal: The fight i s l i kely a d a n ge ro u s one.
fight, it should be an epic M otive: Self-defe n s e , t h e d e s i re t o be free Both C h a h i l and Yiera n , a l ready p u s h ed to the b ri n k,
one. Take a look at the
H ealth: 20 a re e a s i l y co ntro l led by Boregal a n d fight on h i s
encounters that yoi.i've
played through already Damage I nflicted : 3 b e h a l f i f p resent.
with the PCs. Were they Armor: 2 Destroy i n g Boregal ends his effects o n the peo p l e
too hard or too easy? M od ifications: Attacks those with mental powe rs a s a n d creat u res o f the reg i o n . Further, t h o s e who we re
You may want to tinker l evel 6. affected rea l ize t h at they we re b e i n g i nfl uenced by
with Boregal's stats to
Com bat: Borega l ' s p r i m a ry mind attack i s to an outs i d e fo rce, w h i ch-wh i l e st i l l awfu l-makes it
make them just right for
your game. If one PC d i sorient a n d confu s e a foe, but the attack a l so e a s i e r fo r t h e m to recove r and m ove o n .
regularly deals 9 points d e a l s 6 poi nts of I nte l l ect d a mage (ignori n g
of damage (which would Armor) t o eve ryo n e i n l o n g ra n ge. I f a fo e Dealing With Yieran: l f Yieran s u rvives the encou nter,
take Boregal down in just comes close e n o u g h t o touch Borega l ' s body, h e the PCs m i ght be l i eve t h at he need s to be h e l d
three hits), for example, res p o n d s w i t h a defe n s ive p h y s i c a l attack. acco u nta b l e fo r h i s cri mes. I n trut h , t h e magi strate
increasing Borega/'s
As a n a ltern ate attack, Boregal can ta rget wa s n 't s i m ply b e i n g menta l ly i n fl u e n ced . He i s
Armor by 7 point will
allow him to last at least a s i n g l e PC a n d ca u s e t h e vict i m to lose h e r ge n u i n ely i n sa n e a n d re m a i n s so n o m atte r w h at
one more round. n ext t u r n a s we l l a s s u ffe r 6 poi nts of I nte l l ect h a p p e n s with Borega l .
d a m age.
I nteraction: Wh i l e Boregal i s with i n the mach i n e , Loot: Among t h e o bjects i n t h e roo m , PCs d i scover:
tele pathy i s the o n ly way t o co m m u n i cate with 1 d6 ra n d o m cyp h e rs
h i m . I f re leased, h e can s peak and hear normal ly. An odd ity: a s m a l l synth co n e t h at p rod u ces a l i ght
He is co nfu sed , terrified , a n g ry, a n d p a ra n o i d . b reeze when activated
Boregal i s clearly h a l f mad w i t h pan ic, fea r, An odd ity: a gemstone set in a metal c i rcle t h at
a n d the a m o u nt of t i m e he h a s s pent trapped a l l ows nea rby s l eepers to h ave pleasant d re a m s i n
betwee n l i fe a n d deat h . There i s n o reaso n i n g wh ich t h ey eat t h e i r favo rite food s
with h i m . An a rtifact: a synth staff, 5 feet (1 . 5 m} long,
Loot: T h e core o f Borega l ' s petrified b ra i n ca n n ot t h at e n d s i n a foot- l o n g metal b a r t h at gives
be destroyed, a n d it sti l l seems to h ave a a n e l ectrical s h ock. I t i n fl i cts 3 poi nts of S peed
s m a l l a m o u n t of powe r-probably a res u lt of d a m age and stu n s the vict i m , cau s i n g h i m to lose
Experience Point Award: t h e a m o u n t of t i m e it h a s been co n nected to his n ext turn. Depletion 1 i n l d l O.
In addition to awarding mach i n e ry. Th i s core co u l d be u sed to restore
XPfor any artifacts
gained, award each PC
powe r to a d e p l eted a rtifact if a c h a racte r m a ke s ENDING THE ADVENTURE
7 XP for discovering the a n I nte l l ect ro l l (use the d e p l eted a rtifact ' s l evel E m be red Peaks wi l l need t i m e to recove r from the
truth about Boregal and a s t h e d i fficu lty} . e m ot i o n a l a n d physical d a m age t h at occu rre d , not
7 XPfor dealing (one G M I ntrusion: Boregal takes mental control of a to mention the loss of a l l the tow n ' s leaders. The
way or another) with c h a racte r a n d fo rces h e r to fight h e r frie n d s fo r town s fo l k a re gratefu l t h at t h ey we re s aved but also
the threat he posed to two ro u n d s . e m b a rra s sed a n d a bit rese ntfu l . PCs looki n g fo r
the area. Finally, you
hearty co n g ratu l at i o n s wo n ' t fi n d m uc h .
might consider awarding
each PC 7 XPfor helping Resc u i n g Boregal: I f t h e P C s s u ccessfu l ly Beyo n d the tow n , the res i d ents o f the s u rrou n d i n g
Seria and Patel and co m m u n i cate with Boregal a n d ca l m h i m with region l i kely n ever know what act u a l ly h a p pened. But
discovering that looks can t r u t h o r l i e s , h e re m a i n s (o r goes back to b e i n g} a the stra n ge behavior fro m peo p l e a n d creatu res h a s
be deceiving-sometimes petrified b ra i n . Afterwa rd , h e c a n s p e a k with t h e m co m e t o a n e n d , a n d fo r t h at, they a re h a p py.
great power comes t e l e p at h i ca l ly w h et h e r t h ey h ave m e n t a l powers The PCs m i ght w i s h to re s u m e t h e i r p i l gr i m age o n
disguised as something
o r not. The PCs c a n t a ke h i m o u t of t h i s p l ace the Wa n d e ri n g Wa l k, o r t h ey m i ght e n d it h e re.
that appears frail.
and d o wh ateve r t h ey fee l is r i g h t with h i m . T h e
p eo p l e a n d creat u re s i n t h e reg i o n a re n o l o n ge r
p u s h ed toward fe a r a n d m a d n e s s , b u t t h ey m u st
cope with w h a t h a s h a p pe n e d . T h ey h ave n o i d e a

378
LI M E NE
SEEDSHI P

CHAPTER 26

S EEDS H I P
'' s eed s h i p" i s a n adventure for characters
who h ave some experience and backgro u n d
s e e p s fro m t h e earth i nto the fl oors of t h e i r h o m e s ,
a n d t h at some res i d ents of D ru i s s i h ave g o n e
i n exploration. I n many ways, i t ' s the m i s s i ng.
perfect exa m p l e of the "exp lore a n ancient ru i n " The town leader i s atte m pti n g to keep a tight lid
adventu re. Although it's set i n t h e town o f D ru i s s i o n t h e tragedy, but m e m bers of the H oza i-a s m a l l Druissi, page 7 9 7
i n the Ba-Ad e n u Forest, i t co u l d easily be relocated re l i g i o u s gro u p fo recast i n g doo m-are p ro p h e syi n g Ba-Adenu Forest, page 1 8 9
a l most a nywhere in the N i nth World. t h at a great evi l i s awa ke n i n g i n the earth a n d co m i n g
fo r those w h o h ave a b u sed its powe r.
BACKGROUND
Those who b u i lt the town of D ru i s s i o n t h e h a l f SYNOPSIS
b u ried h u l k of an a n cient, u n known structu re The PCs decide to exp l o re t h e ancient ve h icle, not
p robably chose t h at p l ace beca u s e they knew of knowi n g a nyth i n g about its nature.
the boon it wo u l d bri n g t h e i r fa m i l i e s . H eat rises They may d i scove r t h at a wo m a n bent o n solv i n g
co n stantly fro m t h e synth a n d steel h u l k yea r- ro u n d , the p ro b l e m o f the toxic seepage fo u n d a way t o d e a l
warm i n g h o m e s , cooki n g food , a n d savi n g l ives w i t h it but c a m e to a n u nti mely e n d . They m i ght
d u ri n g the winter. be a b l e to fi n i s h h e r work. The c h a racte rs may a l so
If those who b u i lt the town a l s o knew of the d i scove r t h at t h e structu re i s a vessel of some k i n d ,
potential d a n gers t h e i r b u ried structu re m i ght perh a p s fro m a n ot h e r d i m e n s i o n , a n d t h at it h o l d s
someday b r i n g , t h ey tu rned a b l i n d eye. seed s t h at conta i n d a ngero u s co n sc i o u s n e s s e s t h at
But no m o re. The struct u re i s act u a l ly far m o re want n ew bod ies i n t h i s wo r l d .
a n cient a n d m o re d a n ge ro u s t h a n a nyo n e but the The P C s may a l so d i scove r t h at t h e Hozai a re n ot
most learned m i ght h ave guessed. O n ce a mode of entirely what they see m .
tra n s port fo r myste rious
b e i n g s of a prior wo r l d ,
the v e s s e l cra s hed i nto
the eart h aeo n s ago,
beco m i n g a b u ried
prison fo r wh ateve r st i l l
l ived i n s i d e .
Afte r a rece nt
eart h q u a ke, more of
the wreckage h a s been
revealed, i nc l u d i n g an
a rea where t h e meta l
seems to h ave re nt
a p a rt, leav i n g s m a l l
open i n gs i n the s i d e .
The peo p l e w h o l ive
o n the s u rface know
o n ly t h at t h e i r o n ce
coveted warmth is n ow
a lternately freez i n g
a n d boi l i ng, t h at a d a r k
o ra n ge l i q u id somet i m e s

379
GETIING THE PCS INVOLVED some of it cove red by the b u i l d i ngs of D ru i s s i . T h i s
The p l ayer cha racte rs m i ght hear of D r u i s s i a n d t h e a bovegro u n d section s e e m s t o be j u st a portion of
stra n ge structu re beneath it via tales told e l sewhere, the e n t i re s ize, giv i n g the i m p re s s i o n t h at the b u ried
o r perhaps t h ey a rrive i n town wh i l e trave l i ng. T h a n ks sect i o n s m u st be enormous .
to its warm bat h s a n d heated roo m s , D ru i s s i is a
coveted rest stop for trave lers, a n d many on the road
reco m mend it as a good p l ace to stay. The h u l l is i m po s s i b l e to b reach . Any effo rts made by
U se o n e of the fo l l owi n g h ooks to get the PCs the PCs barely l eave a scratc h .
i nterested in exp l o ri n g the ves s e l : T h e recent earth movements appear t o h ave opened
the vessel in a n u m ber of pl aces. M ost of these
Reward : The m ayo r i s offe r i n g a rewa rd fo r a nyo n e open ings are smal l-a few i nches to less than a foot
wi l l i n g to q u ickly a n d q u ietly e n t e r the struct u re, in width-but one seems al most large enough for the
ki l l eve ryt h i n g they find, a n d seal t h e hole. H e a l so PCs to fit t h rough. Wid e n i n g the hole t h rough the use
Might, page 20 s lyly h i nts t h at h e ' d be wi l l i n g to rewa rd a nyo n e who of force i s a M ight task with a d ifficu lty of 4. H owever,
s h uts u p t h e l o u d e st of the H oza i , a m a n n a m ed it looks l i ke someone or someth i n g else a l ready
N e r r, whose l o u d , aggre s s ive d o o m s ayi n g scares the attem pted to widen the hole and possibly succeeded
tow n s peo p l e . before return i n g the material to its original position.

Rescue: A m a n n a m ed G e i rn s ays h i s wife h a s


AREA Z: ENTRY CORRIDOR AND
d i s a ppeared . H e doesn't h ave a nyth i n g i n the way
of reward to offer, but h e begs the PCs to look for MEZZANINE
h e r. Alt h o u g h h e kee ps sayi n g t h at s h e was taken E nteri n g t h rough t h e h o l e begi n s the PCs'

.ALO U D
by someth i n g fro m t h e wreckage, h e occa s i o n a l ly exp l o rat i o n .
m i s s peaks a n d h i nts t h at s h e m i ght h ave gone i nto READ
the struct u re of h e r own accord .
The smell that rises from the widened hole is one of
The ship is, of course, Recovery: Although most of the H ozai loudly proclaim chemicals and rot, an u nderlying odor that is there and
much larger than the the com i n g of great evi l , i n rea l ity they j u st want to then gone. The hole appears to lead into a shaft or corridor
few areas described here. keep people out of the structu re so they ca n exp lore about 6 feet (1 .8 m) wide. The walls and cei ling are made
Feel free to add doors
it themselves. H owever, one member of the H ozai, a of overlaid stri ps of synth , and the floor consists of a
and corridors that lead
off into other parts of the man n amed Theybis, approaches the PCs for help. He's translucent material that bows l ightly as you step on it.
ship. These parts can be afraid to enter the structure, but he'd l i ke samples of The area below the floor is a shadowy expanse, broken
created by you ahead of its materials and creatures for h i s own use before the occasionally by blinks and streams of glowing colors.
time, or you can have the other mem bers of the rel igious group get hold of any of
doors or access points you it. Theybi s pro m i ses the PCs that he will create a usefu l
add be blocked or locked,
n u menera device for them from parts of the wreckage if PCs who cont i n ue d own the t u n n e l move in d a rkness,
providing an opportunity
for later exploration. they bri n g h i m the samples he seeks. u n s u re whether they' re head i n g toward anyt h i n g at
all. Occasional sections of the floor s i n k deeply when
AREA 1 : OUTER HULL ste p ped on or a re torn open; the b ro ken sections are
I f the P C s exa m i n e t h e outer p a rt o f the struct u re, easy to see if the PCs h ave a l ight source.
t h ey ga i n a bit of i nformat i o n . Re m e m be r t h at n o o n e About 1 00 feet (30 m) a l o n g , the t u n n e l sto p s
i n D r u i s s i knows a nyth i n g of its nature beyo n d the a b ru ptly a n d o pe n s i nto a l a rger roo m t h at see m s

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obvi o u s . They d o n 't eve n know t h at it's a ve h i cle. t o be a mezza n i ne . B u i lt o f t h e same m ateri a l a s t h e
READ t u n n e l , t h i s room h a s a l o w cei l i n g w i t h l a rge s q u a res
of fabric h a n g i n g down from it. At the fa rthest e n d
The visible section of the ancient structu re i s cu rved of the roo m , the wa l l i s made of cri s scros sed stri p s
and ap pea rs to be made of various metal s and synth, of m e t a l t h at form s q u a res about 6 i n ches b y 6
joi ned with knobs, smooth seams, and elements that i nches ( 1 5 cm by 1 5 cm) . On the oth e r s i d e of t h i s
resemble h i nges. M ost of it feels s mooth, and some w i d e grat i n g o r grid , t h e vessel o p e n s fa rt h e r i n
parts appear more mal leable (yet too strong to break or a l l d i rect i o n s ; it' s i m po s s i b l e t o s e e anyt h i n g but
tear eas i ly) . Other sections-most of which are circles b l ackness a n d occa s i o n a l mov i n g l i ghts.
a bout 6 i nches (1 5 cm) wide-seem to be made of
tightly woven mesh. The material vibrates with a s l i ght, The G rid: PCs who touch the grid barehan ded get a bit
con stant s h udder and i s warm to the touch . of a s h ock-not h i n g h a rmfu l , but enough to be very
The v i s i b l e section of the structu re is about 5 00 u n p leasant. ( I f a cha racter touches it for a fu l l rou n d ,
feet (1 5 2 m) l o n g a n d at least 200 feet (61 m) wide, it causes 1 point o f d a m age that ignores Armor.)

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Attem pt i n g to s l a s h or cut the grid with anyt h i n g t h at fi l l the roo m . Fro m floor to ce i l i n g, t h i s p l ace
meta l l i c i ncreases t h e s h ock, ca u s i n g 1 p o i n t of a p pears to be about 5 0 feet ( 1 5 m) h i g h , and h i gher
d a mage that ignores Armor. Cutt i n g t h rough the l evel towa rd the center.
4 grid i s pos s i b l e with standard too l s o r weapons, but
d o i n g so wi l l ca use many s h ocks-th i rty in a l l . T h u s ,
one characte r who cuts t h rough the g r i d alone suffers PCs who cl i m b or j u m p d own fro m t h e mezza n i n e
3 0 poi nts of d a m age, but th ree characte rs who work d i scove r t h at the gro u n d o f t h e m a i n fl o o r i s m a rs h y
together to cut t h rough each suffer 1 0 points. a n d d a m p . The floor a p pears to be a co m b i n ation o f
The oth e r wa l l s , ce i l i n g, a n d floor a re m u ck, m u d , a n d p l a n t m atte r. C h a racte rs who sta n d
i m penetra b l e . sti l l fo r longer t h a n a moment m i ght fee l somet h i n g
Afte r search i n g t h e enti re mezza n i ne , t h e PCs s l ither ove r t h e i r feet o r a l o n g t h e i r legs. The s m e l l i s
d i scove r a l a rge ge l at i n o u s c i rcle t h at see m s b u i lt o n e o f stagnant wate r a n d rot.
i nto t h e floor near the metal gri d . Pas s i n g a h a n d The l ights that the PCs saw from above are now more
ove r the c i rcle c a u s e s it t o l i ght u p i n a swi rl i n g visible, and it's clear that many of them are movi ng.
o ra n ge s p i ra l . W h i l e someone h o l d s h i s h a n d ove r PCs with a l i ght sou rce see t h at the room i s l i ke
the c i rcle, t h e grid no l o n ge r p rod uces a s h ock. a j u ngle, fi l led with ta l l , wh ite a n d b l u e p l a nts with
Beyo n d the gri d , the d ro p d own to the floor of the b road l eaves and eve n some t h i n , thorny trees .
c h a m be r beyond i s about 20 feet (6 . 1 m) . T h i s i s the They l i kely h ave t o h a c k t h ro u g h the fo l i age t o m a ke
ves s e l ' s m a i n room (a rea 3 ) . t h e i r way a ro u n d t h e roo m . These p l ants a re u n l i ke
anyt h i n g e n co u nte red outside the struct u re, a n d they
H idden H atch: I n the southern portion o f the clea rly d o n ' t req u i re s u n l ight.
mezzan i ne, a secret panel on the floor h ides a passage The roo m tee m s with stra n ge i n sects flyi n g a n d
that angles down to the m a i n room l i ke a ch ute. scutt l i n g a bout. They' re a n n oyi ng, but t h ey' re n ot
F i n d i n g it i s a level 6 perception tas k, although a bright d a n ge ro u s (a n d , l i ke t h e p l a nts, they' re enti rely
l ight sou rce decreases the d ifficu lty by one step. u n fa m i l i a r) .
A n u m be r of mostly i n nocu o u s b i o mech a n ical
Steel Spiders: I f the PCs exp lore the fabrics h a n g i n g creatu res-the s o u rces of the m ovi n g l i ghts-scurry Steel spider, page 260
from the cei l i ng, they a re attacked . Otherwise, t h e t h ro u g h the m uck, see m i ngly u n affected by t h e

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attack c a n occur anytime wh i l e they exp lore the roo m . presence of t h e P C s . They a re fa r more mach i n e
t h a n l iv i n g b e i n g , a n d t h e i r a p peara n ce re se m b l e s
n ot h i n g the P C s h ave eve r see n . They avo i d oth e r
Fro m ove rhead co mes t h e q u iet s o u n d o f metal creat u res b y scu rryi n g u p i nto the t rees . C h a racters
m ovi n g aga i n st m eta l . There i s a soft rustl i n g fro m with knowled ge of the n u m e n e ra may see the va l u e
the h a n g i n g fa b ric, a n d t h e cloth begi n s to s h ud d e r i n atte m pt i n g t o catch ( a l evel 5 S peed task) a n d Speed, page 20
l i ghtly, as t h o u g h moved b y a n u n seen b reeze. d i s mantle t h e s e creat u res. The i n n e r co m po n e nts of
S l owly, a l o n g b l ack leg c u r l s ove r the edge of o n e one in eve ry t h ree can be fa s h i o n ed i nto a ra n d o m
of the fa b rics. Then a n other, a n d a n ot h e r. Soo n , you cyp h e r by any PC who m a kes a n I nte l l ect ro l l w i t h a Intellect, page 20
see the bod ies t h at fo l l ow-meta l l i c and s h i ny b l ack, d i fficu lty of 4.
scutt l i n g a l o n g o n eight legs, and s p i n n i n g t h i n ,
m eta l l i c we b s t h at s h i m me r i n t h e d a rk n e s s . Retu rning H ere Later: When the PCs go to a n other
a rea a n d t h e n co m e back to this roo m , they fi n d t h at
fo u r m e m bers of the H ozai h ave entered the ve s s e l . Hozai Explorers, leel 4,
The creatu res a re steel spiders. A s the P C s move The two gro u p s p robably startle e a c h oth e r. The 1 Armor
through the room , four spiders d rop down from their Hozai react to t h e PCs with a great deal of hostil ity
homes i n s ide the fabrics, q u ickly s p i n n i n g long, meta l l i c no o n e is s u p posed to be i n s i d e t h e struct u re. If the
webs that are razor s h arp and infl ict 4 poi nts o f damage PCs were sent by Theyb i s a n d they say so, this m i ght
if touched . The creatures moved to this area after the a l l eviate some of the h osti l ity (but o n ly beca u s e the
earthquake to awa it the appearance of new prey. Hozai red i rect their a n ge r towa rd Theyb i s fo r send i n g
outs i d e rs i nto t h e fo r b i d d e n structu re) .

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AREA 3 : THE MAIN ROOM The H ozai know t h at t h e myste rious structu re i s
act u a l ly a ves s e l , a n d they s u s pect t h at it origi n ated
in another d i me n s i o n . They h ave n o p roof, but they
Th i s c h a m be r i s l a rge-h u n d red s o f feet wide a n d eagerly seek co nfirmation of t h e i r theory.
pos s i bly h a l f aga i n t h at m uch i n l e n gt h . The l i ghti n g The H ozai exp lorers a re i nterested i n the creat u re s
i s ve ry d i m , although yo u h ave a sense t h at t h i ngs a n d p l a nts i n t h i s c h a m ber. They h ave a b a n d o ned
a re mov i n g about i n the s h adows a m o n g t h e p l a nts their cere m o n i a l ro bes a n d sym bols a n d i n stead wea r

38 1
goggles, h e l mets, leather s u its, gloves, a n d boots, i n front of you a n d echoes a ro u n d t h e roo m . A
a n d they carry all manner of gear: ro pes, gra p n e l s , moment l ater, oth e r voices j o i n i n . Some s o u n d
l a rge sacks, s peci m e n j a rs , s m a l l cage s , too l s , a n d h u m a n a n d i n a n g u i s h , oth e rs a n i m a l i stic a n d i n fea r.
so fo rt h . O f co u rse, they a re n ' t fool i s h-t h ey a re a l so
we l l a rmed with d a rt th rowe rs, b road swo rd s , a n d
s pears, a n d o n e m e m be r carries a cyp h e r: a h eat ray The Stairs: M ovi n g u p a n d d own these tal l , wet
e m itte r t h at i n fl icts 9 poi nts of d a mage. ste p s is d ifficult. Cha racte rs m u st move ve ry s l owly
o r atte m pt a l eve l 3 move ment task to ascend o r
AREA 4: FRONT HULL d e sce nd w i t h o u t s l i p p i n g a n d fa l l i ng. P C s who fa l l
Towa rd t h e fro nt o f the vessel i s a l a rge ro u n d door take 1 point of d a m age a n d a re p rone.
t h at glows softly and, at fi rst g l a n ce, a p pears to
be covered with fl owi n g water. To uch i n g the door T h e Room: The wate r i n t h e room i s at least 6 feet
reve a l s t h at it's made of a n u n known m ateri a l t h at (1 .8 m) deep in most p l ace s , and the s i d e s of t h e
a p pears to be d ry a n d yet fl ow i n g . Despite its wei rd roo m a re s l i ppery.

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a p pearance, t h e door is easy to s l id e open. I f PCs with I ight co m e d own i nto t h e roo m , at fi rst
READ it a p pears t h at the wate r is fi l led with a n u m be r of
creat u re s and peo ple, with o n ly t h e i r heads above t h e
This triangular room i s l it by gooey globs that are s u rface. H owever, what the P C s a re see i n g i s act u a l ly
Mesomeme, page 246 attached to the wal l s , the many i n stru ment panels a mesomeme, a n d it rises out of the wate r to attack
(some i ntact, others destroyed) , and al most every soon after it hears them enter the a rea.
other s u rface. The globs glow in a variety of colors and I f it ca n , t h e mesomeme atte m pts to grab a
seem to move slowly over the s u rfaces i n u n known c h a racter a n d h o l d h i m u n d e rwate r. The PC m u st
patterns. M ost of the wal l s are con structed of the same atte m pt a M i ght d efe n s e ro l l each ro u n d to escape.
transl ucent material that you 've seen before. Through I f t h e vict i m fa i l s the ro l l eight ro u n d s in a row, h e
them, you can see the rock and debris s u rro u n d i n g the d rown s . The mesomeme can h o l d one creatu re
bu ried structure. On the other side of the wal l s , large u nd e rwate r w h i l e sti l l e n gaged i n co m b at with
tunnels h ave been d u g through the d i rt. oth e rs .

U nder t h e Water: I f the P C s search t h i s l a rge a rea


D i scove ri n g 1 d 6 ra n d o m cyp h e rs a m o n g the p a n e l ca refu l ly, sco u r i n g the water-covered floor, they find
d e b r i s i s a l eve l 4 I nte l l ect task. H oweve r, a nyo n e a clear synth d i s k about 4 i n c h e s (1 0 m) in d i a m eter.
who m a kes a n I nte l l ect ro l l w i t h a d ifficu lty of 6 fi n d s S u c h a search req u i res at least an h o u r. The d i s k
1 d 6 m o re cyp h e rs a s we l l a s a ra n d o m oddity. m a kes o pe n i n g t h e doors i n a rea 6 ve ry ea sy.
PCs can take t h e globs with them as te m po ra ry
l i ghts, although a s i n g l e glob i s n 't very bright (and AREA 6: FLAME CORRIDOR
fades if re moved from the vessel) . I t wi l l stick to A t the b a c k of the m a i n roo m i s a n other l a rge
cloth i n g, p rovided a PC can sta n d to fee l t h e heat of ro u n d door. T h i s one a p pears to be made of ice, but
a glob a s it s l owly craw l s across h e r body. touch i n g it reve a l s t h at it's co n structed of t h e same
I f the c h a racte rs s p e n d more t h a n ten m i n utes m ate rial as the o p pos ite door, j u st with a d ifferent
exp l o r i n g t h i s roo m , t h ey d i scove r a torn bit of skrip a p peara n ce. I t s l id e s open easi ly.
t h at a p pears fa i rly fres h , fi l led with h a n dwritten n otes Th rough the door is a long hall about 20 feet (6. 1 m)
and a n i m age of a n u m e n e ra d evice. The only legi b l e high and 20 feet (6. 1 m) across. U n l i ke the other areas, the

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writ i n g says , " H eat h e a l s fi s s u re s . " hall is well l it, with fl ickering yellow lights along the cei l ing.

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AREA 5: SUNKEN STAIR
Along the fa r e d g e o f the m a i n roo m , a set o f sta i rs T h e floor i s wet, although n ot a s wet a s t h e stra n ge
lead s d own , although each "step" i s nearly 3 feet (0. 9 j u n g l e roo m . T h a n ks to t h e overhead l i ghts, yo u can
m) h i g h . L i q u i d r u n s d own t h e ste p s , m a k i n g t h e m see t h at the l i q u id i s d a rk o ra n ge-pe rhaps the s a m e
s l i p pe ry but m a n agea b l e . A t the e n d o f seve n ste p s , fl u id t h at t h e res i d e nts of D r u i s s i s aw co m i n g u p

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t h e sta i rs d i s appear i nto a r o o m fi l led w i t h l i q u i d . t h rough t h e gro u n d . Th icker t h a n water, the l i q u i d i s
READ warm to t h e touch a n d see m s t o fl ow fro m the s pace
Discerning PCs may a h ead towa rd the m a i n roo m yo u j u st left, beh i n d
realize that the woman At t h e botto m o f t h e sta i rs , yo u hear t h e s o u n d o f a yo u . A t the e n d o f t h e co rridor, y o u s e e a pyl o n of
they hear as one of the
mesomeme's talking wo m a n ' s voice, a soft cry i n an u n fa m i l i a r l a n g u age. gree n tra n s l ucent sto ne, which sta n d s about 8 feet
heads is that of Geirn 's The o n ly u n d e rsta n d a b l e wo rd i s a n a m e-G e i rn . (2 .4 m) h i g h . I t ' s s u rro u nded by th ree ci rcu l a r doors.
now-dead wife. T h e vo i ce see m s t o co m e fro m t h e wate ry b l ackness

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The Pylon: I f t h e PCs p roceed d own t h e corri d o r,


t h e p re s s u re of t h e i r move m e n t t h ro u g h t h e a i r
activates a fl a m e t h at s pews fo rt h fro m a h o l e i n t h e
western wa l l . T h e fi re i n fl i cts 6 p o i nts o f d a m age
( i g n o r i n g Armor) o n a n y c h a racter w h o fa i l s a
S peed defe n s e ro l l . Those w h o m a ke t h e ro l l sti l l
s u ffe r 3 p o i n t s o f d a m age.
H owever, if the PCs look, t h ey see a d i a l o n the
wa l l at the n o rt h e n d of the h a l l . O n t h e d i a l a re a
n u m be r of sym bol s . N o n e of t h e m m e a n s anyt h i n g
t o the PCs, but if they t u r n t h e d i a l t o the sym bol
t h at looks t h e most l i ke the pyl o n , the pyl o n moves
fo rward , b l ocki n g the fl a m e jet. If the d i a l is tu rned to
any oth e r sett i n g, ro l l a d20:
1 -2 The pyl o n moves away fro m the fl a m e . There
is no way to m a ke it move i n fro nt of the jet.
3 A panel o p e n s i n t h e eastern wa l l , a n d n ow
there a re two fl a m e jets. fi n d i n g t h e m i s a d ifficu lty 4 I nte l l ect task. The
4 A panel o p e n s i n t h e wa l l , expo s i n g ra n d o m a rtifact m atches the i m age d rawn o n t h e skrip i n a rea
mech a n i s m s (not h i n g of i m portance) . 4. The d evice i s a m o l ecu l a r bonder, which can be Molecular bonder, page 308
5 A s h ri l l s i re n s h rieks for ten m i n utes. (Th i s used to bond the leaki n g ta n k in a rea l 0 back to its
l i kely d raws t h e automaton i n a rea 8 i nto t h e origi n a l stre n gt h .
h a l lway.)
6-20 N oth i n g h a p p e n s . AREA 8: GUARDIAN
Th i s c h a m be r i s mostly e m pty exce pt fo r the
T h e Doors: The t h ree ci rcu l a r d oors a re made o f a g u a rd i a n automaton t h at sta n d s h e re, waiti n g fo r
m eta l l i c m ate rial of l evel 7 stre n gt h . The door on the i ntruders. I t attacks i m me d i ately a n d ruth less ly,
right bears deep scratches a l o n g its s u rface, as if fight i n g u n t i l destroyed .
a n other person o r creatu re tried to open it. The automaton res e m b l e s a barre l -chested giant
Open i n g these d oors is d i fficult without the synth of a m a n with fo u r a r m s . Two of the a r m s h o l d metal
d i s k from a rea 5. I f t h at d i s k is p resent, a t h i rd of s h i e l d s , a n d two e n d i n long and terri b l e b l a d e s .
it l i ghts u p . The door t h at it n ow "poi nts" to opens
e a s i l y by s l i d i n g to o n e s i d e . O n ly o n e door can be Guardian Automaton
opened at a t i m e . Leve l 5 (1 5 )
Health: 25
AREA 7: WRECKAGE Damage I nflicted : 5
The door to th is a rea h a s been forced open in the Armor: 4

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past, but that doesn't m a ke it any easier to open now. M ovement: S h o rt
M od ifications: S peed defe n s e as l evel 7 d u e to
s h i e l d s . If struck i n a vital s pot on its head, the
Th i s a rea i s a wreck, with d e b r i s l itte ri n g t h e floor. auto m aton d ro p s both s h i e l d s .
Part of t h e structu re h a s co l l a psed, a n d meta l l i c Com bat: A straightforward com bata nt, the guard ia n
s u p port bea m s h ave cra s h ed d own fro m t h e ce i l i n g, automaton ru n s i nto com bat and attacks, m a k i n g
expo s i n g mec h a n ical co n d u its a bove. two attacks e a c h rou n d as a s i ngle action. There
is a vital s pot on its head that a PC can notice by
m a k i n g an I ntel lect rol l with a d ifficu lty of 5. If a
Searching the Cham ber: I t takes at least an h o u r characte r states that he attacks that s pot d i rectly
t o search t h i s roo m thoro u g h ly. The P C s c a n fi n d and h its, the automaton d rops both s h ields,
a n other s krip, a s i n a rea 4, but d o i n g so i s a d ifficu lty red ucing its S peed defe n se to norm a l . In ad d ition,
3 I nte l l ect task. The scri p s h ows a n other d rawi ng, its two extra arms become useless.
this t i m e a sort of m a p s h owi n g a ro ugh s ketch of Loot: S a lvagi n g the wreckage of the d e stroyed
a reas 2 , 3, 4 , 6, a n d 7 . The wo rd "Vesse l ? " i s written auto m aton yi e l d s l d l O s h i n s , l d 6 cyp h e rs , a n d
o n one s i d e of the scri p. O n the oth e r s i d e a re the a n odd ity.
wo rd s , " B ut fro m where ? "
The c h a m b e r a l so h a s l d 6 - l cyp hers a n d a
co b b l ed a rtifact composed i n part fro m t h e d e b r i s ;

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AREA 9: THE SEEDS its own d i me n s io n-o r i s it from somewh e re e l s e
enti rely? The P C s w o n ' t know fo r ce rta i n , but o n e
In technical terms, t h i n g i s c l e a r : it attacks t h e m h u n grily.
touching a seed triggers G l iste n i n g l i ke eggs o f glowi n g b l u e g l a s s , eight
an almost instantaneous
nod u l e s , each 2 feet (0. 6 m) high a n d h a l f a s wide, The Creatu res in the Tan k: These swi m m i n g
download of information,
coded directly onto a re positioned with i n this c h a m be r amid a wi n d i n g creat u re s ignore t h e PCs. They a re u ltraterrestri a l i n
the DNA of the host. m aze o f co ntro l s , ca b l e s , a n d mech a n i s m s . nature a n d seem w h o l l y a l i e n . Catc h i n g o n e o r more
This information is (fo r study, perh a p s) i s a d i fficu lty 5 task. They a re
the ultraterrestrial's p o i s o n o u s to eat (level 4 poison t h at i n capacitates
memories and thought Each o f these eggl i ke seed s conta i n s a n the eater fo r one h o u r with sto mach d i stress) .
patterns. Further, the
u ltrate rrestri a l con sci o u s n e s s . I f a l iv i n g creatu re
process begins rewriting
the host's DNA to create touches a seed , it m u st m a ke an I nte l l ect d efe n s e The Leaking Tank: The liquid in the tan k is toxic.
a neural override so the ro l l w i t h a d ifficu lty o f 5 . Fa i l u re m e a n s t h e creatu re Touch i n g it del ivers a level 4 poison that inflicts 4 poi nts
consciousness can take beco mes host to the co n s ci o u s n e s s wit h i n the seed . of damage per round until the victim makes a successfu l
control of the body. Thereafter, eve ry 28 h o u rs , t h e host m u st m a ke a M ight defense rol l . Sealing t h e cracks i n t h e tan k is easy
new I nte l l ect d efe n s e ro l l . With each fa i l u re, the with the molecu lar bonder found i n area 7. Otherwise,
u ltrate rrestri a l ga i n s more contro l . I f the host fa i l s the repairs are a d ifficu lty 6 task and take ten hours.
five ro l l s , t h e u l t raterrestri a l a s s u m e s total control
of the host's body. Its motives a re utterly a l ie n a n d The Rest of the Vessel : The PCs can co nti n u e to
stra n ge, a n d it h a s n o i nterest i n the h o s t ' s goa l s , exp l o re the vessel if t h ey w i s h . They wo n ' t find any
fri e n d s , fa m i ly, o r a nyth i n g o f t h e sort. oth e r creat u res fro m the outside, but t h e s h i p m i ght
Ridd i n g the host of the u ltraterrestrial hold all m a n n e r of stra n ge wo n d e rs-wh ateve r the
co n scio u s n e s s i s ve ry d i fficult a n d p ro b a b ly req u i re s GM wants to devise.
a s pecial d evice t h at wo u l d n e e d to be co n structed
(leve l 5 ) . I n D ru i s s i , o n ly the H ozai a re l i kely to h ave The Passage Out: Fol l owi n g the fl ow of l i q u i d from
the nece s s a ry knowledge. t h i s cham ber lead s to a hole in the wa l l , which i n turn
Destroyi n g the seed s i s fa i rly easy (d ifficu lty 2 task) . leads to a mass ive crack i n the fu sel age that the PCs
can use to reach a b u rrow created by the travo n i s u l .
AREA 1 0: LEAKS Fo l lowi n g t h i s t o t h e s u rface takes t h e characte rs out
The southern doors in areas 7, 8, a n d 9 a l l g ive of the seed s h i p , wel l outside of D ru i s s i .
acce s s to co rri d o rs t h at descend deep i nto t h e
bowe l s of t h e ves s e l . These i n turn lead to a l a rge ENDING THE ADVENTURE
Travonis ul, page 263 ci rcu l a r c h a m ber, nearly as b i g across as the m a i n The res i d e nts of D ru i s s i a re n ot h a p py to hear t h at
roo m a n d twice a s ta l l . I n it i s a clear ta n k that's the structu re on which they've b u i lt t h e i r town i s
s h a ped l i ke a figu re eight a n d about t h ree-q u a rters act u a l ly a stra nge a n d d a n ge ro u s ves s e l . N o o n e wi l l
fu l l of the same d a rk o ra n ge fl u i d fo u n d in a rea 6. b e m o re d i straught t h a n G e i rn , i f h e learns t h at h i s
The l i q u i d s l owly seeps t h ro u g h the many fi s s u res wife d i ed wh i l e with i n , although if t h e PCs learned

c@:ALO U D
a n d cracks i n t h e wa l l s of the tan k. t h at she was act u a l ly tryi n g to fix t h e d a n ge ro u s
READ leaks, a n d w a s o n t h e way t o s u cceed i n g, t h at wi l l
co n s o l e t h e grievi n g h u s ba n d a bit.
I n t h e tan k, myriad u n known creatu res o f a l l s izes The H ozai are very u n h a ppy that the PCs went i n s ide
a n d s h a pes swi m fra ntica l ly a ro u n d , eye i n g you the s h i p, and the gro u p attem pts to run the cha racters
t h ro u g h the tra n s l ucent m ateri a l . At the top of t h e out of town. The troublemaker N err, in particu lar, looks
tan k, which i s o p e n , a n other creatu re sits o n the u pon them u n kind ly. H owever, the mayor helps the PCs
edge. I t reaches i nto the l i q u i d with its writ h i n g mass if they agree to do away with N err.
of tentacles a n d p u l l s u p a s m a n y of the swi m m i n g I f t h e c h a racters m a d e a d e a l with T h eyb i s , h e
Experience Point Award: creat u res as it can gra s p , stuffing them i nto its great kee p s h i s word a n d b u i l d s t h e m a n u m e n e ra d evice,
In addition to awarding mouth. At the s o u n d of yo u r e nt ra n ce, it sto ps a n d b u t h e d oe s so in secret. I f need be, t h e d evice t h at
XPfor gaining any
t u r n s i t s atte ntion towa rd yo u . he crafts m i ght be t h e t h i n g t h at can s ave a n y PCs
artifacts, award each
character 1 XP if the w h o h ave beco m e hosts fo r u lt rate rrestri a l seed s .
group learns that the
structure is a vehicle T h e Beast: The travo n i s u l i s a creatu re o f h u ge
and 2 XP if they find the a p petites t h at d evo u rs eve ryt h i n g it ca n . It m a n aged
source of the strange to get i nto the vessel t h ro u g h a rent in the h u l l
liquid and stop the leaks.
d own h e re . I s i t origi n a l ly from t h e s h i p ? I s i t s i m ply
aroused at the notion of feed i n g u po n creat u re s fro m

384
CHAPTER 2 7

TH E H I D D EN PRICE
''
T
h e H i d d e n Price" i s a n adventure fo r its h o m e beyo nd the stars. The creatu re ca l l ed fo r
begi n n i n g c h a racters t h at i nvolves a brief h i m , a n d h e came to serve i n exc h a n ge fo r i m m e n s e
exp l o ration of a stra n ge " ru i n " fo l l owed wea lth, l e n d i n g a h u m a n fa c e to i t s t h o u s a n d -yea r
by u rban i ntrigues. I t ' s a good adventu re to test scheme. H i s a u g m e ntat i o n s bol ster h i s s u cces s . H i s
the c h a racte rs' outlook o n legal ity a n d pers o n a l a rtifact eye can see a pers o n ' s rece nt past, a n d h i s
o b l i gati o n s . The adventure t a k e s p l ace i n M u l e n , the secret l atti ce o f s u bderm a l c i rcuitry h e l p s h i m w i n Mu/en, page 7 59
capital of l sco bal , but it co u l d be tra n s p l a nted to any peo p l e ove r by s u btly affect i n g t h e i r attitudes a n d lscobal, page 7 58
m ed i u m - s ize o r l a rger city. react i o n s .
The D racogen acts a s t h e l e a d e r o f the u n d e rwo rld
BACKGROUND i n the city, u s i n g the n u m e n e ra brought back to h a rry
Peo p l e ca l l h i m D racoge n , but it's certa i n ly n ot h i s its e n e m ies or keep fract i o u s pol itici a n s i n l i ne . I t ' s
rea l n a m e . A c h a r i s m atic b u t u n refi ned h u m a n with a pos s i b l e t h at the creatu re h a s put fo rth mouth p i eces
left eye of meta l a n d g l a s s , he ca m e to M u l e n twe nty in oth e r cities scattered across the N i nth Wo rld to
years ago at the head of a ca rava n a n d esta b l i s h ed gather m o re n u m e n e ra and more i n fl u e n ce. The
h i s h o m e i n a m ajestic ru i n t h at t h e loca l s c l a i med D racogen h a s s o l i d ified its base of powe r h e re,
was h a u nted . I f it was, he's s h own no sign of it; but its d e s i res exte n d fa r beyo n d the worl d ' s paltry
h e p ros pers a n d th rives t h e re, u s i n g his store of riches. It p l a n s to storm the gates of its home,
myste rious wealth a n d tech n o l ogy to help fund the ret u rn i n g i n b l oody a n d ven gefu l glo ry.
exp loits of d e s p e rate exp l o rers.
But his help co mes with a p rice. D racogen is SYNOPSIS
obses sed with t h e wo n d e rs of the o l d worl d s , a n d The PCs learn of a fa b u l o u s trea s u re t h ey co u l d
a ft e r a s u cce ssfu l exped iti o n , t h e exp l o rers m u st o bta i n , but it l ie s o n a float i n g p l atform h i g h a bove
l et h i m exa m i n e any n u m e n e ra they d i scovered the oce a n , a n d they can't reach it without h e l p .
a l o n g the way. He own s an extraord i n a ry-perhaps I n t h i s case, they m eet a wi l l i n g patron n a m ed
u n i q u e-mach i n e t h at can scan a n a rtifact o r cyp h e r D racogen who gives them the s u p p l ies they need . Artifact, page 298
a n d m a ke a worki n g d u p l icate. U nfo rt u n ately fo r They co m p l ete t h e i r q uest a n d ret u rn to D racoge n , Cypher, page 278
those who d o b u s i n e s s w i t h h i m , D racogen i s l i kely w h o a s ks t h e m t o d o someth i n g fo r h i m i n ret u r n .
to keep any re m n a nt t h at his d evice ca n 't co py, and When they d i scove r t h at the task i s n 't o n the u p- a n d
somet i m e s h e a s ks fo r a n item s i m ply beca u s e it u p , they h ave to decide what to d o next, choos i n g
catches h i s eye a n d h e can't bear to p a rt with the s i d e s ve ry ca refu l ly.
origi n a l . T h u s , when exp l o rers re port back to t h e i r
patro n , t h ey n ever know if h e wi l l take o n e p i ece of
GETTING TH E PLAYER
t h e i r n u menera, o r seve ra l , o r perh a p s a l l of t h e m .
Rega rd l e s s , most peo p l e b i t e t h e i r to ngues beca u s e CHARACTERS I NVOLVED
they w a n t to stay o n h i s good s i d e ; the p ro m i s e o f O n e of the PCs gets hold of a m a p t h at lead s to
future fu n d i n g i s a l u re few can refu se. I f D racogen a n ancient p l atform t h at floats ove r the oce a n . The
d i scove rs t h at h e ' s been cheated-a n d somehow, m a p describes it a s a n " u n explored t rea s u re-hou se"
h e always kn ows-h i s k i n d d e m e a n o r gives way to a about 50 m i l e s (80 km) off t h e coast of G h a n and Ghan, page 1 45
wrath t h at i s s u btle a n d terri ble. about 3 , 000 feet (91 4 m) i n the a i r. It's a n exciti n g
Th i s i s t h e story t h at peo p l e kn ow. U n s u rp ri s i n gly, o p po rt u n ity, b u t the c h a racters d o n ' t h ave t h e m e a n s
t h e re is more. t o reach t h e p l atfo rm. ( Few peo p l e d o , which i s w h y
The m a n known a s D racogen i s m e rely a it re m a i n s u n explored.)
mouth p i ece. The magn ificent ru i n i nto which h e O n e n i ght while i n M u l e n-th e closest point to
m oved was i n d eed h a u nted-by a n enormous where t h e i r m a p s h ows to go t h at i s e a s i l y reach ed
re pti l i a n creatu re ca l l ed t h e D racoge n , a n exi l e fro m they hear of a h u m a n who fu n d s exped iti o n s l i ke

385
Dracogen, level 7, level t h e i rs . A m a n n a med D racogen serves as a sort of D racoge n p rovides o n ly one cyp her per cha racter.
70 for all perception patron fo r exp l o rers. He h a s vast resou rce s a n d I nvestigati ng Dracogen: I t ' s n atu ra l for t h e PCs
tasks, including seeing m i ght be a b l e to g i v e them the a s s i stance they to d i strust D racoge n . At some poi nt, t h ey m i ght
through deception, level req u i re. The PCs arra n ge to m eet h i m at h i s home. try to learn what oth e rs h ave to say about h i m . If
8 for persuasion and
they can fi n d peo p l e who know the wealthy patron
numenera knowledge;
Armor 4; 30 health ENCOUNTER 1: PATRONAGE and a re wi l l i n g to ta l k (a l evel 4 task) , they d i scove r
" I ' m h e re to h e l p , " D racogen te l l s the PCs. H i s t h at he i s fa i rly we l l rega rd e d , but most peo p l e
h o m e i s a we l l -appoi nted , l avi s h m a n o r b u i lt out of co n s id e r h i m a n e n i gm a . I f the P C s get t h e i r h a n d s
an ancient structu re made of stra n gely s h a ped but d i rty a n d ta l k t o a m o re nefari o u s sort, a n d they a re
nearly i n d estruct i b l e cera m i c a n d crysta l . particu l a rly c h a rm i n g or pers u a s ive (a level 7 task) ,
"Al l you h ave t o d o i s l et m e exa m i ne t h e trea s u res they learn t h at D racogen i s a l m ost ce rta i n ly i nvolved
you recove r. I j u st want to study t h e m b riefly. " in s h ady and i l legal d ea l i ngs. H oweve r, eve n the
That's t h e d e a l . I f t h e PCs te l l h i m about the local m i screants who know this s i d e of him co n s id e r
m a p a n d the p l atform , a n d they agree to his (q u ite D racogen to be a m a n o f h i s word-as we l l as a
generous) te r m s , D racogen a s s u res them t h at he' l l rut h l e s s o p po n e nt if crossed.
b e a b l e t o co m e u p with a sol ution t o t h e i r p ro b l e m .
I t m i ght take a d ay or two-maybe a bit l o n ger.
ENCOUNTER 2 : TH E FLOATING
S u re e n o u g h , th ree d ays l ater, a co u rier d e l ivers
a message to the PCs, whereve r t h ey a re. D racogen PLATFORM
has p rocu red what they need . The flyi n g packs a re n ot particu l a rly m a n e uvera b l e ,
When they meet u p aga i n with their new patro n , h e but they a l l ow the P C s to move t h ro u g h the a i r
h a s fo u r occu ltic cyp hers. T h e s e a re com p l ex, back q u ickly. The jou rney to t h e p l atform i s u n eventfu l ,
mou nted flyi n g packs that s p rout s m a l l w i n gs when although flyi n g a ro u n d l i ke b i rd s i s excit i n g
activated. They al low the wearer to fly at about 80 n o n et h e l e s s .
m i les (1 29 km) per hour for u p to fo u r hou rs-enough So h i g h i n the a i r, the p l atform i s often o b s c u red
to get to the p l atform , spend a short time there, and by l ow c l o u d s . H oweve r, when the PCs a rrive, t h e
fly back. I f there a re more than fo u r PCs, one o r more weat h e r i s windy a n d clear, m a k i n g the p l atform
w i l l h ave to be carried . If there a re fewe r than fo u r, v i s i b l e fro m fa r off. As they a p p roach , the cha racters

386
LI M E NE
THE HI DDEN PRICE

see t h at the p l atform i s a p p roxi m ately 1 20 feet (3 7 u p loaded i nto the devices or an a rtifici a l ly i nte l l i gent
m) l o n g a n d 40 feet (1 2 m) wide. I t ' s mostly fl at, with n ative. Rega rd l e s s , it's awa re of what h a p p e n s
some myste rious struct u res o n t h e u n d e rs i d e and a a ro u n d it a n d w i l l trave l i n any i t e m t h at t h e P C s take
co ne-sh aped towe r on the top. O nce the PCs reach fro m t h i s c h a m b e r.
the p l atfo rm, t h ey can l a n d o n it fa i rly e a s i ly. I t ' s From that point onward , the alien inte l l i gence
wet a n d s l ick, but it h a s p l e nty of fl at s pace to m ove watches and waits. It has l i m ited abil ity to control l ight
a ro u n d o n . and s h adow from wit h i n any crystal or glass object,
Salt a n d corrosion covers m uch o ft h e platform's and it begi n s m a n i p u l ating events a round it, mostly
hull. The PCs easi ly find a hatch that leads i nto the as an experi ment. B right flashes of l ight or the sudden
cone-shaped structure. The hatch is round and about loss of l ight are d i stracting and d i sorienting, and
6 feet (1 .8 m) across, but it is positioned about 5 feet these see m i ngly ra ndom occu rrences h i nder the PCs
(1 .5 m) above the level of the platform , suggesting that (increasing the d ifficu lty of their tas ks by one or even
it probably wasn't meant for h u mans. The hatch seems two steps) . Sometimes, people and creatures around
firmly sealed, but opening a smal ler panel next to it the PCs will be affected .
exposes a round glass plate that glows wh ite. To open Eventually, the i ntel l i gence learns to create an energy
the hatch , the correct sym bol m u st be traced on the form of s h adow to i nteract with the normal world .
plate. If a PC looks closely at the plate and succeed s at
a level 3 I ntellect task, she can make out the l i nes of the The Penumbra Fiend The nature of the
sym bol-over many m i l lennia of vis itors to the platform, Level 5 (1 5) penumbra fiend is such
that the PCs will likely have
it has been sl ightly scratched i nto the glass. I f the PCs try Descri ption: T h i s a l i e n i ntel l i ge n ce was o n ce
more than one encounter
to open the hatch a d ifferent way, it' s a level 6 task. fo rced to l ive with i n g l a s s or crysta l , b u t it can with it before eventually
The I nterior: I n s i d e the co n i cal towe r is a stra n ge, m a n i p u l ate l i ght, even to t h e poi nt of creat i n g a figuring out how to destroy
a l ie n co n g l o m e ration of tech nologies, most of which body fo r itself out of l i ght a n d s h ad ow. T h e body it permanently.
seem to h ave contro l s , i nterface s , a n d i n n e r worki ngs i s l i ke t h at of a serpe n t i n e beast of d a rk n e s s
of g l a s s a n d crystal. M uch of t h e g l a s s i s cracked o r with a h u ge m aw t h ro u g h w h i c h it d evo u rs
b ro ke n . The i nterior i s d a rk. M ost of the devices a re a l most a n yt h i n g , b u t it p refers to eat t h e soft,
no longer fu n ct i o n a l , a n d the few t h at do work seem eas i ly s h redded m atte r ca l l ed fl es h . T h e creat u re
to serve n o d i scern i b l e p u rpose. m u st a b s o r b s o l i d m atte r, or it loses t h e a b i l ity
The Danger: I f a nyo n e roots a ro u n d i n s i d e the to take s o l i d fo r m .
towe r, p a rt of a m a s s ive glass structu re near the top M otive: S o l i d m atte r gives it s u bsta n ce
of the co n e comes loose a n d cra s h e s to the gro u n d . Health: 1 8 .
Anyo n e i n the structu re m u st m a ke a S peed d efe n s e Damage I nflicted : 7 points.
ro l l o r s u ffe r 5 poi nts o f d a m age. Sen s i n g t h i s M ovement: S h o rt.
d a n ge r a h ead o f t i m e req u i res a n I nte l l ect ro l l w i t h a M od ifications: M oves stea lth i ly and h id e s a s l evel 7.
d i fficu lty of 4 . Com bat: The fiend attacks with its terri b l e bite. I t can
T h e Payoff: I f the P C s spend a n h o u r search i n g also control s h adow a n d l i ght to d i stract foes. If
i n s id e t h e towe r, t h ey recove r t h e fo l l owing: the creatu re does so without u s i n g a n act i o n , the
2 d 6 ra n d o m cyp h e rs , most of t h e m crysta l o r d ifficu lty of act i o n s taken by o p po n e nts with i n
g l a s s i n form. s h o rt ra nge i s i n creased b y o n e ste p . I f i t u s e s
An odd ity: a p i ece of cu rved b roken g l a s s t h at a n action to focus m o re i ntently o n co ntro l l i n g
reacts to s o u n d waves . If set on a s m ooth s u rface, s h a d ow a n d l i ght, t h e d i fficu lty fo r a l l fo e s with i n
it s p i n s and m oves at eve n the softest s o u n d s h o rt ra nge i s i n creased b y two ste p s .
nea rby, s p i n n i n g faster w i t h l o u d e r s o u n d s . H owever, perh aps far more d ramatic i s the
A n artifact: an alarm t i l e . Once activated, t h i s 8-inch fien d ' s abil ity to become i n s u bstantia l . It ca n't
(20 cm) glass tile analyzes how many creatures be attacked or affected by corporeal attacks while
of h u m a n s ize or larger a re wit h i n long range. For i n s u bstantial, but it can't attack or affect the
the next twelve hours, the tile changes color if corporeal world, either. Fu rther, if it does not regai n
the n u m ber of creatures changes. I f the n u m ber its solid form with i n th ree rounds, t h e fiend loses
decreases, the tile glows bright blue for one rou n d . its body entirely and can't reform for 1 d 6 + 1 d ays.
I f the n u m ber increases, the tile glows bright red fo r Re n d e r i n g the pen u m b ra fiend to 0 h e a l t h
one rou n d . It glows as m a n y t i m e s as it needs to o r b e l ow destroys its s o l i d fo r m , after w h i c h it
(never more than once per round) d u ri n g the twelve can't reform fo r l d 6 + 1 d ays. T h e o n ly way to
hour period . The artifact has a dep letion of l in d l OO. destroy the fiend perm a n e ntly is to destroy its
The Pen u m bra Fiend: One more d a nger l u rks in the s o l i d form in utte r d a rk n e s s o r b l i n d i n g l y b r i g h t
c h a m ber-an i nte l l i ge n ce dwe l l s with i n t h e crystal l i ght, with n o p i eces of crystal o r g l a s s with i n
a n d g l a s s mach i n e ry. I t m i ght be a l iv i n g creatu re s h o rt ra nge.

387
C h a n ges in i l l u m i nation (such as expo s u re to a l so learn t h at someone e l se-a wo m a n n a m ed
Ehvera, level 5; 2 Armor bright l i ght o r exti n gu i s h i n g a l l l i ght) stu n s the E h vera-is looki n g for M i l l i a n a n d a d evice called the
creatu re, making it lose its n ext turn. revita l izer. E hvera i s known to be a cri m i n a l a n d h a s
Ehvera 's lackeys, level 2;
I nteraction: I f a person s o m e h ow esta b l i s h es a s m a l l fo rce o f crooks work i n g fo r h e r. R u m o r h a s i t
1 Armor
com m u n i cation with the fie n d , s h e finds t h at it t h at M i l l i a n sto l e the revita l izer fro m h e r.
is selfis h , s p itefu l , and para n o i d to a n a l m ost I nvestigati ng Ehvera: Fo l l owi n g u p on t h e E hvera
i n sa n e degree. rumor (a l evel 3 i nteraction task) p roves t h at it's
Use: The pen u m b ra fiend m i ght p l ague t h e PCs o n true. I f t h e PCs ta l k to t h e right peo p l e (e ither the
a n d off fo r a ve ry l o n g t i m e . authorities o r oth e r cri m i n a l s) , t h ey a l s o d i scove r
G M I ntrusion: The fiend creates a b r i g h t fl a s h o f l i ght t h at E h vera i s re l atively n ew i n t h e city a n d is t ryi n g
t h at b l i n d s the c h a racte r fo r 1 d 6 ro u n d s . t o grow h e r cri m i n a l o rga n izat i o n , but s h a d owy
fo rces a re worki n g aga i n st h e r.
Confronti ng Ehvera: If the PCs track d own E h vera,
ENCOUNTER 3: RETU RNING TO
they l i kely h ave to fight t h e i r way t h rough a gro u p of
DRACOGEN ten of h e r lackeys-a ro u g h , d i sorgan ized gang of
I f the PCs ret u rn to M u l e n a n d D racoge n , h e d e l i n q uents and d ru g ad d i cts with kn ives a n d c l u b s .
co n g rat u l ates t h e m o n a j o b we l l d o n e a n d takes Afte r t h at s c u ffl e , E hvera m a kes a n a p peara n ce
w h at t h ey fo u n d to exa m i n e and copy it. (He does n 't with eight more l ackeys at h e r back-a n d offers to
te l l t h e m about the copyi n g device, but he does n 't tal k. The cri me boss is a b road, powe rfu l wo m a n with
go out of h i s way to kee p it a secret, either.) The n ext a s n a rl , a cu rved blade, and b l ack armor of h a rd e n ed
d ay, h e ret u r n s it a l l to them with a s m i l e . And t h at leather p l ates. S h e l ays it out p l a i n ly for t h e PCs:
wo u l d seem to be t h at. D racogen i s t h e h ead of M u l e n ' s cri m i n a l u nd e rwo rld
Crossing Dracogen: I f t h e PCs don't ret u rn to a n d i s tryi n g to r u n h e r out of the city. Apparently, h e
t h e i r patron o r if t h ey try to h id e ite m s from h i m , heard t h at M i l l i a n sto l e the va l u a b l e revita l izer fro m
Agents, level 4; Armor 1; h e s e n d s s i x agents t o h u nt t h e m d own . T h e agents E h vera a n d decided to get it for h i m se l f.
level 4 unconsciousness a re i n structed to bring the PCs back a l ive. I f they do, The Choice: T h e P C s now h ave t o choose. Do they
inducing poisons
D racogen sco l d s t h e c h a racte rs fo r cro s s i n g h i m , work for a cri m i nal and help h i m obta i n an item that
takes t h e i r n u m e n e ra ite m s t o keep, a n d l ets t h e m doesn't belong to h i m ? Do they betray D racogen i n
go w i t h a warn i n g n ever to go u p aga i n st h i m aga i n . some way even though he has d o n e noth i n g b u t help
them?
ENCOUNTER 4: YOU OWE M E
S h o rtly after t h e i r conversation with D racoge n , the
ENCOUNTER 6:
PCs a re contacted aga i n by messenger, asking t h e m
to c o m e b a c k to h i s home. There, h e treats t h e m t o WORKING FOR DRACOGEN
w i n e a n d fo o d a n d says t h at s i nce they p roved so I f t h e PCs choose to d o the j o b fo r D racoge n , t h ey
capable, h e h a s a n other l u crative j o b fo r them. There m u st go to t h e Ch a l l i m o n e B u i l d i n g a n d confront
i s a ve ry stro n g u n d e rcu rrent to D racoge n ' s wo rd s : M i l l i a n (or atte m pt to break i nto h i s a p a rtment when
you owe me. ( I f the c h a racters a n gered h i m earl i e r, h e h e ' s not t h e re) .
s p i n s t h i s req uest a s t h e i r go l d e n opport u n ity to get Cl i m b i n g the outs i d e wal l s of t h e b u i l d i n g to get
back o n h i s good s i d e . ) i nto M i l l i a n ' s w i n d ow is a l eve l 4 task.
H e a s ks them to l ocate s o m e o n e who betrayed B rea k i n g d own M i l l i a n ' s door o r picki n g t h e lock is
h i m-a d o u b le-cro s s i n g l owl ife n a m ed M i l l i a n who a l evel 5 task.
sto l e a d evice from his l a rge co l l ecti o n of n u m e n e ra . Confronting M illian: M i l l i a n i s a wi ry, croo ked - nosed
D racogen w a n t s it b a c k . H e d e s c r i b e s a h a n d h e l d man who d resses in gari s h cloth i n g, which includes
d evice made of red m e t a l a n d b l u e synth a n d ca l l s it a n outl a n d i s h cape. H e p robably assu mes the PCs
t h e revita l izer. H e offers to pay t h e PCs 50 s h i n s fo r a re worki n g for Ehvera and i s n 't goi n g to stick a ro u n d
retriev i n g it fr o m M i l l i a n . t o ch at. H e e i t h e r fl e e s or fights w i t h the h e l p o f h i s
b rother G ra u n . Both a re leve l 4. N e i t h e r wears armor,
but G ra u n is a b u rly m a n with 20 health who i n fl i cts
ENCOUNTER 5: DIGGING FOR
6 poi nts of d a m age with wh ateve r he grabs as a
INFORMATION weapon-a c h a i r, a l a m p , or a nyth i n g e l se. M i l l i a n has
I t ' s a s i m p l e l eve l 2 task to a s k a ro u n d M u l e n fo r a p a i r of kn ives and can attack with both at the same
a few h o u rs a n d fi n d out t h at M i l l i a n i s a m a n who time o n the same foe or on two d iffe rent foes.
l ives i n a l a rge re ntal structu re ca l l ed the Ch a l l i m one In addition, M i l l i a n has the revita l izer, which h e
B u i l d i ng. His a p a rtment i s o n t h e second floor. uses if he gets the chance. H e also has a leve l 5
H owever, i n t h e cou rse of t h e i r i n q u i ry, the PCs d etonation cyp her that creates a cloud of choki n g gas

388
LI M E NE
THE HI DDEN PRICE

i n i m mediate ra nge, and if need be, he uses it to try to with a grudge. On the oth e r h a n d , s h e m i ght be
m a ke a getaway. Those who fa i l a M i ght d efense rol l dead, fu rth e r s o l i d ifyi n g D racoge n ' s u nd e rwo rld
lose their next t u rn fro m cough i n g a n d a re h i n d ered re p utation-d o n ' t cross h i m .
on a l l actions for th ree ro u n d s afterwa rd (th e d ifficu lty An d , o f co u rse, there i s always t h e pen u m b ra fiend
of their actions is i ncreased by two steps) . to worry a bout. . . .
The Revitalizer: Th i s d evice restores 1 d6 points i n
o n e chosen stat Poo l . I t h a s a d e p l etion of l i n l d l O.
Compl ication: T h i s e n co u nter wo u l d be a terri b l e
t i m e fo r t h e pen u m b ra fiend to take s o l i d form a n d
attack-the pe rfect u s e of G M i ntru s i o n .

ENCOUNTER 7: The Dracogen


CROSSING DRACOGEN (extraterrestrial), level
9; 50 health; 6 Armor;
I f t h e PCs decide to cro s s D racoge n , t h ey can d o so numenera energy weapons
in a n u m be r of ways : that can strike at up to
l . S i m ply wa l k away. eight targets at long range
2. Co nfro nt M i l l i a n , but give the revita l izer to its true simultaneously, inflicting
own e r, E h vera.
7 0 points of damage per
target; unlimited range
3. G o to the authorities.
telepathy; teleportation
4. Co nfro nt D racoge n . with a range of 7 000 miles;
mind control at long range.
I n opti o n s l , 2 , a n d 3 , D racoge n s e n d s h i s agents
after t h e c h a racte rs, as descri bed i n E n co u nter
3. I f t h e PCs chose option l , the agents exp re s s
t h e i r e m p loyer's d i s a p p o i ntment a n d a s s u re t h e
cha racters t h at h e w o n ' t be h e l p i n g them aga i n . I f
t h e PCs chose option 2 o r 3 , t h e agents try t o b r i n g
t h e m b a c k t o D racoge n , who i nte n d s t o fo rce t h e m
i nto d o i n g a n o t h e r job fo r h i m to m a ke a m e n d s
t h i s t i m e for no payment.
In option 3, t h e authorities exp l a i n t h at they know
who D racogen i s but can't p i n any cri mes on h i m .
S i nce a l l t h e c h a racte rs h ave i s t h e wo rd o f E hvera, a
known cri m i n a l , they d o n ' t h ave a stro n g case.
Option 4 i s t h e b ravest but perh a p s t h e most
d a n ge ro u s cho ice fo r the PCs. D racogen a p p reci ates
t h e i r s p i rit, but h e says t h at h e wi l l n eve r h e l p t h e m
aga i n . I f the c h a racte rs attempt to coe rce o r attack
h i m , it p rovo kes a deadly fight. And if the wealthy
h u m a n i s seriously th reate ned, his m aster-t h e a l i e n
creatu re known a s the D racogen-ri ses u p fro m its
h i d i n g p l ace to a s s i st its mouth p iece. Experience Point Award:
If the PCs discover the
truth about Dracogen's
ENDING TH E ADVENTU RE alien master, award each
If D racogen is h a p py at the e n d of the adventu re of them 3 XP in addition
(mea n i n g t h at the PCs h ave dealt with M i l l i a n a n d to XPfor any artifacts
g i v e n the revita l izer to the co l l ecto r) , h e co nti n ues t o gained. Otherwise, use your
give t h e m w o r k whenever t h ey w a n t it a n d patro n izes discretion as to whether
their actions seemed to
t h e i r oth e r e n d eavors. H e wi l l be a n exce l lent a l ly
merit XP awards.
go i n g fo rwa rd , although n ot an a ltru i stic one.
I f t h e PCs e n d t h e adventu re with D racogen u n h a p py,
they h ave lost a va l u a b l e a l ly a n d m i ght h ave ga i n ed
a powe rfu l e n e my.
Depe n d i n g on h ow eve nts u n fo l d e d , E hvera m i ght
be a n ew pote ntial a l ly fo r the PCs o r a n ew e n e my

389
CHAPTER 28

TH RE E SANCTUMS
'' CONVERGENCE MEMBERS

T
h ree S a n ctu m s " i s a very l o o s e adventu re
to be u sed with cha racte rs who a re The PCs a re l i kely to encou nter many Co nve rge n ce
n ot j u st start i n g out. I n fact, it' s fa i rly m e m bers i n t h i s adve n t u re, as we l l as guards a n d
i m portant t h at they h ave d i scovered at least o n e oth e r servants o f the orga n izat i o n . U n l e s s d i rected
Artifact, page 298 n u m e n e ra a rtifact of some powe r. oth e rwise, use the "Typical Co nve rge n ce M ag i ster/
The Steadfast, page 1 3 6 I n the northern Steadfast, an organ ization of scholars M agi strix" stats for a l l mem bers, although t h e G M
and nanos schemes to harness a vast power source i s e n co u raged to m a ke each i n d iv i d u a l a s u n i q u e a s
before they are d i scovered by the rest of the world. This pos s i b l e.
Conergence, page 223 group ca l l s itself the Convergence, and its mem bers are
ruthless in their p u rs u it of knowledge and power. The Typical Convergence Magister/Magistrix
PCs learn of this organ ization and m u st stop its mad Level 5 (1 5)
plot to harness the energy of an entire star. Descri ption: Co nverge n ce m a g i sters and magi strixes
typ i ca l ly wea r hooded ro bes and a heavy
BACKGROUND m ed a l l io n beari n g t h e i r eye l i ke sym b o l .
The Co nve rge nce i s a n affi l iation o f n a n o s a n d M otive: U n d e rsta n d i n g the l o re of the past to ga i n
s c h o l a rs i nterested i n gatheri n g perso n a l powe r pers o n a l powe r
t h ro u g h u s e of ancient secrets. H ealth: 1 5
About five years ago, one of its mem bers, the Damage I nflicted: 3 poi nts
magister Corl i m Va rness, made an amazing d i scovery. M ovement: S h o rt
At some point i n one of the prior worlds, ancient M odifications: Res i sts mental effects as level 6.
scientists created a chamber that was larger on the Com bat: Each m a g i ster h a s a n a rtifact ca l l ed a
i n side than the outs ide. Although this kind of s patial terrorizer. It e m its a l o n g-range ray t h at i n fl icts 4
warp i n g was i nteresting, it had been seen before. What poi nts of d a m age. H oweve r, it a l s o wracks l iv i n g
was truly remarka ble was the s ize of the cham ber' s ta rgets w i t h i n cred i b l e pai n . T h o s e struck b y t h e
i nterior. From one end to the other, the cham ber' s width ray m u st m a ke a M i ght defe n s e ro l l o r l o s e t h e i r
stretches h u n d reds of times the d i stance between the n ext t u r n , co n s u med i n pai n . A terro rizer h a s a
Earth and the s u n-approxi mately 1 60 b i l l ion m i les d e p l etion of l i n l d l O.
(260 b i l l ion km) . What's more, the ancients pl aced an Special: Ab i l ity to do o n e or more of t h e fo l l owing:
entire sta r at the center of this chamber-a red giant l evitate 20 feet (6. 1 m) per ro u n d via a n
once cal l ed Antares. antigravity esote ry o r device, t u rn i nv i s i b l e fo r
Corl i m q u ickly set u po n d eterm i n i n g a way to use o n e m i n ute via a d i stortion field, o r ga i n 4 Armor
this d i scovery to his advantage. Before he co u l d find fo r ten m i n utes via a fo rce fie l d .
one, h e d ied u n d e r mysterious c i rc u m stances. A team I nteraction: Co nve rge n ce m e m bers s h a re o n e t h i n g
of other magi sters, howeve r, d evel oped a co m p l ex i n co m m o n-t h ey a re powe r m a d a n d rut h l e s s
mach i n e that be n d s s pace to tap d i rectly i nto the heart i n t h e i r p u rs u its. Some a re m o re t h a n wi l l i n g
of t h i s ca ptive star. T h i s mach i n e , ca l led the Venerato r, to tal k, b a rter, or n egoti ate. Few act u a l ly enjoy
req u i res h u m a n m i n d s to co n d u ct its p rocesses, co n fl i ct.
so the Co nvergence h a s been kid n a p p i n g people to Use: The Convergence is made u p of perfect N i nth World
i n corporate i nto the d evice. The gro u p has started vi llains. They are knowledgeable masterm inds with
u s i n g its own s l aves for t h i s p u rpose as wel l . T h i s secret lore and no eth ical restrai nt.
p rocess has been d ifficult and m a n y m i stakes h ave Loot: A Co nve rge n ce m a g i ster or magi strix typ i ca l ly
been made, so they h ave contacted M noma, another h a s 3 d 6 s h i n s , 1 d 6 cyp h e rs , an oddity, an a rtifact,
magi strix of the Convergen ce, who i s a n expert on the a wide variety of too l s , a n d perh a p s oth e r n o r m a l
fu sion of flesh and mach ine. gear.

390
LI M E NE
THREE SANCTUMS

Magistrix Mnoma Typical Convergence Guard


Level 5 (1 5) Level 2 (6)
H ealth: 20 Description: Convergence guard s wear l ight
Damage I nflicted: 7 poi nts breastpl ates and synth hel mets. They serve their
Armor: 5 masters wel l because they are paid wel l and are
M ovement: S h o rt promised greater power and influence in the future.
M odifications: Res i sts mental effects as level 6 . U ltimately, they do what they are ordered to do by
Com bat: M n o m a h a s synth steel p l ati n g t h at cove rs their s u periors, rega rd less of legal ity or moral ity.
most of her body. U n l i ke oth e r Co nve rge n ce M otive: P rotect i n g t h e i nterests of the Co nve rge nce
m e m bers, s h e does n ot carry a terro rizer, Health: 8
a n d s h e l i kes h a n d -to- h a n d co m bat. S h e h a s Damage I nflicted : 3 poi nts
synth steel cl aws b u i lt i nto h e r h a n d s . The claws Armor: 2
conta i n poison reserves; each s u ccessfu l attack M ovement: S h o rt
a l so req u i res a vict i m to m a ke a M i ght defe n s e M od ifications: Sen ses h i d i n g a n d sneaki n g foes a s
ro l l o r move d own o n e ste p o n the d a m age track. l evel 3 .
Afte r th ree s u ccessfu l p o i s o n o u s attacks, the Com bat: Typ ical ly a r m e d w i t h s pears a n d cro s s bows,
reserves a re e m pty. Co nve rge n ce g u a rd s a re stra i ghtforward
I nteraction: M n o m a i s b r u s q u e but pol ite. If h e r co m bata nts. They a p p reci ate stre n gth i n
te m pe r i s ra ised, s h e s h ows no m e rcy. n u m bers a n d , i f pos s i b l e, always ca l l o u t fo r h e l p
Loot: M n o m a h a s 23 s h i n s , th ree ra n d o m cyp hers, w h e n need e d . They rarely fi g h t to t h e deat h .
a n d a ra n d o m odd ity. I nteraction: Co nverge n ce g u a r d s a re typ ica l ly
s u s p i cious but n ot always effici ent or wise. M ost
a re cru e l , a rroga nt, and selfis h .
Use: Co nverge n ce guards watch ove r t h e m a g i sters
and magi strixes of the Co nve rge n ce and t h e i r
laborato ries, works h o p s , a n d stro n g h o l d s .
Loot: A n y given g u a rd h a s 2 d 6 s h i n s i n add ition t o
wea po n s , armor, a n d basic gear.

39 1
Feral SYNOPSIS
Level 4 (1 2) The player cha racters meet a mysterious woman
Descri ption: The Conve rge nce has created a v i ra l na med M noma. They learn of the Convergence and its
seru m that te m porarily recod es the D N A of plan to ach ieve god l i ke power from somet h i n g cal led
h u ma n s to give them a n i m a l - l i ke q u a l ities. The B i l u-s ha-ziri. M noma steals an object from the PCs and
s u bjects treated with this serum a re cal led the they fol low her, getting i nvolved i n the Convergence's
Fera l . Alth ough their a p pearances vary somewh at, plot. Fi rst they travel to the so-cal led E m pty Sanctum
w h i l e affected by the seru m , most h ave physical and d i scover a space-warping con d u it that con nects
chan ges-p rod igious h a i r, a n i m a l - l i ke eyes, to the group's other strongholds. They can visit the
p ronounced ears, snout- l i ke p rotru s i o n s of the Golden Sanctu m , but that way lead s o n ly to trouble.
l owe r s ku l l , a n d so o n . The longer a fe ra l h a s been The real th reat lies at the Scorpion Sanctu m , where
taki n g the seru m , the more p ronounced these M noma and her cohorts work on a d iabol ical mach ine
featu res h ave become. cal led the Venerator. The PCs m u st deactivate the
M otive: P rotect i n g the i nterests of t h e Co nve rge n ce mach ine before the Convergence activates it.
H ealth: 1 6
Damage I nflicted : 6 poi nts
GETIING TH E PLAYER
M ovement: Lo n g
M od ifications: S e n s e s h i d i n g a n d s n e a k i n g fo e s as CHARACTERS I NVOLVED
l evel 5 ; stealth act i o n s a s l evel 5 ; cl i m b i n g a n d The adventu re a s writte n begi n s i n the city of
Charmonde, page 7 3 8 j u m p i n g as l eve l 5 . Charmonde , but it can be used in any city in the
Com bat: Fe ra l attack w i t h t h e i r cl aws a n d s h arp Steadfast where t h e PCs h a p pe n to be. In this city
teet h . When a Fe ral s u ffe rs 6 poi nts of d a m age dwe l l s a wo m a n n a med M n o m a .
o r m o re, it goes i nto a fe roc i o u s fre nzy, d u ri n g M a ny peo p l e a ro u n d town know who M n o m a
wh ich t i m e i t attacks a n d d efe n d s as l evel 5 a n d i s , but few know m u c h about h e r. S h e i s a
i n fl icts 2 a d d i t i o n a l poi nts o f d a m age p e r attack. b i o m ech a n ical hybri d , part mach i n e a n d p a rt h u m a n .
T h i s fre nzy l a sts u nt i l the cu rrent co m bat i s ove r A s a n expert i n the n u menera, s h e co n stantly
or t h e Fe ra l is dead or u n co n s c i o u s . atte m pts to u pgrade a n d i m p rove h e r mech a n ical
I nteraction: Fe ral d o n ot s peak, but they u n d e rsta n d parts. She secretly belongs to t h e Co nve rge nce,
Truth, page 733 t h e Truth . s h a r i n g h e r knowled ge i n exc h a n ge fo r t h e gro u p ' s
Use: Fe ral lead gro u p s of Co nve rge n ce g u a rd s , res o u rces . When oth e r mem bers began b u i l d i n g
i s s u i n g co m m a n d s b y p o i n t i n g , growl i n g, o r t h e Ve n e rator, they co n s u lted with M n o m a fo r h e r
s i m ply expect i n g the g u a rd s to fo l l ow them i nto expe rt i s e i n fu s i n g o rga n i c a n d i n o rga n i c syste m s .
"Bilu-sha-ziri, the Lord of battle. If conversation m u st h a p p e n , t h ey l et a W i t h t h e mach i n e so c l o s e t o co m p leti o n , t h ey h ave
the Seed" is the ancient g u a rd h a n d l e it. a s ked her to j o i n t h e m at the Scorp i o n S a n ct u m .
Mesopotamian name for Loot: Each Fe ral has a dose of t h e seru m . I f a h u m a n Th u s , M n o m a i s p repari n g t o leave Charmonde.
Antares. It's used here i s i njected w i t h the seru m , h e ga i n s t h e fo l l ow i n g The PCs co me i n contact with her because they' re
not to imply a literal
fo r 28 h o u rs : i nterested in her knowled ge. Perh aps they need her
connection between the
Convergence and that Tra i n i n g i n perceiving, stealth , c l i m b i ng, a n d to identify someth i n g, they h ave a q uestion about the
ancient culture, but jumping n u menera, o r they need some kind of d evice that s h e
rather because it has C l aws a n d s h a rp teeth t h at a l l ow t h e m t o i n fl ict +2 possesses. Even though M noma i s gett i n g ready to
the right "feel" in this d a m age with u n a rmed attacks leave town, s h e agrees to meet with them to get some
context. The connection last- m i n ute fu n d s . Their meet i n g i s E nco u nter 1 .
Fur and oth e r a n i m a l i stic appeara n ce c h a n ges
between them and the
research they've done Altern ative ly, gett i n g the PCs to the E m pty Sanct u m
on Antares could be very ANTARES wi l l i nvolve them i n the adventu re, a l t h o u g h it mea n s
loosely equated to the Antares is a red s u pergiant sta r, o n ce o n e of the s k i p p i n g E n co u nter 1 . I f yo u want t o use t h i s o ptio n ,
relationship people in the bri ghtest stars i n E a rt h ' s s ky. I t was somet i m e s there a re many ways to d o i t . H e re a re a few.
2 1st century have with ca l l ed the H e a rt of the Scorp i o n . The mem bers o f Kid napped Son: Cherie M e n gris h a s lost h e r
ancient Mesopotamia.
t h e Co nve rge nce, h oweve r, ca l l the s t a r B i l u - s h a-zi ri, s o n . S h e l ives i n the v i l l age of B rookhave n , near
It's mysterious, sketchy,
and strange. Ultimately, t h e Lo rd of the Seed . They be l i eve t h at it's t h e key to Charmonde. H e r s o n , Aa n o r, d i s a p peared t h ree
it's just an exotic atta i n i n g god l i ke powe r. n i ghts ago w h i l e tend i n g h i s flock of oorics ( l a rge,
sounding name. Or The rad i u s of Antares is 883 t i m e s t h at of t h e s u n , fl i ghtless, woo ly b i rd s) . W h i l e pass i n g t h rough tow n ,
perhaps it's as good a a n d it i s 1 0,000 t i m e s a s l u m i no u s . I t once h a d a the P C s run acro s s C h e r i e , who a s ks them to try t o
translation from the co m p a n i o n sta r, Antares B. T h at star is a l s o enti rely fi n d h e r s o n . S i g n s of a struggle a n d tracks lead the
name they actually use
gone from the n i ght s ky. N e ither h a s eve r been i n the cha racters to t h e E m pty S a n ct u m . Aa nor h a s been
as any.
s ky of the Ni nth Wo rl d . taken by Co nverge n ce m e m bers t h ro u g h the co n d u it
to the Scorp ion S a n ct u m (to powe r the Ve n e rator) .

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Kid napping Attempt: The PCs are trave l i n g along door i s a l evel 4 task, whether t h at m e a n s b u s t i n g it
the northwestern s lopes of the Black Riage when they d own o r picki n g the lock.
are attacked by seven Convergence warriors looki n g The apartment i s fil led with various tools, parts,
for victims t o take t o the E m pty Sanctum, and from books, and fu rniture. H owever, a search reveals
there to the Venerator in the Scorpion Sanctum. The that al most everyt h i n g of val u e has been
PCs l i kely fend off their assailants and have l ittle trouble taken. M noma has no i ntention of
determ i n i n g that they came from the E m pty Sanctum. return i n g here aga i n .
Looki n g for payback or s i m ply more i nformation, the T h e PCs can s e a rch
cha racters are d rawn i nto events there. h e r home a s m u ch a s
Exploring the Sanctu m: In t h i s sce n a rio, t h e PCs t h ey want, a n d t h ey
hear about the E m pty S a n ct u m a s a location where d i scove r l d 6 ra n d o m
"some wizard s " o n ce holed u p , but it i s vacant cyp h e rs a m i d t h e
n ow. They d ete rm i n e t h at it m i ght be i nterest i n g or j u n k. H oweve r, t h ey
p rofita b l e to exp l o re such a p l ace. a l s o fi n d a b i rd cage n e a r
t h e w i n d ow. T h i s i s w h e re M n o m a kept
ENCOUNTER 1: HYB RI D ' S EYE her m e s s e n ge r swe l t h , a swift and i ntel l i gent
When the PCs contact M no m a , s h e agrees to m eet b i rd co m m o n ly u sed to carry m e s s a g e s . N ext
t h e m in a p u b l i c cafe in the m i d d l e of the afternoon. to t h e cage a re a few leat h e r m e s s age h o l d e rs
Th i s i s sta n d a rd fo r h e r-s h e ' s a bit paranoid about t h at s h e tied to t h e swe l t h ' s l e g a n d s o m e b l a n k
meet i n g n ew peo p l e . stri p s o f p a p e r. O n t h e ot h e r s i d e o f t h e cage i s
M n o m a i s of m ed i u m h e i ght, a n d h e r b o d y h a s a a bowl with s l i p s o f p a p e r-mess ages t h at M n o m a
d a rk synth s h e l l t h at cove rs a l most eve ryt h i n g exce pt h a s rece ived . M a ny o f t h e s e a p pe a r to be tech n i ca l ,
h e r face. H e r eyes glow fa i ntly of t u rq u o i se. S h e i s a n d eve n c h a racters w h o a re k n owl edgea b l e a bout
attract ive b u t i n a very d e l i berate, a rtificial way. t h e n u m e n e ra can't m a ke m u ch out of them
She s peaks in an accent that's d ifficu lt to place. without a n y context. Two m e s s ages a re of p a rticu l a r
Her manner i s brusque but pol ite. Time i s clearly of i m porta nce. T h e fi rst read s , " I f t h i s p l a n s u cceed s , Black Riage, page 7 77
the essence to her. You can h ave the players rol I d ice a n d t h e Ve n e rator works, B i l u - s h a-ziri wi l l m a ke u s
to conduct the i nteraction if you wish, but as long as powe rfu l beyo n d t h e d re a m s o f m a n . "
the PCs pay her and a re halfWay pol ite, she does not T h e oth e r read s , "The s i m p l est way i s t o travel
react poorly. Whatever the PCs want, M noma m ight be u s i n g the con d u it in the E m pty S a n ctu m . "
wi l l i n g to do, but she wants to get it done q u i ckly. She After read i n g a l l t h e m e s s a g e s , t h e P C s can
doesn't explain why. atte m pt a l evel 6 I ntel l ect t a s k to rea l ize t h at
Wh i l e they talk, M noma notices a d evice in the w h o m ever M n o m a was co m m u n icat i n g w i t h , t h ey
posses sion of one of the PCs. The item i s of some were ta l k i n g about s o m e k i n d of p roce s s i nvolvi n g
va l u e and i m portance to the cha racter. M noma can v a s t a m o u nts of e n e rgy a n d l iv i n g h u m a n b ra i n s .
be s u btle if s h e wants to, but her gaze falls ofte n on H e r a p a rtment h a s noth i n g e l s e o f i m porta nce.
that particu l a r PC a n d his d evice. I t i s a level 5 task to Fu rther I nvestigation: I n q u i ry with oth e r
notice her behavior and exactly what s h e i s looki n g at. knowledge a b l e s o u rces such a s the city l i b ra ry o r
At some point d u ri n g t h e i r i nteract i o n , use G M the A e o n Priests reve a l s t h at B i l u- s h a-z i r i mea n s GM intrusion, page 88
i nt r u s i o n to a l l ow M n o m a to take the ite m . S h e "the Lo rd o f t h e Seed " i n a l o n g-fo rgotten l a n g u age.
exc l a i m s , "Th at' s exactly w h at w e n e e d . Th i s wi l l H oweve r, the n a m e has a p a rticu l a r m ea n i n g i n
co m p l ete t h e device ! " Then s h e gra b s t h e ite m more o b s c u re c i rcles. B i l u- s h a-z i r i i s t h e sou rce of
fro m the PC a n d uses a cyp h e r to te leport away. The u l t i m ate powe r, a part of a p ro p h ecy wh i s pe red by
cyp h e r s e n d s h e r o n ly a s h o rt d i stance, but it s h o u l d fri n ge t h i n kers a n d peo p l e thought to be crackpots.
be e n o u g h fo r h e r t o get away. I t i s i m portant t h at The idea h o l d s t h at the ancients m u st h ave had
M n o m a s u cceed s beca u s e h e r theft i s the p r i m e powe r sou rces beyo n d recko n i n g to acco m p l i s h their
m otivation fo r the p l aye r c h a racte rs to h ate h e r a n d wo nders, a n d s u c h a n e n e rgy sou rce m i ght sti l l exist.
to bel ieve t h at s h e i s u ntru stwo rthy a n d a m o ra l . I f it were fo u n d , those who co u l d h a rness it wo u l d
A d i s l i ke fo r M n o m a wi l l carry t h e m fa r i n t h i s be l i ke u nto god s . A t t h i s poi nt, the P C s h o pefu l ly
adventure. fee l t h at M n o m a i s t h e last person they want to see
M noma's Home: Obvi o u s ly, it's d ifficult fo r t h e o bta i n t h at kind of powe r.
P C s to fo l l ow h e r d i rectly after s h e te leports away, but The c h a racte rs can a l so learn t h at the E m pty
learn i n g where s h e l ives by asking a ro u n d i s a l eve l S a n ct u m was the d e m e s n e of a ca bal of self- styled
3 task. H e r h o m e is a seco n d -floor a p a rtment i n a wizard s ca l l ed the Co nve rge nce, but a s its n a m e
b u i l d i n g of wood a n d stone. S h e ' s n ot at h o m e when s u ggests, the p l ace i s n o w e m pty. (Th i s l a st "fact"
the PCs a rrive, a n d the door i s l ocked . O pe n i n g the is i n co rrect.) Sti l l , the s a n ct u m is the o n ly s o l i d c l u e

393
t h at t h ey h ave rega rd i n g M n o m a ' s whereabouts, so towe rs a re u s e d to t ra n s fe r t h i s powe r. T h a t ' s t h e
Through luck or careful t h ey p robably head t h e re. w a y t h e s a n ct u m s work- i n each , t h e m a g i sters
action, it's entirely Alternative I nvestigation: I f the PCs d o n 't go and m a g i strixes atte m pt to gat h e r e n e rgy, a n d
possible that the PCs to M n o m a ' s h o m e after s h e ste a l s their ite m a n d t h e n it i s s h a red a m o n g t h e t h ree l ocat i o n s t o
might skip Encounters 2,
teleports away, g e n e r a l i nvest i gation m i ght reveal the fu e l g reate r devices, expe r i m e nt s , a n d s c h e m e s .
3, and 4. That's okay. If
you like the Kallithak or r u m o r t h at s h e was p l a n n i n g to leave town soo n . N ot I n fa ct, t h at' s o n e of t h e m a i n p u rposes of t h e
the Golden Sanctum, you m a ny peo p l e knew h e r we l l , s h e d i d n 't h ave any close Co nvergen ce-to s h a re knowledge a n d h ave acce s s
can always involve them frie n d s , a n d s h e l ived a l o n e . I f t h e PCs ca n ' t fi n d to a s o u rce of g reat powe r. S e p a rate ly, t h e grou p ' s
in a future scenario. any leads t h at take t h e m to h e r home a n d the c l u e s m e m bers wo u l d p ro b a b l y n ever be a b l e t o t a p i nto
t h e re i n , d i l i gent cha racte rs eve n t u a l l y d i scove r a s u c h e n e rgy for t h e i r work. At the m o m e nt, t h e
t rave l i n g m e rchant who s po ke with M n o m a a n d gave s i n g u l a rity p rod u ce s m o s t of t h e powe r u sed b y t h e
h e r d i rect i o n s to the E m pty S a n ct u m . Co nve rge nce. I f t h e p l a n to activate t h e Ve n e rato r
s u cceed s , t h at powe r wi l l dwarf w h at t h e s i n g u l a rity
generate s .
ENCOUNTER 2 : TH E EMPTY
Rece ntly, h oweve r, somet h i n g came out o f the
SANCTUM'S GUARDIAN s i n g u l a rity. I gnori n g trivi a l t h i ngs l i ke m atte r a n d
The jou rney to t h e E m pty S a n ct u m i s l i kely to be p h y s i c a l l aws, it exited the v e s s e l a n d s l ew many o f
swift and u n eve ntfu l . The stro n g h o l d i s n ot d ifficult the m e m bers, g u a rd s , a n d s l aves i n the S a n ct u m .
to fi nd-a ta l l sto n e towe r rises u p fro m a n i s l a n d The rest fl e d . Th i s creatu re-a sort o f l iv i n g d ata
Mysterious, m urderous
data cloud, level 9 i n t h e Wyr River. M a s s ive p i pe l i n es a n d t u be s (with cloud t h at doesn't fu l ly exist in a m ateri a l sense but
h u n d reds of acco m p a n yi n g ca b l e s , powe r ce l l s , t h at ca u ses b ra i n h e m o rrhages in a nyo n e who co mes
a n d j u n ction boxes) ru n away fro m t h e towe r i n near-has s i n ce wa n d e red off. Fo r rea s o n s u n known ,
two d i rect i o n s a t about a 45-degree a n g l e fro m the Ka l l it h a k was u n affected by it.
each ot h e r. Each con d u it e n d s at a metal a n d g l a s s
a rchway. The co n d u its pass t h ro u g h the a rchways ENCOUNTER 3: H I D DEN SLAVE
but d o n 't come out the oth e r s i d e . H id i n g in the towe r i s the s h attered re m a i n s of a
Norbrun, level 3, level 7
N o o n e s ee m s to be a ro u n d , a s b e fi t s t h e n a m e former s l ave n a m ed N o rbru n . Beaten a n d m i streated
for all physical actions
a n d d e s c r i p t i o n of t h e p l ace. Of co u rs e , t h e E m pty fo r years, h e n ow wa l ks with a h u nched l i m p , a n d
S a n ct u m i s n 't e m pty at a l l . It is g u a rd e d by a b e i n g o n ly o n e of h i s arms i s sti l l u sefu l . H e i s terrified a l l
ca l l ed t h e Ka l l i t h a k , a p a rt-orga n i c, p a rt- m ac h i n e the t i m e , although h e fea rs p a i n fa r m o re t h a n d e a t h .
m o n stros ity t h at floats i n t h e a i r a n d h a s b r i st l y S u ccor wi l l w i n N o rbrun ove r, w i t h fo o d a n d d ri n k
b l ad e s a n d razor- s h a r p fl a i l s . I f t h e PCs a p p roach loose n i n g h i s to ngue.
t h e towe r, t h e Ka l l it h a k co m e s o u t and attacks N o rb r u n was a s l ave kept by t h e Co nve rge nce,
them without warn i n g o r h e s itat i o n . I t fi g h t s to t h e fo rced to work in the E m pty S a n ct u m to h e l p
d e at h . b u i l d t h e co n d u it syste m t h at l i n ks t h e t h ree
stro n g h o l d s . He was p re s e n t w h e n the creat u re
The Kallithak c a m e o u t of t h e s i n g u l a rity a n d c a n te l l t h e PCs
Level 5 (1 5) w h at h e s aw. (G o i n g aft e r t h e d ata cloud i s beyo n d
H ealth: 24 t h e s c o p e o f t h i s adve n t u re . ) H e c a n a l s o exp l a i n
Damage I nflicted : 5 poi nts t h e s et u p o f t h e t h ree s a n ct u m s . N o r b r u n ca n
Armor: 3 even p rod u ce w h a t he ca l l s " t h e t h ree- p i ece m a p "
M ovement: Lo n g a n d s h ow h ow, eve n t h o u g h t h e co n d u its d o n ' t
M od ifications: Res i sts physica l ly based attacks s e e m t o p o i n t i n t h e r i g h t d i rect i o n s , t h ey b e n d
(po i s o n s , d i sease, and so on) a s l eve l 7 . Res i sts s p ace s o t h at t h e t h ree s a n ct u m s l i n k u p to fo rm
mental attacks a s l eve l 4 . a p e rfect eq u i l ateral t r i a n g l e-j u st n ot i n t h ree
Com bat: Ca n m a ke fo u r attacks i n o n e ro u n d , t h o u g h d i m e n s i o n a l s p ace.
e a c h m u st be aga i n st a d iffe rent o p po n e nt. N ot long ago, Norbrun also saw M noma arrive
(although he does n 't know her name) . S h e ignored
The Singularity: T h e entra n ce to the towe r i s the tower altogether and went right to a con d u it, but
n ot locked . T h e E m pty S a n ct u m ' s n a m e act u a l l y he doesn't remember wh ich one. One con d u it lead s
co m e s fro m t h e i nterior. T h e Co nve rge n ce h a s to the Golden Sanctum and the other to the Scorpion
created a d a n ge ro u s s i n g u l a rity t h at a b s o r b s a l l Sanctum. U n less the PCs ca n jog N orbru n ' s memory,
m atte r a n d e n e rgy, but it' s conta i ned i n a h u ge read h i s m i n d , or the l i ke, they h ave a 50/50 cha nce
cyl i n d rical ves s e l t h at occu p i e s most of the towe r. of correctly gues s i n g which con d u it will lead them to
T h e ve s s e l m a n i p u l ates t h e s i n g u l a rity a n d d raws M noma.
vast powe r fro m it. The co n d u its t h at j o i n a l l t h ree

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ENCOUNTER 4:
TH E GOLDEN SANCTUM
If t h e PCs t rave l to t h e G o l d e n S a n ct u m , t h ey fi n d
t h at it i s we l l staffed a n d g u a rd e d . Alt h o u g h it' s
t h e m o s t rem ote of t h e t h ree s a n ct u m s , it' s a l s o
t h e l a rgest a n d m o s t h e a v i l y occu p i e d . H oweve r,
m o s t of t h e i n h a b i t a n t s a re focu sed o n t h e i r own
p l ot s and s c h e m e s , and t h ey h ave n ot h i n g to do
with M n o m a o r the Ve n e rator at the Scorp i o n
S a n ct u m . I f t h e c h a racters d o n ' t re a l ize t h at
t h ey've co m e to t h e w ro n g p l ace, t h ey c a n get i nto
a l ot of t ro u b l e h e re .
The G o l d e n S a nct u m i s nestled i n the Westwood ,
with no pat h s or road s lead i n g to it. The s a n ct u m
i s a wa l l ed fo rtre s s w i t h a n i n ne r keep a n d m a n y
b u i l d i n g s . The wa l l s o f the stro n g h o l d , 3 5 feet ( 1 0. 7
m ) h i gh a n d 9 feet (2 . 7 m ) th ick, a re sto n e re i n fo rced
with meta l . G u a rd s patrol the wa l l s and p rotect t h e
m a i n gate i n two s m a l l towe rs. The fo rt re s s h a s fo u r
oth e r watchtowe rs a s we l l . Al l towe rs a re eq u i p ped
with n u m e n e ra ray e m itte rs t h at h ave a ra n ge of 200
feet (61 m) and i n fl i ct 7 poi nts of d a mage.
The s a n ct u m h a s fifty-eight conve rge n ce g u a rd s ,
n i n e Fe ra l , a n d twe nty magi sters / m a g i strixe s . T h e
leader i s D i eva Kn u l l , a m a g i strix with a wand l i ke
d evice t h at tra n sforms o rga n i c m atte r to a gaseo u s
state a t l o n g ra n ge ( i n fl i ct i n g 8 poi nts o f d a m age) .
S h e h a s fo rged an u n easy a l l i a n ce with We stwood ' s
most d a n ge ro u s i n h a bitants, t h e c u l ovas , which
kee p s t h e s a n ct u m re latively safe a n d q u i et.
T h e g u a rd s watch the co n d u it entra n ce s close ly.
PCs a rrivi n g i n t h e G o l d e n S a n ct u m a re i ntercepted
u n l e s s t h ey h ave p a rticu l a rly i m p re s s ive stealth
capa b i l i t i e s . S ix g u a rd s a re l i ke l y to be o n t h e
s pot q u i ckly, a n d t h ey wo n ' t h e s itate to ca l l fo r
re i n fo rcements if t h ey need i t . H oweve r, t h e g u a rd s
d o n 't attack i m m ed i ately-t h ey s i m p ly d e m a n d
to k n ow who t h e P C s a re a n d h ow t h ey got acce s s co m m o n th reat i n t h i s a rea a n d ra id t h e s a n ct u m
to t h e co n d u it syste m . T h ey atte m pt to capt u re n ow a n d aga i n , i nterested m a i n ly i n fo o d b u t Westwood, page 7 3 7
a n yo n e w h o does n 't h ave a good a n swe r, a n d , i f occa s i o n a l ly i n eq u i p ment. Fo rt u n ately fo r t h e PCs,
t h reate n e d , t h ey re s po n d with d e a d l y fo rce. T h e the attack mea n s t h at t h e i r a rrival goes u n n oticed .
g u a rd s d o n ' t c h a s e i nt r u d e rs w h o p a s s back out The s a n ct u m co n s i sts of a ta l l towe r of b rown
t h ro u g h t h e co n d u it o r flee i nto t h e wood s . In t h e desert sto n e and five outbu i l d i ngs u sed fo r storage, Cu/ova, page 23 6
l atte r c a s e , t h ey a s s u m e t h e c u l ovas wi l l t a ke care o f sta b l e s fo r pack a n i m a l s , and a g u a rd ba rracks. The
t h e t re s p a s sers. And t h at see m s l i kely-c h a racters towe r h o u s e s the Ve n e rator and serves a s l iv i n g
w a n d e r i n g i nto the woo d s q u ickly e n co u nter s i x q u a rters fo r t h e magi ste rs.
c u l ovas, a n d s h o rtly t h e reafter, t h ey a re co nfronted The leader of t h e Scorp i o n S a n ct u m i s M ag i ster Chirog, page 235
by ten m o re . l o rn , a man with a fo n d n e s s fo r t h e po p u l a r
be l i ef t h at n a n o s a n d oth e rs s k i l led i n the ways of
ENCOUNTER 5: n u m e n e ra a re wizard s who wield sorce ry. He d resses
the part, with a long, w i ry beard , vol u m i n o u s ro bes,
ARRIVAL AT TH E SCORPION
a n d a stra n ge , d o med h at with the Co nverge n ce
SANCTUM sym bol on it.
The co n d u it p l aces t h e PCs i n the desert outside Besides lorn a n d M n o m a , t h e re i s cu rrently
the Scorp ion S a n ct u m . When t h ey PCs a rrive, t h e o n l y one oth e r fu l l Co nverge n ce member i n the
fo rt re s s i s u n d e r attack. C h i rog a b h u m a n s a re a s a n ctu m-a magi strix n a med J ut h e s .

395
The Fight: At the moment, eight g u a rd s a n d a A storeroom for s e n s itive mach i n e co m po n e nts
Dealing with /om should Fe ra l work to d rive off a dozen ch i rogs tryi n g to get ( 1 d 6 ra n d o m cyp h e rs can be found h e re after a
really feel like dealing i nto the storage b u i l d i ng. With i n a few ro u n d s , six ca refu l search)
with a mod wizardfrom more g u a rd s co me out of the ba rracks to re i nfo rce Te n bed c h a m bers fo r Co nverge n ce m e m bers
a traditional fantasy t h e i r co m rades. (Th e re a re fo u r m o re g u a rd s in t h e (seven a re cu rrently u n used)
story. He rambles, ba rracks, but they wo n ' t be ready a n d eq u i p ped fo r A l i b ra ry with many books about the n u m e n e ra
cackles, and occasionally
gets distracted by a n o t h e r fo u r ro u n d s.) I f left a l o n e , the guards a n d A kitc h e n , d i n i n g roo m , a n d com m u n a l a rea
things of which the PCs the Fe ral a re victo r i o u s , ki l l i n g five o f the c h i rogs An ad m i n i strative office, which conta i n s n otes
aren't aware. He might a n d d rivi n g t h e rest away, but o n ly after l o s i n g t h ree pen ned by lorn s u m m a riz i n g the p l a n to tap i nto
occasionally speak in of t h e i r n u m ber. I f the PCs get i nvolved in t h e fight, B i l u - s h a-ziri to ga i n a l most l i m itless powe r
riddles or rhymes. anyt h i n g co u l d h a p p e n .
G etting I nto t h e Tower: I f t h e PCs u s e t h e batt l e
ENCOUNTER 6:
a s a d i stract i o n , t h ey can atte m pt to g e t i n s i d e t h e
towe r. T h e sto n e door i s l ocked (level 5 t a s k t o A MOU NTED DEFENSE
p i c k t h e l ock; l evel 7 t a s k to b r e a k d own t h e d o o r) . When t h e PCs ascend to t h e pe n u lti m ate l evel of t h e
O pe n i n g t h e d o o r by a n y m e a n s without wea ri n g towe r, they fi n d a ro u n d , open c h a m be r 60 feet (1 8
o n e o f t h e g u a rd s ' r i n g s sets off a n u m e n e ra s e n s o r m) acro s s where six Co nve rge n ce guards a n d two
t h at a l e rts l o rn , J ut h e s , a n d M n o m a of i nt r u d e r s . Fe ra l sta n d watc h . Each of these defe n d e rs sta n d s
I t a l s o re l e a s e s a c l o u d of p o i s o n gas ( l evel 4) . o n a g l a s s p l atform t h at floats i n ches above t h e floor.
T h i s gas i n st i l l s a s e n s e of ext re m e p a ra n o i a a n d The sta i rway fro m the l evel below b r i n g s t h e PCs
fea r. T h o s e affected a re l i ke l y to s h out o r scre a m , i nto the western m ost s i d e of the ro u n d roo m . The
d i stru st t h e i r c l o s e st fri e n d s , a n d ru n a n d h i d e i f sta i rway up to the top l evel i s in the eastern most s i d e
confronted i n a n y way. T h e s e effects l a st fo r o n e o f t h e roo m .
m i n ute. T h e Floor: The fl o o r i s cove red i n a m eta l l ic grid
Tower I nterior: The leve l s of t h e towe r a re t h at p u l ses with e n e rgy. Anyone touch i n g it i s jo lted
co n n ected by stai rca ses t h at h u g the outer wa l l s . The with powe r and st u n ned, l o s i n g her n ext t u r n . The
main l evel of t h e towe r a n d those i m med iately above jolt i s a l eve l 4 attack, and c h a racters can res i st it
it h o l d o n ly a l itt le of i nterest to the PCs. Roo m s o n with a M i ght defe n s e ro l l , but they m u st d o so each
these l eve l s i n c l u d e : ro u n d .

396
LI M E NE
THREE SANCTUMS

The Platform: The g l a s s p l atform i s 1 2 feet ( 3 . 7 stro n ge r a n d m o re ca p a b l e , b u t t h ey l i ke l y need a


m) across a n d h a s a crysta l l i n e pedestal t h at h o u ses wee k to recove r fu l l y.
s i m p l e co ntro l s to t u rn t h e meta l l i c grid o n a n d off. The M agister: l o rn m a i nta i n s t h e mach i n e h e re .
The co ntro l s a l so m ove t h e p l atform a s h o rt d i stance I f h e hears the P C s co m i n g (vi a t h e a l a rm o r t h e
i n a ro u n d . Both of these fu n ct i o n s req u i re an act i o n . sou n d s of battle o n t h e l evel below) , h e activates
The p l atfo rm d o e s n o t fl oat o r m ove if the floor i s a cyp h e r t h at sits o n h i s s h o u l d e r l i ke a s m a l l
n ot powe red . I f a PC scave n ges t h e pedestal a n d mec h a n ical d rago n . O n ce p e r ro u n d , i n add ition to
m a kes a n I nte l l ect- based ro l l (d ifficu lty 5) , s h e fi n d s h i s own act i o n s , t h i s l evel 5 "creatu re" can s p it fi re
a cyp h e r: a h a n d h e l d crysta l l i n e d evice t h at p rod uces u p to s h o rt ra n ge at a s i n g l e ta rget, i n fl ict i n g 5 poi nts
a fo rce field a ro u n d o n e c h a racter fo r ten m i n utes, of d a mage t h at ignore s physical armor.
gra n t i n g h e r +3 to Armor. l o rn i s n ot i m med i ately host i l e . H e does n ot re l i s h
The G uards: At fi rst, t h ey m a ke ran ged attacks co m bat a n d atte m pts t o bribe t h e PCs i nto leavi n g
o n i ntruders. Then t h ey m ove the p l atform in fo r a h i m a n d h i s mach i n e a l o n e . H e offers t h e m 1 00
ra m m i n g attack t h at i nfl icts 3 poi nts of d a mage to s h i n s a n d the fo l l owi ng:
a nyo n e i n t h e i r way a n d knocks foes prone. ( U s e the An odd ity: a g l a s s t h at t u r n s any l i q u i d p o u red i nto
co ntro l l i n g g u a rd ' s l eve l fo r t h e attack.) They fight to it i nto a co l d , sweet d r i n k
the death. A cyp h e r: a p i l l t h at restores a l l stat Poo l s t o t h e i r
Carefu l PCs: I f the PCs entered the towe r without m axi m u m (ta kes effect t e n m i n utes after the p i l l i s
tri p p i n g the a l arm a n d reached this l evel q u ickly a n d swa l l owed)
q u ietly, t h e g u a rd s wi l l be sta n d i n g on the p l atfo rm, An a rtifact: a d evice s i m i l a r to a s pyg l a s s t h at
but the floor won't be activated. m a kes anyt h i n g u p to 5 m i l es (8 km) d i stant
appear as if it we re in s h o rt ra n ge if t h e viewer has
ENCOUNTER 7: TH E VENERATOR l i n e of s i ght to it; d e p l etion 1 1 in 1 d l 00. The Venerator's victims
The top l evel of the Scorp i o n S a n ct u m towe r h o l d s present a real challenge to
altruistic PCs. If rescued,
the Ve n e rator a s we l l as the acce s s t o B i l u - s h a-z i r i . I f the PCs agree to the bribe, they d o n 't get the
they still very likely need
L i ke the l evel bel ow, t h i s l evel i s a ro u n d , o p e n paym ent u n t i l t h ey leave the towe r. I t wi l l be d e l ivered help getting home. Aanor
c h a m be r 60 feet (1 8 m) acro s s . to them by a g u a rd . Mengris (page 3 92) is of
course among them, and
T h e M achi ne: The Ve n e rator i s a h u ge d evice o f Bargaining With lorn: T h e PCs m ight try t o bargai n with he would like to get back to
m e t a l a n d g l a s s , 1 5 feet (4. 6 m) h i gh a n d s h a ped the magi ster. I f they do, keep the fol lowi n g in m i n d : Charmonde.
ro u g h ly l i ke a pyra m i d . Ca b l e s ru n from it across the l o m w i l l n ot exp l a i n t h e Ve n e rator o r a nyth i n g
roo m to a n ot h e r device, wh ich see m s to be a pe rfect e l se-not eve n u n d e r th reat o f deat h .
cu be of utte r b l ackness, 1 1 feet (3.4 m) to a s i d e . I n it i a l ly, l o rn refu ses t o free any vict i m s hooked
The Ve n e rator u ses the p roce s s i n g powe r o f h u m a n up to the mach i n e , but cha racters who u s e
b ra i n s t o h a n d l e t h e extre mely co m p l ex fu nction of pers u a s i o n o r i nt i m i d ation m i ght get h i m to free
d rawi n g e n e rgy from the star. one, five, o r a l l of the captive s . l o rn w i l l agree to
I nfl ict i n g 20 poi nts of d a m age on the mach i n e wi l l the l atte r o n ly u nd e r th reat of death.
d e stroy i t fo reve r. l o m a n d J uthes wo u l d need many I f the PCs a re i nterested m a i n ly i n gett i n g reve nge
years to build a n ew one, a n d if either i s s l a i n , its o n M n o m a , lorn g l a d l y bet rays h e r. H e wi l l go get
secrets d i e with t h e m . Ran sacki n g t h e mach i n e fo r h e r u n d e r fa l se p rete n ses a n d t h e n "give" h e r to
parts p rod uces 1 d 6 + 2 ra n d o m cyp h e rs . the PCs, eve n h e l p i n g to s u bd ue h e r.
The Victi ms: E i g h teen peo p l e a re c u rre n t l y l o rn won't wi l l i ngly a l l ow the PCs i nto B i l u - s h a-ziri.
stra p p e d onto meta l l i c p l atfo r m s a ro u n d t h e I f the PCs agree to some k i n d of a rra ngement, lorn
m a c h i n e , b u t t h e re i s roo m fo r tw ice t h at m a n y. atte m pts to keep his s i d e of the barga i n .
Cord s a n d t u b e s a re p l u gged i n to t h e v i ct i m s ,
p u m p i n g fl u i d a n d e n e rgy i n a n d o u t o f t h e i r Fighti ng lorn: I f t h e P C s attack t h e magi ste r, the
bod i e s . M o st o f t h e s e kee p t h e v i ct i m s a l ive b u t ro u n d after the fight begi n s , a l l the re m a i n i n g g u a rd s
i n a n e a r-ve getative state. T h e cord s co n n ected t o fro m outs i d e t h e towe r ru s h u p t h e sta i rs , h avi n g
t h e v i ct i m s ' b ra i n s a re h eavy d ata ca b l e s . Free i n g b e e n secretly s u m m o n ed b y l o rn via tele pathy either
a v i ct i m i n volves re movi n g h i s co n n ect i o n s . D o i n g when the a l a r m was tri p ped o r when h e fi rst s aw the
s o w i t h o u t h a rm i n g t h e v i ct i m i s a n I n te l l ect PCs. l o rn wo n 't fight to the deat h , but t h e o n l y p l ace
act i o n with a d i ffi c u lty of 4. Fa i l u re m ea n s t h at t h e fo r h i m to flee is B i l u - s h a-zi ri.
v i ct i m s u ffe r s greatly a n d co l l a p s e s i nto a co m a . The Cu be: The cube i s t h e c h a m b e r t h at h o l d s
V i ct i m s s u ccessfu l ly freed a re very we a k , b u t t h ey B i l u - s h a-zi ri. Its wa l l s a re i nt a n g i b l e , a n d cha racte rs
c a n sta n d a n d m ove w i t h a b i t of h e l p , a l t h o u g h can e a s i l y pass t h ro u g h them i nto the m uch l a rger
t h ey ca n n ot s p e a k . Aft e r a fu l l d ay ' s re st, t h ey a re c h a m b e r i n s i d e (th o u g h gett i n g back out i s a n other

397
m atte r) . Eve n pass i n g part i a l ly t h rough t h e wa l l s of t h i s c h a m be r is vast i s a d ra m atic u n d e rstate ment.
t h e cu be d raws o n e entirely i n s id e it. The entire s u rface of the wo rld wo u l d be a t i n y s peck
o n the floor o r the wa l l . Alt h o u g h the c h a m ber looks
ENCOUNTER 8: BI LU-SHA-ZIRI e m pty fro m where the c h a racters i n it i a l ly appear,
The item Mnoma
When viewed fro m t h e o u t s i d e , the b l ack cube t h e re co u l d be enti re cities or civi l izat i o n s with i n the
stolefrom the PC
at the beginning of a p pears to be about 1 1 feet (3.4 m) to a s i d e , but the roo m (th o u g h it wo u l d take more t h a n a n exp l o rer's
the adventure is now i nterior i s many t i m e s l a rger t h a n t h e orbit of P l uto. l ifet i m e to reach them) . O n the oth e r hand, the roo m
incorporated into the U po n enteri n g the c h a m ber, the PCs sta n d a l m ost 80 m i ght be as e m pty a s it see m s .
device here. It cannot be b i l l i o n m i l e s (1 2 9 b i l l i o n km) fro m Antares-a l m ost Getting O u t of t h e Chamber: The trick to leav i n g
restored. 900 t i m e s fa rt h e r t h a n a person o n the E a rt h ' s the c h a m ber l ies i n the ca b l e s t h at co n n ect to t h e
s u rface i s fro m t h e s u n . H owever, Antares i s 883 Ve n e rator. The magi strixes h ave attached a s m a l l ,
times the s ize of the sun a n d fa r, fa r brighte r. So, h i d d e n d evice ben eath t h e m . W h e n activated ,
d e s p ite the d i stance, t h e red , glowi n g orb a p pears t h i s d evice tra n sfers peo p l e back t o t h e t o p o f the
about the s ize of the s u n a n d i s far too bright to look Scorpion S a n ct u m towe r, more o r l e s s s l i d i n g them
at d i rectly. a l o n g t h e ca b l e s .
The enti re c h a m be r h a s a red d i s h cast. The floor Sta n d a rd teleport tech nol ogy wo u l d a l so work,
a p pears to be made of the s a m e b l ack m ate rial as a s s u m i n g it has the ra n ge to reach the s a n ct u m .
t h e outs i d e of the cube, except t h at it i s solid and M ost l i kely, i nterp l a n etary ra nge i s need ed.
extre mely s moot h . The s i d e s a re n o l o n ge r nea rby,
of cou rse-they a re 80 b i l l i o n m i l e s away. So n o ENDING TH E ADVENTU RE
obvi o u s w a y to leave p resents itself. The adventu re co mes to a close afte r the PCs take
The ca bles that ru n from the Venerator i nto t h i s t h e i r reve n ge on M no m a , e n d t h e Co nve rge n ce ' s
cham ber seem t o co me u p t h rough the fl o o r j u st a few p l a n , o r both-or neither. M no m a i s a l ateco m e r to
feet from where the cha racters appear. They con n ect the gro u p and knows o n l y a few of the d eta i l s of t h e
to a meta l l i c pyra m i d that is s i m i l a r to the Ve nerato r p roce s s , but if the P C s l eave l o rn a n d j uthes a l ive,
but without the l iv i n g people con nected to it. Two they co nti n u e t h e i r schemes to tap i nto Antares a n d
figures te nd t h i s mach i n e-M noma and J uthes. u s e the powe r fo r t h e i r o w n e n d s . Destroy i n g the
J uthes h a s l o n g d a rk hair a n d a scar ru n n i n g d own mach i n e s sets them back, but n ot fo reve r. Of co u rse,
her left cheek. She wears a n u m be r of h i d d e n d evices they m u st a l so decide what to d o with the a l most
and i m p lants t h at grant h e r a n e lectrical p rotective l i m itless e n e rgy at t h e i r d i s po s a l , but i n o n ly a s h o rt
field (4 Armor) and the a b i l ity to s h ock with a touch t i m e , they co u l d create terrifyi ng, real ity-a lteri n g
( i n fl i ct i n g 6 poi nts of d a m age) . devices t h at wo u l d m a ke t h e m l i ke god s .
The M agistrixes: If the PCs enter the chamber, I f l o rn , J uthes, o r both a re s l a i n a n d t h e Ve n e rator
M noma and j uthes assume that the i ntruders are is destroyed, it is u n l i kely to be recreated. H owever,
hosti le and that lorn is dead. Thus, they attack the Co nverge n ce m i ght atte m pt to u s e B i l u - s h a-ziri
i m med iately. j uthes fights to the death, but M noma a n d its vast c h a m be r fo r oth e r schemes. O n ly ve ry
does not. I n stead , if faced with an overwhe l m i n g s pecial tra n sd i m e n s i o n a l devices can m ove the
force, she barga i n s for her life with the most val uable cube, a n d n o fo rce yet known i n t h e N i nth Wo rld can
com mod ity she has-the secret of how to leave this d a m age o r a lter it.
Experience Point Award: chamber. I f t h e PCs sto pped the Co nve rge nce's p l a n s , t h ey
For the discoveries made The Pyramid: Th i s pyra m i d is t h e absorb i n g wi l l h ave earned powe rfu l , l i fe l o n g e n e m i e s .
in this adventure (the d evice. I t b e n d s s pace t o t a p d i rectly i nto t h e heart of
conduit system between Antares a n d tra n s m its t h at e n e rgy to the Ve n e rator i n
sanctums, the Venerator,
t h e Scorpion S a n ct u m , where t h e powe r i s m a n aged
and Bilu-sha-ziri), award
7 XP to each PC in t h ro u g h the h u m a n m i n d s . At least, that's the theory.
addition to XPfor any N o n e of it fu n ct i o n s yet. M n o m a u sed parts fro m
artifacts gained. If the t h e a rtifact s h e sto l e fro m t h e PCs to h e l p b u i l d t h e
characters also discovered pyra m i d .
the singularity, award an I nfl ict i n g 20 poi nts o f d a m age on the mach i n e w i l l
additional 7 XP to each
destroy it fo reve r. l o rn a n d J uthes wo u l d need many
PC.
years to build a n ew one, a n d if either i s s l a i n , its
secrets d ie with t h e m . Ran sacki n g the mach i n e fo r
p a rts p rod uces 1 d 6 + 2 ra n d o m cyp h e rs .
Explori ng t h e Chamber: To s ay t h at t h e i nterior of

398
Appendix A: Character Creation Walkthrough 400

Appendix B : Bibliography and Resources 402

Appendix C: Kickstarter Backers 403

Glossary 41 1

Index 41 2

Numenera Character Sheet 414


APPENDIX A

CHARACTER CREATIO N WALI<TH ROUGH


Follow these steps to create you r Numenera character.

+ GET PREPARED
My descriptor of Charming gives me +2 to my Intellect Pool. This
increases my starting stat Pool numbers to Might 1 4, Speed 7 7, and
I f yo u ' re u s i n g the c h a racter s h eet i n the back of this book, m a ke a Intellect 7 1.
two- sided p h otocopy a n d then fo l d it i n t h i rd s l i ke a p a m p h l et so
the N u m e n e ra logo i s o n t h e top of the fro nt panel a n d N OT E S is
o n the back.
FILL IN YOU R EDGE STATS , AS
When the p a m p h l et is closed, yo u ' l l see a p l ace to write yo u r DETERMINED BY YOU R TYPE
c h a racte r' s n a m e , d escri ptor, type, a n d focu s , a l o n g with s p ace My glaive has a Might Edge of 1, a Speed Edge of 1, and an
to i n c l u d e an i m age. When yo u open t h e fro nt p a n e l , yo u ' l l see Intellect Edge of 0.
a p l ace fo r yo u r c h a racte r' s backgro u n d . And when you open the
p a m p h l et fu l ly, yo u ' l l see a p l ace fo r all of yo u r c h a racte r' s stats,
s k i l l s , a b i l ities, and eq u i p ment.
WRITE IN ADDITTONAL STATS, AS
DETERMINED BY YOUR TYPE
CHOOSE YOU R CHARACTER Add any Effort, s k i l l s , a n d cyp h e r l i m its, as we l l as any s pecial
a b i l ities p rovided by yo u r type. These i n c l u d e esoteries, fight i n g
DESCRI PTOR, TYPE, AND FOCUS m ove s , a n d tricks o f the trad e. Be s u re t o write d own t h e cost (if
Start i n g on t h e fro nt p a n e l , record yo u r c h a racte r' s n a m e a n d t h e any) of any special a b i l ities a n d to note whet h e r yo u a re tra i ned
d e scri pto r, type, a n d fo c u s to co m p l ete t h e sentence . (T) o r s pecial ized (S) i n a s k i l l .
For this example, let's say I am a Charming glaive who Bears a Halo ofFire. M y glaive has a n Effert of 7 and a cypher limit of2. H e is also
The s pace below that i s a p lace to d raw, s ketch, or paste an i m age Practiced in Armor and Practiced With All Weapons, and I'm going to
of you r cha racter. You m ight want to wait to flesh out you r background choosejumping as his trained (T) skill. I also get to choose twofighting
until you h ave figured out you r character's stats, s i nce they can play a moves, so I'll take Pierce and Thrust.
role in you r h i story.

FILL I N YOU R
+
STAT POOLS, AS
DETERMINED BY YOU R
TYPE
Fi rst, take a detai led look at your type,
because that's where you'll get your Pool
starting values. Fill in those val ues.
For my glaive, my starting values are
Might 7 7, Speed 1 0, and Intellect 7, plus
6 additional points to spread between
the Pools. I 'm going to add 3 points to
Might, 7 to Speed, and 2 to Intellect,
for totals of Might 1 4, Speed 1 1, and
Intellect 9.
You r descri ptor m ight also add to
;\\
/
you r Pools. Feel free to check you r
descri ptor now to see if it gives you
additional points, and, if so, add them to
the appropriate starting Pool .

400
LI M E NE
APPENDIX A: CHARACTER CREATION WALKTHROUGH

M ost foci a l so give yo u a s pecial a b i l ity. Fee l free to look at yo u r


focu s n ow a n d a d d a n y s peci a l a b i l ities.
LIST YOU R ATIACKS
Attacks a re based on yo u r chosen wea p o n s a n d esote ries. List
My focus of Bears a Halo of Fire gives me a fire esotery called t h e m h e re, write d own h ow m u c h d a m age they d o , a n d i nc l u d e
Shroud of Flame. any s pecial mod ifiers.

WRITE I N ADDITIONAL STATS ,


For my weapons, I chose two daggers. My Pierce and Thrustfighting moves
give me + 7 to damage to attacks with those weapons.
Shroud of Flame costs me 7 Intellect point, but it inflicts +2 points of
AS DETERMINED BY YOU R
damage on anyone who attempts to touch me or strike me with a melee
DESCRI PTOR &.. FOCUS attack. It also gives me +2 to Armor againstfire damage when the shroud
If you h ave n 't a l ready added any a d d i t i o n a l poi nts fro m yo u r is active.
d e scri ptor a n d focu s t o yo u r start i n g Poo l , d o so n ow. Add any

+ :: ! ? !
add iti o n a l s k i l l s o r eq u i p m ent fro m yo u r d escri pto r a n d focus as
we l l . r y p e s
I've already done this, s o I don 't need to do it again. an oddity. Some foci wi l l also give you an a rtifact.
Bears a Halo ofFire gives me an artifact-a device that can be used to
CHOOSE YOUR POSSESSIONS, spray inanimate objects to make themfire-resistant.

AS DETERMINED BY YOUR TYPE


The posses s i o n s t h at you start t h e game with a re d i ctated by yo u r ;::?e?
type a n d i n c l u d e weapo n s , armor, packs, a n d oth e r gear. I f yo u c h a racte r can h e l p d efi n e yo u r backgro u n d . Yo u r type gives you a
wea r armor, or if yo u h ave a s peci a l a b i l ity t h at grants yo u Armor, co n n ecti o n to t h e worl d , yo u r focu s gives yo u a co n n ecti o n to o n e
n ote the total a m o u nt of Armor i n the s pace p rovided . ot h e r p l ayer cha racter, a n d yo u r d escri ptor gives yo u a con n ection
Check to see if yo u r descri ptor gives you add iti o n a l to t h e fi rst adve n t u re .
posses s i o n s , such a s eq u i p ment o r extra s h i n s . For my glaive connection, I'm going to choose a past as a bouncer
As a glaive, I start the game with clothing, two weapons (or one weapon in a local bar. My focus allows me to choose a PC in the group who
and a shield), light or medium armor; an explorer's pack, and 5 shins. I'm isn 't harmed by my fire. Last, my descriptor connects me to the
going to choose a fringed beastskinjacket (medium armor), which gives me current adventure, and I'll choose that I instigated this adventure and
2 points ofarmor. convinced everyone else to join me.
My descriptor gives me 1 0 extra shins.
DURING PLAY, NOTE DAMAGE
TRACK, RECOVERY ROLLS, AND XP
D u ri n g game p l ay, keep reco rd s of h ow
many recove ry ro l l s yo u 've used each
d ay and where you a re o n the d a m age
track. ( I f yo u ' re h a l e o r dead, yo u wo n ' t
n e e d to mark anyt h i ng; oth e rwise, it' s
i m portant to m a ke a n ote of yo u r stat u s
o n t h e d a mage track.) The 1 D6+ b o x i s
fo r reco rd i n g the a m o u nt t h at y o u a d d
t o yo u r recovery ro l l s; t h i s n u m be r i s
u s u a l ly yo u r cu rre nt tier, but it c a n b e
a ltered b y vari o u s mod ifiers.
Ad d it i o n a l ly, n ote what tier yo u a re
a n d h ow many experience poi nts yo u
cu rrently h ave .

+
;es?!: t d for
events and experiences that h a p pen to
yo u r characte r once the game begi n s .

40 1
APPENDIX B

BIBLIOGRAPHY AND
RESOURCES

W
h i l e creat i n g N u m e n e ra a n d the N i nth FICTION
Wo rl d , I co n s u lted a l ot of s o u rces . M u ch Airtight Garage, M oe b i u s
of t h i s research was done o n l i ne, but there A t the Mountains of Madness, H . P. Lovecraft
a re some a m a z i n g books out t h e re d i sc u s s i n g t h i ngs Arzach, M oe b i u s
of i nterest to N u m e n e ra G M s-ideas o n cutt i n g The Book of the N e w Sun, G e n e Wo lfe
ed ge tec h n o logy a n d , eve n bette r, spec u l ation o n A Canticle for Leibowitz, Wa lter M . M i l l e r J r.
w h at t h at tech n o l ogy co u l d look l i ke i n t h e fa r, fa r The City and the Stars, Art h u r C. Cla rke
fut u re. Read i n g a b o u t such w i l d i d e a s wi l l i n s p i re Dancers at the End of Time, M ichael M oo rcock
t h e d i scove ries t h at N u m e n e ra PCs can m a ke, t h e Dreadstar, J i m Starl i n (co m ics)
cyp h e rs a n d a rt ifacts they can fi n d , a n d so o n . Dune, Fra n k H e rbert
Ad d it i o n a l ly, t h e re a re n ove l s , stories, gra p h i c The Dying Earth, j ack Va nce
n ove l s , T V s h ows, a n d movies t h at h ave greatly Eon, G reg Bear
i n fl ue nced N u menera. I want to n ot o n ly cred it Eternity, G reg Bear
t h e m a s s u c h but a l s o s h a re t h e m with yo u so t h at Eternals, j ack Ki rby (co m i cs)
you can be i n s p i red by t h e m as we l l . Somet i m e s Far Futures, ed. G regory Benford
t h e i n s p i ration they p rovide i s m o o d o r sett i n g, The History of the Runestaff, M ichael M oo rcock
somet i m e s it's a lot of w i l d tec h n o l ogical ideas, a n d The Inca/, Alej a n d ro j od o rows ky (co m ics)
oth e r t i m e s it's j u st the look o r fee l of somet h i n g t h at Last and First Men, O l af Sta pledon
m i ght fit we l l i nto a N u m e n e ra game. Neverness, David Z i n d e l l
E njoy. N e w Gods (a n d the enti re Fo u rth World series),
j ack Ki rby (co m ics)
The Night Land, Wi l l i a m Hope Hodgson
The Nine Billion Names of God, Art h u r C. Cla rke
Planetary, Wa rren E l l i s (co m ics)
Prophet: Remission, B ra n d o n G ra h a m (co m ics)
Pump Six and Other Stories, Paolo Baciga l u p i
Roadside Picnic, Arkady a n d Boris Strugat s ky
Saga, B r i a n K. Va u g h n (co m ics)
Star Man 's Son, An d re N o rton
The Sword of Shannara, Te rry B rooks
Timelike Infinity, Ste p h e n B axte r
Viriconium, M . J o h n H a rrison
The Zothique Cycle, Cla rke Ashton S m ith
NONFICTION
Eternity: Our Next Billion Years, M ichael H a n lo n TELEVISION AND MOVI ES
Indistinguishable From Magic, Robert L. Fo rwa rd A. I.
Nanotechnology, M a rk a n d D a n i e l Ratner Adventure Time
Physics ofthe Impossible, M i c h i o Kaku Cloud Atlas
The Physics of Superheroes, J a mes Ka ka l ios The Fifth Element
Strange Matters, To m S i egfried Fringe
Visions, M i c h i o Ka ku Nausicaa of the Valley of the Wind
Oblivion (201 3 )

402
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APPENDIX C: KICKSTARTER BACKERS

APPENDIX C: KICKSTARTER BACKERS


515 Adam Everman Alexander Wresch nig And rew, Stacy, and G rifin Baradaelin Bob Runn icles
" Evil" Avi Zacherman Adam Freund Alf G ranger Davis Barry D. G uertin Bob S m ith
" ProducerPa u l " Barrett Adam I som Alf Wh itehead And rija Popovic Bart H e n n igan Boman Allan Jeffries
"Stom py'' Dan Brown Adam Kan uchok Alfonso "Archie" Diaz Andy "awmyh r" MyH R Barthelemy Alezandaru Boris Searles
"Top" W. l<one Adam Knudsen Alfred Elter Andy "Sm itty" S m ith Bastian Dornauf BOSCO'S


"Tuxedo" Ian M u ndt Adam Koebel Ali Bolcakan Andy & Vanessa Aiken Bastien Daugas Boyd Stephenson
"Weird Dave" Olson Adam Luchjenbroers Ali Dur en Andy Blanchard Bearded Dragon Games B rad Colver
"Zip y" Zabawa Adam M. Coleman Ali Mohsenian Andy Goldman Beau Bellot B rad Deavers
Wolf ang Coe Adam M a rley Al ista i r Parker Andy K Becky Weisgerber B rad G u nnels
l Oxl Room Adam Meyers Aliz " Izzy" G ru bel Andy M c M i l lan Belegdel B rad J ackson
9th Level Games Adam N ave Al lan M acKenzie-G raham Andy Rau Belligerents B rad Jones
A Chan Adam Ness Al lan Sam uelson Andy Wal ker Bel ly-Belly B rad Lyons
A J acob Cord Adam Pannell Alok Baikadi Andy Zeiner Ben B rad Osborne
A. Avery Patiyoka Adam Parkinson Alonso A Martinez M Anestis Kozakis Ben "superfan" Waxman B rad Rees
A. M iles Davis Adam Rajski Alonso 0. Rubio Angel Leigh M cCoy Ben Aldrich B rad Roberts
A. Trevor Longino Adam Rivera Altori nne Angel Torres Ben Armitage B rad Serl
Aaro Viertiii Adam Robichaud Amanda Angela Tremain Ben Barnett B rad Walter
Aaron "Jalinth" Davis Adam Sch i l l i n g Amanda Cook Angelo Pileggi Ben Bonds B rad Wheeler
Aaron " M okona" Al berg Adam Teece Amanda Lee-Low Angus MacDonald Ben Drago B rad Wilkinson
Aaron Ackerman Adam Waggenspack Amber E. Scott Anne-Sylvie Betsch Ben Erickson B raden Dougherty
Aaron Allred Adam Watts Amber Thiesen An nie Bellet Ben Ferguson B radlee Ledger
Aaron Benja m i n Carter Adam Wh itcomb Am ine Hsu N ekuchan Anonymous Ben H oTias B radley M a l i n
Aaron D. Fleming Adam Whitlatch Amit N etanel Anonymous Ben Johnson B rakus B l ue
Aaron F Stanton Adam Windsor Amonchakai Anonymous Ben Jolly B randon " D rake" Reed
Aaron Farrington Adam Wise Francis Anders Bersten Anonymous Ben Kam phaus B randon Doxtater
Aaron G enest Add i son Fox Anders D. Howard anonymous Ben Kaser B randon M etcalf
Aaron J. Schrader Adem Sawyer Anders H a l l i n Ant Holloway Ben Madden B randon Ording
Aaron Kahler Adm i ral_Brad Andre Bogaz e Souza Anthony " N az" l a n nazzi Ben McFarland B randon Pau l Salinas
Aaron Lake Adrian Bigland Andre B raghi n i Anthony "Tony" Adkins Ben McKenzie (@ B randon Stenger
Aaron M a rk Johnson Adrian Maddocks Andre Jespersen Anthony A Davenport labcoatman) B rand rith
Aaron Mclin Adrian Scully Andrea Baruzzi (l mola) Anthony and Vincent Ben Nettleship brazil808
Aaron N . Martin Adrian S m ith Andrea Faenza Vil loria Ben Prunty B renan Peterman
Aaron Nowack Adrian Zol l i n ger Andrea M agiera Anthony J ames Dingman Ben W Bell B rendan G Conway
Aaron Potts adriann Andreas H i ppe Anthony Jones Ben-David l(irsten B rendan Strejcek
Aaron Rei mer Adric Clifton Andreas P Rauch Anthony Kilburn Benedict H a l l B rendon J Wyber
Aaron Schindeler Afet Andreas Rose Schm idt Anthony N ijssen Benja m i n and Christi na B renna M oore
Aaron Tudyk Aidan Domogalla Andresen Anthony Parent H ernandez B rent Cerrato
Aaron Vander G iessen Aiden H ayes Andreas W. S i mon Anthony S. Robi n son Benja m i n and Linda B rent Crockett
Aaron Wamsley Aki l H ooper Andreas Walters Anthony Savi n i Benja m i n Bernard B rent Evans
Aaron Wong Aki ra Andres "fnord" H a rasty Anthony Sti ller Benja m i n H a rdy B rent Futrell
ABasketOIPups Al B i l l i ngs Andres Agu irre Anthony Teth Benja m i n H i n n u m B rent H oyler
Abby N afZiger AL Lajeunesse Andres Ram i rez Antoine Bertier Benja m i n H uff B renton Wiern i k
Abe Pralle Al Pidwell Andrew 'Pheylorn' Antoine Boegli Benja m i n M eader Brett Barksdale
Abraham B itton Alain Solheid Medeiros Anton nio "Vonreid" Reid Benja m i n Menard Cat Brett Bozeman
Ack Alan Col i net Andrew 'Whitenoise' Antti Walhelm G od Brett Easterbrook
Ada L. Fin igan Alan D. Kohler Rogers Arc Dream Publishing Benja m i n Rogers Brett Hen nock
Adam 'Woulf' F i n k Alan DeHaan Anarew " M u ntjack" Lister Archy Benja m i n s m ith Brett L. Lambrix
Adam "Arog" Rogers Alan J Clark Andrew " Paradox" Areito Echevarria Benja m i n T. Martin Brett Tamahori
Adam " Pakishi" Watson Alan Jackson Comstock Areon Oregano Rumerek Bennett M oore Brett Wilson
Adam B. Ross Alan Larki n Andrew "Sakar" N a re Ari M a rmell Bennett Nason Brian 'Erev' H i rth
Adam Baker-Si roty Alan M i l lard Andrew Beasley Arianna Reyes Benoit Devost Brian "Chainsaw"
Adam Barnum Alan M iller Andrew Brereton Ariel Kaiser Bert I s l a Campbell
Adam Chevalier Alan Spadoni Andrew Chizhik Ari n n Dembo Bertil J o n e l l Brian "death" Reiskin
Adam Ch u n n Alanna D. Andrew Cotgreave Arnd Felten Beth Rimmels Brian " F itz" Fitzpatrick -
Adam Crossingham Alasdai r Andrew Cowie Arne Kreutzmann bewmaynes Game Knight Reviews
Adam D. Ashworth Alasta i r B ishop Andrew D. Devenney Arrynchius B h i l H eath Brian Allen
Adam Dray Alayna Fong Andrew G. Ch u rch Arseni Kritchever B i l l "Two Soups" l<ahler Brian Altm iller
Albert Baird Andrew G uastella Arthur " LudoBardo" Bill "Vagabond Azu lien" Brian Awis
Albert H Nakano Andrew H . Tucker Protasio N ibz Brian Boonstra
Alberto Bermudo Andrew Hackard Arthur Santos B i l l Benham Brian Carpenter
Delgado Andrew H ovanec Arthur William B reon I l l Bill B ridges Brian Casey
Alcyr Barbin Neto Andrew Jones Artur J eziorski Bill Dunn Brian D. Warmbrod
Alec Stringer Andrew L. Strickland AS H LAW B i l l H ealy Brian Danford
Alejandro Astorga Andrew Lal i berte ashleigh boslet Bill Lovell Brian DiTu l l i o
Aleksander Lie Andrew Lloyd Wal ker Ashley Veigel B i l l Olander B r i a n E Hollenbeck
Aleksi Airaksinen Andrew Maddock Ashok Desai Bill Paulson Brian E. Kirby
Aleksia Men H uon Andrew M aizels Ash u r Parker Bill Stenross Brian Engard
Alex Bergqu i st Andrew Marlowe Asmora B i l l Webb Brian Everett
Alex Cantatore Andrew M atzen Asrugan B i l l Wi ltfong Brian F. C. Wilson
Alex Chow Andrew Mertz Astral G ames M edford B i l l i e Abbitt Brian Fisher, N L
Alex Crouzen Andrew M ontgomery Athiwat Ch u n lakhan B i l ly G oodwi n Brian G ute

j
Alex Dem psey H u rrel l Atomixwah BinaryAgent Brian H iggi ns
Alex Gagnon Andrew M udgett attriel B i nder Brian I( J uad
Alex G ifford Andrew P. M ayer Attrin B ' arte Stien l<arlsen Brian I<. Eason
Alex H a kobian Andrew Parker-Scott Auri Lee B ack B u n ny Brian K. Gage
Alex Ker Andrew Parran Aus Autarch B lack Diamond Games Brian l<elsay @ ripcrd
Alex McM orris Andrew Pascal Austi n "YQ M " M cGowan blackcoat Brian Lake
Alex M eadows Andrew Pearce Austi n M Pickles B lackStar Studios Brian Lavelle
Alex Puterbaugh Andrew Peregrine Austi n McDonald Blair Limcan_gco Brian Liberge
Alex Scheibe Andrew R Fried man Austi n Shern Blair T S Gaffney Brian Lovell
Alex Switzer Andrew Ross Austi n Stanley Blair Van B riesen Brian McCas ki l l
Alex von Hochtritt Andrew S. Williams Austi n Thompson Blake Dickie B r i a n M u rphy
Alex Wilkinson Andrew Shebanow Avarei i Blake jolly Brian Newman
Alexander 'Xan' Kashev Andrew Shockney Axel H eidenreich bl ujoker Brian Patterson
Alexander Chang Andrew Stein Aybkamen B l u mf Brian Paul
Alexander Desmond Andrew Taylor Ayd in Turk M a rdan Bo Brian Pritchard
Rodatos Andrew Thompson Az H a R Bo Williams Brian R. J ames
Alexander J. Dem ianiw Andrew W. H. H ouse B R M cCa n n Bob cah i l l Brian Smedley
Alexander Keane Andrew Wal ker B. Keith Barron Bob H uss Brian W Suskind
Alexander M oon Andrew Watson B.J. Austin Bob Johnson Brian West
Alexander 0. S m ith Andrew Wilson B . R. Kimball Bob Keller Brian Wisti
Alexander Pereira Andrew Wojcik Babs Boston Bob Lu becker B rien Piersol
Alexander W. Corrin Andrew Wu rm Badspyro Bob M u nsil Brocks

403
APPENDIX C: KICKSTARTER BACKERS
B rody Cu rrie Cassara K. Chris l<irby Chuck Frizzell Damien & Kelly Brunetto Dave Dostaler
Brooks B a n ks Cassio Yamamura Chris l<n ight Chuck M ock Damien Laing Dave Feldman
B ruce Alderman and Cat Gard i ner Chris l<u mmel Chuck Wilbur Damon C B radshaw Dave G ross
Amanda J ose Alderman Catheri ne Vol lertsen Chris Lahey Cian " l cecream" Damon Eric English Dave H a m i lton
B ruce H arlick Cathy Hoyt Chris Laine O'Sullivan Dan "The Captai n " Dave Hanlon
B ruce Novakowski CAVAZOS F LORES Chris Lewis Cianan S i m s Haskins Dave M a rshall
B ruce Powell Ceci lia Tan Chris Longh u rst Clark B. Tim m i n s Dan B rees Dave M cCown
B ruce R Cordell Cephalik Chris M a rsh Claude Martins Dan Cecile Dave Neumann
B ruce Snell Cero Chris Mclaren Claudio Pozas Dan Delaunois Dave Oda
B ruce Taylor Chad 'Skrym i r' H ughes Chris M ichael Jahn Clay Fleischer Dan Derby Dave P Mansker
B ruce Tu rner Chad " Doomed pafadin" Chris Mobberley Clayton "Wise Kobold" Dan Forinton Dave Poirier
Bruno Freitas M iddleton Chris Mortika Ren nie Dan Harms Dave Reed
Bruno Pereira Chad Bartlett Chris Parkinson Clayton M ontgomery Dan J acobs Dave Ryack
Bryan "What the Duck" Chad Brown Chris Perki ns Clayton Pelan Dan Keller Dave Shackelford
Em borsky Chad Dru m mond Chris Perri n Cliff Alles-Curie Rodas Dan Martland Dave Sokolowski
Bryan Barnes Chad Long Chris Piazza Cl ifton 'Calvi nbah' Dan Schmidt Dave S paar
Bryan Bertsch Chad Maue Chris R Gordon dan sinclair Dave Stark
Bryan Fowler Chad Patterson Chris Rath unde Clint "Pippin" M alcolm Dan Stewart Dave Tavener
Bryan Gough Chad Robin son Chris Riedel Clint Barkley Dan S u ptic Dave Terh une
Bryan G rissom Chad Thornton Chris Schinaman Cli nton J Johnson Dan Taylor Dave Tomczyk
Bryan H ickok Chad Toopes Chris Sharpe Cli nton J . Boomer Dan Trand berg Jensen David ' Doibs' Koch
Bryan H olland- M i n kley Chadrick M a haffey Chris S heari ng Coboney Dan You n g David 'Za n kabo' Kohler
Bryan M anahan Chance & Tricia Le Meur Chris S horb Coby Hed berg D a n a Bayer David "Antioch" G uyll
Bryan M ul l i n s Chance Whitmore Chris Show Biz Ballard Code Monkey Daniel Abigail David " N ez" Clark
Bryan Reed chancecatalyst Chris S nyder Cody B lack Daniel Atherton David (Si r Zaric) H uet
Bryan Smart Cha n i n Vichaita Chris Sylvis Cody Swatek Daniel Berryh i l l David & Tal itha Wark
Bryant Durrel l chapicus Chris Tavares Cole Nord i n Daniel Boyer David A N issen
Bryce Kaspar Charles "Castellan" Chris Thompson Col i n B uckler Daniel Brumme David A I<. Lichtenstein
Brynjar Siguri5sson M eigh Chris VanderKnyff Col i n Cashman Daniel C. H utch ison David Adwokat
Bryon l<ershaw Charles Brown Chris Volcheck Col i n Fredericks Daniel Colwell David Ambu rgey
BT l<ennedy Charles Chapman Chris Von Wahlde col i n matt hews Daniel Crochet David Andraka
B uckett Charles Elder Chris Wachal Col i n M cCom b Daniel Cushman David An nandale
burningcrow Charles H ack Chris Weakley Col i n M i l ler Daniel Donahoo David B. Robertson
B utch2k Charles H a m mond Chris Wiemer Col i n M i s kowitz Daniel E. Knoop David Bagdan
Byron R. H arder Charles L. Allen Chris Williams Col i n Patrick Daniel Evanson David Barwise
Byron Richards Charles M i racle Christian A N ord Col i n , Galen, Chad! Daniel F l u merfelt David Beauchamp
C Cosper Charles M oore Ch risti an F. Kelley Col l i n Q Toohey Daniel Gonzalez da C. David Bernegger
C Em merich Charles Myers Christian H u ndahl Colman Reilly Cam pos David Bigg
C. B rian Bucklew Charles Parker Christian H u n d ley Colmcorbecl 3 Daniel G reta I l l David B lack
C. Denton Charles Powell Christian Lindke Conan B rasher Daniel G rzeskowiak David Booth
C. Joshua Villi nes Charles Tippett Christian Panten Connor Lavoy Daniel H ackett David Cherva n i k
C. Parker G a rl itz Charles W. Plemons I l l Ch risti an Poe Con rad M urkitt Daniel H eath David Ch rist
C. Patrick Daily Charl ie Reece Ch risti an Rothe Constantine Thomas Daniel Helman David DePrest
C. Pau l Cou nts Charl ie Roth Christian Seiler Copper Crane Daniel H e l m ick David Douglas Rol l i n s
C. W. Rogers Charl ie S m ith Christian Taylor Cora Anderson Daniel Johnston David Durand
CJ. and Jess Stott Charl ie Vick Christian Theriault Cordell Barile Daniel Kidney David E M u m aw
CJ. Le Blanc Charmaine & Steven Ch ristifer " Perch" M u lford Corey ' M oorhawk' Austin Daniel Kinka i d & Tom David F. Chapman
CJ . M isner Thornton-Cook Ch risti ne Paluch Corey "Truly Evil Bob" Rhodes David Farnell
C.I . Short Chase Bacetich Ch ristophe MOUCH E L Radloff Daniel L. Ras m u ssen David Garcia-B razales
cADave Chase Colman Ch ristophe SAU RA Corey H agopian Daniel Lex Santiago
Cain Eyebright Chau It ch ristophe yung Corey Owens Daniel Lofcon David G i n s b u rg
Caio Cesar Viel Chevaliers Christopher ' Last of the Corey Shaw Daniel Longwi ng David Gove
Calle Englund Chip M orris Timelords' S pivey Corhakil Daniel Maddern David Haller
Cal l u m Prior Chloe Katzburg Christopher "J u J u " Cormac 6 Foghlu Daniel N a ruta David H a rold
Calvin H i l l Chong Sim Chung M erri l l Corrado M uzi Daniel Petersen David H a rrison
Calvin Shafer CH P Christopher @chaupt Corrosive Rabbit Daniel Pires David H eadq u i st
Cam Doell Chris 'Oz' Oswalt H a u pt Craig " Doc Rr,der" Brown Daniel Rod riguez David Holbrook
Cam Rawls Chris " Fyrestryke" B radley Christopher A Roberts Craig "Zeej in ' Walmsley Daniel Sacd praseuth David J Prokopetz
Cameron Cal ka Chris "The Light" Sn iezak Christopher Anthony Craig Bishell Daniel Sanford David J. Zim merman
Cameron Corn i u k Chris & Ben Con rad Christopher Baar Craig G u a risco Daniel S haw David j ack
Cameron Coutts Chris Al<A "DOO M " Christopher Barton Craig H ackl Daniel S haw David j oy
Cameron Fong Chris And rews Christopher Brind Craig James Parent Daniel Stack David Kirl in
Cameron Kellett Chris Archer Christopher Church Craig Loos Daniel T. Bekmand David L. Pigman
Cameron Paine Chris Avellone Christopher Cork Craig M ccl ung Daniel Taylor David Lash
Cam i l l e Men H uon Chris Aylott Christopher Cou lter Craig Raven Daniel Williams David M .
Canezar the Dragon Chris Basque Christopher E. Gerber Craig S J anssen Daniel Worthington David M . John son
Captai n M oot Chris B u rnside Christopher Ell ison Craig Stephenson Daniel Yauger David M a n n
Captai n Norway Chris Caporaso Christopher Emerson Craig Sutherland Daniele " D rystar" Pavone David M argowsky
Cara Vita Chris Cham bers Christopher G ray Craig Wisn iewski Daniele Ard u i n i David McCartney
Card iacKangaroo Chris Col l i n s Christopher H i l l CST- I l l D a n n S u l l ivan David M cFal l
Carey Williams Chris Cowles Christopher J Foster CT Phillips Danny Seed house David M esick
Carl Baughman Chris Cu m m i n g Christopher J. Gautrau Curt Herwig Dari u s B reau David M ichael S ugar
Carl Bou Mansour Chris D'Amico Christopher J. Lau ricel la Curt M eyer Dark Lord Cth u l u David M organs
Carl G i lchrist Chris de Putron Christopher J . Williams Curtis "Cogzwell" Dalton DarkFl ite David Nett
Carl Malota Chris Dud ley Christopher J ordan Curtis H ay Darren C Tait David N g
Carl M eyer Chris Dulsky Christopher Kay-Chalk Curtis Tom Darren Fong David N ielson
Carl Ross Chris Edwards Christopher Klise cwalsh Darren Hen nessey David N ix
Carl-N iclas Odenbring Chris Elkins Christopher Kugler Cyle G rantham Darren M iguez David P. Cox
Carlos A. Steffens Chris Farrell Christopher Lockey D Scott Williams Darren Watts David Pau l
Carlos Alexandre Chris Fazio Christopher Long D. C. Dodd Darri n A M ichelson David R. Bender
Carlos Martin Chris Fenton Christopher Lazaga D. Lacheny Darri n Anderson David R. H i l l
Carlos Ovalle Chris Fitzsimmons (The Christopher M. Read D. M ax Loy Darri n Drader David R . M u rrel l
Carlos Roberto Garcia Dragons eye Games) Christopher M ackie D. Weeks Darryl Park David Rapp
Fil ho Chris Flipse Christopher M ayfield DA Evosi rch/Go, Cat, Darryl R. Farr David Ridout
Carly Robertson Chris Foggi n Christopher Mennell (The Go! Games Daryl G u bler David Sanchez
Carlyle "Caco" Sguassabia Chris Fu ng Secret D M ) D. R.G i l bert Dau lton Wh itehead David Sowa
Carol Darnell Chris G u i ney Christopher Richard Dain N ielsen Dave Arber David Stephenson
Caroline Pierce Chris Gwi n n Stevenson Daised Dave B resson David Stoll
Carrie Vaughn Chris H a m i lton Christopher Rueber Dal Dalain Dave B rookshaw David Tickner
Carsten Tolkmit Chris H a rp Christopher S m ith Adair dalarpguy Dave Cadoret David Treen
Casey C Clark Chris Hartford Christopher West Dale M azzola Dave Chalker David Wei n stei n
Casidhe Nebu losa Chris H i ldebrand Chuck B i rd Dale Seibert Dave Cul pepper David Wickham
Cassady Toles Chris I rvine Chuck Childers Damian Coffey Dave Cutts David Wiley H olton

404
LI M E NE
APPENDIX C: KICKSTARTER BACKERS

APPENDIX C: KICKSTARTER BACKERS


David Willson Drew Daniel B rigner Eric Magnuson Fran Thomson Gerald Vanover Hans " l nfernalistgamer"
David Wilson Brown Drew J Cass Eric M u rphy Francis Traver Geza Letso Watts
David Woh l reich Drew S h iel Eric P. Stipe Francisco Sepulveda M G i a m paolo Agosta H a n s Christoffer Sandnes
Davy Kavanagh Drokare Eric Paquette Franois " Elfteiroh" Naud G i a n l uca Gatto Hans Cu m m ings
Dean homas DrSbaitso Eric Pierce Franois Labrecque G i bbs M oore Hans Erik Danielsen
Dean M athison Duane M oore Eric Robinson Franois Pal l ier Gidian Benjam i n Larsen Hans Kare S. Oppigard
Deana Lancaster Dubravko l<ezic Eric Rosenberg Franois Tel noff gigglestick H a rpu nea
DeAn na Ferguson Du ncan Eshelman Eric Sorensen Fra n Bath G ilbert M ilner H a rris Rotman
Dee H a rding Dusdan Eric Sta n kiewicz Fra n k Belinske G i l berto Leon H a rry Wise
Demelza Beckly Dustin & Eric S pencer Eric Stein bren ner Fra n k Bogensperger giryan H a rsh Real ities, LLC
Demian Walendorff Dustin and Kimothee Eric Suess Fra n k Fou l i s G i u lio Cesare G iorgin i H ayden Eather
Denis Gagnon Archer Eric Ti llemans Fra n k K Krivak glaciermfS HAYT
Denis S u rl<ov Dustin Curtis Eric W Olson Fra n k L Emanuel Glen G rongan H az
Den n i s Pejcha Dustin H eaden Eric Williamson Fra n k Shea Glen Martin H eadhu nterp
Den n i s Rude Dustin Rector Eric Wong Fra n k Tedeschi G lenda & Tom I n scho H eath Wilder
Den n i s Timm Dustin Wi l l i s H opson Eric Yeager, Game Fra n kie M u ndens Glenn " N a kedH obo" H eath_Bar
Derek and Ashley dwigt Designer Franklin Crosby Buettner H eather Blandford
Torgerson Dylan Craine Erich Vereen Frans Evaldsson Glenn Williams I l l H eather Pedersen
Derek Carbonneau Dylan Robinson Erick J a udon Franz Georg Rosel G lobaUd iot H eather Pritchett
Derek Du nwiddie Dyl lon M oseych uck Erick Pierce Fraser I m rie G log Stonebones H ector 'chucho68' Varela
Derek G roothuis Dynewi nd Erik Banner Fred H erman GM Chris H elder Lavigne
Derek G uder e Erik Booher Frederi "Volk Kom m issar Gohyakuen Henk B i rkholz
Derek ) . H u nt E. R. Dorner, J r. Erik C. Peterson Friedrich" POCHARD Gordon Dell H e n n i n g Wol l ny
Derek Kupper Ean H epburn Erik Crossley Frederic Defoy Gordon Duke Henry Benton J r.
Derek Outwater Eben Lowe Erik Emrys Carl Frederic Metliot Gordon R. Thomas Henry 0. H a rrel l
Derek Tilton Ed Erik Fra n khouse French!e Goth hog Henry Wong
Derick Larson Ed Courttroul Erik G u m inski FrictionX42 G raeme Lewis H erman Duyker
Derik M a lenda Ed Eschler Erik Hymel Fri nge Element G ragger H eySteve
Derrick Kepli nger Ed H a l l Erik l n gersen FWACATA.com G ranam H ol l i s McCray
Des i ree Storcli E d Kowalczewski Erik Jonnson G . Hartman G raham Dear H olly Cook
Devin N ight Ed Thater Erik M a n n G . L. Gay G raham Starfelt H orst Ragnar6k
Devin Redd Eden Sparks E r i k Ny Gabe Gal lagher G raham Wel l s H oward Andrew Jones
Devin Redd Edgar G i l lock Erik Olsen Gabe Usry G raham W i l l s hplovescats
Devon Apple Edouard Contesse Erik Olsen I M rThePlague] Gabriel Madeira Pessoa G raham H L H ugh Ashman
Dexter M acleod Edson "Gan" Carli J r Erik Parker Gabriel N ormandeau G randy Peace H ugh Lawson
Dez V Ed uard Sanz Eri k Tenkar Gabriel Perez G rant G erstner H ugo Solis
Dhaunae De Vir Ed uardo Venancio de Erik Thu rston Galactus, Devou rer of G rant Kinsley H u nter H a rrel l
Diana Bell Almeida Soares Erik Van B u ren Worlds G ray H il l h u rleyxvx
Dillon M i l l s Edward D Hol mes Erika Eby gamer42_au G rayson Soreluel M itchell Hyath i n
Dioltach Edward Durant Erin A Kinser Gamerstable Podcast G reg Arguello Hypnoseal
Direhi ppo Edward Hand Erin Rose M cDougal Gamescape San G reg Basich I'm Board ! Games &
Dirk Sch lobinski Edward Linder Erin Torl ine Francisco G reg B u l l a rd Fam i ly Fun
Dirk-J a n Pater Edwi n von S iegburg Ernesto " M o ntalve" Gaming Paper G reg B u rroughs lain H u nter-Fennell
Dj G i l crease Eeshwar Rajagopalan Ram i rez Gareth H odges G reg Cueto I a n Castleman
DM Morgana Einroy S m ith Ernesto Bravo Gareth H ugnes G reg Feh r I a n Cooper
Docteu r Half Ejtaka Ernesto Yip Gareth Lewis G reg French Ian Cyr
Dom Stevens El B u n ker Estaog Garreth " Dead J i m ' G reg G errand I a n Foster
Dom inic Hamon Eladrin Ethan M G i bney Baldwin G reg G reen ian rree
Dom inic Morin Elderac Ethan Prosen Garrett Fitzgerald G reg Jensen I a n G rey
Dom i n i k Dalek Eldric IV Ethan Zim merman Garrett WoOd G reg King I a n G u nther
Dom i n i k Steenken Elena M a u reen Martinez Ettore, G iordano e Maia Garry C Frankowski G reg M orrow Ian H e l m ke
Dom inique A Suchaire Eli Cu rtz M u nari Garry Jenkins G reg M o u nt I a n H utzel
Don A. Dehm Eli M a l lon Evan B u rgess Garth Wilson G reg Santo Ian J. Stewart
Don Early Eli Todd Evan Darrow Garvin Anders G reg Saunders I a n Kirby
Don Gardner Elijah Elefson Evan Myers Gary Bratzel G reg Sweeney Ian McCreery
Don H ayes El izabeth Courts Evan Rattner Gary E. Weller G reg Voel ker Ian McDouga l l
Don Johnson Ell iot J obe Evan Saft Gary Lutz G regg Meissner I a n N ewborn
Don Kosak Ell iot Williams Everitt Long Gary Montgomery G regory Bowes
Don S m ith Ell iott Freeman evil bibu Gary Schroeder G regory G. G eiger
Donald Bouton Ellis M . Creel Exor G rey Gary Thompson G regory Le
Donna I<. Fitch El ric Ezra H a rrington Gauthier Descamps G regory M a roda
Donny Rhye Elspeth Golden F. H ebert Gavin Bisesi (Aka G regory Morse
Donogh McCarthy Ely Dane F.S. Lloyd Daenyth) G regory Park
Doug " Dhomal" Raas Em Ecks Fabiano Neme Gavin H a l ldorson G rey
Doug " DJ Eternal Emeric j . Dwyer Fabio Passamonti Gavin Kenny G rey G rowl
Darl<ness" Carter Emiliano M a rchetti Fanfare Gavin Mok G ry H a ram
Doug B i l l i ngsly Enrique Estu rillo Fantask Gavin O ' B rien GThane
Doug G rimes entropyrat Faroguy Gavin Simons G u a rdian Games
Doug Hyatt Eoin B u rke Fastiaious M o n k gcbiggie64 G u ido Treissl
Doug Pippy epeeguy Faumspur gcollic G u i llaume Adroit
Doug Seipel Epheros Aldar Fel Gee Barger G u i llaume Bernard
Doug Winter Erhoo Lopez Fel i pe de Amorim Geek I m p rovement G u i llaume Chau
Dougal Scott Eric Fel i pe Weber GeekNative.com G u i llaume Paci
Douglas H u l ick Eric "Gyrax" Belisle Felix "Flax" Le Rouzes Gelsamel G u i l lermo Lago
Douglas Odell Eric "ogehn" B renders Felix G i rke Gemini H abuzel bot G u l lven
Douglas Parker G ray Eric "Omnifarious" Felix Seibert Gene F Walth es J r G ustavo
Douglas R. B riggs H opper Fenyx4 Gene Molnar "Guggawitze"
Douglas Robertson Eric "Strat" Ken nedy Fernando Barrocal Gene Rugg Martinez
Douglas Snyder Eric & john Ferrett Steinmetz Genesis G u a rds G uy N uyda
D P RJ Eric Coates Fidark Geoff & Christy Gill G uy Thompson
Dr Ad rian Melchiori Eric Cu m m i n gs Fil ipe Stefano G h i s i Geoff Sears Guz Waatensen
Dr Eric Walchak Eric Dalehite Fil ippo B u righel Geoff Skinner H . M . 'Dain' Lybarger
Dr M atthew Barron Eric Dieter Fi lthy Mon l<ey Geoffrey Gollin H. Ravl i n
Dr M ichael B radley Eric Ellis Fiona Denehy Geoffrey Nelson H aegin
Draco Rat Eric G Fiona Lyn n Zimmer George H atus H agen Kirk
Dracogen.com Eric H oltgrefe Fire Opal Media George N. Haon Gaut
Dragn moon Eric Jensen Flash, Mercu ry, and Blade George Richardson H a l G reenberg
Dragon's Lair Comics & Eric Kervi na Fletcher Williams George S H a rdy H a l M angold
Fantasy Eric Lang Florian Merx George T. Krieger, IV Hank Amorin I
Drakythe Eric Lindset Florian P. M . Kohn George Taray Hannah " E rOO"
Dreamstreamer Eric lopez Florian Wassermann George Vasilakos Fordham
Drew (And rew) South Eric M Jeppesen Flozz Gera la J S m ith Hannah Taylor
Drew Astolfi Eric M. Foz Gerald Rose J r H a n nes Furia

405
APPENDIX C: KICKSTARTER BACKERS
I a n O' Dea James Bryant Jason F. B road ley J eff H otchkiss J ester's Playhouse john H a n n a
Ian Phill ipch u k James C l<ing Jason Flowers J eff Jeppesen J evin John H are
I a n Robin son James C. Ray Jason G i l more J eff Joh n ston JF Paradis John H iggin botham J r.
Ian SerVaas & Sage James Carl isle Holder Jason G u nder J eff Jones JHG Hendriks John H ughey
I a n T. " Keeper" Small James Col i n Campbell Jason J . Ambrose j eff Kajrs Jim Alcala Sales john J. G i l l ick, TPK
I a n Tong James Cosper Jason J a h r J eff Klessig Jim B lack O n l i ne.com
I a n Walton James Crouch J a s o n Johnson- Price J eff Knee Jim B lack john J. Kammer
Ian Whitehead James Doherty Jason Lescalleet J eff Kramer Jim B u rzelic John K. M orris
l d i l i o Santos James Durchenwald Jason Levine J eff Lindsay Jim Clunie John Kusters
I gnacio Segura James Galloway Jason Lund J eff Maughan J i m Cu m m i n gs John Layton Long
I gnati us M ontenegro James G l over (G B) Jason M . Frawley J eff M ecnl inski Jim Gill John Lowell Kelly
I gor 'UtarefsoN' Moreno James H . Lewis Jason M. H eath J eff Messina Jim Hall John Lu iten
I gor Benetazzo James H ays Jason M. Stewart J eff Popke J i m Hart John M. Kuzma
I gor Bone James H orne Jason Marks J eff Prather J i m H eath John M. Portley
I gor Skvortsov James J acobs Jason M aver J eff Quantri l l J i m Kitchen John M a ki
iiowyn James Jandebeur Jason N . Duffey J eff Quick J i m Lasseter John M a rk Smotherman
i ivari Lappalainen James john Jason Nell J eff Seifert J i m Long john M a rron
l ma n i M a rks James Keegan Jason Pitre J eff Shepherd Jim Moss John McCarthy
l manol Bautista James Kiley Jason Ram boz J eff Sherman Jim Olszewski (Cohrbin) John M cCullough
"Wulwaif" James Klingler Jason Richardson J eff Spencer Jim Priebnow john McLi ntock (AKA.
i NCREPT James Knevitt Jason S. Owens J eff Terri l l J i m Rickel J M cL63)
I n igo Gard u n o Cuevas James Lawler Jason Sch indler J eff Wimett J i m Ryan John Mehrholz
I n q u isitor M cConnell James Mason Pierce Jason Sereno J eff Xi Ion J i m Shepard John M ichael Davis
l ntwischa Press James M ccloy Jason Tack J effery A. Dobberp u h l J i m Trigg John M orrow
I ra l<alina James M cKendrew Jason Templeton J effery Sergent J i m Zub john P. G regory
l rfon-Kim Ahmad James M E Patterson Jason Van hee J effrey A Jones J i m bo Holmstrom john Pau l Ashenfelter
l rven " M yrkwell" l<eppen James M iller Jason Wayne Keesey J effrey A. Robbins J i m bo Staggins John Poole
I saac Carr James Moffitt Jason Wyrick J effrey Dentzer Jimi Kathryn Bonogofsky John R. Troy
I saac Van Duyn James Myers J avier " l ntkhiladi" J effrey Edgington J im m i e B ragdon John R. Warren
I sabelle DG Moreau James Niemira Escajeda J effrey Hosmer J i m my Plamondon John Randecker
Isak Strom James O'Laugh l i n J avier M u ri l l o Sanchez J effrey J .A. Fu ller 1 1 J in-Ping Lim John Rudd
ltamar Weisberg J a m e s P. Pope J ay E Treat I l l J effrey Osthoff JJ Garcia & Charlie John Rugwell
Ivan Su botic James Pacheco J ay G a rmon J effrey S. Campbell Dreisbach john Ryan Beattie
lvica Folnovic James Powell J ay G oodfader J effrey Wong JJ Kahrs John Sairrin
lzarux James Ram i rez J ay Kint J effrey Zimmer jmstu m p John Santin
J & J H a rdesty James Roy Peters J ay Kominek J effry Fleischer Jo R John Scchock
J Aaron Farr James S. Barratt j ay Little Jen Page Jo-H erman H augholt john Sch u h r
J Natera James Sears J ay Steven Uy Anyong jen W J oao L. "Tabaco" R M. john Sepu lveda
J Quelch James Seibert j ay V. Sch indler Jennie Sch i l l i n g J oaq u i n Vasquez john S ignorino
J Snagg James Spangen berg j ay Wh ite Jenn ifer B. Ramon J ody Kline John Skinner Jr
J. Andrew Wilson James Stoneburner J aye Sonia Jenn ifer B rozek J oe "G ravity" Newton John Stafford
J . B . "Trollsmyth" M u rphy James Stuart J ayme Last Jenn ifer G u bernath J oe Abboreno John Steve
J. Carter James Thomson J ayson French Jenn ifer Schlosser J oe carlson John T Coleman
J. Daniel Lewis, J r. james till man J ayson Richard Jens H alverson J oe Crow John T Coyne
J. Holdridge James Tomasino Jd and Keri Wiker Jens Olesen J oe Damiani John T. Overath
J. J. Veatcn James Van H orn jean ALAH E L Frid rici J erald Schri m s her J oe Dunham john Taber
J. Ohmer & R. Ren nie James Vogel Jean Pau l Thewissen J ere l<asanen J oe Ebner john Traglio
J . Patrick Wal ker James W H ines Jean-Baptiste Vlassoff J ered H eeschen J oe Frankovitch john Wenskovitch
J . P h i l l i p Stewart James W. Wood J ean-Claude Labelle J eremiah B rougher J oe Fusion john Wi nters
J. Schultz James Winfield J r jean-Francois Fiset J eremiah G riffin J oe G iammarco John WS Marvin
J . M . Martin James Wnorowski j ean-Ol ivier Ferrer J eremiah Tol bert J oe Johnston John Yngve Fred rik
J . R. & Lean n Knight James Wood Jeanette Johnston J eremy & Jenn ifer Farnes J oe M a ron Lundgren
J .W. Kemery James Worley Jeb Woodard J eremy Bent J oe Noll John-M atthew DeFoggi
J .W.S. Wise, I l l Jamie Pilgrim Jed M cCl u re J eremy Bergfeld J oe Senecal Johnathas Mendes
J ack G u l ick Jamie Varn i J efA J eremy Brown J oe Thater Beccon
J ack Kel n hofer Jamie Wolff J eff "foxxtrot" Craig J eremy Caldwell J oel A. Ad kins Johnny Alfaro (Dreik)
J ackus Jamison T Thing J eff Badger J eremy Coffey J oel Flank J o h n Ph i l i p S. W i l l s
J acob Alexander Jamon Schroeder J eff Bergan J eremy Cook J oel Kurian Jon Blackwell
J acob Angel Jan Egil Bjune J eff Cross J eremy Cu n n i ngham J oel Thorne Jon Bolding
J acob Evans Jan M a kinen J eff Devin J eremy Fox J oerg M . Nosthaf Jon Crider
J acob Kessler Jan Pralle J eff Eaton J eremy Friesen J oesys Jon Criswell
J acob M a ndel Jan Rodewald J eremy H i l l j oey Ruina Jon G reen
J acob Mandell Jan Schmid J eremy H ostetler j oey Virtue jon h icks
J acob Reich Jan-Paul Koopmann J eremy Kinser Johan Lj ungman Jon H uss
J acob Sorensen Jan go J eremy Kostiew Johan nes Doln itzki Jon I n gersol l
J acob Trewe Janosch H ildebrand J eremy La Mere john "Decker" Pool Jon Jones
J acob Vanyai Japegrape J eremy Land john "Goon" Williams Jon Ki m m ich
J acob W. Jared & N icole Callahan J eremy R Jerkins John "Johen ius" Richter Jon Leitheusser
J acob W. l<al b Jared M cFarland J eremy Scherer John " Living the Dream" Jon Loeffler
J a i (H agi) Daniel Jared Nelson J eremy Scott Dodd Jon Marr
J a ke Darby Jared Scott J eremy S hajiiv john "Oz" Oswald Jon M attson
J a ke Foster Jared Voshall Sivaneswaran John Ada m u s Jon M eerd i n k
J a ke Nelson Jared Wadsworth J eremy Weyand john Alfred Young Jon Metzger
J a ke Rich mond Jarek Curtis J eremy Whalen John Bellando Jon M ichaels
Jamas En right J arrod -ch iefocto J eremy Zim merman John Brewer Jon M oore
J ames " Derthmanter" Brown J eroen J etten John Buczek Jon S i m pson
DeWitte Jasmine Devereaux J eroen Ru igrok van der john C. Tod Jon Smejkal
J ames " Ravenspoe" Jasmine Rae Friedrich Werven john Casker Jon Solmu ndson
Carpio Jason 'Xeno Phage' J errett M cCormick John Cmar Jon Spengler
J ames & Lau ra G oodwi n Frisvold j errin Strongblade John D. Barr Jon Swanson
J ames A. Johnson Jason " LordZod" Jerry "J uberberry" Ozbun John D. Faugno Jon T. M cCarty 1 1
J ames A. Quirk Liswood jerry D. G rayson john D. Pankey Jon Watts
J ames a.k.a. uber jason " mOOse" bean Jes Wu lfs berg N ielsen John D. Will iford Jon Wooley
J ames Alan G ardner Jason "Tyrian" Emery jess Bell john David Wright Jon-Col i n Evans
J ames Allen Jason Best J esse Davenport john Donahue Jonas "TheSpace M a n "
J ames Alley Jason B l i n d J esse Goble John Donogh ue Pettersson
J ames Barlow (angil le) J a s o n B rick J esse Nash John Deny Jonas H ansson
J ames Becker Jason B u rlew J esse Rexnolds john Doty Jonas M ustonen
J ames Bell Jason B u rton J esse Taylor John du Bois Jonas Richter
J ames Bell Jason Cheung J esse Tnacker john Dwyer Jonas Schiiitt
J ames Bowman Jason Childs Jessica Alsop john Good J onathan 'Tred H ed'
J ames Brett Jason Craft Jessica H a m mer John G ranvi lle Young
J ames B ridges Jason Erbe Jessica Pippard John H Reiher J r. Jonatnan " B uddha" Davis

406
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APPENDIX C: KICKSTARTER BACKERS

APPENDIX C: KICKSTARTER BACKERS


Jonathan A. G i l l ett Joshua H Morris Keith Duncan Kristian G rossman Lisa Stevens M a rcus Johnson
Jonathan Agens Joshua H a n cock Keith H igdon Madsen Lisandra N i eva M a rcus M aczynski
Jonathan Basse Joshua K. Martin Keith M Martin Kristian H a rtmann Lloyd Eley-Sm ith M a rek Staron
Jonathan Borzilleri Joshua KTFish7 G u l l ion Keith M ageau Kristian Robben lobachevsky M a rek St pniowski
Jonathan Bristow Joshua Lamos-Sweeney Keith M cG i l l ivray Kristi ne Roper Lobo M a rian De l<leermaeker
Jonathan Cabildo Joshua Little Keith Nelson Kristoff Bergenholm Locke Bendekar M a rino Santirso Ruiz
Jonathan Cliffen Joshua Men H uon Keith Price Kristoffer Dorph Logan "Jebal" S m ith M a rio Vandaele
Jonathan Cruz Joshua O'Connor-Rose Keith Shaw Kun Xin Logan Bonner M a rion N alepa
(EpicWords.com) Joshua P. Smtih Kelcey Calderon Kurt Dietrich Loig Marius H offmann
Jonathan Doda Joshua Pau l i k Kellan Ki lmer Kurt Johnson Lol<1 Carbis M a rja " Pock" Feilen
Jonathan D u hrkoop J o s h u a Peck Kelly & Robyn Fisher Kurt Korfmacher Loki63 M a rk " B uzz" Delsing
Jonathan Eskritt Joshua Wehner Kelly Caudle Kurt T. Runkle Lorean M u rphy M a rk "The Barbarian"
Jonathan Francis Audet Joshua Ziegler Keis a Kurt Zdanio Lord Baane Rajic
Jonathan G ri m m J ovaZ Kelsey Mohland kurtis b fran ks Lord Darth Travis M a rk "Va l ris S u n star"
Jonathan H ague J ozh Ken Austi n Kurtis B right Bartholomew Winston Rumler
Jonathan Jordan J uan Adolfo Lucha Garcia Ken Blakey Kusatteiru Gary Wooda l l IX, Esq. M a rk A G a l l icch io
Jonathan Killstri ng J uan Pablo de Betolaza Ken B u rruss Kyle " F iddy" Pinches Lorenzo Di Loreto M a rk A. Barreto
Jonathan Korman J ubakin Ken Col l i n s Kyle A. Lovett Lori n "Xavier" G rieve M a rk A. Siefert
Jonathan L. Howard J udd M . G oswick K e n Ditto Kyle Anderson Lou Anders M a rk Al lan Patrick
Jonathan Leopold J ude Vais Ken Finlayson Kyle Ballard Lou Baj u k H u ghes
Jonathan M cCu lley J udge Zahn Ken H erbert Kyle Brodzky L o u Goncey M ark Almeida
Jonathan McDermott J udson Wright Ken M arable Kyle David Frost Lou is Agresta M a rk Beardmore
Jonathan McDermott J u l & M at Ken Norton Kyle E. O ' H a l loran Lou is R. Evans M a rk Brown
Jonathan M ier J u l ian C. Steen Ken Pawl i k Kyle Ferri n Lou is-Andre Pel letier M a rk Buffington
Jonathan M u sgrove J u l ien Delabre Kendal I J u n g Kyle G. N eff Lou i s-Rene H ebert M a rk B utler
Jonathan N a s li ju not d faz Kennan Ward Kyle Hartzel louisdeb M a rk C. Chu-Carroll
Jonathan Olsen J u rannok Kenneth "The Borg" Kyle J ackson Luca Beltra m i M a rk Carroll
Jonathan P N iess J u rgen Peters Earnest Kyle Lewis Lucas M cCa u s l i n M a rk Cathro
Jonathan Riefler J une H orneman Kenneth j Ruch Kyle MacKay Lucas Nascimento M a rk Cockerham
Jonathan Ruffin J ussi Myllyluoma Kenneth Liska Kyle Tas ker M achado M a rk Darrah
Jonathan Schrack J u stDave Kenneth N ewq u ist Kyle Watt Lucas Toddy M a rk Diaz Tru man,
Jonathan Scott J ustin Ach i l l i Kenneth Thronberry Kym Farley Luciano C. Magpie Games
Jonathan Steele J ustin Alexander Kennon and El izabeth L. M i lton Luciano Fernandez M a rk Dover
Jonathan the B lack J ustin And rew Mason Bauman L. McKinney Lucien B reitkopf M a rk Field ing
J oos Ketelslegers J ustin Ashley Powell Kenny L.R. Stevens Lucien Freeman M a rk Francis
J ordan Bowe J ustin Beatty Ken ny Chik Lachlan Jones Ludovic Chaban! M a rk Garringer
J ordan Cu n n i ngham J ustin Beeh Kens boro Lachlan S m ith Luigi Castellani M a rk Goldman
J ordan Den n i s J ustin Bohnet Kent Wayson Lady Suza n n e of Luis Goncalo Mendes M a rk G reco
J ordan Raymond J ustin B urr Kerion D'Archangel i Booklandia, level 2 7 nerd Lukas Daniel Klausner M a rk H a rris
J ordan S u rie J ustin D. Jacobson kesi pyc Laevatein Lukasz M a rk J Modugno
J ordan Trais J ustin H u kle Kevan Chapman Lal i Agu iar Luke G ra n l u n d M a rk K. Emmert
J ordan n a Artma n n J ustin Lee Kevin " Rifter" Ran k Lance Schroeder Luke G reene M a rk Kadas
J orden O'Bryant J ustin McDaniel Kevin Bender Lance T H i ldebrand Luke H a uck M a rk Keating
Jorge Chacon J ustin Mohareb Kevin B rennan Lance Williams Luke M oran M a rk Llewelryn J ames
Jorn Kiselev J ustin N Kevin Davis Landon B Luke Platfoot M a rk M agagna
J ose 'The H aser' Fitchett J ustin Ragan Kevin Doswell Larae Luke Rowan M a rk M alone
J ose Espinoza J ustin Scliu ltz Kevin Flyn n Lari Ku kkonen Luke S imcoe M a rk M cCa n n
J ose Lozada J ustin Shelby Kevin G roat Larry Hollis Lu ke S towel I M a rk M iller
J ose Luiz J ustin Thomason Kevin H a m i lton Lars Gawronsky Lutz M ichen M a rk M orden
"Tzimiscedracu l" F. J ustin Vander Schaaf Kevin H ogan Lars Westergren Lyn Setchell M a rk Noonan
Cardoso J ustin Vierra Kevin J . Maroney Lateef Livers M Alexander J u rkat M a rk Pankhurst
J ose M Adams l<-Slacker Kevin l<i n sley Lau ra S u l l ivan M. Christopher Freeman M a rk Perneta
J ose Man uel Hernandez K. L. M u rphy Kevin Kulp Lau rel Amberd i n e M . M ichalik M a rk Quire

r
J ose Montero Kacy S m ith Kevin Lai Lau ren Knowles M . Sean Melley M a rk Richman
J oseph A. B lack Kaerlyzar Kevin Lawrence Lau rent "cyberpanda" M .C.A. H ogarth M a rk s
J oseph A B rasse l<ai Hell meier Kevin M. S m ith Dumas Maarten B roekman M a rk Shocklee
J oseph A. Russel l<ai ram Ahmed Hamdan Kevin Mayz Lau ri H i rvonen Mac Senour M a rk Solino
J oseph Carroll l<a m i n iwa Kevin Mclean Lau ri P. Laux J r Mad Tinker G nome M a rk Sponholtz
J oseph Choe l<aosweaver Kevin Ohannessian Lawfu l N ice M agatone M a rk ten B ri n k
J oseph Cortese Kara J ames & Curtis Kevin Ramsell Lawrence E. H uang M age M a rk Teppo
J oseph Evans Jones Kevin Ramsell Leandro " PaladaEX" Mage M i stress.com M a rk Townshend
J oseph Gandee Kari Lehtikari Kevin Reynolds Costa MaGnuS M a rk W. B ruce
J oseph H a rvey l<arl A. Schmidt Kevin Schantz Leandropug M a g n u s Alvestad M a rk W. H. Lambe
J oseph Kogin l<arl Barbosa Kevin Tait Leanne C. Taylor-G iles Magnus Widvist M a rk Win n ington
J oseph Lewis l<arl Borns Kevin Weiser Lee DeBoer Magus M a rk Woodson
J oseph Mcl<in l ey Boster I I Karl Castle Khash i r El'eth Lee Sims M aiki M a rk Woolley
J oseph McRoberts Karl Deckard Kieran Stones Lee Wendel Majdi Badri M a rk Yohalem
J oseph Pound Karl M. Hen non Kim M azaraki Lema M alex M u rdoch M a rk Zabaro
Josh Arnold l<arl M a u rer Kim berly G Schneider Len O'G rady Mama Wu isa markus igel
Josh Boys l<arl Okerholm Kimmy Len Peralta M a n uel Den n i s I l l M a rkus Pfeil
Josh Colon l<arl The Good Kindath Shadowcloak Leo Byrne Jenicek M a n uel Qu ick M a rkus Plate
Josh Demaree of TH E Karsten Alexander King Drew Follett Leo M atheus M a n uel Siebert M a rkus Schoenlau
ESTAB LiS H ED FACTS Kopplin Kip rennan Leon H igley M a n uel Vrizzi Marni Erwin
Pod cast Kary "Starman" Williams Kirin Robinson Leon Powell mare eyraud M a rsell
Josh Dixon aka " Real m Master K" Kirwan's Game Store Leonardo Pru n k M a rc Golsmith Martin " Flash" J ager
Josh Epperson Kaspi Kit Wessendorf Leonardo Souza M a rc G ra n l u n d Martin Blake
Josh Flint kassarin Kitasi Leperkhaun M a rc H utcheson Martin Brown
Josh H i lden Kat Bou lware Kjeti l Kverndokken lerolabell M a rc Plourde Martin C. Howard
Josh Rensch l<at Evans Klan mabas Leroy " Falstep" Lee M a rc Rougier Martin Coleman
Josh Scagl ione l<ate l<irby KM Criscione Les S i mpson M a rc-Andre Martin Dickson
Josh Spotts l<atie and M a rc Davignon Knoxx Leslie " Phadeout" Balazs M a rc-Andre Lau rence Martin G reen i n g
Josh Street Katie Fou ntaine Koen Casier Leslie A. Wilson M a rcel Beaudoin Martin H il l s
Josh Triplet Katlyn n & Schuyler Konstantin Gorelyy Leslie Sedak M a rcel Benoit Martin Jonassen
Josh Wilhelmi Katri na L. H a l l iwel l Kosuno Lester Ward M a rcelo de Vasconcellos Martin Jones
Joshua "Strago" Luther l<atryna & Erich Wade Krab Lewie Nerino M a rcie Dobyns Martin Langhammer
Joshua A Long l<ay Elspas Krathogn is Lewis B lack M a rco "_Jou rneyman_" Martin Legg
Joshua Archer l<aytal (J osh B ryant) Kris Chesney Liam " H a m m " Barney Bignami Martin Lennert, Master of
Joshua Bailey l<azekam i Kris Culotta Liam Bou rret-Nyffeler M a rco Andre Kuranor
Joshua Besaw kbob42 Kris l<elly Liam M u rray M ezzasalma Martin Lemser
Joshua B uergel Keasar Kris l<etchersid Li berKaos M a rec Veltri Martin Mou ntford
Joshua D. Fairhurst Kee Hwan Yi Kris, Elizabeth and Lina Li bona ti M a rcus Arena Martin Ralya
Joshua D. M oody l<eith "Xiawarr" H erzoh Lisa "The Mouse" M a rcus Beyer Martin Wagner
Joshua D. Wild Clendenen Kristi H . Lisa Kaiffer M a rcus G roenig Mary Robinette Kowal
Joshua Gorfain l<eith Baker Kristian Cee Lisa Kellogg M a rcus Johansson M a rzio Ombra

407
APPENDIX C: KICKSTARTER BACKERS

IT
M a rzio Spaira n i Matthew Sands M ichael Spinks N ate M i ller Ocean Druen Pau l Scarrone
Mason Z. Matthew Scott M ichael Stell ick N ate Udell Octavio Aran o Pau l Sheppard
Massimo Spiga Matthew Trent M ichael Swiern i k N athan G udowski Odysseas Da as Pau l Snow
M at H u lett Matthew Tucker, M ichael Zautner N athan H. Kahler Ohad Pau l Stone
M at M u n ro Geekmaster M ichael Zen ke N athan Haslam Olav M u l ler Pau l Weimer


M ateria M agica Matthew Wal ker M ichele Carter N athan H oobler 01 iver Borden Pau l Wilcox


M athew Reuther Matthew Wasiak M ichelle M a ki N athan Iverson Ol iver Kasteleiner Paulo Andre Vieira
M athew Schels ky M atth ias N a m ickl iddy N athan J Davis Ol iver von Spreckelsen Paulo Bernardi Baccarat


M athew Schu ltz M atth ias Wee s M i uel Reyes N athan Knaack ol ivier pail let Pearce Shea
( l n klike U rine) M attias Kasche Mi e " B lack Wolf" N athan Lax Olna J e n n S m ith Pedro Panzard i
M athias Exner M a u rauders B rowne N athan Letsi nger Olshanski Fam ily Pedro R. Martinez Perez


M athias Gehl M a u rice Stru bel M i ke Speedy) Harwood N athan Olmstead opsirus Pedro (te)
M athieu Cote M a uricio H. Navate M i ke owie N athan Owen orange snafu peetsnack
M athieu Krog M a u ricio Moura M i ke B radley N athan Pearson Orastes Pericacho
M atias Sapp1 M ax "G reen_eyes" M i ke Cherry N athan Richardson Oren Geshuri Perry ones
M att A N i kolaev M i ke Con nolly N athan Robinson Orica Im Pete riflith
Orin Thomas


M att Bogen M ax Benton M i ke H itchcock N athan Rockwood Pete H u rley
M att Bowyer M ax Kad m u s M i ke J . Carlson N athan Trai l Oscar & M i les Yum Petebob

t
M att B rid eman-Rivett M ax Kaehn M i ke Ku h n N athan Tu rner Oscar Estevez Peter 'Andy' Ru iter
M att B u s M ax Means M i ke Lawhorn N athanial Taylor Ovid9 Peter " Plenz" Lenz
M att Colvi lle Maxwell Frattol i n M i ke Levitt N athaniel Bennett Owen 'Sangu i n ist' Peter Aronson
M att Do e Maxwell Strickland M i ke Loftus N athaniel bowers Thompson Peter Berneiser

r,
M att For eek m d l 780 M i ke Maughmer N athaniel H attrick Owen Wesley Kerschner Peter D
M att Fu ller M egan Coppock M i ke M claugh l i n nbps P Cu rran Peter D'Angelo


M att G rix M e an Ortiz M i ke M istele Neal Dalton P. Gelatt Peter Dean
M att G rote M e anie Al len-Hyma M i ke Ott Neal l<aplan P. I saac H ildebrandt Peter Douce
M att H ufstetler Melissa and Howard Bein M i ke Pal m ieri Neal Tanner Pablo Doba Peter El lva
M att Jackson Melissa Theetge M i ke Pattee Neale Carter Pablo Palacios Peter Enge os
M att Jenkins Mendel Sch m 1 edeka m p M i ke Perna Neall Raemonn Price Pablo Ruiz M uzquiz Peter G ates
M att Jett Mendo M i ke Sands Neil Carr Pablo Valvidares Peter G eorge Cou lthard
M att Kovich Mengu G u ngor M i ke Selinker Neil Crampin Pal ' D rem Shon'Ai Peter G oderie


M att Krous M eric and J e n n ifer Moir M i ke Shannon Neil Mahoney Panagiotis G rigorakakis Peter H. Kru lder I I
M att Leitzen M ia Mailahn M i ke Tidman Neil N g Pandemon i u m Peter Hass e l
M att Lo n M icah M i ke Ti nney Nels Anderson Paolo M a rino Peter Klevval l

f
M att M cElroy M ichael " M i kki" Garry M i ke Torrey Nelson Goeri ng paranoius Peter Kristensen
M att Martinson M ichael " R PGAlchemist" M i ke Welham Nelson Robaina Paris Conte Peter Lau
M att M a Day Adams M i ke Zwick Nerdwit Parker Watts Peter Lougee


M att Par M ichael "Storyteller" M i khail Ramalho Neverown Parus Paron " Par" Peter N ewman
M att Postema Holland M i khail Ushanov N icholai Fugate Donner Peter R B rooks
M att Prangley M ichael & Danielle M i kkel Berget N icholas Pascal M . Daniel Peter Re nolds
M att Seckman Beekman M i lan D. McKay "Technomancer" Roberts Pascal PA ugfelder Peter Sc weighofer
M att Shortess M ichael A. Caldwell M i les Cochran N icholas A. De lateur Patrice M ermoud Peter S i n kis
M att S h u rsen M ichael A. Goodwin M i les Matton N icholas Cardarel l i Patrick Aschwanden Peter T Ch icuorka
M att Tyrrell M ichael Baldoza M i n a Martin Core N icholas Edwards Patrick Ciraco aka The Peter Tidd
M att Wal ker M ichael Barselow m i n itrue N icholas Fascite l l i Ancient G a mer. Peter Troia
M att Wang M ichael Baskal M i nott N icholas G u idotti Patrick Curtin Peter Vervloet


M att Wester M ichael Beck M i rko "Cormac" H ess N icholas H u ba Patrick Curtin Peter Wocken
M att Whalley M ichael Bond M i rko & Diana M uggli N icholas Lytal Patrick Doyle petite marmotte

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M att Wi ington M ichael B ranham m i rko a. mitta N icholas M G iard Patrick Fowler Petter Wass
M att Ze us M ichael Calabrese M i rko M azzi N icholas Richardson Patrick G a m b l i n PFXJ
Matteo Cesari M ichael Capps m istcore N icholas Somera Patrick G u rdgiel PhantasticSoul


Matteo Signori n i M ichael Carus M itch Ad ler N icholas TAng Patrick H alverson Phil MAC) McNeely
Matthew ' H axar' Shaw M ichael Chorney M ITCH ELL CH RI STOV N icholas W Peddicord Patrick Hartley Phil dler
Matthew " M averick" M ichael D. Blanchard mmaranda N icholas Wrem Patrick Hen Downs Phil Allison

i
Schauster M ichael De Rosa M oglet N icholas Zakhar Patrick J . H o loway Phil B i n kowski
M atthew " Mountain Face" M ichael Dore Moira Tagle N ick ' M age' H u stak Patrick J . Pen ney Phil Garrad
Cleveland M ichael Dowden Mon ica Valentinelli N ick Barone Patrick J . Steiden Phil G roff
Matthew " uady" Bohme M ichael D u n n Morgan Boehringer N ick Bate Patrick J oynt Phil H obson

Fs
Matthew "T rantor" Allen M ichael E. S hea Morgan Ellis N ick Fovargue Patrick Keith Phil H u rwitz
Matthew Allen M ichael F. Brown Morgan H ay N ick G oede Patrick Neal Phil Lucas

,
Matthew Ariela M ichael Feldhusen Morgan H azel N ick H uaman Patrick Nevin Dwyer Phil McGre or


Matthew Batchelder M ichael Fienen Morgan Jol lymore N ick J Patrick Plouffe Phil N ichol s
Matthew Bates M ichael G a l l igan Morgan T Mendenhall N ick Jon Patrick Riley Phil Vecchione

k
Matthew B lackwell M ichael Garcia Mor an Weeks N ick M at ewson Patrick Tu bach Phil Ward
Matthew Bottigl ieri M ichael G rancey mor athol N ick McKay Patrick Winter Phil Wright


Matthew B u l lock M ichael G u nderson Morrisse Tyler Cahiwat N ick McVeigh Patrick Young Philip " ReAp ErM a N "

g
Matthew C Carr M ichael H a rrison morte oa ley nick nevels Patryk Adamski Coffey
Matthew C H Winder M ichael H i l l Morten G reis Petersen N ick Piatek ' Ruemere' Philip Baumgart
Matthew C. Kin M ichael lach i n i Morten N A N ick Schwarzen berger Pat Stadnicki Philip Eisner

f

Matthew Cam [> e l l M ichael J B risbois Morten Strarup N ick Schweitzer Pau "Andy" Rol l Philip K . Creswel l
Matthew Crawford M ichael J Cossairt Mr B u n raku N ick U m stead Paul " H is Back Was To Philip Mcmahon

J;
Matthew D. Sercel M ichael J Neice M r. and M rs. John son N ick Vertodoulos Me" Bensel Philip Tatro
Matthew Dobervic M ichael J. Chern icoff M r. Cat N icki DaGrimOne) Paul " Pwyl l" Davis Philipp H i nderer
Matthew Edwards M ichael J. Dulock M r. J Cargill N icko aeris Paul A. You n Philipp Schneider
Matthew Elkin M ichael Jon Porter M u n anename N icole M ezzasalma Paul Al lan Ba lard Phili ppe Daigneault
Matthew Houghton M ichael Jones Mur Lafferty N iels Adair Paul Anderson Phili ppe Del:iar
Matthew J . Ruane M ichael Kenny M u rkatos N i ke m l d d leton Paul Beyard Phili ppe Devi lle

y
Matthew J ameson M ichael Kildaire M u rray H S m ith N itza Ram i rez-B lackstock Paul B igbee Phili ppe Fenot
Matthew Johnston M ichael Lorenson M u rray K Dahm noah mclaugh l i n P a u l Davis Phili ppe M a rcil
Matthew K G r M ichael Luipersbeck Mychal Anaya Noah N athanson Paul Demars Phili ppe N iederkorn
Matthew Keevi M ichael M achado Mychal H . M a rq uez Nobilis Reed Paul Douglas P h i l l i p Bailey


Matthew Krykew M ichael M a i r Mystic5523 Noble Knight Games Paul Drussel Phillip Eversu l l

J
Matthew L . Seidl M ichael M cSwi ney MysticMoon N oel Paul Duggan P h i l l i p Lawler
Matthew Led ewood M ichael O ' Reilly N a i rn Falandino N ojh a u l G eer Phillip Mastromano
Matthew Lin M ichael Oney N a kos Theodorosides noname aul H avens P h i l l i p M il l m a n
Matthew M a rkland M ichael R. U nderwood N aoki Tachibana N ori I lo Paul J . Cuch na 1 1 Phybe
Matthew N ielsen M ichael Richards N at "woodelf'' Barmore Norl u n d P a u l Kam i n s ky Pierce Coady
Matthew P. M ichael Russell N at Lanza N orm Walsh Paul Maloney Piercio


Matthew Parmeter M ichael S. Webster N atanel Schor N orm Walsh Paul Morrison Pierre H u sted Sigvardsen
Matthew Pauze M ichael Schell N ate F. M itchell Norwyn Schu ltze Paul Nasrat Piers Beckley
Matthew Pritchard M ichael Schloss N ate Jones N ostradu nwhich Paul Pearce Pieter Goris
Matthew Ras m u ssen M ichael Si er N ate Lawrence N otting H il l Games Paul Richardson PK
Matthew Rees M ichael So olski N ate Little N RFGol iath Paul Roberts Plagus Deitrich

408
LI M E NE
APPENDIX C: KICKSTARTER BACKERS

APPENDIX C: KICKSTARTER BACKERS


P61 Stafford Richard J Rogers Robert Peacock Ryan Cleven Scott M. Alvarado Shaun G i l roy
Pom mligur Richard J. Pratt Robert Pou l i n Ryan Frederick Scott M a n n Shaun Welch
Pray For Peace Richard Jones Robert Rees Ryan G igl iotti Scott M cG i l l S hawn H ayden
prefer not to be l i sted Richard L G l over I I Robert Saunders Ryan Houlette Scott McKin ley S hawn Lam b
Preston Poland Richard Li bera Robert Sawyer Ryan H u l l Scott M u rray S hawn M a rier
Pri nceS hadowz Richard Malena Robert Stehwien Ryan l d ryo Scott Oden S hawn Plummer & Dan
Profeten Thomax Richard N ichols Robert Townsend Ryan Jackson Scott Paeth B race
Psyl is Richard Parent Robert van Wij k Ryan Kina! Scott R. Dierks S hawn Schu ltz
Pualo " Luchs" M . Richard Warren Robert W. Calfee Ryan Landis Scott R. LeG ros S hawn Vincent
Djordjevic richt Robert Wittig Ryan Leahy Scott Schm itt S herman Shefta l l
Purple Duck Games Rick Blair Robert Wood Ryan Linn Scott Slater Shervyn
Q.bros Rick G rubel Robert Y Lum Ryan Lu rvey Scott S m ith Sherwin Chao
QED Rick H a rrelson Roberto (Sunglar) M icheri Ryan M Ford Scott S utherland S h i m rath
Q u a s i Mortu us Rick H u l l Robi n Booth Ryan M oore Scott Taylor S h i n nosuke Takahashi
Quill Rick L . Jenkins Robi n H udson Ryan Myers Scott Thede s h i n pei kuga
Quinn Wongkew Rick Neal Robi n M cCo l l u m Ryan Northcott Scott Vandehey S h ivam B liatt
R R M ichael-H u m p h reys Rick Saada Robi n M onogue Ryan Percival Scott Warner S h u ra 1 oplot
R. Hyrum Savage Rick Stri nger Rocky S m ith Ryan Poss Scu rvy Danforth Simaehl
R. Little Rick Wendorf I I Rod Cobb Ryan S. Sea m u s Young Simon And rews
R. M. J ordan Riggah Rod Shelton Ryan S. Dancey Sean " N oG utsNoG lory!" Simon Brunig
R. M a iwald Rik Spru iten burg Roderick Edwards Ryan Sheldon Connor Simon Carter
R. 0. B. Riley M orse Rod ney H a n kemeier Ryan Slater Sean " NotSteve" Simon Carter
R. M . Wal ker Rinley Deeds Rodolfo M aximiano Ryan S m ith Timmons Simon Do
Rabih Yazbeck Rishi Agrawal Rodolfo Rosi n i Ryan Thames Sean "Starhawk" N okes Simon English
Rachel A. Spink River & Zeph Archwright Rodrigo " Ki ngmob" Ryan Tuck Sean ''Twitch" Seymour Simon Forster
Rad iova l kyrie Rizal Repin Lopes Ryan W. Roberts Sean Anderson Simon Jones
Rad u Craiovean u RJ Howe Rodrigo, the B ride ryan wellamn Sean Blakey Simon M i l ich
Rafael G a rcia Martins RKDN Studios Roger Alix-G audreau Ryker Van Doren Sean B radley Simon Strietholt

j
Rafe Ball Rob Roger Barr S Pen rod Sean Decker Simon Stroud
Rainy Day Games Rob "TheDude" Roger N. Domin ick S. A Wi l l iamson Sean Frackowiak Simon Ward
Ra l<ochhar l<u kuchka Roger Sen S. Adam S. Sean G ibb Simon Weinert
Ra ph M azza Rob B Roger Wesson S. John Spey Sean H . Anton Simon Withers
Ram Ness Rob Beadle Roland Perry S. M i kulak Sean H ope Simon York
Ramien Rob Boyle Rolf Borei S. Scott M u l l i n s Sean H uguenard S i mon" jf. H u nt
ramjac Rob Carter Rom B. S. Vemenko Sean J . M . O'Connor Sion Rod riguez y G ibson
Randall Dederick Rob Celada Rom Elwell S. Viswanathan Sean K King S iv L. Strand berg
Randall WiseWolf Padi l l a Rob Col l i n i Roman S.A. Young Sean K Reynolds Sky Luke Corbelli
Randy & Charlene Mac R o b Deobald Roman Kal i k Sad i r Samir Sean Kin ney S kylar Eka m per
Kay Rob Donogh ue Roman Komarov Saffron Williams Sean Knapp S leep3 rN3t
Randy Jeffries Rob Gaffney Roman Moreno U rdiales Sage LaTorra Sean Lambert (sum 1 els) S m u rdy
Randy Keen Rob G realy Ron " B u bba Ho-Tep" Salem Sean M S u l l ivan snakeye
Randy Martens Rob Gruhl Purvis Salem Adams Sean M cCl u re Soren
Randy N ichols Rob G ustafson Ron Ashcraft J r. Sam Allen Sean M claugh l i n S0ren l<eis Thustrup
Randy Ripley Rob Heinsoo Ron Boggs Sam Beuglass Sean McNeil soudrack
Randy White Rob H ilferty Ron H ay Sam Condon S e a n O'Dell S peaks
RangerDan Rob Hobart Ron Lazebnik Sam Feipel Sean Patrick Fannon Spellforger
Ran neko Rob J e l l i nghaus Ron Lipke Sam Garamy Sean Pel key Spencer Davis
Raphael B ressel Rob LeGood Ron Reamey Sam Gem Sean Rhodes Spencer L Gerowe
Raphael Pabst Rob Little Ron Robinson Sam Gorton Sean Rich mond Spencer M ays
Raphael Reitzig Rob Macleod Ron Searcy Sam H ock Sean Springle S picy Batman
Ray B rooks Rob Malo Ronald and Mary Sam Ken kel Sean Swearingen Spin ner
Ray M . Rob Nadeau Wochner Sam O' Rei lly Sean T. Delap Spyke Alexander
Ray Newland Rob Quil len Ronald Hopkins Sam Roberts Sean T. Maher Staale Tevi k
Ray Val lese Rob Short Ronald Karsten Sam Roberts Sean Taylor Stacy Forsythe
Ray Wisneski Rob S m ith Ronald lj'att Sam Stoute Seb Sta n !
Raymond D. Arrastia Rob Trimarco Ron n Alford Sam Wong Sebastian Brugnoli Starla Lester
Raymond H Lee Rob Verboom Roa Wetzel Sameer Yalamanch i Sebastian H i rsch Stefan A Pokorny
Raymond M. S. Quignon Rob Wieland Rory William M c i n n i s Samir El Aouar Sen ex Stefan M u rawski
Raymond Pau l Holmes Rob Wingrove Ross " Friendly Fire" Samuel B riggson Seppa S i n isalo Stefan Ohrmann
Real Atomsk Robert "Seeker" Kupcek M cDowell Samuel M ontgomery Sergio S i lvio Herrera Gea Stefan Radermacher
Rebel liousUno Robert Athey Ross Bowman Blinn Serl<eros Stefan S u rratt
rectulo Robert Barrick Ross Cheung S a m u e l M ooney Seth A G i l bert Stefanie Slamon
Red G iant Wargames Robert Biddle Ross H Samuel R. H i l laire Seth Aesoph Stefano Liggeri
Reed Zesiger Robert Biskup Ross Kingston Sandor Si lverman Seth Brower Stefano Redd Rossi
Reel man Robert B lackberg Ross Payton Sandra Kinsley Seth Caldwell Steffen W. Jonassen
Ren Robert B u rke John son Ross Williams Sandu Bogi Nasse Seth Corbett Steph Tu rner
Ren Decena Robert C M i ller I l l Rowan Cota Santiago Aguiar Seth Davis Stephan Szabo
Renzo Cris pieri Thomas Robert Cud i n s ki Rowan Rose Lily H azel Santiago Mendez IV Seth Johnson Stephanie H uffaker
Reto M . Kiefer Robert Flowers M idd leton Sarn Aska Seth Thomson Stephanie N ewman
Rev. J i m Best (Fourthson) Roy Ki l l i ngton Saruichiban Seth Wilcox Stephen 'behippo' Abel
Reverance Pavane Robert Foose Roy Zemlicka Sasha B i lton Seth icles Erasmus Petrus Stephen Azuma
Reverend Brown ing Robert Freeborn Rt Mora Scantrontb Woolwine Stephen Bottomley
Reverend Dak Robert G Fen sterman Rudy Ouimet Scathaigh sev Stephen C. Campliell
Rhaegys Robert G . Male Rule-of-Th ree Sched i m Severi an Stephen C. Young
Rhel na DecVande Robert G uy Rune Petersen Schlesi Shade Stephen Cappello
Ric MV Robert H. Eisen berg RurouniQ Scott Acker ShadowWalkyr Stephen D. S u l l ivan
Ric Wagner Robert H. M itchell J r. Ruskin Drake Scott Atwood Shaidar Chimaertheon Stephen Dewey
Ricebits Robert H. Schneider Russ Brown Scott Boehmer Shana Bertram Stephen Egolf
Rich Chamberlain Robert H a u sch Russ Germond Scott B rown Shane A Wh ite Stephen Esdale
Rich H oward Robert J G uadagno Russ M orrissey Scott C Bourgeois Shane Blake Stephen Fu rlani
Rich Ol iver Robert J Schwalb Russell Duhon Scott C. Nolan Shane cu m m i n g Stephen Holman
Richard " B oomtopper" Robert J. Finamore Russell H oyle Scott Carter Shane H a rsch Stephen J . M . Reynolds
Wh ite Robert J. h u rn Russell M ettendorf Scott Coulson Shane Ken nedy Stephen J oseph Ellis
Richard "Tregev" H a rris Robert J. Parker Russell Rutherford Scott Cu lver Shane Lacy Hensley Stephen Peterson
Richard Chilton Robert James Russell Scherker Scott D i l l i n Shane O' Dea Stephen Price
Richard Dansky Robert Jenks Russianmario Scott Farrell Shane Wi l l iamson Stephen Radney
Richard deM orris Robert Kay Ruth Hyatt Scott Gable Shannon M aclean M acFarland
Richard Dufault Robert L. M u l l J r. Ryan " G i l l igan" M cRae Scott G a l l iand Shannon Prickett, Patron Stephen Rutherford
Richard E Flanagan Robert Loper Ryan "Wang" Chaddock Scott Geisler of the Arts B randon
Richard G riffith Robert M. Everson Ryan Blackstock Scott James Magner Shannon Ryke Steppen Adams
Richard H a l l Robert M u rray Ryan C. Scott Scott Kehl Shannon Shoemaker Sterl ing H ershey
Richard H i rsch Robert N. Emerson Ryan Carden Scott Krok Shard 73 Steve " Leidus" G ilman
Richard H u nt Robert O' Neill Ryan Carroll Scott Lindsay Shaun D. B u rton Steve (Erekose) Edwards

409
APPENDIX C: KICKSTARTER BACKERS
Steve Acheson Tam bora Tim Horton Trevor Sheldrake Wilfred-Xavier Tomas
Steve Ad kins Tanaria Tim H oyt Tri m u s D'Al beron Will M cG rath
Steve Andreadis Tanderossa Bob, Ruler of Riches Tim Jensen & Willow Palecek Trisha Lantznester Will Trufant
Steve Andrews Tanya C. D. Tim Link Tristan Liao Will U rban
Steve Arens berg Tara and Thomas Tim M eyer Tristan S m ith Will Vesely
Steve Baletsa Tara l m bery Tim Morris Tristan Wem m William "Th u ran Raven" Curtis
Steve Benton Tara N ewman Tirn N a nzer Troels Pedersen William Adarn McDuff
Steve Bergeron Tara S u n der Tim Partridge Tronoth Sarum William Adams
Steve Bode Tate's Gaming Satell ite Tim Rudolph Troy "Wrongtown" H a l l William Bate
Steve Bornstein Tau Stam pede Tim Thomas Troy E l l i s William C. M cCormick
Steve Cranford tavernbman Tim Thomas Troy Orr William Dodds
Steve Dodge Taylor Brown Tim Yore Troy Pichelman William Dougherty
Steve Doty Tectonic Craft Studios Timo M u ltamaki Trystan S. Goetze William Dovan
Steve Farmer Ted Anderson Timothy C. Cooke Twi n S u n s Enterta i n ment / William Gordon
Steve Feuerborn Ted H a h n Timothy J. Watki ns J oel Al lan William Hel lwarth
Steve Holder Ted Ludemann Timothy Lam Tycho B rahe William J. Scott I l l
Steve Hol lex Teich Dragon Timothy Rascher Tyler "TiZ" H enson William James Cuffe
Steve H owe I Is Tekpriest Timothy Rol ler, Esq. Tyler S pears William King
Steve Johnson Temaperacl Timothy Sanders Tyson Col l i n s William Kotarski
Steve Knowlton Tenth Planet G ames & Com ics Timothy S m ith Tyson Levasseur William Kov
Steve Leung Teo Commons Tim pie Tyson M ueller William lewis
Steve Lord Teos Abadia Tina & John Tipton Tyson Neumann William nabors
Steve M cDonough Teppo Tinajero Garcia Tyson Persoff William Ogden
Steve M u mford Teresa Oswald Titan Games & Com ics tzenes William P. McGu igan
Steve Peterson Terry A. McKelvey Tivadar Farkas UbiquitousGrue William Paul Hassinger
Steve Powell Terry Olson TJ and Rachel U d i Schlessi nger William R. Edgi ngton
Steve Salem Terry S. Hensley TJ OG rady U g lyfoot William R. LuoelSki
Steve Schm itt Terwyn TJ S packman Uri Troyo William S. M orris
Steve Zaccard i Tesla Aida TKC U m berto Lenzi William Stephenson
Steven "Ti mberjaw" Richards Test Al liance Please Ignore TN U B U ncle's G ames William Tinni n-Ti m m
Steven Berg TG M i l l s Toast Erickson u rens W i l l i a m Van Ark
Steven Conforti Thaddeus Ryker Tobias "Capta i n Spiffy" Beck V H offman William Warren
Steven Cotter Thaine Hepler I l l Tobias Southworth-Barlow Valdier William Wolff
Steven Creech The Adventure Game Store & Tobias Walbridge Valerion Wilson Gerald M ead I l l
Steven D Warble Dragon's Lair Toby Rogers Valhalla's Gate Games Win ston
Steven Danielson The Fantasy Shop Com ics & Todd Beaubien Varbamse Wizbang The M ighty

j
Steven Dengler of Dracogen.com Games Todd B ranch Varlician WJ Ol l l
Steven Fietz The H a rtshorn Fam i ly Todd Christopher Varthandi Wm B rian Troutt
Steven Hel berg The N ewn ham Fam i ly Todd G roten h u i s Veli-M atti "Velgar" Orava Wo ' ciech G bczyk
Steven H enderson The Reverend Doctor Edgar D. Todd Landrum Veronica Wakefield Wo fgang Baur
Steven J Fontenot Johnson I l l Todd Wilkes Vicente Cartas Espinel Wolfgang Knebel
Steven I<. Watki ns The Veterans of a Thousand Tom Bowman Victoria Klemm Wolfgang Reinthaler
Steven M a rsh M id n ights Tom Cadorette Vigi lance Press Wol ru m Fallon
Steven Martin The Wizard's Chest Tom Carpenter Vitor Haag Worlds Best Comics
Steven McReynolds The Wyvern's Tale Tom Champion Vince Shearer wraith808
Steven M oore TheLem m i n g Tom Cook & l<aren S m ith Vincent 'd igiconda' Arebalo Wyko "The Dutch" ter H aar
Steven Morris Theo Tom Deprez "zifnabbe" Vincent Ecuyer xander speer
Steven Samorod in Theo Brinkman Tom Doolan Vincent G E RMAI N Xavier B roch u
Steven Thesken thePaperN i nja Tom Dul lemond Vincent Langlois Xavier Cattarin ich
Steven Vet The Red l Kommie Tom Flanagan vincent metais Xavier Freycon
Steven W H ughes TheWyvernSlayer Tom Hancock Vinny N u n n Xoxaxis
Stevie Strickland Thiago Cardozo Tom H i l lenbrand Vinsc XpresoAdct
Stew Wilson Thiago Gonalves Tom Ladegard Violaceous J ay Yam i r Ortiz

l
Stijn H oop Thiago H e n rique Righetti e Tom Ladegard Vitale Daniels Yan G u i l l emette
Stoich kov 1 3 S l iva Tom Lommel Vitto G . dos Santos Yan n Golanski
Stork Thom H opper Tom Lynch Vo tech Pri byl Yan n ick Men H uon
Stormaggedon, Dark Lord of All Thom P h i l l ips Tom McCarthy Vo atus32x Yes
Streamjumper Thomas Baker (Wrangler of Tom M cVey vud u m a n 78 Yifan N g
Strictura Ferrets) Tom Sn ider W B i rchler Yos h i Creelman
Stuart Broz Thomas B i s kup Tom Tu l l i s W. "Shaman" Obenshain Yvonne Chung
Stuart B uxton Thomas Bockert Tom Walters W. J effrey Heng Yvonne Law
Stuart Dean THomas Chandler- M arshall tomas overbai W. Sanders Z. Daniel Esgate
Stuart H odge Thomas Christy Torn i 'rnyrpg' S u u ron en W. Schaeffer Tol l iver Z. Mollon
S u n e G a m 6y Thomas Davies Tom i Sarkki nen W.Alexander zab u n i
S u n i l Pai Thomas Erskine Tommy S u nthorn W. Rich Zach G reggs
Susannah M a rie Thomas Faine Tone Berg Wabmey Zachary Becker
Svel lanosta Thomas Gassner Tony and J oseph Pacheco Wade (zWolf) H one Zachary J Shepherd

j
Sven "Gorasa" B ra u n Thomas H agen Zunder Tony Becerra Wade Rockett Zachary Sylvain
Sven "The Willkurer" Bott Thomas Henry Tony Borzotta Wade U ssery Zachary T Cross
Sven H a n nemann Thomas H enshell Tony Digaetano Wa anai Snidvongs Zachary Woodard
Sven H oward Thomas James DePew Tony H i rt Wa ter M a n beck Zack Bowman
Sven Wiese Thomas Knight Tony Peterson wargamerm ike Zack Hensley
Svend Andersen Thomas Kromke Tonx Sanson Warren Sistrom Zack Walters
Swen Barth Thomas M. S m ith Torah Cottri l l Warshadow Zaerath
Sylvai n Pronovost Thomas Maund Torgny Hylen Waseem Aftab Zaffudo
T H. M. Gellar-Goad Thomas R. S m ith Tormod Digre Wawoozle Zalzator
T Killen Thomas Regan Torolf Wayne Reid Zander Catta Preta
T McDuff Thomas Siemens Tou ri M Weave Zane & Jessica Kudddes
T Mcl<ay Thomas Slaughter Trachalio Wei-H ua, H sieh Zaxarus
T Rob Brown Thomas U h len hake Tracy J . G osei I Weird Zeb Doyle
T Ross Thor Deacon Trampas Johnson Wendy Wal lace Zenon john Garnett
T E. Hendrix Thorn Travis Anderson Werewolf Zerod ime
TJ. Thomas Tim Bedard Travis Bryant Werner Beytel Zivilcou Rage
T R. Fu llhart Tim Bogosh Travis Busenbark Wes Dodd Zlatko Perez-Luna Rafaj lovski
T R. Knight Tim Callahan Travis Carpenter Wes H a rper Zoeperkoe
TS. Luiart Tim Cook Travis H atler Wesley Barta Zom bie Orpheus
TTaylor Tim Cupp Travis Lee Cheng Weston Clowney Enterta i n ment
Tacet Tim Czarnecki Travis M idd leton Wh itney Lee Zom bieShoj u
Tadeusz Cantwell Tim Dalton Travis S m ith Wh itney M attson zurotzu
Tai Shterzer Tim Duong Treborm i l l s Wh itt. Zweigefu hle
Talon D u n n i n g Tim E Werner Trent Boyd Wightbred
Talon Razor Tim Edwards Trentin C Bergeron Wif Patrick
Tam and Danks Tim Ellis Trevor Schadt Wil Pharis

410
LI M E NE
GLOSSARY

GLOSSARY

Abhu mans: Some m utants, cro s s b reed s , genetica l ly e n g i n ee red TALK LIKE A NINE-WORLDER: A
SAMPLING OF COMMONLY USED WORDS
creat u re s , and t h e i r offs p ri n g.
Adventu re: A s i n g l e portion of a c a m p a i g n with a begi n n i n g a n d
an end. Drit: A fine, a rtificial s o i l made fro m m i crosco p i c p i eces of
Aldeia: A v i l l age i n the Beyo n d , typ ical ly s u rro u n d i n g a cl ave of a n cient, u n known tech nologies a n d struct u re s .
Aeon Priests. Peregri ne: O n e who fo l l ows t h e Wa n d e r i n g Wa l k fo r
Am ber Pope: The leader of the O rd e r of Truth. re l i g i o u s , s p i ritu a l , o r oth e r rea s o n s . Somet i m e s ca l l ed
Ancuan: O n e of the nine k i n g d o m s i n t h e Steadfast. B i rd s , u s u a l ly d e rogatory.
Artifacts: La rge n u m e n e ra devices t h at typ i ca l ly can be u sed Slying: A term u sed to convey a co m b i n ation of lyi n g a n d
m o re t h a n o n ce to p rod u ce the s a m e re s u lt. s l y. W h i l e mostly d e rogatory, it a l s o carries a h i nt o f
Beyond: A section of l a n d outs i d e the Steadfast, where v i l l ages res pect fo r someo n e ' s s k i l l s at decept i o n .
and com m u n ities a re i s o l ated and rare.
Cam paign: A series of s e s s i o n s stru n g together with an
ove ra rc h i n g story (or l i n ked sto ries) with the s a m e
c h a racte rs. M i l ave: O n e of the n i n e k i n g d o m s i n the Steadfast.
Character: Anyt h i n g t h at can take act i o n s in the game. I n c l u d e s N ano: One of the th ree c h a racte r types i n N u m e n e ra .
P C s a n d h u m a n N P C s , a s we l l a s creat u res, a l i e n s , m utants, N avarene: O n e of t h e n i n e k i n g d o m s i n the Steadfast.
a utomato n s , a n d a n i m ate p l a nts. N i nth World: Where the game of N u m e n e ra i s set. There h ave
Character Descri ptor: Defi n e s yo u r c h a racte r. been eight prior wo r l d s .
Character Focus: What yo u r c h a racte r does best. Non- Player Character (N PC) : Cha racters r u n b y t h e G M . T h i n k
Character Type: The core of yo u r cha racter, s i m i l a r to a c l a s s . o f t h e m a s t h e m i n o r c h a racte rs i n t h e sto ry, o r t h e v i l l a i n s
The th ree types a re g l a ive, j a c k , a n d n a n o . o r o p ponents.
Claves: S m a l l cloi stered gro u p s of A e o n Priests i n t h e Beyo nd N u menera: A co l l ective n a m e fo r cyp hers, a rtifacts , a n d
a ro u n d which many com m u n ities grow. odd ities.
Creature: Anyt h i n g t h at can take act i o n s in the game. Odd ities: Re l ics t h at a re neither cyp hers n o r a rtifacts . They serve
Cypher System: The game system of N u m e n e ra . no o bv i o u s p u rpose but h ave stra n ge, c u r i o u s fu n ct i o n s .
Cyphers: S m a l l , m i no r n u m e n e ra d evices t h at m o s t cha racte rs Order o f Truth: An o rga n ization o f Aeo n Priests t h at reve res t h e
can coax a s i n g l e effect fro m before they a re d e p l eted . peo p l e of the p a s t a n d t h e i r knowledge.
Damage Track: A syste m for tracki n g a PC' s health. It h a s fo u r Party: A gro u p of p l ayer cha racte rs (a n d perh a p s some N PC
states : h a l e , i m pa i red , d e b i l itated , a n d dead. a l l ies) .
Difficu lty: H ow easy o r h a rd any given task i s , a s d eterm i n ed by Player: The p l aye rs who ru n cha racte rs i n the game.
t h e GM (on a sca l e of l to 1 0) . Player Character (PC) : A c h a racte r ru n by a p l aye r rat h e r than
Draol is: O n e of the n i n e k i n g d o m s i n the Steadfast. t h e G M . T h i n k of them as the main c h a racters i n the sto ry.
Edge: A stat t h at red uces the cost of u s i n g poi nts fro m yo u r Pytharon Empire: O n e of t h e n i n e k i n g d o m s i n the Steadfast.
Poo l . Recovery Rol l : A d 6 ro l l t h at a l l ows you to rega i n stats in one or
Effort: A stat t h at c a n be a p p l ied to l ower the d ifficu lty o f a task. m o re of yo u r Poo l s .
Esotery: An a b i l ity t h at i s s pecific to n a n o s . Session: A s i n gle p l ay experience, u s u a l ly l a sti n g a few h o u rs .
Experience Poi nts (XP) : Awa rd ed d u ri n g g a m e p l ay fo r Speed : A stat t h at d e s c r i b e s h ow fast a n d physica l ly coo rd i n ated
d i scove ries a n d G M i ntru s i o n s . Ca n be used fo r a vari ety o f yo u r c h a racte r i s .
t h i n g s , i n c l u d i n g p u rch a s i n g c h a racte r benefits . Stat Pool: The most b a s i c mea s u rement o f yo u r M i ght, I nte l l ect,
Fighti ng M oves: An a b i l ity t h at i s s pecific to g l a ives. a n d S peed stats.
Game M aster (G M ) : The p l aye r who doesn't ru n a cha racter, but Stats: The d efi n i n g c h a racte ristics of a p l aye r cha racte r, d ivided
i n stead guides the fl ow of the story (a n d ru n s all t h e N PCs) . i nto M i ght, I nte l l ect, a n d S peed .
G han: O n e of t h e n i n e k i n g d o m s i n the Steadfast. Steadfast: A cl u ster of settled l a n d s .
G laive: One of the th ree c h a racter types i n N u m e n e ra . Target N u m ber: The n u m be r yo u ' re atte m pti n g to get o n a ro l l ,
G M I ntrusion: A game mech a n i c t h at a l l ows the G M to s l i ghtly based o n t h e d ifficu lty o f t h e task. T h e ta rget n u m be r i s
a lter eve nts i n the game fo r t h e bette rment of the story. always t h ree t i m e s the t a s k ' s d ifficu lty.
I ntel lect: Th i s stat d eterm i n es h ow s m a rt, knowl ed gea ble, a n d Thaemor: O n e of t h e n i n e k i n g d o m s i n the Steadfast.
l i ka b l e yo u r c h a racter i s . Tier: A mea s u rement of a c h a racte r' s powe r, tough n e s s , a n d
l scobal: O n e o f t h e n i n e k i n g d o m s i n the Steadfast. a b i l ity.
J ack: One of the th ree c h a racte r types i n N u menera. Trick of the Trade: An a b i l ity t h at is s pecific to jacks.
M alevic: O n e of the n i n e kingdoms i n t h e Steadfast. Visitants: H u m a n o i d s who a re n ot n ative to E a rth but who n ow
M i ght: A stat t h at defines h ow stro n g and d u ra b l e yo u r ca l l the N i nth Wo rld home.
c h a racte r i s .

41 1
INDEX
abhuman 13 cel lular dis ru ptor 302 eagleseye 285 heal i n g sword 305
abykos 230 Challad ien 1 1 1 1 61 ecstasy paralyzer 3 04 heat nodule 287
actions 90 chameleon cloak 302 Edge 20 H idden N ares h 1 78
adamant s i l k 77 character advancement 112 Effort 21 Hol iva the First 1 52
ad hesion clamps 282 character descri ptor 47 Eldan Firth 1 71 hoop staff 305
Aeon Priest 269 character focus 52 Employs M agnetism 59 hover belt 305
Aian 1 64 character stats 20 Em pty M ach ine 1 84 hover square 305
aldeia 1 34 character type 26 Em pty Sanctum 1 78 Howl s at the Moon 64
amber casement 300 Charm i n g 47 encou nters 90 Hthu mos 1 91
Amber Monolith 1 44 Charmonde 1 38 encumbrance 78 h u nter/seeker 287
Amber Pope 1 33 chem ical factory 283 E ntertai n s 60 H u nts With G reat S ki l l 65
Amorphous Fields 200 ch i rog 235 Ephremon 1 90 im age projector 288
amu let of safety 300 ch i u rgeon s phere 302 E rrid Kaloum 1 91 imager 306
analyzi n g s h ield 300 Citadel of the I ron Saint 21 0 erynth grask 240 i n a b i l ity 47
An cu a n 1 66 City of Bridges 1 45 esoteries 35 inferno wal l projector 288
aneen 231 class (social) 1 32 Exists Partially Out of Phase 60 infiltrator 288
Angu lan Knights 224 clave 1 34 experience poi nts (XP) 1 08 l ngwald 1 81
antivenom 282 Clever 48 explod i n g arrow 3 04 i n itial cost 89
Aras I s land 1 69 Clock of Kala 21 3 explorer 271 i n itiative 90
Armor (stat) 92 Cloudcrystal S kyfields 1 74 explorer's pack 82 i n stant bridge 306
armor 79 cobbled 277 Explores Dark Places 61 i n stant servant 288
armored flesh 300 cohesion stabil izer 303 Fahat 21 1 i n stant s helter 288
artifacts 298 Com mands Mental Powers 54 Far Brohn 1 62 I ntel l ect 20
assets 16 com prehens ion graft 283 fash ioned 277 i ntellect enhancement 288
Astaria 1 94 control led b l i n ki n g nodule 283 Fasten 1 40 I ntel l igent 48
Augu r-Kala 21 5 Controls Beasts 55 fearmaker 3 04 i nvis ibil ity nod u l e 289
Au s par 1 53 Controls G ravity 56 Fengali Forest 1 70 I ron Wind 1 35
Aus ren Woods 1 85 Convergence 223 Fields of Frozen Flowers 21 2 l scobal 1 58
autom ated cook 300 Corare Sea 1 70 fiery hellmaker 3 04 l s h lav 1 66
azu re steel 77 crafting 1 06 fi g hting moves 29 I s land of Last M igration 1 72
Ba-Adenu Forest 1 89 Crafts I l l usions 57 Fights With Pan ache 62 ithsyn 241
bandit 2 70 Crafts U n ique Objects 58 filtration straw 3 04 j ack 40
ban i s h i n g nodule 282 Cragworm 236 fireproofing spray 285 J agged Dream 224
battle armor 300 cra n k cross bow 79 flame-retardant wal l 286 J argolamis 1 62
battles u it 301 Cromulus Ran ks 1 97 floatstone 82 J aston 1 47
Beansta l k 1 86 Crowd City 1 74 focus 52 j i raskar 242
Bears a Halo of Fire 52 cu lova 236 Focuses M i nd Over Matter 63 Jyrek 1 53
beasts kin 79 Curtaris 1 79 food scanner 3 05 Kapari n 1 67
attractor 282 cypher bag 303 food tube 3 05 Keford 1 47
Beoth 1 50 cyphers 2 78 force cube projector 286 kinetic s h ield 306
Beyond 1 74 dam age 92 force dome 3 05 King Asour-M antir 1 66
Beyond the Beyond 21 3 dam age track 93 force nodule 286 King Lai rd 1 45
Black Riage 1 77 dark fathom 23 7 force screen projector 286 King Noren ti Kal loban 1 58
b l i n ki n g nodule 282 datas phere s i phon 283 force s h ield projector 286 King Yorvic 1 55
blood barm 232 defense 1 02 forearm blade 80 knowledge e n hancement 289
Bod rov 1 39 Deep Vorm ask 1 75 Foundation Stones 21 1 Kordech 151
bonded 277 dens ity nodule 283 Fourth Mark 1 50 Le Temple de Frogue 1 82
bon u s 17 depletion 298 friction-red ucing gel 286 laak 243
Bo reg 157 descri ptor 47 frigid wal l projector 286 Lambent Fields 1 88
bou n d i n g boots 302 Dessanedi 1 87 Fuses Flesh and Steel 64 language 1 32
bra i n bud 302 detonation 284 gas bomb 287 lattimor 1 22
bri l l i ance cloth 82 d ifficu lty 86 Ghan 1 45 lau ncher 306
broken hound 232 d i mensional armor 303 ghost crab 241 Lead s 66
buzzer 79 d isassembler 238 glaive 26 Learned 48
Caecilian J u ngle 1 81 discovery 1 08 glowglobe 82 Ledon 1 47
caffa (ad u lt) 233 d i s ru pting nodule 285 GM i ntrusion 88 Legrash 1 77
caffa (larva) 233 d i s ru ption blade 303 Golden Sanctum 1 38 level 85
callerail 234 distance 89 G racefu l 48 Lhau ric 1 97
Carries a Qu iver 54 Divided Seas 1 92 gravity n u l l ifier 287 l i ght spike 306
carryal l 302 Draolis 1 48 gravity- n u l l ifying spray 287 l i ghtn i n g wal l projector 289
Castle Aventur 1 51 d read destroyer 239 G reat Slab 1 87 liquid armor 306
Castle Sarrat 1 50 d ri l l s pear 304 Gtharren 1 60 liquid sword 307
cathol icon 282 Druissi 1 91 G u ran 204 Lives in the Wilderness 67
cats eye 282 Dynafel 1 59 H ayrest 1 95 l iving armor sheath 307

41 2
LI M E NE

INDEX

l iving solvent 289 Our Order of the Lady second skin 310 Thaemor
Luigolamis 1 62 of the Salt Way 1 93 Seshar 203 Th riest 157
mach ine control im plant 289 Pad u n 1 90 ses ki i 258 thuman 262
magnetic attack d ri l l 289 pal lone 25 1 Shallamas 1 39 thunder cannon 312
magnetic master 290 personal environ ment fi e ld 291 shaper key 82 tiers 23
magnetic s h ield 290 phase changer 291 shapestone 77 t i m e d i l ation nodule 296
major effect 88 phase d i s ru ptor 291 s hatter wand 31 1 timekeeping 89
Malevich 1 54 phas i n g piton 3 09 s heen 294 Titanic Ridge 1 79
margr 244 p h i lethis 252 S heer 21 3 Tough 51
M asters Defense 68 Pica I ah 1 89 S h i n -Tal k 1 33 town guard 2 72
M asters Weaponry 69 Pike's Head 1 69 shins 77 tracer 297
mastigophore 245 Plains of Kataru 1 84 shock manacles 31 1 trained 86
M atheunis 208 plant jar 3 09 shock nodule 294 trai n i n g 25
memory ants 82 pl iable metal 77 shock ri n g 82 tra n s d i m e n s i o n a l
memory len ses 290 poison 95 shocker 294 ray p roj ecto r 313
Mencala Peak 1 78 poison (cypher) 291 sisk 80 travonis u l 263
mental scrambler 290 poison brain im plant 3 09 s ki l l boost 294 tricks of the trade 42
meph itic staff 307 Pool 20 s ki l l bud 31 1 trigger trap 313
Merchant Fleet 1 48 psych ic com m u n ique 292 skills 25 Truth 1 33
mesomeme 246 psych ic hel met 3 09 skull blaster 31 1 Twisted Spire 200
metabolism bud 307 psych ic whistle 3 09 Slant M i l ieu 1 79 type 26
metal death 290 Pytharon Empire 1 61 s leep i n d ucer 295 U n ivers ity of Doors 21 6
M ight 20 Qi 1 48 s l ugspitter 31 1 U n seen Lake 1 75
M i l ave 1 63 Queen Armalu 1 37 s n i pewand 31 1 U ntethered Legion 1 91
mind im ager 307 Ques l i n 1 96 snow loper 259 U rzat Zarteri 21 5
m i n iatu res 116 Rachar 1 60 sonic hole 295 Uxphon 1 76
m i nor effect 88 Rages 71 sound dampener 295 varakith 264
molded foam 77 Rarmon 1 62 Southern Wal l 21 1 varjellen 1 21
molecu lar bonder 308 Rarrow 1 69 s patial warp 295 Vebar 202
monoblade 291 raster 253 s pecial abil ities 24 verred 80
motion sensor 291 Rathscor Fortress 1 63 s pecial rol l s 88 visage changer 297
Mt. Zan l i s 1 77 ravage bear 254 s pecial ized 86 vis itants 1 20
M u len 1 59 ray em itter 293 S peed 20 visual displacement device 297
m u ltidimensional blade 308 razor ri n g 80 s peed boost 295 vocal translator 297
m u rden 247 real ity spike 293 sprayflesh 82 vuech i 313
m u rder globe 308 recorder head band 3 09 spraymetal 82 warlord 2 72
M u rders 70 recovery rol l 94 stat Pools 20 warmth projector 297
mutants 1 23 Redfleets 226 stats 20 water breather 297
mutations 1 24 red l ight clip 3 09 Steadfast 1 36 Weal of Baz 1 98
Mystical/Mechan ical 49 Redstone 208 Stealthy 50 weapon graft 313
nano (N PC) 271 Regent Ellabon 1 54 steel s pider 260 weapons 79
nano (type) 32 rej uvenator 293 stim 295 Wears a S heen of Ice 73
nano-need ler 308 rel igion 1 32 sti n g charge 82 weather 1 34
nanotech nology 32 remote clamp 310 Sti rthal 1 55 western seas 1 70
N avarene 1 37 remote viewer 293 Stratharian war moth 261 Westwood 1 37
Nebal ich 208 repair s phere 310 strength boost 295 wh isperlock 82
need ler 308 repair u n it 294 Strong 50 Wh ite Lake 1 88
nevaj i n 248 retal i ation nod u l e 294 Strong-wi l led 50 Wields Power with Precision 74
Neverlost 1 56 Rides the Lightn i n g 71 stronglass 77 Wields Two Weapons
N i bovian wife 249 round 90 stu nner 312 at Once 75
n ightvision goggles 308 rubar 255 s u bdual fi e ld 296 wind rider 313
N i h l iesh 209 Rugged 49 suspensor belt 312 wi ndsl ice blade 313
Norou 21 3 Sada Emidu 21 5 Swift 51 Wislayn 21 4
n u menera 2 75 safe corridor 310 synth 78 Works M i racles 75
Obel isk of the Water God 1 44 Salach ia 1 95 synthsteel 78 Works the Back Alleys 76
odd ities 314 Sarracenians 226 Tal ks to M ach i nes 72 Wyrfa l l 1 59
Omar 1 46 sarrak 255 target n u m ber 15 x-ray viewer 297
Oorgolian soldier 250 sathosh 256 task d ifficu lty 86 xi-d rake 265
Order ofTruth 222 Scarred Monoliths 1 47 telepathy im plant 296 yel low swarm 266
organ ic stone 77 scavenged 277 teleporter 296 Yenth 157
Orgorek 1 85 Scorpion Sanctum 1 75 tel ltale glass 312 Yos h-ul 1 88
Orri la 1 64 Scorpion's Reach 1 69 tem poral viewer 296 yovok 267
Ossam's Traveling Menagerie scutimorph 25 7 tendril graft 312 yu l k 80
and Soari ng Circus 1 65 Sea of Secrets 1 71 tetrahyd ra 262 Zhev 268

41 3
WHAT1S NEXT FOR
THE NINfH WORLD?
THE NINTH WORLD
THE DEVIL'S SPINE
BESTIARY
This collection of linked-but This full-color hardcover creature
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96 pages. $24.99 MCG003 160 pages. $39.99 MCG004

TECHNOLOGY THE NINTH WORLD


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160 pages. $39.99 MCGOOS

416

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