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BY MONTE COOK AND BRUCE R.

CORDELL
CHARACTER OPTIONS 2

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CREDITS
Writers/Designers Monte Cook and Bruce R. Cordell
Creative Director Monte Cook
Managing Editor Dennis Detwiller
Proofreader Ray Vallese
Cover Artist Kieran Yanner
Graphic Designer Bear Weiter

Artists
Jacob Atienza, Felipe Escobar, Guido Kuip, Brandon Leach, Brynn Metheney, Mirco Paganessi,
Grzegorz Pedrycz, John Petersen, Michael Phillippi, Roberto Pitturru, Joe Slucher, Kim Sokol,
Matt Stawicki, Cory Trego-Erdner, Ben Wootten, Kieran Yanner

Monte Cook Games Editorial Board


Scott C. Bourgeois, David Wilson Brown, Eric Coates, Gareth Hodges, Mila Irek,
Jeremy Land, Laura Wilkinson, Marina Wold, George Ziets

As we agree with the growing consensus that they can and should be used as a gender-neutral, singular English language pronoun when one is needed,
we have adopted that as the style in our products. If you see this grammatical construction, it is intentional.

2016 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

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TABLE OF CONTENTS
INTRODUCTION: STILL MORE OPTIONS 4

CHAPTER 1: NEW CHARACTER TYPES 5

CHAPTER 2: NEW DESCRIPTORS 24

CHAPTER 3: NEW FOCI 47

CHAPTER 4: NEW ORGANIZATIONS 84

INDEX 95

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INTRODUCTION:
STILL MORE OPTIONS

I like choices. When I created Numenera, I intentionally made it so that there were lots
Descriptor, page 47 of interesting choices available to players, with descriptors, types, and foci. What soon
became evident to many players, of course, is that its not just a matter of the choices
Type, page 26
available in those three categories, but the combinations created. A Strong Jack who Works
Focus, page 52 Miracles is different from an Intelligent Jack who Works Miracles in interesting ways, and
theyre both very different from a Charming Jack who Carries a Quiver.
Strong, page 50 Thats why the original Numenera Character Options book was such a natural fit.
Jack, page 40 More choices. More descriptors, more foci, and more type abilities, plus some other
miscellaneous stuff. It was fun to write, added a lot of variety, and was very popular with
Works Miracles, players.
page 75
So as we expanded the world of Numenera even further, with books like the Ninth World
Intelligent, page 48 Guidebook, Into the Night, and Into the Deep, it felt very natural to do another book filled
with more options. As the world grew bigger, it made sense that more options would be
Charming, page 47 available. Somelike location-based descriptorssprang right from those new locations.
Carries a Quiver,
And the ability of characters to travel into the night, for example, made foci like Fell From
page 54 Another World or Ventures Into the Night much-needed additions. But of course, lots of the
new options in this book are actually just fun additions to the game no matter where the
action takes place.
However, probably the biggest news for Numenera fans is that this book contains two
entirely new character types, bringing the total number of types from three to five. The
Glint, page 5 Glint and the Seeker will really expand the horizons of players making new characters. In
particular, I like how both of these types are so heavily focused on activities like interaction
Seeker, page 15
and exploration, which both lead to the core focus of Numenera, and thats discovery.

Throughout this book, youll see page


references to various items accompanied
by this symbol. These are page
~Monte references to the Numenera corebook,
where you can find additional details
about that item, place, creature, or
concept. It isnt necessary to look up the
referenced items in the corebook, but
doing so will provide useful information
for character creation and gameplay.

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NEW CHARACTER TYPES

CHAPTER 1

NEW CHARACTER TYPES

Character type is the core of your character. Glints focus primarily on Intellect Intellect, page 20
Your type helps determine your characters particularly the aspect of Intellect that is a
place in the world and relationship with measure of charm and charisma. They also
other people in the setting. Its the noun of often have a decent Speed Pool, useful for
the sentence I am an adjective noun who when their words go wrong or just arent
verbs. enough. They rarely wear heavy armor or
The Numenera corebook offers three carry large weapons. Most of the time, they
types: the Glaive, Nano, and Jack. This avoid combat if they can, or stay to the
chapter offers two additional types: edges of a fight, helping allies with their
the Glint and the Seeker. Neither the abilities and observations rather than diving
Glint nor the Seeker focuses heavily on into the melee.
combat. Instead, the Glint is a master of Glints in Society: In many cases, Glints
interactionmaking friends, persuading are the hubs around which the wheels of
people, speaking in public, and even society turn. Its not unusual for Glints to
(perhaps) speaking the occasional untruth. become leaderswhether officially, with
Seekers spend their time looking for a title, or unofficially, by simply wielding a
discoveries. They are resourceful explorers, great deal of influence. Other times, they
steeped in numenera lore. operate at a lower level, as diplomats,
Players can feel free to add Glint and merchants, or even entertainers. Glints
Seeker to the original core three types to arent just good talkers. Theyre good
increase their possible options. listeners as well. They understand people,
and can quickly glean others
motivations. They use Ninth World, page 12
GLINT this understanding
Glint is a term used in the Ninth World to gain insight to
to describe anyone whos good with always know what
people. This might be a positive thing: to do or say.
a diplomat, salesperson, performer, or
charmer. Or it could carry a somewhat
more negative connotation: a con artist,
swindler, or charlatan. Glints, then, are
people who focus on interaction. Theyre
negotiators, information gatherers,
and spokespeople. Glints arent
just pretty faces or smooth talkers,
however. Theyre really something
special, with capabilities that extend
far beyond an ease with interpersonal
interaction.

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Glints get along with everyone. They can you an idea of how you can improve. The
trade rough jokes with a group of stalwart game master (GM) can use this information
Glaive, page 26 Glaives just as easily as exchanging puns to develop adventures and quests that are
with a cadre of scholarly Nanos, and they specific to your character and play a role in
Nano, page 32
can do and say all the right things to get your advancement.
either group to like them as well.
Glints in the Group: No ones likely to GENETICS
ever be sad that theres a Glint in the group, You were born this way. Everyone always
because the Glint can serve as the groups took to you. You always seemed to know the
spokesperson. The face. A Glint talks to right thing to say. It all came naturally. Your
the merchant to get the best deal, interacts voice was pleasant, your eyes shining and
with the guards to see if theyll let the group honest, your face attractive. These qualities
past, or helps convince everyone in town have always been strong enough that you
that the group isnt responsible for all the could rely on them. While others learned a
destruction they caused. The Glint might craft, or learned to fight, steal, or tinker with
even be the leader of the group (although the numenera, you found that you could
the Glint most often leads from the back). usually get what you needed, and what
The group wants the Glint to be in a place you wanted, by talking to people. It wasnt
where they can observe, and provide advice, necessarily a conyou liked talking as well
aid, and inspiration. as listening, and did that better than anyone
Glints and the Numenera: Glints have a else.
great many advantages, but its a dangerous Now, all this might just come from a
world out there and they are not Glaives heritage of quality forebears, but it could
with armor and large weapons or Nanos come from something more. A silver-
Esoteries, page 35 with offensive and defensive esoteries. tongued Glint like yourself might have
In other words, many Glints rely on the inherited those qualities from your family
numenera to defend themselves. or you might even benefit from some
Advanced Glints: A Glint might start subtle mutations that alter your voice and
out as a fast-talking con artist, but as they mannerisms to be perfect for influencing
advance they might use their skills to gather others. You dont really know. You just know
companions and friends that travel with that youve always been this way, and that
them. They make contacts and connections while you look just like everyone else, youre
with the world, so that they always know different. Of course, no one ever need know
whats going on around them. Eventually that but you.
they can predict the actions of others with Advancement: Just as you dont know
astounding accuracy. They can sway or the ultimate source behind your talents,
terrify large groups of people and even serve you dont know their limits, either. You
as a leader in a dangerous situation. have to continually test them and push
yourself into trying new things. You might
GLINT BACKGROUND need to share your secrets with someone
When youre a Glint, youre more than knowledgeable one day so that they can
just someone with people skills. You help you. Perhaps youll even discover
wield the ability to change minds, and the source of your abilities. Regardless,
thus societiesand even shift the tide of when your stats improve and you gain new
history. Something in your background abilities, its because youve taken the gifts
explains these unique talents, whether it you were born with and pushed them to the
is genetics, enhancements, training, or next level.
something else. Choose one of those three
options described below as the source of ENHANCEMENTS
your skills, knowledge, and abilities (or Not everything is as it seems. You have
create your own). This choice will provide numenera componentscybernetic
the foundation of your background and give implants or biomechanical modifications

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NEW CHARACTER TYPES

that have an intelligence all their own. These student must become the master, and you
components help you determine the right will develop some of your greatest skills
thing to say. They analyze the expressions, and abilities on your own. Perhaps when
gestures, and words of everyone you talk the time comes, you should consider taking
to and provide insights into their mood, on a pupil of your own, not only to pay
reactions, honesty, and vulnerabilities. This back whats been given to you, but because
all comes to you as second naturethese through teaching comes discovery.
things are a part of you and have been for
quite some time. You are as much a product GLINT CONNECTION
of the numenera as you are of nature. Your type helps determine some connection
Advancement: Your artificial parts need to you have to the setting. Roll a d20 or
be continually maintained andideally choose from the list on page 8 to determine
upgraded. Perhaps this is the kind of thing a specific fact about your background that
youll learn to do yourself. Potential spare provides a connection to the rest of the
parts and new components are everywhere world. You can also create your own fact.
in the Ninth World for those who know what
theyre looking for. But you might not be
able to do it all on your own. Chiurgeons, GLINT STAT POOLS
specialists, and mechanical experts might Stat Pool Starting Value
be required. Maybe even the Aeon Priests or Might 8 Aeon Priest,
the Convergence can help. At some point, Speed 9 page 269
you might find yourself in need of very Intellect 11 The Convergence,
specific, very rare parts to complete your page 223
enhancements. Such components might You get 6 additional points to divide
be found only in particular ruins of the among your stat Pools however you wish.
prior worlds, or perhaps theyre available
elsewhere for a high price. Either way,
getting them wont be easy. GLINT TIERS
When you improve your skills and
abilities, its because youve altered your FIRST-TIER GLINT
enhancements in some way. Some of them First-tier Glints have the following abilities: Tier, page 23
may even produce a more overt effect, Effort: Your Effort is 1.
Effort, page 21
modulating your voice and further honing Physical Nature: You have an Intellect
your appearance. Edge of 1, a Might Edge of 0, and a Speed Intellect, page 20
Edge of 0.
Might, page 20
TRAINING AND EXPERIENCE Cypher Use: You can bear two cyphers at
You showed plenty of aptitude on your own, a time. Speed, page 20
but you really began to shine when a mentor Practiced With Light Weapons: You can use
took notice of you. Your mentor taught you light weapons without penalty. If you wield
how to speak and how to listen. From your a medium weapon, increase the difficulty of
mentor, you learned how to read people the attack by one step. If you wield a heavy
to ascertain their moods, distinguish their weapon, increase it by two steps.
truths from their lies, and learn what they Interaction Skills: You are trained in two Trained, page 86
need and what they need to hear. Your skills in which you are not already trained.
Skills, page 25
mentor frequently took you out to practice Choose two of the following: deceiving,
your skills in public. You became more than persuading, public speaking, seeing through Enabler, page 25
pupil and instructoryou became friends. deception, or intimidating. Enabler.
Advancement: Future consultations with Starting Equipment: You start with stylish
your mentor are likely necessary in order clothing and a light weapon of your choice,
for you to advance further, or perhaps one two cyphers (chosen for you by the GM), one
day gain the attention of an even more oddity, and 9 shins (coins). If you start with
skilled teacher. Of course, eventually the a ranged weapon that requires ammunition

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Roll Glint Background
1 You are married, but your spouse has no interest in doing anything but staying at home and working as
a tailor.
2 When you were a teenager, one of your siblings went missing and is presumed dead. The shock rent
your family, and its something youve never gotten over.
3 You worked as a small-time thief in your younger days, and spent a short time in prison.
4 You trained as a teenager to be a leatherworker, and still have a strong connection to your old mentor.
5 You used to work in a mill, and many of your good friends from that time still do.
6 Your grandparents raised you and instilled in you a number of folksy sayings and ideas.
7 As an orphan, you had a difficult childhood, and your entry into adulthood was challenging.
8 You grew up in extreme poverty, among criminals. You still have some connections with the old
neighborhood.
9 You served as an envoy for a powerful and influential woman in the past, and she still looks upon you
with favor.
10 You have an annoying rival who always seems to get in your way or foil your plans.
11 Youve worked yourself into the position of spokesperson for an organization of some importance.
12 Your neighbors were murdered, and the mystery remains unsolved.
13 You have traveled extensively, and during that time you accumulated quite a collection of strange souvenirs.
14 Your childhood sweetheart ended up with your now ex-best friend.
15 You are a member of a small, secret society.
16 You are part owner of a local bar, where youre something of a whiz at creating specialty cocktails.
17 You once ran a con that cheated important people out of money, and they want revenge.
18 You used to act in a traveling theater, and they remember you fondly (as do people in the places you visited).
19 One of your parents was a minor official, with access to many privileges and much information.
20 Your best friend from your youth is now a traveling merchant, and you run into her from time to time.

(arrows, for example), you start with 12 of get that someone to give you some
that type of ammunition. Before choosing information you desire during the course
your weapon and other gear, you might of the conversation. If this information is
want to wait until after youve chosen your extremely secret or vital, the difficulty may
pronouncements, descriptor, and focus. be higher than simply their level (likewise, if
Pronouncements: Glints have a variety it is not very vital, it might be lower). Best of
of special abilities that they can use called all, if you are successful, the person either
pronouncements. Almost all require doesnt realize the information slipped out,
that you can speak to use them. Unless or they are not alarmed that they gave it to
otherwise described, if they affect another you. Enabler.
creature, that creature must be able to Connection With an Organization:
perceive and understand you. Some You have a general connection with an
pronouncements specify a duration, important organization, such as the
Order of Truth, but you can always end one of your own Order of Truth, the Angulan Knights,
page 222 pronouncements anytime you wish. Choose the Twelfth Ode (a criminal gang), the
Angulan Knights, two pronouncements from the abilities aristocracy of the region, a merchant guild,
page 224 described below. You cant choose the same and so on. The difficulty of all tasks related
ability more than once unless its description to interacting with members of that group
says otherwise. is decreased by one step. Further, you can
Twelfth Ode, page 91
Coax Information (1 Intellect point): If use this connection to get help, lower prices
you have a conversation with someone on goods, or whatever is appropriate. You
(lasting at least a minute), you can and the GM should work out the details

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NEW CHARACTER TYPES

together. You can choose this ability more wildly out of character, but it might be more
than once, and choose a new organization than could be accomplished with a simple
each time. Enabler. persuasion task. Action.
Contact: You have an important contact Friendship (1 Intellect point): You
who is in an influential position, such as a convince a sentient creature to regard you
minor noble, the captain of the town guard, positively, as they would a potential friend.
an Aeon Priest, or the head of a large gang You gain an asset in all future interactions Asset, page 16
of thieves. You and the GM should work with the creature until you give them a
Short range,
out the details together. You can choose reason to no longer regard you well, at page 18
this ability more than once, and gain a new which point this effect ends (and may
contact each time. Enabler. result in the difficulty of future interactions
Encouragement (1 Intellect point): While increasing by one step, because scorn is a
you maintain this ability through ongoing powerful emotion). The affected creature Generally speaking, if
inspiring oration, your allies within short isnt charmed supernaturallythey are a nonplayer character
(NPC) is already
range modify the difficulty of one of the not compelled or controlled in any way. A
distrustful, the difficulty
following task types (your choice) by one target affected by this is simply more likely of any kind of interaction
step to their benefit: defense tasks, attack to perceive you as a friend if you give them with themincluding
tasks, or tasks related to any skill that you a reason to believe this to be so. This isnt the use of most Glint
abilitiesis increased by
are trained or specialized in. Action. enough to keep a hostile foe from attacking, at least one step. If they
Fast Talk (1 Intellect point): When but it can help in a subsequent interaction are outright hostile, the
speaking with an intelligent creature who task to do that. difficulty is increased by
can understand you and isnt hostile, Influence: You can, at a later date (in the at least two, if not three
steps.
you convince that creature to take one course of play), leverage influence over
reasonable action in the next round. A an individual or even a group. Using this
reasonable action should not put the influence, the difficulty of tasks related to
creature or its allies in obvious danger or be interacting with this individual or group is

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decreased by three steps. However, once can attempt to convince the creature to
you declare whom you have influence with, refrain from being hostile longer-term, but if
you cannot change it unless you select you fail, the creature acts as it wishes.
this ability again when you gain a new tier. False Identity (2 Intellect points): You
Further, depending on the circumstances make a very convincing argument to a
Remember that sentient that you and the GM work out, the influence sentient creature that you are someone
creature could be an may be temporary. For example, you might else. The difficulty of this kind of deception
animal as easily as
a person, or even a
have incriminating evidence over the mayor is reduced by one step. This is useful when
machine intelligence, of a city about his lurid romantic affair with bluffing past a guard, or as the supplement
but probably not the chief constable. However, if that affair to a physical disguise. If you apply a level
an automaton. An ends, so does your influence. Enabler. of Effort, you gain an asset in any attempt
intelligent creature
is probably one with
a language, so not an
animal.

In many cases, Glints are the hubs around which the very wheels of society turn.

SECOND-TIER GLINT to convince the creature that you are


Almost all Glint abilities Second-tier Glints have the following something elsea being of some other
require some kind of abilities: species. This almost certainly needs the
direct interactionand Pronouncements: Choose one of the supplement of a physical disguise. Enabler.
probably an exchange
of actual wordsto following Glint pronouncements (or a Gather Intelligence (2 Intellect points):
function. Thus, language pronouncement from a lower tier) to add to When in a group of people (a caravan, a
can be a barrier. In your repertoire. In addition, you can replace palace, a village, a city) you can ask around
some cases, a lack of a
one of your first-tier pronouncements with a about any topic you choose and come away
common language will
increase the difficulty or different first-tier pronouncement. with useful information. You can ask a
even make it impossible. Beast Companion: A level 2 creature of specific question, or you can simply obtain
But tricky Glints get your size or smaller accompanies you and general facts. You also get a good idea of
past this by using
gestures, expressions, follows your instructions. You and the GM the general layout of the location involved,
body language, and so must work out the details of your creature. note the presence of all major sites, and
forth when possible and Youll probably make rolls for it in combat perhaps even notice obscure details. For
appropriate.
or when it takes actions, although most of example, not only do you find out if anyone
the time the companion will use its actions in the palace has seen the missing boy, but
to provide an asset in whatever it is you are you get a working knowledge of the layout
doing, if in a position and capable to do so. of the palace itself, note all the entrances
The beast companion acts on your turn. As and which are used more often than others,
a level 2 creature, it has a target number of and take notice that everyone seems to
6 and a health of 6, and it inflicts 2 points avoid the well in the eastern courtyard for
of damage. Its movement is based on its some reason. This ability takes about an
creature type (avian, swimmer, and so hour to use.
on). If your beast companion dies, you can Impart Ideal (3 Intellect points): After
hunt in the wild for 1d6 days to find a new interacting with another creature who can
companion. You can take this ability more hear and understand you for at least one
than once, each time gaining an additional minute, you can attempt to temporarily
companion or increasing the level of your impart an ideal to the target that you cant
existing companion by 2 (maximum level otherwise convince it of. An ideal is different
6). Enabler. than a specific suggestion or command;
Calm Aggression (3 Intellect points): You an ideal is an overarching value such as
can convince a hostile creature to refrain all life is sacred, my political party is
from taking violent action for one round. the best, children should be seen, not
On your next action, you (or someone else) heard, and so on. An ideal influences a

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NEW CHARACTER TYPES

creatures behavior but doesnt control it. THIRD-TIER GLINT


The imparted ideal lasts for as long as befits Third-tier Glints have the following abilities:
the situation, but usually at least a few Expert Cypher Use: You can bear three
hours. The implanted ideal is jeopardized if cyphers at a time.
someone friendly to the creature spends a Pronouncements: Choose one of the
minute or more bringing the target back to following Glint pronouncements (or a
its senses. Action. pronouncement from a lower tier) to add to
Personal Insight (2 Intellect points): You your repertoire. In addition, you can replace
get an idea of what is wanted by a sentient one of your lower-tier pronouncements with
creature that you have interacted with (or a different lower-tier pronouncement.
perhaps merely closely observed) for at Companion: You gain a level 2 NPC
least a few rounds. This might be their goal, companion who is completely devoted to
one of their needs, or their orders. It might you. You and the GM must work out the
be long-term or immediate. The specifics details of the companion. Youll probably
vary from creature to creature. Although the make rolls for it in combat or when it takes
use of this insight can take many forms, at actions, although most of the time the
the very least it can be an asset in future companion will use its actions to provide
(non-combat) interactions with the creature, an asset in whatever it is you are doing,
for as long as the insight remains true. Action. if in a position and capable to do so. The
Skill With Defense: Choose one type of companion acts on your turn. As a level
defense task in which you are not already 2 companion, it has a target number of 6
trained: Might, Speed, or Intellect. You are and a health of 6, and it inflicts 2 points of
trained in defense tasks of that type. You can damage. If the companion dies, you gain a
select this pronouncement up to three times. new one after at least two weeks and proper
Each time you select it, you must choose a recruitment. You can take this ability more
different type of defense task. Enabler. than once, each time gaining an additional

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companion or increasing the level of your such as bribe the merchant with a level
existing companion by 2 (maximum 8). 6 artifact when you dont currently have
Enabler. one. Still, the answer you cannot or even
Dangerous Personal Insight (3 Intellect you likely cannot is a valid answerand
points): If you interact with or study a valuable information in its own right.
sentient creature for at least a round, you Action.
gain an advantage over them in combat, Group Friendship (3 Intellect points):
having spotted a weakness or devised a You convince a sentient creature to regard
viable tactic. You gain an asset on attacks you and up to ten creatures you designate
made against that creature for 28 hours. that are within immediate distance of you
Action. positively, as they would a potential friend.
Further Personal Insight (3 Intellect Action.
points): If you have used Personal Insight Oratory (4 Intellect points): When
on a creature, you can use this ability once speaking with a group of intelligent
at any later point to ask a question about creatures that can understand you and
how to get that creature to act in a desired arent hostile, you convince them to take
manner. For example, What do I have to one reasonable action in the next round.
Callerail, page 234 do to draw the callerail out of the ravine A reasonable action should not put the
so I can pass through? What can I do to creature or its allies in obvious danger or be
Jiraskar, page 242
convince the merchant to give me the key wildly out of character. Action.
to the back entrance? The answer assumes Pay No Heed (4 Intellect points): You
you are successful in any tasks in question convince a creature that something it
(if you need to make a roll to imitate the observed within the last round is nothing of
roar of a jiraskar to get the callerail to leave, importeven if it is dramatic or dangerous,
the answer assumes you succeed). The like the collapse of a nearby wall, the theft
answer might also be out of your means, of one of its items, or even the death of

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NEW CHARACTER TYPES

a companion. The complete effect lasts step. If your attack is successful, it inflicts 4
only one round. That is to say, the creature additional points of damage. Action.
ignores the event for one round, and if Group Insight (4 Intellect points): You
presented with no further evidence that get an idea of what is wanted by a group of
it happened, it is forgotten. But if after sentient creatures that you have interacted
one round the creature cannot help but with for at least a few rounds. This might
notice the result of the event (the collapsed be their goal, one of their needs, or their
remains of a wall, the absence of the item, orders. It might be long-term or immediate.
or a nearby corpse), they react appropriately. The specifics vary from group to group.
Action. Although the use of this insight can take
many forms, at the very least it can be
FOURTH-TIER GLINT an asset in future interactions with the
Fourth-tier Glints have the following creatures. Action.
abilities: True Insight (4 Intellect points): If you
Pronouncements: Choose one of the have used Personal Insight on a creature,
following Glint pronouncements (or a you can use this ability once at any later
pronouncement from a lower tier) to add to point and ask a question about how
your repertoire. In addition, you can replace that creature will react in a hypothetical
one of your lower-tier pronouncements with situation. For example, If I ask the
a different lower-tier pronouncement. captain to sail the ship to Ancuan, what
Blend In (4 Intellect points): Creatures will she say? If we take away the princes
still see you, but they attach no importance biomechanical staff, what will he do then?
to your presence for about a minute. While You always get as accurate an answer as
blending in, you are specialized in stealth possible. Action.
and Speed defense tasks. This effect ends if
you do something to reveal your presence FIFTH-TIER GLINT
or positionattacking, using an ability, Fifth-tier Glints have the following abilities:
moving a large object, and so on. If this Adept Cypher Use: You can bear four
occurs, you can regain the remaining period cyphers at a time.
of effect by taking an action to focus on Pronouncements: Choose one of the
seeming innocuous and as if you belong. following Glint pronouncements (or a
Action to initiate or reinitiate. pronouncement from a lower tier) to add to
False Group Identity (4 Intellect points): your repertoire. In addition, you can replace
You make a very convincing argument to a one of your lower-tier pronouncements with
sentient creature that you and a group of a different lower-tier pronouncement.
up to ten creatures you designate are not Bond of Friendship (5 Intellect points):
who you truly are. The difficulty of this kind You help guide a long-term ally within
of deception is reduced by one step. This is immediate range to rely on the bonds of
useful when bluffing past a guard, or as the your friendship to help you work together.
supplement to a physical disguise. For the next hour, as long as you remain
If you apply a level of Effort, you gain an within immediate range, you each provide
asset in any attempt to convince the target an asset to each other on all actions, you
creature that you and the other creatures ignore movement penalties due to terrain,
are something elsebeings of some other you each subtract 2 points from all damage
species. This almost certainly needs the suffered, and you each inflict 2 additional
supplement of a physical disguise. Enabler. points of damage when you attack. You can
Feint (2 Speed points): If you spend one use this ability in subsequent rounds on
action creating a misdirection or diversion, other friends, but you remain the central
in the next round you can take advantage hub for all activityall of them must
of your opponents lowered defenses. Make remain within immediate range of you,
a melee attack against that opponent. The regardless of the position of other friends.
difficulty of the roll is decreased by one Action to initiate.

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Glints arent just pretty faces or smooth talkers. Theyre really something special,
with capabilities that extend far beyond most.

Dangerous Group Insight (5 Intellect short range who can hear you is decreased
points): If you interact with or study a group by one step. This lasts for about a minute,
of sentient creatures (all of which must be but the allies must remain in range. Enabler.
in short range) for at least a round, you gain Coax the Crowd (7 Intellect points): You
an advantage over them in combat, having convince a large number of peopleall
spotted a weakness or devised a viable within long rangeto change a belief and
tactic. You gain an asset on attack rolls take a long-term action or set of actions.
made against any of those creatures for 28 For example, you might convince them to
hours. Whats more, if you use an action turn against the queen and storm the castle,
Visitant, page 120 speaking with an ally about the group, that or welcome a group of visitants as friends
ally then gets the same asset. You can speak in the community. This takes about ten
to one ally per action. Action. minutes to accomplish, during which time
Network of Contacts: You have a large you cant be seriously interrupted or the
number of important contacts in influential or attempt automatically fails.
knowledgeable positions, spread out over all Complete Lunacy (6 Intellect points):
the regions where youve been in your career. You convince an intelligent creature to do
Some of these contacts know each other and something that they would never normally
maintain lines of communication to you, do, short of outright killing themselves
regardless of where you are, as long as youre (although they might do something
with one of them. You and the GM should obviously dangerous) or committing
work out the details together. Enabler. violence against someone or something
Skill With Attacks: Choose one type of they love. You could convince the duke to
attack in which you are not already trained: take off his clothes and run around his
light bashing, light bladed, light ranged, castle. You could convince an Aeon Priest
medium bashing, medium bladed, medium to give over her most valuable numenera
ranged, heavy bashing, heavy bladed, or device. This isnt mind controltheyre
heavy ranged. You are trained in attacks actually convinced its the right thing to do
using that type of weapon. Enabler. and will believe so long after theyve done it.
Terrify (6 Intellect points): All non-allies Action.
within short distance who can hear your Inspiration (6 Intellect points): You speak
dreadful, intimidating words flee from you words of encouragement and inspiration,
at top speed for one minute. and all allies within short range who can
hear you immediately gain a recovery roll,
SIXTH-TIER GLINT gain an immediate free action, and have
Sixth-tier Glints have the following abilities: an asset for that free action. The recovery
Pronouncements: Choose one of the roll does not count as one of their normal
following Glint pronouncements (or a recovery rolls. Action.
pronouncement from a lower tier) to add to True Understanding (5 Intellect points):
your repertoire. In addition, you can replace You take the full measure of a creature after
one of your lower-tier pronouncements with spending at least ten minutes interacting
a different lower-tier pronouncement. with or closely observing it. From that point
Battle Management (6 Intellect points): onward, the difficulty of all tasks related
You give orders or advice (requiring no to interacting with or contending with that
action on your part) and the difficulty of creature is reduced by three steps. Enabler.
attack and defense tasks by your allies within

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NEW CHARACTER TYPES

GLINT EXAMPLE SEEKER


Tammie wants to create a Glint. She puts Seekers are explorers. When someone One of the best known
4 of her additional points into her Intellect travels to an ancient ruin to recover a cache Glints along the coast
of Ancuan, Reith Annul,
Pool and 2 into her Speed Pool; her stat of numenera devices, that someone is travels with a delisso
Pools are now Might 8, Speed 11, and very often a Seeker. In a world where most bird perched upon his
Intellect 15. As a first-tier character, her Effort people spend their lives in a village not shoulder. Hes taught the
is 1, her Might Edge and Speed Edge are 0, knowing what lies beyond the nearby hill or bird to say one-liners and
compliments to quickly
and her Intellect Edge is 1. Shes smart and on the other side of the river, Seekers travel, ingratiate him among
charismatic, but not particularly tough. explore, and discover. Theyre a rare breed the folk of a new town.
Tammie chooses the pronouncements Fast in the Ninth World, but without them the
Talk and Encouragement to help get into places rest of the people would be far worse off.
and aid her friends. As her Interaction Skills, Someone needs to brave the wilderness,
she chooses deceiving and persuadingshe the mysteries of the past, and the general
really wants to be able to influence people to
get them to do what she wants.
A Glint starts with two cyphers, and the GM
chooses an injector that will harden the skin
for an hour and add +2 to Armor as well as
a ray projector that fires a beam of powerful
heat that inflicts 5 points of damage.
Tammie decides that her character also
carries a dagger, but keeps it hidden in her
boot. She doesnt want anyone to know
shes armed. As a light weapon, it
inflicts 2 points of damage but reduces
the difficulty of attacks by one step.
Tammie chooses Charming for
her descriptor, really focusing on
maximizing her persuasive abilities.
Charming increases her Intellect Pool to 17.
Shes trained in all positive social interactions,
which means shes actually specialized in
most of those kinds of activities (thanks to
the skills she took). She also gains a contact,
and she and the GM work out that it is the
priestess of a local religion with a lot of clout
in the community. However, her descriptor
gives her an inability in both resisting mental
attacks and lore or knowledge tasks, which
means that while shes charismatic, her high
Intellect Pool doesnt mean shes necessarily
strong willed or well-educated.
For her focus, Tammie chooses Works
Miracles. This is really the final piece of the
puzzle for figuring this character outshes
not a con artist, shes a religious figure.
She can use her abilities to not only further
help her friends, but also ingratiate herself
to others. Shes not going to be much in a
fight, but shes hoping she can talk her way
out of most such situations.

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unknown (something the Ninth World has in Seekers often blaze trails and scout safe
abundance). They arent afraid of the weird routes for merchants and other travelers.
or incomprehensiblethey drive right into it. Sometimes they carry messages from place
Seekers need to be at least a little skilled to place. But most of all they explore places
at a lot of things. They need Might and no one else would ever dare go. If an Aeon
Speed to deal with the challenges they face, Priest needs a component for an important
but they need Intellect to help them figure device, or a town needs a special chemical
out what theyve discovered and if its worth to fight a terrible plague, its a Seeker they
bringing back to civilization. send out to find it.
While theyre interested in protecting Seekers get along well with both Glaives
themselves against the dangers inherent in and Nanos. They might not be able to
the numenera as much as possible, most fight as well as a Glaive or command the
Seekers find heavy armor too restricting to strange powers of a Nano, but theyre as
be useful on their missions. Moving freely rough and tumble as any warrior, and as
in risky situationsto climb up a wall, walk smart and knowledgeable as a scholar.
along a narrow ledge, or crawl through a Jacks and Seekers potentially get along
narrow tunnelis part of what every Seeker as well, but Jacks can fit in with anyone.
expects to do on a routine basis. Glints and Seekers dont often see eye to
Seekers in Society: People are sometimes eye because the Glint would rather stay in
wary of Seekers, because they explore the town and talk to people. At the same time,
dangerous and bizarre, and who knows however, Seekers are the embodiment of
what they might have brought back with adventure and derring-do, and that attracts
them from some strange location? To some, some people. Seekers can sometimes gain
a Seeker might be the bearer of sickness, admirers and even fans.
curses, or evil magic due to the forbidden Seekers in the Group: While a Glaive
places in which they dare to tread. might take the lead in a group of explorers,

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NEW CHARACTER TYPES

its probably only after the Seeker scouted of your background and give you an idea
ahead and reported back what they found. of how you can improve. The GM can use
Seekers are tough, but they are only this information to develop adventures and
moderately competent at holding their own quests that are specific to your character
in a stand-up, straightforward fight. They and play a role in your advancement.
also have no special affinity for interacting
with people. In fact, many Seekers are STRANGE EXPERIENCE
reserved and introverted, and would rather When you were younger, you had a strange
be blazing a trail in the wilds or exploring a experience that you have not been able
new site than talking to people. to fully understand. Somehow you found
Seekers and the Numenera: Seekers yourself in a mysterious location surrounded
have an extremely close relationship to by the numenera and the trappings of
the numenera. Thus, Seekers value any some prior world. You no longer remember
and all devices and discoveries related everything that happened, but you were
to the numenera and crave knowledge bathed with strange energies. Were there
of more. Their skills and knowledge give other creatures there as well? Its unclear.
them excellent means to go out, find, and Somehow, you escaped and wound up once
eventually even tinker with devices. again in familiar surroundings. Youd like to
Seekers usually look for items that help find that place again and get some answers,
protect themselves but also those that but in the meantime theres no denying that
improve their maneuverability. Many a the experience changed you in some ways,
Seeker has found themselves needing to both physically and psychologically. You dont
somehow scale a strange wall in a prior- fear such places anymoreyou look for
world ruin to get to an important machine, them. Such places hold secrets, and thats
wishing they had a cypher or artifact that what youre after now.
could simply allow them to defy or alter Advancement: New, strange locations
gravity, for example. with new, mysterious technologies offer you
Advanced Seekers: As Seekers gain ways to improve yourself. This means that
experience and become more skilled as you progress, you need to go into prior-
and powerful, they gain abilities to resist world ruins and places of weirdness to find
damage, find anything they set their mind new injections, energies, concoctions, and
to, and shrug off even the worst wounds devices to improve your abilities and stats.
and effects. In this way, exploration is as much about
you as about anything else you might be
SEEKER BACKGROUND looking for.
Not everyone that explores the wilderness
or ancient sites is a SeekerSeekers UNNATURAL FORTITUDE
are special individuals with unique Thanks to one of your ancestors, you have a
training and abilities. Something in your stamina (both physically and psychologically)
background has put you in this position, that most people cant imagine. The things
and is at least partially responsible for your that would make most people weak, sick, or
talents. Choose one of the three options outright dead dont affect you (or at least dont
described below as the source of your skills, affect you as strongly). Terrors no one would
knowledge, reflexes, and stamina (or create ever face are things you will confront head-on.
your own). It will provide the foundation You have your inherent nature to thank for that.

Seekers are thrill seekers and daredevils, but they dont have death wishes. They
know what theyre doing and fully understand the dangers they face. If anyone can
overcome such challenges, its a Seeker.

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Roll Seeker Background
1 You were caught in an Iron Wind storm years ago and still bear the strange scars.
2 Your brother is a murderer, wanted by the authorities.
3 You have made a number of discoveries in your explorations, but opportunities to capitalize upon them
havent panned out as yet.
4 You were a musician when you were younger and still like to play.
5 Your parents were very religious, but you havent yet decided to adopt their beliefs fully yet.
6 You served in the military with honor.
7 From time to time, you have received assistance from a mysterious organization. You dont know why.
8 You studied at a prestigious university when you were younger.
9 Your best friend from your youth is now an influential official.
10 You used to be a teacher of young pupils. Your students remember you fondly.
11 You worked as a small-time criminal until you were caught and served some time in prison.
12 Your greatest discovery to date was stolen by your archrival.
13 You belong to an exclusive organization of Seekers whose existence is not widely known.
14 You were kidnapped as a small child under mysterious circumstances, although you were recovered
safely. No one knows what happened while you were missing.
15 When you were young, you were addicted to narcotics, but you are a recovering addict now.
16 Your good friend runs a bar in a nearby town.
17 You own a small side business in addition to exploring the unknown.
18 You had a pet seskii, but it went missing not long ago.
19 Your sister is the owner of a store and gives you a hefty discount.
20 Your father is a high-ranking officer in the military with many connections.

It is effectively a mutation, due to something didnt fear those things. You craved them.
that happened to one of your forebears. Its not that you have a death wish; its that
Iron Wind, page 135
Perhaps they were an explorer and wandered you know that for all the risks, there are
Seskii, page 258 somewhere they should not have. They great rewards. Somethingsome little voice
survived, however, and it created traits that deep inside youassures you that if you
have passed down to you. (Do your siblings look hard enough, delve deep enough, and
or other relatives have some or all of the same explore far enough, youll find the power to
traits or is it a mutation that shows up more make your dreams come true, the secret to
randomly? Youve wondered this in the past everlasting life, or even greater treasures.
perhaps youll find the answer one day.) Advancement: For the most part, to
Advancement: Your abilities are locked advance you just keep going. At some point,
within you; you need only learn how to however, you might try to explore inward a
release them. The only way this has worked bit. Is that little voice just your own nature,
in the past has been to push yourself to or is it something originating from outside?
your very limits, seeking greater challenges, Perhaps you can seek the means to find out
new places, and more numenera. These for certain.
things all make you stronger.
SEEKER CONNECTION
A UNIQUE ATTITUDE Your type helps determine some connection
You were born different. Growing up, your you have to the setting. Roll a d20 or choose
elders tried to instill within you a good, from the list above to determine a specific
healthy fear of the wilderness, the unknown, fact about your background that provides a
and in particular places of ancient power. connection to the rest of the world. You can
But none of that made sense to you. You also create your own fact.

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NEW CHARACTER TYPES

secret more than once unless its description


SEEKER STAT POOLS says otherwise.
Stat Pool Starting Value Battle Numenera: When battling an
Might 9 automaton or any other sort of entirely
Speed 10 mechanical foe, the difficulty of all Speed
Intellect 9 defense rolls and attack rolls is decreased
by one step. Enabler.
You get 6 additional points to divide Danger Sense (1 Speed point): The
among your stat Pools however you wish. difficulty of your initiative roll is reduced by
one step. Enabler.
Decipher (1 Intellect point): If you spend
SEEKER TIERS one minute examining a piece of writing or
code in a language you do not understand,
FIRST-TIER SEEKER you can make an Intellect roll of difficulty 3
First-tier Seekers have the following abilities: (or higher, based on the complexity of the
Effort: Your Effort is 1. language or code). On a success, you get
Careful: You have an Intellect Edge of 0, a the gist of what the writing says. Action to
Speed Edge of 1, and a Might Edge of 0. initiate.
Cypher Use: You can bear three cyphers at Knowledge Skills: You are trained in two
a time. skills in which you are not already trained.
Practiced With Light and Medium Choose two areas of knowledge such as
Weapons: You can use light and medium history, geography, paleontology, archeology,
weapons without penalty. If you wield a and so on. You can select this ability
heavy weapon, increase the difficulty of the multiple times. Each time you select it, you
attack by one step. Enabler. must choose two different skills. Enabler.
Skilled with the Numenera: You are Muscles of Iron (2 Might points): For the
trained in the numenera and can attempt next ten minutes, all Might-based actions
to understand and identify its properties. other than attack rolls that you attempt have
Enabler. their difficulty reduced by one step. Enabler.
Physically Resistant: You are trained in Physical Skills: You are trained in two
Might defense. Enabler. skills in which you are not already trained.
Starting Equipment: You start with Choose two of the following: balancing,
clothing, two weapons (or one weapon and climbing, jumping, running, or swimming.
a shield), light armor, an explorers pack, You can select this ability multiple times.
three cyphers (chosen for you by the GM), Each time you select it, you must choose
one oddity (chosen for you by the GM), and two different skills. Enabler.
3 shins (coins). If you start with a ranged Practiced in Armor: You can wear armor
weapon that requires ammunition (arrows, for long periods of time without tiring and
for example), you start with 12 of that can compensate for slowed reactions from
type of ammunition. Before selecting your wearing armor. You can wear any kind of
weapons, armor, and other gear, you might armor. You reduce the Might cost and the
want to wait until after youve chosen your Speed Pool reduction for wearing armor by
Seeker secrets, descriptor, and focus. 2. Enabler.
Seeker Secrets: You have special abilities Trained Without Armor: You are trained
related to exploring strange places and in Speed defense tasks when not wearing
utilizing the numenera called Seeker armor. Enabler.
secrets. Some Seeker secrets are constant,
ongoing effects, and others are specific SECOND-TIER SEEKER
actions that usually cost points from one of Second-tier Seekers have the following
your stat Pools. abilities:
Choose two of the Seeker secrets Mentally Resistant: You are trained in
described below. You cant choose the same Intellect defense. Enabler.

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Seekers travel, explore, and discover. Theyre a rare breed in the Ninth World,
but without them the rest of the people would be far worse off. Someone needs to
brave the wilderness, the mysteries of the past, and the general unknown
(something the Ninth World has in abundance). They arent afraid of the weird or
incomprehensiblethey drive right into it.

Seeker Secrets: Choose one of the THIRD-TIER SEEKER


following secrets (or a secret from a lower Third-tier Seekers have the following
tier) to add to your repertoire. In addition, abilities:
you can replace one of your first-tier secrets Expert Cypher Use: You can bear four
with a different first-tier secret. cyphers at a time.
Boost Cypher (2 Intellect points): The Seeker Secrets: Choose one of the
cypher you activate with your next action following secrets (or a secret from a lower
functions as if its two levels higher. Action. tier) to add to your repertoire. In addition,
Eye for Detail (2 Intellect points): When you can replace one of your lower-tier
you spend five minutes or so thoroughly secrets with a different lower-tier secret.
exploring an area no larger than a typical Controlled Fall: When you fall while you
room, you can ask the GM one question are able to use actions and within reach of
about the area. The GM must answer you a vertical surface, you can attempt to slow
truthfully. You cannot use this more than your fall. Make a Speed roll. The difficulty
one time per area per 28 hours. Enabler. is 1 for every 20 feet (6 m) you fall. On a
Eyes Adjusted: You can see in dim light as success, you take half damage from the fall.
though it were bright, and in total darkness If you reduce the difficulty to 0, you take no
as if it were extremely dim light. Enabler. damage. Enabler.
Investigative Skills: You are trained in two Device Insight (3 Intellect points): When
When you use Device skills in which you are not already trained. examining any numenera device, you
Insight, The answer Choose two of the following: identifying, gain an idea of its capabilities or of how
is beyond your
comprehension is a fair perception, lockpicking, or assessing it functions, how it can be activated or
response from the GM. danger. You can select this ability multiple deactivated, what its weakness is, how it
Sometimes information times. Each time you select it, you must can be repaired, or any other similar query
gained is of no use
choose two different skills. Enabler. the type of information is specified by you.
because of its alien
or incomprehensible Navigation: You practically never get lost. Essentially, each time you use this ability,
nature, or its utter lack of If finding your way ever requires a roll, the you can ask the GM one question about a
context. difficulty of that task is reduced by three device. This is for difficult or strange things
steps. beyond those readily identified by using the
Scavenger: You always find an additional numenera skill. Action.
cypher when scavenging from a large device Resilience: You have 1 point of Armor
(a control panel or a destroyed automaton, against any kind of physical damage, even
for example). Thus, if the GM determines physical damage that normally ignores
that you find two cyphers, you actually find Armor. Enabler.
three. Seize Opportunity (4 Speed points): If
Stone Breaker: Your attacks against you succeed on a Speed defense roll to
objects inflict 4 additional points of damage resist an attack, you gain an action. You can
when you use a melee weapon that you use it immediately even if you have already
wield in two hands. Enabler. taken a turn in the round. If you use this
Survival: You can go twice as long as a action to attack, the difficulty of your attack
normal person without food, water, or even is reduced by one step. You dont take an
air. Enabler. action during the next round. Enabler.

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NEW CHARACTER TYPES

Skill With Attacks: Choose one type of which you do not have the key), you find it.
attack in which you are not already trained: This ability assumes that you are constantly
light bashing, light bladed, light ranged, on the lookout, always looking everywhere
medium bashing, medium bladed, medium possible, peering behind obstacles, and
ranged, heavy bashing, heavy bladed, or so onif youre running for your life, this
heavy ranged. You are trained in attacks ability probably does not help you. You
When a Seeker has an
using that type of weapon. Enabler. use this ability in lieu of making a roll to ability like Experienced
Think Your Way Out: When you wish it, find the thing, but it works only if the GM Finder, they probably
you can use points from your Intellect Pool determines that the difficulty for finding dont have some kind of
sixth sense. The ability
rather than your Might or Speed Pool on the object is level 4 or below. For each assumes they are actively
any noncombat action. Enabler. level of Effort you use, the level of difficulty searching for what they
Trapfinder (3 Intellect points): You find increases by 2, so a Seeker using two levels seek, without the player
any traps (like a floor that would give way of Effort can find a specific thing of level 8 having to constantly
tell the GM theyre
beneath you) or mechanical triggers to a or below. Enabler. searching.
trap or defense system that might pose a Expert: Instead of rolling, you can choose
threat without setting them off. You use to automatically succeed on a task youre A character cant apply
Effort to any task they
this ability in lieu of making a roll to find trained in. The task must be difficulty 4 or
accomplish using the
them. This ability can find traps of level 4 or lower, and it cant be an attack or defense Expert ability.
below. For each level of Effort you use, the roll. Enabler.
level of traps potentially found increases by
2, so a Seeker using two levels of Effort can
find all traps of level 8 or below. Action.

FOURTH-TIER SEEKER
Fourth-tier Seekers have the following
abilities:
Seeker Secrets: Choose one of the
following secrets (or a secret from a lower
tier) to add to your repertoire. In addition,
you can also replace one of your lower-tier
secrets with a different secret from the
same lower tier.
Boost Cypher Even More (4 Intellect
points): Add 3 to the functioning level
of a cypher that you activate with your
next action, or change one aspect of its
parameters (range, duration, area, etc.)
by up to double or down to a tenth.
Action.
Experienced Finder (5 Intellect
points): When you are looking
for something specific, such as
a particular chemical needed to
complete a vaccine for a disease, a
spare part required to repair a damaged
device, the tracks of a specific beast, or
the sword that a thief stole from you, this
ability is of great use. For the next 28 hours,
if you come within a short distance of the
thing and circumstances are such that it is
possible for you to perceive the thing (for
example, its not in a locked chamber for

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Immunity: You are utterly immune to the attack would normally ignore Armor.
disease and poison. Enabler. Enabler.
Read the Signs (4 Intellect points): You Physical Adept: Any time you spend
examine an area and learn precise, useful points from your Might Pool or Speed Pool
details about the past (if any exist). You can on an action for any reason, if you roll a 1,
ask the GM up to four questions about the you reroll the die, always taking the second
immediate area, but each requires its own result (even if its a 1). Enabler.
roll. Action. Vigilant (5 Might points): When you would
Runner: Your standard movement normally be dazed or stunned, you are not
distance becomes long. Enabler. dazed or stunned. Enabler.
Characters cant apply Tough As Nails: When you are impaired
Effort or other abilities to or debilitated, the difficulty of Might-based SIXTH-TIER SEEKER
any task they accomplish
tasks and defense tasks is decreased by one Sixth-tier Seekers have the following
using Tough As Nails.
step. Each time you attempt to save yourself abilities:
with this ability before your next ten-hour Seeker Secrets: Choose one of the
recovery roll, the difficulty increases by one following secrets (or a secret from a lower
step. Enabler. tier) to add to your repertoire. In addition,
you can also replace one of your lower-tier
FIFTH-TIER SEEKER secrets with a different secret from the
Fifth-tier Seekers have the following same lower tier.
abilities: Again and Again (8 Speed points): You
Adept Cypher Use: You can bear five can take an additional action in a round in
cyphers at a time. which you have already acted. Enabler.
Seeker Secrets: Choose one of the Device Master: If given a week and
following secrets (or a secret from a lower the right tools, chemicals, and parts,
tier) to add to your repertoire. In addition, you can tinker with one of your cyphers,
you can also replace one of your lower-tier transforming it into another cypher of the
A pair of Seekers named secrets with a different secret from the same type (anoetic or occultic) that you
Urm and Riel explore same lower tier. had in the past. Alternatively, given two
the northern reaches
of the Cloudcrystal Free to Move: You ignore all movement weeks (and the right tools and materials,
Skyfields. Its said that penalties and adjustments due to terrain of course), you can tinker with one of
no one understands the or other obstacles. You can fit through any your cyphers, transforming it into another
magic of the crystals
space large enough to fit your head. The artifact that you had in the past. The GM
there better than these
two. Some also say that difficulty of any task involving breaking free and player should collaborate to ensure that
they are brothers, but a of bonds, somethings grip, or any similar the transformation is logicalfor example,
few wonder if one didnt impediment is decreased by three steps. you probably cant transform a pill into a
somehow create the
other out of whole cloth
Enabler. helmet. Enabler.
using secrets found in Mastery With Defense: Choose one Incredible Recovery (6 Might points): You
that mysterious region. type of defense task in which you are move up one step on the damage track or
trained: Might, Speed, or Intellect. You are shake off any unwanted ongoing condition.
specialized in defense tasks of that type. Action.
Unlike most secrets, you can select this Skill With Attacks: Choose one type of
secret up to three times. Each time you attack, even one in which you are already
select it, you must choose a different type of trained: light bashing, light bladed, light
defense task. Enabler. ranged, medium bashing, medium bladed,
Modify Artifact (5 Intellect points): You medium ranged, heavy bashing, heavy
permanently increase the level of an artifact bladed, or heavy ranged. You are trained in
by 1. Action. attacks using that type of weapon. If youre
Numenera Adaptation: You have 2 points already trained in that type of attack, you
of Armor against any attack that comes instead are specialized in that type of attack.
from a numenera device, automaton, Enabler.
or other mechanism. This is true even if

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NEW CHARACTER TYPES

SEEKER EXAMPLE The GM decides that Steves two cyphers


Steve wants to create a Seeker character are a pill that adds +1 to Intellect Edge for
who is both tough and smart. He puts 3 of an hour when swallowed and a small device
his additional points into his Might Pool that explodes with a burst of force, inflicting
and 3 into his Intellect Pool; his stat Pools 5 points of damage to all within immediate
are now Might 12, Speed 10, Intellect 12. As range.
a first-tier character, his Effort is 1, his Speed Steve still needs to pick a descriptor and
Edge is 1, and his Might and Intellect Edge a focus. He chooses the Tough descriptor,
are 0. A fairly well-rounded character. which doesnt affect his Pools but grants
He chooses to use a broadsword (a +1 to Armor (for a total of 2 with his leather
medium weapon that inflicts 4 points jerkin) and provides +1 to his recovery rolls.
of damage) and a crossbow (a medium The descriptor also grants him training in
weapon that inflicts 4 points of damage Might defense, whichsince hes already
but requires the use of both hands). Steve trainedmakes him specialized. Hes a
decides to wear a leather jerkin (light very sturdy guy. This also grants him a light
armor), so for his first secret, he chooses weapon, and he chooses a dagger.
Practiced in Armor, which reduces the For his focus, Steve chooses to really go
associated penalties (negating them, far afield, and picks Employs Magnetism.
actually). For his second secret, he chooses Now in addition to everything else, he can
Decipher so he can read other languages. move metal objects within short range. Hell
He is trained in Might defense and have a lot of different options as he goes on
numenera knowledge. his explorations.

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CHAPTER 2

NEW DESCRIPTORS

Your descriptor defines your characterit Descriptors offer a one-time package of


Character flavors everything you do. The differences extra abilities, skills, or modifications to your
Descriptor, page 47 between an Abrasive Glaive and an Altruistic stat Pools. Not all of a descriptors offerings
Glaive are considerable. The descriptor are positive character modifications. For
changes the way those characters go about example, some descriptors have inabilities
every action. Your descriptor places your tasks that a character isnt good at. You can
character in the situation (the first adventure, think of inabilities as negative skills
which starts the campaign) and helps instead of being one step better at that kind
provide motivation. It is the adjective of the of task, youre one step worse. If you become
sentence I am an adjective noun who verbs. skilled at a task that you have an inability with,
The descriptors in this chapter are they cancel out. Remember that characters are
intended to be added to the descriptors defined as much by what theyre not good at
in Chapter 5 of the Numenera corebook. as by what they are good at.
They offer additional choices for character Descriptors also offer a few brief suggestions
creation. When added into the mix with of how your character got involved with the rest
descriptors in the corebook, racial options of the group on the first adventure. You can use
(which are really descriptors) in the these, or not, as you wish.
corebook, and descriptors found in this The general descriptor section offers
book, the choices are indeed many. more than twenty new descriptors, such
Unlike the descriptors in the corebook, as Gregarious, Mercurial, Obsessive, and
some of the descriptors here are negative Passionate.
in connotation. Abrasive, Insolent, Lonely, The location-based descriptor section
and Meek, for example, are not terms that covers regions outside the Steadfast or the
most people would want to use to describe Beyond. These include Coraoan, Desert-
themselves. Still, sometimes a character is Dwelling, Elychnious, Frostborn, Gaian,
more accurately defined by something less Rayskelan, and Vralkan.
than flattering. Sometimes this negative Last, the racial options section includes
trait is the most remarkable one. Like all seven new nonhuman races that you
descriptors, these have been created to help can take as your descriptor: Artificially
shape a character, and despite their less- Intelligent, Calramite, Echryni, Naiadapt,
than-positive nature, they are equal in what Ormyrl, Proxima, and Skeane.
they offer a character. In other words, the You can pick any descriptor you wish
positive aspects of being Meek make it a regardless of whether youre a Glaive, Nano,
balanced choice. Jack, Seeker, or Glint.

These idiots dont have a chance of success without you.

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NEW DESCRIPTORS

GENERAL DESCRIPTORS GENERAL DESCRIPTORS


Abrasive
ABRASIVE Aggressive
You are tough to be around sometimes Altruistic
your manner and your words are blunt, and Amusing
even cruel. The fineries of polite society Deliberate
hold no value for you. Instead, you focus on Devout
practical things. Things that matter. What Efficient
someone could accomplish with honeyed
Extraterrestrial
words in an hour, you can accomplish in a
Fabulous
few moments with a crowbar.
Gregarious
You appreciate straightforward action. You
Insolent
dont like to waste your time and if some
Intimidating
idiot gets in your way, youll not only point
out their idiocy, youll happily push right by.
Lonely
Youre cynical, blunt, and sometimes rude. Manipulative
Who cares what people think? Marine
You have the following characteristics: Meek
Harsh: +2 to your Might Pool. Mercurial
Skill: You see through the nonsense. Obsessive
You are trained at seeing through lies and Passionate
deception. Polyglot
Skill: You are trained in two of the Rebellious Abrasive characters
might have the option to
following skills of your choice: climbing, Resourceful choose other skills as one
running, breaking things, jumping, Subterranean of the two gained from
swimming, lockpicking, stealth, or repair. Ultraterrestrial their descriptor, as long
as they are practical and
Inability: The difficulty of tasks involving Vigilant straightforward.
pleasant social interaction is increased by
one step.
Initial Link to the Starting Adventure:
From the following list of options, choose you know that the best defense is a good
how you became involved in the first offense, and a dead or incapacitated foe is
adventure. no threat to anyone.
1. These idiots dont have a chance of Youre bold, youre quick, and some
success without you. might say youre rash. A few might call you
2. Your goal and that of another player dangerous, but again, those are mostly
character (PC) coincides, and maybe they cowards. Sometimes, even your allies and
can be useful. friends need a good shaking to show them
3. You need money. whats what, and whos boss.
4. The other PCs actually seem halfway You have the following characteristics:
competent, unlike most people. Hostile: +2 to your Might Pool.
Rash: +2 to your Speed Pool.
AGGRESSIVE Skill: You are trained in all initiative tasks.
Action. Violence. These are your first First Strike: The first time you strike a foe
instincts. Problems are solved through in combat, you inflict 1 additional point of
force. Strength is what matters, right? damage.
Let the others sit idly by, either through Inability: Your manner is off-putting. The
cowardice or indecision, but youll get difficulty of tasks involving pleasant social
things done. Certainly no one would ever interaction is increased by one step.
call you a coward, but youre not foolhardy. Initial Link to the Starting Adventure:
Youve got a preservation instinct. But From the following list of options, choose

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how you became involved in the first ALTRUISTIC
adventure. You try to do whats right for its own sake.
1. Things need to get done. You get things Youre very generous, and sincerely enjoy
Some people think that done. helping people. Some may attempt to take
altruistic means foolish 2. You need something that the other PCs advantage of you for these traits, but most
or gullible. It certainly
doesnt have to, just as
have or are going after. people find you likable and your actions
cynical and selfish doesnt 3. Theres at least one other PC in the laudable. Youve learned that to help others,
always mean wise. group that understands the need for the use you need to be capable and skilled yourself.
of strength. The others will come around. Wishing to help others is an excellent
4. Knowing your capabilities, one of the incentive to become as skilled and powerful
other PCs asked you to join them. as you can.
Eventually, youre going to develop a bit of
a reputation as a do-gooder. That doesnt
bother you, as long as fools dont try to take
advantage of you. After all, altruistic doesnt
mean stupid.
You have the following characteristics:
Capable: +3 to your Might Pool.
Skill: People like you. You are trained in all
pleasant social interactions.
Expert Helper: When you use your action
to help someone else, they gain an asset
even if you are not trained in that task.
Enabler.
Initial Link to the Starting Adventure:
From the following list of options, choose
how you became involved in the first
adventure.
1. You just wanted to help.
2. One of the other PCs asked for your
assistance and you couldnt refuse.
3. You found out about the PCs plans and
knew they couldnt succeed without your
help.
4. In helping another (uninvolved)
person, you found that your goal is the
same as that of the other PCs.

AMUSING
You are funny, charming, and extremely
likable. You make your friends laugh, and
even defuse dangerous situations with your
humor.
Theres nothing that puts people at ease
like a good joke. Maybe youre good at
pointing out the faults of others without
making them feel bad. Maybe your humor
is self-deprecating. Maybe its all physical,
with you doing funny things with your face,
balancing things on your head, or wearing
funny clothes. Humor comes in many
forms.

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NEW DESCRIPTORS

Some people might tend to 1. Before youd made up your mind one
underestimate you, thinking you a fool way or another, one of the PCs dragged you
because sometimes you pretend to be along on the mission.
foolish. Thats their problem. 2. You wanted to break out of your shell a
You have the following characteristics: little, and going with the PCs seemed like a
Witty: +2 to your Intellect Pool. great way to do so.
Skill: People enjoy being around you. 3. You wanted to prove another PC wrong
You are trained in all pleasant social when they accused you of being incapable
interactions. of ever making a decision.
Disarm With Humor (3 Intellect points): 4. You deliberated, and realized going on
You can use your action to convince a the mission was your best course of action.
hostile, intelligent foe to take no action.
They must be able to perceive and DEVOUT
understand you. You are a believer in a religious faith or an
Initial Link to the Starting Adventure: important, all-encompassing philosophy.
From the following list of options, choose These beliefs help to shape the decisions
how you became involved in the first you make and how you see the world.
adventure. Your outlook gives meaning to your life
1. Seemed like a lark. and the things that happen to you. On the
2. You just really like the other PCs. downside, it can blind you to thoughts and
Theyre fun to be around. ideas that run counter to the beliefs of your
3. One of the other PCs specifically asked faith.
you to come along, but you dont know why. You have the following characteristics:
4. You overheard the other PCs discussing Inwardly Focused: +3 to your Intellect
their plans and wanted in on the fun. Pool.
Steadfast: Your faith gives you the
DELIBERATE foundation to deal with stress. When
You dont let events stir your emotions something would alter the difficulty of your
and tempt you into actions you might later action to your detriment, you can negate
regret. Others might see you as passive, one step of the modification. Once you use
possibly thinking you dont act in the this ability, you cannot use it again until
moment because you dont care or are after your next ten-hour recovery roll.
afraid. Its the opposite. Youve found you Initial Link to the Starting Adventure:
can accomplish more and stay happier From the following list of options, choose
when you dont immediately act while youre how you became involved in the first
angry or afraid, tired or anxious. You prefer adventure.
to act when its fully you making decisions, 1. Your understanding of your religions
not a version of you blurred by emotion. dogma suggested that it would be a good
You gain the following characteristics: idea.
Intellectual: +4 to your Intellect Pool. 2. You had a dream or vision that guided
Skill: Youre trained in puzzle-solving you to this point.
tasks. 3. A religious leader asked you to get
Skill: Youre trained in tasks related to involved.
seeing through deception. 4. You believe getting involved might
Skill: Youre trained in tasks related to advance your religion in an indirect manner.
perception.
Inability: The difficulty of all Speed EFFICIENT
defense tasks is one step higher for you. Forced to make do with meager means,
Initial Link to the Starting Adventure: youve become a marvel of efficiency. You
From the following list of options, choose never equivocate, and rarely lie because
how you became involved in the first its simply not economical to do so. If you
adventure. know how to write, its probably using a

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shorthand alphabet that doesnt linger on Inability: People are sometimes put off
unnecessary lines and strokes. Efficiency by your visage or strange manner. The
isnt necessarily your quest, but being difficulty of pleasant social interactions with
efficient helps you accomplish your goals strangers is increased by one step.
much sooner. Initial Link to the Starting Adventure:
You gain the following characteristics: From the following list of options, choose
Deft: +2 to your Speed Pool. how you became involved in the first
Skill: Youre trained in identifying adventure.
deceptions. 1. The PCs found you in a stasis pod of
Skill: Youre trained in all tasks involving your crashed and destroyed space vessel.
perception and solving puzzles. 2. You sought the PCs out because you
Skill: Youre trained in Intellect defense thought one of them had a clue to you
tasks. finding a way back to your homeworld.
Inability: You dont find it efficient to lie. 3. You were abducted by strange forces from
The difficulty of any task related to deceiving the Ninth World, but the PCs rescued you.
others is increased by one step. 4. You want the PCs to show you what it
Initial Link to the Starting Adventure: means to be human.
From the following list of options, choose
how you became involved in the first FABULOUS
adventure. Fabulous is more than an attribute; its an
1. Seeing the PCs taking the slowest attitude. Being who you are isnt something
possible way to reach their ends, you that just happens. It is something you plan
showed them a more economical path. for, cultivate, and practice. A grin might
2. Youve solved all the problems where turn heads, but a radiant smile backed up
you were, and moved on to new challenges. with wit and a shockingly well-put-together
3. Efficient doesnt mean boringthe PCs clothing ensemble could turn heads of state.
offered you a chance to explore. Sometimes your fashion and antics risk
4. You had a piece of information that the being ridiculed. But thats all right. Taking
other PCs needed to make their plans. risks is part of what it means to be fabulous.
You gain the following characteristics:
EXTRATERRESTRIAL Graceful: +2 to your Speed Pool.
Youre not from around here. Youre from Artistic: Youre always coming up with
another world completely. The residents of some new artistic endeavor. Youre trained
the Ninth World are familiar with the weird, in any task related to creating art (such as
but you stand out as being something drawing, painting, or putting together the
uniqueor at least very rareon the perfect set of clothing to wear). You can
planet, which sometimes gives natives usually sell a piece of art you spend at least
pause. What you look like, the reason you ten hours working on for about 1d6 shins if
left your own world, and how you ended up youre in a city.
on Earth are questions for you and your GM Skill: You are trained in tasks related to
to work out. But whether you crashed, were pleasant social interaction.
exiled, are doing research, or got lost, the Skill: You are trained in all Speed defense
Ninth World is where you find yourself now. tasks.
You gain the following characteristics: Additional Equipment: A set of fabulous
Alien Biology: +2 to your Might Pool. clothing.
Skill: To survive on a strange world, you Initial Link to the Starting Adventure:
have to learn. Youre trained in three non- From the following list of options, choose
combat skills. how you became involved in the first
Skill: The Ninth World is as strange to adventure.
you as you are to it, but youve become 1. The PCs needed someone confident
accustomed to dealing with mental shocks. and amazing along to swing the odds in
Youre trained in Intellect defense tasks. their favor.

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NEW DESCRIPTORS

2. You sold one of your fabulous creations most people are misguided, thick-headed,
to one of the PCs. and a waste of space. If someone wants
3. You have made a few enemies and take your attention, you usually make them
up with the PCs for protection. prove themselves first. That doesnt win
4. There is reward involved, and you need you many new friends. But its funny to see
the money. them fume.
You gain the following characteristics:
GREGARIOUS Flip: +2 to your Speed Pool.
You love people, and they generally love you. Goad: If a creature within short range
You know how to work the crowd and interact has not yet attacked you, you can use your
with large groups. Youre likely to be a leader, a action to goad it so that it does attack you.
diplomat, or a very successful businessperson. Its so angry at your impertinence that the
You just really like to be around peopleyoure difficulty of its first attack is increased by
generally interested in what they have to say, one step.
and what they think about things. You ask a Skill: Youre not afraid of anything, nor do
lot of questions, and are generous and kind to you put up with others mental games. You
those that deserve it (and in fact, youre often are trained in Intellect defense tasks.
willing to give latitude to people that others Inability: The difficulty of all tasks relating
would give up on). to social interaction is increased by one step.
You have the following characteristics: Additional Equipment: Thanks to your
Likable and Informed: +2 to your Intellect insolent behavior, you have an additional
Pool. oddity, given to you by someone who,
People Person: When you are within having reached the breaking point over your
immediate range of at least two allies, the impudence, offered you the object if you
difficulty of one noncombat-related task is would just go away.
decreased by one step. You can do this only Initial Link to the Starting Adventure:
once, but its use is restored each time you From the following list of options, choose
make a recovery roll. how you became involved in the first
Getting the Word: If you spend an hour adventure.
amid a large group of people, you can glean 1. You browbeat one of the other PCs until
the general rumors, gossip, or opinions they told you what they were up to.
held. 2. From afar, you observed that something
Initial Link to the Starting Adventure: interesting was going on and invited
From the following list of options, choose yourself along.
how you became involved in the first 3. Someone took violent exception to your
adventure. insolence, but the PCs saved you.
1. You asked around, and learned 4. You told your friend that nothing
the other PCs were doing something could impress you because you'd seen it all
interesting. before. They brought you to your current
2. You bought the other PCs a round of point to prove you wrong.
drinks and they welcomed you into their
ranks. INTIMIDATING
3. You gathered the other PCs together for You are imposing, either in manner or
the task at hand. stature or both. Peoples eyes often grow
4. Its better than being alone. wide as you enter a room. Theres just a
touch of danger around you, and most
INSOLENT people can sense that. Its off-putting and
Why should you have to put up with others unnerving, but you can certainly use it to
shortcomings? In your opinion, most your advantage.
people are idiots, your friends excluded. If Perhaps your voice is gravelly and low.
you're being completely honest, compared Perhaps its the hardened stare you give
to your versatility and obvious superiority, people. Or the scars that cover your face.

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Or maybe youre just a looming presence Initial Link to the Starting Adventure:
with a big weapon. Whatever it is, you scare From the following list of options, choose
people. how you became involved in the first
You have the following characteristics: adventure.
Skill: You are trained in all intimidation 1. You saw that the other PCs were in
tasks. trouble and moved in on your own to see
As an option, a
Lower Morale (2 Intellect points): If you what was going on.
GM could give an
Intimidating character use your action in a combat situation, 2. You heard rumors that the other
an inability with pleasant you can make all foes within immediate PCs were doing something interesting or
social interaction tasks. distance hesitate, modifying the difficulty of profitable.
However, in that case,
the character should be
their next action to their detriment. 3. One of the other PCs is a childhood
trained in a skill such Cause Fear (3 Intellect points): If you use friend of yours.
as breaking things (if your action in a combat situation, you can 4. One of the other PCs hired you to be a
theyre big and powerful), make one foe within immediate distance bodyguard.
stealth (if theyre sly and
sinister), or something use their next action to move away from
else appropriate. you. LONELY
There are many possible reasons why youre
lonely. Maybe youre on the run from justice
(or injustice), and its not safe to show
your face. Maybe your friends are missing,
or dead. Or maybe youre just really bad
with people, and whenever you try to make
friends, you inadvertently rebuff them. But
for good or for ill, youre getting used to
being alone.
Self-Reliant: +2 to your Might Pool.
Skills: You have to fill the time youre
alone with something. You are trained in
four noncombat skills of your choice.
Side Track: While talking, you annoy
and distract another creature, even if the
creature cant understand you. For as long
as you do nothing but speak (you cant
even move), the other creature takes no
actions other than to defend itself, even
over multiple rounds. If the creature
is attacked, the effect ends. You
can do this one time, although
the ability is renewed each time you make a
recovery roll.
Inability: Willpower is not one of your
strong points. Whenever you try to resist a
mental attack, the difficulty is increased by
one step.
Inability: Youre not the outdoorsy type.
The difficulty of all climbing, running,
jumping, and swimming tasks is increased
by one step.
Initial Link to the Starting Adventure:
From the following list of options, choose
how you became involved in the first
adventure.

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NEW DESCRIPTORS

1. You were so lonely, you jumped at the You have the following characteristics:
first offer a PC made you. Skill: You are trained in swimming.
2. Coming along was better than staying Water Breathing: You can breathe water
by yourself. and air equally well, for an unlimited time.
3. Joining the PCs gives you an Underwater Adaptation: You see twice
opportunity to escape justice for a crime as well as a human does underwater. Your
you committed. body adapts to pressure well, and you can
4. You didnt want to come, but you survive incredible depths. You do not face
needed the money. any of the normal underwater penalties for
movement or combat.
MANIPULATIVE Inability: Out of the water, your vision is
People are easy. If you spend enough time blurry and your hearing a bit muted. The
with someone, you soon learn what is difficulty of all perception tasks out of water
most important to them. Once you know is increased by one step.
that, you can use that knowledge to your Inability: Out of the water, you are a bit
own advantage, and get what you want clumsy. The difficulty of any Speed-based
from them. Its not that youre interested in action out of the water, other than defense,
hurting people for the sake of seeing them is increased by one step.
suffer. Not at all. You just want what you Initial Link to the Starting Adventure:
want, and manipulating others is by far the From the following list of options, choose how
easiest way to that end. you became involved in the first adventure.
Devious: +2 to your Intellect Pool. 1. The mission involves going underwater,
Skill: You are trained in deception. and one of the other PCs came to you for
Skill: You are trained in persuasion. help.
Skill: You are trained in intimidation. 2. You were sent by the wise among your
Cautious: You are devious, not quick. Any own kind to perform a task. It turns out the
time you spend points from your Speed other PCs have a similar goal for unrelated
Pool, it costs you 1 more than usual. reasons.
Initial Link to the Starting Adventure: 3. You were lost on the surface, but one of
From the following list of options, choose how the other PCs befriended you.
you became involved in the first adventure. 4. A foe that the PCs will go up against
1. You convinced the PCs to take you wronged you, and you want revenge.
along.
2. You created a situation where you were MEEK
indispensable to the mission. You are quiet, unassuming, and not entirely
3. In a rare turnaround, you were confident. You might not see yourself as
manipulated into accepting a mission you cowardlyjust careful. Youre not great at
wouldve normally avoided. facing challenges, and easily back down
4. This mission ties in with a personal, when threatened.
and secret, goal of your own. On the other hand, youre quick, and
good at hiding and keeping abreast of
MARINE whats going on around you. Because you
You are literally an aquatic creature. Either havent ventured forth into dangerous
by mutation, experimentation, or heritage, situations often, you spent that time instead
you have some qualities of a marine focused on a variety of areas of study.
creature. You very likely live either in the You probably maintain a relatively
water or near it. While youre not helpless nondescript appearance and generally dont
out of water, youre much better off when attempt to call attention to yourself.
youre swimming or otherwise underwater. You have the following characteristics:
Your appearance is likely quite striking Nimble: +2 to your Speed Pool.
scales, fins, or gills might be a part of your Skill: You are trained in sneaking and
natural physique. hiding.

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Mercurial defines someone as moody, unpredictable, and given to changing
their mind for no apparent reason.

Technically, PCs using Skill: You are trained in two areas of Changeable: Changing tacks sometimes
Changeable are not knowledge of your choice. achieves your objective. When you fail at a
retrying the same task
when they change tacks
Skill: You are trained in perception. task, you can change the way you go about
to achieve the same end, Skill: You are trained in Speed defense. achieving it and roll twice on the second
and may not have to Easily Intimidated: Any time you are attempt and take the higher result. For
apply a level of Effort as confronted with a situation where you example, instead of trying to pick the lock
they would for regular
retries. could suffer damage, you must first make a second time, you might elect to bash the
an Intellect defense roll, with the difficulty door down. Or instead of trying to skewer
The easily intimidated being equal to the level of the threat. If you the tetrahydra with your sword a second
aspect of Meek characters
fail, you cannot act for one round, and when time, you might take a shot with your
can be punishing.
A character making you do act, the difficulty of all tasks related buzzer.
the defense roll faces to that threat is increased by one step. Skill: People never know what to think
the inherent inability Inability: The difficulty of resisting with you. You are trained in deception.
that comes with the
descriptor. If they fail that
intimidation, threats, or fear-inducing Inability: By changing your mind so often,
defense roll, the penalty effects is increased by one step. you leave yourself open to manipulation.
applies even to tasks in Initial Link to the Starting Adventure: The difficulty of any Intellect defense task is
which they are trained. From the following list of options, choose increased by one step.
So a Meek character
intimidated by a foe in how you became involved in the first Initial Link to the Starting Adventure:
combat effectively loses adventure. From the following list of options, choose
the training in Speed 1. One of the other PCs saved your life how you became involved in the first
defense, for example, as
previously, so youve (somewhat reluctantly) adventure.
it is canceled out because
the difficulty of all tasks agreed to help. 1. The mood to help struck you, so you
related to fighting the foe 2. One of the other PCs intimidated you helped the other PCs out with a problem.
is increased by one step. into coming along. 2. You jumped in to save one of the PCs
3. The alternative to joining the PCs was from danger.
even more frightening. 3. It seemed like a good idea at the time.
4. You didnt want to, but youre desperate 4. You know youre impulsive in a way
Tetrahydra,
page 262
for money. that can sometimes lead you to do things
that arent in your best interest. Helping
Buzzer, page 79 MERCURIAL with the PCs mission seemed like a way to
Youre not moodyyoure adaptable. People moderate yourself.
who never change their mind are people
who never learn, or who never want to. If OBSESSIVE
new information comes your way (or you Few things are as wonderful as getting
reimagine how youve been thinking about a lost in doing what you love to do. Time
topic), you dont let how you used to regard slips past, hour after hour, while youre
something sway your newest opinion. in the flow. Whether you are obsessed
Life is too short to do the same thing the with studying a particular aspect of the
same way for all your remaining days. The numenera, insects, mutants, or killing
same is true for your emotionsyou enjoy bandits, your particular ability to sink into
experiencing the full range. what most interests you, at least for the
You gain the following characteristics. time being, is what allows you to succeed.
Volatile: +2 to your Speed Pool. Everything else seems less important, which
allows you to focus.

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NEW DESCRIPTORS

You gain the following characteristics: You might just be seen as a hot-head
Your Obsession: At the beginning of by sometemperamental and dangerous.
each day, choose one topic or ideal on But even if thats true, you keep your word
which you will concentrate. For the rest of and take your commitments seriously, and
that day, youre obsessed with that choice. its hard to find fault with that. You wont let
This doesnt mean you ignore anything not any challenge stand in your way. You charge
related to your obsessionit just means right in.
you are at your best when performing tasks You have the following characteristics:
related to it, and slightly inattentive when Skill: You are trained in running, climbing,
performing tasks that are not. and swimming.
Enthralled: When you attempt a task that Fever: You are a devil when angered,
is directly related to your current obsession, inflicting 1 additional point of damage with
the difficulty of that task is one step lower. The any attack.
player and GM can decide whether a particular Fire Inside: You have the ability to lower
situation warrants the step reduction. the difficulty of an action by one step when
Preoccupied: When you attempt a doing so can be justified by your passion.
task that is not related to your current You can do this only once, but its use is
obsession, the difficulty of that task is one restored each time you make a recovery roll.
step higher. The player and GM can decide Inability: Your temper is hard to control.
whether a particular situation warrants the The difficulty of any task requiring restraint
step increase. or subtlety, including sneaking or lying, is
Initial Link to the Starting Adventure: increased by one step.
From the following list of options, choose how Initial Link to the Starting Adventure:
you became involved in the first adventure. From the following list of options, choose
1. You wouldnt take no for an answer how you became involved in the first
when you asked the PCs if you could join adventure.
their mission.
2. You were preoccupied with something
else, and didnt realize what youd agreed to
until it was too late.
3. You believed that you could learn a lot
by joining the other PCs.
4. One of the PCs asked you to come
along, believing that your dogged nature
would be invaluable to the mission.

PASSIONATE
A fire burns in you. Whether that fire is for
a person, a place, a people, a concept, or
something else, you are driven by this
fire. Passionate characters are
sometimes champions for a
cause, or defenders of a faith.
Or they might just be driven
individuals.

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1. You are madly in love with one of the translation of some old text, and bring you
other PCs and will do anything for them. in to help.
2. The mission the other PCs were 3. Seeking new people and the new
planning seemed vital to you, for your own languages they might speak entices you to
reasons. They had no choice but to let you join the mission.
get involved. 4. One of the other PCs speaks a language
3. You were guided to the other PCs and you dont know, and you want to learn it.
their task by someone you deeply respect.
4. Youre looking for a cause worthy of you REBELLIOUS
and your skills. You dont trust authority. That goes double
for authority that has proven itself to be
POLYGLOT cruel, conniving, and working against the
Languages come easily to you. Picking up interests of those held in its sway. But
the basics of a new language is a task you you find examples of corrupt authority all
can do in just a few days. In a few weeks, around you, not just at the highest levels of
youre using idiom like a native speaker. governance. It seems like a truism that in
People like you. You always seem to any collection of people, some subset seeks
know the right thing to say, and you power not for everyone elses benefit, but
genuinely listen to what they have to sayif merely for themselves. Youre the cure to
for no other reason than to continue to their control.
understand language as a general concept. You gain the following characteristics.
More than most, you are a traveler, Tough: +2 to your Might Pool.
GM intrusion, eager to seek out new places, people, Headstrong: The GM can introduce a GM
page 88 and of course, languages. Your physical intrusion on you (as if you had rolled a 1 on
appearance isnt likely your main concern. a d20), without awarding you any XP, based
Youre more cerebral than that. on your always-charging-ahead nature.
You have the following characteristics: However, if this happens, 50% of the time,
Insightful: +2 to your Intellect Pool. your headstrong nature works to your
Skill: You start with fluency in four advantage. Rather than hurting you, it helps,
different languages of your choice. or it hurts your enemies. For example, you
Skill: You are trained in pleasant social might discover youre charging many more
interaction. enemies than you realized, but they are
Language Mastery: If you hear a language intimidated by your conviction and run.
spoken for an hour or so, you can attempt a You and the GM should work together to
difficulty 6 task to discern basic meaning of determine the details. The GM can also use
anything spoken in that language thereafter. GM intrusions based on your headstrong
If you hear a language spoken for a day or nature normally (awarding XP) if she
so, the difficulty becomes 4. After a week, desires.
the difficulty becomes 2. After two weeks, Skill: Youre defiant. You are trained in
you are fluent in the language. Intellect defense rolls.
Inability: Your intelligence focuses on Initial Link to the Starting Adventure:
language, but not science. The difficulty of From the following list of options, choose
any task requiring scientific understanding how you became involved in the first
is increased by one step. adventure.
Initial Link to the Starting Adventure: 1. The PCs mission was the kind of
From the following list of options, choose rebellious action you believe in, so you
how you became involved in the first joined them.
adventure. 2. You recruited the team to help deal with
1. You overheard the other PCs talking something you couldnt manage on your own.
about their plans and wanted to join in. 3. You think you can convince the PCs to
2. In order for the group to get the join your cause if you help them with their
information needed to start, they need a goals for a while.

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NEW DESCRIPTORS

4. Youre an escaped rebel fleeing an SUBTERRANEAN


authority you undermined. The PCs can You prefer the close dark of tunnels, caves,
help keep you safe. buried corridors, and ancient underground
passages to the open air. Youll put up
RESOURCEFUL with overland travel, but you really come
When things look tight, youre the one your into your own once you head into a ruin or
friends expect to find the way out or figure buried vault. You never feel more alive than
out what to do next. You dont find it a when you are squeezing through apertures
burden. Figuring out whats next or finding a that wake instant claustrophobia in others.
clue that points the way forward is the kind You gain the following characteristics:
of challenge you enjoy. If nothing else, you Sturdy: +2 to your Might Pool.
come prepared to most situations carrying Skill: Youre trained in tasks related to
a variety of small tools that just might serve finding your way and avoiding becoming lost.
in a pinch. Skill: Youre trained in climbing tasks.
You gain the following characteristics: Skill: Youre trained in tasks related to
Smart: +2 to your Intellect Pool. squeezing into and out of tight places.
Skill: You are eager to learn. You are Inability: Youre slightly unsettled in open
trained in any task that involves learning spaces. You regain 1 less point than normal
something new, whether youre talking to a when you make recovery rolls out in the
local to get information or digging through open (minimum 1 point).
old books to find lore. Additional Equipment: You have a
Planner: Youre the one with a plan. When glowglobe, a dozen pitons, and a rope.
you observe or study a location for at least Initial Link to the Starting Adventure:
one round as your action, thenext time you From the following list of options, choose
interact with it (possibly in the following how you became involved in the first
round), the difficulty of a related task adventure.
(such as finding a clue, a tool, or a secret 1. The PCs wanted assistance exploring
compartment) is reduced by one step. an underground ruin, and recruited you to
Inability: You tend to fixate on the details, help.
making you somewhat oblivious to whats 2. You found the PCs lost beneath the
going on around you. The difficulty of ground, and showed them a safe way out.
any task to notice danger around you is 3. Against your better judgment, you
increased by one step. joined the other PCs because you saw that
Additional Equipment: You have a bag of they were in danger.
light tools. 4. You need money to fund explorations Bag of light tools,
Initial Link to the Starting Adventure: of even deeper areas underground. page 82
From the following list of options, choose
how you became involved in the first ULTRATERRESTRIAL
adventure. Youre from another dimension, one
1. Another PC approached you to get your radically different than the one where you
opinion on the mission, having heard how find yourself now. Three dimensions of
resourceful you were. space and one of time took you a while to
2. You were interested in what the other adapt to, but youve almost figured out what
PCs were up to and decided to go along it means to be a solid, living creature
with them. in a place where time moves only in one
3. In order to get the PCs to agree to direction. In fact, youve taken a shape that
help you achieve a goal at a later time, you conforms with those who call themselves
agreed to go on their mission first. humans on this plane. You see the
4. You have always wanted to see the benefits of causality, but you miss your own
place where the other PCs are going. dimension, where cosmic rules and reality
were more flexible.

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You gain the following characteristics. 3. The PCs released you from the lab of a
Versatile: You get 4 additional points to Nano who had been studying you.
divide among your stat Pools. 4. The other PCs were caught in a
Skill: You are trained in tasks related to dimensional anomaly, and you helped them
knowing about alternate dimensions. escape back to their home plane, even
Noncausal: When you roll a die on a task though that meant you had to go with them.
and get a result you dont like, you can insert
yourself a few seconds back in your own VIGILANT
timeline and reroll and choose the result you You keep watch for the safety and protection
like best. However, when you take advantage of others (and sometimes, just for yourself).
of this ability, reality rebounds and you are Your attention pays off, allowing you to
dazed, increasing the difficulty of all your detect when others lie and when foes wait
tasks by one step on your next turn. in ambush, and to concentrate your mind
Inability: Despite all your practice, this more fully on the tasks you deem to be
new reality you find yourself living in is important.
still a bit of a shock. The difficulty of your You gain the following characteristics:
Intellect defense tasks is increased by one Mindful: +2 to your Intellect Pool.
step. Skill: You are trained in detecting
Initial Link to the Starting Adventure: deception.
From the following list of options, choose Skill: You are trained in initiative actions.
how you became involved in the first Additional Equipment: You have a
adventure. spyglass.
1. When you fell out of the dimensional Initial Link to the Starting Adventure:
anomaly, the PCs helped you adjust. From the following list of options, choose
2. You came to this dimension to explore, how you became involved in the first
and the PCs were looking for someone to fill adventure.
out their company.

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Alejandro Aguilar - md.arekusu@gmail.com - 219056
NEW DESCRIPTORS

1. You feared for the safety of one of the You have the following characteristics:
other PCs, and wanted to protect them from Light: +3 to your Speed Pool.
danger. Skill: You are trained in all tasks related
2. You believe that you can do more for to the history of Corao and the surrounding
your cause if you join the PCs. regions.
3. You saw that it was in your own best Skill: You are trained in all tasks having to
interest to join the other PCs. do with the numenera.
4. One of the other PCs did a favor for Initial Link to the Starting Adventure:
you, and now youre repaying that obligation From the following list of options, choose
by helping them with the task at hand. how you became involved in the first
adventure.
1. You were in need of money.
LOCATION-BASED 2. You wanted to gain access to more
DESCRIPTORS numenera.
These location-based descriptors are 3. The rest of the group was new to your
provided as an option for characters who land and needed a guide.
are firmly connected to their place of origin 4. You were in the wrong place at the
(or to another place that strongly calls to wrong time.
them for some other reason). Sometimes
these connections are to the land itself, DESERT-DWELLING
other times to the political sensibilities of You hail from the dry wastelands of Vralk Vralk: see Ninth World
a place, and still other times to the cultural or somewhere equally arid and hot. You are Guidebook, page 125
norms in which a character was raised. experienced in looking for food and water
Whether the relationship between the where such things are scarce. You know how
character and the locale is positive or to avoid the heat from the sun and from the
negative, the connection pulls at the PC, volcanic eruptions and ashfalls. Although
defining who they are. Not everyone from you are acquainted with the dangers of the
an area has these characteristicsin arid wasteland from which you hail, you are
fact, having such strong ties to a place likewise unfamiliar with places that are cold
is unusualbut those who do embody or wet. Your clothing is probably designed
the very essence of a place in their skills, to protect you from the heat and sun, and
mindset, and actions. you likely have myriad pockets for stashing
The descriptors here include locations extra food, water, and other essentials.
covered in the Ninth World Guidebook. You have the following characteristics:
Resistant: +4 to your Might Pool.
CORAOAN Long-suffering: You can go twice as long
You come from the other side of the world, without food and water as another human.
a place accessible to those in the Steadfast Skill: You are trained in any task involving
only through the Great Reach. Corao is resisting damage from heat, and you have Corao: see Ninth World
a land of history, tradition, and complex +2 to Armor that applies only to damage Guidebook, page 187
customs. As an exemplar of this land, you from heat.
are a student of history and the numenera, Skill: You are trained in any task involving
but you are also quick witted and light on finding food or water.
your feet. The people of Corao sail the skies Inability: You have an inability in any task
in their soarcraft and consider the sky their involving resisting damage from cold. Soarcraft: see Ninth
home as much as the land. To you, speed is Inability: You have an inability in any task World Guidebook,
page 187
more important than endurance. Movement involving swimming or handling watercraft.
is life. You see yourself as the latest part of Initial Link to the Starting Adventure:
a continuous line that spans all of Earths From the following list of options, choose how
history. This gives you a deeper connection you became involved in the first adventure.
with the numenera, which is not the leftovers 1. The others were inexperienced in the
of a mysterious past, but your birthright. desert and needed a guide.

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Alejandro Aguilar - md.arekusu@gmail.com - 219056
2. You needed help to learn how to get or climbing) in conditions that would
along beyond the borders of your desert otherwise be more difficult due to ice or
home. snow.
3. It seemed like the only way to survive. Skill: You are trained in any task involving
4. The others had food and water. resisting damage from cold, and you have
+2 to Armor that applies only to damage
ELYCHNIOUS from cold.
The Black City: see Ninth You hail from the Black City. As is typical for Skill: You are trained in handling euriegs
World Guidebook, page those of your kind, you are quiet, subdued, and driving a eurieg-pulled sledge.
70
and calm. You tend to avoid wearing bright Inability: You have an inability in any task
Eurieg: level 4, moving colors or adopt ostentatious appearances involving resisting damage from heat.
across difficult terrain of any kind. Some people might mistake Initial Link to the Starting Adventure:
as level 6; Armor 2; long
you for sullen or distant. You value learning, From the following list of options, choose
movement; can move a
short distance and attack history, and lore, except for knowledge of how you became involved in the first
as level 5, inflicting 8 powered numenera or the science behind adventure.
points of damage. See such things. You believe that demons dwell 1. You needed to get somewhere warm.
Ninth World Guidebook,
page 229
within stone and metal as well as in severe 2. You were exiled from your home for a
weather and storms. You prefer to be in past transgression.
high places rather than on the ground when 3. The others were inexperienced in the
possible, and you dont like being out in the frozen wilderness and needed a guide.
open. 4. You needed help to learn how to get
You have the following characteristics: along beyond the borders of your frozen
Studious: +4 to your Intellect Pool. homeland.
Skill: You are trained in tasks involving
botany, zoology, or biology. GAIAN
Lostrei: see Ninth World Skill: You are trained in climbing. You are from Lostrei, the Spiritlands. As a
Guidebook, page 100 Inability: You have an inability in believer in the animism-based faith of your
understanding or using powered numenera, people, you see a unity in all things from the
including ray projectors, automatons, spirits that flow through the world. Thus,
force fields, vehicles, and so onanything you love and respect animals and have a
requiring a nonliving power source. rapport with them.
Initial Link to the Starting Adventure: Like most Gaians, you are egalitarian and
From the following list of options, choose cant abide the idea of slavery or a heavily
how you became involved in the first classist society. Individual freedom is
adventure. important to youimportant enough that
1. You needed to leave the city and youll fight for it.
discover the world. You have the following characteristics:
2. It seemed an important way to combat Empathic: +2 to your Intellect Pool.
the demons of the earth and air. Graceful: +2 to your Speed Pool.
Gallitaius: see Ninth 3. Gallitaius himself asked you to get Skill: You are trained in any task having
World Guidebook, involved. to do with interacting with, caring for, or
page 73
4. You were exiled from the city for a past training animals.
transgression. Initial Link to the Starting Adventure:
From the following list of options, choose
FROSTBORN how you became involved in the first
You are from the region known as the adventure.
Frozen South: see Ninth Frozen South. You are tough, able to shrug 1. It seemed a good way to uphold
World Guidebook, off ice and cold that would debilitate others. important causes like justice and freedom.
page 77
You have the following characteristics: 2. The spirits told you to.
Stalwart: +2 to your Might Pool. 3. You needed to get away from your
Skill: You are trained in any task involving home and see the world.
moving (walking, running, jumping, 4. You needed money.

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NEW DESCRIPTORS

RAYSKELAN 4. You were once a celebrated member of


You feel most at home when surrounded by the bonebreakers who answer to Trau Yad, The name Rayskelan
the smells and sounds of the ocean, when and you are trying to start a new life out of derives from the Rayskel
Kays; see Ninth World
you can sense that the land doesnt go on the spotlight.
Guidebook, page 155
forever, and when you know that at any time
you are never more than a few hours walk VRALKAN Trau Yad: see Ninth
from the touch of the sea. Being inland, You hail from Vralk and fit the stereotype World Guidebook,
page 157
far from any connection to the sea, makes of the typical Vralkanyou follow the Red
you feel ill at ease. You probably worship Gods, see violence and intimidation as Red Gods: see Ninth
the moon as your main god, believing that the answer to most of lifes problems, and World Guidebook,
page 24, 126
the sky is a second, larger sea that mirrors were never introduced to concepts like
the one you love so dearly. To that end, you compassion and mercy. You value hunting
are not afraid of death, and in fact have and physical challenges (particularly
prepared for it, ensuring that someone combat), and you delight in seeing the
close to you will put you under the waves blood of your defeated enemies spilled on Ayon: see Ninth World
for three days so that you can travel from the ground. Guidebook, page 156
your body to become a bioluminescent You have the following characteristics:
creature in the skysea. Its likely that you Steely: +4 to your Might Pool. Airel: see Ninth World
Guidebook, page 159
speak a language known only to you and Bloodthirsty: If you are fighting a wounded
those of your hometown, as well as Ayon foe, you deal 1 additional point of damage.
and whatever bits of the Truth youve
managed to pick up in your travels. Your
clothing is probably designed to absorb
little and dry quickly, letting you move
between two worlds with ease.
You have the following characteristics:
Agile: +4 to your Speed Pool.
Pliant: You are at home on both water and
land, adept at switching between the two. At
the beginning of each day, you can choose
to be trained either in running and jumping,
or in swimming and sailing.
Additional Equipment: You carry a unique
token that you found on the shore of your
home island long ago, as well as 12 airels.
Initial Link to the Starting Adventure:
From the following list of options, choose
how you became involved in the first
adventure.
1. Against your better judgment, you
joined the other PCs because you saw that
they were in danger.
2. One of the other PCs is
interested in languages and invited
you to join them so that they might
learn Ayon.
3. You have been away from
your beloved islands for a long
time, and one of the PCs reminds
you of your home for a reason
you cant yet put your finger
on.

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Skill: You are trained in any task involving been an organic creature whose mind was
finding food or water. uploaded into a machine.
Inability: You do not see much value in Your body, of course, is also a machine.
diplomacy or charm. You have an inability in This means that most people will refer to
all pleasant social interactions. you as an automaton, although you know
Initial Link to the Starting Adventure: that term doesnt describe you very well,
From the following list of options, choose how as you are as free-willed and free-thinking
you became involved in the first adventure. as they are. Machine bodies vary greatly, of
1. Blood and glory were involved. course, but the game mechanics included
2. You were ordered to join the group by below assume a fairly humanoid body
someone of a higher class. constructed of advanced materials.
3. You decided to infiltrate the enemy lands. Artificially Intelligent characters are
4. You needed to leave Vralk and see the almost always loners. Only in the rarest of
world. circumstances do they gather together and
Weal of Baz, form any kind of society (although the Weal
page 198 RACIAL DESCRIPTORS of Baz could be considered such a thing).
The assumption in Numenera is that You gain the following characteristics:
all characters are human (although that Superintelligent: +4 to your Intellect Pool.
word, human, can mean a lot of things Artificial Body: +3 to your Might Pool and
in the Ninth World). However, there are Speed Pool.
exceptions. Players can create nonhuman Shell: +1 to Armor.
characters if the GM allows it. Racial Limited Recovery: Resting restores points
characteristics are always expressed as only to your Intellect Pool, not to your Might
descriptors, and this section presents a Pool or Speed Pool.
number of new options that can replace Mechanics, Not Medicines: Conventional
more conventional descriptors. healing methods, including the vast
A nonhumans race is his descriptor, majority of numenera restorative devices,
but they can choose any character type do not function to restore points to any of
An Artificially Intelligent and focus. Because nonhuman characters your Pools. You can recover points to your
character who Fuses often gain more benefits from their racial Intellect Pool only by resting, and you can
Flesh and Steel would be
an automaton who has type than they would from a conventional recover points to your Speed and Might
organic parts added to descriptor, most carry more disadvantages Pools only through repair.
its body. as well. Nonhuman characters also present Machine Vulnerabilities and Invulnerabilities:
roleplaying challenges, so its recommended Damaging effects and other threats that rely
that new players do not create nonhuman on an organic systempoison, disease, cell
Fuses Flesh and PCs. disruption, and so onhave no effect on
Steel, page 64 you. Neither do beneficial drugs or other
ARTIFICIALLY INTELLIGENT effects. Conversely, things that normally
You are a machine. Not just a sentient affect only inorganic or inanimate objects
machine, but a sapient one. Your origins can affect you. Effects that can disrupt
may hearken back to an earlier age, but machines affect you.
memories of such a time are long lost. Uncanny Valley: You have a hard time
Alternatively, you might be a far more recent relating to organic beings, and they dont
creation of some tinkerer or Aeon Priest. react well to you. The difficulty of all positive
Artificially Intelligent characters have interaction tasks with such beings is
machine minds of one type or another. This increased by two steps.
can involve something that a 21st-century Initial Link to the Starting Adventure:
person might call an advanced computer From the following list of options, choose how
brain, but it could also be as different as a you became involved in the first adventure.
liquid computer, a quantum computer, or a 1. You are in need of spare parts.
network of smart dust particles creating an 2. You wanted to spend time among
ambient intelligence. You might even have humans to learn more about them.

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NEW DESCRIPTORS

3. You organized the group to undertake 2. The PCs found you in a stasis pod of
the task or expedition for your own reasons. your crashed and destroyed space vessel.
4. One of the other PCs helped you in the 3. You sought the PCs out because you
past and you owe them a debt of gratitude. thought one of them had a clue to you
finding a way back to your homeworld.
CALRAMITE 4. The PCs were involved in something
You are a humanoid who came (or whose exciting, and you wanted to get into the Calram: see Into the
ancestors hailed) from a tiny, artificial world action. Night, page 25
called Calram that hangs above the Earth.
As an adult, you look humanoid but instead ECHRYNI
of arms, you sprout a set of five tentacles You are an amphibious humanoid who
like those of a cephalopod, each of which hails (or whose ancestors hailed) from the
branches into a smaller and finer set of Rayskel Cays. As an adult, you look slightly Rayskel Kays: see Ninth
manipulator tendrils at the far end. With human, with strong legs and large webbed World Guidebook,
page 155
these, you can manipulate complex machines feet, adaptable lungs and gills, and winglike
in a way that a regular human could never appendages, all of which make you equally
hope to. Your lifespan is slightly longer than suited for traversing land and water. You can
that of a typical human. You probably speak
the Truth, as well as your own language,
Calram. Your kind tends to be aloof and
uncaring, circling as most of them do above
the surface, and often enough, sleeping away
years while they wait for something of note to
happen, an event that hasnt been explained
that well as far as youre concerned. Thats not
for you. You prefer wakefulness to slumber,
and action to watching.
You have the following characteristics:
Advanced Intelligence: +4 to your Intellect
Pool.
Skill: You are trained in actions related to
fine manual manipulation, such as picking
locks, repairing tiny devices, and actions
related to sleight of hand.
Languages: You speak the Truth,
Calramite, and one other language of your
choice.
Inability: You require more sleep than
a human. Instead of taking a ten-hour
recovery roll, you require thirteen hours.
You still get the benefit of the recovery if
you take only ten hours of rest, but you
gain an inability in Intellect-based tasks.
The inability persists until you can take the
additional hours of rest or complete an
entire ten-hour recovery roll.
Initial Link to the Starting Adventure:
From the following list of options, choose how
you became involved in the first adventure.
1. You left Calram in something of a cloud
of suspicion. You hooked up with the PCs
because you wanted to blend in.

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breathe on land or underwater for up to 28 You have the following characteristics:
hours at a time, and then you must switch Gregarious: Despite your unusual
environments, if only for a few minutes, appearance, your social skills charm even
to clear out your delicate gill passages. the most standoffish of creatures. You are
Your lifespan is slightly longer than that of trained in all tasks involving positive social
a typical human, and your gender is likely interactions.
indiscernible to anyone other than yourself Waterwielder: If sufficient water is
and those closest to you. You can control available, you can use it to craft mundane
and change the very structure of water items that typically cost no more than 5
specifically saltwaterusing an enzyme on shins, such as standard weapons, armor,
your skin. This allows you to turn water into and equipment. Items must be no larger
a semisolid state while retaining most of its than what you can carry on your person, and
fluid properties. Your waterwear clothing, they last up to 28 hours or until they are not
and perhaps much of your equipment, is in contact with you for more than a round.
likely something you created in this way. You As a general rule, crafting a mundane
probably speak the Truth, and you also sing object takes one to ten minutes, depending
Naiadan: see Into the in a short, staccato language designed to on its size and complexity. You cannot
Deep, page 100 carry for long distances underwater. craft complicated items such as cyphers,
artifacts, or special equipment.
Inability: If you go more than 28 hours
without switching between water breathing
and air breathing, you gain an inability in
movement-related tasks, including running,
jumping, and climbing. The inability
persists until you make the switch between
environments for at least a few minutes.
Initial Link to the Starting Adventure:
From the following list of options, choose how
you became involved in the first adventure.
1. One of the PCs is enamored of your ability
to waterwield and invited you to join the group.
2. Some of the other PCs helped you find
water to breathe when you needed it, and
you owe them your gratitude.
3. Someone is hunting you, believing you
to be a mutant, and you hope that the group
will help protect you.
4. You are searching for a human who
once assisted a member of your community.

NAIADAPT
Naiadans are creatures composed of
thousands of individual constituent
creatures called dyremmi. You are a hybrid
naiadan, called a naiadapt. Naiadapts
are humans who have become partially
hybridized with naiadan biology. Playing
a naiadapt is slightly more complex than
playing an average human, so only players
willing to shoulder additional complexity
should consider playing a naiadapt, and
then only with the blessing of the GM.

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NEW DESCRIPTORS

Like varjellen, naiadans and naiadapts can because their humanlike psychology cant Naiadapts need to eat
adapt themselves to their circumstances. help but see the amazing opportunity that and drink about 25%
more than a normal
However, they do so by literally swapping their changeable physiology can provide. human to stay healthy,
portions of their body with either a personal Some naiadapts revel in their differences, mainly because theyre
reservoir of spare dyremmi or with another especially if they rejoin surface-dwelling supporting not only
themselves but their
naiadan or naiadapt who possesses the societies. Others hide their differences to
dyremmi symbiotes,
desired feature. gain an advantage, though a few actually which gain all the
A naiadapt looks like a human who has adapt the more easy-going attitudes of a nutrients they need by
been partly fused with patches of artificial naiadan. absorbing them from the
host.
organic material. The fused dyremmi might A naiadapt could conceivably far outlive
be wholly hidden under the skin, or they a regular human, though to do so would
might resemble patches of scales here and require that they find the right specialized A common slang term for
there replacing the naiadapts skin. As a dyremmi and keep those active for many a naiadapt is dapt.

naiadapt swaps out different abilities, small hours every day. Naiadapts eat human
changes in ones appearance are the norm. foods, though their hybrid biology means
For instance, a naiadapt who exchanges that strong spices and hard alcohol hit them
her ability to be adapted to the deep with particularly hard.
the ability to run a long distance each You gain the following characteristics:
round on dry land might go from appearing Swappable Dyremmi Abilities: Each
essentially scale-covered to human looking naiadapt can have two active dyremmi
but with legs more like that of a fast- abilities plus two spare abilities that
moving plains animal, including a reverse are inactive at one time. The spare
knee joint. Naiadapts can be thought of as abilities are usually stored as internal
humans partly colonized with symbiotes biological packages visible as slight
that, if removed, would kill the human. bulges or discolorations somewhere on
Whereas naiadans are placid and the characters skin. This feature grants
accepting, naiadapts can be unpredictable, a naiadapt a flexibility that others rarely
excitable, and even ambitious. Thats possess. The naiadapt can replace one

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NAIADAPT DYREMMI ABILITIES
The following are typical dyremmi abilities a naiadapt might have stored (or active). If a character encounters
another naiadapt, a naiadan, or a living cypher of the kind typically found in Minifera, the GM and player can
work together to determine if other abilities are possible.
Contemplative: +2 to Intellect Pool.
Deep Adaptation: Thrive like a native creature in the deep, including immunity to high pressure and cold, the
ability to breathe underwater, and the ability to see in dark water. (This ability, if active, must be changed out,
or otherwise ameliorated, if the naiadapt ascends to the surface. Otherwise the naiadapt undergoes a process
that is the reverse of what a non-native creature deep underwater experiences when it visits the hadal depths.
In other words, the naiadapt dies.)
Armored Carapace: +1 to Armor.
Spray of Confusion (2 Might points): The character can release a stream of fluid at a target within immediate
range as an attack that inflicts 1 point of damage (ignores Armor). In addition, the difficulty of all tasks is
increased by one step for one round.
Skill: The character is trained in tasks related to the numenera.
Spew Acidic Detonation (4 Might points): The character can project a gobbet of biologic material at a target within
short range, whereupon it explodes in an immediate radius, inflicting 5 points of damage from acidic discharge.

Minifera: see Into the active dyremmi ability (such as Deep defense roll. On a failure, they lose cohesion
Deep, page 96 Adaptation, Armored Carapace, Spray of over some of their dyremmi constituents,
Confusion, Contemplative, Numenera which suspends one active dyremmi ability
Specialization, and so on) with a different for ten hours.
stored ability. A naiadapt can store two Inability: The difficulty of tasks involving
inactive abilities at one time, though if a remaining calm, resisting stress, and
naiadapt meets another willing naiadapt engaging in rational debate (including
or naiadan with different abilities, they attempts at persuasion) is increased by one
can permanently swap abilities (active or step.
A naiadapt can have up inactive) between them. Initial Link to the Starting Adventure:
to two active dyremmi To switch between an active and stored From the following list of options, choose
abilities at a time, plus
two additional inactive
ability, a naiadapt must spend ten minutes how you became involved in the first
abilities that can be concentrating, during which time their adventure.
swapped out with the physiology shifts as they give up (and store) 1. You helped the PCs when they founder
active abilities. one dyremmi ability for another (a process underwater, and they return the favor.
naiadans call communion). A naiadapt can 2. Youre all from the same location
choose to vary an active dyremmi ability up underwater and decided to go on an
to twice per day, immediately after a one- adventure.
hour or ten-hour recovery roll. 3. You wanted a closer look at the
Naiadapt Dyremmi Abilities: The abilities numenera carried by one of the other PCs.
listed under Naiadapt Dyremmi Abilities are 4. The PCs told you that if you didnt join
granted only while the indicated dyremmi them, innocents would die.
ability is active, as chosen by the PC.
Cypher Dangers: Active dyremmi abilities ORMYRL
Cypher Danger, count against a characters cypher limit. To Ormyrl fall into the category of visitants,
page 279 avoid a roll on the Cypher Danger table, a but only technically. Their origins are not
character must be sure to keep the number extraterrestrial, but rather ultraterrestrial
of normal cyphers they carry plus the not that their appearance would ever
number of active dyremmi abilities available suggest such exotic heritage. Ormyrl look
to them under their cypher limit at all times. human. However, they all look like the same
Hybrid Instability: Whenever the naiadapt humana tall woman with green eyes, dark
descends a step on the damage track, hair, and broad cheekbones.
they must succeed on a difficulty 3 Might

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NEW DESCRIPTORS

Ormyrl physiognomy, then, is always healthier than others, and youre told that
identical. One individual cannot be discerned proximas live much longer than is typical.
from another by sight. Which is appropriate, You come from the lands far to the east,
perhaps, because ormyrl do not possess visual beyond the Great Reach. If you travel to the Great Reach: See Ninth
senses. Instead, they have a cloud of invisible Steadfast, youll find even more surprised World Guidebook,
page 190
particles around them that extends to short and strange reactions there, where people
range. Through these particles, they can sense have never seen anyone like you before.
movement, shape, size, and even texture. This You have the following characteristics:
means that, at short range, they can sense Healthy: +4 to your Might Pool. Ormyrl reproduce
asexually.
around corners or barriers, sense invisible Skill: You are trained in tasks related to
objects, and so on. They also have acute hearing intimidating humans.
and sense of smell. Internally, ormyrl are nothing Quick Recovery: Your ten-minute recovery
like humans. The inner workings of their body takes only one action.
are utterly different in composition and function. Inability: People find you somewhat off-
Despite what their appearance would putting. You have an inability with positive
suggest, ormyrl are all very different in social interactions with humans.
outlook, personality, and goals. Their Initial Link to the Starting Adventure:
training and life experience are entirely From the following list of options, choose
different. They are generally very intelligent. how you became involved in the first
Most ormyrl dont have any sort of society adventure.
because most do not relish the company 1. You found that the others in the group
of other ormyrl. Instead, they live among accepted you more readily than most.
humans, posing as humans. The few ormyrl 2. Down on your luck, you needed money.
who do live in groups do so only in very 3. Tired of the way you were treated at home,
remote corners of the world. you decided to venture forth into the world.
You gain the following characteristics: 4. You had knowledge that the rest of the
Smart: +4 to your Intellect Pool. group needed.
Skill: You are trained in blending into the
crowd, moving unseen in groups of people. SKEANE
Senses: You can see perfectly in short Skeane are furred, feathered, and webbed in Most skeane names are
range, but not at all beyond that. grey and white, with strips of orange-yellow vowel heavy, more breath
and soft air than hard
Initial Link to the Starting Adventure: around their faces and along the edges of
consonants. Many names
From the following list of options, choose how their bellies. Their heads are both dolphin- are reused often and
you became involved in the first adventure. and bird-like, with soft, pointed bills, small passed down through and
1. You wanted to blend in, and just sort of teeth, and long tongues. Skeane are native across generations, and
names like Ooya, Aawo,
wound up with the other PCs. to the City of Rust. and Uoai are common.
2. The other PCs encountered you on the Skeane have three sets of multipurpose
road, and you convinced them to allow you limbs. On the ground, they stand on the Skeane: see Into the
to accompany them. back two sets, and use the front set much in Deep, page 59

3. You are down on your luck and needed the way that humans do. When swimming, City of Rust: see Into the
money. they can use all three sets, along with Deep, page 55
4. You feel the need to get hold of some their kite-shaped tails, to speed through
powerful numenera. the water, or they can move more slowly
and deliberately, using their front limbs to
PROXIMA hold and operate complicated equipment,
Your parents were human, but you are catch fish, explore ruins, and build or repair
slightly different. No one can quite put city structures. Skeane are typically very
their finger on it, but theres something odd smart, dexterous, and complicated. They
about you. You, of course, dont see it at are builders and creators, always looking
all, but youve encountered the stares and for a new challenge. Their speech is a
minor prejudices from normal humans combination of sounds, air bubbles, and
all your life. On the other hand, you are hand and tongue gestures. Many, however,

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also speak a truncated version of the Truth eternally placated. Most twins die before
thanks to small implants that pierce the reaching adulthood, as they are particularly
sides of their tongues. susceptible to the disease called the Drown.
Skeane have three genders, each defined The only differentiating characteristic
by their roles in raising young: egg giver, egg among the genders are small white nodules
taker, and egg feeder. The givers produce on the undersides of the tailsgivers
a single small orange egg each year, then typically have two, takers four, and feeders
pass that egg along to a taker. Takers insert none. When not involved with producing,
the egg inside their bodies, and carry it until carrying, or providing for the young, the
it reaches term. Once the egg is ready to idea of genders isnt typically a part of
hatch, the taker delivers it. In moments, it daily life. Skeane are communal creatures
breaks open to produce a young skeane. by nature, often sharing their lives and
Once the young has hatched, its the living spaces with two or more additional
responsibility of the feeder to raise it, using creatures.
their digestive enzymes to regurgitate special Skeane characters might be somewhat
nutrient-rich food and liquid for the young. awkward on land compared to other
Very rarely, twin skeane are born. They characters, but they would obviously
are almost always conjoined. Special care is excel in the water, and would be excellent
given to these babies, as they are believed companions on an underwater expedition.
to be an offering from the gods. Many You gain the following characteristics:
believe that if a pair of conjoined twins Fast Finned: Your Speed Edge increases
makes it to adulthood, the gods will be by 1.
Amphibious: You can breathe air or water.
Skill: You are trained in the numenera.
Skill: You are trained in swimming.
Skill: You are trained in study,
contemplation, or mental concentration.
Skill: You are trained in crafting.
Inability: You are susceptible to
contagious diseases. The difficulty of
resisting disease or poison is increased by
one step.
Inability: Youre fast, but not fierce. The
difficulty of tasks involving combat
including attack and defense rollsis
increased by one step.
Extra Equipment: One of your starting
cyphers is one that you created yourself,
and thus you can work with the GM to
determine what it is.
Initial Link to the Starting Adventure:
From the following list of options, choose how
you became involved in the first adventure.
1. The PCs asked you to come with
them because their mission will take them
underwater.
2. Seemed entertaining.
3. Your family is afflicted with a disease
called the Drown, and in your quest for a
cure, your path merged with that of the
other PCs.
4. You want to find more numenera.

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NEW FOCI

CHAPTER 3

NEW FOCI

More than descriptor or type, focus is what


FOCI IN THIS CHAPTER
makes your character unique. No two PCs
in a group should have the same focus. Your
Abides in Crystal
focus gives you benefits when you create Absorbs Energy
your character and each time you ascend to Abuses Alchemy
the next tier. Its the verb of the sentence I Becomes Energy
am an adjective noun who verbs. Charges Right In
The foci presented here supplement those Conceals the Truth
found in the Numenera corebook. Some of Delved Too Deeply
them are much more specific or specialized,
Devotes Everything to the Cause
and others are just plain weird. In any case,
Fell From Another World
they will be useful to many characters and
of particular use in certain campaigns. With Figures Things Out
these new foci, it should be easier than ever Forges a Bond
to ensure that your character is unique, Gazes Into the Abyss
different from all the others in the group. Likes to Break Things
When you choose a character focus, you Lives on the Road
get a special connection to one or more Makes Something Out of Nothing
of your fellow PCs, a first-tier ability, and Manipulates Force
perhaps additional starting equipment. A
Plays Tricks
few foci offer slight alterations of esoteries
Provides Support
or tricks for Nanos and Jacks. Each focus
also offers suggestions for possible effects Shapes Liquid
or consequences of really good or really bad Speaks to the Datasphere
die rolls. Stares Down Adversity
As you progress to a new tier, your focus Steps Into the Outside
grants you more abilities. Each tiers benefit Ventures Into the Night
is usually labeled Action or Enabler. If an Wields a Whip
ability is labeled Action, you must take Wonders
an action to use it. If an ability is labeled
Enabler, it makes other actions better or
gives some other benefit, but its not an
action. An ability that allows you to blast Each tiers benefits are independent of
foes with lasers is an action. An ability that and cumulative with benefits from other
grants you additional damage when you tiers (unless indicated otherwise). So if your
make attacks is an enabler. You can use an first-tier ability grants you +1 to Armor and
enabler in the same turn as you perform your fourth-tier ability also grants you +1 to
another action. Armor, when you reach fourth tier, you have
a total of +2 to Armor.

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ABIDES IN CRYSTAL 3. Pick one other PC. Youre missing one
You possess an affinity with intricate of your crystals and you suspect they might
crystals, many of which were fashioned by have taken it. Intentionally? By mistake? You
prior-world technologies. Crystals can store dont know yet.
information and energy, and you know that 4. Pick one other PC. This character
matter can be transformed into either. You comes from the same place you do, and you
can store yourself within crystals, or use knew each other as children.
energy-infused crystals to enhance your own Additional Equipment: You have four
form. Eventually, you can even use crystals crystals of different sizes and colors that
to travel limitless distances instantaneously. you value.
You likely wear crystalline jewelry or other Crystalline Esoteries: If you perform
adornments. And whats more, youre probably esoteries, those that inflict damage do so
interested in gathering additional crystals as by creating sharp shards of crystal that are
well. For you, theyre far more important than hurled with great force. Protective esoteries
shins or other simple treasures. use crystalline shields or armor. And so on.
Although Nanos are likely to be crystal Minor Effect Suggestions: Blinded by
fusers, Glaives gain perhaps as much if not a glint of light from one of your crystals,
more benefit from the focus abilities. the difficulty of an opponents actions is
Connection: Choose one of the following. modified by one step to its detriment.
1. Pick one other PC. Youve noticed this Major Effect Suggestions: While within
character seems to have an affinity for crystals, a crystal, you are infused with additional
and this makes them intriguing to you. energy, and the difficulty of all tasks you
2. Pick one other PC. Youre drawn to attempt is decreased by one step for ten
them and you dont know why. Theres just minutes.
something about them. A shared destiny?

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NEW FOCI

Tier 1: Fuse Into Crystal (2 Intellect points). processing space. You gain +2 to your
You transfer your body and whatever you are Intellect Pool permanently. Enabler.
wearing and holding into a crystal at least
the size of your index finger. While in the Tier 5: Crystalline Strength. You permanently
crystal, you are in complete stasis, unaware fuse crystals into your flesh. You gain +2 to
of anything that transpires. You exit the your Might Pool and gain 1 point of Armor
crystal when some predetermined trigger permanently.
occurs involving the crystal (it is tapped,
it gets ten degrees warmer, someone says Tier 6: Crystal Travel (7+ Intellect points).
your name into the crystal, etc.) or when 28 You transfer your body and whatever you
hours pass, whichever comes first. If the are wearing and holding into a crystal of
crystal is destroyed or significantly damaged any size and exit from another crystal of any
while you are within it, you immediately size. You must know of the crystal you are
exit, cannot act for three rounds, and move going to use as an exit before you enter the
two steps down the damage track. Action to first crystal. If you apply Effort, you can take
initiate. one additional creature with you for each
level of Effort. Action.
Tier 2: Crystal Armor (2+ Intellect points).
You cause a fist-sized crystal to flow like
liquid, coating your body in a hard but
flexible sheen that grants you 1 Armor for
an hour. If you apply one level of Effort, you
gain 2 Armor. Action to initiate.
Crystal Strength. You permanently fuse
crystals into your flesh, which enhances
your musculature. You gain +2 to your
Might Pool permanently. Enabler.

Tier 3: Inhabit Crystal (4 Intellect points).


You transfer your body and whatever you
are wearing and holding into a crystal at
least the size of your index finger. While in
the crystal, you are aware of what is going
on around it, seeing and hearing
through the crystal. You can even speak
through the crystal and carry on
conversations. You cannot take
actions other than to choose to
exit the crystal. You remain within
as long as you wish, but you are not in
stasis, and so should exit to eat, drink,
sleep, and so on as normal (breathing is
not an issue). If the crystal is destroyed or
significantly damaged while you are within
it, you immediately exit, cannot act for three
rounds, and move two steps down the
damage track. Action to enter and exit.

Tier 4: Crystal Intellect. You


permanently fuse crystals
into your brain, utilizing
them as storage and

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ABSORBS ENERGY cannot use this ability again until you have
Every movement is an expression of energy. released that energy using one of your other
You can harness the energy of movement abilities. Enabler.
kinetic energyand transform it into other Release Energy. You release the energy
sorts of energy. To begin with, once you youve absorbed as a blast that strikes a
absorb energy, you cannot absorb more single foe within long range for 5 points of
until after youve used it. You can use this damage. Action.
absorbed energy as a weapon, or to infuse
dangerous energy into an object, which is Tier 2: Energize Object. You infuse energy
released upon touch. You can eventually use you have absorbed into an object, like a
the energy for nonviolent purposes, such as weapon. The object holds the energy until
healing or invigorating creatures. it is touched by anyone but you, so putting
At tier 3, however, the abilities of an it into a melee weapon or the ammo of a
To use Release Energy, energy absorber become a bit more ranged weapon allows the weapon to trigger
Energize Object, Energize complicated, as a reserve of energy can be the energy in combat. The energy inflicts 5
Creature, or Energize
Crowd, you must have built up. This is dangerous, as with each points of damage on the creature touched.
a charge of energy charge of absorbed energy, there is a risk You cannot have more than one energized
absorbed, that is then that you wont be able to contain it all, and object on your person at a time. Action to
expended. None of these
it detonates, harming you. initiate.
abilities require points
from your own pools. Glaives often gain the biggest benefit
from being an energy absorber, as they are Tier 3: Overcharge Energy. You can choose
the ones most often being struck in combat, to absorb the energy of a second (or more)
and many of the initial uses of absorbed incoming blow or impact while you have
energy are for combat. one stored in your reserve. This, however,
Connection: Choose one of the following. comes with a risk. For each charge you
1. Pick one other PC. For reasons unknown have above the first, the process of storing
to you, this character is completely immune requires a roll, with the difficulty being 5
to the energy you release, whether you use it + the number of charges you have already
for help or harm. stored above 1. So if you have three charges
2. Pick one other PC. You knew of this stored and you attempt to store a fourth,
character years ago, but you dont think they the difficulty is 7 (5 + 2). If you fail in this
knew you. task, the energy detonates, inflicting 5
3. Pick one other PC. Youre always trying to points of damage on you for each charge
impress them, but youre not even sure why. stored, and all energy is lost. Each charge
4. Pick one other PC. This character has a stored can be used with one of your other
habit that annoys you, but youre otherwise abilities. Enabler.
quite impressed with their abilities.
Minor Effect Suggestions: The energy Tier 4: Redirect Energy (4 Intellect
you release is even more potent than you points). When you absorb energy, you can
thought. The difficulty of your opponents immediately turn it back on the creature
actions is modified by one step to their that inflicted the blow, even though this
detriment. means acting not on your turn, but on
Major Effect Suggestions: The energy you theirs. The energy is released as a blast that
release is even more potent than you thought. strikes the foe, if they are within long range,
Your opponent loses their next action. for 6 points of damage. Enabler.

Tier 1: Absorb Kinetic Energy (1 Intellect Tier 5: Energize Creature. You infuse a
point). You absorb the energy of one creature you touch (not you) with energy
incoming blow or impact (this can include you have absorbed. The creature gains
you falling from a height). You negate any 8 points to restore their Pools. If the
damage you would have suffered, up to 5 creatures Pools are full, they gain an asset
points. Once you have absorbed energy, you to all of their actions for the next minute. A

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NEW FOCI

single creature cannot be energized again


until after you have used your ten-hour CONSEQUENCES OF
recovery roll. Action. ALCHEMICAL FAILURE
Normally, procuring a daily dose of
Tier 6: Energize Crowd. You infuse energy drugs by those who Abuse Alchemy
into yourself, restoring 10 points to your isnt an issue. But if a character goes 28
Pools, and 8 points to all creatures within hours without taking their daily dose of
immediate range. If a recipient's Pools self-prepared medication, they descend
are full, the creature in question gains an one step on the damage track. If they go
asset to all actions for the next minute (this a week without taking their daily dose,
applies to you as well). You cannot use this they descend two steps. If they go a
ability again until after you have used your month, their body kicks the addiction
ten-hour recovery roll. and they lose their abilities, but starting
up again becomes as dangerous as
weaning off. The difficulty of the task is
ABUSES ALCHEMY equal to the characters tier. Enabler.
Youve learned that alchemical concoctions
can make you more than merely feel good
they can make you better! At least, they 2. Pick one other PC. This character is
can do so for as long as you keep taking allergic to your ingredients, and possibly
your special formulation of ingredients even scandalized by your constant reliance
that some might call drugs. Normally, on drugs.
people who use drugs as often as you spiral 3. Pick one other PC. You and this
out of control and die early. But youre character were childhood foes.
different, you tell yourself. Youve leashed 4. Pick one other PC. You offered to share Finding the ingredients
yourself to a strict regimen of alchemical your alchemical drugs with this PC in the you need to create your
substances that keep you from feeling the past, and your offer was wholeheartedly daily dose is usually
as simple as spending
effects of withdrawal, while at the same accepted. So far, the dose you gave that PC
several hours in a city
time enormously enhancing your abilities in has had no effect. So far. market every six to eight
particular ways. Additional Equipment: Bag containing months; ingredients cost
Your acquaintances sometimes worry tools and ingredients for creating your about 10 shins.
youre just a day away from a serious crash. drugs, journal containing your drug recipes.
But what do they know? Everything is great, You have several weeks worth of your daily
you tell yourself. Confidence is another side- alchemical dose prepared, and ingredients to
effect of your daily dose of amazing. create several more weeks worth on hand.
You probably wear dark clothing to Minor Effect Suggestions: Your drug is
hide stains of your constant alchemical better than expected. You gain an asset to
experiments. Symbols for elemental Speed defense rolls for one round.
materials like water, fire, and various Major Effect Suggestions: Your drug is far
specific substances might adorn that dark better than expected. You gain an asset to
clothing. Some who abuse alchemy wear Speed defense rolls and an asset to attack
hoods or eye-covering lenses to hide wide rolls for one round.
black pupils and bloodshot eyes.
Abusers are usually Jacks, but Nanos Tier 1: Alchemical Dependence. You are
can fall into alchemical dependence, too. trained in alchemical tasks. In addition, you
Those who choose this focus usually refer to take a daily regimen of special drugs youve
themselves as alchemical travelers. Everyone designed to work with your body in particular,
else calls them alchemical abusers. drugs that have slowly adapted your muscles
Connection: Choose one of the following. and organs, allowing you to accept still
1. Pick one other PC. Youve offered to more concentrated doses. In effect, youve
share your alchemical drugs with this PC in enhanced yourself with permanent abilities
the past, but you were rebuffed. while you keep taking your daily dose of drugs.

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You can change your matrix of active Incredible Health: You are immune to
daily abilities by choosing to take a diseases, viruses, and mutations of any
different complement of drugs on a given kind. Enabler.
day, assuming you have the recipe in
your manual and ingredients for granting Tier 4: Alchemical Dependence. You add the
yourself that ability. You can have only following abilities to your recipe manual.
one active ability of a given tier at a time. Choose one of them as your active ability
Given how Abuses To make the switch, spend ten minutes for tier 4.
Alchemy functions, an studying your manual, preparing a new Body Weaponry. You can leash the inherent
abuser might discover
other recipes for each
alchemical concoction, and finally taking energy surging through your alchemically
tier. Of course, the it, after which time your activity ability is enhanced body. This allows you to fire a blast
character would first have changed out. You can choose to change of energy that inflicts 5 points of damage
to research them, find your active abilities up to twice per day, with a range of 200 feet (60 m). There is no
ingredients, and enter
them into their manual. immediately after a one-hour or ten-hour cost for you to use this ability. Action.
recovery roll. Others whove taken your Unusually Observant (5 Speed points). You
drugs experienced life-threatening reactions determine the weaknesses, vulnerabilities,
the few times youve experimented. qualities, and mannerisms of a single
Choose one of the following abilities as creature within long range. The GM
your active alchemical ability for tier 1. should reveal the creatures level, basic
Deadly Reflexes. You deal 1 additional abilities, and obvious weaknesses (if any).
point of damage with every attack you make. The difficulty of all actions you attempt
Enabler. that affect that creatureattack, defense,
Densely Muscled. Your alchemical infusion interaction, and so onis reduced by one
provides +1 to your Might Edge, and 3 step for a few months afterward. Action.
additional points to your Might Pool.
Enabler. Tier 5: Alchemical Dependence. You add the
following abilities to your recipe manual.
Tier 2: Alchemical Dependence. You add the Choose one of them as your active ability
following abilities to your recipe manual. for tier 5.
Choose one of them as your active ability Genius. You gain 5 additional points to your
for tier 2. Intellect Pool. In addition, you are specialized
Breath of Distress (2 Might points). You in one sphere of knowledge. Enabler.
Abuses Alchemy breathe out a puff of alchemical distress Triumph of Alchemy Over Sense (5 Might
GM Intrusions: at a creature within immediate range, points). If you are affected by an unwanted
An unforeseen drug
inflicting 2 points of Speed damage (ignores condition or affliction (such as disease,
interaction causes the
character to hallucinate, Armor). In addition, until the end of the next paralysis, mind control, broken limb, and so
become manically round, the difficulty of all tasks, attacks, and on, but not damage), you can ignore it and
obsessed with some defenses the target attempts is modified by act as if it does not affect you for one hour.
object, fall asleep,
sleepwalk, or perform one step to its detriment. Action. If the condition would normally last less
some other unexpected Defensive Reflexes. Choose one type of than an hour, it is entirely negated. Action.
behavior, until the defense task in which you are not already
character can make a
trained: Might, Speed, or Intellect. You Tier 6: Alchemical Dependence. You add the
Might or Intellect-based
roll to regain focus. are trained in defense tasks of that type. following abilities to your recipe manual.
Enabler. Choose one of them as your active ability
for tier 6.
Tier 3: Alchemical Dependence. You add the Alchemical Defenses. The density of your
following abilities to your recipe manual. skin and musculature increases further,
Choose one of them as your active ability providing you with +2 to Armor. In addition,
for tier 3. if you are struck by a melee attack, your skin
Fast. You gain 5 additional points to your reacts by releasing an alchemical backlash
Speed Pool. In addition, you are trained in that inflicts 4 points of electricity damage to
Speed defense tasks. Enabler. the attacker. Enabler.

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Juggernaut (5 Might points). Until the end Tier 1: Energy Skin (1 Intellect point). You
of the next round, you can move through convert a thin outer layer of your skin into a
solid objects such as doors and walls. Only glowing shield of energy that gives you +1 to
2 feet (60 cm) of wood, 1 foot (30 cm) of Armor for up to one hour, until you dismiss
stone, or 6 inches (15 cm) of metal can stop the effect and convert the shield back into
your movement. Enabler. the outer layer of your skin, or until you
choose to release the charge using one of
your other abilities. Enabler.
BECOMES ENERGY Release Energy Blast. If you have
Whether through an implanted device, energized your skin (using Energy Skin), you
an encounter with the Iron Wind that you can release that energy in a blast that strikes
survived, or some other means, you gained a single foe within long range for 5 points
the ability to convert the bulk mass of of damage; however, you suffer 1 point of
your body into energy. The first time you damage (ignores Armor) as you lose part of
used your ability, things could have gone your mass if your d20 attack roll is an odd
badly. Thankfully you figured out how to (as opposed to an even) result. Action.
restrain the energy you convert yourself
into so that its inertexcept for a bright Tier 2: Energize Fist (2 Intellect points).
glowuntil you choose to discharge it. As a You convert one of your appendages
being made partly or completely of energy, into a weapon of glowing energy for ten
you gain increased defenses, the ability to minutes. The energy remains inert, during
unleash some of that energy as attacks, which time you can use your glowing hand
and eventually even flight and the ability or limb normally until you successfully
to disintegrate objects. Using a fraction of strike or touch a target with it. (You could
your converted mass hurts you a little at instead release the energy using Release
first, until you learn to siphon off energy Energy Blast.) The energy inflicts 5 points of
from your surroundings to make up for that damage on the creature touched in addition
deficit. to any other damage dealt, if it was a melee
Nanos find the ability to become energy attack. You cannot turn more than one part
especially useful for defensive purposes, of you into energy at a time with this ability.
as an aid in getting around, and as an If you use the energy to inflict damage, you
impressive display of their abilities. suffer 1 point of damage (ignores Armor) as
Connection: Choose one of the following. you lose a portion of your mass in transferif
1. Pick one other PC. They still have a scar your d20 attack roll is an odd (as opposed
from when you accidentally burned them to an even) result. Action to initiate.
with your energy.
2. Pick one other PC. When you almost Tier 3: Energy Hop (2+ Intellect points).
detonated the first time you used your You instantaneously transmit yourself as
ability, this character helped you hold a blaze of energy to any location that you
yourself together, as it were. can see within 300 feet (90 m). Instead of
3. Pick one other PC. This character applying Effort to decrease the difficulty,
provided the means that led to you gaining you can apply Effort to bring other people
your ability to become energy. with you; each level of Effort affects one
4. Pick one other PC. This character additional target, who is also transmitted
helped you when you were heartbroken over as a blaze of energy, which discomfits them
the loss of another. upon returning to normal matter so much
Minor Effect Suggestions: You get an that turn unless they can make a difficulty
additional +1 to Armor for one minute with 3 Might defense roll. You must touch
Energy Skin. additional targets to transmit them. Action.
Major Effect Suggestions: You blaze with Minor Energy Protection: When you use
blinding energy. Nearby opponents are Release Energy Blast or Energize Fist to
blinded for one round. make an attack, you no longer take damage.

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Instead, you absorb a small amount of it. You can choose to discharge the energy
energy from your surroundings or an object in discrete amounts with repeated uses
in your possessioninflicting 1 point of of Release Energy Blast or Energize Fist
Becomes Energy GM damage that ignores Armorto make up (on a roll of 1 on a d20, the energy is
Intrusions: Characters the difference. Enabler. fully discharged). You can also choose to
that become energy detonate all your stored energy at once,
sometimes accidentally
Tier 4: Energize Body (4+ Intellect points). which inflicts 5 points of damage on all
discharge a portion of
their energy, starting You can convert more than your fist into creatures within short range and 2 points of
fires, scorching floors, glowing energy; you can turn your entire damage (ignores Armor) on you. Because
or blinding allies. A body into a nimbus of bright energy for detonation is an area attack, adding Effort
character that becomes
impaired or worse on the
up to one hour. The energy remains inert, to increase your damage works differently
damage track might risk during which time you act normallyalbeit than it does for single-target attacks: for
accidentally detonating. with an attendant glowuntil you discharge each level of Effort applied, the detonation
deals 2 additional points of damage to each
target, and even if you fail your attack roll,
all targets in the area still take 1 point of
damage. Action to initiate.

Tier 5: Flight. If your body has been


converted to energy using Energize Body,
you can float and fly through the air during
that period. You can carry up to one creature
of your size or smaller with you. You leave
a blaze of fading energy as your contrail.
In terms of overland movement, you move
about 90 miles (145 km) per hour and are
not affected by terrain. Using this ability
doesnt discharge the effect of your Energize
Body ability. Action to initiate.

Tier 6: Obliterate (3 Intellect points). If


your body has been converted to energy
using Energize Body, with a touch, you
disintegrate one nonliving object that is
smaller than you and whose level is less
than or equal to your tier. If the GM feels it
appropriate to the circumstances, you can
disintegrate a portion of an object (the total
volume of which is smaller than you) rather
than the entire thing. If you use this ability
on a creature, it suffers 10 points of damage
and if it is killed, it is disintegrated. Using
this ability doesnt discharge the effect of
your Energize Body ability. Action.

CHARGES RIGHT IN
Subtlety is not your strong suit. Tactics and
complicated plans are not your forte. You are a
straightforward soul who confronts problems
head on. You do not hesitate. You do not
blanche. With a mighty battle cry, you throw

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yourself at your enemies, and wreak havoc Tier 3: Damn the Attacks. If you are aware
amid their ranks, sowing chaos and fear. of an attack, you gain an asset on Speed
You likely wear armor, but probably not the defense rolls. Enabler.
heaviest armor you can, because you dont
want anything to slow you down too much. Tier 4: Move and Act. You can move a
Chargers are by far most often Glaives. short distance and still take another action.
Connection: Choose one of the following. Enabler.
1. Pick one other PC. You feel as though
this character could use a little confidence Tier 5: Solid Charge. When you use Charge
and encouragement to become more Attack, you have an additional 2 points of
fearsome and capable in battle. Armor until your next turn. Enabler.
2. Pick one other PC. This character
provides excellent covering fire for you while Tier 6: Charge the Ranks (6 Speed points).
you charge in. If this character uses ranged When you use Charge Attack, you can attack
attacks in the same round as you make a up to four different foes as a single action
charge attack, you inflict 1 additional point as long as they are all along your path. Any
of damage when you hit. modifiers that apply to one attack apply to
3. Pick one other PC. You and this all the attacks you make. Enabler.
character were childhood friends.
4. Pick one other PC. When the other PCs
begin making elaborate plans, you attempt CONCEALS THE TRUTH
to find a kindred spirit in this character, When you were young, you learned that
dismissing any plan more extensive than lying was often easier than telling the truth.
charge! and hoping they feel likewise (this Did you feed the seskii? Yes, mother.
may or may not actually be the case). What happened to that device your father
Minor Effect Suggestions: Your charge is was studying? I dont know.
faster and more agile than usual. You gain As you grew older, your ability to
an asset to Speed defense rolls until your conceal the truth grew more mature as
next action. well. You dont necessarily lie because
Major Effect Suggestions: Your charge is you enjoy the thrill of power it gives you
more powerful than normal, and you knock over others (though you might); you lie in
your opponent off their feet and they lose order to accomplish the things that you
their next action. deem worthy, which might be every bit as
important as goals set by those who view
Tier 1: Quick to Act. You are trained in deception as a moral failing. You dont care
initiative tasks. Enabler. what they think. The kind of people who
Charge Attack (1 Speed point). You can never lie are easier to lie to.
move a short distance and still make an You probably wear conservative clothing
attack as part of the same action, assuming and carry books or other oddments that
you are running toward your foe. Enabler. give you a professional or modest air, all
of which makes you seem less likely to be
Tier 2: Seize the Day. If you use Charge someone who constantly lies.
Attack, you also inflict 2 additional points of Jacks enjoy concealing the truth.
damage with the attack. Enabler. Connection: Choose one of the following.
Act First. You are specialized in initiative 1. Pick one other PC. They seem to
tasks. Enabler. understand you and believe that your lies

The kind of people who never lie are easier to lie to.

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are not an indictment of the true goodness spirits, the datasphere, or some process,
within you. The question for you: are they maybe one you havent yet discovered.
right? You can transform your body to become
2. Pick one other PC. You never lie to this someone else. You can change any
character, though you dont even know why physical characteristic you wish, including
yourself. coloration, height, weight, gender, and
3. Pick one other PC. You lied to this distinguishing markings. You can also
character once, and it led to a tragedy. Its change the appearance of whatever you
up to that character whether theyve ever are wearing or carrying. Your stats, as well
forgiven you. as the stats of your items, do not change.
4. Pick one other PC. You owe that You remain in this form for up to 28 hours
character a fair bit of money, but youve lied or until you use an action to resume your
so convincingly that they think the debt is normal appearance.
paid up. In reality, it isnt. As a separate action, you can spend
Minor Effect Suggestions: Your lie is so 2 Intellect points to provide an asset to
simple that the target hardly even thinks an allys disguise attempt, or attempt to
twice about you, or what youre doing. make an object no larger than you appear
Major Effect Suggestions: Not only are as something else of generally equal size.
you believed, your target will intervene on Action to initiate.
your behalf to defend your good name.
Tier 5: Uncanny Luck (4 Speed points).
Tier 1: Natural Born Liar. You have an asset on When you roll for a task and succeed, roll
all tasks related to deceiving others. Enabler. again. If the second number rolled is higher
Stealth Skills. You are trained in than the first, you get a minor effect. If you
Conceals the Truth your choice of one of the following roll the same number again, you get a major
GM Intrusions: Floors skills: disguise, deception, lockpicking, effect. Enabler.
unexpectedly creak.
The subject of a lie
pickpocketing, seeing through deception,
unexpectedly turns up. sleight of hand, or stealth. Enabler. Tier 6: Perfect Lie (7 Intellect points). You
The subject of a lie make up a lie so convincing that a creature
goes along with the Tier 2: Evanesce (3 Speed points). You step of up to level 6 within long range that can
subterfuge so completely
that it introduces new into shadows or behind cover, and everyone hear and understand you believes you for
complications. Lies create who was observing you completely loses at least one hour, if not longer. (The lie
unforeseen consequences. track of you. Although youre not invisible, you tell might actually be a truth that the
you cant be seen until you reveal yourself creature believes is a lie.) The affected
again by moving out of the shadows or from creature is free to act as it wishes, but it
behind cover (or by making an attack). may act differently than it normally would if
As a separate action, you provide an the lie changed its mind on an important
asset to an ally standing next to you who is topic. Against creatures of level 7 or higher,
attempting to hide. Action. using Perfect Lie decreases the difficulty of
your deception (or persuasion) attempt by
Tier 3: Ambusher. When you attack a two steps. Action.
creature that has not yet acted during the
first round of combat, the difficulty of your
attack is reduced by one step. Enabler. DELVED TOO DEEPLY
Stealth Skills Redux. You are trained Because of an accident, you were exposed
in your choice of one of the following to a substance you liberated in a prior-world
skills: disguise, deception, lockpicking, ruin that you call void matter. Void matter
pickpocketing, seeing through deception, is part matter and part energy, appearing as
sleight of hand, or stealth. Enabler. greenish-black ribbon that coils beneath your
flesh, sometimes bulging under your skin
Tier 4: Mask (5 Intellect points). You have like a parasitic worm, other times staining
mastered an ability conferred by the nano your skin the unhealthy hue of a bruise.

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Void matter makes you stronger, faster, round you are exposed. Likewise, if you are
and a quicker healer, and it unlocks several attacked by a weapon that inflicts damage via
other powerful, if disquieting, abilities. The light, you take 1 additional point of damage
downside is that void matter cant abide the per attack. Finally, should you ever perish,
light. For you, light is pain, which means that the void matter infusing you is likely to seep
most people never see how weird you look out and infect the nearest host. You get the
beneath all your protective layers. feeling it would not treat a new host as well
You probably wear a hood, a mask, as you were treatedit would probably just
gloves, some sort of eye protection, and eat them.
other layers to protect yourself as much as
possible from stray glints of light. Tier 2: Void Matter Blast. You can unleash a
Anyone who explores could find blast of void matter at a target within short
themselves with this focus, though that range at will. A void matter blast inflicts 3
makes Seekers slightly more likely. points of damage (ignores Armor). Seeker, page 15
Connection: Choose one of the following.
1. Pick one other PC. This character
knows a little something about void matter,
or at least claimed to at one time.
2. Pick one other PC. You are
friends, and youd hate to see this
character harmed.
3. Pick one other PC. They
dont understand the danger
your void matter represents.
4. Pick one other PC. They were
exposed to void matter, the same as you,
but didnt become infused with it. You think
they might be immune.
Minor Effect Suggestions: Your foe is
frightened by the green-black energy that
resides in you and backs away, unwilling to
attack. It can still defend itself.
Major Effect Suggestions: Your foe is
terrified by the green-black energy that
resides in you and flees.

Tier 1: Void Matter Infusion. You gain +1 to


Armor, +1 to your Might Edge, +1 to your
recovery rolls, and 5 additional points to
your Might Pool. In addition, you can see
in very dim light as though it were
bright light. You can see in total
darkness as if it were very dim.
Enabler.
However, you must remain
covered during the day or
in any conditions other than
total darkness. Even then, during
the day the difficulty of your Speed
defense rolls is one step higher. If
you lose your protection from light, you take
1 point of damage (ignores Armor) each

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Tier 3: Void Ghost (3 Intellect points). The target, it is immediately consumed by the
Delved Too Deeply GM void matter infusing you pulls you slightly void matter, destroying it. The resultant
Intrusions: Brighter- out of phase. For the next ten minutes, you residue unerringly finds you like greenish-
than-normal lights are trained in sneaking tasks. During this black drops of oil rolling downhill, which
shine on the character;
protective clothing is rent time, you can move through solid barriers you reabsorb, allowing you to restore 1 point
by an attack or fall; void (but not energy barriers) at a rate of 1 foot to any Pool.
matter seeps out and (30 cm) per round, and you can perceive
threatens an ally.
while phased within a barrier or object,
which allows you to peek through walls. DEVOTES EVERYTHING
Action to initiate. TO THE CAUSE
Youre going to make the world a better
Tier 4: Void Matter Fingers. You can extrude place. Youre going to do so even if you have
streamers of void matter from your fingertips to hunt down and eliminate everyone and
for one minute at a time, increasing your everything that stands in the way of that
normal reach from immediate range to higher ideal. Youve lost too much, given too
short. In addition to being able to operate much, and had too much taken away from
devices and manipulate distant controls you to do anything else. Your choices were
as if you were standing next to them, you to give up, or stand up. Youve stood up and
are trained in attacking with your void adopted the cause as your own.
matter streamers as if they were a melee Whats your cause? Well, thats up to you,
weapon. An attack inflicts 5 points of although it should be something that other
damage (ignores Armor), and on a second people would recognize as a good cause
failed Might defense roll, the target is greater than a single person. Your cause
immobilized by a detached streamer that should be something like free the slaves
wraps around in tight circles until it can use or eliminate the evil mutants, not enrich
an action to escape. myself or murder everyone not like me.
However, you become even more sensitive Glaives are slightly more likely to devote
to light. If you lose your protection from light, everything to the cause; however, Nanos,
you take 3 points of damage (ignores Armor) Jacks, Glints, and Seekers could easily
each round you are exposed. Likewise, if decide to become idealistic icons.
you are attacked by a weapon that inflicts Connection: Choose one of the following.
damage via light, you take 4 additional points 1. Pick one other PC. When you become
of damage per attack. Enabler. overwrought with the injustices of the
world, that character can calm you down
Tier 5: Void Inflation. You can infuse an with a joke or a reality check.
item you hold with void matter. It functions 2. Pick one other PC. You suspect that
as if two levels higher for the next minute. they dont believe in your cause. They
However, at the end of that minute, the choose whether or not this is true.
object is completely consumed by the void 3. Pick two other PCs. Youre pretty sure
matter, destroying it. The resultant residue that they at least believe in your cause, and
unerringly finds you like greenish-black might even help you complete a mission or
drops of oil rolling downhill, which you two to that end.
reabsorb, allowing you to restore 1 point to 4. Pick one other PC. In the past, this
any Pool. Action to initiate. character has indulged you by listening to your
rhetoric about the justness of your cause. They
Tier 6: Void Infection. When you inflict choose whether or not this is still true.
damage on a creature with Void Matter Additional Equipment: A printed
Blast, it becomes infected with void matter pamphlet or booklet related to the purity
and continues to take 3 points of damage and truth of your cause.
(ignores Armor) each round until the Minor Effect Suggestions: After you
creature succeeds on a Might task to force describe what you fight for, your foe must
the infection out. If the infection kills the process it and is dazed for one round,

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during which time the difficulty of all tasks whether a particular situation warrants the
it performs is modified by one step to its additional damage.) Enabler. Devotes Everything
to the Cause GM
detriment.
Intrusions: The most
Major Effect Suggestions: After Tier 6: Cannot Defeat Me. Your manic dangerous part about
interacting with you, your foe is seeded with devotion to the cause has hardened you devoting everything to a
a grain of your fervor. If your foe survives, against all vicissitudes. You are specialized cause is that sometimes
someone who seems like
several weeks later, they begin to act as if in all types of defense. Enabler. an enemy was actually
they support your cause. an ally. Or wouldve
been, if the character
Tier 1: Fanatic. Your devotion pays FELL FROM hadnt misidentified
them.
dividends. Long study, practice, and exercise ANOTHER WORLD
means you gain 4 additional points to You were not born of the Ninth World.
your Pools, divided up as you wish. Each Yet now you find yourself living in a place
time you gain a tier, you can choose to layered by the ruins of prior civilizations,
redistribute these 4 points as you wish. peopled mostly by oddly ignorant
Enabler. yet strangely potent and sometimes
Masterful. You are trained in a knowledge compassionate humans. This magnificent
skill related to your cause. spectacle may have been what drew you,
though its more likely it was an accident of
Tier 2: Know the Signs (2 Intellect points). fate that brought you to this alien planet.
Youve honed your senses to detect that Whether you came from another world,
which you fight foror against. You know another dimension, or another time, you
when an individual ideologically opposed must make the best of it and try to succeed.
to your cause is within long range for one Even if you seek to find your homeworld
hour. Action. or want to make a new life for yourself
Expert Combatant. Choose one type of on Earth, you must cultivate friends,
attack in which you are not already trained: knowledge, and experience to survive in the
light bashing, light bladed, light ranged, present. Because thats what humans do.
medium bashing, medium bladed, medium Some aliens look incredibly strange, while
ranged, heavy bashing, heavy bladed, or some look exactly like humans. Most fall
heavy ranged. You are trained in attacks somewhere in between.
using that type of weapon. Enabler. Any typebe it Glint, Glaive, or Jackis
equally as likely to have fallen from another
Tier 3: Manic Intuition (4 Intellect points). world.
You know that youre right. You can ask Connection: Choose one of the following.
the GM one question and get a very short 1. Pick one other PC. This character freaks
answer. Action. out your exotic companion. Sometimes your
companion hides when this character is too
Tier 4: Confident Certainty (4 Intellect near. Other times it acts as a creature of +1
points). Sometimes confidence counts as level for a short period.
much or more than competence. When you 2. Pick one other PC. This person thinks
set your mind to it, you are trained in one youre an abhuman. You might be fine with
physical task of your choice for ten minutes. that.
For example, you can choose running, 3. Pick one other PC. You once joked that
climbing, swimming, Speed defense, or you could read their mind. Whether they
attacks with a specific weapon. Action to found that exciting or utterly terrifying is up
initiate. to them.
4. Pick one other PC. This was the
Tier 5: Zealot Strength. You inflict 3 character that first found you after you
additional points of damage when engaging fell from another world and were hurt,
in combat that directly relates to upholding confused, and afraid. They helped you get
your cause. (You and the GM can decide on your feet.

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Minor Effect Suggestions: Your latent Tier 4: Enhanced Companion. The base level
power for telekinesis sporadically kicks in, for your companion rises to 3 instead of 2.
making your foe drop its weapon. Enabler.
Major Effect Suggestions: Your latent
power for telepathy kicks in stronger than Tier 5: Telekinesis (4+ Intellect points).
ever, mind-jolting your foe so that it loses Your species latent ability for telekinesis
its next turn. manifests. You can target a creature or
object (up to twice your mass) within
Fell From Another Tier 1: Uncanny. You unsettle humans and short range. The target is caught in your
World GM Intrusions: other creatures that havent met a person of telekinetic grip, and you can move it up
Prejudice against non-
your heritage before. You can capitalize on to a short distance in any direction each
humans makes life
difficult. An NPC of the that reaction and use it as an asset in most round that you retain your hold. A creature
characters same race social interactions, whether youre able in your grip can take actions, but it cant
arrives and causes trouble to persuade someone because they give move under its own power. Each round
for the character.
undue credence to your oddness, intimidate after the initial attack, you can attempt to
someone for the same reason, or deceive keep your grip on the target by spending 2
someone who cant read your tells. Enabler. additional Intellect points and succeeding
Alien Knowledge. Youre trained in one at a difficulty 2 Intellect task. If your
Some aliens, of course, esoteric knowledge skill; that skill could concentration lapses, the target drops back
are going to have be the numenera or something related to to the ground. Instead of applying Effort
different abilities than
those listed here. Some higher math, the history of your world, the to decrease the difficulty, you can apply
might be more subtle. mechanics of time travel, and so on. Effort to increase the amount of mass you
Some might be far more can affect. Each level allows you to affect
dramatic. The GM and
Tier 2: Exotic Companion. You finally locate a creature or object twice as massive as
player can work out
potential substitutions your missing companion, which also hails before. For example, applying one level of
for the tier 3, 5, and 6 from your home. It might be an animate Effort would affect a creature four times as
abilities from other foci, glop of ooze, a tiny duplicate of yourself, massive as you, two levels would affect a
if desired.
a glimmer of hard light that follows you creature eight times as massive, three levels
around, an insectlike creature you keep in would affect a creature sixteen times as
your extra stomach, or some other perfectly massive, and so on. Action to initiate.
normal companion for your world, but one
which draws occasional comments in the Tier 6: Homeworld Bridge (8+ Intellect
Ninth World. You and the GM must work points). Your species latent ability for
out the details. long-distance teleportation manifests. You
Your companion is a level 2 NPC who is instantaneously transmit yourself to your
completely devoted to you. Youll probably homeworld or home reality. You can also
make rolls for your companion when it travel back to the Ninth World, returning
takes actions. A companion in combat to the exact spot you left. You can use this
usually doesnt make separate attacks, but ability to travel to other worlds besides
helps you with yours. On your action, if the your homeworld, though this might
companion is next to you, it serves as an asset increase the difficulty by one step. Instead
for one attack you make on your turn. If the of applying Effort to decrease the difficulty,
companion dies, you gain a new one after at you can apply Effort to bring other people
least two weeks and some effort on your part with you; each level of Effort affects up to
to find, reanimate, or regrow one. Enabler. three additional targets. You must touch
additional targets to transmit them. Action.
Tier 3: Telepathy (3 Intellect points).
Your species latent ability for telepathy
manifests. By touching a living creature or FIGURES THINGS OUT
a thinking machine, you gain access to its Youre a natural when it comes to applying
surface thoughts. Action. your brain to a problem and coming up with
a workable solution. The world is a chaotic

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place, filled with unpredictable people, Tier 2: Gain Insight. Once after each long Insight, page 62
situations, and weird technology from the rest, you can ask the GM if there is an
prior worlds. Rather than focusing on one Insight related to your current situation.
narrow specialty, you prefer to step back and The Insight might help you with a plan, your
take in the broader picture, analyze all the method of research, gathering information,
facets of a problem, and let true knowledge scouting, or the pursuit of some other
emerge. When others are left confused and goal. An Insight is a single bit of special
wondering, youre the one able to figure knowledge from the GM that you can count
things out. on with certainty. Normally, gaining an
You probably carry an additional slim Insight costs 3 Intellect points. When you
pack where you collect oddities, notes about use this ability, it costs you nothing. Action.
unexpected situations, and stray bits of lore
that you havent yet memorized, as well as Tier 3: Filling in the Details (2+ Intellect
your journal. points). If youve used Applied Observation
Seekers, Nanos, and Jacks are most on a creature, object, or location within the
drawn to this focus. last few days, you can learn one random
Connection: Choose one of the following. fact about the subject that is pertinent to
1. Pick one other PC. If it wasnt for you, a topic you designate. If you also have the
they would never have made it through a Scan esotery, one use of either ability grants Scan, page 36
difficult situation. you two facts about the subject. In addition,
2. Pick one other PC. You figured out that you can use Filling in the Details on the
they have a secret that they havent told same subject multiple times (even if youve
anyone yet. You dont know what that secret learned a creatures level), but each time
is, but you can tell it weighs on them. you do, you must apply one additional level
3. Pick one other PC. Based on a couple of Effort than on your previous use. Action.
of comments youve overheard, you suspect
that this character thinks brawn and force Tier 4: Insight Gained. Sometimes the GM
are the solution to most problems, not alerts players that there is an Insight to be
reason. gained in a particular situation. Normally,
4. Pick one other PC. When this character a character must spend 2 XP to follow up
stands next to you, you have a hard time on the GMs comment. However, once
concentrating. Youre not sure why. after each long rest, you can follow up on
Additional Equipment: A journal and quill the GMs comment without spending XP.
where you can jot down your observations Action.
and analysis.
Minor Effect Suggestions: You dont have Tier 5: Genius. The more you use your brain,
to use an action observing to make your the better it gets. You gain 5 additional
Applied Observation or attempt at Filling in points to your Intellect Pool. Enabler.
the Details. True Knowledge. Youve figured enough
Major Effect Suggestions: Intuition flares, things out that youve become trained in
and you gain an asset on your task. any one task that youre not already trained
in, including combat tasks. Enabler.
Tier 1: Applied Observation. You observe Figures Things Out GM
or study a creature, object, or location Tier 6: Know When to Evade. Youve become Intrusions: An Insight
gained is an unwelcome
for at least one round. The next time you so good at figuring things out that you piece of news. An NPC is
interact with it (possibly in the following subconsciously avoid danger even when as good as or better than
round), the difficulty of a related task (such your conscious mind isnt yet aware of the the character at figuring
out what the PCs next
as persuading the creature, attacking it, or threat. Youre specialized in all defense
step is.
defending from its attack) is reduced by one tasks.
step. Action.

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SPECIAL: GAINING INSIGHT could, however, use Insights to help them
Mystery can be fun, and its realistic along. For example, they might learn that
theres always some unknown factor the murderer is left-handed, or that the
in any situation that can creep up and Nano with the synth eye is definitely not
cause trouble. And trouble is good the murderer.
because it makes things more interesting. Ultimately, the GM decides each
These unknown factors are usually best Insights revelation, so theres no
portrayed as GM intrusions. chance that the PCs will gain too much
If there are no Insights However, the PCs are competent information (if such a thing is even
to be gained in a individualssometimes even experts possible). But GMs are highly, highly
particular situation encouraged to give a valuable Insight if
(or no more Insights
and such people can make decisions and
to be gained), the devise plans with confidence. Yet players the characters look for one (by spending
PC looking for one often find this difficult for two reasons. Intellect points and an action), even if it
still loses the Intellect First, while their characters might be must be made up on the spot.
points.
world-class deceivers, infiltrators, or Doing so allows the players to make
public speakers, the players are not. intelligent plans and feel confident and
Not to mention all the unknowns that more importantcompetent.
The cost of gaining players face that characters in the world
Insight is not reduced presumably know all about. SAMPLE INSIGHTS
by any Edge you may This is why PCs can gain Insights to The mayor wont press charges if he
have. thinks his daughter is involved.
help them. If a character is thinking
about a plan, doing research, gathering There must be a secret room at the
information, or scouting ahead, she can center of the level because the walls
spend 3 Intellect points and one action dont match up.
to gain a single bit of special knowledge The guard at the gate cant be bribed.
from the GM that she can count on with The ship captain wont believe
certainty. Insights are always presented anything a varjellen says.
as absolutes, and once established, The shopkeeper knows he has to sell
they should never be changed, unless the stolen goods by the end of the day
it is through the direct and deliberate and will do anything to do so.
intervention of the PCs. The queen is having an affair with the
For example, if the PCs gain an Insight noblewoman.
that giving the guard at the gate a
container of spirits by nightfall ensures GM-INSTIGATED INSIGHTS
that hes drunk by midnight, but they kill Sometimes, the GM can flag a potential
that guard and a new one is stationed Insight to a player in a given area. Usually,
there, the Insight is invalidated and all this is something the GM has specifically
bets are off. The same is true if they designed ahead of time for this purpose.
use a special ability to make the guard After the PCs have explored an area
hate alcohol. Either way, it changes only and are ready to leave, the GM might
because the PCs changed it deliberately. say, Theres an Insight to be had here.
Thus, they know for certain, ahead of This kind of Insight cant be gained by
time, that the Insight has become invalid. spending Intellect points. Instead, if the
Insights are never an end in themselves character wants to follow up on the GMs
they are a means to an end. If the whole comment, she spends 2 XP as if she were
point of an adventure is to identify a buying a short-term benefit. No player is
murderer, the characters cant get an required to make this expenditure.
Insight to learn the killers identity. They

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FORGES A BOND 2. Your friend (the PC you have chosen)


The greatest bond is friendship. True and you hit it off immediately, forging a
camaraderie, particularly in difficult bond very recently, but very quickly.
situations, forges ties and bonds that 3. Your friend (the PC you have chosen) is
cannot be severed except in death itself. actually your sibling or close relative.
You know that you can count on your 4. Your friend (the PC you have chosen)
closest friend no matter what, and youll do was reluctant at first, but you won them
anything to ensure that she feels the same over.
way. Minor Effect Suggestions: Your bonded
You gain special abilities when you draw friend is so impressed by your action that
upon this bond if your friend is close at they gain an asset on their next task.
hand. The drawback is that when you are Major Effect Suggestions: The bond
separated, youre both worse off. between you and your friend is strengthened
To use this focus, you must choose to the point that one of you (you both agree
another PC. The player of the other character on the choice) can take an immediate
must agree to this arrangement. You gain additional action.
all the abilities of the other characters
chosen focus, and you both gain bonuses (or Tier 1: Share Focus. You pick one person
penalties) based on this focus. to be your closest frienda friend so
You and your friend are so close that you close that you forge a bond that takes on
finish each others sentences, and seem to supernormal qualities. You gain any and all
always be in sync. You like the same things. abilities of your friends focus, and you both
You even dress alike. gain abilities (and potentially drawbacks)
Connection: Choose one of the following. from your focus (this one).
1. Your friend (the PC you have chosen) is Bond. Whenever you and your friend are
a lifelong friend. within immediate distance, one of you (but

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not both) gains an asset on whatever task Unfortunately, if you or your friend are
they attempt in a given round. The two within immediate distance and move a step
must mutually agree each round who gets down the damage track, you both do. Enabler.
the asset. Unfortunately, if you and your
friend are not at least within long range of Tier 6: Ultimate Union. When you and your
each other, the difficulty of all tasks for both friend are within long distance, you combine
of you is increased by one step. If one of your Pools, and either can draw from them.
you ever dies, the difficulty of all tasks for You share all your skills, and either can
the other is increased by one step for a year. use them. You share all your abilities from
If you are alive but your friend isnt, after any sourceeven cyphersand either can
this year, you can choose a new person to activate and use them.
bond with. Enabler.

Tier 2: Mental Bond. You and your friend are GAZES INTO THE ABYSS
always in telepathic communication with Crail, but youre a monster. Youre big, ugly,
Crail is a curse word in each other, no matter how far apart you are. and hideous, and children and grown adults
the Ninth World. You always know the direction and distance alike instinctively know your secret heart
to your friend, and vice versa. Enabler. youd like to eat them. But you try not to.
Its your constant struggle to retain control
Tier 3: Back to Back. When you and your of your monstrous instincts that urge you
friend are within immediate distance of to rend and eat anyone who gets too close.
each other, you each inflict 2 additional Whether because you were found and raised
points of damage when you attack, and the by good people, you were once a human
difficulty of all defense actions is decreased that was terribly changed, or you decided
by one step. (The modification to defense that giving in to red lust always and forever
action difficulties is separate from any asset wasnt what you wanted, each day you gaze
gained from the tier 1 ability Bond.) Enabler. into the abyss that is your own savage soul,
then try to look away.
Tier 4: True Bond. The tier 1 ability Bond A monstrous beast could be large
becomes stronger. Now whenever you and and hairy, with lots of teeth; squamous,
your friend are within immediate distance, slimy, and many tentacled; filmy, soft,
both of you gain an asset on whatever task and obscenely similar to animate internal
they attempt in a given round. However, if organs; or something else.
you and your friend are not at least within You either wear clothing that tries to hide
long range of each other, the difficulty of your true nature while youre in public, or
all tasks for both of you is increased by two not much clothing at all, depending on how
steps. Enabler. close to a village or city you are, or how
much equanimity your companions have
Tier 5: Well-Being of the Other. When you regarding your hideous appearance.
and your friend are within immediate Connection: Choose one of the following.
distance of each other, you can share 1. Pick one other PC. They are clearly
damage. That is to say, if one of you is struck terrified of you. You are determined to show
by a weapon for 4 points of damage, either them that youre not going to lose control,
of you can be affected by it, or you can divide and give them a key to your manacles.
the damage between the two of you. Only 2. Pick two other PCs. They know that its
the Armor and resistances of the character beneficial for you to kill and eat a creature
initially damaged come into play. So if you every few days, and they often work together
have 2 Armor and are struck by a force blast to make sure that happens.
for 4 points of damage, your friend can take 3. Pick one other PC. That character is
the 2 points of damage you would suffer, but able to soothe you. Youll never attack them,
his Armor does not come into play, nor does and if theyre in danger, youll go berserk
his utter immunity to force blasts. trying to save them.

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4. Pick one other PC. You worry that you Tier 6: Savage Attack (3+ Speed points).
may have been responsible for killing one When using your natural weaponry attack,
or more of their loved ones when they were you can make multiple attacks as part of the
younger. same action. Each additional attack costs 3
Additional Equipment: Manacles and Speed points. Action. Gazes Into the Abyss
GM Intrusions: A
hobble that you sometimes ask your friends monstrous beast
to secure you with, just in case. sometimes loses
Minor Effect Suggestions: The target is so LIKES TO BREAK THINGS control and attacks
intimidated by your bestial attack that it is You enjoyed smashing whatever you could indiscriminately.
dazed for one round, during which time the get your hands on when you were a child.
difficulty of all tasks it performs is modified You still do. Youre burly, so destroying
by one step to its detriment. stuff comes easy. The sound things make
Major Effect Suggestions: Your foe is when they shatter is magical. In fact, every
disrupted and off balance by your bestial material has its own particular tenor.
attack, and cant use any special powers
that require an action for two rounds.

Tier 1: Beast. Your monstrous form is both


powerful and hideous. You gain +4 to your
Might Pool, and +1 to your Might Edge.
Enabler.
Natural Weapons. You can make a melee
attack with your claws, teeth, tentacles, or
whatever you are equipped with. The attack
inflicts 4 points of damage. Action.

Tier 2: Skin of the Beast. You gain +1 to


Armor thanks to your tough flesh. Enabler.

Tier 3: Improved Natural Weapons.


Your Natural Weapons attack inflicts
2 additional points of damage and you
are trained in the attack. Action.

Tier 4: Greater Beast. You gain the


following additional bonuses: +4
to your Might Pool, +2 to your
Speed Pool, and +1 to your
Speed Edge. Enabler.

Tier 5: Enhanced Beast.


You gain the following
additional bonuses: +3
to your Might Pool, +2 to
your Speed Pool, and +1 to
Armor. Enabler.
Envenomed Attack. Your
melee attack with your natural
weaponry injects a level 6 venom that
inflicts 3 points of Speed damage (ignores
Armor). Enabler.

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Youve shattered so many things that youre than using your brawn. Your Intellect Pool
developing a knack for seeing the weak increases by 3 points and you gain 1 to your
point not only in objects, but also in people, Intellect Edge.
and in some cases, in the way people think,
plan, and dream. Its up to you whether Tier 4: Smarter Not Harder (5 Intellect
you want to exploit that talent or continue points). You see where objects are most
mostly with breaking objects, which dont likely to break. The difficulty of any task
cry and make you feel guilty afterward. that would normally depend on brute force
Glaives and Seekers have the greatest (that you accomplish with an apparently
propensity for breaking things. light touch) is decreased by three steps.
Connection: Choose one of the following. Examples include opening a barred door or
1. Pick one other PC. You promised that a locked container with a deft touch instead
character to break the first thing they named of smashing it or tearing it open, shifting
to you, whatever it was. They havent yet a heavy object without lifting it, opening a
taken you up on your offer. hole in a solid barrier by finding a keystone
2. Pick one other PC. They wrongfully or nexus, and so on. Enabler.
accused you of smashing something they
treasured. Later they apologized, and youve Tier 5: Breaking Bones (6+ Might or Intellect
Likes to Break Things mostly forgotten the incident. Mostly. points). You recognize where flesh fails.
GM Intrusions: 3. Pick one other PC. You broke a With a swift and sudden attack, you strike
Something valuable
keepsake that character kept, and hid the a foe in a vital spot. If the target is level 3
breaks along with the
intended target; an evidence. That character has no idea you did or lower, it is killed outright. For every two
item owned by an ally it, and just thinks they lost the object. You levels of Effort you apply, you can increase
is broken; the character havent told them the truth, and now worry the maximum level of the target by 1. Action.
says something without
thinking that risks too much time has passed to come clean.
mentally breaking an 4. Pick one or more other PCs. You Tier 6: Juggernaut (5 Might or Intellect
NPC ally. accidentally destroyed a bridge that you and points). Until the end of the next round,
they were using at the time. Everyone was you can move through solid objects such
hurt, and one other former comrade was as doors and walls. Only 2 feet (60 cm) of
killed in the incident. wood, 1 foot (30 cm) of stone, or 6 inches
Additional Equipment: You carry a (15 cm) of metal can stop your movement.
hammer. Enabler.
Minor Effect Suggestions: The difficulty of
the next task to break something is reduced
by one step. LIVES ON THE ROAD
Major Effect Suggestions: The object held You are a traveler. Experienced travelers
by the NPC shatters. are rare in the Ninth World because of the
hazards involved, but you are up for these
Tier 1: Feat of Strength (1 Might point). The challenges. You thrill to the idea of exploring
difficulty of any task that depends on brute new places. Wanderlust makes you grow
force is decreased by one step. Examples anxious if you stay in the same place too long.
include smashing down a barred door, Being on the road means youre adaptive.
tearing open a locked container, lifting or New situations dont bother you (in fact,
moving a heavy object, or striking someone you thrive on them). The road is a dirty,
with a melee weapon. Enabler. dangerous place at times, but youre
resilient and resistant to harm and disease.
Tier 2: Powerful. Your Might Pool increases Travelers wear tough, practical clothing
by 5 points. Enabler. and often a wide variety of gear. Because
youre always picking up new things as you
Tier 3: Conceptual Breakthrough. Perhaps visit places, your clothing and equipment
its a revelation, but sometimes breaking are a hodge-podge of different cultures and
things is more about using your mind styles.

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Jacks in particular take well to living Tier 3: Tireless. You can walk, swim, or
on the road, as they are very adaptable. otherwise travel for half again as long as
But truly, anyone who walks the long and most people. Enabler.
winding paths (or blazes whole new trails) Sharp Eyed. Because you must always
that cross the world is a fellow traveler, keep an eye out when youre on the road,
regardless of their other skills. you are trained in all tasks related to
Connection: Choose one of the following perception and navigation. Enabler.
connections.
1. Pick one other PC. The character has Tier 4: Polyglot. You are so adept at
been your longtime traveling companion. languages that after hearing any language
You know many of each others foibles, spoken for a few minutes, you can pick up a
preferences, and secrets. few words. It doesnt take long for you to be
2. Pick one other PC who is not from your able to (crudely) make yourself understood,
hometown. Not only do you know where and to understand whats being said around
they are from, but you seem to know more you. Enabler.
about that place than they do.
3. Pick one other PC. Whether its true or Tier 5: Resilient. In your travels, youve been
not, you feel that character always seems to exposed to all sorts of dangerous things
need your help in whatever they do. and are developing a general resistance. You
4. Pick one other PC. You have taught gain +1 to Armor and are trained in Might
them a smattering of one of the languages defense tasks. Enabler.
you know.
Additional Equipment: You start with an Tier 6: Adaptor. Living on the road
explorers pack. If you already have one, you long enough, you learn to do a little of
can instead take an extra change of clothes, everything. Anytime a circumstance (such
rations for two more days, and two minor as weather, inability to see, terrain, and so
glowglobes. on) would increase the difficulty of a task
Minor Effect Suggestions: Your action for you, you can ignore the modification.
impresses those around you. People who Further, anytime you take your ten-hour
were unsure of you are now willing to at recovery roll, you can choose one skill to be
least listen to what you have to say. trained in. This lasts until your next ten-hour
Major Effect Suggestions: As you succeed, recovery roll, at which point you choose a
you say precisely the right thing, and the new skill (or the same one again). Enabler.
difficulty of all social interaction tasks
pertaining to one person who can see and
hear (and understand) you is decreased by MAKES SOMETHING
two steps permanently. OUT OF NOTHING
All the world is a vast puzzle, one youre
Tier 1: Hardy. You gain 4 additional points to able to solve. Where others see junk, you
your Might Pool. Enabler. see the shape of what all the pieces could
Multilingual. You are fluent in an additional be. Sometimes you combine objects to
language of your choice. Enabler. create something new, and other times you
chip away everything that doesnt look like
Tier 2: Survivor. You are trained at finding the thing you want. The more you learn,
food and water in places where such things the more youre able to make, up to and
are difficult to find. This doesnt just mean including numenera devices. However,
out in the wilderness. On the streets of an improvising a weapon from whatever
unfriendly city without any shins, you still happens to be lying around can be just as
might be able to find enough sustenance to impressive when the unexpected happens
get by. Enabler. and time is of the essence.
Multilingual. You are fluent in an additional You probably wear a vest or coat with
language of your choice. Enabler. many pockets for your tools.

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Connection: Choose one of the following. to, the following: bowyering/fletching,
1. Pick one other PC. That character seems leatherworking, glassblowing,armoring,
to disturb your concentration in a way that weaponsmithing, woodcrafting, and
you cant explain. If they are standing next to metalworking. Enabler.
you, all your crafting and improvisation tasks
prove one step more difficult. Tier 2: Numenera Expert. You are trained in
2. Pick one other PC. For some reason two numenera crafting skills in which you
that isnt immediately clear, they are able to are not already trained. Choices include,
use all the weapons, armor, and tools you but are not limited to, the following:
improvise as if practiced. numenera crafting (chemistry), numenera
3. Pick one other PC. Recently, they crafting (electronics), numenera crafting
accidentally (or perhaps intentionally) lost (mechanics), and numenera crafting
your previous set of tools. Youre not sure if (transdimensional). Enabler.
it was a joke or an accident, but youre wary
of a repeat incident. Tier 3: Brief Empowerment (4 Intellect
4. Pick one other PC. They dislike disorder points). You give enough power to a single
and messes of all kinds, and refer to your numenera item to allow it to function
knack for making something out of nothing once, or for one round, whichever is most
as playing with junk. You hope that appropriate. Action.
crafting something beautiful for them will Depowering (4 Intellect points). If you
change their mind. Its up to that player how can spend a round manipulating a powered
their character responds to the experience. numenera item, you can cause it to stop
Additional Equipment: A pack of light tools. functioning for one minute. Action.
Minor Effect Suggestions: An item you
improvise, jury-rig, or craft is of even better Tier 4: Jury-Rig (5 Intellect points). You
quality than you intended, and is one level quickly create an object using what would
higher than normal. seem to be entirely inappropriate materials.
Major Effect Suggestions: An item you You can make a detonation out of a few
improvise, jury-rig, or craft has an additional oddities, a lockpick out of a few expertly
ability, use, or effect. For instance, if you snipped shins, or an energy-detecting device
improvise a club from a table leg, a perfectly out of some junk and a few shins. The
positioned nail means the weapon inflicts 1 level of the item determines the difficulty
additional point of damage. of the task, but the appropriateness of the
materials modifies it as well. Generally, the
Tier 1: Improvise (3 Intellect points). When object can be no larger than something
you perform a task in which you are not you can hold in one hand, and it functions
trained, you can improvise to gain an asset oncein most cases, it is a cypher and is
on the task. The asset might be a tool you limited by your normal cypher limit. If you
cobble together, a sudden insight into spend one minute, you can create an item
overcoming a problem, or a rush of dumb of level 3 or lower. If you spend at least
luck. For example, you could improvise ten minutes on the task, you can create an
a weapon from a table leg to serve as a item of level 5 or lower. In many cases, you
medium club, a shard of crystal to serve as need to be familiar with the item you are
a light dagger, a stone to serve as a light creatingyou cant create a specific cypher
thrown weapon, and so on. If need be, you without having had a cypher like that in the
can even use your fist as a light weapon. past. You cant change the nature of the
Likewise, you can improvise a shield from materials involved. For example, you cant
a small table, a chair, or other object larger take a rock and make it into water. Action to
than a breadbox that you can hold. Enabler. initiate.
Craftsperson. You are trained in a
Crafting, page 106 crafting skill in which you are not already Tier 5: Of My Own Design. When you use
trained. Choices include, but are not limited an object youve crafted, the difficulty is

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reduced by one step. For example, if you Nanos and Jacks are most drawn to
craft a length of synth cord with a handle to manipulating force. Makes Something
use as a whip or strangling cord, or to tie Connection: Choose one of the following. Out of Nothing GM
Intrusions: The character
someone up securely, the difficulty of that 1. Pick one other PC. They dont believe cant find the materials
task is decreased by one step. Enabler. you can create invisible fields of force. needed to improvise or
After all, neither they nor anyone else can jury-rig an item. Even
Tier 6: Greater Jury-Rig (7 Intellect points). see anything. You suspect that they might the most well-crafted
items, improvised tools,
When you use your Jury-Rig ability, you can actually be very interested in your abilities. or jury-rigged objects
create an item of level 3 or lower in a round Youve even caught them going through sometimes break at the
and an item of level 5 or lower in a minute, your things once trying to find the answer to worst moment.
and if you spend at least ten minutes on the what you can do.
task, you can create an item of level 7 or lower. 2. Pick one other PC. In the recent past,
when creating a bubble of force around
yourself, the invisible force pushed that
MANIPULATES FORCE character over a precipice to a long fall.
Weaving together the fundamental forces They barely survived. It is up to the player of
of existence to create a bubble of invisible that character to decide whether they resent,
protection is an achievement that some fear, or forgive you.
presume only adepts of the prior worlds can 3. Pick one other PC. They are on the run
accomplish. But through an accident, some from an organization that they owe money
unique device(s), or unfailing effort on your to. You protected them when thugs came to
part (or some combination of all of these), rough the character up in the recent past.
you have learned the trick of manipulating Now the group is looking for both of you.
pure force. At first, you use it for protection, 4. Pick one other PC whose focus
but as your mastery grows, you learn to intertwines with yours. This odd connection
use it to bend light and manipulate objects affects them in some way. For example, if
around you. the character Delved Too Deeply, your ability

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might be to create force bubbles that block Alternatively, you can target a creature or
that character from the effects of light. If object (up to twice your mass) within short
she Fell From Another World, she doesnt range with an invisible hand made of force.
suffer the penalty of interacting with things If the target is successfully caught in your
outside your protective force sphere. And invisible grip, you can move the target up
so on. to a short distance in any direction each
Minor Effect Suggestions: The duration of round that you retain your hold. A creature
the effect is doubled. in your grip can take actions, but it cant
Major Effect Suggestions: An important move under its own power. Each round
item on the targets person is destroyed. after the initial attack, you can attempt to
keep your grip on the target by spending 2
Tier 1: Bubble of Protection (1+ Intellect additional Intellect points and succeeding
points). You are surrounded by an invisible at a difficulty 2 Intellect task. If your
bubble of force that provides +2 to Armor concentration lapses, the target drops back
for one minute. The bubble is permeable to the ground. Instead of applying Effort
to your intentions, but not perfectly. Tasks to decrease the difficulty, you can apply
that require you to manipulate or interact Effort to increase the amount of mass you
with objects that youre not carrying is one can affect. Each level allows you to affect
step more difficult while the bubble is up. a creature or object twice as massive as
This includes attacking targets outside before. For example, applying one level of
the sphere (but does not include attacks Effort would affect a creature four times as
you make using Invisible Force at tier massive as you, two levels would affect a
3). For each level of Effort you apply, the creature eight times as massive, three levels
bubble provides an additional +1 to Armor; would affect a creature sixteen times as
however, the difficulty of interacting with massive, and so on. Action to initiate.
and attacking objects outside the sphere
also increases by one step. Action to create. Tier 4: Invisibility (4 Intellect points). Using
the force you manifest to bend light, you
Tier 2: Expanded Bubble (2+ Intellect become invisible for ten minutes. While
points). You can expand the invisible sphere invisible, you are specialized in stealth
you create using Bubble of Protection to and Speed defense tasks. This effect
cover more than just yourself. For each ends if you do something to reveal your
additional Intellect point you spend, you can presence or positionattacking, using an
increase the size of the bubble to include ability, moving a large object, and so on.
one more creature within immediate If you become visible, you can regain the
range. All protected creatures must stay remaining invisibility effect by taking an
within immediate range of you or lose the action to focus on hiding your position.
protection provided by the invisible bubble Action to initiate or reinitiate.
of force. Protected creatures suffer the same
increased difficulty when attempting to Tier 5: Invisible Path (5+ Intellect points).
interact with or attack objects outside the You can create an invisible force construct
bubble. Action to create. that you can travel atop, simulating
levitation or flight for one hour. Though
Tier 3: Invisible Force (4+ Intellect points). you might be creating animated invisible
You can create an invisible force that you ramps, stairs, slides, and flying discs, others
can use a few different ways. Effects from see only that you appear to be flying or
Invisible Force are not hampered by the striding through the air. For each level of
sphere created by your Bubble of Protection Effort applied, you can affect one additional
ability. creature of your size or smaller. The creature
First, you can emit a ray of force at a must agree to be manipulated by your force
target within short range that inflicts 7 constructs, which it cant see. You direct
points of damage. Action. the other creatures movement. In terms of

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overland movement, a flying creature moves 4. Pick all the other PCs. You tricked them
about 20 miles (32 km) per hour and is not into believing you are someone that you are Manipulates Force GM
affected by terrain. Action to initiate. not, and now its been so long, youre not Intrusions: Someone
blunders into the invisible
sure if you should reveal the truth.
character. A characters
Tier 6: Improved Force Control. Youve Additional Equipment: Disguise of your bubble of force interacts
gained fine control over the force spheres choice and 10 shins. with the environment
you create when you use Bubble of Minor Effect Suggestions: Your foe in an unintended way,
perhaps accidentally
Protection and Expanded Bubble. You can loses track of you and moves just out of knocking down a creature
subconsciously reshape, make permeable, immediate range before realizing its error. or breaking a delicate
drop and immediately reinflate, and Major Effect Suggestions: Your foe is object.
otherwise alter the spheres surface on the confused by your antics. On its next turn, it
fly. The upshot: the difficulty of interacting attacks one of its allies instead of you before
with and attacking objects outside your realizing the truth.
protective sphere is decreased by up to two
steps for you and anyone you protect within Tier 1: Legerdemain (1 Speed point). You can
an expanded sphere. (This ability does not perform small but seemingly impossible
enhance task performance; it zeroes out the tricks. For example, you can make a small
penalty imposed by force bubbles providing
up to +3 Armor.) Enabler.

PLAYS TRICKS
Whether youre a performer, a thief, a Nano,
a Jack, or a simple wanderer, you delight in
fooling, confounding, and surprising others.
Some of your tricks are meant to charm
and entertain. Others are more useful for
getting out of tight corners and confusing
your foes. Even if youve got others
best interests at heart, youve probably
accidentally hurt or confused your friends
with your antics in the past, so you try to
avoid making that particular mistake in the
future.
You probably wear a garment with several
concealed pockets, from which you can
produce hidden shins and other oddments
of guile.
Connection: Choose one of the following.
1. Pick one other PC. Youre jealous of
their finery.
2. Pick one other PC. You suspect that
they are part of a secret organization, but
you dont know if you should be more afraid
for them or of them. Perhaps if you perform
tricks for them, youll discover their true
nature.
3. Pick one other PC. You once tricked
them so completely that they attacked and
hurt you, thinking you were a foe. Youve
healed, but both of you are still wary of each
other.

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object in your hands disappear and move in stealth, disguise, or similar tasks, the
into a desired spot within reach (like your trap base level is 4. If you are specialized,
pocket). You can make someone believe that level 5. Traps that inflict damage do so in
Plays Tricks GM they have something in their possession an amount equal to their level. Action to
Intrusions: The dupe that they do not have (or vice versa). You initiate.
becomes enraged when can switch similar objects right in front of
they realize youve
someones eyes. Action. Tier 6: Fake-Out (8 Intellect points). Youre
tricked them. A victim
of a previous trick Wit or Menace. Choose whether youre not really hurt at all! Choose to regain full
tracks you down for a trained in pleasant social interactions points in one Pool, ascend one step on
past transgression. You (including persuasion) or negative social the damage track, throw off a condition, or
are recognized by an
official for some previous
interactions (such as intimidation). change a failed die result to a natural 20
shenanigan. (20 still might not be enough to succeed if
Tier 2: Impersonate (2 Intellect points). You the difficulty is higher than 6, and you cant
alter your voice, posture, and mannerisms, change the result if you roll a natural 1).
whip together a disguise, and gain an asset Once you use this ability, it is not available
on an attempt to impersonate someone again until after you make a ten-hour
else. Your impersonation could be a specific recovery roll. Enabler.
individual or someone serving a general
role, such as a member of the city watch.
Action to initiate. PROVIDES SUPPORT
The world is a hard place filled with danger
Tier 3: Poke and Run (3 Speed points). When and loss. You might know that firsthand.
you strike a creature that has eyes with But instead of becoming bitter and vowing
Healing, page 103 a melee attack, the creature has trouble revenge on the world, you chose a healing
seeing for the next hour, and you can move path. Many people are worthy of being
or attempt to hide as part of the same helped, healed, and supported in their
action. Tasks the creature performs that rely endeavors. And youre the perfect person to
on sight (which is most tasks) are modified provide that care. Doing so helps keep you
by one step to its detriment during this grounded, at peace, and keeps the shadows
period. Action. from your dreams at night.
Helping, page 101 Helping others instead of yourself means
Tier 4: Calm (3 Intellect points). Through you might not have the richest cloak or the
jokes, song, pranks, or similar activities, finest shoes, or know what its like to wear
you prevent a foe from attacking anyone or anything other than secondhand garments.
anything for one round. Action. However, you also have mementos given to
Opportunist. You have an asset on any you by those youve helped in the past, like
attack roll you make against a creature that the oddity that hums a tiny melody, given to
has already been attacked at some point you by the man you saved from aggressive
during the round and is within immediate abhumans.
range. Enabler. Connection: Choose one of the following.
1. Pick one other PC. You helped that
Tier 5: Trap Trick (4+ Intellect points). character break into a strangers home
You are trained in creating simple traps, because they said that something within
especially many varieties of deadfalls, was stolen and belonged to them. Now
snares, stabbing traps, tripwires, and so that time has passed, youre not entirely
on using objects from the surrounding convinced of their story.
environment. You can usually create a trap 2. Pick one other PC. That PC knew you
in under a minute. When you lay a trap, during a period of your life when you were
decide whether you want to hold the victim not helping others, but instead exploiting
in place, inflict damage, or something else. them, or at least ignoring the plight of those
Traps are level 3 plus 1 level for each in need. They dont know why you changed.
level of Effort you use. If you are trained Its up to you whether you want to tell them.

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3. Pick one other PC. You helped their when you help another character with a
mother out of a hard situation. task, you dont have to be trained in that
4. Pick one other PC. Youve seen that task to provide that character with a two-
character admiring your healing skills many step reductioninstead of a one-step
times. Perhaps they would like a lesson. reductionin that tasks difficulty. Action.
(You wont know until you ask.) Provides Support GM
Minor Effect Suggestions: An ally is Tier 6: Squad Supporter (6 Intellect points). Intrusions: Someone
the character helped,
inspired and regains 2 points to a Pool. Three allies you can see come under your nursed back to health,
Major Effect Suggestions: You can use protection. You are trained in all tasks or vouched for turns out
your Healer ability without having to use involving finding, healing, interacting with, to be an enemy working
against the groups goals.
an action at any point before the end of the and protecting them. You can support one
next round. squad at a time. Action to initiate.

Tier 1: Healer. You are trained in healing


tasks. Enabler. SHAPES LIQUID
Good Advice (1 Intellect point). You have Energy can mold liquidparticularly liquids
a clear mind for determining the best way to with invisible particles dissolved into their
proceed. When you give another character essenceinto any shape and texture. It can
a suggestion involving his next action, the change its tensile strength, its hardness,
difficulty of that action is reduced by one and its durability. You can control this
step. Action. energy, and therefore can craft liquid more
precisely and much more instantaneously
Tier 2: Helper (2 Intellect points). When than a craftsman shapes wood or stone.
you help another character with a task, You can take a bit of water, infuse it with
you dont have to be trained in that task nanoscopic particles, and make it into a
to provide that character with a one-step sword, a jerkin, a rope, oreventuallya
reduction in that tasks difficulty. Action. wall or even a cypher with moving parts and
Calm and Confident. You gain 1 to your complex circuitry.
Intellect Edge. Nanos make the most obvious liquid
shapers, but any character can benefit from
Tier 3: Dependable Friend. Through wit, these abilities. A Glaive that can create their
charm, humor, and grace, you are trained own weapons or a Jack who can instantly
in all social interactions other than those have any tool they need would certainly have
involving coercion or intimidation. During an advantage.
rests, you put friends and comrades at ease You very likely carry a large container with
so much that they gain +1 to their recovery liquid in it wherever you go.
rolls. Enabler. Connection: Choose one of the following
connections.
Tier 4: Improved Healer. You are specialized 1. Pick one other PC. This character seems
in healing tasks instead of trained. If you to doubt your abilities, so youve decided to
are already specialized in healing tasks, you prove yourself to them.
always restore a minimum of 1 point with 2. Pick one other PC. You were once
your healing tasks, regardless of the roll. partners with this character on another
Enabler. venture that went poorly, through no fault of
Astute. You are trained in tasks to discern either of you.
others motives and to ascertain their 3. Pick one other PC. You have no idea
general nature. You have a knack for sensing why, but your abilities do not function if you
whether or not someone is truly worth are touching this character.
helping and healing. Enabler. 4. Pick one other PC. This character owes
you money.
Tier 5: Improved Helper (5 Intellect points). Minor Effect Suggestions: Your creation
Youre so good at providing support that lasts twice as long as normal.

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Major Effect Suggestions: Your creation is Tier 2: Condensation (2 Intellect points). You
either two levels higher than normal or adds transform the air into liquid, creating up to
an asset to tasks involving its use. 100 gallons (380 liters). Action.
Create Liquid Wall (2 Intellect points). You
Tier 1: Create Liquid Item (1 Intellect point). shape about 100 gallons (380 liters) of water
You can shape about a gallon of liquid into into a wall about 10 feet (3 m) by 10 feet
any simple item (no moving parts) that you (3 m) by 1 foot (30 cm). This wall is level 4.
can easily hold in one hand. The item is Alternatively, you can shape the liquid into
level 2, but has the appropriate density (so a a single shape of about the same mass: a
liquid sword can be used as a weapon) and ladder 100 feet (30 m) tall, a barred cage
lasts for one hour. Action. about 8 feet (2 m) to a side, or a rope 500
feet (150 m) long. It lasts one hour. Action.

Tier 3: Sturdier Liquid Creations. When you


use one of the tier 1 or tier 2 abilities, the
level of the item you create is two levels
higher. Enabler.

Tier 4: Create Complex Liquid Item (5


Intellect points). You can shape about a
gallon of liquid into a complex device
anything from a crossbow to a cypher. The
device is the size of something you can
easily hold in one hand. In order to make
something like a cypher, you must have an
example of the cypher you want to make
in your possession, and you must make
a numenera-based Intellect roll with a
difficulty equal to the level of the cypher. The
created cypher is two levels lower than the
actual cypher (minimum 1).
You could also make a needed part
for a numenera device more permanent
or sophisticated than a cypher, like an
artifact or larger/more complex device. You
could not make a complete device. While
you do not need to have the part in your
possession, the difficulty of the task is still 2
higher than the level of the item.
In any case, the item lasts one hour.
Action.

Tier 5: Create Liquid Structure (5 Intellect


points). You can shape a large amount of
liquid into a large structureabout 1,000
gallons (3,800 liters) needed for a 10-foot
(3 m) cube. Your creation can be as large
as ten such cubes, if you have the liquid
available. The structure can be somewhat
complex, with some moving parts and
parts with different densities, textures,
and opacities. This means it can include

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windows, doors with locks, furnishings, and short range of them, you can hear their
even decor. The level of the creation is 6. thoughts through the channel of the
Alternatively, you could shape the liquid datasphere. You cant seem to turn this off.
into a large, defensible structure, a sturdy Whether you tell them or not is up to you.
100-foot (30 m) bridge, or anything similar. 3. Pick one other PC. When they found out
If you create it underwater (where there is that you could connect to the datasphere,
plenty of liquid), you can make the interior they seemed frightened. Youre not sure if
air-filled (with replenishing air) and airtight, they were frightened by your ability, or by
and even pressure-resistant. You could even what you might learn about them. Its up to
give it an airlock. (In theory, if you had liquid them if they ever want to tell you.
in the void of space, you could also do the 4. Pick one other PC. Youve discovered
same thing there.) The structure lasts for 28 that this character is somewhat tuned to the
hours. Action. datasphere, too. While youre within short
range of them, the two of you can speak
Tier 6: Master of Liquid (6 Intellect points). mentally by using the datasphere as a
If you have a large amount of liquid within channel.
short range, each round for the next hour Additional Equipment: You have a
you can create liquid constructs within short numenera device (worn or implanted on your
range, one construct per round. A construct skin) that adds 1 point to your Intellect Pool.
could be a wall, a shield (offering a target If youre ever without the artifact, subtract 5
cover), a blunt attack against a single foe points from your Intellect Pool; the points are
inflicting 10 points of damage, and so on. restored if you regain the item.
These constructs are large but simple. Scan Training: If you have the Scan Scan, page 36
Action to initiate. esotery from your type, youre automatically
trained in it. Enabler.
Minor Effect Suggestions: You learn an
SPEAKS TO THE additional piece of information about the
DATASPHERE object, person, or topic in question.
The voice has always been there, Major Effect Suggestions: You can take
whispering, whispering. At first, you another action on that same turn.
couldnt make it out. But through practice
and devotion, you have learned to decipher Tier 1: Knowledge Tap (1 Intellect point).
messages coming out of thin air. And whats Except in places where your access is cut off
more, you learned to talk back. Now the from the datasphere, you can tap in briefly
voice sometimes does things for you. The and learn a bit more about something you
datasphere is your friend. can see. You get an asset on a task involving
Most people cant tell you have this ability that person or object. Action.
just by looking at you, although you have Machine Interface (2 Intellect points). The
a special device that you carry or that is difficulty of discerning the level, function,
implanted somewhere on your body that helps and activation of numenera devices that
you decipher and speak with the datasphere. you touch is decreased by one step for one
Nanos and Seekers are most likely to minute. Enabler.
choose this focus.
Connection: Choose one of the following. Tier 2: Datasphere Update. At the beginning
1. Pick one other PC. Something about of each day, choose one task (other than
them disrupts your connection to the attacks or defense) for which you will
datasphere. When they are next to you, all connect to the datasphere and receive a
tasks related to tapping into the datasphere rush of images, information, and borrowed
are one step more difficult for you. reflexes. For the rest of that day, youre
2. Pick one other PC. Youve discovered trained in that task. You cant use this ability
that this character is somewhat tuned to with a skill in which youre already trained.
the datasphere, too. While youre within Enabler.

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Speaks to the Tier 3: Overload Device (3+ Intellect overload a level 5 device (two levels above
Datasphere GM points). By exploiting your connection to the normal limit), you must apply two levels
Intrusions: Others
the datasphere, as well as the connection of Effort. Action.
with close connections
to the datasphere most other devices of the numenera share,
seek to destroy those you infuse a powered device of level 3 Tier 4: Datasphere Spy (3 Intellect points).
like themselves out of or lower within short range with more By exploiting your connection to the
jealousy and fear. Some
may even try to control energy than it can handle. If affected, the datasphere, you can attempt to route your
the character through device is destroyed or disabled for at least senses through it and look out through
their shared datasphere one minute, depending on its size and devices also connected to it up to a long
connection.
complexity. It may be that the disabling distance away. (Most devices are connected,
effect lasts until the device is repaired. and even in places where no devices exist,
Instead of applying Effort to decrease the a spray of nanites in the air likely have such
Knowing the
Unknown, page 39 difficulty, you can apply Effort to increase a connection.) For up to ten minutes, you
the maximum level of the target. Thus, to can see and hear through those devices
using their senses as if they were your own.
Creatures in the area might have a chance
to note that devices near them are acting
oddly, at the GMs discretion. Action to
initiate.
Improved Datasphere Update. When
using Datasphere Update, you can also
become trained in attacks or defenses
that you are not already trained in.
Enabler.

Tier 5: Speaks to the Datasphere


(6 Intellect points). Tapping into the
datasphere, you can ask the GM one
question and get a general answer. The GM
assigns a level to the question, so the more
obscure the answer, the more difficult the
task. Generally, knowledge that you could
find by looking somewhere other than your
current location is level 1, and obscure
knowledge of the past is level 7. Gaining
knowledge of the future is impossible. If
you already have Knowing the Unknown (a
fifth-tier Nano ability), you gain +1 to any
die roll you make using either ability. Action.

Tier 6: Datasphere Control (8 Intellect


points). Exploiting your connection to the
datasphere, you can control the functions
of any item of the numenera, automaton,
or machine (intelligent or otherwise). If you
use an action to concentrate on the device,
you are aware of what is going on around
it (you see and hear as if you were
standing next to it, no matter
how far away you are). You must
touch the device to create the
bond, but afterward, there is no range

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limitation. This effect lasts for one week. an asset to one additional creature. Enabler.
You can master only one device at a time.
Action to initiate. Tier 2: Steely Gaze. As you stare around at
them, foes within immediate range of you
lose their resolve and the difficulty of their
STARES DOWN ADVERSITY next action is increased by one step. Action.
Creatures from the prior worlds, mutants,
bandits, ultraterrestrials, and more are real Tier 3: Unmovable (3 Might points). You
and present dangers for those who explore avoid being knocked down, pushed back, or
the Ninth World. Fear makes most stay moved against your will as long as you are
put, which leads to isolation. But youre not upright and able to take actions. Enabler.
afraid. You know that youre a match for Mighty. You gain 5 additional points to
any menace. When something threatens your Might Pool. Enabler.
you, you threaten it right back. Nothing can Stares Down Adversity
avoid your gaze, but some things certainly Tier 4: Hardiness. You are trained in Might GM Intrusions:
Threats can be craftier
would like to. defense tasks. Enabler. and tougher than the
Glaives often choose this focus. Improved Watchful Intensity. You are character realizes. Foes
Connection: Choose one of the following. specialized in all tasks related to perception sometimes possess
1. Pick one other PC. You once saved this and intimidation. Enabler. abilities a character
doesnt know about.
character from a dangerous situation. Small foes conspire
2. Pick one other PC. This character once Tier 5: Will of Legend. You are immune to against the character in
ran full bore into you while running away attacks that would captivate, mesmerize, ways they dont expect.
from . . . something. You stopped them just charm, erase, daze, stun, or otherwise
by being in the wrong place at the wrong influence your mind. Enabler.
time, but they seem to hold it against you.
3. Pick one other PC. You feel indebted Tier 6: Gaze of Death. After spending
to this character and go out of your way to a round staring at a foe, you inflict 5
protect them from harm. additional points of damage per attack upon
4. Pick two other PCs. You tried but failed that foe thereafter. Action to initiate.
to save their loved one from an NPC or
creature you threatened to kill if it didnt
stand down. It also got away from you, and STEPS INTO THE OUTSIDE
is still out there. Exploration is in your blood, but the places
Additional Equipment: You have a weapon you want to go do not exist in reality. In this
of your choice. reality. You know there are far more than
Minor Effect Suggestions: Your foe is three dimensions. With practice and help
frightened by your watchful intensity and (through drugs, a special device, an inborn
backs away, unwilling to attack. It can still talent, or a combination of all of these), you
defend itself. can perceive these other dimensions, and
Major Effect Suggestions: You regain 2 even change your phase to touch them. If
points to your Might Pool. you train enough, youll actually be able to
travel to them.
Tier 1: Watchful Intensity. You are trained As an explorer, you carry a pack filled
in all tasks related to perception and with all manner of supplies, just in case
intimidation. Enabler. you become stranded in another dimension
Rally on Me (2+ Intellect points). Being longer than you wish.
brave in the face of adversity requires an Seekers are most drawn to this type.
assurance that ones defenses are sound. Connection: Choose one of the following.
You or a creature within short range gains 1. Pick one other PC. You are fairly certain
an asset to one defense roll within the next that this character doesnt believe that your
round. For each additional Intellect point abilities are real.
you spend, you can simultaneously provide

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2. Pick one other PC. You believe this you get flashes of several dimensions
character hails from an alternate dimension. between your actions. Some dimensions
Whether you ask them about it is up to you. you glimpse are not much different than
3. Pick one other PC. Whenever this where you started, but others risk mentally
character is near, your abilities seem to unbalancing you. When the duration of this
take longer to activate and become more ability elapses, you can attempt a difficulty 5
difficult. Intellect task to try to remember at least one
4. Pick one other PC. If they are near you, of the dimensions you flickered through. If
they gain the benefit of any ability you use you get such a fix, you can use Dimensional
on yourself if you choose to spend 1 more Survey or Into the Outside to go there again
Intellect point. (once you gain those abilities), should you
Additional Equipment: Explorers pack. wish. Action to initiate.
Minor Effect Suggestions: You restore 2
points to your Intellect Pool. Tier 4: Dimensional Survey (5+ Intellect
Major Effect Suggestions: You gain an points). You step into an alternate
Insight, page 62 Insight after a brief glimpse of several dimension and are able to remain there
potential parallel worlds branching off from for up to one hour before you are snapped
where you stand now. (You do not have to back, which inflicts 4 points of ambient
spend 3 Intellect points for this Insight.) damage (your control over interdimensional
superficies isnt perfect). If you want to stay,
Tier 1: Walk Through Walls (2 Intellect you attempt to do so by making a difficulty 5
points). The journey to the outside begins Intellect roll, which extends the time before
slowly. You can pass through physical you snap back by another hour.
barriers at a rate of 1 inch (3 cm) per round You must know that the destination
(minimum of one round to pass through dimension exists; the GM will decide if
any barrier). You cant act (other than you have enough information to confirm
moving) or perceive anything until you pass its existence and what level of difficulty is
entirely through the barrier. You cant pass required to reach it. Instead of applying
through energy barriers. Action. Effort to decrease the difficulty, you can
Dimensional Lore: You are trained in apply Effort to bring other people with
tasks related to knowledge about alternate you; each level of Effort affects up to
dimensions. Enabler. three additional targets. You must touch
additional targets to allow them to come
Tier 2: Glimpse the Outside (2 Intellect with you. Action.
points). You gain a brief glimpse of several
potential parallel worlds branching off Tier 5: Untouchable (6 Intellect points). You
from where you stand now. That glimpse change your phase state for the next minute
provides information by showing you the so that you cant affect or be affected by
results of several different actions you normal matter or energy. Only mental
might take, allowing you to learn a bit more attacks and special transdimensional
Steps Into the Outside about something you can see. You get an energies, devices, or abilities can affect
GM Intrusions: asset on a task involving that person or you, but likewise you cant attack, touch, or
Something takes a
object. Action. otherwise affect anything. Action to initiate.
bite out of a flickering
character. A character
fails to snap back to the Tier 3: Flicker (4 Intellect points). For one Tier 6: Into the Outside (8+ Intellect points).
starting dimension after minute, you flicker back and forth between You step into an alternate dimension,
using Into the Outside.
The character steps into
where you are and a variety of random and are not subject to flickering or being
the wrong dimension dimensions. To everyone else, there is a snapped back after a set duration. You must
after using Into the 50% chance each round that you dont know that the destination dimension exists;
Outside. seem to exist between your actions, which the GM will decide if you have enough
means you cant be attacked if you happen information to confirm its existence and
to be in combat. From your perspective, what level of difficulty is required to reach

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it. Instead of applying Effort to decrease the You probably wear a cloak with a hood
difficulty, you can apply Effort to bring other or something similar to hide your artificial
people with you; each level of Effort affects parts from those who would persecute you.
up to three additional targets. You must Nanos and Seekers are most likely to
touch additional targets to allow them to choose this focus.
come with you. Action. Connection: Choose one of the following.
1. Pick one other PC. This character knows
VENTURES INTO THE NIGHT your true nature, even if no one else does.
A portion of your body has been previously You suspect the character might be from
replaced with artificial tech that adapts you another world.
to surviving and eventually even thriving 2. Pick one other PC. This character has
out in the void of the space between informed you that they can hear otherworldly
worlds. Alternatively, you belong to a secret melodies whenever they stand next to you.
race of creatures already fitted with partly You have no idea what the source of such
subdermal, partly external synth-and-metal sounds might beyou cant hear them. Its
machinery that provides adaptation simply up to the character whether they find the
as part of your cultural heritage. music soothing, unnerving, or annoying.
Whatever their appearance, your 3. Pick one other PC. Youre pretty sure
components grant you special abilities to that they are just here to mine you for parts.
survive in vacuum without air or a suit, the They choose whether or not this is true.
ability to plug into vehicles in order to act 4. Pick one other PC. That character
as a pilot, and as you advance, eventually confided in you that they suspect you are an
the ability to fly through the night yourself agent of an enemy race of creatures from
without need of a starcraft. another world. You deny it.

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Before allowing a PC to choose Ventures Into the Night, the GM should have a
campaign in mind that allows the PC to access a starcraft.

Additional Equipment: With your GMs die roll when using the chosen skill on an
approval, access to a small starcraft. extraterrestrial creature. Enabler.
Minor Effect Suggestions: The difficulty of
the next task attempted by an ally is reduced Tier 4: Understanding (2 Intellect points).
by one step. You observe or study a creature or object.
Major Effect Suggestions: You can take an The next time you interact with it, the
immediate extra action. difficulty of the related task is reduced by
one step. Action.
Tier 1: Air Supply. Your body is modified Quick Wits. When performing a task that
so that you do not need an external air would normally require spending points from
supply, nor are you hindered by poisonous your Intellect Pool, you can spend points
gas or other environmental conditions that from your Speed Pool instead. Enabler.
threaten breathing creatures. In addition,
you can withstand the rigors of vacuum. Tier 5: Survey New Worlds (4 Intellect
Your modifications sustain you for up to points). You examine an area and learn
three days before you need to spend at precise, useful details about the past (if
least ten minutes in an area where you can any exist). You can ask the GM up to four
breathe normally to recharge. Enabler. questions about the immediate area; each
Night Lore. You are trained in general requires its own roll. Action.
knowledge related to other nearby planets Mentally Tough. Staring into the naked
and worlds. Enabler. weave of hyperspace, warped space, or a
similar effect related to faster-than-light
Tier 2: Vehicular Skills. You can use a built- travel is hard on the mind, but youve
in umbilical to plug into a craft capable of developed resistance. Youre trained in
traveling into the night, and gain an asset Intellect defense tasks. Enabler.
on all tasks related to understanding its
functions and piloting it, and an asset on Tier 6: Faster Than Light (8+ Intellect
all tasks related to that crafts repair and points). Youve updated the modifications
maintenance. (In most cases, this ability is on your body such that you can serve as
broad enough to provide an asset related to your own craft capable of traveling into the
understanding any object of the numenera, night. When you do, you warp through a
Ventures Into the Night if it has a port where you can plug in your special null space to effectively travel faster
GM Intrusions: The umbilical.) Enabler. than light, which allows you to travel to
character is something
of a beacon for alien another planet. You must know that the
creatures, who seem Tier 3: Improved Body. Your body is further destination exists; the GM will decide if
to turn up looking for modified. You gain +1 to Armor. Enabler. you have enough information to confirm
the PC at inopportune Extraterrestrial Diplomat. You have a way its existence and what level of difficulty is
moments, either out of
curiosity or to retrieve with creatures unlike those found on Earth. required to reach it. Instead of applying
stolen technology. You are trained in two skills in which you Effort to decrease the difficulty, you can
are not already trained. Choose two of the apply Effort to bring other people with
following: deceiving, persuading, public you by creating external stasis pods for
speaking, seeing through deception, or them; each level of Effort affects up to
intimidating. If you are already specialized three additional targets. You must touch
in the chosen skill, you gain +1 to your additional targets to affect them. Action.

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NEW FOCI

WIELDS A WHIP Tier 1: Savage Whip. You inflict 2 additional


You need only one weapon: a whip. A whip points of damage with a light whip. In
is so much more than the sum of its parts, addition, you can target a specific body part
at least in your hand. A handle connected of a foe without the usual penalty for trading Trading Damage
to a 20-foot (6 m) long lash composed of damage for effect. Enabler. for Effect, page 113
braided fiber to create a flexible strand is
used by some simply to punish. While you Tier 2: Whip Disarm (3 Speed points). Using
can accomplish the same, youve improved your light whip, you make an attack against
your skill so much that you can cause a a foe wielding a weapon, inflicting damage
significant amount of damage every time
you crack the air with it. You might have
gained your skills through intense
training, constant practice
because of your previous
profession as animal
handler, or something
else.
Without your whip,
you feel naked. Thats
why you usually carry a
secondary whip disguised
as several loops of cord serving
as a belt for your loose, comfortable
clothing.
Glaives are most likely to choose this
focus.
Connection: Choose one of the following.
1. Pick one other PC. You once overheard
them say that whips are a silly weapon. You
hope to prove them wrong.
2. Pick one other PC. That characters
mother gave you the whip you now wield.
3. Pick one other PC. That character was a
slave, and you the slave overseer, until you
freed that character and turned your back
on your old profession. Other slavers may
still be looking for you both.
4. Pick one other PC. This person doesnt
seem to understand the room you need to
wield your whip effectively, and seems to
have a habit of getting in your way. If you
miss your foe and accidentally hit someone
else in immediate range, its likely to be
them.
Minor Effect Suggestions: You trip your
target and knock them prone.
Major Effect Suggestions: Your whip tip
flicks the target in the eye, blinding it for
one minute.

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and disarming them so that their weapon action. As long as you maintain tension
is now 10 feet (3 m) away on the ground, or with the whip and take no action on your
in your handsyour choice. If you choose subsequent turns, your foe remains held
to deposit the weapon in your hands, the unless they manage to escape. This attack
attack is one step more difficult. Action. inflicts no damage. Action to initiate.

Tier 3: Swinging With Style. You can flick Tier 5: Stunning Attack (4+ Speed points).
your whip so that the far end automatically You hit your foe in just the right spot with
wraps securely around an anchor point your whip, stunning them so that they
(railing, hook, peg, branch, and so on) lose their next action. This attack normally
within 20 feet (6 m). The whip tip remains inflicts no damage; however, you can
securely tied until untied by another use Effort to increase damage normally.
creature or until you flick the whip just so. Alternatively, you can attempt to stun all
In addition, the difficulty of any movement creatures within short range by creating the
related to swinging across abysses, climbing sound of a cracking whip so loud that they
cliffs, walking along a tightrope, and other are similarly stunned, but take no damage.
movement-related tasks using your whip is To do so, you must spend 6 Speed points
reduced by one step. Enabler. instead of 4. Action.
Whip Fighting. You are trained in attacks
using your whip. Enabler. Tier 6: Whip Master. You are specialized in
Wields a Whip GM attacks using a light whip. If you are already
Intrusions: A whip Tier 4: Immobilizing Attack (4 Speed points). specialized, you instead deal 2 additional
might break, become You hit your foe such that your whip wraps points of damage with a light whip. Enabler.
accidentally snagged on
around their legs (or other limb), which
an object or NPC, strike
an ally, or curl back and prevents your foe from moving (or using
strike the wielder. that limb to make an attack) on their next

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NEW FOCI

WONDERS Tier 1: Asks the Question (1 Intellect point).


Existence is a wondrous gift. Consciousness You can pose a question to a creature that
gives one the capacity to appreciate can see and understand you that is so
that existence, stand in rapt awe at the insightful, the question distracts it so that it
magnificence of life and reality, and better loses its next turn. If you choose to continue
yet, ask questions that almost always reveal asking questions to the same target to keep
even deeper, more unexpected truths. When it pondering for longer than one round, you
you wonder about something, you do so in must use Effort each time. Action.
both senses of the term: you ask and you Learning: Always asking questions
marvel simultaneously. eventually provides answers. You are trained
Your sincere appreciation for everything in one noncombat skill. Enabler.
around you makes some people love you
for your genuine earnestness. Though a few Tier 2: Stands in Wonder (3 Intellect points).
find your outlook annoying, you dont mind. You get caught up in a scene, the intricacies
You merely wonder what it is about them of an object, or even in the wonder inherent
that makes them deny the magnificence of in a particular person. When that happens,
gathering knowledge and appreciating all you notice things others do not. You can ask
life has to offer. the GM one question related to a person,
Glints and Seekers are most likely to place, or thing you are currently looking
choose this focus. at and gain information you didnt already
Connection: Choose one of the following. know (if any is to be had). Action.
1. Pick one other PC. You were childhood
friends. As you became more enamored Tier 3: Enriched Mind. You add 5 points to
of life, the other character descended into your Intellect Pool. Enabler.
more of an angry acceptance of it all. You More Learning. You are trained in one
worry that they dont see the world as you noncombat skill. Enabler.
do.
2. Pick one other PC. You can see that Tier 4: Power of Wonder. You gain +1 to your
the character needs some advice on how to Intellect Edge and are trained in Intellect
appreciate life to its fullest. Youre not sure defense rolls. Enabler.
that they are ready to hear it yet.
3. Pick one other PC. They seem to revel Tier 5: Smarter Every Day. You gain 5 points
in new experiences and learning new things to your Intellect Pool. Enabler.
as much as you. When one of you helps the
other in a noncombat trained task, an asset Tier 6: Transmit Wonder to Others
is gained even if neither of you is trained in (5 Intellect points). You can affect others
accomplishing that task. with your sense of wonder and peculiar
4. Pick one other PC. The character was way of looking at the world. When you do,
once your mentor, but you felt youd learned you speak with such wonder and sincerity Wonders GM
everything you could, and moved on. You that you and allies who hear you find the Intrusions: Some
are still friends. difficulty of the next task they attempt within creatures are
interminable grouches
Additional Equipment: An additional the next round decreased by one step. If and will not be swayed by
oddity. the task is related to the subject of your wonder, a sense of awe,
Minor Effect Suggestions: Your foe is wondrous description, the difficulty of the or sincerity. Sometimes
distracted by your question and leaves task is decreased by two steps. the character asks a
question and discovers a
themselves open; the difficulty of the next terrible secret instead of a
attack made against them is reduced by one wondrous one.
step.
Major Effect Suggestions: Intuition flares,
and you can ask the GM one question about
what youre looking at.

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CHAPTER 4

NEW ORGANIZATIONS

Though often secluded and many times many large cities, including Charmonde
divided, the Ninth World hosts many powerful in Navarene. Despite that, hardly anyone
Charmonde, and influential organizations, including the realizes it. Thats because the Cabal always
page 138 Order of Truth, the Convergence, and the acts through intermediaries. Otherwise,
Angulan Knights. Many people across the their growing trading empire would likely
Navarene, page 137
Steadfast and even the Beyond have heard of be stopped cold by interfering Aeon Priests
Order of Truth, these groups because of their prominence, and any number of other concerned do-
page 222 especially the Orders Aeon Priests. However, gooders.
Convergence, page 223
many more organizations also exist. Extortion, protection rackets, and fencing
To the player characters, organizations stolen goods are the mainstays of the Cabal
Angulan Knights, provide both opportunity and threat. A of Whispers. Other opportunities are also
page 224 particular organization could be an ally or exploited, depending on whether theyre
Aeon Priest, benefactor, or an enemy. On the other hand, judged to be worth the investment. Low
page 269 an organization might try to recruit a PC. margin businesses are scorned by the Cabal.
If a character joins one of these The Cabal of Whispers is secretly part
Character
organizations, they have the opportunity of and controlled by a publicly known
advancement,
page 112 to gain a benefit. The benefit provided is in mercantile family in Charmonde called
lieu of gaining a new skill during character House Eledemer. Recognized in Navarene
advancement. as a noble family of considerable wealth,
though by no means the most wealthy or
influential, Eledemer is usually seen as a
CABAL OF WHISPERS patron of the arts and benefactor of those
The Cabal of Whispers is a network of shady wishing to increase their social station.
traders, excommunicated Aeon Priests, Why? Because doing good works is perfect
spies, and other neer-do-wells who harness camouflage for the far larger volume of less
dark magic to gain power for themselves savory activities House Eledemer engages in
and House Eledemer, the mercantile noble as a front for the Cabal of Whispers.
house that secretly fronts Nobility is something that
the group. In addition to House Eledemer openly
questionable uses of the sells in Charmonde,
numenera, the Cabal specifically a noble
of Whispers also uses position in House
intimidation, treachery, and Eledemer. Unlike other
brute force to further its aims families claiming noble blood, one
across the Steadfast. Its tactics are can get an Eledemer title simply by
unquestionably morally bankrupt. buying it. For just a few thousand
It stops at nothing to expand its shins, anyone can join the House.
reach. The Cabal has established itself Once newcomers become part of the
as an important part of commerce in nobility, they are eligible to participate

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NEW ORGANIZATIONS

Demons do their bidding. Shadowy spells cloak them. Whispers swirl in their wake.
They deal in secrets and anonymity. Those who pledge themselves to the Cabal of
Whispers become practitioners of evil magic.
Eranis: level 3, tasks
related to subterfuge,
finance, and nobility as
in the many functions, balls, and parties the brother Eranis the same demonic treatment,
level 7
House hosts. These functions also have a the spell failed, leaving behind only a small
way of extracting fees from those attending, pool of inert silvery fluid for their trouble. Narana: level 6, tasks
often as donations in House winnings from As Eranis grows more distrustful of Narana, related to subterfuge,
intimidation, the
the many games of chance that are wheeled she grows more despondent. For most of numenera, and creating
out during such events. her life, she had only one friend: her brother. illusions within short
Buying a title in Eledemer doesnt grant All others she sacrificed to extend the grip of range as level 7
membership in the Cabal of Whispers; the Cabal of Whispers. His distrust could
purchased titles are designed to separate almost be seen as a repudiation of her entire
the foolish from their capital and to further career. But rather than dwell on troubling
cement the good name of House Eledemer. thoughts like those, Narana has thrown
The more people who become part of herself into the work of
the Eledemer nobility, the less likely that spreading the Cabals
potential future news of any association with influence even further.
wrong-doing will stick to House Eledemer as Prospective
a front for the Cabal. Cabalists face a trial
Eranis Eledemer is the decrepit head membership.
of the House. His twin sister, Narana, is When people
head of the Cabal. They meet daily in a are courted by
secret chamber high in a large dirigible the the Cabal of
House owns, far from prying eyes and ears, Whispers,
to discuss events of the day and plan for they are
the future. Eranis has grown old acquiring
wealth and wielding power, and despite
the application of various numenera and
spells to restore his youth, none has
quite taken. He has become paranoid that
his sister Narana is quietly attempting to
do him in. That paranoia and desperation
now creeps into his interactions with all
others. Some in the House fear that
his growing instability threatens to
bring it all down.
For her part, Narana has
successfully arrested her
own aging. As a Cabal
sorcerer, she managed to
do so by bonding with a
demon from another
realm, as she describes
it. The process has given
her newly revitalized and
youthful look a silver sheen.
When she tried to give her

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not shown behind the curtain, as it were, and dominant is the Conflux, whose
of House Eledemer. Instead, theyre given a members roam at every depth and across
large sum of discretionary funds as a loan. the bottom of nearly every ocean basin.
If the prospective member can double that Conflux memberscalled brine magi
sum within one year, theyre taken on as a are recognized as dependable scholars in
full member, and brought into the fold by exploring, identifying, and applying the lore
Narana herself. If double the original loan of the deeps. Brine magi are made up of
isnt paid off, the prospective member is various species, including octopi, Glanae
killed. Sometimes, prospective cabalists are (creatures quite similar to humans but with
not provided all the details of the agreement the ability to live and breathe underwater),
prior to their acceptance of it. But after they and a few regular humans.
take the money, its too late to back out. In many oceiaa name some use for
Symbol: Demonic mask undersea citiesbrine magi are viewed as
Motto: Fear is your sword prophets, leaders, and potential saviors in
Badge of Membership: Shadow-tinged the face of calamitous events. Brine magi
Stronglass, page 77 stronglass dagger consider themselves explorers and scholars.
Member Benefits: The first stage of cabal Given the magis penchant for helping those
membership is probationary. Trial members in need, sometimes residents of the deep
are given 300 shins. If they can double attribute their actions as inspired by a divine
that money and return it to the Cabal of being of the oceans and seas. Most brine magi
Whispers within one year, they are accorded discourage this perception, though at least
full membership. Full memberscalled one magus decided to embrace that belief to
cabalistsare trained over the course of enrich himself. If other members discover one
several weeks. At the end of that period, among their ranks stooping to such behavior,
they gain an asset on all tasks involving lies, the perpetrator is banned. If the offense is great
trickery, or intimidation. This asset is taken enough, the villain is killed.
in lieu of choosing a new skill. The Conflux is based in the massive oceia
of Morenel, one of the largest undersea
cities in the seas between the Steadfast and
THE CONFLUX the Rayskel Cays. Much of the city
The amount of world covered is located in a mile-high
by water is nearly three egg-shaped structure
times the amount of dry filled with breathable
land that protrudes above air. The Conflux keeps
the waves. Drylanders its headquarters in a
rarely consider it, but that massive, permanently
means the ocean depths docked submersible at
also have well over three the citys periphery. The
times the scope when it submersible, named
comes to exploration and Sanctuary, contains both water-filled
discovery. Civilizations of the prior worlds and air-filled chambers. Dozens of brine
didnt restrict themselves to dry land. And magi live permanently aboard Sanctuary,
Brine Hierarch, locations that may have once prospered including the Brine Hierarch, a massive
octopus: level 7, tasks under the sun have sunk into the watery octopus who has final say on all the
related to the numenera
as level 9
depths, forgotten. But not by the Conflux. organizations policies and directives.
Several organizations operate beneath The brine magi who make up the Conflux
the worlds seas, but the most well known view Sanctuary as the center of their

The spell of the sea enchants you and never lets go.

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NEW ORGANIZATIONS

When you find yourself at the end of your rope, with no friends, on the run from
the constabulary of every major kingdom in the Steadfast, and without funds
to continue onward, youll find the Grey Company waiting to take you in and
make you one of their own.

organization, although many smaller brine GREY COMPANY If youd like to learn more
magi outposts are scattered about the seas. The Grey Company is a group of brigands about Morenel, octopi,
and Glanae, you can do
In some of these outposts, the Conflux and bounty hunters who ally with whoever so by reading about them
keeps small regiments; in others, scribes pays them the most. Theyve fought as in Into the Deep.
and craftspeople. soldiers against abhumans. Theyve taken
The Confluxs clout is impressive. Some down rogue automatons. Theyve guarded
believe that its influence has done more to merchant caravans hauling food, others
keep the various communities located across transporting slaves, and a few whose
the deep from conflict than any other group. cargo they never discovered. At least one
But more than anything else, the brine magi contingent of the Grey Company has also
use their influence to prevent the various hunted several mutants to their deaths,
underwater communities and species from which has given the organization the
warring with rival communities on dry land. reputation for being an auxiliary arm of
Likewise, when new discoveries are made the Angulan Knights. In some cases, these Angulan Knights,
along the sea bottom, brine magi agents are targets were important people who were page 224
dispatched to determine what kind of threat, secretly hiding mutations.
if any, they pose to the rest of the oceans. The Grey Company avoids reprisals when
Many have left the Confluxs hierarchy but it targets mutants, or people who are later
still call themselves brine magi. Depending discovered to have been mutants, thanks to
on why they left, the Conflux either ignores its occasional affiliation with the Angulan
them and their claims, or sends bounty Knights.
hunters after the imposters, if the latter The Grey Companys staunchest ally in
act in a way that can be seen to tarnish the the Angulan Knights is a man known as
larger group. Jad the Hammer. Jad sometimes rides with Jad the Hammer: level 7,
Symbol: Submersible with eye a contingent of the company, claiming he interaction tasks as level
3; health 21; Armor 4; for
Motto: Go deeper finds the rules and strictures of the Knights more information, see
Badge of Membership: Water-resistant to be too smothering. Grand Knight page 150 of The Ninth
coin stamped with an octopus Jad, as he prefers to be called, is World Bestiary
Member Benefits: Members can more often referred to by
look forward to respect from most unsavory euphemisms
other underwater creatures, which relating to his hammer,
can sometimes be parlayed into an asset but only behind his back. He
during interactions. However, becoming always appears in full battle regalia: a
a brine magus isnt as simple as filling magnificent panoply of armor that Jad
out a form, unless one already meets the calls Armora. When pressed in combat,
requisite command of knowledge and skill he calls on her for aid.
with the numenera. Otherwise, training is But Jad doesnt lead the Grey
required. But once a member becomes a Companyhes an entitled client who
brine magus, and in lieu of taking a new the Grey Company tolerates because he
skill, they gain 3 points of a special form pays them so well for services rendered.
of Armor that protects against Intellect The true leaders of the mercenary company
damage. are a group of hard-bitten veterans whove
achieved their present status by being

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the longest surviving after many years of takes the form of a military encampment
dangerous campaigns. They number about consisting of several tents, dug-in defenses,
half a dozen, but only a few interact with and watchful guards all set up beneath
other members in any official capacity. the banner of the Grey Company. This
One of the leaders and a prominent encampment moves here and there across
face of the group is Delrana, a grey-haired the Steadfast and sometimes even into
woman of above-average height and the Beyond, setting up near wherever the
strength. Delranas practiced scowl rarely organizations latest client wants their aid as
leaves her face, unless shes snarling or soldiers, spies, guards, or assassins.
cursing whoever most recently failed to The company is large enough that it
live up to her exacting standards. In truth, sometimes splits into separate contingents,
Delrana is the Grey Companys treasurer. It each tasked with completing a separate
is to her that all client payments are made, contract. Other times, the entire company
and it is from her that all Grey Company is called together in order to take on
members currently riding with the group are particularly large tasks, such as becoming a
paid each month. small army fielded by a noble, Aeon Priest,
Another leader of the group is Old Hawk. or someone else with sufficient funds.
Old Hawk is a man in his fifties or sixties Not all members travel directly with the
who yet retains the reflexes and strength of company; many are detached members, and
someone half that age. His scars reveal hes travel with other unaffiliated groups, but still
survived more than one close call. Old Hawk serve as scouts, informants, and potential
is the Grey Companys strategist, scout, warm bodies should the Grey Company call.
and of late, the person to talk to in order to PCs who are members usually fall into this
contract the organization to take on a job. latter category.
The organization doesnt have permanent Symbol: Black dagger
headquarters, but rather a mobile one that Motto: Fight on!

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NEW ORGANIZATIONS

Ninth World ruins are filled with wonders. Weapons that beam sunlight, intelligent
drit, unknowable objects, and more. But whats their worth compared to finding a prior-
world craft capable of breaking the sky? We pledge to soar ever higher, and plunge into
the infinite beyond where nothing can ever hold us back again.
~pledge ascribed to a Moonwrecker

Badge of Membership: Grey company own use. A suit of synth armor and a sword
dress uniform (when times are good) made of shaped fire will presumably come Qi, page 148
Member Benefits: After some military in just as handy in space as on Earth.
Beanstalk, page 186
training, a new member of the company Moonwreckers doesnt have a defined
deals an additional 1 point of damage in leadership structure or hierarchy. Every The Base, page 186
combat when they are working toward member is considered equal. However,
achieving a current contract or mission on the organization has elected a few officers.
behalf of the Grey Company. (The player The officers spend half their time in Qi
and the GM can decide whether a particular where records, a treasury, a crafting station,
situation warrants the bonus.) This ability and other group facilities are maintained.
must be chosen in lieu of a new skill. The rest of their time they spend in the
town nearest the Beanstalk known as the
Base. The Beanstalk is a tall tower of metal
MOONWRECKERS and glass from which projects a strip of
Moonwreckers is a far-flung organization unknown material that reaches far, far higher. Modanan: level 4, tasks
of explorers whove pledged to break the Moonwreckers suspect that related to finance as
level 7
bonds of the world and fly off into the night the Beanstalk offers a
in search of treasures lost in the vault of method for ascending
space. Theyre audibly scornful of into the heavens. At
the wonders scattered least a couple of
across Earth members can usually
unjustifiably so, be found in the
most would probably vicinity at any given
admit under hard questioning. time trying to find a way
But thats not the point. Moonwreckers are in, and up.
possessed by a wanderlust that pulls them Moonwreckers officers
upward into the ultimate frontier in search include Modanan, a man charged with
of unknown worlds, strange life, and places keeping the organizations treasury in Qi. The
that humans have never before seen, tread funds collected (in the form of shins as well
upon, or to be frank, looted. Moonwreckers as saleable artifacts, cyphers, and oddities)
are also sometimes called midnight are pledged to any group of Moonwreckers Zatasa: level 5, tasks
pilgrims, though anyone who journeys into that finds a prior-world craft that requires related to geography and
perception as level 7
space is called a midnight pilgrim by people refurbishment before it becomes capable of
of the Ninth World. being used again. Modanan has been accused
Only a handful of Moonwreckers have of skimming from the treasury, but never by
achieved the groups overarching goal. anyone with enough power or grit to prove it.
Many continue to search the prior-world Zatasa, an Aeon Priest, keeps
ruins they profess to loathe, seeking Moonwreckers records and lore. She
working space-capable craft to make has a massive journal scribed with the
their dreams come true. To finance their current and past membership roll, as
ongoing search, they sell lesser objects well as stories of Moonwreckers whove
of the numenera that they discover. They achieved the dream of breaking free of
keep especially potent treasures for their gravity. Most of these latter accounts are

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open ended because explorers that have in vacuum from lack of pressure, and a
blasted into space usually dont return to mask that will supply a creature with air in
tell the tale of their exploits. For example, airless environments. In all cases, Lirrads
she gladly relates the story of a group of creations have a depletion of 1 in 1d6, rolled
Moonwreckers who discovered a crashed per day of use.
prior-world vessel buried on Earth and got Symbol: Nightcraft silhouette
it running after a few years of exceptional Motto: Into the night
effort. From there, they broke the grasp of Badge of Membership: Silver necklace set
Earth and sailed into the night, continuing with glittering white stones
their adventures in the airless realms. They Member Benefits: Moonwreckers gain
named their craft the Vlerryn, after one access to any leads related to the location of
of their companions they lost during the possible prior-world craft, or other means
process of retrofitting it. But nothing else to access space, as collected by Zatasa. In
is known. Moonwreckers still on Earth have addition, members can claim one item of
filled that void with many fanciful tales of the numenera crafted by Lirrad, in return for
high adventure and amazing discoveries in an artifact of equal value. Finally, members
far corners of the night. who undergo training gain an asset in all
Equally important, Zatasa keeps a record tasks related to piloting space-capable craft
of all the likely locations where other craft (though this asset likely applies to any craft
might be found, as well as all the sites that relies on the numenera for propulsion
where craft were previously found and and navigation) in lieu of taking a new skill.
successfully used, or are still undergoing
refurbishment. The list isnt particularly

When I was a young man, I insisted that all the creatures of our world could be
neatly categorized into various types. Eventually, I grew wiser.
~Jarash, well-known naturalist

large. However, in return for a contribution PACT OF JARASH


to the Moonwreckers treasury, Zatasa An elite group called the Pact of Jarash
points members to a likely location where is affiliated with the Order of Truth. The
they can look to unearth a space-capable organization gets its name from the
vehicle. Zatasa diligently keeps the log, but infamous naturalist and creature expert,
Jarash: level 6, all nears the end of her term as the keeper of Jarash, who was also an Aeon Priest. Like
naturalist and subterfuge craft. She waits for a report of a particularly Jarash, the pact members seek out new
tasks as level 7, tasks
related to the numenera likely find. If one comes, in, shell abandon creatures that inhabit the world in order to
as level 8; can summon a her post to join whichever group is making catalog and understand them. Recently, the
titanothaur once per year plans to venture higher, or form her own Pact of Jarash collated all the data theyd
group to attempt the same. gathered and compiled a massive tome.
Finally, a varjellen named Lirrad knows They call it The Ninth World Bestiary.
Lirrad: level 4, tasks how to fashion several items of the The pact officially gathers once each
related to crafting the numenera useful for travelers in harsh, year at their headquartersa place called
numenera as level 6
airless, and weightless environments. In Enelstead located in the Black Riageto
return for an unrelated artifact or a few share their various discoveries. Enelstead
cyphers, Lirrad can manufacture boots that is a prior-world ruin composed of a central
will keep a creatures feet in contact with a tower on the surface, and many hidden
solid surface regardless of low or no gravity, chambers underneath. Jarash and the pact
a suit that will protect a creature from dying retrofitted the ruin for their own needs.

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NEW ORGANIZATIONS

Now the compound contains a great library beastknown as a titanothaurto one Titanothaur: level 10;
where members file their of the organizations yearly over 300 feet (100 m) in
height; health 140; Armor
reports, sketches, and other gatherings in Enelstead. 5; smash attacks inflict
findings. Enelstead also The rampaging creature 18 points of damage; for
keeps a specimen collection. damaged the central more information, see
Some chambers beneath tower, killed several page 126 of The Ninth
World Bestiary
the tower contain Claw members, and
special devices capable almost slew Jarash
of holding objects and himself.
creatures in a timeless Before all was lost,
stasis. These have been put Jarash made a pact with
to good use holding a living the titanothaur. That pact
bestiary of collected entities. saved the organization
Jarash founded the group apparently at the cost of
about fifty years ago. He worked Jarashs life. The titanothaur plucked
alone at first. But his essays up the great naturalist and thundered
and papers spread by hand and by word off, never to be seen again. At least, never
of mouth through the Order of Truth and officially. Rumors of Jarash sightings
far beyond. Over time, those drawn to his happen every few years.
work sought him out, asking if they could After that fiasco, the surviving naturalists
join him in his quest for knowledge. Jarash renamed the organization in honor of their
was agreeable, but selective. Back then, founder. Then they opened up the Pact of
the organization was known as the Claw of Jarash to new members.
Wisdom. For decades, the Claw of Wisdom The Pact of Jarash retains the blessing
kept its numbers limited to fewer than and support of the Order of Truth despite
thirty naturalists. All that changed when Jarashs loss. Sometimes an Aeon Priest will
a member accidentally lured a massive give a Pact member aid and information,

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and Pact members are expected to do the Badge of Membership: Journal with
same for Order of Truth members. For their inscribed Pact symbol
part, the Pact officially views the Order as Member Benefits: New members gain
an allied organization, and the Amber Pope an asset on interactions with other Pact
as a titular leader. members and with Aeon Priests. They also
The current face of the Pact is a woman are assigned the rank of Apprentice Seeker.
named Alelerine. Alelerine is a scarred Once a new member discovers and fully
and care-worn human with a metal hand. describes a creature not already collected or
Like many among the Pact, Alelerine is described in the Pact of Jarash compound
accompanied by a devoted creature that is at Enelstead, and in lieu of taking a new
one part pet and one part friend: a tame skill, the new member gains a handheld
ravage bear named Gan. device that can stun a target within short
Outwardly, Alelerine is a staunch range, causing it to lose its next turn (level
proponent of the Pact, though she is 6; depletion: 1 in 1d10; upon depletion, the
quick to quash any suggestion that the device can be recharged in Enelstead).
organization chase down rumors of Jarashs
reappearance. In truth, Alelerine is torn
between her devotion to the principles of the THE SCHISM
Jagged Dream, Pact and her ties to the Jagged Dream. She The more ideological an organizations core
page 224 initially joined the Pact as a secret agent of beliefs, the more likely that organization
the Jagged Dream, but over time learned will splinter over what might seem like
The Convergence,
page 223 to value the quest for small disagreements to
knowledge that the outsiders. Witness the
Pact pursues over the Schism, which split off
quest for destruction from the Convergence.
that the cult embodies. The Convergence includes
The higher her rank in the Aeon Priests who left the fold,
Pact, the more she lost her desire driven by a desire to seize power for
to act as a sleeper agent pledged to incite themselves using the numenera, coupled
conflict. However, she cant wish away things with disgust at the Order of Truths quasi-
she did prior to joining the Pact. Those religious trappings. The Schism arose when
memories still haunt her. Plus, the Jagged several Convergence members discovered
Dreamseekers, Dreams dreamseekers retain leverage over that some of their fellows were planning
page 224 her. They might one day call her debt due. on doing more than simply empowering
PCs who join the Pact advance through themselves: they were actively building up
a series of five circles until they achieve the forces in order to side with the Gaians,
title Pact Naturalist, the highest one can a group of people in the far north. Most
rise, unless Jarash should return again. The among the Convergence didnt care. Among
circles are: Apprentice Seeker, Journeyman a few, unfamiliar feelings stirred, as well as
Seeker, Master Seeker, Published Naturalist, anger. Not long after, the Schism formed.
and Pact Naturalist. Working separately The Schism is pledged to fighting both
from others in the Pact, members generally the Convergence and the Gaians, though
have no contact until their official gathering that doesnt make them friends with the
in Enelstead each year. But the naturalists Order of Truth. The Schism is training a
Edacious destroyer: level arent suicidaleven though they work small cadre of creatures called edacious
7, Speed defense as level separately, lone naturalists almost destroyers to accomplish its ends by
5 due to size; health 30;
always explore with a group of trusted applying its mastery over the numenera.
Armor 5; clublike arms
batter foes for 8 points fellow explorers or hired mercenaries Using a technique developed by a former
of damage; for more accompanying them. magister for training edacious destroyers
information, see page Symbol: Claw, parchment, and quill to find a scent and track down targets, the
40 of The Ninth World
Bestiary Motto: None Schism is making a name for itself, despite
being relatively new. When a 50-foot (15 m)

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NEW ORGANIZATIONS

A growing organization known as the Schism seems to be training edacious destroyers


as scent-seeking warriors, but no one knows how or to what end.

tall plant creature bursts into a market cypher of equal level (up to level 7). However,
bazaar and batters an Aeon Priest to death, such an exchange can be made no more
then slurps up the remains, people notice. than once per ninety daysthe ability of the
Members of the Schism still call Schism to craft the cyphers isnt unlimited.
themselves magisters or magistrixes, as they
did when they were part of the Convergence.
In addition to the array of numenera TWELFTH ODE
weaponry and devices each typically wields, The Twelfth Ode is a secret organization
some also carry a cypher that can isolate established by Queen Armalus Queen Armalu,
a targets scent and summon an predecessor in Navarene more than page 137
edacious destroyer to track and fifty years ago. When Armalu Navarene, page 137
destroy that target using the took power, she wasnt told
scent as a marker. about the Twelfth Ode, or
The Schism has a single that it owed its existence
base of operation, called the to Navarene. And so the
Splintered Sanctum, which covert organization became
is hidden behind a space- even more secretive. The
bending gateway that opens Odes original charter was to
in a spice shop in Bodrov. New investigate and protect Navarene Bodrov, page 139
members are inducted in the Splintered from ultraterrestrial threats.
Sanctum, assuming the candidate can When the Twelfth Ode threw off the reins
demonstrate at least some skill using the of direct control by dint of the old kings
numenera, and a proven desire to take death, the organization modified its charter
down either the Gaians or the Convergence, to include the entire Steadfast. Being
or both. protective means being proactiveOde
The Schisms leader is Magister Barwath. operatives are charged with discovering and Magister Barwath:
Hes the one that developed the scent- using ultraterrestrial technology to enhance level 7; carries a level 7
edacious scent marker
training technique. Whether its because their own abilities, which in turn gives them cypher
hes fascinated and enthralled with his own a greater ability to investigate and safeguard
technique, or because he harbors some the Steadfast. The organization has grown
unspoken history or grudge with the Gaians, from just one cell into half a dozen or
Barwath is eager to bring in new candidates. more. Each cell keeps individual records of
Those that pass his test are accorded full its sightings involving ultraterrestrials, as
membership. well as all information, special items, and
Symbol: Edacious destroyer head silhouette related gathered intelligence. At random
Motto: Betrayers must pay times, the Twelfth Odes leader appears and
Badge of Membership: Grey-green seed asks for updates. That leader is none other
Member Benefits: In lieu of gaining a new than the charming and thoroughly engaging Leverett Stamper:
level 7, interaction tasks
skill, new members are given unrestricted Leverett Stamper.
as level 8; health 27;
access to the Splintered Sanctum, whose Leverett claims to be working for the Armor 2; plasma sword
entrance lies in the city of Bodrov. In addition betterment and protection of all humans attack inflicts 6 points
to gaining room, board, and the ability to of the Ninth World, and many heads of of damage and ignores
most Armor; for more
interact with other Schism members who state believe him. So much so that some information, see page
might be present, a member may contribute have occasionally given Leverett Stamper 152 of The Ninth World
a cypher and gain an edacious scent marker wide latitude to oversee the investigation of Bestiary

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The Twelfth Ode is organized into cells. Each cell is charged with looking into
incidents and sightings involving ultraterrestrials, though philethis sightings in
particular are a priority. More than that, we do not yet know.
~from the pages of a confidential report to Queen Armalu

strange happenings, sometimes even ahead usually produces one or more objects crafted
of their own official law-keeping bodies. This on other worlds. A few times, its even
willingness to step aside may be due more spat out living ultraterrestrials. Each object
to his amazing ability to convince people (and occasional visitor) is quarantined,
that hes right. Hes especially keen to hear studied, and usually stored away for safety.
Philethis, page 252 about philethis sightings, though he wont Sometimes junior Twelfth Ode members
say why they excite him the most. wonder if the latter isnt tantamount to
The Twelfth Ode keeps its primary secret imprisoning free creatures. But after Leverett
headquarters in a prior-world structure that visits with the concerned individual, theyre
houses an unstable breach in reality, located usually reassured that the Twelfth Odes way
on a small island not far from the coastal city is the right way.
of Harmuth. The unstable breach manifests A less-well-publicized effect of the reality
only every few weeks or months, and usually breach is its ability to sometimes spit
only for a few hours at most. However, it out a still-living version of a Twelfth Ode
member thats recently died. In fact, its
probably whydespite how many times
EDACIOUS SCENT MARKER the groups founder has been slain with
Level: 1d6 + 1 reliable eye-witnesses attesting to a most
Usable: Handheld device grisly death indeedthe man and his smile
Effect: Scent of a target within short have appeared not long after, apparently no
range is sampled. If successful, worse for wear. Other members have had
the nearest edacious destroyer less reliable luck, but of course, once dead,
whose level is equal to the cyphers they dont know or care if some version
begins to track the target by scent. of them returns to take up their plans and
Unless its physically impossible dreams.
for an edacious destroyer to reach Symbol: Twelve spheres
the target at the targets current Motto: Leave no stone unturned
location, roll randomly to determine Badge of Membership: Tattoo of symbol
how quickly the nearest edacious in silvery ink
destroyer finds the target. Upon Member Benefits: In lieu of gaining a
finding the target, the edacious new skill, members gain an asset on all
destroyer does everything in its interactions with ultraterrestrials. This benefit
power to consume the target. comes in the form of an implant, training, a
manual, or some other aid provided to the
1d6 Time To Discovery character. In addition, a user that visits the
1 Ten minutes secret headquarters on an island off the coast
2 One hour of Harmuth is shown the reality breach, which
sets up a resonance. If the member is later
3 Ten hours
killed, a version of them is plucked out of a
4 One day parallel dimension where they didnt die and
5 Two days spat out the breach. For most members, this
6 Three days is a benefit that works one time and one time
only.

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INDEX

INDEX
TYPE Marine 31 Fell From Another World 59
Glint 5 Meek 31 Figures Things Out 60
Seeker 15 Mercurial 32 Forges a Bond 63
Naiadapt 42 Gazes Into the Abyss 64
DESCRIPTORS Obsessive 32 Likes to Break Things 65
Abrasive 25 Ormyrl 44 Lives on the Road 66
Aggressive 25 Passionate 33 Makes Something Out of
Altruistic 26 Polyglot 34 Nothing 67
Amusing 26 Proxima 45 Manipulates Force 69
Artificially Intelligent 40 Rayskelan 39 Plays Tricks 71
Calramite 41 Rebellious 34 Provides Support 72
Coraoan 37 Resourceful 35 Shapes Liquid 73
Deliberate 27 Skeane 45 Speaks to the Datasphere 75
Desert-dwelling 37 Subterranean 35 Stares Down Adversity 77
Devout 27 Ultraterrestrial 35 Steps Into the Outside 77
Echryni 41 Vigilant 36 Ventures Into the Night 79
Efficient 27 Vralkan 39 Wields a Whip 81
Elychnious 38 Wonders 83
Extraterrestrial 28 FOCUS
Fabulous 28 Abides in Crystal 48 ORGANIZATIONS
Frostborn 38 Absorbs Energy 50 Cabal of Whispers 84
Gaian 38 Abuses Alchemy 51 Conflux, the 86
Gregarious 29 Becomes Energy 53 Grey Company 87
Insolent 29 Charges Right In 55 Moonwreckers 89
Intimidating 29 Conceals the Truth 55 Pact of Jarash 90
Lonely 30 Delved Too Deeply 56 Schism, the 92
Manipulative 31 Devotes Everything to the Cause 58 Twelfth Ode 93

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