Building Tomorrow PDF
Building Tomorrow PDF
Building Tomorrow PDF
BUILDING TOMORROW
CREDITS
Designers Bruce R. Cordell and Sean K. Reynolds
Creative Director Monte Cook
Managing Editor Shanna Germain
Editor/Proofreader Ray Vallese
Art Director Bear Weiter
Cover Artist Bruce Brenneise
Artists
Eren Arik, Bruce Brenneise, chrom, Biagio D’Alessandro, Florian Devos, Felipe Escobar, Michele Giorgi,
Luke Green, Inkognit, Guido Kuip, Kezrek Laczin, Brandon Leach, Eric Lofgren, Raph Lomotan,
Anton Kagounkin Magdalina, Patrick McEvoy, Brynn Metheney, Federico Musetti, Irina Nordsol, Rebecca On,
Mirco Paganessi, Grzegorz Pedrycz, Roberto Pitturru, Eric Quigley, Riccardo Rullo, Seth Rutledge, Lie Setiawan,
Joe Slucher, Lee Smith, Hugo Solis, Mark Tarrisse, Cyril Terpent, Cory Trego-Erdner, Ren Tu, Tiffany Turrill,
Shane Tyree, Jordan K. Walker, Chris Waller, Ben Wootten, Kieran Yanner, Kirsten Zirngibl
© 2018 Monte Cook Games, LLC. NUMENERA and its logo are trademarks of Monte Cook Games, LLC in the U.S.A. and other countries.
All Monte Cook Games characters and character names, and the distinctive likenesses thereof, are trademarks of Monte Cook Games, LLC.
Printed in Canada
TABLE OF CONTENTS
ALL TOMORROW’S SONGS 4
INTRODUCTION 10
INDEX 191
ALL TOMORROW’S
SONGS
BY BRUCE R. CORDELL
T
he metallic nodule lodged in Sargonis’s right forearm Rather than fight the creatures, they’d run. Nyth used a
whispered nonsense syllables and flashed amber, cypher to drop all of them safely into the deep, wide, and
indicating in its cryptic way how she was probably steep-sided hole, leaving the babirasa to howl along the
going to die soon. Interpreting the sounds and lights, she rim. Getting back up would be a challenge, but surviving
frowned. “We have only minutes before the babirasa find the babirasa took precedence. Except now Sargonis’s
us again.” divining nodule said that the creatures had found a way
Nyth and Dios glanced at Sargonis—they didn’t down. The storm beasts were hunting them. It unnerved
understand the metallic nodule’s weird messages, but they her that she could see no visible sign of them on the
knew Sargonis did and they trusted her. crater’s flat floor whenever she looked back.
“I say we run for it,” Nyth said. “To that cleft.” She They reached the cleft. Sargonis darted in among the
pointed across the crater’s floor to a place where the scattered boulders, now revealed to be twice again as tall
weirdly flat and smooth walls were cut with a deep slash. as she was, and she wasn’t short. She stepped down on
Translucent, blocky boulders lay scattered on the crater’s something that crunched. The cleft’s floor was clogged
floor at the foot of the cleft, obscuring what lay within. with scrap. Rusted machines, broken conduits, slagged
Dios shook his head. “Are you fungus-addled? We can’t devices . . . whatever ancient force that sheared through the
get back to the top over there—it’s too sheer.” crater wall here had cut deep enough to reveal a rotted artificial
Nyth glared back at him. “We can try! It’s no worse than marrow. But though the walls here were broken, they remained
the sbaro tree back in Patara. The children constantly climb as vertical and impossible to climb as Dios had warned.
that.” “We’ll hide here in the scrap,” she decided. “Dig in! And
“It’s a lot steeper, I wager,” said Dios. “But if you want to look for wide, flat pieces we can pull over on top of us.”
put a few shins on it . . .” He hefted the thick leather bag Dios and Nyth began to frantically dig, using their spears
always strapped to his harness, jingling it. “Let’s say twenty to loosen and shift the mounds of debris. Before she
shins that—” started, Sargonis again checked the diviner that protruded
“Shhhhh,” said Sargonis, touching Dios’s shoulder. like a barnacle from her forearm. Sometimes she needed
“Remember I said we had only minutes? Now it’s one a few moments to fall into the proper frame of mind to
minute less. The cleft is our best option. Though perhaps understand what it said. It saw moments ahead, into
only to hide.” Turning on her boot heel, she hurried across possible futures. From that, she could discern all kinds of
the greenish-black plain of material that might have been useful information, though it was tricky to know exactly
stone, but probably wasn’t. what the nodule was telling her.
Dios shrugged when Nyth caught his eye, and they Nyth hummed as she dug into the scrap, her voice rising
followed, hustling to catch up. and falling in a single-part harmony. Sargonis recognized
Their footfalls were hollow drumbeats, bouncing around the tune. Nyth sang it every night to Kiel, the child Nyth
the crater’s interior. “What do you think?” said Dios. “I say had adopted in Patara.
that this crater is about five times as wide across as Patara. Sargonis realized that being apart from Kiel must be
Or maybe ten times. The way the walls pass light makes it difficult for Nyth to bear, even though the woman never
hard to judge for sure.” said as much aloud. She had ties back in the settlement,
Nyth rolled her eyes. too, but none so dear as a child.
They kept moving, each darting a backward glance every Without the right kind of iotum—called quantium—to
few dozen strides, looking for signs of the babirasa. revive Patara’s failing force walls, Kiel and everyone in the
The coal-dark creatures with sparks dancing among their settlement would have to flee flooding waters that the
spines had ambushed them just as they’d reached the walls kept at bay. So instead of comforting Nyth, Sargonis
crater’s edge. Sargonis wondered if the things considered saved her breath and dug into the sedimentary layer of
the vast cavity to be part of their territory. Probably so. It mechanical debris.
was the same place she’d led Nyth and Dios to find the Dios never saved his breath, of course. “Crail, my hand
particular kind of energy-dense iotum that Patara needed to aches! I didn’t agree to this. Dying in the middle of the
survive. Babirasa were drawn to places where energy was waste. What was I thinking? Taint-touching, good-for-
stored and used, too. nothing, murden-fondling—” he broke off mid-sentence.
4
ALL TOMORROW’S SONGS
Sargonis and Nyth glanced up from their work, such was The passages they descended were steep. They were also
the rarity of Dios rendered speechless. choked with broken devices, ruptures, and loose cables,
“It’s a hole,” he said, pointing. “A tunnel, going down!” providing handholds and places to set their feet.
Sargonis and Nyth rushed over. It was a tunnel—not “Do you hear that?” said Dios, as they continued
merely a chance hollow beneath the scrap, but an actual downward. “Sounds like a purr. Some old mech, still
passage. thrumming along down here. The walls are vibrating with
“Inside, now,” Sargonis said. Her divining nodule’s it. Shaking almost. Can you feel it?”
whispers had become a constant hiss of warning about Nyth said, “How could we not?”
the approaching babirasa pack, and its red glow strobed in Dios ignored Nyth’s jibe, looking speculative. “I hope it
frantic alarm. Finally, too, she saw bright flashes pulsing isn’t something alive. Or hungry.”
around and through the square, glassy boulders that lay “Don’t,” said Nyth, pausing to turn and jab a finger at
tumbled in the cleft’s mouth. She could hear the crackle of Dios.
electricity and the grunts of bestial rage. She didn’t know He smiled, but when Nyth kept looking at him the
whether they were coming for her devices or her flesh, but expression slipped. “What is it?”
she imagined that it was probably both. “You’re bleeding.”
Nyth dove in first, her lithe form disappearing into the Dios held up his hands to look at them. A thin line of
darkness. Dios clambered after, muttering about his fear of blood ran down one from a ragged tear on his arm, which
darkness, the unfairness of the universe, and how weird it was shiny with blood. “Tainted priests! I must have cut it
smelled down in the tunnel. on the way down.”
Bringing up the rear, Sargonis risked a momentary glance “There’s an intersection ahead,” said Nyth. “We’ll look at
back. The first babirasa was just rounding the corner, its it there when we decide which way to turn next.”
shoulders as high as her head, its spines erect, its many The illumination of the glowglobe that Nyth clutched in
legs scrambling for purchase in the scrap, and its eyeless one hand showed that, indeed, there were three choices
face somehow focused on her. Another two appeared on before them. One was a continuation of their current steep
the boulder’s opposite side. An “Oh!” of surprise escaped descent. The other two led down at far less treacherous
Sargonis’s lips as the first one leaped toward her. angles.
“Go!” she yelled in a strangled voice, falling backward “How about that way?” Dios pointed to the passage that
and into the open mouth of the tunnel a scant moment had the least discernible slope.
before fingers of electricity blasted through the scrap pile “Shhhhh,” said Sargonis, “she’s thinking.”
that covered the tunnel mouth. A mischievous smile played on Dios’s lips. But he only
rubbed his wounded arm, still red with seeping blood, and
sat down on an outcrop of bluish metal and trailing wires
without another word.
Sargonis scrambled to where he perched. “Show me
The descent was agonizing. Every time they thought your cut,” she whispered. “We’ll miss your constant chatter
they’d gone far enough down the constantly branching, after you bleed out.”
narrow, winding synth passages to lose the hunting “Oh, I know you will.”
pack, scarlet flashes and hisses from Sargonis’s nodule She removed her pack and rifled through it for
revealed that the things still followed. She wasn’t sure something suitable. She had a curative cypher, which
exactly how the babirasa, which looked so large, especially
with their extended spines, could fit down the narrow
tunnel. Probably by folding those spines back and
squeezing through tight spots just like
they were, unfortunately.
5
would stitch the wound shut and have Dios feeling better vibrations were warm and somehow welcoming against
in moments. But activating a cypher might alert the things her fingertips. She came to what appeared to be a solid
hunting them, which finally seemed to have lost the trail, if protrusion of opaque greenish crystal that reached lower
only for the moment. Better to stick with the mundane, she than any other part. When she touched it, it irised open,
decided. She produced a roll of green cloth. revealing a set of short steps leading upward.
“There’s something interesting this way,” Nyth announced. “Hah!” exclaimed Dios. “I never doubted you. Well, that’s
She pointed down the passage that was neither the most a lie.”
level nor, to Sargonis’s relief, the steepest. “The thrumming Nyth elbowed Dios, then said, “I’ll go first.”
shaking the walls is coming from there. Surely it’s an ancient Sargonis followed Nyth up the stairs.
machine, still working after all these years.” Dios came behind, his spear drawn. “I’ll watch our
“That is our way, then,” said Sargonis, as she finished backs. Not that a flimsy stick with a pointed end will do
bandaging Dios. “We still need to find iotum.” squat-all if the babirasa corner us in here, but it makes me
“Are the babirasa still following?” asked Nyth. feel better holding it.”
Sargonis checked her device. Though the whispers and
red light had fallen away, they hadn’t gone out. “It wouldn’t
hurt to put a little more distance between us and the pack,
whichever way we go.”
Nyth shivered. “I don’t want to meet those things again. It was quiet inside. Sargonis had worried they would be
Those eyeless faces . . . always knowing exactly where we deafened, but the sphere’s roar ceased the moment they
are. I don’t like it. We need to find another way out, iotum entered.
or no iotum.” Sky-colored synth corridors slanted to the left as they
moved inward, forcing them to lean to avoid constantly
colliding with one wall. Every few dozen paces they came
to a larger space. Each of these chambers was also tiled
in pale blue synth, and all were as empty as the preceding
They found a vast interstitial space, a place that seemed corridors. After only a few minutes, Sargonis’s internal
to be half rupture and half planned hollow within some map was defeated. It seemed as if they’d gone farther than
still-larger structure buried below the crater. Suspended in was possible, given how large the object appeared from
the cavity was a metallic sphere easily twice the diameter of outside. It’d been massive, yes, but this massive? Maybe
Patara. The sphere surface was a collection of emerald tiles, the passages were slowly spiraling inward. Who could say?
interwoven golden wires, and crystal cubes. The purr was What she did know for certain was that constantly leaning
coming from the structure, but this close it was more of a to the left as they trudged was exhausting. And everything
roar, shaking the floor and causing a tickle in the back of was getting heavier, too. When she experimentally dropped
Sargonis’s throat. a shin, it shattered as if it’d fallen from far higher.
Nyth advanced several paces into the cavity but stopped “I’m tired. And . . . hungry,” panted Dios. The extra
short before walking directly beneath the hovering weight was getting to him, as it was all of them. “I’ve
structure. She looked back at them, looking for advice or got extra rations . . . which would be a shame to let go to
instruction. waste. Let’s . . . rest.”
Sargonis eyed the hovering mass. It was definitely still “One more chamber, and we’ll reach . . . something
working, unlike all the scrap they’d waded and climbed interesting,” said Sargonis, referring to her divining nodule.
through to reach it. It was a prior-world enigma replete with As she predicted, the corridor opened into a chamber
a thousand wondrous possibilities, as well as inexplicable that wasn’t empty.
dangers every bit as gruesome as the babirasa. But being A machine filled the space, chirping, trilling, and
an explorer meant taking risks. And if they couldn’t find humming. Pulsing yellow and orange lights, hundreds of
quantium to re-energize the force walls, that would be the meters of wires, attached metallic devices, and oddities
end for Patara. They’d become refugees. covered the mech. Taken together, the sounds it made were
Sargonis lifted her divining nodule and let it “sniff ” the almost like musical tones.
floating spheroid. After a few moments, whispers and a “Ugh,” muttered Dios, taking a few heavy steps closer.
warm, orange-hued glow informed her what she hoped it “It’s even heavier . . . in here.”
would: iotum, of the variety they were looking for, could Sargonis followed, and sure enough, felt even more
be found within. She pressed one palm to her heart for a phantom weight settle on her shoulders. She opened her
moment, holding in the relief. mouth to warn the others to be careful when they—
“You sure that’s wise?” Dios said, as Sargonis walked Nyth gasped, “That can’t be!”
beneath the huge bulk. “What if it suddenly decides that Sargonis glanced around. “What?”
today is its day to fall? You’re brave.” The other woman still stood in the corridor, looking at
Sargonis ignored him. She moved with one hand the machine, her mouth gaping. “Unless I’m losing my
upraised to trail lightly across the object’s bottom. The mind, the machine is singing. And it’s my song!”
6
ALL TOMORROW’S SONGS
Sargonis listened. There was something familiar about “Maybe,” said Sargonis.
the noises. Almost like a tune that she’d heard before— Nyth said, “My guess is that it’s either instructions on
“It’s ‘Cloud Blanket,’ the lullaby I sing to Kiel,” said Nyth. how to proceed, or a warning to leave this place and never
“But how is that possible?” return, on threat of a most painful death. Maybe if you gave
“Not so mysterious,” said Dios, finally getting his breath her some peace to ponder, she could figure out which one
back. “You were humming it under your breath the entire was more likely.”
time we’ve been in here. It must have heard. Now it’s Dios chuckled. “I promise to stay silent until you tell me
playing it back. Well, that’s my guess.” otherwise.”
Sargonis slowly nodded. “Dios could be right. You do Sargonis doubted he’d wait so long, but she wasn’t
hum that tune a lot.” about to waste the respite, however short it proved. She
Dios snapped his fingers. “Let’s try a different song, and extended her nodule-studded arm to the symbol-painted
see if it picks up on that? How about ‘Yellowboots?’” device. When no warnings popped up, she grabbed the
She raised a hand to forestall him, but Dios was already silvery object. It came away but remained connected via
singing a ridiculous ditty about boots that danced when no the synth coil. It was heavier than it looked. The inscription
one was wearing them, and the trouble that caused. It was looked important, but the whispers from the diviner offered
a simple verse, and repetitive, and— no additional clues.
And the machine changed its tune. Instead of the nursery So she touched the sigil, tracing it from one end to
song, the jaunty, somewhat ridiculous notes of a song about another.
self-dancing footwear poured out of the massive artifact. In response, the device shook. Small wires sprouted
Dios laughed, clapping his hands in time to the music. from it. Before she could drop the device or toss it away,
“It can hear us,” Sargonis said. “And mimic what it hears. the wires plunged into her arm and wrist. The sensation
Though somehow I doubt that this elaborate device was was sharp at first, but was immediately replaced by
built simply to play music. It’s likely only a minor side effect.” coolness, as if cold liquid were being pumped into her arm.
“Side effect?” said Nyth. “Of what?” “Crail, it’s got her!” yelled Dios, who raised his spear as
“Of something we’re going to learn,” vowed Sargonis. if he were going to attack the device, Sargonis’s arm, or
maybe even Sargonis herself.
Nyth interceded. “No, look at her. It’s not eating her, or
changing her. It’s communicating.”
It took all of Sargonis’s concentration to nod in
“Let’s just salvage the quantium and get out of here,” agreement. She whispered, “Hold a bit. I’m hearing
said Nyth, after another hand of minutes had passed things . . .”
during which time Sargonis did nothing but consult her It seemed to Sargonis that she stood in a vast theater
whispering device. filled with a thousand thousand songs, accompanied by
Sargonis frowned. “We might be able to do that, but other sensations too alien to comprehend. The two songs
my diviner whispers against that tactic. We have to”—she they’d triggered the machine to play were the barest edge of
waved her palms in small circles as she sought for an a much broader ocean of sound. Sound—and, she realized,
analogy—“entice the machine to produce what we want. If knowledge! Lore was embedded in those harmonies,
we don’t, we might just break it, which would the spoil the stretching back into deep time. Information swirled in her
quantium, too. Quantium is powerful but delicate stuff. brain like the tide rushing in. Knowledge, images, feelings,
From what I understand, it trickles energy out of time itself. and sensations she couldn’t identify threatened to drown
If we don’t salvage it just so, it won’t retain that property. her in a tumbling rush.
It’ll become just so much dead synth.” The machine’s rendition of “Yellowboots” sped up,
Nyth sighed. “Energy from time itself? I have no idea what tumbled, shook, and began breaking into dozens of
that means. But all right. What do you need us to do?” discordant variants.
“Dios, keep watch. Nyth, help me investigate each of “What’s wrong?” she heard Dios ask, though she could
these attached devices. One of them—or maybe some barely hear him amid the tumult of noise.
subset of them—is the control surface. I hope.” “I can’t—it’s not—” Sargonis waved her free hand
Sargonis and Nyth began their survey, gingerly checking spasmodically, unable to describe her difficulty in getting
out each component, and when nothing happened, moving a handle on the information. Her other hand remained
on to the next one. As they worked, the thing continued to clamped by the device’s needles, from which the cold
toll out “Yellowboots.” She shook her head at Dios’s choice. numbness continued to spread. Tears born of desperate
“What about this?” said Nyth. She pointed at a device of inadequacy rolled down her cheeks.
silvery metal connected to the main machine with a coiled white Nyth moved up, wiped away Sargonis’s tears, and
synth cord. An elaborate red sigil marked the device’s surface. grabbed her gesticulating free hand and held it. “Calm; stay
No other machine part they’d yet found was so marked. calm. You can do this. Take a deep breath.” Nyth hummed
“What does the symbol mean?” called Dios, who again her familiar tune, trying to soothe Sargonis’s distress.
remained by the exit. “Is it even a language?” Sargonis listened.
7
The flurry of discordant sounds fell away like a curtain “Time,” Sargonis repeated. There was something there.
being drawn back. The pure, easy tones of “Cloud Blanket” What’d she just been telling the others about time? Oh,
sounded out once more all across the chamber. And in that right, that quantium, by its very nature, had hooks in
calm, Sargonis found the solace she required to weather time . . .
the onslaught, tame it, and tune it to her desire. She drew in a sharp breath. “How many units did you
Music, ordered and regular, was the key. Picking up get, Nyth? Let me see.”
Nyth’s tune with her own voice, she hummed along and Nyth narrowed her eyes in puzzlement but responded to
made her simple request. It hurt her to ignore the marvels the sudden urgency in Sargonis’s voice. “Six, I think.” She
of knowledge that she guessed lurked in the machine’s handed the entire bundle over to Sargonis.
core. But that’s not what they needed today. What they The six small cubes were as smooth as ice, and almost
needed was quantium. as cool. They were drawn toward each other, though she
The machine’s tune slowed as a cavity opened in the was able to pull them apart easily. Each individual unit was
machine’s base. “There,” said Sargonis. “Grab it!” only a couple of centimeters across, but even so, weighed
Nyth bent, fumbled with something, then yanked it free. less than she expected. The glimmers of light inside were
The machine’s lights dimmed and went dead. A final fluting like distant stars.
tone trilled forth, then it went silent. The device connecting She divided the six units into two handfuls of three.
Sargonis to the machine retracted the connecting wires and One handful she returned to Nyth. “Keep these safe. They
clattered to the floor before she could catch it. Looking at the should be enough to restart the force installations in
suddenly inert machine left her cold and sad in a way she Patara.”
hadn’t expected. She blew out a shaky breath. One day, she Nyth accepted the three units of quantium and secured
vowed, she’d return. She’d fix the tune maker with quantium them in her pack.
from some other source, so that it could sing again. Dios said, “What about the other three? Can you use
Nyth turned the bundle of tiny synth boxes over in her them against the babirasa? Do they detonate?”
hands, examining the glittering points of light within each. “In a manner of speaking.” Sargonis handed one unit of
“If only salvaging iotum was always so easy.” quantium to Nyth, another to Dios, and kept the last for
herself.
“What should we do with these?” said Nyth.
“We run out of here, smash them on the ground, and
escape through a crack in time.”
Dios rubbed his face. “They’re waiting for us. I don’t need “What?” exclaimed Dios. “Will that work?”
a diviner to tell me that.” He waved his spear tip down the “It definitely could work,” Sargonis replied.
final length of corridor, right-leaning now that they were “Could? Not will work?” pressed Nyth, holding her cube
heading out. The same sharp smell that accompanied of quantium up to the light of her glowglobe.
lightning storms wafted down it. Erratic flashes of light and Sargonis didn’t volunteer that the diviner was mute
low-pitched grunting finished the tale. The babirasa pack regarding her plan’s outcome, one way or the other.
must have trailed them to the floating sphere, then waited Sometimes different varieties of the numenera were
outside it for them to leave. incompatible with each other. Other times her nodule just
Nyth guessed what the situation was, but she looked to got tired and stopped working for a time. But a lack of
Sargonis all the same, her expression questioning. knowledge about the outcome was better than the near
Sargonis checked her nodule, even though she, too, certainty that her nodule reported trying anything else she
knew what it would tell her. If she and her friends left the could think of.
floating sphere and entered the vast cavity that contained “Just smash it?” quizzed Dios. “What if it doesn’t
the structure, the pack would kill them with sharp tusks break?”
and crackling electricity. She ran several scenarios through “Then keep smashing it until it does,” said Nyth.
the diviner, including a few where she tried to distract the Sargonis motioned everyone to follow as she took the
creatures so the others could get away. But every possibility lead along the last length of narrow, slanted corridor.
ended with all of them dying. There just wasn’t enough Thankfully, the heaviness at the sphere’s center had let up
time. Time? What did that remind her of? when they reached the periphery. Snapping and popping,
Nyth scowled. “To get so far, only to fail at the end. It’s the sound of electricity dancing in babirasa spines
unbearable. And what will happen to Kiel when I don’t assaulted her ears before they saw the brutes. She wanted
come home? He won’t know what ever came of me. And to stop but forced herself to move smoothly to the exit.
the waters will rise when the force walls fail! What if no one The stairs leading up into the great floating sphere
saves him, and he drowns?” remained deployed. The pack of at least five coal-black
Dios held up his hands. “Hey, hey! Hold on, now. We babirasa lounged around the stairs, some stretched out on
haven’t failed yet. We’ll come up with a plan to deal with this. their sides, others sitting with their feet under them and
Right, Sargonis?” His eyes found hers, pleading. “The pack spiked manes folded back. But one walked sentry, circling
isn’t trying to get in. They’re just waiting. We have time.” the others on sure feet. It was the one that snapped,
8
ALL TOMORROW’S SONGS
popped, and flashed. A few moments after Sargonis spied interior. The babirasa were inside right now. At most, only a
it, the thing’s head slewed around and locked on her. It was minute had passed since they’d fallen through the slender
somehow aware of her even with no eyes. fissure in time that the quantium had pried open.
Sargonis leaped down the stairs, screaming, “Now!” She Sargonis pushed herself up, grabbed Dios by the
hit the ground, letting the momentum of her jump tumble shoulder, and, with Nyth’s help, wrenched him upright as
her forward so that she smashed her right hand holding the well. It was too loud for her to explain, but the other two
quantium cube on the ground with all the force of her fall. had both by now glanced up the stairs and realized where
When it shattered, it was as if she’d plunged the hand the babirasa were.
into ice water. The chill raced up her arm, freezing her solid They ran.
in a moment that lasted forever.
Until she blinked and understood that no time had
passed at all. At least not for her.
Dios was on his hands and knees, vomiting beneath the
stairs. The setting sun shined through the reddish translucent
Nyth stood, her spear out, spinning slowly around as she crater walls. The light lent them all a flushed, vital glow
examined the area beneath the floating structure. “Where’d as they plugged the tunnel in the cleft floor with scrap.
they go?” she shouted over the roar that had returned now The babirasa would probably dig their way up and out
that they’d left the sphere. The pack was gone as if it had eventually, but not for a while.
never been there at all. Dios wiped his hands on his tunic, then gestured to the
Sargonis glanced up. The faint flickering reflected from nearest vertical crater wall. “We still have to figure out how
the entrance corridor told the story. When she, Nyth, and to climb those.”
Dios had violently triggered their quantium charges, the Sargonis stretched and, just to be sure, glanced at
resulting temporal collapse had pushed each of them her diviner for the twentieth time. The nodule remained
forward to a new point in time without passing through any comfortingly quiet. “I know. But we have some time to
of the intervening moments. The babirasa lost their fix on figure it out.”
their prey, because from the point of view of the hunters, Dios laughed, nodding. “That we do. Let’s head back that
she, Nyth, and Dios no longer seemed to exist. way. The babirasa got down over there. If things break our
Hungry and raging, the creatures had reacted as she’d way, we can get back up the same way. Who knows, maybe
hoped. They’d followed the only spoor that remained, which we can even make it back to Patara before morning!”
was their most recent traversal of the floating sphere’s Humming a lullaby, Nyth led the way.
9
INTRODUCTION
10
PART 1:
THE NUMENERA
A
mazing structures, weird devices, UNDERSTANDING
inscrutable automatons, broken AND USING PLANS
vehicles, enigmatic creatures, and To craft a numenera object or structure,
portal mouths leading to other dimensions characters need a specialized plan. These
dot the landscape. Most were fashioned by so-called numenera plans are developed by
one of the now-vanished civilizations of the some characters—including but not limited
prior worlds. to Wrights—using the seeds of knowledge
How these wonders were first created found in the ruins where information is
is a mystery. But that mystery has given cached, or after making special requests to
Datasphere, page 355 the people of the Ninth World the seeds to the datasphere. Once a plan is developed
create all-new wonders, maybe even a few into something a Ninth World crafter can
that challenge the primacy of what came use, someone can attempt to craft the
before. object or structure that the plan describes.
12
USING THE NUMENERA
of service, such as power, water, defense, rolls the designated die (1d6, 1d10, 1d20,
offense, and so on. Installations crafted by or 1d100). If the die shows the depletion
PCs are often deployed to aid a community. number(s), the object works, but that is
Automaton: Mechanical entities that range its last use unless it can be repaired. A
from limited mobile devices created for depletion entry of “—” means that the
specialized purposes to fully autonomous object never depletes, and an entry of
and intelligent individual entities with “automatic” means that it can be used only
powerful abilities and aspirations. once. An entry of “cypher” means that it can
Vehicle: Something that can transport be used only once and also that it counts
passengers or riders more quickly and against a PC’s cypher limit. Cypher limit, page 272
efficiently than a commonplace vehicle ever
could. Exotic vehicles can hover, fly, and PLAN DETERMINATION
swim, as well as move in space, between Whenever a PC discovers a plan seed (as
dimensions, or even in time. opposed to developing a particular plan
Artifact or cypher: Artifacts and cyphers are purposefully, as a Wright can do), the GM
something most PCs are already well aware determines what it is.
of. For random determination, first roll on
Biological: A partially or completely living the Plan Seed Kind Table to determine if Biological and otherspace
biological construct crafted for a specific the plan seed is for a cypher, installation, plans are new kinds
of plans introduced in
purpose. otherspace, artifact, automaton, vehicle, Building Tomorrow.
Otherspace: A small artificial dimension or biological. The table also randomly
(and access to it) or a portal to a natural determines whether the plan is from
alternate dimension. Numenera Destiny or from Building
Tomorrow. Simply disregard that location if
Iotum: This entry provides a list of you have a plan from another source you’d
components, called iotum, and how many like to use. Finally, roll on the associated Iotum, page 107
units of each that a PC must have on hand plan table in the indicated book to identify
during the crafting process. From these, the the exact plan seed found.
entire object or structure can be fabricated,
even if it seems like less material goes into PLAN SEED KIND TABLE
the object than what is finally produced— d100 Kind
many special components have iterative and 01–30 Cypher plan in Numenera Destiny
self-replication features. (page 153)
31–40 Installation plan in Numenera
Parts: This entry indicates the units of parts Parts, page 107
Destiny (page 146)
that a character must contribute in order
to craft the object or structure. (Biologicals 41–45 Installation plan in Building
don’t require parts, unless nonliving iotum Tomorrow (page 50)
are used or substituted for living iotum 46–55 Otherspace plan in Building
during the crafting phase.) Tomorrow (page 70)
56–65 Artifact plan in Numenera Destiny
Specifications: A description of the object (page 147)
or structure created by the plan, including 66–70 Automaton plan in Numenera
its general appearance, nature, background, Destiny (page 147)
and uses. If the created object or structure
71–75 Automaton plan in Building
has more than one possible conformation,
Tomorrow (page 25)
that is noted here as well. If the completed
object has any specific mechanical effects, 76–80 Vehicle plan in Numenera Destiny
they are described here. (page 147)
81–90 Vehicle plan in Building Tomorrow
Depletion: Most numenera objects and (page 83)
structures have a rate of depletion. When 91–00 Biological plan in Building
an object is used or activated, the player Tomorrow (page 33)
13
A “biological” is the term used by wrights and others interested in building living
things to refer to a live construct. Some biologicals are mobile, like automatons.
Others are fixed, like installations. Some can be carried and deployed as needed,
like artifacts.
14
USING THE NUMENERA
If a biological is cut off from all resources, BIOLOGICAL SAMPLE TRAIT TABLE
it falls into life-sustaining hibernation, drying d10 Trait
out and possibly giving the appearance 1 Mutters and whispers random
of being dead. However, a biological can words when first woken or used
survive for decades or even longer in this 2 Squeals loudly when hungry
state if not harmed.
3 Falls asleep and audibly snores
Some biologicals age and eventually die
over a period of weeks, months, or years. 4 Easily startled by loud noises, like
Unless they are attached to a user and thunder
gain nutrition in that fashion, they must 5 Performs its function only if it
also eat and drink. Despite these apparent gets treats
disadvantages, a biological also enjoys the 6 Defecates a bluish fluid that
benefits of being alive. For instance, they smells like cinnamon
automatically heal damage like normal living 7 Grows hair that needs to be cut
creatures do. regularly
8 Likes to hold a favorite object, like
Reproduction: Some biologicals can
a burned-out piece of numenera
produce new versions of themselves
or a stick, like a toy
before senescence occurs. In fact, most
9 Sometimes chews/claws/eats
have the capacity to breed or otherwise
other pieces of equipment that
replicate biologically, but normally only
aren’t locked down
when following a strict replacement policy.
The reproduction entry provided for a given 10 Becomes anxious if separated
biological indicates whether it replicates from main user
and, if so, the chance of this happening.
If a biological gives rise to a replacement, Damage: A biological does not take damage Disabled, minor, and
the offspring matures quickly, becoming like an object, but instead like a creature, major damage,
page 122
fully active and able to function in about a which means it has health. Treat a biological
week. (As previously noted, cyphers created as a creature whose level is equal to the
as biologicals generally don’t replace biological’s level, plus any other exceptions
themselves with progeny after being used.) noted in the plan description. All biologicals
For example, a level 4 advisor has a regain all lost health over the course of ten Advisor, page 33
reproduction chance equal to its crafted hours after taking damage (assuming they
level × 10 (usually 40), so if it depletes, there still retain at least 1 health).
is a 40 percent chance that a week later it Because biologicals can
gives birth to an immature version of itself. Controlling Biologicals: Biologicals don’t heal, a talented crafter
may sometimes want to
This means that if a biological depletes, have control surfaces or obvious switches make simple stuff—like a
check for the chance of reproduction, or levers. Instead, instructions are usually wall, cart, or well—as a
which in the advisor’s case is “equal to the provided to them via speech. They recognize biological, so that it heals
biological’s level × 10.” the language of whoever built them. In some rather than needs repair.
cases, certain biologicals are psychic and
Personality: Many biologicals, even can read intentions telepathically. In other
those limited in mind, develop a specific cases, they could be controlled by scent,
personality. That personality is simple light patterns, touch, and other methods
for simple creations. For instance, a of signaling. On the other hand, some
given biological may fear the wind, love a biologicals might actually have physical Biologicals crafted
particular kind of treat, or purr when petted. controls that are merely hidden within them. to hunt humans and
other advanced prey
More complex biologicals, and especially are likely designed to
true biologicals, could develop personality Limited vs. True Biologicals: The vast control populations or
traits just like humans. If desired, the GM majority of biologicals have limited to serve as soldiers.
can roll or choose a trait from the Biological intellectual capacities, but a handful have
Sample Trait Table. (or develop) minds every bit as complex
as human minds. Unless a biological
15
plan specifies that its subject has true
LIVING IOTUM
For additional details intelligence, the plan produces a limited
about salvaging living The following kinds of iotum are
biological. In some cases where it might
iotum and other considered living iotum.
potential properties
be unclear, a plan may still specify that the
creation is limited. Iotum Level
each might have, see
Additional Salvage Limited: A limited biological can take Immorcell colony 1
Options, page 113. instruction, but it operates only in a narrow Cognitive weave 2
and prescribed intellectual range related to Mother marrow 2
Prim, page 43 its primary function. For instance, a prim Optogenetic muscle 2
keeps the outside of a structure free of
Metabolic vesicle 3
Immorcell colony, rust, filth, and vermin, but it makes a poor
page 117 pet. Removing limited biologicals from the Bio-circuitry 4
Cognitive weave, page 117 environment for which they are designed Fecundity matrix 5
Mother marrow, page 118 invites malfunction, escape, or hibernation. Pluripotent mass 5
Optogenetic muscle, True: A true biological is more general Neurofilament plexus 8
page 118 in its intellect and doesn’t think along
Metabolic vesicle, the narrowly prescribed mental lines of a
page 118 limited biological. It can take on multiple salvaged from regular living creatures. Doing
Fecundity matrix, tasks and learn from experience. It is also so maims or kills the subject, potentially
page 120 usually capable of traveling arbitrarily making a murderer of the salvager, so such
Pluripotent mass, far from where it was first crafted and tasks are usually attempted only by those
page 120 attempting new tasks or accompanying devoid of ethics or empathy. Normal level
Neurofilament other creatures who travel. True biologicals limits for retrievable iotum apply; iotum
plexus, page 121 are truly conscious of their own existence, whose level is higher than the targeted
giving them a lot more flexibility, but also creature’s level can’t be salvaged.
opening the door for them to simply decide
Bio-circuitry, page 112
to go their own way and abandon whatever OTHERSPACE CREATIONS
task they were originally built to accomplish. There are only a few differences between
Otherspace plans, If someone purposefully attempts to craft crafting a standard numenera object or
page 70 a true biological, the assessed crafting structure and an otherspace. An otherspace
difficulty increases by four steps. creates a limited dimension with specific
qualities, provides access to a natural
Parts: Unlike other crafted numenera objects dimension already in existence, or allows
and structures, a biological doesn’t require the manipulation of artificial or extant
parts. That said, if a crafter successfully dimensions to create interesting effects.
makes one or more iotum substitutions in a Otherspace devices may be transportable
biological for normal iotum (such as using like artifacts, while others are fixed in place
Mimetic gel, page 112 mimetic gel for pluripotent mass), they like installations.
create a hybrid that requires parts like any
other creation. Generally speaking, a crafted CRAFTING OTHERSPACES
object or structure requires a number of Assessed Difficulty Time to Build
parts equal to about ten times the level of 1 ~3 days
the completed biological. (If a biological
2 ~5 days
plan calls for nonliving iotum, such as
philosophine, parts are not required. It’s 3 ~10 days
only if substitutions to the plan are made 4 ~3 weeks
using nonliving iotum that parts are then 5 ~2 months
required.) 6 ~4 months
7 ~1 year
Salvaging Living Iotum: Living iotum may
be found during regular salvaging attempts 8 ~10 years
Salvaging, page 107
in any environment if a salvager knows to 9 ~20 years
look for it. However, living iotum can also be 10 ~50 years
16
USING THE NUMENERA
17
description is provided for internal
appearance. That’s fine for otherspace
dimensions that merely store objects, but
larger spaces are sometimes occupied by
creatures (and small spaces are sometimes
inadvertently occupied). So what does the
interior of an artificial alternate dimension
of limited size look like?
Unless customized or noted otherwise,
an artificial alternate dimension created
by an otherspace is simply a cavity lined
with what usually appears to be a synth-
like material (formed of responsive synth
and an interaction of other iotum and
transdimensional material). There is
nothing outside the artificial dimension,
so puncturing a synth-like wall might lead
to a plain hole in the wall, a hole in the
opposite wall, or, if things go really badly,
an automatic rift event (which destroys the
otherspace).
The artificial dimension that a character
has access to through an otherspace can
Unidentified Otherspaces: Some artifacts, be improved and customized. To do so,
installations, and cyphers can manipulate the owner must spend time and effort to
Long-term play, dimensional interfaces. Thus, technically, accomplish this as a long-term task.
page 324 these objects are also otherspaces in Any PC with access to an otherspace can
Dimensional treader,
addition to being artifacts, installations, engage in these long-term tasks. However,
page 172 or cyphers, even if they are not identified a GM may decide that a given dimension
as such. For instance, vehicles crafted is not capable of being customized. For
Dimensional abode, by wrights that can move through example, the space within a pack bracer or
page 156
dimensions (such as a dimensional a set of otherfall armor can’t reasonably be
Instant refuge, treader), installations that provide access customized. The most easily customized
page 189 into alternate dimensions (such as a otherspace is probably the personal pocket
dimensional abode), or artifacts like the because it’s essentially a big empty closet.
Pack bracer, page 77 instant refuge all qualify as otherspaces. Some would say it calls out for additional
Otherfall armor, page 75 Such objects and structures have the same customization.
Personal pocket, page 78 rift chance when they deplete as do the In addition to time requirements, a
otherspaces presented in Building Tomorrow. GM may decide that the character needs
to pay an additional cost, such as using
Escaping Otherspaces: If a creature (other iotum, including other ancillary devices,
than the user) enters an otherspace and or engaging the aid of a carpenter,
doesn’t wish to be there, getting out metalworker, and/or wright. Some of the
requires that it succeed on an Intellect roll suggested customizations indicate when
whose difficulty is equal to the otherspace’s such additional help would be appropriate.
level, unless indicated otherwise.
Basic Theme (1 to 2 months): Through
CUSTOMIZING OTHERSPACES a variety of different methods that the
Many otherspaces described in Otherspace character can specify, they can incorporate a
Plans create artificial dimensions of limited limited theme (or change the theme) in the
size. Other than the size and perhaps otherspace. This can include light sources,
a few guidelines for how those spaces furniture, decorations and wall hangings,
are internally arranged, no additional flora (and minor, mundane fauna), and
18
USING THE NUMENERA
d10 Theme
1 Workshop with tools
2 Bar with various kinds of ale and
liquor on hand
3 Kitchen with baking appliances
4 Larder with storable foodstuffs
5 Guest room with bed and chair
6 Dressing room with many pairs of
clothing and costumes
7 Exercise room with equipment
and weights
8 Maze, but only if at least 50 feet
(15 m) across
9 Library with shelves and a variety
of books
10 Armory with weapons and some
armor
19
Upgrade Environment (1 month): With the CYPHERS OF
aid of a wright, at least 4 units of quantium, BUILDING TOMORROW
Cyphers, page 272 and an expenditure of 2 XP, the character Chapter 3: Cyphers expands the cyphers
can install a mechanism in the artificial presented in Numenera Discovery and
dimension that provides breathable air, a Numenera Destiny. The cyphers presented
Cyphers, page 180 comfortable air temperature, and, if desired, in Building Tomorrow often have some kind
illumination. (Many otherspaces rely on the of connection to building a community,
Community statistics,
page 297 air available through the interface, which crafting, salvaging, exploration, cooperation,
means that this mechanism also suppresses communication, and other familiar themes.
Cyphers, page 90 that air passage while it is active.) Some of these cyphers can also affect the
statistics of a ranked community or horde.
Upgrade Size (2 months): With the aid of
a wright and at least 2 units of quantium,
the character can increase the volume of ARTIFACTS
Artifacts, page 289 the artificial alternate dimension, adding 20 As with the new cyphers, the new artifacts in
feet (6 m) to its height, width, and depth. Building Tomorrow resonate with the themes
Usually, the larger the space, the more of this book. They also can sometimes have
Artifacts, page 186 difficult it is to continue to expand it without dramatic effects on a community that finds
risking a rift. Thus, otherspaces more than a itself under threat by a natural disaster or an
Artifacts, page 100 very long distance across are rare. aggressive horde.
20
NUMENERA PLANS
CHAPTER 2
NUMENERA PLANS
21
BIOLOGICAL PLANS
Minimum Minimum
d100 Crafting Level Plan d100 Crafting Level Plan
01–02 1 Conveyer 81–82 5 Breadpod tree
03–04 1 Fluttering lamps 83–84 5 Commensural
05–06 1 Mulch slugs 85 5 Hypnogogic
07–08 1 Scullion mantle
09–10 1 Skin, blending 86 5 Inveiglator
11–12 1 Torridisome 87 5 Reprisasome
13–14 1 Trilling cuddler 88 5 Reproduction pod
15–16 1 Whisperer 89 5 Synth excreter
17–18 2 Crawling eye 90 5 Tentacle inquirer
19–20 2 Digester 91 5 Thicket,
21–22 2 Enthraller obscuring
22
NUMENERA PLANS
INSTALLATION PLANS
Minimum Minimum
d100 Crafting Level Plan d100 Crafting Level Plan
01–02 1 Adjustable 72 6 Mindchanger
watchtower 73 6 Mirrorbright arch
03–04 1 Musical obelisk 74 6 Missile battery
05–06 2 Community 75 6 Null field
obelisk generator
07–08 2 Hunting lure 76 6 Phase changer
09–10 3 Bioreactor 77 6 Power support
11–12 3 Keepsafe case 78 6 Prosthetifact
13–14 3 Memory tailor 79 6 Transdimensional
15–16 3 Sleepwell emitter fence
17–18 3 Sonic wall 80 7 Air signaler
19–20 4 Body preserver (destruction)
21–22 4 Community 81 7 Bioreactor, grand
projector 82 7 Earth signaler
23–24 4 Crystal mind (destruction)
25–26 4 Dread banner 83 7 Fire signaler
27–28 4 Drink dispenser (suppression)
23
OTHERSPACE PLANS
Minimum Minimum
d100 Crafting Level Plan d100 Crafting Level Plan
01–04 1 Dimensional 90 6 Otherspace thief
detector 91 6 Phantom prison
05–08 1 Otherwhere lens 92 6 Transdimensional
09–13 1 Pocketed object fence
14–18 2 Big pocket 93 7 Accumulator,
19–23 2 Death monocle zealous
24–28 2 Empty hand 94 7 Ectopic wing
29–33 2 Pack bracer 95 7 Portal door
34–36 3 Dimensional 96 7 Transdimensional
expander body
37–39 3 Endless coil 97 7 Ultraterrestrial
40–42 3 Endless stomach beacon
43–45 3 Extensile bracer 98 8 Book of doors
46–47 4 Accumulator 99 9 Crossroads
vestibule
48–49 4 Headroom
helmet 00 10 Dimensional mixer
50–51 4 Otherspace lure
52–53 4 Personal pocket VEHICLE PLANS
54–55 4 Phantom Minimum
interrogator d100 Crafting Level Plan
56–57 4 Phase cloak 01–10 1 Glide wing
58–59 4 Psychic refuge 11–20 2 Dynamic roller
60–61 4 Smoothing knife 21–25 3 Flitting board
62–63 4 Swiftlocator 26–30 3 Growling wing
64–65 5 Deathspeaking 31–35 3 Powered boots
orb 36–40 4 Pico wheel
66–67 5 Dimensional 41–45 4 Powered
collapser exoskeleton
68–69 5 Otherfall armor 46–50 4 Roving abode
70–71 5 Otherspace anchor 51–55 4 Sailing abode
72–73 5 Otherspace field 56–60 5 Chronoboard
74–75 5 Pocket lodge 61–65 5 Land wheeler
76–77 5 Psychic atheneum 66–70 5 Solo submersible
78–79 5 Timeline 71–75 5 Tendril crawler
divination nodule
76–80 6 Blue voyager
80–81 5 Weaponized
81–85 6 Ectopic rover
stomach
86–90 6 Homecoming
82–83 6 Ectopic armor
vector
84–85 6 Ectopic rover
91–94 7 Chronolapse
86 6 Fathomless pit
95–97 7 Ectopic wing
87 6 Ghost tracker
98 7 Fiery traverser
88 6 Ingresser
99 8 Moving fortress
89 6 Isonomic hall
00 9 Touring city
24
NUMENERA PLANS
(15 units); apt clay (12 units); pliable metal (6 units); mimetic gel (6 units); Virtuon particle,
page 114
metal (6 units); mimetic gel (6 units); quantium (4 units); kaon dot (4 units)
Tamed iron, page 114
quantium (4 units); kaon dot (4 units) Parts: 75 units
Philosophine, page 115
Parts: 45 units Specifications: This plan produces a limited
Specifications: This plan produces a limited automaton that carries an artificial Data orb, page 115
automaton that carries an artificial extradimensional pocket perfect for Scalar boson rod,
page 115
extradimensional pocket perfect for accumulating material. Externally, the
Cosmic foam, page 115
accumulating material. Externally, the automaton is a black sphere about 10
automaton is a dull, head-sized sphere that feet (3 m) in diameter that flies, moving
hovers, moving up to a short distance each up to a short distance each round. It Building Tomorrow
Iotum Guide
round. It has a limited ability to camouflage has 3 Armor. In most other ways, the
Immorcell colony,
itself; tasks to perceive it are hindered. zealous accumulator is like the smaller page 117
The plan also produces a small handheld accumulator, except for its size, level, Branar lens, page 117
device able to track the accumulator’s and aggression. If threatened, the
Cognitive weave, page 117
location and cause the accumulator to accumulator doesn’t flee first; instead, it
Mother marrow, page 118
expel everything it’s gathered if triggered charges foes, using its massive bulk to
Optogenetic
within short range of it. ram them for 12 points of damage, which muscle, page 118
The active accumulator wanders in a semi- also stuns targets for one round if they
Metabolic vesicle,
random fashion, looking for a specific fail a Might defense task. Stunned foes page 118
material, substance, kind of creature, are easily transferred into the zealous Allophene nodule,
or other resource it was keyed to gather accumulator’s artificial extradimensional page 119
at the time of its construction. When pocket, where they are kept indefinitely. Orthogonalium
it finds what it’s looking for, it uses Depletion and Rift Chance: 1 in 1d20 (check fiber, page 119
manipulators to grab the target or once per year of operation) Fecundity matrix,
page 120
Pluripotent mass,
page 120
Hyperfrustrum
If the handheld device that tracks an accumulator is ever lost, the accumulator compressor, page 121
doesn’t know or care, and continues to wander and collect indefinitely. Neurofilament
plexus, page 121
25
AERIAL EYE AMBUSHER
Minimum Crafting Level: 4 Minimum Crafting Level: 4
Kind: Automaton Kind: Automaton
Iotum: Io (2d6 units); responsive synth Iotum: Io (2d6 units); responsive synth
(10 units); apt clay (10 units); pliable (12 units); apt clay (6 units); pliable
metal (10 units); quantium (3 units); metal (4 units); mimetic gel (6 units);
psiranium (2 units) quantium (4 units)
Parts: 42 units Parts: 42 units
Specifications: This plan produces a Specifications: This plan produces a limited
handheld device with a screen and automaton about 4 feet (1 m) tall that
controls matched with a level 4 moves on four spiked metallic legs.
automaton about 3 feet (1 m) tall. The When instructed by a user, it seeks out
automaton is vaguely cone-shaped and a creature of the automaton’s level or
can fly up to a long distance each round, less by name, description, and general
point down. An eyelike device serves location. It scuttles a short distance each
as its head. The watchful eye follows round, up to 50 miles (80 km) per day.
instructions the user speaks into the Upon discovering the target creature,
handheld device, which could be to fly the ambusher spies on it for up to one
to an area up to a very long distance day, after which it returns to the user to
away and watch. Through the screen, the play back a visual report. Alternatively,
user sees what the automaton sees. If the device can attack the target from
attacked, the automaton abandons any ambush. Each successful attack inflicts 1
prior instructions and tries to get away point of Speed damage (ignores Armor)
and return to its user. due to poison.
Depletion: 1 in 1d20 (check per week of use) Depletion: 1 in 1d20 (check once after any
hour the ambusher attacks)
26
NUMENERA PLANS
27
DETONATING SCUTTLER and tall and 6 feet (2 m) wide with a
Minimum Crafting Level: 1 blunt metallic wedge-shaped front. The
Kind: Automaton automaton moves on many legs up to a
Iotum: Io (1d6 units); responsive synth short distance each round. It follows a
(4 units); apt clay (4 units); pliable metal designated user around until instructed
(4 units); quantium (1 unit) to break through a barrier within very
Parts: 15 units long range, whereupon it races forward
Specifications: This plan produces a at a long distance per round and
palm-sized automaton with about a attempts to smash through. Its level for
dozen metallic legs. Upon activation, it breaking down gates and through walls
follows simple movement instructions is effectively 1 higher than its crafted
provided by the user, moving up to a level. It can also try to break through
very long distance and then detonating. force fields, but only fields whose level
Instructions can include moving in a is lower than its own. If the gatebreaker
specific pattern, chasing a designated is successfully used during a conflict
target that the user can see and point between communities, the community
out, or following a creature or object whose gate was breached takes any
making a particular noise. If the user damage received to its health only,
Community actions, provides more complex instructions that instead of splitting it between health and
page 305 require some judgment on the scuttler’s infrastructure for that community action.
part (such as waiting a period of time, Depletion: 1 in 1d20 (check once after any
querying potential targets and waiting attempt to break through a barrier or wall)
for an unacceptable answer, and so on),
the user must succeed on an Intellect HANDY APPLIANCE
task equal to the level of the target (or Minimum Crafting Level: 2
whatever the GM decides is appropriate) Kind: Automaton
or the scuttler simply detonates then Iotum: Io (1d6 units); responsive synth
and there. A detonation affects all (9 units); apt clay (9 units); pliable metal
creatures and objects within immediate (4 units)
range whose level is no more than the Parts: 25 units
automaton’s level. Damage is one of the Specifications: This plan produces a
following types. multilegged automaton about 3 feet
d6 Effect (1 m) tall with the ability to follow a
1 Fire selected user at a rate of up to a short
range each round over most kinds of
2 Acid
terrain. The automaton can fulfill all
3 Sonic the functions of a bibelot (carry packs,
4 Electrical provide light, and potentially provide
5 Transdimensional power), but it can also perform custom
6 Shrapnel tasks within long range of the user, such
as retrieving items the user can point at
Depletion: Automatic and describe, delivering rote messages
When used during to targets the user can easily designate,
a conflict with a GATEBREAKER activating control surfaces the user can
community, the
gatebreaker makes it
Minimum Crafting Level: 5 describe and point to, and so on.
possible for enemies Kind: Automaton Depletion: 1 in 1d20 (check per week of use)
to directly attack the Iotum: Io (2d6 units); responsive synth
target’s health, bypassing (18 units); apt clay (6 units); pliable
the infrastructure
because they’re using metal (4 units); mimetic gel (6 units);
the broken-open gate. quantium (4 units)
Parts: 42 units
Specifications: This plan produces a limited
automaton about 20 feet (6 m) long
28
NUMENERA PLANS
LABYRINTH RUNNER
Minimum Crafting Level: 5
Kind: Automaton
Iotum: Io (1d6 units); responsive synth
(19 units); apt clay (12 units); pliable
metal (4 units); mimetic gel (2 units);
quantium (2 units)
Parts: 49 units
Specifications: This plan produces a limited
automaton with a segmented body
about 7 feet (2 m) long with many
legs and a complex array of eyelike
protrusions. It can move up to a long
distance each round and follows a user
until commanded to run ahead in an
attempt to find a way through a complex
of tunnels and corridors. The automaton
can solve mazes as if 1 level higher than
its crafted level. Typically, a labyrinth
runner must take several wrong paths
before it finds the correct one, so a user
typically waits for it to return, unless
time is of the essence. It typically takes
a labyrinth runner one or two hours per
level of the maze it seeks to solve. Once
it finds the correct path, it guides the
user through. If attacked or otherwise
29
MESSENGER not attack during that community
Community actions, Minimum Crafting Level: 2 action. If the force attacking the pacified
page 305 Kind: Automaton community or horde continues to press
Iotum: Io (1d6 units); responsive synth (4 units); its attack, they inflict double normal
apt clay (4 units); pliable metal (4 units) damage during that community action.
Parts: 15 units Depletion: 1 in 1d100 (check once per use)
Specifications: This plan produces a palm-
sized limited automaton with synth REFUSE COLLECTOR
GM intrusions for wings stretched on pliable metal. Upon Minimum Crafting Level: 3
messenger automaton: activation, it does one of three things: it Kind: Automaton
The messenger becomes
lost, can’t find the target,
records a message provided by the user; Iotum: Io (2d6 units); responsive synth
or can’t find the user it accepts a small parcel provided by the (18 units); apt clay (4 units); bio-circuitry
to provide its report. user; or it accepts instructions to spy on a (2 units); pliable metal (10 units);
described target for about an hour. In all quantium (2 units)
cases, the user must name and describe Parts: 35 units
the messenger’s target (of the automaton’s Specifications: This plan produces an
crafted level or less) and a general location automaton about 20 feet (6 m) long
where that target might be found, and tall and 6 feet (2 m) wide. It moves
whereupon the automaton seeks out the on several legs, extends several strong
target. It can fly up to a long distance manipulators, and has a large bin on top
each round in combat or move up to in which it gathers a community’s trash
A sustenance synthesizer 50 miles (80 km) per hour during an from designated areas. It can gather,
can turn waste, such as extended trip. If the messenger finds the compact, and deliver refuse to a separate
the garbage gathered by a
refuse collector, into food.
target, it carries out its instructions, then designated area with minimal oversight. It
returns to the user (assuming the user can also separate out material that could be
can be found) to deliver a verbal report. composted and used as fertilizer (as well as
Depletion: 1 in 1d20 (check per message or any iotum that might have been accidentally
Sustenance synthesizer,
report delivered) designated as refuse) and deliver these to
page 166
other designated areas. A refuse collector
Community stats, PEACEBRINGER adds +1 infrastructure to community stats.
page 297 Minimum Crafting Level: 7 Depletion: 1 in 1d20 (check per year)
Kind: Automaton
Iotum: Io (2d6 units); responsive synth SCANNER
(18 units); apt clay (6 units); pliable Minimum Crafting Level: 3
metal (4 units); mimetic gel (6 units); Kind: Automaton
quantium (4 units); psiranium (10 units) Iotum: Io (1d6 units); responsive synth
Parts: 70 units (8 units); apt clay (6 units); pliable metal
Specifications: This plan produces a limited (4 units); quantium (4 units)
automaton about 20 feet (6 m) long and Parts: 25 units
tall and 6 feet (2 m) wide, with a rotating Specifications: This plan produces a multilegged
mast rising an additional 30 feet (9 m). limited automaton with a disc-shaped
The automaton moves on many legs up body about 8 inches (20 cm) in diameter
to a short distance each round. It follows with the ability to cling to the user, or
a designated user around until instructed move up to an immediate distance each
to send out a pulse of psychic compulsion round as directed by the user as long as it
targeting a location up to 1 mile (1.5 km) doesn’t move more than a short distance
away and up to a very long distance away. When directed, the automaton can
Scan, page 40 across. All creatures in the affected area use the Scan esotery at 3 levels higher
whose level is less than the automaton’s than its crafted level. It verbally relays
level minus 3 become incapable of the results to the user. Each time it uses
taking hostile actions for one hour. If the Scan again on the same day, the effective
peacebringer is used during a community level of the Scan decreases by 2.
conflict, the pacified population does Depletion: 1 in 1d20 (check per week of use)
30
NUMENERA PLANS
31
The elite peacekeeping force called the Zhev is composed of flying cylindrical
automatons created by the Amber Pope more than a hundred years ago.
32
NUMENERA PLANS
33
When a clawed extremity first comes out of hibernation, it often lashes out blindly,
so caution is recommended.
34
NUMENERA PLANS
35
DISSEMBLING CROWN ENTHRALLER
Minimum Crafting Level: 3 Minimum Crafting Level: 2
Kind: Biological Kind: Biological
Iotum: Immorcell colony (3 units); apt clay Iotum: Immorcell colony (3 units);
(1 unit); optogenetic muscle (3 units); optogenetic muscle (2 units); metabolic
metabolic vesicle (1 unit); bio-circuitry vesicle (1 unit); bio-circuitry (5 units)
(6 units); psiranium (3 units) Specifications: This plan produces a sessile,
Specifications: This plan produces a sessile veil-like, partially transparent biological.
biological resembling a mass of tendrils The enthraller hangs on the user’s head,
studded with eyes. The dissembling attached by tiny leechlike mouths at each
crown clings to a user’s head with its temple, inflicting 1 point of damage that
tendrils, inflicting 1 point of damage that can’t be recovered while the biological
can’t be recovered while the biological remains attached. Thereafter, the user
remains attached. The crown is an can pull the veil over their eyes, which
organism designed for disguise. After a doesn’t interfere with their vision.
tendril successfully takes a nip of a target However, it does cause the enthraller
creature of about the user’s size within to display mesmerizing colors while it
immediate range (which inflicts 1 point dispenses a trickle of euphorics into
of damage), the crown can generate the blood, if the user wishes. While the
an illusory disguise for its wearer enthraller dispenses euphorics, the user
resembling that exact creature, including gains an asset to all positive interaction
the way it dresses. From a distance, tasks but is hindered in all tasks
the user seems to be that creature. If requiring physical activity. An enthraller
the user comes under scrutiny, they hibernates until attached to a user.
gain two assets to pass themselves Depletion: 1 in 1d20 (check each month)
off as the creature or person they are Reproduction: Equal to biological’s level × 10
impersonating. The dissembling crown
hibernates until attached to a user. ENVISAGER
Depletion: 1 in 1d20 (check each month) Minimum Crafting Level: 4
Reproduction: Equal to biological’s level × 10 Kind: Biological
Iotum: Immorcell colony (6 units);
optogenetic muscle (2 units); metabolic
vesicle (1 unit); bio-circuitry (6 units);
psiranium (4 units)
Specifications: This plan produces a sessile,
veil-like, partially transparent biological.
The envisager hangs on the user’s head,
attached by tiny leechlike mouths at each
temple, inflicting 1 point of damage that
can’t be recovered while the biological
remains attached. Thereafter, the user
can pull the veil over their eyes, which
enhances their vision in the following
ways:
Creatures with conscious, living minds that
the wearer sees through the veil seem to
be highlighted with a slight glow.
If the wearer uses an action to focus on a
creature within short range, the wearer
learns its name and possibly one surface
thought.
Depletion: 1 in 1d20 (check each week)
Reproduction: Equal to biological’s level × 15
36
NUMENERA PLANS
FANGDOMEN
Minimum Crafting Level: 7
Kind: Biological
Iotum: Immorcell colony (5 units); mother Mother marrow, page 118
marrow (2 units); optogenetic muscle
(3 units); metabolic vesicle (2 units);
bio-circuitry (6 units); pluripotent
mass (3 units); smart tissue (2 units);
midnight stone (1 unit)
Specifications: This plan produces an
oblong mass of living tissue about 16
inches (40 cm) long with a “zipper” of
vicious teeth—the mouth—running like
a seam down its longest dimension.
In this state, it is considered a level 2
creature that can move an immediate
distance each round. A fangdomen
can be installed in a living creature’s
abdomen with a successful difficulty 7
healing task that is eased by four steps
thanks to the biological’s ability to self-
bond, inflicting 2 points of damage
37
light for up to ten hours at a time (after
Someone with a giant fanged mouth hidden beneath their which the biologicals must sleep and
shirt soon learns not to reveal it casually. scavenge for nutrients for the same
period). These three biologicals are
enough to light an area a short distance
that can’t be recovered while it remains across with bright light. Once deployed,
attached. When successfully installed, fluttering lamps remain in the area they
the fangdomen replaces some of the are assigned unless driven out, but even
host creature’s internal organs (including then, they eventually try to return.
the stomach) with its own functions. Depletion: 1 in 1d10 (check each month)
Normally, removing an Impressive fangs stitch a mouthlike line Reproduction: Equal to biological’s level × 10
attached biological is running down the host’s chest to just
as easy as commanding
it to detach. However,
below their belly button. The host can GESTATION POD
removing a fangdomen is eat through this massive new additional Minimum Crafting Level: 4
usually fatal to the host. mouth but doesn’t need to. Fangdomen Kind: Biological
hosts gain a new special ability—Fanged Iotum: Immorcell colony (20 units);
Submission. cognitive weave (20 units); mother
A fangdomen falls into hibernation if not marrow (4 units); optogenetic muscle
installed in a host for more than a few (4 units); bio-circuitry (10 units);
days. pluripotent mass (10 units); oraculum
Depletion: 1 in 1d20 (check each month) (2 units)
Reproduction: Equal to biological’s level × 5 Specifications: This plan produces a fixed
organic pod about 9 feet (3 m) in
FANGDOMEN diameter with various extruded control
CONFERRED ABILITY tendrils and seams for access to the
Fanged Submission (5 Might points). dark, fluid-filled interior, perfect for
If you make a successful unarmed bringing a biological crafting project to
attack against a target, the fangdomen term. If a gestation pod is used as part
installed in your torso opens and bites of a crafting task to build a biological, it
the target, inflicting 3 additional points provides two assets on the task.
of damage, and holds in place a target Depletion: 1 in 1d10 (check per biological
up to twice your size. On subsequent brought to term)
rounds, you can choose to use your Reproduction: Equal to gestation pad’s level
actions to continue to hold the target × 15
so that it can take no physical actions.
In addition, you can choose to inflict 8 GUARDIAN DYAD
points of damage on the held target. In Minimum Crafting Level: 4
either case, the creature remains caught Kind: Biological
in the fanged grip until it can escape or Iotum: Immorcell colony (7 units); cognitive
you release it. Action. weave (9 units); mother marrow (8 units);
optogenetic muscle (11 units); metabolic
vesicle (9 units); bio-circuitry (6 units)
Specifications: This plan produces a
FLUTTERING LAMPS mentally linked and codependent pair of
Minimum Crafting Level: 1 mobile biologicals that resemble great
Kind: Biological hairless hounds without eyes. (Dyads
Iotum: Immorcell colony (6 units); cognitive sense their environment in myriad other
weave (3 units); optogenetic muscle nonvisual ways.) Each biological in the
(6 units); metabolic vesicle (3 units); dyad has 1 Armor and can move a long
bio-circuitry (3 units) distance each round, but never willingly
Specifications: This plan produces three farther than that from each other. The
mothlike biologicals with 3-foot (1 m) dyad imprints on a location the crafter
wingspans. The wings give off bright specifies. Thereafter, the dyad guards the
38
NUMENERA PLANS
structure from strangers not vouched for The stare is an attack causing the target
by the dyad’s crafter. to see the wearer as whatever would be
Depletion: 1 in 1d20 (check each month) most useful to the wearer (the wearer
Reproduction: Equal to biological’s level × 5 doesn’t choose; the unconscious mind
of the target chooses), which might
HARMONIZER grant the wearer anonymity, friendship,
Minimum Crafting Level: 2 or authority. For example, the mantle
Kind: Biological might give the wearer the semblance of
Iotum: Immorcell colony (3 units); a random traveler, an anonymous Aeon
optogenetic muscle (5 units); metabolic Priest, a member of the city watch, and
vesicle (4 units); bio-circuitry (3 units) so on, for up to one minute. If the wearer
Specifications: This plan produces a has someone fooled, they can make a
tiny, sessile, snail-like biological. The demand of the target using whatever
harmonizer attaches to the user’s body, influence or authority their seeming
usually behind one ear, inflicting 1 point provides. This facade is threatened each
of damage that can’t be recovered time the wearer says or does something
while the biological remains attached. out of character for how the target
Thereafter, the user can mentally sees the situation. A mantle falls into
direct the biological to release relaxing hibernation if left unattached to a wearer
chemicals into their body at varying for more than a few days.
intensities for a period of about one Depletion: 1 in 1d20 (check per use)
hour. At the lowest intensity, the user Reproduction: Equal to biological’s level × 15
has an asset on tasks related to pleasant
social interaction. At the middle INGRESSER
intensity, the user can still interact with Minimum Crafting Level: 6
their surroundings, but all tasks are Kind: Biological, otherspace
hindered. At the highest intensity, the Iotum: Immorcell colony (10 units);
user essentially can’t move under their optogenetic muscle (12 units); metabolic
own power or interact meaningfully with vesicle (2 units); bio-circuitry (12 units);
other creatures, but they gain an asset to pluripotent mass (2 units); quantium
all Intellect defense rolls. A harmonizer (4 units); kaon dot (4 units)
hibernates until attached to a user. Specifications: This plan creates a free-
Depletion: 1 in 1d20 (check per week of life) roaming limited biological that Limited vs. True
Reproduction: Equal to biological level × 20 resembles a hairless human with large Biologicals, page 15
eyes. The ingresser is level 3 and follows
HYPNOGOGIC MANTLE its crafter or designated companion up
Minimum Crafting Level: 5 to a short distance each round. When
Kind: Biological verbally commanded by its companion,
Iotum: Immorcell colony (3 units); the ingresser throws out its arms wide as
optogenetic muscle (2 units); metabolic its body transforms into a free-standing
vesicle (1 unit); bio-circuitry (5 units); portal to an alternate dimension (artificial
pluripotent mass (2 units) or natural) that the ingresser was linked to
Specifications: This plan produces a sessile, when it was crafted. The portal lasts for up
scarf-like biological. The mantle wraps to 28 hours or until the companion asks
about the user’s neck and lies on their the ingresser to close it, whereupon the
shoulders, attached by tiny leechlike portal collapses and the ingresser returns
mouths, inflicting 1 point of damage that to material form. Treat the ingresser as a
can’t be recovered while the biological follower with only one modification, which Followers, page 17
remains attached. Thereafter, the user can is dimensional knowledge specific to the
cause the “head” of the mantle to rise up, dimension the ingresser is keyed to.
which appears somewhat like a hooded Depletion: 1 in 1d10 (check per dimensional
snake, and stare with a single crystalline portal created)
eye at a target within immediate range. Reproduction: Equal to biological’s level × 2
39
INHALASOME access control structures, and otherwise
Minimum Crafting Level: 2 gain access to something that would
Kind: Biological be locked away. It takes the inveiglator
Iotum: Immorcell colony (3 units); about a minute per attempt. It can
optogenetic muscle (5 units); metabolic unlock objects and devices of its level
vesicle (4 units); bio-circuitry (3 units) and lower.
Specifications: This plan produces a sessile, Depletion: 1 in 1d20 (check each week)
starfish-like biological that is 1 foot (30 Reproduction: Equal to biological’s level × 15
cm) long. The inhalasome attaches
to a user’s back, inflicting 1 point of LIVING ABODE
damage that can’t be recovered while the Minimum Crafting Level: 4
biological remains attached. Thereafter, Kind: Biological
for one hour per activation, the user can Iotum: Immorcell colony (20 units);
function normally in poisonous and toxic cognitive weave (5 units); mother
environments, areas without breathable marrow (10 units); optogenetic muscle
air, or underwater. (The user can survive (4 units); bio-circuitry (10 units);
in a vacuum only if they have additional pluripotent mass (10 units)
protection against the environment.) An Specifications: This plan produces a
inhalasome hibernates until attached to fixed limited biological structure of
a user. leathery tissue up to 30 feet (9 m) in
Depletion: 1 in 1d20 (check per day of use) diameter. The interior can be made
Reproduction: Equal to biological’s level × 10 to conform to nearly anything the
user verbally requests, though the
INVEIGLATOR underlying structure is flesh supported
Minimum Crafting Level: 5 by bone, which means alterations take
Kind: Biological a few weeks to implement because
Iotum: Immorcell colony (6 units); new growth, even though accelerated,
optogenetic muscle (4 units); apt clay takes time. Facilities for providing
(3 units); metabolic vesicle (1 unit); water (assuming there is an external
bio-circuitry (6 units); midnight stone source), providing food (assuming
(2 units) raw materials are fed into an external
Specifications: This plan produces a sessile mouthlike opening), piping away waste,
cube about 5 inches (13 cm) on a side providing heat or cooling, and providing
composed of bone. Crevices spiral bioluminescent light can be requested
across each face of the cube, decorative and grown within a few weeks. The
in nature, but also the means by which living abode can also open eyelike
the biological can extend a forest of tiny windows that project what the abode
tendrils to interact with its environment sees onto interior surfaces. Doors can
to a distance of about 20 feet (6 m) be configured in whatever manner the
in all directions. If placed in an area user wishes, but they begin as mouthlike
containing vegetation, the tendrils apertures.
emerge so the inveiglator can forage. Depletion: 1 in 1d20 (check each year)
If placed near a closed door, locked Reproduction: Equal to biological’s level × 10
container, or numenera device that is
somehow locked against tampering, the
tendrils extend to that object or surface
and attempt to unlock physical locks,
Finding a true biological NPC, one that can think but without any memory of its
past, is something that might intrigue PCs.
40
NUMENERA PLANS
41
PHILEBRID
Minimum Crafting Level: 6
Kind: Biological
Iotum: Bio-circuitry (15 units); pluripotent mass
(5 units); neurofilament plexus (2 units)
Special Requirement: Philethis (1); human (1)
Specifications: This plan produces a limited
biological that’s an audacious hybrid
of human and philethis: a philebrid.
The philebrid is a level 5 creature with 2
Armor. It usually displays abilities that the
crafter didn’t plan for specifically, because
philethis are not really comprehensible
by human minds. Examples include the
ability to teleport and sometimes to
Crafters who capture other party must be willing and able to modify probability in small ways, such
a philethis and use it communicate. The user doesn’t have to as influencing a door to close, a rope to
to create a hybrid risk
gaining the enmity
see the target, but they must know that break, or a strange item to be found. The
of other philethis. it’s within range. The user can have more philebrid appears mostly human except
than one active contact at once, but they that its face is transparent and glowing
Someone with a must establish contact with each target symbols (never the same twice) dance
mindspeaking implant individually. Each contact lasts up to ten behind it in a void. It follows its crafter’s
who also has the
Telepathic special ability
minutes. The biological hibernates until verbal commands to the best of its ability.
(such as is conferred attached to a user. Depletion: 1 in 1d20 (check per day of service;
by Commands Mental Depletion: 1 in 1d10 (check each month) on depletion the philebrid becomes a true
Powers) increases Reproduction: Equal to biological’s level × 5 biological and teleports away or attacks its
their telepathic range
to long range. builder if it has been mistreated)
MULCH SLUGS Reproduction: None
Minimum Crafting Level: 1
Philethis, page 247 Kind: Biological PORTABLE HIVE
Iotum: Immorcell colony (12 units); Minimum Crafting Level: 4
Commands Mental
Powers, page 60 cognitive weave (6 units); optogenetic Kind: Biological
muscle (12 units); metabolic vesicle Iotum: Immorcell colony (3 units); apt clay
Telepathic, page 60 (6 units); bio-circuitry (6 units) (1 unit); optogenetic muscle (3 units);
Specifications: This plan produces a pack of metabolic vesicle (1 unit); bio-circuitry
six sluglike creatures, each about 1 foot (10 units); neurofilament plexus (4 units)
(30 cm) long. When released in an area Specifications: This plan produces a sessile
where tended plants are already growing, biological resembling an insect hive
the slugs burrow into the ground and about 1 foot (30 cm) long and 6 inches
tend to the plant needs within an area up (15 cm) in diameter. As an action, a user
to a short distance across. They eat pests, can command a level 4 swarm of insects
aerate the soil, fertilize as they move living inside to emerge and attack a target
about, and, generally speaking, ensure the within long range. The swarm flies up to
health of plants grown in the area. Plants a short distance each round, inflicts 4
tended by mulch slugs that survive to points of damage on a target, and then
maturity are much larger and healthier returns to the hive. (If an attacking swarm
than normal and yield twice as much as is harmed or destroyed, additional insects
expected. A pack of mulch slugs adds +1 within the hive remain available for future
Community stats, infrastructure to the stats of a community uses; however, it requires an additional
page 297 that directly depends on the food it grows. depletion roll.) Targets must also succeed
Depletion: 1 in 1d10 (check per month of life on a Might defense task or be affected in
for each pack) a specific fashion, which depends on the
Reproduction: Equal to biological level × 10 particular kind of portable hive crafted.
42
NUMENERA PLANS
Each effect persists over subsequent (40 units); pluripotent mass (20 units);
rounds until the victim can shake it off psiranium (2 units); neurofilament
with a successful Might-based task. plexus (6 units); oraculum (2 units);
d6 Effect data orb (1 unit)
1 Poison inflicts an additional 4 Specifications: This plan produces a fixed,
points of damage each round treelike limited biological about 40 feet
(12 m) high. Glowing filaments and
2 Poison causes a living
nodules line its bark-like exterior. The
creature’s limbs to swell up,
hindering all physical tasks leaves are translucent structures that
tremble and shake, producing a relaxing
3 Poison paralyzes the creature,
songlike sound even when no wind is
preventing them from taking
physical actions present. If queried, the prudence tree
can offer advice on nearly any subject,
4 Poison inflicts 2 points of
providing an asset to any non-combat
Intellect damage (ignores
Armor) each round task attempted in its presence. In
addition, the prudence tree can make a
5 Poison inflicts 2 points of
direct connection to the datasphere if Datasphere, page 355
Speed damage (ignores
asked and provide one answer on nearly
Armor) each round
any topic to the questioner, though this
6 Poison causes victim to
severely taxes the biological.
become violently paranoid
Depletion: 1 in 1d10 (check per connection
and delusional for one hour
made to the datasphere)
Depletion: 1 in 1d20 (check each use) Reproduction: Equal to biological’s level × 1
Reproduction: None
PSYCHOSOME
PRIM Minimum Crafting Level: 4
Minimum Crafting Level: 2 Kind: Biological
Kind: Biological Iotum: Immorcell colony (3 units);
Iotum: Immorcell colony (4 units); cognitive optogenetic muscle (2 units); metabolic
weave (2 units); mother marrow (2 units); vesicle (4 units); bio-circuitry (3 units);
optogenetic muscle (4 units); metabolic neurofilament plexus (4 units)
vesicle (3 units); bio-circuitry (2 units) Specifications: This plan produces a sessile,
Specifications: This plan produces a biological starfish-like biological that is 1 foot (30
about 1 foot (30 cm) long covered in cm) long. The psychosome attaches
pale fur. The prim has many eyes and to the user’s back, inflicting 1 point of
several limbs perfect for climbing on any damage that can’t be recovered while the
surface, allowing it to move or climb up biological remains attached. Thereafter,
to a short distance each round. With its if the user’s mind is compromised
elongated mouth and extendible tongue, by psychic, nanite, or neurochemical
the prim keeps an area inside an artificial means, the psychosome triggers. It
structure (or on the exterior of an artificial causes the user to take predetermined
structure) up to a short distance across actions lasting up to one minute
free of rust, filth, vermin, algae, mildew, rather than whatever action the mental
and similar unsightly infestations or influence would have the user attempt.
buildups of drit and refuse. The predetermined action is usually
Depletion: 1 in 1d20 (check each month) either to attack whatever attempted to
Reproduction: Equal to biological’s level × 20 influence the user’s mind or to run, but a
user could spend about an hour coming
PRUDENCE TREE up with some other routine that is
Minimum Crafting Level: 8 triggered. A psychosome hibernates until
Kind: Biological attached to a user.
Iotum: Immorcell colony (100 units); Depletion: 1 in 1d10 (check per use)
cognitive weave (20 units); bio-circuitry Reproduction: Equal to biological’s level × 10
43
REPRISASOME fetus comes to term naturally inside the
Minimum Crafting Level: 5 pod.
Kind: Biological Second, two people can spend several hours
Iotum: Immorcell colony (3 units); in the pod; when they emerge, a fetus is
optogenetic muscle (5 units); metabolic left behind that is genetically their child,
vesicle (4 units); bio-circuitry (4 units); and it comes to term naturally.
midnight stone (2 units) Finally, a single non-pregnant person who
Specifications: This plan produces a sessile, spends several hours in the pod also
starfish-like biological that is 1 foot (30 leaves behind a fetus, which is that
cm) long. The reprisasome attaches person’s child alone and comes to term
to the user’s chest, inflicting 1 point of naturally. (In this final case, the child
damage that can’t be recovered while the grows up to look almost identical to its
biological remains attached. Thereafter, single parent.)
each time the user is struck in combat, Depletion: 1 in 1d20 (check per fetus
the reprisasome releases a puff of brought to term)
neurotoxin into the air (if the user wishes Reproduction: Equal to biological’s level × 5
it to). All creatures other than the user
within immediate range must succeed SCULLION
on a Might defense task with a difficulty Minimum Crafting Level: 1
equal to the biological’s level or suffer 5 Kind: Biological
points of Speed damage (ignores Armor) Iotum: Immorcell colony (4 units); cognitive
from the toxic gas. A reprisasome weave (1 unit); mother marrow (2 units);
hibernates until attached to a user. optogenetic muscle (1 unit); bio-circuitry
Depletion: 1 in 1d20 (check per use) (2 units)
Reproduction: Equal to biological’s level × 5 Specifications: This plan produces a sessile,
amoeba-like biological with waving
REPRODUCTION POD tendrils and tubes that provides air to
Minimum Crafting Level: 5 a user in underwater environments.
Kind: Biological The scullion can be fitted over a user’s
Iotum: Immorcell colony (22 units); mouth and nose to form a watertight
cognitive weave (20 units); mother seal, inflicting 1 point of damage that
marrow (4 units); optogenetic muscle can’t be recovered while the biological
(4 units); bio-circuitry (10 units); remains attached. Thereafter, the wearer
pluripotent mass (10 units); oraculum can breathe underwater indefinitely while
(2 units) the scullion remains attached. Most
Specifications: This plan produces a creatures forced to rely on a scullion find
fixed organic pod about 9 feet (3 m) that it doesn’t make quite enough air for
in diameter with various extruded comfort, and Might- and Speed-based
control tendrils and seams for access rolls, including attacks and defenses, are
to the dark, fluid-filled interior. The hindered while relying on it for air. The
reproduction pod can be used in a few biological hibernates until attached to a
different ways. First, a pregnant person user.
who spends several hours in the pod Depletion: 1 in 1d10 (check each month)
will emerge no longer pregnant, having Reproduction: Equal to biological’s level × 15
transferred the fetus to the pod. The
Another version of the reproduction pod at the same minimum crafting level
rapidly advances immature creatures placed in it, so that a newborn creature
becomes an adult version of itself in just a few days. However, this doesn’t affect
psychological development.
44
NUMENERA PLANS
45
SKIN, PROTECTIVE TENTACLE INQUIRER
Minimum Crafting Level: 2 Minimum Crafting Level: 5
Kind: Biological Kind: Biological
Iotum: Immorcell colony (3 units); mother Iotum: Immorcell colony (3 units);
marrow (1 unit); optogenetic muscle optogenetic muscle (5 units); metabolic
(2 units); metabolic vesicle (2 units); vesicle (4 units); bio-circuitry (4 units);
bio-circuitry (5 units) pluripotent mass (3 units); smart tissue
Specifications: As blending skin, but (4 units); tamed iron (1 unit)
provides 5 Armor against fire, cold, Specifications: This plan produces a thin
or electricity—as chosen when the tentacle-like biological that is 1 foot
biological was crafted—while worn. (30 cm) long. The biological attaches at
Depletion: 1 in 1d20 (check each month) its base to the user’s forearm, inflicting 1
Reproduction: Equal to biological’s level × 15 point of damage that can’t be recovered
while it remains attached. Thereafter,
SKIN, ROBUST the user controls the tentacle, which
Minimum Crafting Level: 3 can extend the wearer’s reach a bit. The
Kind: Biological user can also attack with the tentacle,
Iotum: Immorcell colony (4 units); mother inflicting 1 point of damage as the
marrow (4 units); optogenetic muscle (7 tentacle end bites a bit of material from
units); metabolic vesicle (2 units); bio- the target. On the following round, the
circuitry (5 units) user learns the level of the target and
Specifications: As blending skin, but any special abilities it possesses. If it
provides +1 Might Edge while worn. has special abilities, as an action the
Depletion: 1 in 1d20 (check each month) user can transfer one of those abilities to
Reproduction: Equal to biological’s level × 15 themselves for one minute if the target’s
level is no higher than the biological’s
SYNTH EXCRETER level. The biological hibernates until
Minimum Crafting Level: 5 attached to a user.
Kind: Biological Depletion: 1 in 1d20 (check each time a
Iotum: Immorcell colony (50 units); special ability is transferred)
cognitive weave (10 units); bio-circuitry Reproduction: Equal to biological’s level × 15
(15 units); pluripotent mass (20 units);
midnight stone (2 units) TENTACLE INJECTOR
Specifications: This plan produces a Minimum Crafting Level: 3
massive, hair-covered creature about 20 Kind: Biological
feet (6 m) tall at the shoulder that can Iotum: Immorcell colony (3 units);
eat almost anything fed to it (of up to its optogenetic muscle (5 units); metabolic
level). Eating is the only thing it does, vesicle (4 units); bio-circuitry (4 units);
and if not kept in food, it begins to graze pluripotent mass (3 units)
on any material or vegetation at hand, or Specifications: As tentacle inquirer, but on
it wanders off in search of better fodder. the round following a successful bite
Assuming the biological is sufficiently attack that initially inflicts 1 point of
fed, it can excrete up to 10 units of damage, the target must succeed on a
responsive synth each day, though the Might defense task or be affected by the
material must be recovered from less tentacle’s venom. The type of venom a
useful droppings. tentacle can inject is determined when
Depletion: 1 in 1d20 (check per year) the biological is first crafted. Venom
Reproduction: Equal to biological’s level × 5 types and effects include the following,
only one of which is active in any given
tentacle injector.
46
NUMENERA PLANS
47
per round, sometimes leaping to clear their body mostly intact, they instead
obstructions. Titanomocks use brute go into a biologically induced coma that
strength and mass to get the job done, lasts for at least a week, during which
typically inflicting 20 points of damage time their nutrition and air needs are
on all targets within immediate range minimal. At the end of this period or if
each round. A titanomock can remain roused, the user makes a Might defense
active for about six hours at a time, after roll with a difficulty equal to the level of
which it must retreat and find someplace the effect or attack that first laid them
to burrow and hide, then rest for several low, though if they receive care and
days or even longer. healing before being roused, the roll is
Depletion: 1 in 1d20 (check per week of use; eased by three steps. If they fail the roll,
on depletion it turns on creator and they die, but on a success, treat the user
everything around it) as if merely debilitated. A traumasome
Reproduction: None hibernates until attached to a user.
Depletion: Automatic (when triggered)
TORRIDISOME Reproduction: Equal to biological’s level × 10
Torridisome Minimum Crafting Level: 1
pronunciation: Kind: Biological TRILLING CUDDLER
tor-RID-i-soam
Iotum: Immorcell colony (3 units); Minimum Crafting Level: 1
optogenetic muscle (5 units); metabolic Kind: Biological
vesicle (4 units); bio-circuitry (1 unit) Iotum: Immorcell colony (3 units); cognitive
Specifications: This plan produces a sessile, weave (6 units); mother marrow
starfish-like biological that is 1 foot (3 units); metabolic vesicle (2 units);
(30 cm) long. The torridisome attaches bio-circuitry (2 units)
to the user’s lower back, inflicting 1 Specifications: This plan produces a small
point of damage that can’t be recovered furry creature with big eyes, just large
while the biological remains attached. enough to fit comfortably in a human
Thereafter, the user can function lap. It can move up to an immediate
otherwise in cold and even freezing distance each round on stubby legs.
environmental conditions that would The cuddler is designed to calm its
normally require warm clothing and owner with a trilling purr, an instinct to
shelter to survive. The torridisome cuddle, and the ability to recognize when
effectively grants Armor against cold its owner is feeling down or ill. Trilling
equal to the biological’s level divided by cuddlers generally hide if threatened, but
2 (minimum 1). A torridisome hibernates if no other help is on offer, they attempt
until attached to a user. to defend their owner or at least go find
Depletion: 1 in 1d20 (check per day of use) help from other people they have seen
Reproduction: Equal to biological’s level × associated with their owner.
20) Depletion: 1 in 1d20 (check each month)
Reproduction: Equal to biological’s level × 50
TRAUMASOME
Minimum Crafting Level: 3 VIGISOME
Some causes of death— Kind: Biological Minimum Crafting Level: 2
being burned in a fire, Iotum: Immorcell colony (4 units); Kind: Biological
eaten, dissolved, and
similar methods—
optogenetic muscle (5 units); metabolic Iotum: Immorcell colony (3 units);
are too extreme for vesicle (4 units); bio-circuitry (4 units) optogenetic muscle (4 units); metabolic
a traumasome to Specifications: This plan produces a sessile, vesicle (4 units); bio-circuitry (3 units)
recover a user. starfish-like biological that is 1 foot Specifications: This plan produces a sessile,
(30 cm) long. The traumasome attaches starfish-like biological that is 1 foot (30
to the user’s back, inflicting 1 point of cm) long. The vigisome can be attached
damage that can’t be recovered while the temporarily to any hard surface. Once
biological remains attached. Thereafter, attached, it opens a single eye on its
if the user would die in a way that leaves back and watches an area up to a short
48
NUMENERA PLANS
49
INSTALLATION PLANS from the sky as the result of extreme air
The following plans all build some variety of turbulence.
Installations, page 154 fixed installation. Depletion: 1 in 1d20 (check once after any
week the device was used)
ADJUSTABLE WATCHTOWER
Minimum Crafting Level: 1 BIOREACTOR
Kind: Installation Minimum Crafting Level: 3
Iotum: Io (1d6 units); responsive synth (12 units); Kind: Installation
apt clay (4 units); synthsteel (5 units) Iotum: Io (1d6 units); responsive synth
Parts: 22 units (15 units); bio-circuitry (20 units); apt clay
Specifications: This plan produces a 10-foot (2 units); pliable metal (5 units); mimetic
(3 m) square platform with a raised control gel (10 units); pluripotent mass (5 units)
surface and guardrail. A user can raise or Parts: 34 units
lower the upper surface of the platform on Specifications: This plan produces a
a repulsive field, up to a maximum height cylindrical structure lying on its side
of a very long distance. (The platform about 9 feet (3 m) long and 4 feet (1 m)
moves about a long distance up or down wide, with transparent panels for viewing
per round.) Normally, the raised platform the interior and a complex control
is relatively stable, though it is subject surface. Various intake hatches stud
Ranked disasters, to being dislodged by attacks or ranked the exterior, and manipulation arms
page 309 disasters with a rank greater than the controllable from the outside can be
installation’s level. used within the bioreactor’s interior
Depletion: 1 in 1d20 (check per year of use) spaces. If a bioreactor is used as part
of a crafting task to build a biological, it
AIR SIGNALER (DESTRUCTION) provides one asset, easing the task.
Minimum Crafting Level: 7 Depletion: 1 in 1d20 (check each month of use)
Kind: Installation
Iotum: Io (1d6 units); responsive synth BIOREACTOR, GRAND
(22 units); synthsteel (8 units); pliable Minimum Crafting Level: 7
metal (6 units); thaum dust (3 units); Kind: Installation
monopole (2 units); virtuon particle Iotum: Io (1d6 units); responsive synth
(5 units) (25 units); bio-circuitry (25 units); apt clay
Parts: 71 units (4 units); pliable metal (15 units); mimetic
Specifications: This plan produces a fixed gel (15 units); pluripotent mass (15 units);
solid about 10 feet (3 m) on a side with a quantium (3 units); kaon dot (3 units)
crystalline antenna that extends about 50 Parts: 68 units
feet (15 m) into the air above. The device Specifications: As bioreactor, except the
emits a pulse that propagates and builds structure created is about 30 feet (9 m) long
in the air, becoming a destructive signal. and 15 feet (5 m) wide. The grand bioreactor
The signal can travel in the atmosphere allows biological crafting of larger portions
in any direction that has clear line of of constituent elements at the same time.
sight, including straight up to a distance If a grand bioreactor is used as part of a
of some 50 miles (80 km), after which crafting task to build a biological, it provides
the atmosphere attenuates too much. two assets on the task.
It can target a single flying creature or Depletion: 1 in 1d100 (check each year of use)
vehicle whose level is up to 2 less than
this installation’s level, causing it to fall BODY PRESERVER
Minimum Crafting Level: 4
Kind: Installation
Iotum: Io (1d6 units); responsive synth
A crafter who wants to build biologicals should start with a (15 units); synthsteel (5 units); apt clay
bioreactor first. (4 units); pliable metal (4 units);
psiranium (1 unit)
50
NUMENERA PLANS
51
CASTING PADS COMMUNITY OBELISK
Minimum Crafting Level: 6 Minimum Crafting Level: 2
Kind: Installation Kind: Installation
Iotum: Io (1d6 units); responsive synth Iotum: Io (1d6 units); responsive synth
(4 units); pliable metal (8 units); (12 units); apt clay (5 units); synthsteel
mimetic gel (7 units); kaon dot (2 units); (3 units)
monopole (1 unit); quantium (5 units); Parts: 24 units
oraculum (2 units) Specifications: This plan produces a 3-foot
Parts: 60 units (1 m) long synth-and-metal obelisk
Specifications: This plan produces two that can verbally deliver messages to a
endpoints of a teleportation circuit specific individual who comes within
between two synth pads about 6 feet (2 short range (or a general message to
m) in diameter, each directly connected anyone who comes within short range),
to a fixed solid at least 10 feet (3 m) remember specific facts that users ask it
on a side. If the two pads are located to recall, and play simple word games.
within a very long distance of each other, Anyone can ask the community obelisk
whatever is placed on (or whoever steps to deliver a message to anyone else,
on) one pad is transferred to the other, either by name or by description, though
assuming the receiving pad is clear. A the installation is limited and sometimes
series of several pads could be linked to misidentifies people and delivers the
extend the distance one could transfer wrong message.
with each step taken. Depletion: 1 in 1d20 (check per year of use)
Depletion: 1 in 1d100 (check each year of
use)
CHAMPION FORGER
Minimum Crafting Level: 8
Kind: Installation
Iotum: Io (1d6 units); responsive synth
(10 units); synthsteel (5 units); apt clay
(2 units); pliable metal (2 units);
psiranium (1 unit); midnight stone (5 units)
Parts: 82 units
Specifications: This plan produces a fixed
solid no less than 30 feet (9 m) on a
side with human-sized cavities lining
the sides and one set of controls. Up
to twenty-four people at a time can
fit in all the cavities. When activated,
the device operates for about an hour,
after which each participant gains +4
Armor and +10 health or points to one
Pool for ten hours. If successfully used
before the end of a ranked conflict, a
community that raises a group of twenty-
four champions in this fashion gains +3
Armor and is treated as if 1 rank higher
than normal for ten hours.
Depletion: 1 in 1d100 (check after each week
the installation is used)
52
NUMENERA PLANS
53
DEFERMENT GATE DRINK DISPENSER
Minimum Crafting Level: 5 Minimum Crafting Level: 4
Kind: Installation Kind: Installation
Iotum: Io (2d6 units); responsive synth Iotum: Io (1d6 units); responsive synth
(12 units); bio-circuitry (10 units); (13 units); bio-circuitry (3 units);
synthsteel (5 units); mimetic gel synthsteel (1 unit); mimetic gel (6 units)
(8 units); quantium (6 units); thaum Parts: 44 units
dust (10 units) Specifications: This plan produces a fixed solid
Parts: 50 units about 5 feet (1.5 m) on a side. Each day,
Specifications: This plan produces a gatelike it produces a plain glass bottle, sealed
opening set with wide metallic double with a synth cork, that holds a gallon of
doors about 20 feet (6 m) across and pure alcohol. No inputs are required.
12 feet (4 m) tall in a 3-foot (1 m) thick Depletion: 1 in 1d20 (check each month of use)
frame. Anything that passes through
the open doors of the gate disappears, EARTH SIGNALER (DESTRUCTION)
reappearing on the opposite side of the Minimum Crafting Level: 7
gate about one month later. From the Kind: Installation
perspective of the creatures or objects Iotum: Io (1d6 units); responsive synth
passing through the gate, no time has (22 units); synthsteel (8 units); pliable
passed. metal (6 units); thaum dust (3 units);
Depletion: 1 in 1d20 (check after each month monopole (2 units); virtuon particle (5 units)
of use) Parts: 71 units
Specifications: This plan produces a fixed
DREAD BANNER solid about 10 feet (3 m) on a side with
Minimum Crafting Level: 4 a crystalline spike that must be dug 50
Kind: Installation feet (15 m) into the ground beneath
Iotum: Io (1d6 units); responsive synth the installation. The device emits a
(12 units); apt clay (4 units); synthsteel pulse that propagates and builds in
(5 units); psiranium (6 units) the ground, becoming a destructive
Parts: 42 units signal. The signal can travel outward in
Specifications: This plan produces a 10-foot a specified direction for about 50 miles
(3 m) square platform with a control (80 km) before the pulse attenuates.
surface and a central pedestal. A user With precise coordinates, the user can
can cause the pedestal to project an selectively destroy one structure of up
image up to a very long distance into to level 5 that rests on the ground within
the air overhead. The image is brilliant range by essentially shaking it to rubble.
but ominous, radiating dreadful, spine- Depletion: 1 in 1d20 (check once after any
tingling tones. The combination of week the device was used)
auditory, visual, and psychic stimulation
emanating from the projected image FIRE SIGNALER (SUPPRESSION)
affects all creatures within a mile (1.5 km) Minimum Crafting Level: 7
who see it, hindering all defense Kind: Installation
tasks they attempt for the next hour. Iotum: Io (1d6 units); responsive synth
If deployed against a ranked horde or (22 units); synthsteel (8 units); pliable
enemy community, treat the target horde metal (6 units); thaum dust (3 units);
or community as if 1 rank lower than monopole (2 units); virtuon particle (5 units)
Community action, normal during that community action. Parts: 68 units
page 305 Depletion: 1 in 1d20 (check per month of Specifications: This plan produces a fixed solid
use) about 10 feet (3 m) on a side. A forest
of crystal antennas grows from its top.
The device emits a pulse that propagates
and builds in the air, becoming a fire-
suppression signal. The signal can travel in
54
NUMENERA PLANS
55
GALLEN CALLER GRAVITY TRANSDUCER
Minimum Crafting Level: 5 Minimum Crafting Level: 7
Kind: Installation Kind: Installation
Iotum: Io (1d6 units); responsive synth Iotum: Io (1d6 units); responsive synth
(12 units); synthsteel (2 units); mimetic (10 units); synthsteel (10 units); apt
gel (3 units); quantium (1 unit); kaon dot clay (5 units); amber crystal (2 units);
(1 unit); psiranium (2 units) midnight stone (4 units); tamed iron
Parts: 51 units (2 units)
Specifications: This plan produces a fixed Parts: 70 units
Gallen, page 141
pedestal about 5 feet (1.5 m) on a side Specifications: This plan produces a metallic
that sprouts an array of slender metallic mast that reaches 50 feet (15 m) into
arms that reach up to 20 feet (6 m) the air. At the top of the mast is a
into the sky. Upon activation, it lures a 3-foot (1 m) cube of dark material. The
The cliff-face community selection of gallen in a 50-mile (80 km) installation creates a variation in local
known as Ernath relies on radius to the area, which form a herd gravity out to a very long distance in one
a gravity transducer set
to low gravity, allowing
around the installation in about a day. of the following ways.
people to leap and soar The caller usually brings about ten gallen d6 Effect
between levels with ease. (assuming any wild gallen were in range 1 Normal gravity (no change
to begin with). The creatures act as if unless constructed somewhere
domestic for about a day. After that, they without normal gravity)
Gravity effects, page 117 disperse to their original territory if not
2–3 Low gravity
collected or otherwise dealt with.
4–5 High gravity
Depletion: 1 in 1d20 (check each use)
6 Zero gravity
GLAMOR DISPENSER Depletion: 1 in 1d100 (check per year of use)
Minimum Crafting Level: 4
Kind: Installation HUNTING LURE
Iotum: Io (2d6 units); responsive synth Minimum Crafting Level: 2
(23 units); mimetic gel (10 units); Kind: Installation
quantium (5 units); midnight stone Iotum: Io (1d6 units); cognitive weave (3 units);
(2 units) responsive synth (13 units); synthsteel
Parts: 38 units (3 units); psiranium (1 unit)
Specifications: This plan produces a fixed Parts: 15 units
solid no less than 10 feet (3 m) on a Specifications: This plan produces a fixed
side with a control surface that features solid no less than 4 feet (1 m) on a side
a touchscreen and an extendable arm that sprouts several dozen 1-foot (30 cm)
with an injection head on the end. The long metallic antennas. The installation
installation produces addictive injections constantly sends out a psychic call that
that make a user beautiful, at least lures a specified kind of animal toward
subjectively. The imbued beauty lasts for it along a set path. If used in the water,
about a week. Multiple doses have no the installation could draw fish into nets.
added effect. While someone enjoys the If used on land, it could lure vermin or
imbued beauty, tasks for positive social small creatures into traps. Changing
interaction are eased. Once an injection the animal a hunting lure is designed
wears off, the user must succeed on a to attract is a difficulty 6 understanding
Might defense task or become driven numenera task. In all cases, only
to get another injection as soon as creatures of up to level 1 with no more
possible. This constant itch hinders than animal intelligence can be lured.
all tasks until the user gets another Depletion: 1 in 1d20 (check after each week
injection or until they beat the addiction. of use)
Depletion: 1 in 1d20 (check each month of
use)
56
NUMENERA PLANS
57
LAUNCHING RING MACHINE OVERRIDER
Setting up two launching Minimum Crafting Level: 5 Minimum Crafting Level: 6
rings pointed in opposite Kind: Installation Kind: Installation
directions at either end
of a matched trajectory
Iotum: Io (1d6 units); responsive synth Iotum: Io (1d6 units); responsive synth
arc allows aerial (10 units); synthsteel (10 units); apt (12 units); pliable metal (6 units);
travel between distant clay (5 units); amber crystal (2 units); apt clay (10 units); quantium (10 units);
points that is quick midnight stone (4 units); tamed iron amber crystal (4 units); psiranium
and relatively safe—if
initially terrifying to an (2 units) (4 units); oraculum (2 units)
unprepared creature. Parts: 50 units Parts: 58 units
Specifications: This plan produces a fixed Specifications: As machine calmer,
metallic ring about 20 feet (6 m) in except that someone operating the
diameter. Anything that enters the ring is installation can selectively take control
instantly accelerated to an incredibly high of one automaton, installation, or other
speed and sent along whatever trajectory machine during the one-hour period of
the ring was set to, toward a location up calm and direct it remotely.
to 5 miles (8 km) away in normal gravity Depletion: 1 in 1d20 (check per week of use)
over the course of one round. The instant
acceleration doesn’t harm the object or MEMORIAL OBELISK
creature, but the instant deceleration that Minimum Crafting Level: 4
occurs if it hits the ground or another Kind: Installation
surface is usually lethal (or completely Iotum: Io (1d6 units); responsive synth
destroys objects not in stasis). The struck (12 units); apt clay (5 units); synthsteel
ground or surface takes damage equal to (3 units); psiranium (4 units)
this installation’s level × 3. Parts: 26 units
Depletion: 1 in 1d100 (check per month of Specifications: This plan produces a fixed
use) 3-foot (1 m) long synth-and-metal
obelisk that can scan a willing living
MACHINE CALMER subject (a process requiring about
Minimum Crafting Level: 5 an hour). Thereafter, the obelisk can
Kind: Installation produce an interactive visual and
Iotum: Io (1d6 units); responsive synth auditory illusion of the subject for up to
(12 units); pliable metal (6 units); one hour per activation that must stay
apt clay (10 units); quantium (10 units); within immediate range of the obelisk.
amber crystal (4 units); psiranium The image has the subject’s surface
(4 units); oraculum (2 units) personality and knowledge. However,
Parts: 52 units the image is very limited, and tasks
Specifications: This plan produces a fixed attempted to gain specific knowledge
solid about 10 feet (3 m) on a side with from it are hindered by two steps.
a large rotating antenna array on top. Generally speaking, the image serves
If used, a pulse causes all machines— as a realistic memorial but little more.
including automatons, installations, A memorial obelisk can store about a
otherspaces, and vehicles—within long thousand memorials per level in this
range to stop working for about an fashion.
hour if their level is no higher than this Depletion: 1 in 1d100 (check per century of
installation’s level. The machines aren’t use)
damaged; they simply go into standby
mode. The only machine not affected is
this installation. The nature of the effect
means that if other machines come
into the area before the initial hour has
expired, they are not affected unless the
installation is used again.
Depletion: 1 in 1d20 (check per week of use)
58
NUMENERA PLANS
59
Explorers who come upon mindchangers might accidentally trigger a switch,
but because the consciousnesses are not transferred immediately, they might
not realize what caused it.
60
NUMENERA PLANS
61
NECTAR OF LIFE NULL FIELD GENERATOR
Multiple drinks from Minimum Crafting Level: 9 Minimum Crafting Level: 6
the nectar of life over Kind: Installation Kind: Installation
the course of a few days
have no additional
Iotum: Io (2d6 units); responsive synth Iotum: Io (2d6 units); responsive synth
effect, but if spaced (22 units); pluripotent mass (5 units); (10 units); synthsteel (5 units); quantium
out by many decades amber crystal (5 units); thaum dust (5 units); kaon dot (4 units)
between each drink, an (6 units); oraculum (2 units); tamed iron Parts: 55 units
imbiber could survive for
thousands of years, as (2 units) Specifications: This plan produces a 9-foot
long as the installation Parts: 91 units (3 m) tall synth-and-metal fixed mast
doesn’t deplete. Specifications: This plan produces a fixed studded with devices. The null field
crystal bowl about 1 foot (30 cm) across generator broadcasts a destructive wave
on a short pedestal. A clear, sparkling that suppresses the functions of cyphers,
fluid fills the bottom of the bowl, equal artifacts, other installations, vehicles,
to about 5 ounces (150 ml). If consumed, automatons, otherspaces, and similar
the fluid rebuilds the imbiber from the devices within short range whose level
inside out, reversing any aging, disease, is equal to or less than the installation’s
and physical damage, leaving them crafted level. (The null field generator
with no scars or other impairments, at affects biologicals only if they have
an apparent physical age of 25 years. It machine parts.) A user who succeeds on
also resets their natural lifespan, giving an Intellect task can turn the installation
them five to ten additional decades of on or off.
life. In addition, the fluid is delicious and Depletion: 1 in 1d20 (check per year of use)
refreshing, satisfying the water and food
requirements of the imbiber for the next ORGANIFACT
day. The bowl refills slowly once the fluid Minimum Crafting Level: 7
is consumed, requiring about three days Kind: Installation
before another 5 ounces (the amount Iotum: Io (2d6 units); immorcell colony
required to produce the effect) collects. (13 units); mother marrow (5 units);
Depletion: 1 in 1d100 (check per century) optogenetic muscle (12 units);
responsive synth (15 units); apt clay
(5 units); bio-circuitry (20 units); pliable
62
NUMENERA PLANS
63
More exotic prosthetics with additional features, such as a hand that has a
secret compartment or the ability to pulse with electricity, could be created by a
Crafting setbacks,
page 145 prosthetifact, though such devices are somewhat prone to setbacks.
65
SOUND SUPPRESSOR SUPERNUMERARY WATCHTOWER
Minimum Crafting Level: 5 Minimum Crafting Level: 5
Kind: Installation Kind: Installation
Iotum: Io (1d6 units); responsive synth Iotum: Io (2d6 units); responsive synth
(17 units); synthsteel (5 units); mimetic (12 units); pliable metal (6 units); apt
gel (4 units); pliable metal (10 units); clay (10 units); mimetic gel (10 units);
quantium (3 units); monopole (2 units); quantium (1 unit); amber crystal
midnight stone (1 unit) (2 units); psiranium (4 units); oraculum
Parts: 33 units (2 units)
Specifications: This plan produces a fixed Parts: 52 units
solid no less than 10 feet (3 m) on a Specifications: This plan produces a slender
side. When activated, all sound within amber and metal watchtower rising from
very long range, including sound made the ground to a height of 50 feet (15
by people using spoken language, is m), with a cupola on top large enough
deadened, except in areas protected by a for a handful of watchers to peer out in
sealed cavity whose level is higher than every direction through moveable crystal
this installation’s level. lenses that are 3 feet (1 m) in diameter.
Depletion: 1 in 1d20 (check each year of use) A watcher can perceive creatures and
objects that are normally invisible,
SUMMONER out of phase, or trying to take cover or
Minimum Crafting Level: 7 otherwise hide from view. In all such
Kind: Installation cases, tasks to perceive such creatures or
Iotum: Io (1d6 units); responsive synth objects within 2 miles (3 km) are eased
Stealthy horde, (10 units); bio-circuitry (5 units); by two steps. A stealthy horde loses the
page 315 synthsteel (4 units); mimetic gel advantage of being stealthy if advancing
(5 units); quantium (5 units); psiranium on a community using this installation.
(10 units); data orb (1 unit) Depletion: 1 in 1d20 (check per month of
Parts: 75 units use)
Specifications: This plan produces a fixed
platform a short distance in diameter TEACHING MONOLITH
Most people can’t surmounted by a series of vertical rings Minimum Crafting Level: 4
retain the training and an associated control surface that Kind: Installation
imparted by teaching
monoliths for more than
includes an input cavity. When activated, Iotum: Io (1d6 units); responsive synth
one skill at a time. the installation instantly transfers to the (12 units); pliable metal (3 units);
platform the nearest creature whose bio-circuitry (12 units); quantium
type is specified by a sample of hair, fur, (5 units); psiranium (1 unit)
or skin. The target creature’s level can’t Parts: 43 units
exceed the installation’s level minus 2. Specifications: This plan produces a metallic
Alternatively, the device can be used monolith rising from the ground to a
to summon a specific individual using height of 6 feet (2 m). The monolith
a sample of hair, fur, or skin, though mentally imparts training in one skill
the target’s level can’t exceed the to a user who is not already trained in
installation’s level minus 3 (if the target that skill if the user spends at least one
is a PC, it works only if the PC’s tier does hour at the control surface staring at a
not exceed half the installation’s level). In moving, warping design. The monolith
any case, the summoned target is under can teach only one skill, which either
no obligation to obey the user and might the builder was trained in or someone
be upset at being kidnapped. who the builder had daily access to while
Depletion: 1 in 1d20 (check after each year crafting the monolith was trained in.
of use) This device adds +1 to a community’s
infrastructure stat.
Depletion: 1 in 1d100 (check each use)
66
NUMENERA PLANS
67
TRANQUILITY TOWER TRANSDIMENSIONAL FENCE
Minimum Crafting Level: 5 Minimum Crafting Level: 6
Kind: Installation Kind: Installation, otherspace
Iotum: Io (1d6 units); responsive synth Iotum: Io (1d6 units); responsive synth
(10 units); synthsteel (10 units); apt (15 units); mimetic gel (4 units);
clay (5 units); amber crystal (2 units); quantium (5 units); kaon dot (5 units);
psiranium (5 units) midnight stone (1 unit); tamed iron (2 units)
Parts: 52 units Parts: 60 units
Specifications: This plan produces a metallic Specifications: This plan produces a fixed
mast that reaches 50 feet (15 m) into pedestal about 15 feet (5 m) on a
the air. At the top of the mast is a 6-foot side that sprouts an array of slender
(2 m) diameter crystal sphere. The metallic arms that reach up to 50 feet
sphere produces a subtle psychic field (15 m) into the sky. When activated, all
that suppresses anger and violence out transdimensional effects up to the level
to a very long distance. Usually only of this installation are suppressed in an
newcomers to the area give in to anger area up to a very long distance across
or allow themselves to fall into violence. for one hour. This suppresses effects
But once the effects of the tower sink that would otherwise allow phasing
in, even visitors eventually become and accessing (or exiting) alternate
Rift, page 17 tranquil. Any attempts to take violent or dimensions. All currently open portals
angry actions or act on violent or angry are shut, and currently phased creatures
thoughts are hindered by two steps. and objects become fully real (or, if they
Depletion: 1 in 1d20 (check per year of use) are native to another dimension, they
disappear).
Depletion and Rift Chance: 1 in 1d20 (check
after each week used)
68
NUMENERA PLANS
69
OTHERSPACE PLANS The device aids the user in producing
The following plans all build some variety of a named object from the pack with
Otherspace otherspace. minimal riffling.
Creations, page 16 Rift Chance: 1 in 1d100 (check per day of
ACCUMULATOR use)
Accumulator, page 25 See the accumulator entry under Automaton
Automaton plans, Plans. BOOK OF DOORS
page 25 Minimum Crafting Level: 8
ACCUMULATOR, ZEALOUS Kind: Otherspace
Accumulator, See the accumulator zealous entry under Iotum: Io (1d6 units); responsive synth
zealous, page 25 Automaton Plans. (20 units); mimetic gel (2 units);
quantium (12 units); kaon dot (2 units);
Rift, page 17 BIG POCKET data orb (1 unit)
Minimum Crafting Level: 2 Parts: 78 units
Kind: Otherspace Specifications: This plan produces a bulky
Iotum: Io (1d6 units); responsive synth device about as large as a bound tome.
(7 units); mimetic gel (2 units); As an action the user can access controls
quantium (4 units) on the device, causing it to spit out a
Parts: 17 units square of fine synth that resembles a
Specifications: This plan produces a pack- page of parchment and can take ink like
like accessory that can be worn with normal paper. If the page is pressed
straps or carried. The pack mouth onto a surface or merely tossed to the
accesses an artificial extradimensional ground, it is consumed and becomes
space about 10 feet (3 m) on a side in a two-way interface to an alternate
which anything can be stowed; however, dimension about 10 feet (3 m) tall and
when the mouth is closed, air, light, wide. (The user chooses the specific
and access to the external world is cut alternate dimension from a short list
off from anything inside the space. provided in the language of the crafter.)
70
NUMENERA PLANS
71
DIMENSIONAL COLLAPSER DIMENSIONAL MIXER
Minimum Crafting Level: 5 Minimum Crafting Level: 10
Kind: Otherspace Kind: Otherspace, installation
Iotum: Io (2d6 units); responsive synth Iotum: Responsive synth (30 units);
(5 units); mimetic gel (1 unit); quantium synthsteel (20 units); mimetic gel
(4 units); kaon dot (1 unit) (8 units); pliable metal (10 units);
Parts: 47 units quantium (20 units); kaon dot (5 units);
Specifications: This plan produces a midnight stone (3 units); virtuon particle
small handheld device with a single (4 units); cosmic foam (1 unit)
projection. A user can collapse an Parts: 100 units
artificial extradimensional space up Specifications: This plan produces a fixed
to a short distance across, which solid no less than 30 feet (9 m) on a
destroys everything stored in the side. When activated, the mixer non-
space and causes an automatic rift destructively causes everything within
in any associated otherspace device. 10 miles (16 km)—creatures, objects,
The collapser targets the space whose structures, and so on, including itself—
entrance is nearest within short range. to merge with a naturally occurring
If the collapser is used while inside an alternate dimension (which already
artificial extradimensional space, it also exists) that the mixer is keyed to.
collapses (and the device is destroyed). This has the effect of creating a wide
Rift Chance: 1 in 1d20 (check per use) overlapping zone where things from
two dimensions occupy the same
DIMENSIONAL DETECTOR boundary created by the mixer. The
Minimum Crafting Level: 1 mixed environment could run the gamut
Kind: Otherspace from placid coexistence to a burned-out
Iotum: Io (1d6 units); responsive synth dead zone, depending on the nature of
(5 units); mimetic gel (1 unit); quantium the two dimensions that come together.
(1 unit) Creatures outside the affected zone in
Parts: 12 units either of the linked dimensions can enter
Specifications: This plan produces a the other dimension if they walk across
handheld device with controls and a the zone from one side to the other.
screen. The user can attempt to detect Once the zone is created, nothing short
the entrance to alternate dimensions of destroying the dimensional mixer will
within short range as an action. end the effect, and perhaps not even
Rift Chance: 1 in 1d100 (check per use) then.
Rift Chance: 1 in 1d100 (check each
DIMENSIONAL EXPANDER millennium of use)
Minimum Crafting Level: 3
Kind: Otherspace ECTOPIC ARMOR
Iotum: Io (1d6 units); responsive synth Minimum Crafting Level: 6
(5 units); mimetic gel (2 units); Kind: Otherspace, vehicle
quantium (4 units) Iotum: Io (1d6 units); responsive synth
Parts: 17 units (12 units); pliable metal (4 units);
Specifications: This plan produces a small synthsteel (4 units); mimetic gel
handheld device. If placed into an (2 units); quantium (2 units); kaon dot
artificial dimensional space, the space (2 units); oraculum (1 unit)
expands in size, growing by roughly Parts: 55 units
30 feet (9 m) on a side as long as Specifications: This plan produces a set
the expander remains in the artificial of heavy armor. When the wearer dons
dimension. the armor, they are shunted into an
Rift Chance: None artificial alternate dimension just large
enough to comfortably admit them. The
wearer sees the external environment
72
NUMENERA PLANS
A rope’s breaking length is the length at which it will break under its own
weight in normal gravity. A rope from a level 3 endless coil has a breaking
length of about 2 miles (3 km).
projected onto the interior of the of faint light hovering at the end of the
artificial dimension—in effect, they can cuff. The wearer can use this field to
see through the armor. Mechanisms manipulate objects in their environment
translate the wearer’s movements back almost normally, but is hindered on
to the armor, so to an external observer, all tasks requiring manual dexterity,
someone wearing the ectopic armor like tying a knot or writing. However,
seems like a heavily armored individual the wearer can transfer anything
moving around normally, though their they can hold in their hand into the
voice sounds a bit distorted when they extradimensional space as an action,
speak. While in the armor, the wearer or produce something they’ve already
can “step back” into an ancillary space stored as an action. Someone who has
of the artificial dimension that is 10 feet lost their normal hand could also use
(3 m) across, which is empty unless this device as a prosthetic.
customized. At any time, the wearer can Rift Chance: 1 in 1d100 (check per day of Customizing
take off the armor, which automatically use) otherspaces, page 18
brings them back from the artificial
dimension. ENDLESS COIL
The protected nature of the artificial Minimum Crafting Level: 3
dimension means that while wearing Kind: Otherspace
the armor, attacks against the wearer are Iotum: Io (1d6 units); responsive synth
hindered by three steps. (7 units); mimetic gel (12 units);
Depletion and Rift Chance: 1 in 1d20 (check quantium (4 units); smart tissue (1 unit);
per week of use) midnight stone (1 unit)
Parts: 27 units
ECTOPIC ROVER Specifications: This plan produces a pouch-
See the ectopic rover entry under Vehicle like accessory. A coil of stranded synth Ectopic rover, page 84
Plans. can be pulled from the mouth (from Vehicle plans, page 83
an otherwise inaccessible artificial
ECTOPIC WING extradimensional space) and used
See the ectopic wing entry under Vehicle as a rope with a level equal to the Ectopic wing, page 84
Plans. otherspace’s level. The rope can be
pulled out to an arbitrary length, at a rate
EMPTY HAND of up to a short distance each round. It
Minimum Crafting Level: 2 can be cut or pulled back in; either way,
Kind: Otherspace the otherspace continues to produce
Iotum: Io (1d6 units); responsive synth rope.
(2 units); mimetic gel (2 units); Rift Chance: 1 in 1d100 (check per day of use)
quantium (2 units); kaon dot (1 unit)
Parts: 27 units
Specifications: This plan produces a cuff
meant to be worn on the wrist. When
worn, the wearer’s hand protrudes
into an artificial extradimensional
space about 6 feet (2 m) across. To an
observer, it seems like the wearer has no
hand, but instead a palm-sized sphere
73
ENDLESS STOMACH FATHOMLESS PIT
Minimum Crafting Level: 3 Minimum Crafting Level: 6
Kind: Otherspace Kind: Otherspace
Iotum: Io (1d6 units); responsive synth Iotum: Io (2d6 units); responsive synth
(4 units); bio-circuitry (3 units); (5 units); mimetic gel (1 unit); quantium
quantium (2 units); kaon dot (1 unit) (4 units); kaon dot (4 units); midnight
Parts: 25 units stone (2 units)
Specifications: This plan produces a device Parts: 57 units
that can be fitted into the wearer’s Specifications: This plan produces a small
mouth like a dental appliance. The handheld device with dual projections.
wearer can still talk and eat normally, A user can produce a free-floating
though doing so without a bit of a lisp singularity within short range that leads
takes a day of practice. When the wearer into an artificial extradimensional space
wishes, the appliance opens into an of pure crushing gravity. The singularity
artificial extradimensional space about persists for up to a minute. All creatures
10 feet (3 m) on a side, allowing the and objects within immediate range
wearer to “eat” almost anything they of the singularity must make a Might
can fit in their mouth, and produce that defense roll each round. Those who fail
object again as an action at some future are drawn into the singularity (at least
need. partially) and sustain 6 points of damage
Rift Chance: 1 in 1d100 (check per day of use) (ignores Armor). Characters who die
from this damage are consumed and
EXTENSILE BRACER utterly destroyed within the singularity.
Minimum Crafting Level: 3 Attacks made against the singularity
Kind: Otherspace are drawn in and consumed so that the
Iotum: Io (1d6 units); responsive synth aperture itself suffers no harm. The only
(4 units); mimetic gel (2 units); ranged attacks that affect it are those
quantium (2 units); kaon dot (1 unit) that are magnetic or extradimensional,
Parts: 27 units which could move or disperse it.
Specifications: This plan produces a bracer Creatures who make melee attacks
meant to be worn on the upper arm. against the singularity automatically
When worn, the wearer’s arm protrudes sustain 6 points of damage (ignores
into an artificial extradimensional space Armor), and the weapon they use is likely
just large enough for comfort and to consumed and lost.
hold something in their hand. The Rift Chance: 1 in 1d10 (check per use)
wearer can reach out of the space with
their hand and forearm in any location GHOST TRACKER
The misty alternate they can clearly see within long range Minimum Crafting Level: 6
dimension through and act normally on their turn, after Kind: Otherspace
which a ghost tracker
user moves sometimes
which the limb pulls back into the space. Iotum: Io (1d6 units); responsive synth
contains unexpected The wearer could manipulate a control, (5 units); mimetic gel (2 units);
threats, usually in the grab something untended from a table, quantium (3 units); kaon dot (3 units);
form of transdimensional light a candle, and even make an attack oraculum (2 units)
creatures or storms.
if they’re holding a weapon. However, Parts: 38 units
all actions with that hand are hindered, Specifications: This plan produces a
which means even routine actions handheld device fashioned in a manner
require a bit of concentration to pull off. reminiscent of a metallic crossbow,
To observers, it seems as if the wearer though only in the most general sense.
has no arm, at least until an apparently The device can be used to attack a
disembodied version of it appears single creature within long range. On
somewhere else within long range. a success, the creature is embedded
Rift Chance: 1 in 1d100 (check per day of use) with a tiny pellet and takes 1 point of
damage. The user can later activate the
74
NUMENERA PLANS
75
OTHERSPACE ANCHOR OTHERSPACE LURE
Minimum Crafting Level: 5 Minimum Crafting Level: 4
If the GM decides Kind: Otherspace Kind: Otherspace
that something more Iotum: Io (1d6 units); responsive synth Iotum: Io (1d6 units); responsive synth
interesting and dangerous
appears in an otherspace
(15 units); mimetic gel (4 units); (5 units); mimetic gel (2 units);
lure, treat its appearance quantium (5 units); kaon dot (5 units); quantium (3 units); kaon dot (3 units)
as a GM intrusion. midnight stone (1 unit) Parts: 40 units
Parts: 48 units Specifications: This plan produces a pack-
Specifications: This plan produces a bulky like accessory that can be worn with
device that can be worn as an amulet, straps or carried. The pack mouth
bracelet, or other kind of decoration. accesses an artificial extradimensional
When activated, for up to one hour, it space about 10 feet (3 m) on a
blocks effects up to its level that would side. Anytime the pack comes near
cause the wearer to move or fall through the entrance to another artificial
apertures into other dimensions, extradimensional space or a portal to
become phased, lose equipment from another dimension, an object or creature
effects that would pilfer them into an from that space could passively “fall”
alternate dimension, and so on. All such into the pack.
effects fail. Furthermore, the device This item can be used in two ways. First, the
prevents any phased or transdimensional user can simply carry the lure around
attacks up to its level from being made and allow it to passively function. At
against the wearer. the end of each day, the user finds a
Rift Chance: 1 in 1d20 (check per day of use) new random object (or creature) in
the pack whose level is less than or
OTHERSPACE FIELD equal to the level of the otherspace
Minimum Crafting Level: 5 lure. Usually, commonplace objects or
Kind: Otherspace vermin are found; however, every so
Iotum: Io (2d6 units); responsive synth often, something more interesting (or
(5 units); mimetic gel (1 unit); quantium dangerous) might appear.
(4 units); kaon dot (2 units) Alternatively, the user can spend at least
Parts: 49 units one hour within a short distance of the
Specifications: This plan produces a thick entrance to an alternate dimension,
belt or harness studded with devices. after which time it’s near certain that
When triggered as part of another something from that space finds its way
action, a translucent field 20 feet (6 into the lure.
m) in diameter springs up, persisting In all cases, the user has no control over
in the location where it was formed for what may fall into their otherspace lure.
about a minute. The field is a very thin Rift Chance: 1 in 1d100 (check per day of
artificial alternate dimension that limits use)
the momentum and energy of things
that pass through from the outside. OTHERSPACE THIEF
Creatures can usually move through the Minimum Crafting Level: 6
field without noticeable consequence, Kind: Otherspace
but energy attacks and ranged attacks Iotum: Io (1d6 units); responsive synth
from outside can’t cross the field. Similar (6 units); mimetic gel (6 units);
attacks made from inside the field are quantium (7 units); kaon dot (4 units);
not affected. oraculum (1 unit)
Rift Chance: 1 in 1d20 (check per use) Parts: 60 units
Specifications: This plan produces a
pack-like accessory that can be worn
with straps or carried, connected to a
control surface with a viewing screen.
The pack mouth accesses an artificial
76
NUMENERA PLANS
77
PERSONAL POCKET is designed to provide air and light but
Minimum Crafting Level: 4 few other comforts. A user can target
Kind: Otherspace a creature within short range whose
Iotum: Io (1d6 units); responsive synth level is less than this device’s level.
(15 units); mimetic gel (4 units); On a successful attack, the creature is
quantium (2 units); kaon dot (2 units) transferred directly into the artificial
Parts: 36 units space. Imprisoned creatures can be
Specifications: This plan produces a flexible released by the device’s user as an
sheet of woven synth about 6 feet (2 m) action to a spot within immediate range.
long and 3 feet (1 m) wide. When Creatures of level 3 and higher (and
stretched out on the ground or hung PCs) can attempt to escape once per
on a wall or other support, the sheet day by succeeding on Intellect tasks
becomes a doorway into an artificial with a difficulty equal to the device’s
extradimensional space about 10 feet level. Otherwise, a captured creature can
(3 m) square. The space is essentially a attempt to escape each time a new target
big, empty closet, unless the character is brought into the space.
Customizing decides to customize it. Rift Chance: 1 in 1d20 (check per use)
otherspaces, page 18 Rift Chance: 1 in 1d100 (check per day of use)
PHASE CLOAK
PHANTOM INTERROGATOR Minimum Crafting Level: 4
Minimum Crafting Level: 4 Kind: Otherspace
Kind: Otherspace Iotum: Io (1d6 units); responsive synth
Iotum: Io (2d6 units); responsive synth (5 units); mimetic gel (2 units);
(5 units); mimetic gel (1 unit); quantium quantium (4 units); kaon dot (2 units)
(3 units); kaon dot (2 units) Parts: 36 units
Parts: 42 units Specifications: This plan produces a bulky
Specifications: This plan produces a long coat (that serves as light armor)
handheld device with controls and a embedded with devices. As part of their
screen. The user can attempt to detect action, the wearer can instantly shift
the entrance to alternate dimensions partially out of phase with the dimension
within short range as an action. If one is they’re currently inhabiting. When they
discovered, the user can attempt to look do, they move at least a short distance
inside for up to one minute. The device because the cloak propels them forward,
provides illumination to dark artificial though they control their own course.
spaces and allows the user to speak This is true even if the user has already
to and hear creatures that might be taken a normal action on their turn
secreted in the space. before changing phase. At the beginning
Rift Chance: 1 in 1d100 (check per use) of the wearer’s next turn, they are
returned to normal phase. While out
PHANTOM PRISON of phase, the wearer can’t affect or be
Minimum Crafting Level: 6 affected by anything unless the attack is
Kind: Otherspace transdimensional or able to affect things
Iotum: Io (1d6 units); responsive synth that are out of phase. The wearer can
(6 units); mimetic gel (6 units); pass through solid matter whose level
quantium (7 units); kaon dot (4 units); is less than this device’s level without
oraculum (1 unit) hindrance, but solid energy barriers,
Parts: 58 units such as force fields, keep them at bay.
Specifications: This plan produces a bulky Rift Chance: 1 in 1d20 (check per use)
handheld device with controls, a viewing
screen, and extended dual prongs at one
end. The device is transdimensionally
tethered to an artificial extradimensional
space about 30 feet (9 m) on a side that
78
NUMENERA PLANS
79
PSYCHIC ATHENEUM what’s happening to it. Otherwise, they
A bizarre dimension of Minimum Crafting Level: 5 inhabit the mental realm, which most
pure mind known as Kind: Otherspace users perceive as a physical space
Celerillion is described in
the pages of some Aeon
Iotum: Io (2d6 units); responsive synth (even though concepts like distance,
Priests’ journals. It’s (20 units); mimetic gel (2 units); movement, and substance no longer
probable that the mental quantium (4 units); kaon dot (2 units); apply). While existing as a mental
dimension accessible psiranium (6 units) construct, the user gains +1 Intellect
via the psychic refuge
and psychic atheneum Parts: 36 units Edge, +3 points to any recovery rolls
leads to a related or Specifications: This plan produces a central made to Intellect, and peace from any
tributary dimension. fixed monolith about 18 feet (5 m) high pains or other issues relating to their
and 9 feet (3 m) wide. If a creature body.
touches or reclines against the monolith, Rift Chance: 1 in 1d100 (check per use)
their body collapses as their mind is
elevated into an alternate dimension SMOOTHING KNIFE
of pure mind, becoming a construct of Minimum Crafting Level: 4
thought for up to 28 hours or until they Kind: Otherspace
choose to return. During this period, Iotum: Io (1d6 units); responsive synth
the user has access to stored knowledge (5 units); mimetic gel (2 units);
of all kinds, requiring only a successful quantium (4 units); kaon dot (2 units);
Intellect-based roll with a difficulty of the monopole (1 unit)
knowledge requested. The knowledge Parts: 35 units
found here is general, information that Specifications: This plan produces a
might exist in great libraries of the Ninth small handheld device with a bladelike
World. Secrets and mysteries are not extension. If touched to a creature or
usually found in the atheneum. Upon object no larger than the user, the target
returning, the user has an asset for one is rendered as flat as paper as their
task related to the kind of research they excess depth is shunted to an artificial
conducted in the psychic library for up to alternate dimension. The target adheres
28 hours. to whatever surface it was touching,
Rift Chance: 1 in 1d100 (check per year of and pulling it free is a Might task with a
use) difficulty equal to the level of this device.
An affected creature enters stasis.
PSYCHIC REFUGE While in stasis, it can take no actions,
Minimum Crafting Level: 4 doesn’t age, and is immune to damage
Kind: Otherspace and effects. It remains in stasis until
Iotum: Io (2d6 units); responsive synth the smoothing knife undergoes a rift,
(4 units); mimetic gel (1 unit); quantium a smoothing knife is used to reverse
(3 units); kaon dot (1 unit); psiranium the process, or the artificial dimension
(4 units) hosting the excess width is found and
Parts: 36 units collapsed.
Specifications: This plan produces a thick Rift Chance: 1 in 1d20 (check per use)
metallic circlet worn on the head.
If a wearer activates it as an action, SWIFTLOCATOR
their body collapses as their mind is Minimum Crafting Level: 4
elevated into an alternate dimension Kind: Otherspace
of pure mind, becoming a construct Iotum: Io (1d6 units); responsive synth
of thought for up to 28 hours or until (5 units); mimetic gel (2 units);
the user chooses to return. During this quantium (4 units); kaon dot (2 units)
period, the user’s body is immune to Parts: 35 units
all deleterious mental effects. If the Specifications: This plan produces a small
user in the dimension of mind spends handheld device perfect for throwing
a turn concentrating, they gain a vague up to a short distance. The device has
sense of the state of their body and contact pads that lock it into place on
80
NUMENERA PLANS
81
that stays open for about thirty days. Parts: 25 units
The ultraterrestrials that come through Specifications: This plan produces a device
are under no obligation to help or that can be fitted into the wearer’s
even speak with the user, and they mouth like a dental appliance. The
could potentially be hostile. That said, wearer can still talk and eat normally,
investigating ultraterrestrials are usually though doing so without a bit of a lisp
a curious lot. They might listen to an takes a day of practice. The device opens
entreaty and negotiate if some sort of into an artificial alternate dimension.
aid is asked for—if communications can As an action, the user can produce
first be opened. a dangerous effect at a target within
A vast variety of ultraterrestrials could immediate range by opening their
potentially be called through the gate, mouth and delivering an attack from
Abykos, page 224 which includes but isn’t limited to the the dimension. Typical kinds of attacks
following creatures from Numenera include the following.
Dark fathom, page 232
Discovery and Numenera Destiny: d6 Effect
Erynth grask, page 235 d10 Ultraterrestrial 1 Acid or fire inflicts damage
1 Abykos equal to device’s level
Nibovian wife, page 245
2 Dark fathom 2 On failed Speed defense task, a
Philethis, page 247 creature no larger than wearer
3 Erynth grask
is “consumed” in one big bite
Yellow swarm, page 260 4 Idolum and stored in space until freed
5 Meepril 3 A swarm of bee-like creatures
6 Nibovian wife (treat as level 3) emerges and
Idolum, page 265 7 Philethis attacks target each round
Meepril, page 267 8 Scrow 4 A “sonic boom” scream
inflicts damage equal to
9 Tabanid
Scrow, page 274 device’s level and deafens
10 Yellow swarm target for one round; might
Tabanid, page 278 shatter glass and crystal
Depletion: 1 in 1d20 (check after new group 5 Soporific vapors render target
of ultraterrestrials comes through) unconscious for about a minute
6 Wind blast knocks target no
WEAPONIZED STOMACH larger than wearer back up to
Minimum Crafting Level: 5 a short distance and inflicts 1
Kind: Otherspace point of damage
Iotum: Io (1d6 units); responsive synth
(4 units); bio-circuitry (3 units); Rift Chance: 1 in 1d20 (check per use)
quantium (2 units); kaon dot (1 unit);
midnight stone (4 units)
82
NUMENERA PLANS
83
ECTOPIC ROVER The protected nature of the cabin means
Minimum Crafting Level: 6 that while the entrance remains sealed,
Kind: Vehicle, otherspace things that affect the vehicle’s external
Iotum: Io (1d6 units); responsive synth shell are unlikely to affect the cabin
(33 units); pliable metal (6 units); or its passengers unless the effect is
synthsteel (10 units); mimetic gel transdimensional, or unless the shell
(4 units); quantium (3 units); kaon dot takes major damage or is destroyed,
(4 units); oraculum (1 unit) which ejects all passengers.
Rift, page 17 Parts: 58 units Depletion and Rift Chance: 1 in 1d20 (check
Specifications: This plan produces a per week of use)
multiwheeled vehicle of shining
synthsteel without obvious external ECTOPIC WING
windows. The cabin is in an artificial Minimum Crafting Level: 7
alternate dimension about 10 feet (3 m) Kind: Vehicle, otherspace
across with room for one driver, up to six Iotum: Io (1d6 units); responsive synth
passengers, and some cargo. The driver (33 units); pliable metal (6 units);
can use the control surface to project synthsteel (10 units); mimetic gel
the vehicle’s external environment onto (4 units); quantium (3 units); kaon dot
the interior of the artificial dimension of (4 units); monopole (1 unit); oraculum
the cabin, which allows the vehicle to be (1 unit)
maneuvered by internal controls up to a Parts: 68 units
long distance each round over smooth Specifications: As ectopic rover, except the
terrain or a well-maintained road, or up external shell of the protected otherspace
to a short distance per round over rough cabin is capable of flight. The ectopic
roads or wild terrain. On extended trips wing can fly over any terrain at a rate of a
on perfectly smooth terrain, it can move very long distance per round and can fly
up to 80 miles (130 km) per hour. After so high that it seems to skim the edges
each ten hours of use, the vehicle must of the night above (though it cannot go
rest in the sun for at least one hour any higher). On extended trips, it can
before it becomes operational again. move up to 80 miles (130 km) per hour.
After each ten hours of use, the vehicle
must rest in the sun for at least one hour
before it becomes operational again.
Depletion and Rift Chance: 1 in 1d20 (check
per week of use)
FIERY TRAVERSER
Minimum Crafting Level: 7
Kind: Vehicle
Iotum: Io (1d6 units); responsive synth (70
units); synthsteel (130 units); apt clay (30
units); amber crystal (10 units); smart
tissue (8 units); monopole (5 units)
Parts: 75 units
Specifications: This plan produces a tower
of metal and synth about 130 feet (40
m) tall and 25 feet (8 m) in diameter
at its base. Up to ten travelers can fit
in a moderately sized pod located at
the top. The tower is capable of lifting
travelers into the void on a pillar of fire
and thunder. As it ascends, sections of
the tower are used up, fall away, and land
84
NUMENERA PLANS
85
about 25 feet (8 m). A massive metallic After each ten hours of use, the vehicle
device—the engine—is mounted on the must rest in the sun for at least one hour
front. The engine spins a metallic blade, before it becomes operational again.
emitting an earsplitting growl when Depletion: 1 in 1d20 (check per instant
operated, but managing to lift a pilot and transfer)
up to one passenger into the air.
The pilot controls the vehicle with levers LAND WHEELER
and foot pedals. The vehicle has to move Minimum Crafting Level: 5
along the ground at least a long distance Kind: Vehicle
in order to take flight or land. Tasks to Iotum: Io (2d6 units); responsive synth
take off and land the vehicle are both (25 units); pliable metal (12 units); apt
hindered by two steps, so specialization clay (2 units); pliable metal (4 units);
in piloting the growling wing is mimetic gel (8 units)
appreciated by the passenger, if any. Parts: 51 units
Once in the air, it can move up to a long Specifications: This plan produces an
distance each round, and it must move enormous vehicle consisting of four
at least a short distance each round to enclosed segments, each about 15
remain airborne; it cannot hover. On feet (5 m) long and 5 feet (2 m) wide,
extended trips, it can move up to 80 supported by synth wheels that are 15 feet
miles (130 km) per hour; however, it can in diameter. The initial segment holds an
fly in this fashion for only about three enclosed compartment for a driver and
hours before it runs out of the special other passengers, and the other segments
fuel it requires, whereupon it must land can be decorated or customized in
and refuel or risk falling out of the sky. whatever fashion the owners desire. The
Depletion: 1 in 1d20 (check per week of use) land wheeler can move through most
kinds of terrain at a short distance each
HOMECOMING VECTOR round. On extended trips, it can move up
Minimum Crafting Level: 6 to 40 miles (65 km) per hour.
Kind: Vehicle After each 28 hours of use, the vehicle must
Iotum: Io (1d6 units); responsive synth rest in the sun for at least one hour
(10 units); pliable metal (3 units); before it becomes operational again.
responsive synth (10 units); quantium Depletion: 1 in 1d20 (check per year of use)
(3 units)
Parts: 64 units MOVING FORTRESS
Treat the moving fortress Specifications: This plan produces an Minimum Crafting Level: 8
as a rank 3 community enclosed vehicle able to carry one driver Kind: Vehicle
if it is fully inhabited.
and up to five other passengers. The Iotum: Io (50 units); responsive synth
vector moves on track wheels and can (100 units); pliable metal (50 units); apt
Rank, page 297 move up to a long distance each round clay (20 units); pliable metal (30 units);
through most terrain. On extended trips, mimetic gel (100 units); protomatter
it can move up to 80 miles (130 km) (4 units); kaon dot (4 units); tamed iron
per hour. Once per day, the driver can (5 units)
Homecoming cause the vehicle to drop a homecoming Parts: 200 units
beacon: level 2 beacon (a device no larger than a thumb Specifications: This plan produces a partly
that adheres to whatever surface it enclosed fortress-like vehicle a very long
lands on). Later, the driver can direct distance across that moves on massive
the vehicle to instantly return to the tank treads. The fortress contains
location where the most recent beacon accommodations for up to about a
was dropped, as long as nothing has hundred people to live indefinitely. Basic
destroyed the beacon in the meantime. materials for food and general needs are
The driver could attempt to return to passively extracted from the environment
other dropped beacons, but the Intellect when the fortress is at rest, but special
task to do so is hindered by three steps. materials (such as iotum, parts, and
86
NUMENERA PLANS
other things required for crafting) must After each ten hours of use, the vehicle
be obtained in the normal fashion folds itself back into a tiny box, which
should residents need such things. must rest in the sun for at least one hour
The moving fortress can be operated to before it becomes operational again.
travel up to a short distance each round Depletion: 1 in 1d100 (check each use)
on flat and rough terrain or half that on
difficult terrain. On extended trips, it can POWERED BOOTS
move up to 25 miles (40 km) per hour Minimum Crafting Level: 3
on flat or rough terrain. The fortress Kind: Vehicle
leaves massive tracks in its wake and can Iotum: Io (1d6 units); responsive synth Responsive synth,
flatten structures of level 3 or less. (6 units); pliable metal (6 units); apt clay page 111
After each ten hours of use, the moving (2 units); azure steel (1 unit) Pliable metal, page 112
fortress must rest in the sun for at least Parts: 26 units
ten hours before it becomes operational Specifications: This plan produces a Apt clay, page 111
again. matched set of elaborate boots with
Azure steel, page 112
Depletion: 1 in 1d20 (check per year of use) wheel-like fixtures on the bottom that
conform to the surface over which
PICO WHEEL they roll. The boots can be operated by
Minimum Crafting Level: 4 someone who makes successful Speed
Kind: Vehicle rolls (difficulty 1) each round. The boots
Iotum: Io (1d6 units); responsive synth can move someone wearing them a long
(5 units); synthsteel (2 units); pliable distance each round as their action, or a
metal (2 units); quantium (1 unit); amber short distance during which the wearer
crystal (5 units) can take some other action, on rough or
Parts: 35 units smooth terrain, including adhering the
Specifications: This plan produces a black wearer to vertical walls as they move.
box small enough to be held in the palm. On extended trips, powered boots can
Upon activation, it unfolds into a tiny move a wearer up to 40 miles (65 km)
enclosed three-wheeled vehicle just large per hour.
enough to carry one passenger inside. After each ten hours of use, powered boots
The rider can use the control surface to must rest in the sun for at least one hour
drive the vehicle up to a long distance before they become operational again.
each round over rough terrain or a very Depletion: 1 in 1d20 (check per month of use)
long distance each round over a smooth
surface, such as a road.
On extended trips, it can move up to 40
miles (65 km) per hour on flat terrain,
or 20 miles (30 km) per hour over rough
terrain.
87
POWERED EXOSKELETON move up to 50 miles (80 km) per hour
Minimum Crafting Level: 4 on flat or rough terrain.
Kind: Vehicle After each ten hours of use, the roving abode
Iotum: Io (2d6 units); responsive synth must rest in the sun for at least one hour
(32 units); pliable metal (4 units); before it becomes operational again.
synthsteel (4 units); mimetic gel (2 units) Depletion: 1 in 1d20 (check per month of use)
Parts: 42 units
Specifications: This plan produces a partly SAILING ABODE
enclosed vehicle that roughly mimics the Minimum Crafting Level: 4
human form, but which is about twice as Kind: Vehicle
large. The operator inside controls the Iotum: Io (2d6 units); responsive synth
vehicle by moving their actual arms and (20 units); pliable metal (12 units); apt
legs, which correspond with the larger clay (4 units); pliable metal (2 units);
exoskeleton’s movements. The powered mimetic gel (10 units)
exoskeleton can move normally or engage Parts: 42 units
in jet-assisted flight for one round every Specifications: As roving abode, except
other round, moving up to a very long this plan produces a vehicle that travels
distance while doing so. Someone across water.
operating a powered exoskeleton can Depletion: 1 in 1d20 (check per month of use)
act normally in most environments into
which they can fit. They also gain +1 SOLO SUBMERSIBLE
Armor. The exoskeleton’s grippers are Minimum Crafting Level: 5
unable to accomplish tasks that require Kind: Vehicle
manual dexterity. The grippers can hold Iotum: Io (2d6 units); responsive synth
a melee weapon, but not operate control (12 units); pliable metal (5 units);
surfaces or use most ranged weapons synthsteel (5 units); mimetic gel
with any sort of accuracy. (3 units); amber crystal (1 unit); smart
Modifications: To add a heavy ranged energy tissue (2 units)
weapon with long-range targeting to Parts: 48 units
the powered exoskeleton, increase the Specifications: This plan produces a silvery
minimum crafting level by 2 and add underwater vehicle just large enough for
3 units of smart tissue and 1 unit of one human operator, which the vehicle
midnight stone. can sustain with air, food, water, and
Depletion: 1 in 1d20 (check per month of use) waste removal for up to a week before
it needs to surface. The submersible
ROVING ABODE moves a long distance underwater
Minimum Crafting Level: 4 each round or up to 50 miles (80 km)
Kind: Vehicle per hour on extended trips. The pilot
Iotum: Io (2d6 units); responsive synth can direct a powerful underwater light
(20 units); pliable metal (10 units); apt up to 200 feet (60 m) to see their
Solo submersible’s clay (2 units); pliable metal (1 unit); surroundings and control an external
external mechanical mimetic gel (3 units) mechanical arm to manipulate the
arm: level 5
Parts: 42 units environment within 20 feet (6 m).
Specifications: This plan produces an Depletion: 1 in 1d100 (check per week of use)
enclosed wheeled vehicle with an
operating compartment in front and a TENDRIL CRAWLER
Tendril crawlers are much larger space in back for sleeping, Minimum Crafting Level: 5
sometimes mistaken for preparing food, and other basic Kind: Vehicle
creatures and attacked
by strangers who fear
requirements for up to ten people to live Iotum: Io (2d6 units); responsive synth
what they describe as in relative comfort. The roving abode can (22 units); bio-circuitry (10 units); pliable
a “root monster.” travel up to a long distance each round metal (10 units); synthsteel (2 units);
on flat and rough terrain or half that on pluripotent mass (10 units); quantium
difficult terrain. On extended trips, it can (3 units); smart tissue (2 units)
88
NUMENERA PLANS
89
CHAPTER 3
CYPHERS
T
he cyphers in this chapter add to the in Numenera Destiny. They offer the same
Cypher dangers,
assortment in Numenera Discovery, cypher dangers for those who surpass
page 272
Numenera Destiny, and other their cypher limit as the cyphers described
Finding and identifying supplements that include cyphers. The in Numenera Discovery, and the rules for
cyphers, page 274 cyphers described here often have some finding, identifying, and using them as well
Using cyphers, page 274 kind of connection to building a community, as their various forms are also consistent
crafting, salvaging, exploration, cooperation, with the introductory material in Numenera
Cypher forms, page 274 communication, and other themes explored Discovery.
90
CYPHERS
91
the other cypher piece endpoint, creating CITY SHROUD
a stable road-like surface between them. Level: 1d6 + 4
The strip swerves around objects, terrain Minimum Crafting Level: 7
features, and structures, but it bridges Usable: Bulky handheld device
ravines and other gaps in the landscape Effect: When activated, the cypher splits into
that are less than 300 feet (90 m) wide. two pieces. If either piece is moved to a
The strip becomes a permanent fixture of location up to 1 mile (1.5 km) away from
the landscape. the other and activated, the area between
them becomes the outermost diameter
CALM CENTER of a sphere of visual distortion. It hides
Level: 1d6 any artificial structures within from
Minimum Crafting Level: 3 anyone viewing the location from outside
Internal: Pill, ingestible liquid the area. The effect lasts for 28 hours.
Wearable: Badge Outside viewers see only a continuation
Effect: The user becomes utterly calm, of the natural landscape around the
seeming to emanate peace and assurance. affected area. The cypher can be used to
Merely being near the user provides a hide a small community, ruins, or some
balm. All creatures in short range can other site, assuming it fits within an area
retry one failed task, attack, or defense roll no more than 1 mile across.
sometime during the next minute.
CLEAN BRIGHT
CHIURGEON ORB Level: 1d6
Level: 1d6 + 1 Minimum Crafting Level: 3
Minimum Crafting Level: 3 Usable: Handheld projector
Usable: Metallic orb Effect: Over the course of the next hour,
Effect: When activated, the chiurgeon orb scrubbing nanobots move across
tumbles away in the direction the user (and into) a nearby structure of up
throws it as if unaffected by gravity, to 5,000 square feet (465 square m).
moving at a rate of an immediate The structure is cleaned and tidied as
distance each round for about a minute. if subject to the expert attention of a
The orb’s surface becomes suffused reliable cleaning service.
with healing nanobots, and as it passes
within 30 feet (6 m) of living creatures, COGNITIVE DEFENDER
they regain points to their Pools (or Level: 1d6
health) equal to the cypher’s level if they Minimum Crafting Level: 3
are hurt. The moving orb bounces off Internal: Pill, ingestible liquid
fixed surfaces, and thus might be set Wearable: Badge
to bounce back and forth across a field Effect: The user gains +3 Armor against
of conflict for the duration of the effect. effects that would inflict Intellect damage
When a minute has passed, the orb for 28 hours. During this same period,
tumbles to the ground, inert. negative mental feelings related to
Rank, page 297 If used during a conflict between ranked anxiety, depression, inability to cope
communities or hordes, the affected with frustrating experiences, feelings of
Community action,
page 305 force regains health equal to one third incapacitating rage, and similar feelings
the cypher’s level (minimum 1) for that are mollified. If any such effects are
community action. hindering the character’s actions, they
are alleviated during this period as well.
Tasks attempting to deal with emotional trauma are eased for up to a month
after a character uses a cognitive defender.
92
CYPHERS
94
CYPHERS
95
INFRASTRUCTURE MENDER
Level: 1d6 + 1
Minimum Crafting Level: 4 Tamed iron in its raw state can be
Usable: Metallic square with silvery tendrils used to quell iron wind storms, but
Effect: The user attaches this cypher to a not in as large an area or for as long.
wall or other structure. On the following
round, it extends its exposed tendrils
into the object, and the tendrils spread IRON TAMER
beneath its surface and into any Level: 1d6 + 4
adjoining inert objects and structures, Minimum Crafting Level: 10 (special crafting
strengthening their integrity, a process requirement includes the addition of a
Iron wind, page 135 that takes about an hour. Once live sample of iron wind)
complete, the effect adds 1 level to all Usable: Bulky device that must be set on the
commonplace structures connected to ground to use
the initial structure within long range Effect: The cypher suppresses an instance
Tamed iron, page 114
and repairs 3 points of damage to the of iron wind up to a long distance across
Community rank, infrastructure of a ranked community. for ten hours, which might be long
page 297 (If a ranked community’s infrastructure enough for the larger storm (if there is
Infrastructure,
isn’t damaged, it gains 3 points of one) to subside.
page 299 infrastructure.)
KAON PRESERVER
Kaon dot, page 113 INSTANT BIOREACTOR Level: 1d6
Level: 1d6 + 4 Minimum Crafting Level: 4 (special crafting
Minimum Crafting Level: 7 requirement includes the addition of 2
Usable: Handheld device units of kaon dots)
Effect: This small device expands into a Usable: Handheld device filled with tiny,
Bioreactor, page 50 bioreactor that fixes itself in place. glowing blue vortices of concentrated
The bioreactor provides an asset to force
Biological, page 13 tasks related to crafting biologicals. Effect: The cypher preserves in perfect stasis
The bioreactor and all its components one object or creature whose level is
are made from a form of shapemetal, equal to or less than the cypher’s level.
Shapemetal, page 185 and the bioreactor is permanent and The stasis lasts for a specified period or
immobile once created. until another kaon preserver—or a raw
unit of kaon dot—is successfully applied
INSTANT FLOOD to break it.
Level: 1d6 + 2
Minimum Crafting Level: 4 LEADERSHIP BUD
Usable: Boxy mechanism with dial Level: 1d6
Effect: When the cypher is activated, Minimum Crafting Level: 2
sterile water begins to pour out of the Usable: Small sphere of flesh and metal
mechanism at a prodigious rate, enough Effect: When applied to a creature’s head,
to fill a low-lying area a long distance the sphere immediately unleashes
across to a depth of about a foot (30 cm) microfilaments that enter the brain. For
within a minute. If collected, the water is the next 28 hours, the bud whispers
potable. The water continues to pour out helpful advice that grants two assets
of the cypher for a number of minutes to any tasks related to persuasion,
equal to the cypher level. If the terrain gaining insight into another creature’s
isn’t conducive to receiving so much true thoughts and feelings, detecting
water, this could create a dangerous falsehoods, and inspiring others. The
Ranked disasters, situation. Treat a flood surge as a ranked bud dries up and falls off after it has
page 309 disaster that persists for about an hour. provided its benefit, leaving only a tiny
The flood’s rank is equal to one third the blemish.
cypher level (minimum rank 1).
96
CYPHERS
97
QUANTIUM BOOST ROAD BUILDER
Level: 1d6 + 1 Level: 1d6 + 4
Minimum Crafting Level: 4 (special crafting Minimum Crafting Level: 7
requirement includes the addition of 3 Usable: Bulky handheld device
units of quantium) Effect: When activated, the cypher splits into
Usable: Device filled with glittering points of two pieces. If either piece is moved to a
light with attached handle and control location up to 10 miles (16 km) away and
Effect: The cypher moves the user forward activated, a wave of nanobots sweeps
in time about a minute. For the user, no out from the activated piece, moving at
time passes, but for everyone else, the a rate of 1 mile (1.5 km) per hour. In the
user is simply gone for about a minute. wave’s wake is left a strip of solid grey
stonelike material 10 feet (3 m) wide and
RALLY BEACON 1 foot (30 cm) thick. Eventually the wave
Level: 1d6 + 1 and the strip behind it connects to the
Minimum Crafting Level: 5 other cypher piece endpoint, creating a
Usable: Bulky backpack-like device with a stable road-like surface between them.
mast rising about a foot (30 cm) Tunnels with a navigable space 30 feet
Effect: The cypher grants all creatures within (9 m) high are created through natural
short range at the time of activation +1 to and artificial barriers, and bridge-like
Speed Effort and +1 Armor for one hour. struts are extended to support the strip
If used as part of a conflict against a over ravines and other gaps. The strip
Community rank, ranked community or horde, the affected swerves around objects and structures of
page 297 combat force has +1 Armor during that level 4 and higher. The strip becomes a
Horde, page 313
community action. permanent fixture of the landscape.
98
CYPHERS
STRUCTURAL REINFORCER
Level: 1d6 + 2
Minimum Crafting Level: 6 (special crafting
requirement includes the addition of 2
units of smart tissue) Smart tissue, page 113
Usable: Bulky backpack-like device with a
connected tube
Effect: When sprayed on a structure in
immediate range, skin-like material
reinforces the structure up to a short
distance on a side, increasing its level by
1 per cypher level. Additional uses of this
type of cypher on the structure provide
no additional benefit.
99
CHAPTER 4
ARTIFACTS
T
he artifacts in this chapter add to the the same as for the artifacts presented here.
Artifact quirks,
page 290
assortment presented in Numenera The artifacts here may also possess quirks.
Discovery, Numenera Destiny, and
other supplements that include artifacts.
The artifacts described here often have MINIMUM CRAFTING LEVEL
some kind of connection to building a When characters find artifacts while
community, crafting, salvaging, exploration, exploring ruins of the prior worlds and in
cooperation, communication, and other related encounters, they usually fall within
themes explored in Numenera Destiny. the level indicated. However, characters
Although artifacts are sometimes more using the crafting system in Numenera
Minimum crafting straightforward in actual use, they are Destiny can also try to craft these items if
level, page 135
incomprehensible devices to most, and even they have the appropriate numenera plan.
people who craft them using plans don’t The minimum crafting level entry in each
fully understand how they do what they do. artifact in this chapter indicates the lowest
Finding, identifying, The methods for finding, identifying, and level at which a PC crafter can try to craft it.
and using artifacts, using artifacts from Numenera Discovery are
page 289
ARTIFACT LIST
d100 Artifact 48–50 Machine stimulator
01–03 Augmentation heptagon 51–52 Margr repulsor
04–05 Backpack guardian 53–55 Melding projector
06–08 Blurred vista 56–57 Memory extractor
09–10 Cloak of unrest 58–60 Operon reservoir
11–13 Detextilizer 61–62 Perception extender
14–15 Devitilizer 63–65 Portable feast
16–18 Empath’s lenses 66–67 Portable trebuchet
19–20 Exequy 68–70 Prevarication exponent
21–23 Eye-eating loop 71–72 Sacrilock
24–25 Eyepiece of understanding 73–75 Shadowpath blade
26–28 Flood ward 76–77 Soothing perimeter
29–30 Force impaler 78–80 Stellar loop
31–33 Golden aura 81–82 Tectonic emitter
34–35 Gourmand’s lenses 83–85 Teeth of the horde
36–38 Gravitevator 86–88 Temporal quickener
39–40 Horde replicator 89–91 Timeslip duplicator
41–42 Illusory vista 92–94 Transposing visor
43–45 Image projector 95–97 Viscous fogger
46–47 Instability inducer 98–00 Water adapter
100
ARTIFACTS
Depletion: 1 in 1d20
101
BACKPACK GUARDIAN reactions, and less willing to forgive and
If a cloak of unrest is Level: 1d6 forget slights. To most creatures, it’s
used for several days Minimum Crafting Level: 4 not immediately obvious that the cloak
in a row in the same
community, civil unrest
Form: Heavy pack-like device composed of is the source of their unrest. Tasks to
is certain, which could metal and synth components stem violence, promote peace, and reach
eventually lead to citizen- Effect: The device unfolds itself into a compromise in the affected community
against-citizen violence. human-sized level 3 automaton for about are hindered.
an hour. The automaton follows the user, Depletion: 1 in 1d20
and if the user is physically threatened
Rachid, page 210
with violence, it provides an asset to the DETEXTILIZER
user’s Speed defense rolls. (Treat the Level: 1d6 + 2
automaton as a follower with only one Minimum Crafting Level: 5
modification, which is Speed defense.) Form: Handheld device with multiple prong-
Depletion: 1 in 1d20 like extensions
Effect: Commonplace clothing worn by a
BLURRED VISTA creature within long range dissipates in a
Followers, page 17 Level: 1d6 + 3 puff of dust if its level is equal to or less
Minimum Crafting Level: 6 than this artifact’s level. Creatures must
Form: Box with several controls and handles be successfully targeted by the artifact
Effect: The area within long range of the box for the effect to function.
becomes hazed for about an hour. The Depletion: 1 in 1d20
effect moves with and stays centered
on the artifact for that period. Creatures DEVITILIZER
within the area are unaffected, but tasks Level: 1d6 + 1
related to noticing the movements of Minimum Crafting Level: 5
those within the area by those outside Form: Helmet, harness, gloves, and boots
the area are hindered. (However, the all connected by translucent synth tubing
overall hazed area is obvious once Effect: To activate, the user must put on the
noticed.) If the use is coordinated with equipment, which causes their fluids to
a ranked horde, the horde is treated as drain rapidly from their body over the
if a stealthy horde for that community course of one minute, leaving behind a
action, in addition to any other benefits leathery, doll-like inert object. A human-
Rank, page 297 it might possess. (When a stealthy horde sized user leaves behind a dried doll
first attacks, it gets a free one-sided that is about 1 foot (30 cm) tall and
Stealthy horde,
community action in which it inflicts weighs only a few pounds. The user is in
page 315
damage on its opponent and is not stasis and remains so indefinitely until
Community actions, simultaneously attacked in return.) submerged in water, at which time they
page 305 Depletion: 1 in 1d20 are resuscitated over the course of one
Ranked disasters, minute. While desiccated, the doll-like
page 309 CLOAK OF UNREST form of the user has +2 to Armor.
Level: 1d6 + 2 Depletion: 1 in 1d00
Minimum Crafting Level: 5
A devitilizer may provide Form: Multilayered cloak of various
bad dreams to a user, materials that seem to clash and
but some have found
it an ideal way to store
contrast in a disharmonizing way The community of Rachid arms
excess population during Effect: This cloak is woven of smart fibers some of its patrols with a detextilizer
mass migrations or while and studded with small psychic emitters as a way to nonviolently end
a ranked disaster has designed to engender disharmony in
restricted resources to the conflicts within the city.
extent that the people living creatures in the area. When the
might otherwise starve. cloak is activated for periods of up to
one hour, creatures within short range
who can see the wearer become more
disagreeable, more prone to angry
102
ARTIFACTS
103
FLOOD WARD GOLDEN AURA
Level: 1d6 + 3 Level: 1d6 + 1
Minimum Crafting Level: 6 Minimum Crafting Level: 3
Form: Six-foot (2 m) tall collapsible metal Form: Surplice-like cloak with bulky
tripod with a central tube that extends a embedded devices
spike into the earth when deployed Effect: The wearer can trigger the cloak as an
Effect: It takes two rounds to assemble action. On subsequent rounds, the cloak
and set up this device. Once set up, it radiates a calming golden glow for about
requires an action to activate and then ten hours that provides dim light within
another round for the powered internal short range. Characters within the glow
spike to penetrate the ground. (The add 1 to recovery rolls made in the light,
spike can penetrate any surface whose and they have an asset on tasks related
level is less than or equal to its own, but to persuasion, pleasant interaction, and
it cannot penetrate force fields.) When Intellect defense.
Rank, page 297 activated, this device repels cohesive If deployed in a ranked community or horde,
volumes of fluid in excess of about 1,000 the rank is increased by 1 for community
gallons (3,800 l) for 28 hours. The fluid actions related to diplomacy, easing
is pushed to the perimeter of a very social disquiet, and so on.
long distance in diameter, effectively Depletion: 1 in 1d20
making the area proof from floods for a
day. Smaller cohesive volumes are not GOURMAND’S LENSES
repelled. Level: 1d6
Tasks to persuade If deployed to protect from a ranked flood or Minimum Crafting Level: 2
diners who have just similar threat, the rank of that threat is Form: Thick lenses built on a device worn on
eaten a fantastic meal
prepared by someone
decreased by 3. the upper face and eyes
wearing gourmand’s Depletion: 1 in 1d10 Effect: Informative images formed on the
lenses gain an asset. inner lenses help the user to identify
FORCE IMPALER palatable ingredients, suggest interesting
Level: 1d6 + 2 gastronomic pairings, and access a
Minimum Crafting Level: 5 catalog of recipes for about 28 hours
Form: Handheld device with a cone-like per activation. The meals the wearer
projection makes while the device is active are
Effect: The artifact collapses a force field in generally considered to be amazing feats
a manner designed to inflict damage on of culinary accomplishment. If actively
creatures sheltering on the opposite side deployed on behalf of a community for
of a force wall or inside a force dome. one day, the community’s rank is +1 for
The device can target a force field within purposes related to overcoming food
immediate range and collapse fields shortages, famine, and similar ranked
whose level is equal to or less than this disasters for that day.
artifact’s level. If successful, all creatures Depletion: 1 in 1d20
on the opposite side of (or inside) the
force field and within short range of the GRAVITEVATOR
field perimeter take damage equal to Level: 1d6 + 1
the level of the field just collapsed. If Minimum Crafting Level: 3
used against a ranked community that Form: Heavy pack-like device composed of
gains some benefit from force fields, the metal and synth components
specific benefit provided by that field is Effect: The device unfolds itself into a fixed
Community actions, removed during that community action. platform about 3 feet (1 m) on a side for
page 305 Depletion: 1 in 1d20 about an hour. Thereafter, any user who
steps onto the platform can trigger the
device to lift them with invisible hands of
gravity to any stated height, up to a long
distance above the pad. If the artifact
104
ARTIFACTS
105
INSTABILITY INDUCER MARGR REPULSOR
Level: 1d6 + 2 Level: 1d6
Minimum Crafting Level: 5 Minimum Crafting Level: 4
Form: Handheld device with three rod-like Form: Six-foot (2 m) tall collapsible metal
projections tripod with a clarion-like cone extension
Effect: When the device is activated, an on top
object (or a portion of a large structure Effect: It takes two rounds to assemble
up to an immediate distance in and set up this device. Once set up, it
diameter) within long range begins to requires an action to activate. When
vibrate and buzz for about an hour. If activated, this device sends out an
the object is soundly struck during this audible signal for about an hour in a very
period, it detonates and inflicts damage long radius that most creatures hear as
equal to this artifact’s level on everything an annoying, low-pitched whine but that
within immediate range (and is itself margr hear as a horrific, overwhelming
destroyed). scream that makes them want to flee.
If the device is used continuously for about If deployed to protect from a ranked horde
an hour against a defensive structure in of margr, the conflict is delayed for at
a ranked community, 3 additional points least one hour, if not entirely avoided,
of damage are dealt to the community’s unless the margr manage to disable the
Infrastructure, infrastructure if it takes damage during device or devise a long-term method to
page 299 that community action. However, this stop up their ears.
Community actions, use automatically depletes the artifact. Depletion: 1 in 1d6
page 305 Depletion: 1 in 1d10 or automatic
MELDING PROJECTOR
MACHINE STIMULATOR Level: 1d6
Level: 1d6 + 3 Minimum Crafting Level: 3
Minimum Crafting Level: 6 Form: Handheld device that always hums
Machine stimulators and Form: Fifteen-foot (5 m) tall collapsible Effect: The device emits a subtle bonding
similar artifacts normally tripod with a large directional crystal dish influence in a very long radius that
don’t affect biologicals.
at the top and a control box in the center causes all surfaces in contact with other
Effect: It takes two rounds to assemble and surfaces to bond together for about an
Biological creations, set up this device. Once set up, it takes hour. The bond can be broken with a
page 14 an action to activate. When activated, successful Might task with a difficulty
this device can affect an area up to a very equal to the melding projector’s level.
long distance across that is up to 2 miles If used on defensive structures in a
(3 km) away that the tripod has direct ranked community, add 3 points to its
line of sight to. Within the affected area, infrastructure during that community
energy-using devices whose level is less action.
than or equal to the artifact’s level act If deployed against a ranked horde,
as if 1 level higher for one hour. Thus, confusion grows as the combatants
installations, artifacts, and many cyphers realize they can’t put down their
become more capable for the duration. weapons, open their eyes if they
Rank, page 297 If deployed within a ranked community or happened to blink when the artifact was
horde that gains a benefit to its rank used, fire ranged weapons effectively, or
from artifacts, cyphers, installations, and even move because their feet are stuck
so on, the community’s rank is treated as to the ground. This confusion decreases
if 1 higher for one hour. the horde’s rank by 3 for that community
Depletion: 1 in 1d6 action.
Depletion: 1 in 1d6
106
ARTIFACTS
107
PREVARICATION EXPONENT SHADOWPATH BLADE
A shadowpath blade Level: 1d6 + 1 Level: 1d6 + 2
falls into the category of Minimum Crafting Level: 3 Minimum Crafting Level: 5
otherspace devices, and
as such, it may incur a rift
Wearable: Helm with a rotating cone-shaped Form: Medium-length sword
result when it depletes. projection Effect: This sword is made from an
Effect: The wearer can trigger the helm as extension of a flaw in the dimension held
Otherspace creations, an action. On subsequent rounds, the open by a power source in the hilt. As
page 16 helm exerts a subtle psychic influence such, the cutting “edge” is actually the
Rift, page 17 that induces creatures within long range thin edge of another dimension, giving it
to lie rather than speak the truth on any nearly unequaled sharpness. The blade
given topic. Lies are usually the opposite inflicts 2 additional points of damage.
of the truth. Attempts to tell the literal This use does not require a depletion
truth require a successful Intellect task roll.
on the part of each creature in range. If The blade can also be used to form a portal,
a creature successfully tells the truth in which allows the user to travel from their
one instance, all additional attempts it current location to someplace else where
makes to do so are eased by three steps. they previously used this artifact ability
The helm’s effect lasts for about an hour. (or to a place that a previous owner used
If deployed in a ranked community or horde, it) through an artificial otherspace realm
the rank is decreased by 1 for community that connects these paths. The travel
actions related to diplomacy, easing takes one action, and this use requires a
social disquiet, and so on. depletion roll. Upon depletion, the sword
Depletion: 1 in 1d20 loses its ability both to allow travel and
to function as a weapon.
SACRILOCK Depletion: 1 in 1d20
Level: 1d6 + 1
Minimum Crafting Level: 5 SOOTHING PERIMETER
Form: Handheld device with extensions Level: 1d6 + 2
pointing toward and away from user Minimum Crafting Level: 5
Effect: Intense beam of focused psychic Form: Metallic wire on a spindle that can be
energy inflicts a number of points of rolled out to surround an area up to a
Intellect damage equal to the artifact very long distance in diameter
level, plus 1 additional point of damage Effect: It takes several minutes to deploy
for each point the wielder spends from the wire, or longer if the user tries to
their Intellect Pool. The user doesn’t do it without being obvious. Thereafter,
Rank, page 297 choose the number of points spent; all creatures in the surrounded area
instead, roll a d6 to determine the feel a soothing sense of calm for up to
number. The wielder may apply their 28 hours. Becoming angry or violent
Intellect Edge toward this cost. requires a successful Intellect roll with
Navarene, page 137
Depletion: 1 in 1d20 a difficulty equal to the level of the
artifact. If the wire is severed during this
period, all creatures in the area suffer
1 point of Intellect damage (ignores
Armor). If deployed to surround a ranked
The arkus Keteros famously gave a sacrilock as a gift to
community or horde, conflict between
Queen Armalu of Navarene. As he later explained, the it and another community or horde
gift was meant to convey the lesson that violence done to becomes almost impossible for one day.
others is violence done to oneself. Depletion: 1 in 1d20
108
ARTIFACTS
109
TIMESLIP DUPLICATOR TRANSPOSING VISOR
Duplicates from a Level: 1d6 + 3 Level: 1d6
parallel timeline often Minimum Crafting Level: 7 Minimum Crafting Level: 3
have minor differences
in dress and style, but
Form: Bulky metallic harness with many Form: Synth helm with transparent eyepiece
they are generally similar dials and switches Effect: The user swaps position with a target
in outlook to the prime Effect: For up to one hour, the user is joined of roughly similar size that the user can
creature and wish to help by four duplicates of the user from see within very long range.
it. However, exceptions
are possible, and four parallel timelines. The duplicates Depletion: 1 in 1d20
enmity could develop. look and act similar to the user, but
they take their direction from the user VISCOUS FOGGER
If the user of a and act as level 3 followers. (A level 3 Level: 1d6 + 2
transposing visor follower usually has three modifications Minimum Crafting Level: 5
identifies an attacking
horde’s leader (assuming
that can benefit the subject they follow. Form: Large backpack-sized device with a
there is one), trading In this case, a duplicate can ease the metallic wand connected with hoses and
places might be a way user’s attacks, Speed defense rolls, and wires
to cause the horde one non-combat skill that the user is Effect: When activated, the viscous fogger
to disperse, though
obviously at the cost trained or specialized in.) The duplicates produces a prodigious amount of
of immediate personal usually do not have access to any special bluish-grey fog, which emerges in a
danger to the user. abilities or equipment possessed by stream that fills an area a short distance
the user. At the end of the hour, all the across (and up to a long distance away)
duplicates (wherever they are, living or within a round. On the following round,
Followers, page 17 dead) merge with the user, who gains the fog solidifies into a mass of sticky
their memories. strands that entangle targets in the area.
Community action,
page 305 Depletion: 1 in 1d10 Entangled victims can’t move or take
actions that require movement. Targets
remain caught until they escape.
If deployed against a ranked community or
horde, the target’s rank is reduced by 1
during that community action and the
viscous fogger is automatically depleted.
Depletion: 1 in 1d10 or automatic
WATER ADAPTER
Level: 1d6 + 3
Minimum Crafting Level: 6
Form: Streamlined pack-like device of metal
and synth components
Effect: When used in water, all creatures
within long range that normally breathe
only air can also breathe water for about
an hour. The effect moves with and stays
centered on the artifact for that period.
Rank, page 297 If the use is coordinated with a ranked
horde, the horde is treated as an aquatic
Aquatic horde,
page 314
horde for that community action, in
addition to any other benefits the horde
might possess. (An aquatic horde can
attack communities and other hordes
that are otherwise difficult or impossible
to reach, on account of being located
beneath the waves or using the water as
a defensive feature.)
Depletion: 1 in 1d20
110
PART 2:
COMMUNITY
RESOURCES
EXPANDING COMMUNITY
OPTIONS
N
umenera Destiny introduces many FURTHER LONG-TERM
new concepts to the game— PLAY OPPORTUNITIES
Long-term play, salvaging, crafting, followers, The long-term play activities in Numenera
page 324 long-term play, and more. This part of Destiny are only a small set of possibilities
Building Tomorrow gives additional options for PCs acting in a community. Chapter
Chapter 8: Further for using these concepts in a campaign, and 8 presents many more options—some
Long-Term Play new twists for GMs to use with players— altruistic, some selfish, and some that
Opportunities, page 146
and PCs—who think they know all there improve a follower’s ability to help a
is to learn about the Ninth World and the community while the PCs are exploring or
numenera. otherwise occupied.
112
ADDITIONAL SALVAGE OPTIONS
CHAPTER 6
ADDITIONAL SALVAGE
OPTIONS
N
umenera Destiny introduces the for the available salvage, they can skip the
concept of iotum—the building Iotum Result Table and just use the relevant
blocks PCs can use to build Random Iotum table. For example, if the
cyphers, artifacts, and installations—and PCs are salvaging a level 3 structure, there
gives examples of many kinds of common is no way to get iotum of level 4 or higher
iotum and their various forms. However, from it, so the GM can simply roll on the
the Ninth World was the home of many Random Iotum Level 1–3 table to see what is
ancient civilizations, some of which came salvaged.
from other planets or dimensions and used The GM should always keep in mind that
many other kinds of iotum. Some of them iotum are strange, exotic materials that can
have strange forms or organic origins, or be found in radically different forms. Mixing
they duplicate the abilities of other special up the iotum and their forms found in a ruin
materials. In this chapter, we’ll detail other or salvageable creature helps maintain the
kinds of iotum, their uses, and how they weirdness of the Numenera setting. Even
compare to the kinds in Destiny. something as simple as finding a new io
The kinds of iotum described in this variant that looks like thumb-sized organic
chapter aren’t unique to a particular nodules or a type of amber crystal that looks Amber crystal, page 112
location, and it is possible to mix and match like purple coral makes a salvaged area feel
Responsive synth,
iotum from different sources or sites. A new and different. page 111
derelict installation in Navarene might be
a popular spot for salvaging responsive Enthait, page 203
synth and optogenetic muscle, but PCs
might salvage those same iotum from a
mutant beast wandering the wastes outside
Navarene, page 137
Enthait. Of course, the GM can decide
that certain kinds of iotum are unique to
a particular location—perhaps the site of Optogenetic
an extradimensional excursion, a colony muscle, page 118
of extraterrestrials who never got the
opportunity to spread outside of a small
area, or the corpse of a specific genetically
enhanced beast.
This book adds many new kinds of
iotum to the kinds that PCs can salvage.
To randomly determine what iotum is
salvaged, roll on this chapter’s Iotum Result Iotum Result
Table, which includes all the iotum from Table, page 115
Numenera Destiny and new ones from this
book. Then roll on the appropriate Random
Iotum Table for the indicated level range. If
the GM knows there is a limited level range
113
OTHER USES FOR IOTUM
Many kinds of iotum can be used in place of other iotum for crafting, and some have
cypher-like uses outside of crafting. You can find details in the iotum descriptions in this
book and in Numenera Destiny. This table summarizes them for easy reference.
114
ADDITIONAL SALVAGE OPTIONS
115
RANDOM IOTUM LEVEL 4-6
d100 Iotum Level Units Salvaged Value per Unit
1–8 Metabolic vesicle 3 1d6 10 io
9–16 Allophene nodule 4 1d6 10 io
17–26 Bio-circuitry 4 1d6 10 io
27–36 Synthsteel 4 1d6 10 io
37–46 Pliable metal 4 1d6 10 io
47–52 Orthogonalium fiber 4 1d6 20 io
53–62 Azure steel 5 1d6 20 io
63–66 Fecundity matrix 5 1d6 20 io
67–75 Mimetic gel 5 1d6 20 io
76–80 Pluripotent mass 5 1d6 20 io
81–86 Quantium 5 1d6 20 io
87–91 Amber crystal 6 1d6 30 io
92–94 Hyperfrustrum
compressor 6 1d6 30 io
95–96 Protomatter* 6 1 60 io
97–100 Thaum dust 6 1d6 30 io
* Protomatter can’t be salvaged from cyphers, artifacts, automatons or other objects, scrap,
or ruins of the numenera that are smaller than 40 feet (12 m) on a side because 1 unit of
protomatter is almost that massive (unless some sort of extradimensional space to house
the protomatter is involved). If this result occurs in relation to a source that’s too small,
thaum dust is salvaged instead.
116
ADDITIONAL SALVAGE OPTIONS
117
A creature that that is passive toward creatures with a Optogenetic muscle: These striated red
consumes brains (such particular scent, or a beast that returns and white fibers are dotted with nerve
as a syzygid instructor)
might accept units of
to its nest when it hears a set of musical connections and usually stretched across
cognitive weave as a tones. Additional units of cognitive weave a metal frame, or they might be tightly
gift or bribe, although can create a smarter beast (up to about coiled within a glass tube or embedded on
the iotum is inferior to the intelligence level of a seskii), but a a rudimentary synth skeleton. Their primary
actual brains and the
creature might instead crafter who wants to build something use is giving mobility and strength to a
be insulted by the offer. with near-human intelligence and actual creature’s limbs, but they can also provide
understanding of a language should include necessary functions to hearts and other
Syzygid instructor: neurofilament plexus. internal organs. The nerve connections
level 5; making mental Two units of cognitive weave can be used respond to light in their storage form,
attacks, resisting mental
attacks, and resisting
for crafting in place of 1 unit of bio-circuitry, allowing the crafter to test and optimize
deception as level 7; most but doing so hinders the crafting subtasks their connections, but they are easily
knowledge skills as level (in addition to the normal hindrance for adapted in the growing process to work in
8; health 20; Armor 2; substituting iotum). response to chemical or electrical signals in
mentally generated ray
of force deals 5 points One unit of cognitive weave provides an the project’s final form.
of damage; for more asset for a healing task involving Intellect Optogenetic muscle can temporarily
details, see Ninth World damage, damage to the brain or the nervous augment a creature’s strength. Stitching
Bestiary 2, page 157
system, or reviving an unconscious creature. 4 units to a human-sized creature is a
It adds +3 to a recovery roll to heal Intellect difficulty 4 healing task that increases the
damage. When used as part of training a creature’s Might Edge by 1 for one hour.
Seskii, page 252
beast, it reduces the training time to about One unit provides an asset for a healing
one-third the normal amount. Any of these task involving muscles, paralysis, or other
uses consumes the iotum. injuries related to muscles or Might, or adds
One Unit: About 2 pounds (1 kg) +3 to a recovery roll to heal Might damage.
Any of these uses consumes the iotum.
Mother marrow: This sturdy type of tissue is One Unit: About 6 pounds (3 kg)
normally stored as a vivid red or green paste
sandwiched between layers of beige or grey Metabolic vesicle: This iotum is normally
synth, but it’s just as likely to be discovered preserved as a pillow-like mass of thin layers
as finger-length microporous ovoids or rigid of specialized cells wrapped in a protective
tubes filled with a chilled slurry of organic waxy coating, but it’s also commonly
cells and a pungent nutritious growing found as a hard synth matrix containing
medium. Mother marrow is used to build dozens of pockets of enzymes and other
bones, carapaces, and other hard internal chemicals. An organic creature, artifact,
and external structures. Like a pluripotent
mass, it has self-replicating capabilities.
Mother marrow adapts to the presence of
mature endo- and exoskeletal material, sealing
and repairing broken bones, cracked chitin
(such as insect shells), and similar materials.
One unit of it heals a large broken bone (such
as a femur) or multiple small broken bones
(such as a fracture) in one hour. It can be
applied to flesh, hardening over the course
of about a minute into a smooth carapace
(segmented at the creature’s joints for
flexibility) and providing +1 Armor for one
hour, but hindering all Speed tasks for that
time. After one hour, mother marrow used to
make a carapace dies and crumbles away. Any
of these uses consumes the iotum.
One Unit: About 2 pounds (1 kg)
118
ADDITIONAL SALVAGE OPTIONS
even synth), and the process neutralizes crafting a broken hound might give the
any poisons, diseases, and contaminants in creature external gill-like growths for filtering An allophene nodule
it. One unit provides an asset for treating poisons from the air. An environment with is just as effective at
treating damage from
diseases, poisons, radiation damage, multiple extreme factors, such as a lunar an open flame as it is at
and injuries from similar contaminants. ruin with no atmosphere and deadly levels treating ambient heat
Attaching 1 unit to a creature is a difficulty of radiation, requires crafting with 1 unit of damage. Likewise for
4 healing task that provides an asset on allophene nodules per factor. other damaging effects
that are immediate and
all defense tasks against these attacks for One unit of allophene nodules is an localized versions of
28 hours. Any of these uses consumes the asset for treating most kinds of damage environmental damage.
iotum. or conditions resulting from an extreme
One Unit: About 4 pounds (2 kg) environment, or adds +3 to a recovery roll to
heal damage from these sources. Attaching
Allophene nodule: Most commonly found 1 unit to a creature is a difficulty 3 healing
as a narrow-aperture synth torus with a task that adapts the creature to the local
pumping and filtering mechanism, an extreme environment for the next hour,
allophene nodule monitors and alters a often causing disfiguring (but temporary)
creature’s cells to enhance its survival physical changes as part of this adaptation.
in a specific extreme environment. Any of these uses consumes the iotum.
When included as part of crafting, the One Unit: About 1 pound (450 g)
nodule is primed to adapt for a particular
environment, such as extreme heat, Orthogonalium fiber: This flexible synth
extreme cold, high radiation, poisonous conduit is about as tall as an adult human
contaminants, underwater, vacuum, high and filled with hairy gold and red threads that
pressure, high altitude, and so on, and the bleed safe but noticeable levels of heat or
resulting living construct is able to function cold depending on energy interference from
normally in that sort of environment, nearby dimensions. When used as part of
often with secondary effects that alter its crafting (especially on the outer surface of a
119
vehicle or structure), it stabilizes the project’s (like fish), an internally fertilized egg that is
dimensional and temporal presence like a expelled (like reptiles, birds, and flowering
shock absorber, making it resistant to being plants), an internally fertilized and gestated
knocked off course or expelled from its embryo (like mammals), or something
intended dimensional location. stranger like a parasitic implantation or
One unit of orthogonalium fiber can be externally developing marsupial embryo.
used as a level 4 restraint for a human-sized Reproduction for a biomechanical creature
Raster, page 248 creature capable of going out of phase such as a raster usually includes biological
or shifting to another dimension. Each and machine parts that work together for
additional unit used adds +1 to the level this purpose.
of the restraint. The restraints have a Many factors relating to maturation
depletion of 1 in 1d10 (check each round for of the offspring are determined by other
the entire set of fibers used). Each time a iotum included in the crafting process,
bound creature attempts to leave its current and most Ninth World people have little
dimension, the fibers inflict 1 point of cold understanding about how to alter these
Ravage bear, page 249 or heat damage per unit used as a restraint. parameters. For example, a crafted ravage
One Unit: About 10 pounds (5 kg) bear might normally gestate its young
for about 200 days before birthing two to
Fecundity matrix: This starfish-like synth three cubs, and experimentation with the
Biological reproduction assembly contains pockets of specialized crafting process might change that to 150
always includes a chance cells and hormones that bind to other living or 250 days and more or fewer cubs, but the
for mutations and errors.
A crafted creature that is
tissue to form organs capable of facilitating outcome is largely due to chance. Likewise,
under its creator’s control sexual or asexual reproduction. With it, it would be difficult to change a crafted
might have offspring the creature can create smaller versions of ravage bear’s reproduction so it laid eggs
that need to be tamed. itself that grow to full size in the manner instead of bearing live young.
of most living things. The methods of this Using 1 unit of fecundity matrix can
reproduction depend on the creature’s other automatically remove or transplant a fist-sized
Gallen, page 141 biological tissue and triggering chemicals egg, fetus, or implanted parasite from a
used during the initial crafting process. They willing creature (more units allow larger
Aneen, page 225
could include an externally fertilized egg specimens), keeping it alive for 28 hours
before it needs to be implanted somewhere
else. In theory, 1 or more units of fecundity
matrix could be implanted in a living
creature, allowing it to gestate the offspring
of an entirely different species, although
odds are better if the creatures are somewhat
similar (getting a gallen to safely gestate a
fetal aneen might be difficulty 3, whereas
getting it to gestate a fetal human might
be difficulty 6). A fecundity matrix used as
an additional component of a crafting task
doubles the reproduction chance.
One Unit: About 2 pounds (1 kg)
120
ADDITIONAL SALVAGE OPTIONS
121
CHAPTER 7
NONHUMAN FOLLOWERS
T
he rules for followers assume that any followers. This assortment is limited to
Follower, page 17 followers a PC acquires are human, creatures of level 1 through 5 (as it’s unlikely
or close enough to human that their for even a high-tier character to acquire a
exact species doesn’t matter. However, it is follower of level 6 or higher). It includes
possible for the PCs to gain a follower who is creatures that could reasonably be chosen
Abhuman, page 13 not human—perhaps an abhuman, visitant, as a follower, based on their intelligence and
Visitant, page 394 or some other intelligent creature who has motivation, and it omits mindless creatures,
an interest in working with the PC or an those that can’t or won’t communicate with
Margr, page 240
associated community. For the most part, the PC, and so on. It includes creatures like
Disassembler, page 233 these nonhuman followers work just like a abhumans (despite their rejection and hatred
Comprehension graft, human follower would: they have a level and of humanity), machines that normally act
page 277 one or more tasks they can help with. erratically (but perhaps can be repaired), and
Culova, page 231 Creatures described in other Numenera creatures of at least animal intelligence. The
books are presented here as nonhuman explanation to why such a creature might
agree to follow a human PC is up for the GM
UNDERSTANDING THE LISTINGS and player to work out (perhaps the PCs saved
Minimum Level: This is the minimum follower level a PC must be a margr’s life, reprogrammed a disassembler
able to gain if they want to select this kind of creature as a follower. so it follows orders, used a comprehension
For example, culovas are level 4, so a PC can’t choose a culova as a graft on an animal so it understands a human
follower unless they are able to select a level 4 follower. language, or something similar).
XP Cost: This is the XP cost the PC must spend to choose Nonhuman followers can gain levels
this creature as a follower. This entry is omitted if the follower just like human followers, usually when
doesn’t have an XP cost. the PC gains a new type or focus ability
that increases a follower’s level. This level
Modifications: This is a list of modifications the follower starts increase should affect all level-based abilities
play with, based on tasks that kind of creature is good at. For the creature has, increasing their effective
example, culovas are level 6 for climbing and stealth, so a
levels by the same amount. For example, a
culova follower’s modifications include climbing and stealth.
culova is a level 4 creature that moves with
A nonhuman follower’s modifications may include attacks
and defenses, but (like a human follower) the nonhuman stealth and climbs as a level 6 creature. If a
follower can’t have those modifications unless it is level 3 or culova follower gains a level, it becomes a
higher. The GM is free to alter these starting modifications for level 5 creature that moves with stealth and
specific nonhuman followers of that type. For example, a margr climbs as a level 7 creature. In most cases,
follower’s modifications are climbing and resisting trickery and this level change doesn’t affect what the
lies, but the GM may decide that a specific margr interested in creature can do as a follower (the culova can
becoming a follower has climbing and stealth as modifications. help on stealth and climbing tasks whether
If a nonhuman follower gains a level, the PC can decide what its own level for those tasks is 6 or 7), but
the follower’s new modification is. it might be important if the follower has to
Reference: The Numenera book and page number where you act on its own as an NPC (such as sneaking
can find the creature’s full stats. (Note: You don’t need to past a level 6 guard). Of course, just as with
have these supplements to use the creature as a follower; the a human follower, increasing a nonhuman
reference is just for additional, optional information.) follower’s level means it gains a new skill
modification.
122
NONHUMAN FOLLOWERS
NONHUMAN FOLLOWERS
Minimum
Creature Level Modifications Reference
Aneen 3 Balancing, jumping, defense Discovery, 225
Anhedon 4 Attacks, defense, jumping, understanding
numenera Destiny, 253
Avatrol 4 Attacks, defenses, hunting, perception Ninth World Bestiary, 22
Balikna 4 Attacks, defenses, perception, stealth Ninth World Bestiary, 23
Blacktusk 4 Attacks, defenses, hunting, perception Ninth World Bestiary 2, 28
Blood barm 3 Attacks, defense, foraging Discovery, 226
Braguon 2 Perception, stealth Ninth World Guidebook, 225
Brendril 1 Perception Ninth World Bestiary, 29
Broken hound 2 Attacks, defense, perception Discovery, 226
Calramite 4 Attacks, crafting numenera, defenses,
understanding numenera Into the Night, 26
Calyptor 3 Attacks, defenses, musical performance, Ninth World Bestiary, 27
perception
Caprimag 3 Attacks, defenses, perception Ninth World Bestiary 2, 31
Cave qui 4 Attacks, defenses, negotiation, persuasion Ninth World Bestiary, 28
Chirog 4 Attacks, breaking objects, climbing, defense Discovery, 229
Coccitan 3 Attacks, defenses, perception, stealth Ninth World Bestiary, 32
Colchin 4 Attacks, crafting commonplace objects, defenses,
fungi knowledge Jade Colossus, 133
Colostran 3 Adaptation, attacks, defenses Jade Colossus, 132
Conundary 4 Attacks, crafting (installations and structures),
defense, stealth Destiny, 257
Crawling one 5 Attacks, climbing, defenses, stealth Into the Outside, 141
Cromulek 5 Attacks, crafting automatons, defenses,
understanding numenera Into the Night, 86
Culova 4 Climbing, defense, negotiation, stealth Discovery, 231
Culova protector 5 Attacks, defenses, interaction, stealth Ninth World Bestiary 2, 38
Disassembler 5 Attacks, breaking objects, defense, salvaging
numenera, searching Discovery, 233
Drebil 2 Disguise, stealth Ninth World Bestiary, 38
Dritch 4 Attacks, defenses, navigation, sensing and
tracking void matter Jade Colossus, 135
Duronalor 3 Attacks, defenses, perception Ninth World Guidebook, 227
Ebon 4 Attacks, defenses, perception, stealth Ninth World Bestiary 2, 48
Ellaticurid 3 Attacks, defenses, history Into the Night, 40
Entlan 4 Attacks, defenses, intimidation, perception Ninth World Guidebook, 228
Ergovore hound 4 Attacks, defenses, perception, sensing the
numenera Ninth World Bestiary, 47
Esculant 4 Attacks, defenses, resisting deception, stealth Destiny, 261
Etteramerith 3 Attacks, defenses, hunting Into the Night, 86
Eurieg 4 Attacks, climbing, jumping, moving across
difficult terrain Ninth World Guidebook, 229
Exic 4 Attacks, climbing, defenses, destroying objects Into the Outside, 144
Flesh ghost 4 Any four (as per the living person copied) Destiny, 262
Fossick 3 Attacks, crafting numenera, understanding
numenera Destiny, 263
123
NONHUMAN FOLLOWERS (CONTINUED)
Minimum
Creature Level Modifications Reference
Frilled baul 5 Attacks, defenses, perception, stealth Ninth World Bestiary, 55
Gazer 1 Perception Ninth World Bestiary, 56
Ghost crab 5 Attacks, crafting commonplace structures,
defense, hunting, stealth Discovery, 236
Glittergar 3 Attacks, defenses, destroying numenera Ninth World Guidebook, 230
Griffalo 2 Perception, stealth Ninth World Bestiary, 61
Grush 4 Attacks, breaking objects, defenses, intimidation Ninth World Bestiary, 62
Heeldran 2 Deception, perception Ninth World Bestiary 2, 64
Herder 3 Attacks, defenses, perception Ninth World Bestiary, 63
Hontri 5 Attacks, defenses, hunting, perception Ninth World Bestiary, 66
Ice weaver 3 Attacks, crafting structures from ice, defenses Ninth World Bestiary 2, 67
Idolum 4 Deception, defenses, disguise, mimicry Destiny, 265
Igothus 3 Attacks, defenses, hunting Ninth World Bestiary 2, 69
Ithsyn 4 Attacks, defense, hunting, perception Discovery, 237
Jreet 3 Attacks, defenses, perception Ninth World Bestiary 2, 76
Jybril 5 Attacks, defenses, hunting, perception, stealth Ninth World Bestiary 2, 77
Kalyptein crab 3 Attacks, defenses, sensing the numenera Ninth World Bestiary, 70
Karestrel 4 Attacks, defenses, hunting, perception Ninth World Bestiary 2, 79
Keltonim 3 Attacks, defenses, escaping Ninth World Bestiary 2, 82
Killist 3 Attacks, defenses, stealth Ninth World Bestiary, 72
Klax 4 Attacks, defenses, salvaging numenera,
understanding numenera Ninth World Bestiary 2, 85
Laak 1 Climbing Discovery, 239
Larus 3 Attacks, deception, defenses Ninth World Bestiary 2, 90
Lattimor 2 Breaking objects (bursk state only), interaction
(neem state only), perception Discovery, 396
Leradyt 5 Attacks, climbing, defenses, perception, stealth Ninth World Bestiary 2, 92
Lorub 5 Attacks, defenses, perception, physical strength,
swimming Ninth World Bestiary, 77
Lux 3 Attacks, climbing, defenses Into the Night, 53
Malork 4 Attacks, defenses, perception, stealth Ninth World Bestiary 2, 94
Marauding vault 5 Attacks, controlling machines, defenses, sensing
the numenera, understanding numenera Jade Colossus, 136
Margr 2 Climbing, resisting trickery and lies Discovery, 240
Mastigophore 4 Attacks, defense, perception, stealth Discovery, 241
Memora 4 Attacks, defenses, disguise, deception Ninth World Bestiary, 83
Mercurial wasp 3 Attacks, defenses, destroying objects Ninth World Bestiary 2, 97
Merkadian soldier 2 Initiative, stealth Ninth World Bestiary, 84
Mesomeme 5 Attacks, defense, perception (in water), stealth (in
water) Discovery, 242
Mlox 4 Attacks, defenses, knowledge and memory,
perception Ninth World Bestiary, 86
Mnethashi 5 Attacks, deception, defenses, reading thoughts,
stealth Ninth World Bestiary 2, 99
Murden 3 Attacks, defenses, perception Discovery, 243
Nalurus 3 Attacks, defenses, stealth Ninth World Bestiary, 90
Narborasham 4 Attacks, defenses, perception, swimming Ninth World Guidebook, 235
124
NONHUMAN FOLLOWERS
Minimum
Creature Level Modifications Reference
Navarac 4 Attacks, defenses, perception, stealth Ninth World Bestiary 2, 108
Nchalsik (warrior) 4 Attacks, climbing, defenses, understanding
numenera Ninth World Guidebook, 236
Nchalsik (worker) 3 Climbing, defenses, understanding numenera Ninth World Guidebook, 236
Nevajin 4 Attacks, crafting, defense, understanding
numenera Discovery, 244
Nibovian guide 5 Attacks, defenses, deception, stealth Ninth World Bestiary 2, 112
Nibovian wife 3 Defense, persuasion, seduction Discovery, 245
Octopus 3 Attacks, defenses, stealth Ninth World Bestiary 2, 116
Odlark 4 Attacks, crafting numenera, defenses, knowledge Ninth World Bestiary, 95
Omath ranger 5 Attacks, defenses, moving objects, perception,
stealth Ninth World Bestiary 2, 118
Oniscid 5 Attacks, defenses, navigation, stealth, perception Destiny, 269
Onrakas 3 Attacks, breaking objects, perception Ninth World Bestiary 2, 119
Oorgolian envoy 5 Attacks, defenses, intimidation, perception,
persuasion Destiny, 270
Oorgolian soldier 4 Attacks, balancing, jumping, perception Discovery, 246
Pariall 4 Defenses, dimensional knowledge, disguise,
stealth Into the Outside, 152
Phayclor 3 Attacks, defenses, stealth Into the Deep, 148
Philethis 5 Attacks, confusing conversation, defense,
perception, understanding numenera Discovery, 247
Quaaen 5 Attacks, defenses, intimidation, perception Ninth World Guidebook, 239
Queb 4 Attacks, defenses, perception, stealth Ninth World Bestiary, 101
Raddich 3 Attacks, defenses, persuasion Into the Night, 126
Raster 4 Attack, defense, hunting, perception (within long
range) Discovery, 248
Ravage bear 4 Attacks, climbing, jumping, defense Discovery, 249
Sarrak 5 Attacks, deception, defenses, resisting deception,
understanding numenera Discovery, 250
Sathosh 3 Attacks, defenses, climbing Discovery, 251
Scrow 5 Attacks, crafting numenera, defenses, salvaging
numenera, understanding numenera Destiny, 274
Seskii 2 Hunting, perception, stealth Discovery, 252
Seskii tracer 4 Attacks, defenses, perception, tracking Ninth World Bestiary 2, 142
Sferic 5 Attacks, crafting commonplace structures, crafting
numenera, defenses, resisting deception Destiny, 275
Shantag 4 Attacks, balancing, climbing, defenses Ninth World Guidebook, 240
Shanu 2 Climbing, perception Ninth World Bestiary, 113
Shivern 2 Perception, stealth Ninth World Bestiary, 114
Shore stalker 4 Breaking objects, healing, using the datasphere Into the Deep, 150
Silverwing 5 Aerial maneuvers, attacks, defenses, intimidation,
perception Ninth World Guidebook, 242
Skeane 4 Attacks, crafting objects and structures, defenses,
swimming Into the Deep, 59
Snow loper 3 Attacks, defense, perception Discovery, 253
Spawn-warrior of 5 Attacks, climbing, defenses, intimidation, jumping
Ochramaris Ninth World Guidebook, 244
125
NONHUMAN FOLLOWERS (CONTINUED)
Minimum
Creature Level Modifications Reference
Spurn 3 Attacks, defenses, perception Ninth World Bestiary, 120
Steel angel 4 Attacks, defenses, repairs, understanding numenera Ninth World Bestiary 2, 151
Stinging cloak 5 Attacks, defenses, guarding, perception, stealth Into the Deep, 153
Stratharian war moth 2 Hunting, perception Discovery, 255
Syzygy ghoul 4 Attacks, defenses, knowledge, perception Ninth World Bestiary, 122
Tabanid 5 Attacks, breaking objects, defenses, perception,
stealth Destiny, 278
Tachyron 4 Attacks, defenses, initiative, perception Ninth World Bestiary, 123
Tarak 4 Attacks, creating and deciphering complex
patterns, defenses, navigation Into the Deep, 154
Tarrow mole 5 Attacks, bypassing physical obstacles, defenses,
perception Jade Colossus, 139
Terredel 4 Attacks, defenses, jumping, stealth Ninth World Bestiary 2, 161
Terror bird 4 Attacks, defenses, perception, stealth Ninth World Bestiary, 124
Tetrahydra 3 Attacks, defense, perception Discovery, 256
Thlipsid 5 Attacks, defenses, intimidation, knowledge of time
and temporal phenomena, negotiation Destiny, 279
Thuman 2 Hunting, perception Discovery, 256
Tonbrium hunter 4 Attacks, crafting objects, defenses, tracking Ninth World Bestiary 2, 166
Truckler 2 Deception, perception Destiny, 280
Tusked grorthas 5 Attacks, climbing, defenses, intimidation, jumping Ninth World Guidebook, 245
Ulenic 3 Attacks, defenses, perception Ninth World Bestiary 2, 168
Umem 4 Attacks, crafting tunnels, deception, defenses Ninth World Bestiary 2, 169
Unagran 2 Hunting, perception Ninth World Bestiary, 129
Uraeyl 4 Attacks, crafting commonplace objects, defenses,
perception Ninth World Guidebook, 246
Urtilla 4 Attacks, climbing, defenses, resisting trickery Ninth World Bestiary 2, 171
Vape 2 Perception, stealth Ninth World Bestiary, 131
Varakith 5 Attacks, defense, perception Discovery, 258
Varjellen 2 Perception, understanding numenera Discovery, 394
Vesied 5 Attacks, crafting numenera, defenses, salvaging
numenera, understanding numenera Ninth World Bestiary 2, 173
Viscid watcher 3 Attacks, defenses, perception Into the Deep, 156
Vro 5 Attacks, defenses, perception, running, stealth Ninth World Guidebook, 247
Vroaordun 4 Attacks, defenses, interaction, swimming Ninth World Bestiary 2, 177
Vuraneen 5 Attacks, balancing, defenses, jumping, perception Ninth World Bestiary 2, 178
Warder 4 Attacks, defenses, initiative, perception Ninth World Bestiary, 133
Wedoth 2 Repairing, stealth Into the Night, 85
Xi-drake 5 Attacks, defenses, perception, intimidation,
resisting deception Discovery, 259
Ylhath 3 Attacks, defenses, climbing Ninth World Bestiary 2, 182
Yovok 3 Attacks, jumping, defenses Discovery, 261
Zandrel 4 Attacks, defenses, hunting, perception Ninth World Bestiary 2, 183
Zarg 3 Attacks, defenses, stealth Ninth World Guidebook, 250
Zayrn 1 Stealth Ninth World Bestiary 2, 184
Zhev 5 Attacks, defenses, intimidation, perception, sense
deception Discovery, 262
126
NONHUMAN FOLLOWERS
If a PC loses a follower
that costs XP, the GM
should allow the PC to
EXAMPLE NONHUMAN choose another follower
XP COSTS FOR FOLLOWERS with the same XP cost,
NONHUMAN FOLLOWERS These creatures are unique individuals give the PC an equivalent
Nonhuman creatures such as culovas, benefit (such as an
representing the general kinds of nonhuman
disassemblers, and margr were designed artifact), or refund the
followers presented in the Nonhuman XP to the character.
to be adversaries for PCs. Presenting
Followers table.
them as companions means that some
To help them stand out from typical
creature abilities that were supposed
followers of their species, these sample At the GM’s discretion, a
to be used only once or twice in an nonhuman follower who
followers often don’t have the default
encounter can be used throughout the gains a level might also
modifiers listed in the Nonhuman Followers transform into a similar
day, which makes these creatures much
table. The GM is free to change any follower but more powerful version
more versatile and powerful as followers
modifiers to suit the campaign (although of that creature, such
than as foes. If a creature has an unusual as a culova becoming
they should still adhere to the general rule
ability of this sort, the GM should require a culova protector
that followers can’t have attacks or defenses (see Ninth World
the PC who wants that follower to spend
as a modifier unless they are at least level 3). Bestiary 2, page 38).
about 4 XP for each ability the creature
For most of these creatures, their gender
has (similar to spending XP on the long-
is unspecified (and their description uses These creatures can be
term benefit of acquiring an artifact). used as interesting NPCs
the pronoun “they), as the NPC’s gender
For example, a culova has one powerful even if they won’t be
doesn’t directly relate to their role as a working with the PCs as
ability—it can spray a damaging poison
follower. Automatons and other genderless followers, or the GM can
on all nearby creatures—so a PC wanting
beings are referred to as “it.” A few are ignore that they’re not
to choose a culova as a follower should human and instead use
called “he” or “she” because their specific
have to spend about 4 XP to do so. their personality traits
gender is relevant to their abilities and for human followers.
This means that it might cost 10 XP or
history. The GM should feel
more to gain creatures with several such free to choose genders
abilities as a follower, which is more than for any of these NPCs
the recommended amount of XP that a as relevant to their
Numenera campaign.
PC should be able to save. If the player
is saving XP for the purpose of getting
that kind of follower, the GM can make
an exception to the hoarding limit. The Long-term benefits,
specific examples of nonhuman followers page 126
in this chapter include the suggested XP Spending experience
cost for selecting them as followers. points, page 125
127
ANHEDON LEVEL 4
Anhedon, page 253 Modifications: Attacks, defense, jumping, understanding numenera
XP Cost: 10
Tarkrot is humorless and driven by its personal and cultural goal to find or fulfill what its
people call the Meeting of All Things. If something doesn’t directly relate to this goal or
survival in general, Tarkrot considers it irrelevant and a distraction, and is vocal with its
opinions about such things. It has little tolerance for mistakes or ignorance and tends to
throw gravity tantrums when its research and investigations fail to make as much progress
as it would like—a combination that makes Tarkrot unsuitable for living in a community
with typical humans. When on a survey or exploratory mission, it excels, shrugging off
danger and attacks from hostile creatures while it pursues information or numenera
objects it can use. Any agreement it makes to work with non-anhedons gives it the right to
claim specific cyphers or artifacts that it can use for its mission, no questions asked—an
arrangement that would be unsatisfactory with a creature that wasn’t direct and honest
about its needs. Tarkrot is not motivated by greed, glory, power, or vengeance, so its reasons
for claiming certain items or access to information should be above suspicion. Of course,
the Meeting of All Things might not be an event that is beneficial to the people of the Ninth
World, but its timeline seems to be a matter of years, so the associated PC has time to
decide when this partnership should end.
BRAGUON LEVEL 2
Braguon: level 2, Modifications: Perception, stealth
perception and stealth Toop Heep (which is only a human-pronounceable approximation of her name) is smarter
as level 3; health 8;
claws deal 3 points
and less xenophobic than most braguons, but she is still an aggressive, near-bestial creature
of damage; for more that tends to react to new things with violence or fear. She is a successful mother with two
details, see Ninth World adult children and will soon experience the metabolic change that increases her toughness
Guidebook, page 225 and size. She can be trusted to safely carry and use one cypher at a time, and she prefers
those that help her incapacitate an opponent, such as a sleep inducer or a web detonation.
Her status in a group (based on strength and intimidation) is very important to her, and
Sleep inducer, page 287 she tends to sulk less if there is another creature in the group who has a lower status than
she does, whether that is a PC, a sapient NPC, or even a semi-intelligent pet. If startled or
Web detonation,
hurt by a superior opponent, she is likely to flee, returning at the end of (or after) the battle
page 278
to finish off a weakened or dying enemy. Communication difficulties with her allies provoke
tantrums where she breaks nearby fragile objects and equipment such as tree branches,
arrows, bottles, and so on.
CAPRIMAG LEVEL 3
Caprimag: level 3, Modifications: Attacks, deception, perception
perception as level 5; XP Cost: 4
health 11; talons and
beak deal 4 points
Duskog is a sly and careful caprimag, an accomplished hunter who is fond of manipulating
of damage; for more their enemies within the flock into injuring or embarrassing themselves, lowering the rival’s
details, see Ninth World status. They like using cyphers and resent the frequent occasions when they have to give up
Bestiary 2, page 31 these treasures to the flock’s council. They are more likely to activate a cypher that would be
useful at the slightest opportunity rather than hoard it for a later situation (and risk having
to relinquish it when it returns to the flock). An ally who is generous with cyphers quickly
earns their trust, even if these rewards are weak or specialized—Duskog will find a combat
use for it and screech with glee at the effects. They are easily offended by anyone who
suggests that they smell bad. Because of a bad burn when they were young, they’re a little
cautious around fire (including people who wield fiery abilities) and would rather not carry
cyphers that create open flames or heat. Among other caprimags, Duskog would be a likely
candidate to become a member of the ruling council; as a follower, they’d be satisfied with
being a deputy or proxy for an influential PC.
128
NONHUMAN FOLLOWERS
129
CULOVA LEVEL 4
Culova, page 231 Modifications: Climbing, defense, perception, stealth
XP Cost: 4
Hassik is a quiet, respectful, and skittish culova. They don’t like being on their own and
are prone to develop a clingy sort of relationship with the PC, nodding and mumbling their
agreement to just about anything the character says. Although most humans find culovas a
little creepy or scary, Hassik has a hard time being intimidating and would rather stay out of
sight than try to convince someone to change an opinion. They’re comfortable in a forested
area or the confines of a building or ruin, but being out in the open (like on a road, prairie,
or even a city with an open layout) makes them nervous. When they have to spend time in
a human community, they are likely to spend daylight hours wrapped up in a cloak on the
back of a wagon or aneen, pretending to be a bundle of supplies, and come out only at night
when they’re less likely to be seen. Hassik’s javelins are carved with traditional culova marks
indicating family history and social status, and they sometimes carve a javelin using similar
marks as a gift for a new companion. They’re mainly interested in healing and disguise
cyphers, but don’t mind holding onto other ones for their friends.
DISASSEMBLER LEVEL 5
Disassembler, page 233 Modifications: Attacks, breaking objects, defense, salvaging numenera, searching
XP Cost: 10
Six Arms is a reprogrammed disassembler that shows incredible focus when given a specific
task, but when idle it tends to fall back on some deeply encoded instructions to take apart
inorganic material. This behavior might be as harmless as destroying a piece of scrap metal
or crystal, or as dangerous as carving out sections of an integrated machine or rushing to
attack a cybernetic creature without being told to do so. A wise master gives it a list of tasks
to perform (enough to keep it busy for several days at a time), stays nearby so they can give
it a stop command when it runs out of things to do, or has it work in an area with a lot of
inorganic material it is allowed to disassemble when it is done with its instructions. The
best kind of work for Six Arms relies on its precision and its inclination to destroy things,
such as carving stone from a quarry into rectangular blocks for building, dismantling a
destroyed automaton to find useful iotum and parts, or disposing of a hazardous substance
that is harmful to living creatures but safe for itself. It can be used as a mount (although its
physical configuration means it’s not a comfortable thing to sit on) or asked to carry up to
two people using its manipulator limbs.
130
NONHUMAN FOLLOWERS
DREBIL LEVEL 2
Modifications: Disguise, stealth Drebil: level 2, Speed
Murg is a cautious and lazy drebil, but it can be motivated with offers of fatty food and defense as level 3,
deception as level 6;
a comfortable nest to sleep in (such as a backpack lined with straw or strips of cloth). health 9; bite deals 3
It responds better to praise than punishment, and its friends quickly learn to carry tasty points of damage (or 7
snacks for when it does a good job. Its favorite trick is to approach an area disguised as a points if with surprise);
bird or similar creature, spy for a while, then return to its friends to speak of what it saw in a for more details, see
The Ninth World
simplified version of the Truth. It has learned how to cling to a person’s back and extend its Bestiary, page 38
weird skin over the person’s face to create a disguise of a creature it has seen, although if it
hasn’t been fed recently, it might scratch at its partner’s back (inflicting 1 point of damage)
and lick up a little blood just to give itself a treat and distract itself from any scary creatures
nearby. Although it can mimic the shape of mechanical devices, it can’t duplicate their
functions, but it is trying to learn, mostly through trial and error.
FOSSICK LEVEL 3
Modifications: Attacks, crafting numenera, understanding numenera Fossick, page 263
Buzzer is a clever fossick with a talent for building weapons.
If given a supply of numenera junk and a few days, they can
usually slap together a working crossbow, buzzer (the source of
Detonation, page 277
their name in the Truth), or even a low-level attack cypher such
as a detonation or heat nodule. With a workshop and a supply Heat nodule, page 280
of iotum and parts, they are content to lose themselves in
experimentation and crafting, forgetting for days at a time that
they are working with “smooth-skins” (humans) that in theory they
should be hating and scheming against. The key to staying on
Buzzer’s good side is to give them a supply of crafting materials
or bring them along to find new things to experiment with. If
they don’t have the opportunity to do research or they have
to spend a lot of time traveling (especially during the day), they
slowly get more and more angry until they sabotage what the PCs
are doing, trap the characters in a dangerous part of a ruin, or simply
walk away to rejoin their own kind.
131
GRUSH LEVEL 4
Grush: level 4; health Modifications: Attacks, breaking objects, defenses, intimidation
16; Armor 1; attacks XP Cost: 4
deal 5 points of damage
(+2 when using heavy
Odrog is easily recognized for their bulbous head and broad, froglike mouth. Their
weapons); immune unusually large brain makes them smarter than other grush, but they’re still pretty dull-
to poison and daze; witted compared to a human. Their defining trait as an individual is loyalty, and anyone
regenerate 1 health each who treats them well, usually by rewarding them with food and plenty of time to rest, gains
round; for more details,
see The Ninth World a friend who won’t forget their generosity. They typically follow their “boss” around as a
Bestiary, page 62 bodyguard, acting as an intimidating threat by their mere presence, and quickly beating
down anyone who attacks or openly threatens their friends (though they don’t notice most
subtle, verbal threats because they’re not smart and don’t pay much attention to what other
people are saying). Odrog has learned how to use simple cyphers (such as pills, adhesive
patches, and weapon nodules), but only if the cypher is tied to the handle of their two-
handed club so they don’t forget to bring it with them. They would like to be a “little boss”
someday, with minions of their own to order around, but still working underneath a smarter
boss who understands how to plan big jobs that earn lots of food.
Ice weaver: level 3, Speed
defense as level 4; health ICE WEAVER LEVEL 3
9; Armor 4; bite deals 4
points of Speed damage;
Modifications: Attacks, crafting structures from ice, defenses
automatically deals 1 XP Cost: 4
point of cold damage Oolk is an unpleasant and vengeful creature who remembers insults for a long time,
per round to everything taking weeks to retaliate for what it perceives as minor offenses. In a cold environment
in immediate range; for
more details, see Ninth where its ice “sculptures” can persist for days or weeks without melting, it builds ledges
World Bestiary 2, page 67 and ramps everywhere, even if its home is primarily used by humans. It prefers to creep
about at a higher elevation so it can look down on other creatures and make disparaging
comments about their clumsiness. If asked to do so by its PC ally, it is happy to build
Idolum, page 265
simple ice structures such as defensive walls, crafting them as fast as a human could build
an equivalent structure out of wood or synth scrap. Although Oolk enjoys human flesh,
when with a group of human PCs, it will accept any sort of meat. In a community, it will
trade supplies from its frozen “larder” if offered cyphers or the opportunity to hunt
intelligent prey, such as a criminal, a captured member of an enemy horde, or
an inconvenient prisoner, particularly if the hunted creature is given certain
drugs beforehand that enhance its flavor. In winter it leaves for a month to
mate and rear its young, after which it returns to its allied PC.
IDOLUM LEVEL 4
Modifications: Attacks, deception, disguise, mimicry
XP Cost: 8
Brunnem is a sly, manipulative idolum who frequently changes its stolen
skins to take on new identities and evade capture. Although it might secretly
have killed and replaced a PC’s follower, it might instead reveal its inhuman
nature to a PC whose goals align with its own. Because it can wear someone
else’s skin and assume that person’s identity, Brunnem is a natural choice for
a PC who needs some thieving, blackmail, spying, or assassination done. It
wants to provide itself and its idolum friends with a steady supply of victims
they can eat and impersonate, and it prefers living in a larger community
where its murders are less likely to attract attention, especially since
surrounding itself with strangers means its occasional mimicry slip-ups are
less likely to be noticed. Brunnem has a passing interest in the numenera,
especially items that create music, but has no real talent for either. It has
heard rumors of a prior-world ruin with dozens of ash-grey humanoids
kept in stasis, and it would like to find this place and free them.
132
NONHUMAN FOLLOWERS
LARUS LEVEL 3
Modifications: Deception, defenses, stealth
XP Cost: 4
Jost is an unusually intelligent and unusually cowardly larus. Long ago they saw most
of their tribe get killed as the result of underestimating an enemy’s strength, and ever
Infiltrator, page 281
since then they’ve been very careful to stay clear of anyone or anything that seems more
dangerous than they are. Like others of their kind, Jost loves riddles and stories, but they Imager, page 297
listen to such things as a way to delay any threats against them. They speak and understand
the Truth and have collected a decent assortment of riddles in that language, ready to Larus: level 3; health
speak the words and give a dangerous human opponent a reason not to attack them. This 9; Armor 2; bite deals 3
points of damage and,
usually gives the abhuman time to think up a way to escape the threat or for allies to arrive on failed Might defense
(which, as a follower, means the PCs). They have a hard time recognizing whether an item roll, target is dazed for
is a useful cypher or just a piece of junk, but once shown how something works, they don’t one minute (hindering
forget, and they greedily steal or trade for defensive cyphers. When Jost lives in a human all tasks); for more
details, see Ninth World
community, children and small animals tend to go missing, and the abhuman’s favorite Bestiary 2, page 90
riddle—which compares babies to eggs—draws a lot of added suspicion.
MARGR LEVEL 2
Modifications: Climbing, stealth Margr, page 240
Yugbosh isn’t a particularly strong, brave, or smart margr, but they’re sneaky and clever, and
it’s those two qualities that helped them survive. They’re not the sort to move to the front
rank or watch the rear, but they’re good at avoiding dangerous situations, not being seen,
and finding fast escape routes. They’re pretty good at devising simple camouflage, and
not averse to coating themselves in mud, dust, or similar things to blend in with natural
surroundings. They collect teeth, claws, and finger bones, braiding them into necklaces,
belts, and bracelets. Fortunately, Yugbosh realizes that predators can smell them when
they stink of rotting meat, so they carefully debride their trophies before turning them into
jewelry. They like riddles, but their limited intelligence means their favorites are simple
ones, or joke riddles that take an unexpected and violent turn. Telling them a new riddle is
an easy way to get on their good side. When traveling with a group of non-margr, Yugbosh
has enough sense not to eat dead humanoids or provoke anyone who appears tougher
than them, but they still have strong hierarchal instincts and might bully or harass a weaker
character just to keep themselves out of the bottom of the group’s social structure.
133
MASTIGOPHORE LEVEL 4
Mastigophore, page 241 Modifications: Attacks, defense, perception, stealth
XP Cost: 6
Znem is a reprogrammed mastigophore that can speak and understand the Truth. It looks
like a strong, androgynous human with shoulder-length grey hair, grey-brown skin, and pale
yellow eyes. It obeys the commands of the PC who chose it as a follower, which includes
commands to enter hunting mode, guarding mode, or standby mode (which makes Znem
stand where it is, unresponsive unless the PC gives it a command or a creature attacks
it). When Znem is in hunting mode, the PC must give it very clear instructions as to
what sort of creature it should hunt and eat, as the automaton tends to take a very broad
interpretation of these instructions (for example, if told simply to hunt and eat, it might
kill and consume the next creature it meets, even if that creature is a human). In guarding
mode, it is tireless and vigilant, following its ward and watching over them while they sleep.
It won’t attack other mastigophores (even if commanded to), but it will defend its ward
against attacks from another mastigophore. If in the presence of another mastigophore for
several hours, it starts to emulate the other’s behavior (perhaps because of a deeply buried
set of instructions left over from its original programming), requiring its master to assert
control and get it to move out of the area.
MEMORA LEVEL 4
Memora: level 4, disguise Modifications: Defenses, disguise, deception, stealth
as level 8; health 18; XP Cost: 8
Armor 1; medium
weapon deals 4 points
Veest is an analytical, meticulous, and patient memora, with layers of plans they need to
of damage; for more enact over the next several years to achieve a set of mysterious goals. Although they might
details, see The Ninth share parts of these plans and hint at the goals with human allies, they fully reveal the plans
World Bestiary, page 83 only to other memoras. Veest might work with a human PC for months or years before
revealing their true nature or (if doing so suits their interests) admit early on that they aren’t
human and have a particularly grisly habit. Their ability to take the form of most humanoids
gives them an edge when spying on or infiltrating a community, and they like the challenge
of becoming part of a small, close-knit group such as a village or abhuman tribe. Whether or
not Veest’s plans require the PC’s life and identity should concern any character who works
with them, but they are so easy to get along with and their skills are so useful that most
people are willing to accept that risk, at least for a little while.
134
NONHUMAN FOLLOWERS
MLOX LEVEL 4
Modifications: Defenses, interaction, knowledge and memory, perception Mlox: level 4, knowledge
XP Cost: 8 and memory tasks as
level 7; perception as level
Erval is a friendly, outgoing, and articulate mlox, comfortable studying with nanos, running 10 if third eye is open;
a merchant caravan, or working in a theater as an actor or show promoter. They reveal health 24; Armor 1 or 3
their third eye only in life-or-death situations, and it is possible for a PC to know them for (when third eye is open);
years without discovering this secret. They are very well informed about the world and use weapon deals 4 points of
damage; when third eye
their knowledge to help people get along better. Erval is quick with a bad joke to break a is open, can make two
tense standoff, a soothing comment to distract from or gloss over another person’s gaffe, attacks as a single action
or an informative (if not always completely relevant) anecdote to help others remember or fire a beam of energy
at a foe within long
important details. They are a genuinely nice person, but they always feel a little lost, like they
range that deals 8 points
don’t know what their life’s purpose is, and that makes them inclined to travel with unusual of damage; for more
people they meet in hopes of finding something that inspires them or reveals a greater details, see The Ninth
reason for their existence. They’re able to use cyphers and prefer ones with defensive and World Bestiary, page 86
informational abilities.
MURDEN LEVEL 3
Modifications: Attacks, defenses, perception Murden, page 243
XP Cost: 4
Aakht is in most ways a typical murden—cruel, selfish, scheming, and paranoid. However,
they also recognize the advantages of allying with a strong PC for mutual profit and
occasional violence. They have a reasonable understanding of the Truth, enough to respond
to written or spoken instructions. Because they can’t suppress their annoying telepathic
field, they usually avoid getting within an immediate distance of their PC ally, preferring
to send written messages (their goal is to find a cypher or artifact that would make
communication easier). Aakht prefers to work from the shadows as a hidden bodyguard or
a spy, and they are prone to using lethal force to deal with minor problems. Although their
outer cloak is unremarkably shabby, underneath they wear nicer clothing that fits their near-
human shape pretty well—a bit of vanity that they don’t let anyone see, but their attention
to other peoples’ clothing is hard for an allied PC to miss. Their leather bag holds dozens
of knives in many shapes and sizes, many of which are trophies from kills. They have a
fondness for using poisons and are learning how to make them from toxic mushrooms and
venomous animals.
135
NEVAJIN LEVEL 4
Nevajin, page 244 Modifications: Crafting, defense, salvaging numenera, understanding numenera
XP Cost: 4
Tethott is a curious and worldly nevajin eager to trade numenera knowledge. They are
comfortable accompanying explorers into a ruin in search of lore and materials, but are just
as likely to settle into an allied community and teach what they know of the numenera. They
reserve their greatest secrets for those able to pay or trade, but even the information they
are willing to share for free (or trade for an interesting oddity) is helpful to a community.
When exploring with a PC, Tethott hoards the cyphers they carry, preferring to use the
devices only to save their own life or that of the PC, but always expecting to be compensated
for this by getting first pick of any cyphers they find. They are quiet about their own history
and of nevajin in general, always steering the conversation to a bit of trivia, an unanswered
theory about the numenera, or rumors of another ruin that might have something worth
salvaging. They are rather mercenary when it comes to their abilities, and they might just
leave if they decide the arrangement isn’t worth their while. They are especially interested
in teleportation effects, and giving them (or paying them with) an item that has that kind of
ability earns a lot of goodwill and loyalty.
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NONHUMAN FOLLOWERS
OCTOPUS LEVEL 3
Modifications: Perception, understanding numenera, stealth
Seeodee is a curious and condescending octopus, simultaneously fascinated and
disappointed by humans. It is as if they consider their human associates to be talented
children failing to live up to their full potential. Seeodee praises their allies’ successes and
rolls their eyes and telepathically sighs when those allies make stupid mistakes. When
away from an octopi community, Seeodee uses conventional human cyphers instead of
telepathically receptive nilstones, preferring devices that move objects, blast enemies
with force, view distant locations, or provide Armor. They rarely volunteer their
abilities, preferring to let “their humans” work things out on their own, but they will
lend an arm if asked for help. They’re fairly young as octopi go and would like to live a
very long time, so they’re more likely to flee a difficult encounter and encourage others
to do the same. However, their intelligence and sneakiness means they might slip away and Octopus: level 3; all
return with unlikely reinforcements or squeeze into a tiny space to manipulate a hidden defenses, perception,
knowledge, and
machine that turns the tables in favor of the PCs, all the while psychically complaining Intellect-based tasks as
that—once again—they’re saving the day. It is a mistake to dismiss Seeodee’s behavior as level 4; stealth as level
callous, for despite their personality quirks, they are a loyal and clever friend. 5; health 15; beak or
weapon deals 4 points
of damage; for more
ONISCID LEVEL 5 details, see Ninth World
Modifications: Crafting conventional structures, intimidation, navigation, stealth, perception Bestiary 2, page 116
XP Cost: 8
The oniscid called Thrum is an exceptionally curious and gregarious member of its species,
tempered by a cautious and paranoid instinct that its intellect can only partially overcome.
To fool predators while traveling, it builds a false campsite out of debris and scavenged Oniscid, page 269
materials, then sleeps in a hidden place nearby, snuggled up with its numenera devices that
bleed a comfortable amount of heat. If it lives in a human community, it prefers operating
out of a secure base with an area of its own, building confusing entrances, nonlethal traps,
and other distractions to make itself feel safe. Its ideal arrangement would be friendship
with a PC who allows it to design a community’s defenses (which likely would combine a
defensive wall with a maze of obstacles and buried cyphers to thwart attackers) and have a
hidden underground space where it and a few other oniscids can live peaceably, undisturbed
and ignored by the human population.
137
OORGOLIAN ENVOY LEVEL 5
Modifications: Defenses, intimidation, negotiation, perception, persuasion
XP Cost: 6
Speaker Vosh Osh Yem Blue dresses in tight layers of cloth that somewhat conceal its
inhuman form without restricting its movement, but nobody would mistake its body
for something human. Whether it is self-willed and follows a PC willingly or it was
reprogrammed to serve, it bears an undeletable lengthy message, which it reveals to
various individuals in parts as a way to assess their usefulness in knowing more. Its
particular kind of telepathy allows it to communicate with only one creature at a time, so
it avoids situations where it has to communicate rapidly with a group of creatures. If
bonded to a PC, it prefers transmitting its words to that character, relaying advice and
suggestions about what to say or do, and only if absolutely necessary will it suspend
that link to address someone else directly. It understands the Truth (and many other
human languages) and prefers to observe when others are talking, especially if they think
it can’t understand them. It has never been known to call Oorgolian soldiers to its location,
but it hasn’t denied that it can do so.
PHILETHIS LEVEL 5
Philethis, page 247 Modifications: Attacks, confusing conversation, defense, perception, understanding numenera
XP Cost: 4
The philethis known as Query is no less enigmatic and mysterious than others of its
kind. What makes Query unusual is its inclination to linger near a particular person or
group of people for weeks or months, sometimes teleporting away for a few hours or days
(especially if attacked or its associates become frustrated by its presence), only to return
and continue asking questions and observing. Even though it can be selected as a follower,
Query has its own unknowable agenda and is in no way subservient to any PC. Although
it may spontaneously explain a newly discovered numenera item or temporarily cripple
a dangerous opponent with a cypher or artifact, it is just as likely to direct the PCs into a
treacherous area, interfere with a delicate conversation by making odd statements, vanish
just as it is asked a question, or silently watch as one or more of its human associates gets
captured or killed. A PC who “chooses” Query as a follower is hoping that its continued
presence will have an overall positive effect on the character’s goals and interests, despite
its confusing dialogue and its creepy habit of waiting silently nearby, even in moments of
intimacy or privacy. (This all assumes that Query is an individual entity rather than part of a
larger intelligence, or that it is the same philethis returning to the PCs every time . . .)
138
NONHUMAN FOLLOWERS
QUAAEN LEVEL 5
Modifications: Attacks, defenses, intimidation, perception Quaaen: level 5; health
XP Cost: 10 15; Armor 2; horn
gouge deals 5 points of
Ey-kroy is a young, excitable quaaen, eager to prove its worth as a friend, companion, damage; one numenera
and mount. It chatters frequently to its bonded PC with simple vocalizations, meaningful augmentation (such
blinks, and wing positioning. It mostly ignores other allied creatures, but it might give a as a stun attack, darts,
disapproving look out of the corner of its eye or subtly bump or throw drit at an annoying or poison); for more
details, see Ninth World
companion. Ey-kroy knows that its natural harnesses are meant to carry weapons or other Guidebook, page 239
numenera objects, and it frequently reminds its rider about any unused spaces there. It
knows that most of its kind live for only a year, so it wants to see many places and give its Ey-kroy might be a
rider many strong memories so they will remember it long after it dies. At the same time, Ey- quaaen that escaped
from breeders in the
kroy is secretly very curious about what its rider tastes like and hopes it gets the opportunity Rayskel Cays (an
to honor its dead friend by eating it. archipelago far west
of the Steadfast) or
SARRAK LEVEL 5 descended from quaaen
that escaped after
Modifications: Attacks, deception, defenses, resisting deception, understanding numenera their riders died.
XP Cost: 12
Prymor is an arrogant and clever sarrak who is willing to work with a PC to further its own
goals of acquiring power and technology that it can control. Any sort of arrangement with Sarrak, page 250
the PC is more like an agreement between equal partners than one where the sarrak is
subservient. Over time, Prymor is likely to renegotiate the parameters of this agreement
to tilt the balance in its favor, such as by pressuring the PC to build an installation that
it can make use of, bringing it talented people (such as lower-level followers) that it can
control, or giving it an official role in a community. Maintaining parity in a relationship
with Prymor requires a PC with a strong will and the physical might to oppose its more
unreasonable demands (without relying on technology the sarrak can control). Despite
these complications, Prymor is an excellent and ruthlessly intelligent follower, especially
when exercising authority over people and technology. If it accompanies an exploring PC,
its abilities are incredibly useful for convincing hesitant NPCs without using physical force
and for disabling dangerous numenera items so they can be salvaged. A smart PC gives the
sarrak things and creatures it can use but that also require much of its attention to keep in
check, such as a gang of rowdy abhumans or some finicky devices with limited mobility and
range.
SATHOSH LEVEL 3
Modifications: Attacks, defenses, climbing Sathosh, page 251
The sathosh known as Sunset Birds is recognizable for the bright spots of paint they wear
on their chest and arms. As a blind creature who communicates with subsonic pulses,
they can’t see these marks, but the paint helps their non-sathosh allies identify them.
Sunset Birds is a very lonely creature, separated from others of their kind and desperate to
belong to a group of people who care about them, enough that they have temporarily put
aside their hatred of humans. They do not speak about why they are separated from other
sathosh, and prying into their past is an easy way to
get them to storm off and sulk for hours. They prefer to
fight with a blade in one hand and a shield in the other.
They are interested in cyphers but are careful to avoid
ones that “bleed noise” that is loud to them but too
quiet for humans to sense. They know their manner of
feeding is disturbing to humans, and unless they are
ravenous, they move away from humans before eating.
Afterward, if their food was an animal, they bring the
drained corpse back to the group to offer its meat to
the others.
139
SCROW LEVEL 5
Scrow, page 274 Modifications: Crafting numenera, defenses, negotiation, salvaging numenera,
understanding numenera
XP Cost: 4
Vaklin is a quiet and patient scrow who has a long
mental list of iotum and devices it needs to ensure the
survival of its microscopic city-home. It is clever but
cautious, a researcher rather than a warrior, far more likely
to disappear if threatened by changing to miniature size,
returning minutes later when it feels safe to do so. If on
an expedition to acquire numenera, it is very clear about
the parts it needs and becomes frustrated if not allowed
to collect these things as its share of the salvage. Vaklin
knows of at least a dozen ruins from the prior worlds
that should still have large amounts of the numenera,
but its sense of scale and distance when human-sized
is very distorted (it tends to mix up words in the Truth
for measuring things, such as switching “feet” and
“miles”), so finding the sites it wants requires a lot of
wandering and false positives.
SFERIC LEVEL 5
Sferic, page 275 Modifications: Attacks, crafting commonplace structures, crafting numenera, destroying
objects, resisting deception
Bio-circuitry, page 112
XP Cost: 5
Cyclid is a typical sferic, bearing knowledge of several numenera plans, tasked with building,
and able to harvest living beings to create bio-circuitry for its projects and self-maintenance.
It doesn’t consider the harvesting process to be any different than cutting synth from a
destroyed automaton, taking stone from a quarry, or a human killing an animal for meat.
Any person associating with Cyclid should be sure to have living creatures available for
its occasional harvesting (the sferic has its own criteria for evaluating which creatures
would provide the best bio-circuitry, usually based on intelligence, reaction time, and
overall health). It will not attempt to salvage its bonded PC unless it has been deprived of
bio-circuitry for weeks and there are no other suitable targets available, but it might poke
at other PCs and allied creatures with its extraction tendril to evaluate the quality of their
“components.” As it is a very old machine, it is sometimes unreliable, and is best used to
assist PC crafting rather than following a PC’s instructions to craft something on its own.
SILVERWING LEVEL 5
Silverwing: level 5, Modifications: Attacks, defenses, intimidation, perception, persuasion
Speed defense as level XP Cost: 10
4; health 18; Armor 1;
stingers deal 6 points of
Four Stars is a mellow and sociable silverwing that enjoys human voices and music. Its
damage and, on failed namesake stars are an optical illusion it creates by beating its wings, and the more agitated
Might defense roll, or upset it is, the more spiky and sloppy the stars look. It understands the Truth and likes
target takes 4 additional to chime in on conversations by creating images that echo and support whatever its friend
points of Speed damage
from poison; for more is saying, such as showing a stick figure of a margr when its friends are warning someone
details, see Ninth World about an abhuman threat. It is particularly fond of eating birds, and anyone other than its
Guidebook, page 242 bonded PC who wants Four Stars to carry them somewhere should first get on its good side
by giving it a snack. A human friend learned that small amounts of its venom can be added
to an alcoholic beverage, making it light up in interesting ways and providing a tingling
sensation on the lips for up to an hour. The shapes of human children confuse it, and it
refers to them (via images) as “larvae,” as if they were a different type of creature than adult
humans.
140
NONHUMAN FOLLOWERS
TABANID LEVEL 5
Modifications: Attacks, breaking objects, perception, stealth, telling stories Tabanid, page 278
XP Cost: 4
Dleem is a well-traveled tabanid who has sampled “foods” from many parts of the Steadfast
and the Beyond. It loves talking about places it has visited and has an interesting anecdote
for many contemporary Ninth World cities, as well as secondhand tales heard from other
tabanids. It gets anxious when living in a community that doesn’t have installations it can
feed upon, or at least a nearby ruin that it can make use of when hungry. Dleem enjoys travel
and exploration, liking the scents and tastes found in different prior-world ruins, draining
the energy and physical material of whatever its allies leave behind or don’t need. Its dietary
needs are variable and unpredictable, and sometimes companions must hand the tabanid a
useful cypher or other device to ameliorate a craving; otherwise, it becomes aggressive until
it steals what it wants or finds a suitable replacement.
141
THLIPSID LEVEL 5
Thlipsid, page 279 Modifications: Attacks, defenses, intimidation, knowledge of time and temporal
phenomena, negotiation
XP Cost: 8
Svin is a thlipsid who wants to sample time from various beings in various circumstances—
eating, sleeping, fighting, terrified, obsessed, and so on. It says that the Truth lacks
appropriate words to describe why, so it describes these as “flavors” and “colors” of time,
used by its people for different purposes. Svin befriends explorers by offering them a token
in exchange for permission to take some of their time under a certain condition, then
follows them until that condition occurs (which might not be at a convenient moment
for its new friend). It refuses to purchase time from a particular person more than once,
comparing the experience to regurgitating a meal (and hinting that it could cause long-term
harm to the person), so Svin must interact frequently with new sapient individuals. It is
miserly with its time tokens, insisting on payment in the form of a cypher,
artifact, or introduction to a new willing time donor.
TRUCKLER LEVEL 2
Modifications: Deception, perception
XP Cost: 4
Boskin is a polite, unassuming truckler who works hard to
make themselves useful to a human, much like a lonely person
desperately trying to make friends by overcompensating. Once
accepted into a group, they offer their help with anything, even
things they aren’t good at, to be sure they’re seen as a valuable
and contributing member. They avoid using their sleep-inducing
ability where others can see it, unless doing so would be the key
to victory, in which case they claim they have a knack for building
a fragile cypher that injects a sleep-inducing chemical, much
like a wright with a temperamental cypher. Boskin remains with
that group for up to several months, carefully making note of
interesting steal-worthy things their companions own. When they
have an opportunity to pilfer these valuables, they do so, fleeing the
scene and going to a new community to start all over again. Boskin
doesn’t feel remorse about their actions and is a skilled-enough liar that
if they’re confronted later, their denials are plausible enough to convince
most people.
142
NONHUMAN FOLLOWERS
UMEM LEVEL 4
Modifications: Attacks, crafting tunnels, deception, defenses Umem: level 4; health
XP Cost: 5 15; Armor 2; red-hot
claws deal 3 points of
Calm and creepy, Foon enjoys the company of humans a little too much. The umem damage plus 2 points
understands that humans are hurt by the heat its body generates, so it keeps at least an from heat and, on
immediate distance away—but is usually found visibly straining toward its “favorite” human failed Might defense
at the limit of this distance. It is overly helpful, often to the detriment of the intended goal, roll, target is dazed for
one round (hindering
such as using its heat to melt open a panel the PCs want to salvage, potentially ruining all tasks); for more
delicate iotum inside. If given heavy leather clothing or some other item that can withstand details, see Ninth World
the power of its molten belly, Foon happily pretends to be a human, repeating common Bestiary 2, page 169
phrases its companions use and trying to have normal conversations despite no real
understanding of casual human interaction. The umem won’t eat humans if explicitly told
not to, but it has no explanation for the weird eyeless children that are born in communities
where it lives. If given favorable attention by a PC, it is easily talked into using its abilities
for exploration or helping the community (such as by digging tunnels), all the while singing
weird songs about its god and the deep places under the earth.
UNAGRAN LEVEL 2
Modifications: Hunting, perception Unagran: level 2,
XP Cost: 4 perception while in
water as level 4; health
Humyim is a curious, friendly unagran who has a rudimentary knowledge of the Truth. They 6; Armor 1 (2 against
take great offense at anyone who treats them like a mere animal, which usually provokes electricity); bite deals
a derisive snort, an angry splash with the tail, and a few choice local idioms that insult 2 points of damage;
the person’s intelligence and parentage. Further offenses usually lead to a warning bite, electrified skin inflicts
2 points of damage to
which might be enough to deter any similar comments. They like using humanoid phrases anyone who strikes it with
in deliberately awkward or funny ways, such as saying they plan to go for an afternoon a melee attack; for more
stroll (despite having no legs) or offering to lend a hand (even though they have flippers). details, see The Ninth
World Bestiary, page 129
Humyim can move about awkwardly on land but prefers staying in the water, and they are
unlikely to accompany a PC on any journey that requires more than a few hundred yards of
overland travel. They might spit out a worn tooth to give to a friend as a good luck charm,
but they are easily outraged by stories of unagrans being killed for their meat and teeth.
URAEYL LEVEL 4
Modifications: Attacks, deception, defenses, perception Uraeyl: level 4, perception
Thalgmir is a human-herder from the land of Majehm. He claims to be a consort of as level 5; health 12;
weapons deal 4 points
his people’s queen sent out into the human world to find those worthy of visiting his of damage; for more
homeland and helping them explore its ruins because the uraeyl are inexperienced details, see Ninth World
in salvaging and using numenera. His actual goal is to bring back Guidebook, page 246
humans to replenish the breeding stock of Majehm, which keeps
humans as food animals. He is more interested in muscular Majehm is a queendom
people than in intelligent ones because strong people have ruled and populated
almost entirely by uraeyl.
more meat on them, and he talks about how the strange There, herds of humans
ruins in his homeland require people of exceptional physical are kept as cattle to be
strength and ability. Like others of his kind, Thalgmir doesn’t think used as labor and food.
of humans as people—they are just clever prey animals—but the
more time he spends with humans, the more he starts to doubt
his opinions. He has “recruited” several groups of humans
over the past year and has perfected the story he tells to
get them to go with him. He has little direct experience
with near-humans such as varjellen and lattimors but Varjellen, page 394
has been told by other uraeyl that visitants aren’t worth
Lattimor, page 396
eating.
143
VARAKITH LEVEL 5
Varakith, page 258 Modifications: Attacks, defense, perception
XP Cost: 10
Tsskriss is belligerent and aggressive, but aware of its limitations and curtly polite toward
anyone who is strong enough to defeat it (presumably the PC who chose it as a follower). It
categorizes all other creatures as inferior, worthy, or superior. Inferior creatures are ignored
or eaten, worthy creatures are challenged to fight to the death, and superior creatures are
observed and studied until Tsskriss understands their weaknesses and combat techniques.
Once it feels it understands a superior creature, it recategorizes them as worthy and turns
on them. Having Tsskriss as a follower is living in a constant state of scrutiny, and only a
very dangerous person can keep the varakith in check for long. Getting it to do something
usually requires threatening it or at least reminding it that the PC is stronger and should
be obeyed. The best way to keep it from attacking weaker creatures (such as typical people
in a community) is to convince it that it is utterly superior to them, such that killing them
is a waste of its talents. A much safer route is to allow Tsskriss to live outside a community
and treat the varakith as part of the settlement’s early defenses, or to bring it on exploration
expeditions where it can meet and defeat worthy opponents.
XI-DRAKE LEVEL 5
Xi-drake, page 259 Modifications: Attacks, defenses, perception, intimidation, resisting deception
XP Cost: 5
Proudwing is a calm and patient creature, tolerant of ignorant folk who talk to it like an
animal, and appreciative of people who treat it with respect and bring it savory snacks. Its
neck is marred by old slashes and bites from a pack of ravage bears, and it shows off its
scars proudly when introduced to new people. Its last rider died of old age about twenty
years ago, and since then, Proudwing has chosen not to form
an exclusive friendship bond with anyone. However, it is happy
to aid a casual friend when it can, using its mind-reading over
days or weeks to learn enough about its companions to decide if
it wants to bond with one of them. Although the xi-drake cannot
speak, it is very articulate with body posture, limb movements,
and facial expressions, so someone familiar with it can have
a simple nonverbal conversation. As part of a community,
Proudwing is happy to scout, carry messages, listen in on a
suspect person’s mind, or fight (particularly against flying
opponents). It doesn’t particularly like children (it gives the
impression that their thoughts are too loud and distracting).
YLHATH LEVEL 3
Ylhath: level 3, climbing Modifications: Attacks, defenses, climbing
and running as level Filtash is resourceful and scrappy, ready to pick a fight with any creature smaller than them,
4; Armor 1; claws deal
4 points of damage;
but deferential toward anyone it believes is touched by the power of the gods (such as a PC
for more details, with abilities that seem supernatural). It grovels at displays of power by “the chosen one,”
see Ninth World ferociously defends them against any threats, and brings daily small offerings of respect,
Bestiary 2, page 182 which are usually an interesting-looking shin or stone, a piece of numenera scrap, or a small
edible creature (or, rarely, an oddity or working cypher). Filtash remains loyal as long as they
believe they are following someone who is blessed by the divine and acknowledges various
“omens” they see in day-to-day events. Should the PC be seriously injured or die, the ylhath
volunteers for the honor of eating the corpse as a sign of respect for the PC’s service to the
gods (but sadly accepts that the other PCs might have different funereal customs). Most of
what Filtash says about the gods is contradictory and useless, but every now and then their
racial memory turns up a nugget of information that is relevant and helpful in a crisis.
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NONHUMAN FOLLOWERS
YOVOK LEVEL 3
Modifications: Attacks, jumping, defenses Yovok, page 261
XP Cost: 3
Hemsheg is a bloodthirsty little maniac who is usually cramming something that could
dubiously be described as “food” into its mouth. It understands the Truth and is rude and
profane, and only a healthy dose of intimidation and frequent bribes of live food keep it in
line. A clever PC who gives it a bag of rats (or similar small animals) to play with and eat will
keep it happy and distracted for hours. Murder and mayhem are its favorite things, whether
part of a squad of community defenders or accompanying the PC in search of numenera.
It’s easy to dismiss Hemsheg because of its size or assume that it’s cowardly because it is
small and excitable, but it is actually a careful planner and very dangerous when it needs to
be. It doesn’t like being ordered to do something but responds well to compliments and
praise. The yovok is learning that yelling until it gets what it wants isn’t a good strategy with
humans, but it’s still very vocal with its opinions and tends to take the initiative on things
unless reined in by a dominant PC. Hemsheg likes cyphers and oddities that do impressive-
looking things, and when it has to wait or be quiet, it counts and admires its “treasures.”
ZHEV LEVEL 5
Modifications: Attacks, defenses, intimidation, perception, sense deception Zhev, page 262
XP Cost: 10
Qi, page 144
Exile was once part of the Zhev, the intelligent peacekeeping machines of Qi, but it has not
been back to the city since it fled a year ago. It ignores questions about why it is away from
Qi, the nature of the city’s defenses, or the Zhev in general, and anyone who pesters it with
such questions gets “accidentally” knocked over by a mechanical arm or immobilized in a
net. It follows a similar protocol to that of its counterparts in Qi: prevent law infractions,
keep order, keep the peace, and protect the lives of innocents. Exile obeys the commands of
its bonded PC as if that character were its supervisor in the city hierarchy, whether assisting
the PC in managing a community (its preferred role) or accompanying them into a prior-
world site in search of information. It is very conservative about using its stun gas canisters,
as if it has a limited supply and cannot create more. Exile rarely speaks except in response to
direct questions or to address an unruly or frightened crowd. It doesn’t require an external
power connection, but sometimes it consumes a nutrient slurry made of organic materials.
It is loyal and determined, but something about it seems worried and sad.
145
CHAPTER 8
FURTHER LONG-TERM
PLAY OPPORTUNITIES
T
he long-term tasks presented in times it might be an act of redemption
Numenera Destiny are just some of where a person deliberately changes their
Long-term play, the possibilities for long-term play. personality in the interest of becoming a
page 324 This chapter describes additional options more enlightened individual. An uncivilized
that are available in most communities. person might try to change their speech
Individual communities may have specific and mannerisms to fit in with aristocrats,
local needs, each of which the GM could or an aristocrat might embrace a simple
handle as a long-term task, using the life of living closer to nature. When this
rewards and benefits described here or task is complete, the PC loses all former
creating new ones specifically for that benefits and gains those from the new
custom task. For example, a PC with an descriptor (although existing facts, such
unusual healing ability who visits the city of as the character’s initial link to the starting
Navarene and Queen Charmonde in Navarene might work at the adventure, which was completed in the past,
Armalu, page 137 sterile palace of Queen Armalu, advising would not change).
her personal physicians about medicine, A character can change their descriptor
earning a special favor from the royal court only once per year.
instead of acquiring shins or adding to the
community’s health. Found a Business (3 months): The character
The long-term tasks in this chapter refer begins a new business in a community, such
Goodwill Ambassador, to many of the tasks in Numenera Destiny. as a shop, training facility, stable, healer’s
page 148 For example, the Goodwill Ambassador hall, and so on. This usually requires a
task in this chapter talks about the Enhance physical location for conducting business
Community Happiness task in Destiny. You (even something as simple as a cart for
Enhance Community may want to have that book nearby as you displaying wares), goods or services that
Happiness, page 326 read through this section. NPCs want to purchase (about 50 shins’
worth), and an assistant or employee NPC
(which allows the PC to perform other long-
LONG-TERM TASKS term tasks while running the business).
Any PC can take up any of these long-term Interaction tasks with customers, local
Chapter 2: Numenera tasks. Chapter 2: Numenera Plans lists authorities, and neighbors are eased in any
Plans, page 21 several more long-term tasks specifically for month the character performs this activity.
Otherspace, page 13 modifying otherspaces. This often creates future opportunities
for the character (hearing gossip about
If long-term play is Change Descriptor (3 months): The PC strangers in town, knowledge of caravans
interrupted while the PC changes their descriptor. People change as needing guards, hearing incidents of crime,
is changing descriptors,
the GM may create
they grow and experience new things, and meeting NPCs who could become followers
a hybrid of the two sometimes that results in a new philosophy or potential relationships, and so on).
descriptors, with some of or outlook on life. Sometimes this is Once the three-month period to found a
the benefits and penalties caused by terrible circumstances, such as business is complete, the character gains a
from each, representing
the character’s transition the unexpected end of a relationship or personal benefit of 2d10 shins (this is profit
from one to the other. the death of a close family member. Other after expenses like paying employees). Once
146
FURTHER LONG-TERM PLAY OPPORTUNITIES
the business is established, the character faiths and those suspicious of the religion’s
should use Help a Business (a one-month motives. In general, the interactions Help a Business, page 148
task) if they want to gain the benefits from are eased or hindered in any month the
owning this business. Choosing this long- character performs this activity. Founding
term task again means the character is an organization often creates future
starting a different business. opportunities for the character (news and
gossip among the members, opportunities
Found an Organization (3 months): This for crime or community service, meeting
task is similar to Found a Business, except NPCs who could become followers, and so Unless there is some
it isn’t necessarily tied to a specific building on). other benefit to the
organization, such as
or physical location. An organization is Once the three-month period to found access to secrets or
a group of like-minded people working an organization is complete, the character iotum, founding or
together for a common purpose. Guilds gains a personal benefit relevant to the joining an organization
(for merchants, thieves, and so on), goals of the organization: 1d10 shins, the should have an overall
positive effect on a PC’s
claves, charities, rehabilitation centers services of a level 2 follower for one month, interactions with the
(for freed slaves, former criminals, abused a random iotum of level 2 or less, an asset community. Joining an
animals, and so on), secret societies, youth on one specific task for one month, a new unpopular organization
for the sake of being
services, religions, theater companies, and oddity, and so on. Once the organization
unpopular is pointless.
political interest groups are all examples is established, the character should use
of organizations. An organization can be
benign, benevolent, malevolent, indifferent,
or a mix of all of these traits.
Interactions between members may be in
person (which might require a permanent
physical location, but can just as easily be
an occasional meeting in a public or private
space) or through messages. The group
should have a specific stated purpose, such
as a charter, set of bylaws, religious creed,
or oath. The organization might collect
dues or tithes to cover basic expenses
or have fundraisers to gather resources
for a larger project (such as a charity
collecting donations so they can build an
orphanage). The organization might have
a flat leadership structure (all members are
equal), put all the power into one individual
(such as a religious cult with a leader
chosen by a god), have a complex hierarchy
based on deeds or seniority, and so on.
Interaction tasks with others in the
community depend on what the group is
known for and its effect on the community.
A known member of a thieves’ guild
might be hindered in interacting with law-
abiding folks and town guards, but eased
in interactions with criminals and certain
businesses that benefit from criminal
activity (such as gambling and fencing).
An influential religious cult might ease
interactions with members of that religion
and allied people who support their
purpose, but hinder interactions with rival
147
Help an Organization (a one-month task) if others (such as Healing Touch). A character
Healing Touch, page 92 they want to gain additional benefits from without healing training or abilities should
founding this organization. Choosing this use Enhance Community Happiness
long-term task again means the character is instead.
starting a different organization. Heal Others adds +2 to the community’s
health stat during the month the character
Gather Information (1 month): By performs this activity, or +5 if the PC is
listening to the rumor mill, snooping on specialized in healing or their healing
conversations, buying a few drinks for abilities are tier 4 or higher. Because the
people in the know, reading wanted posters, PC becomes known for using their time to
and otherwise keeping their ear to the heal others, this activity also eases all of the
ground, the character learns about current character’s positive social interaction tasks
events, gossip, crime, interesting new for this month and the next three months.
people, and other local topics relevant to
the community. This investigation provides Help a Business (1 month): The character
the character with news that could be works with a business in the community.
merely of note, the seed of an adventure Depending on their skills and interests, this
for regular play, a clue about a new site might mean interacting with customers,
worth exploring (easing the Intellect task of producing goods for sale, performing
Discover New Area of Discover New Area of Interest), a tip about a maintenance on the business’s building or
Interest, page 326 potential contact or follower, hints about an equipment, improving efficiency, protecting
upcoming heist or other major crime, and valuables, and so on. This eases tasks
so on. A character who performs this activity relating to that business, its customers,
multiple times in a community tends to and its neighborhood in any month the PC
develop a network of knowledgeable people, performs this activity. This often creates
who might (as a GM intrusion) come to the future opportunities for the character
PC with a problem or juicy story. (gossip about strangers in town, knowledge
of caravans needing guards, hearing
Goodwill Ambassador (1 month): This incidents of crime, meeting NPCs who could
Enhance Community is similar to the Enhance Community become followers or potential relationships,
Happiness, page 326 Happiness long-term task, except instead and so on). In addition, the character gains
Develop Community
of the PC using their efforts to increase a personal benefit of 2d10 shins each month
Networks, page 331 the community’s health, they are doing they perform this activity. Jacks might want
so to improve their own reputation and to use Develop Community Networks
status within the community. This eases instead of this task, as it earns more shins.
all interaction tasks for the PC for the next
three months. In larger communities, the Help an Organization (1+ months): The
GM may decide that this affects only part character works with an organization,
of the community, such as one or more promoting its cause in the community.
neighborhoods, and the PC would have to Usually this means an organization that
perform this task additional times to get the already is active in the community, but it
benefit of the entire community. A character could be the PC acting to establish a local
can perform this activity multiple times in presence for that organization. Depending
the same community, but the benefit can on the goals of the organization, this
ease these interactions by a maximum of might mean promoting or sabotaging the
two steps at the same time. local government, rooting out threats to
the community, searching for numenera
Heal Others (1 month): The character uses to salvage, and so on. This eases tasks
their healing abilities to help people of for interacting with people who support
the community, tending to the sick and or approve of these goals (and hinders
wounded. This requires the character to be tasks for those who oppose them). This
trained in the healing skill or have a type often creates future opportunities for the
or focus ability that allows them to heal character (earning a positive reputation
148
FURTHER LONG-TERM PLAY OPPORTUNITIES
with the group, learning about opposing agility, a cult might require memorizing and
factions and individuals, meeting NPCs who flawlessly reciting a religious text, a fighting
could become allies or potential followers, club might require defeating an experienced
discovering a plot that leads to an adventure member, and a crafting guild might require
for all the PCs, and so on). These activities assembling a device from its component
might even overlap with another long- parts. The challenge can be as simple
term activity that benefits the community, as making a few skill rolls, as difficult as
such as General Maintenance or Develop crafting an object from a plan, or something General Maintenance,
Community Knowledge. in the middle like surviving a few rounds of page 327
Instead of providing a benefit to the combat. Develop Community
organization or community, the character In general, an organization’s challenge Knowledge, page 331
can use their work on behalf of the has a difficulty equal to the level of the
organization to gain a personal benefit group’s home community. This means an The GM shouldn’t let
relevant to the activity. This might be 1d10 organization centered in Qi (a high-level overlapping goals of the
PC, community, and
shins, a promotion within the organization, community) with an outpost in a low-level organization allow the
the services of a level 2 follower for one border town still uses Qi’s level for the character to exploit this
month, a random iotum of level 2 or less, challenge. If the PC knows another PC or connection and get extra
an asset on one specific task for one month, important NPC in the organization, their results for the same
amount of work. Give
a new oddity, and so on. Help that takes insight and advice means the challenge the PC a list of benefits
longer than a month provides one such tasks are eased. and let them choose
benefit per month of the activity. The rewards for joining an organization one for the month.
vary greatly. At the minimum, the PC should
Invent a New Type or Focus Ability (1 get some small token representing their Although Invent a New
month): By practicing, researching, and acceptance into the group, such as those Type or Focus Ability
is intended for custom
perhaps consulting with other people described in Found an Organization. Large abilities created for a
with similar abilities, the PC invents a new established groups may have other benefits home campaign, the GM
type or focus ability and understands it (as described in their entries in other might also require this
in concept, if not in practice. To actually books). long-term task before
a player can choose an
acquire that ability, the PC must then spend unusual ability from
XP on character advancement (although Make a Profit (1 month): The PC uses their a new sourcebook.
that doesn’t have to immediately follow this skills and special abilities to work in the
activity). community in exchange for money or some
other resource. The nature of this work
Join an Organization (1+ months): This is depends on the character’s interests and
Character
similar to Found an Organization, except abilities. A charismatic PC might perform
advancement, page 128
the PC is attempting to join an existing in public or work in a theater, a combat-
organization, such as the Convergence oriented character might become a prize Convergence, page 216
or the Angulan Knights. The GM must fighter, a sneaky character might burgle or
Angulan Knights,
determine if the group has a presence in the pickpocket, an observant character might page 217
community (otherwise, the PC must travel help the city guards investigate crimes,
to a place where it does) and if any specific and so on. This long-term task is much
requirements apply to the organization like others here and in Numenera Destiny,
(donating an artifact, swearing an oath of except the character’s focus is on their own
loyalty, slaying an enemy of the group, and enrichment rather than the good of the
so on), specific details the PC must learn, community. At the end of the month, make
restrictions they have to observe, and so on. a roll on an appropriate task to see how
When this long-term activity is completed, well the PC’s profit-making activity does.
the PC must succeed at a challenge to In a smaller community where there is less
see whether they are accepted into the currency in play, the roll may be hindered
organization. The kind of challenge depends by one or two steps. In a large community,
on the nature of the organization—a it may be eased because people have more
thieves’ guild might require the PC to money (but eased by only one step because
pass through a maze requiring stealth or it’s harder to stand out from the rabble).
149
Once the roll is made, the player chooses brittle bones, dangerous cypher interactions
Inability, page 333 whether they want their profit as shins, io, or that permanently reduce one or more
numenera. Pools, a parasite that eats memories, or a
powerful attack that cripples a limb or gives
Difficulty Achieved Shins Io Numenera the character an inability. Negative effects
1 1d6 — — from other long-term tasks might not have
2 1d10 1 — specific game penalties, but a character still
3 2d6 2 Oddity might want to spend time recovering from
them, such as regaining strength after giving
4 3d6 1d6 2 oddities
birth, dealing with the end of a relationship,
5 2d10 1d10 Cypher or grieving for a dead family member.
6 3d10 2d6 2 cyphers Using this long-term activity means
the character is focusing on healing and
The GM may decide Recover From an Injury (1–3 months): recovering from this injury or condition,
that some injuries can’t Sometimes a character suffers a debilitating which might include bedrest, traveling
be fixed as a long-term
activity, but using
injury that can’t be healed with recovery to a person or place known for healing,
Recover From an Injury rolls. Examples of this are a disfiguring consuming exotic herbs, using machine
might provide relief disease that permanently moves the PC a implants to compensate for the damage,
from its symptoms for step down the damage track, blindness, a testing experimental (and possibly risky)
a month or more. It
still may be possible for mysterious weapon that gives the character numenera treatments, and so on. For
the PC to find a cure emotional injuries, spending quality time
in their explorations with friends and loved ones might be
or use an advanced
sufficient, but could require retraining
installation such as an
ultimate automender. negative habits, finding new activities that
create positive emotions, or using other
treatments that directly influence the mind.
Multiple long-term Depending on the recovery method, it
tasks, page 324 is likely that the PC might not be able to
perform other long-term tasks while trying
Ultimate automender,
page 154
to heal. For example, someone confined
to bedrest can’t be building an installation
or training to use a new kind of weapon,
and the GM should let the player know that
these activities will interfere with the healing
process.
The nature of the injury determines how
long it takes to recover. Overcoming an
addiction to a drug or restoring 1 point
permanently lost in a Pool might take a
If long-term play is month. Rest and light activity to mend a
interrupted while the PC broken bone, physical therapy to rehabilitate
is retraining, the GM
may allow the PC to
an inability-causing injury, moving up one
use both the old and the step on the damage track, or dealing with a
new abilities for a brief bad breakup might take two months before
time, but both should be the character starts to feel better. Severe
hindered by two steps (or
similarly limited) until injuries like brain damage or regrowing a
the retraining is complete. withered or amputated limb might take
three months (or even longer, if the means
of healing requires a long period of travel).
150
FURTHER LONG-TERM PLAY OPPORTUNITIES
151
CHAPTER 9
GM INTRUSIONS
FOR CRAFTING
W
ith the introduction of crafting specific way creates a working cypher, but
plans, it would be easy to slip not why those iotum, quantities, or specific
into the habit of treating the configurations actually work, and that
numenera as something that a person of ignorance sometimes leads to unanticipated
GM intrusion, page 123 the Ninth World can fully comprehend in results. In game terms, these are GM
the way that 21st-century Earth engineers intrusions on successful crafting tasks.
understand internal combustion engines, The purpose of these intrusions is not
electronics, and biology. But the numenera to punish the character for crafting things
is vast and derived from many civilizations (any more than a combat GM intrusion’s
that span multiple millennia, star systems, purpose is to punish a PC for being in
and dimensions, and a Ninth Worlder combat). Instead, these remind the players
Secondary effect, could spend a lifetime studying just one of that the numenera is wild and not fully
page 144 these sources and still have only a general understood. These GM intrusions aren’t
grasp of the technology. The numenera like a secondary effect (which is an error or
Setback, page 145
should always be weird, and building things failure in the crafting process) or setback
Assessed difficulty, with it should always have a chance of (which is often due to damage against
page 117 an unexpected side effect even when the a completed project). A character could
crafting is a success. A typical wright might succeed at every single crafting subtask to
Time to build, page 119
know that combining certain iotum in a create an item, and the GM might still add a
GM intrusion to the final result.
These kinds of intrusions are more of a
distraction or annoyance than something
harmful to the user—they’re a quirk
of numenera crafting, not a means of
punishing players. A crafter can eliminate
these unexpected side effects by partially
disassembling and repairing the project,
which usually requires one crafting roll
(difficulty equal to the assessed difficulty
to create the item) and takes the same
amount of time as two crafting subtasks
to create the item. For example, a cypher
with an assessed difficulty of 4 takes about
nine hours to build, and its subtasks each
take about two hours, so removing a side
effect from the cypher requires a difficulty 4
crafting roll and about four hours of work.
(Many wrights don’t bother to spend the
extra time fixing these problems, especially
if the changes are cosmetic and harmless.)
This chapter includes a random table
152
GM INTRUSIONS FOR CRAFTING
153
d100 Effect
24 Mild auditory hallucinations (fragments of sentences in the Truth or an unknown
language, familiar-sounding voices saying names, knocking, flies buzzing, infants
crying, white noise)
25 Mild olfactory hallucinations (burnt food, flowers, mold, wood)
26 Mild tactile hallucinations (electric shocks, incorrect textures, tickles, caresses, wetness,
odd temperatures, gentle or sharp pokes, things crawling on or under the skin)
27 Mild visual hallucinations (movement echoes, arrows or other shapes, people or
creatures, rearrangement of letters or symbols)
28 Dizziness (random, directional, vertigo, motion sickness, feeling of falling)
29 Slurred speech (nouns, verbs, questions, emotional reactions)
30 Aching joints (throbbing, pinpricks, cold, swelling, fatigue)
31 Blurred vision (lateral, directional, creatures, faces, writing, colors)
32 Distracting holographic images move on their own for several rounds before
disappearing (user echoes, human body parts, creatures, shapes, letters)
33 A kind of food (meat, fruit, bread) tastes strange (salty, sweet, savory, sour, bitter) or
disgusting (feces, human flesh, garbage, soap)
34 Difficulty using written language (words are misread, seem like gibberish, appear to
have the opposite meaning)
35 Difficulty using spoken language (some words become unpronounceable, words are often
replaced with unrelated words, speech interspersed with animal or machine noises)
36 Bearer experiences half-second time skips (forward, backward, sideways, random)
37 Sensitivity to light (sunlight, moonlight, specific colors, fire)
38 Sensitivity to sounds (voices, eating, breathing, machines, laughing, crying, footsteps)
39 Nausea (pain, belching, vomiting, dry heaves, false pregnancy, false parasitism)
40 Heart palpitations (fast, slow, doubled, erratic, vascular, backward)
41 Excessive sweating (colors, scents, parasites, nanomachines, oil, blood, acid)
42 Levitation of small objects (falling upward, orbiting, following, repelling, fast, slow)
43 Inability to remember certain words (proper names, species names, directions,
common terms, verbs)
44 Fever (head, face, neck, arms, hands, entire body)
45 Nasal, throat, or lung congestion (mucus, blood, hair, feathers, dye, creatures,
nanobots)
46 Altered voice (monotone, singsong, strange inflection, hoarse)
47 Headache (frontal, anterior, rotating, sinusoidal, molar, ocular)
48 Bodily fluids glow with eerie colors (visible through the skin)
49 Change in libido (intense, none, highly variable, aberrant)
50 Hair or nails grow in with a new and unusual color or texture (orange, pink, blue,
curly, rough)
51 Spatial distortion hallucinations (short distances perceived as long, everything seems
uniformly distant, false details on nearby objects)
52 Long-term memory problems (forgetting people, forgetting locations, unable to form
new long-term memories)
53 Emotionally stunted or amplified (fear and suspicion, love and friendship, curiosity
and recklessness, boredom and laziness)
54 False memories (remembering people who never existed, remembering events that
never happened, absurd alterations to actual memories)
55 Familiarity disorders (belief that other beings are lifelike machines instead of people,
belief that friends have been replaced by clones, inability to recognize faces, mistakes
strangers for known people)
56 Extreme cognitive bias (overestimating or underestimating skill in a particular area,
making snap judgments based on irrelevant details or “signs,” treating extremely
remote possibilities as likely outcomes)
154
GM INTRUSIONS FOR CRAFTING
d100 Effect
57 Altered appetite (decrease, increase, binging on a particular kind of food, eating or
chewing specific non-food objects, cravings for or aversion to certain flavors)
58 Mood swings or heightened emotional reactions (joy, despair, anger, fear, affection,
random)
59 Twitching (eyes, hands, limbs, lips, tongue, shoulders)
60 Skin sores, blisters, or scratches in odd configurations (faces, numbers, formulas, maps)
61 Repetitive behavior (verbal tics, gestures, walking in circles, whistling, dancing,
stretching, miming beasts)
62 Unusual discharge from skin, eyes, or mucus membranes (waxy, crumbly, chalky,
aromatic, seeds, fibers, paper, synth, skin)
63 Sudden weight gain or loss (fat, muscle, bone, hair, parasitic limbs or other body parts)
64 Involuntary vocalizations (numbers, machine sounds, alien words, beast noises,
repeating nearby statements)
65 Night terrors (white-skinned beast in a forest of translucent tubes, the moon crashing
into the earth, blue demons flaying off skin, mushroom-filled hellscapes, everyone is
eyeless, murdering allies)
66 Sleepwalking (fast, slow, in a particular direction, levitating, eyes open, aggressive,
phasing)
67 Sleep talking (people who aren’t there, things that aren’t happening, false memories,
descriptions of unknown places, backward, inhuman)
68 Energy effects change color (wood flames burn blue, electrical discharges are green,
white lights are prismatic)
69 Unpreserved items (clothing, food, rope) degrade or rot at an accelerated rate
(double, triple, quadruple, erratic)
70 Allergic reaction to a common substance (metal, synth, a kind of food, a color) Minor Secondary
71–90 Roll on the Minor Secondary Effects table Effects, page 144
91–00 Roll twice on this table
155
CHAPTER 10
NUMENERA WASTELANDS
E
ven the creations of prior-world ground a small distance across might once
civilizations get worn down over time. have been a flying machine that was shot
Earthquakes, fires, storms, lightning down ten millennia ago. A research station
strikes, explosions, and salvaging all create that filled a large area might have been
weak points in ancient structures, giving discarded and looted 100,000 years ago,
nature a foothold for wearing down metal and now its fallen metal and synth bones are
and synth into smaller pieces of debris obscured by a lake or grove of trees. Some
and, eventually, drit. Over time, the area sites might even be larger, covering a mile
around a ruin becomes littered with burned- or more in diameter, the legacy of a prior-
out cyphers, cast-off pieces of consumed world community or a battleground where
iotum, failed experiments, volatile large amounts of numenera were used
solvents, preserved biological samples, and discarded, saturating the ground with
radioactive materials, poisonous minerals, debris, slag, and contaminants.
contaminated fluids, fuel containers, This chapter describes many examples of
pandimensional materials, nearly depleted numenera waste sites, which the GM can
Ranked disasters, power cells, and miscellaneous junk. use as adventure seeds, ranked disasters,
page 309 Even things that are safe on their own, like and salvage opportunities.
synth, can become dangerous if exposed
to heat or sunlight for long periods of
time. Containers can crack from winter GENERAL NUMENERA
cold, mostly stable materials can react WASTE SITE QUALITIES
aggressively with oxygen or water, fragile All numenera waste sites have a level,
containers can be crushed by the weight just like a numenera device or an area
of other materials on top of them, and so being salvaged. Each site has an active
on. The embryonic fluid from an empty area, or “hot zone,” where the materials
Biological, page 13 biological birthing vat might contain a few are concentrated. The hot zone of an
living cells that can mutate into a cancerous ancient automaton might be as small as
new life form, become a parasite when an immediate distance across, but the
ingested by a scavenger, or contaminate residue from a typical prior-world building
insects that are later ingested by or vehicle is at least a short distance across,
domesticated birds. Broken nanomachines and the dangerous area around a larger
used to breach space, dimensions, or ruin might be a long distance or very long
timelines can intermittently activate, distance across. Beyond the hot zone is the
interact, and interfere with each other, “warm zone,” an area two to three times
magnifying their abilities. the diameter of the hot zone, where the
Independently or in small quantities, material is more scattered and isn’t quite
these eroded materials have no inherent as dangerous. For example, if the hot zone
value or salvageable parts, but when left in is a short distance across, the warm zone
an area over a long period of time, they have extends at least another short distance
just enough numenera in them to have an beyond that, forming a ring around it.
impact on the world. A discolored patch of
156
NUMENERA WASTELANDS
Depending on the nature of the site and who is trained in Might defense, or for NPCs Whether a ruin has
its unique hazards, the area of the hot and whose level is at least 1 or 2 higher than the a numenera waste
site is up to the GM.
warm zones might not be circular. A site on level of the site. But even a low-level site’s Many sites are clean,
a hill might leak contaminants downward, warm zone (such as one weak enough that perhaps because a prior
forming an oval or teardrop hot zone and humans settled near it without realizing the civilization was diligent
warm zone. A site next to a river might danger) can still be a threat for vulnerable about carefully storing
its waste or made efforts
have a circular hot zone and a warm zone creatures such as children, the elderly, and to clean up sites from
that follows the river and its banks for a common animals. By the time a site has earlier cultures. The GM
much longer distance. If the site produces accumulated enough numenera debris to can add waste sites for
a grittier campaign or
dangerous gases, clouds of gas might become level 3 or higher, it is so dangerous
to elevate the sense of
be carried downwind, well outside of the that even an experienced character shouldn’t danger at a specific ruin.
actual warm zone. A site contaminated with linger there without protective gear.
extradimensional technology might have a
normal hot zone, but its warm zone also
bleeds over into adjacent dimensions. The NUMENERA WASTE
zones usually extend up into the air and HAZARDS
down into the ground about one-third to This section gives many possibilities for
one-half of the zone’s horizontal space. detrimental effects from numenera waste
Every hour a creature spends in a hot zone, sites. Most sites will cause only one or
it must make a defense roll (usually Might) two of these effects. A large or old site,
against the level of the site or suffer a harmful particularly one created by the actions of
effect from the contamination there. The several different crafters, may cause many
warm zone is safer, but still dangerous, and more. Some could be mapped to specific
a creature must make a defense roll against areas within the site, but they’re just as likely
the level of the site if they spend at least five to overlap each other so that a creature who
hours there. This means a low-level site is fails a resist roll against the site has equal
relatively safe for an experienced character chances of suffering from any of its effects.
157
For variety, the GM Because PCs are likely to enter the warm zone before the hot zone, the effects described
should choose a different here are for the warm zone, and if hot zones have a greater effect, they’re listed afterward.
origin for the effects from
numenera—poison,
For example, failing a Might defense roll in the warm zone of a level 3 site that hinders
disease, radiation, energy Intellect rolls does so for three hours, or three days if the failed roll happens in a hot zone.
burst, chemical reaction, The effects of the site are cumulative, so failing two rolls against a site that hinders Intellect
extradimensional, defense rolls means the creature’s Intellect defense rolls are hindered by two steps. The
temporal, parasites,
nanotechnology, and so site itself might be physically transformed over time by these contaminants, becoming
on. This allows some PCs a sinkhole, spawning strange crystalline growths, interfering with cyphers and artifacts,
with special resistances extending fingers of the warm zone toward high-energy installations, creating physical or
a better chance against
illusory manifestations of objects and creatures, and so on.
the hazards, and it keeps
the exact nature of each
site unpredictable. NUMENERA WASTE HAZARDS TABLE
d100 Effect
01 Inflicts the site’s level in ambient Might damage (ignores Armor).
02 Inflicts the site’s level in ambient Speed damage (ignores Armor).
03 Inflicts the site’s level in ambient Intellect damage (ignores Armor).
04 Makes animals or plants that live or feed in the site poisonous, but they don’t
look or taste different than unaffected ones. Eating them (or parts of them, such
as fruit from a contaminated plant) inflicts the site’s level in Might, Speed, or
Intellect damage.
05 Moves the creature one step down the damage track for a number of hours equal
to the site’s level (or number of days for a hot zone).
06 Hinders the creature’s Might and Speed rolls for a number of hours equal to the
site’s level (or number of days for a hot zone).
07 Speed rolls are hindered for a number of hours equal to the site’s level (or
number of days for a hot zone).
158
NUMENERA WASTELANDS
d100 Effect
08 Intellect rolls are hindered for a number of hours equal to the site’s level (or
number of days for a hot zone).
09 Interferes with healing. Recovery rolls are halved for a number of hours equal to
the site’s level (or number of days for a hot zone).
10 Causes open sores that are slow to heal, reducing the creature’s Might Pool by 1
for a number of hours equal to the site’s level (or number of days for a hot zone).
11 Causes excessive sweating and excretion of fluids (perhaps with alarming colors
or secondary effects), so the creature must consume extra water for a number
of hours equal to the site’s level (or number of days for a hot zone) or move one
step down the damage track.
12 Erases one hour of the creature’s memories from the past day (or week for a
hot zone).
13 Causes excessive bleeding. Any time the creature takes damage from an attack,
on the attacker’s next turn the creature takes an additional 1 point of damage
from bleeding (ignores Armor). The target can prevent this additional damage by
making a recovery roll, using any ability that heals it, or using its action to attend
to the injury. This effect lasts for a number of hours equal to the site’s level (or
number of days for a hot zone).
14 Causes extreme sensitivity to pain. All tasks to resist or ignore pain are hindered.
Any round the creature takes damage, it is hindered on its next turn. This lasts a
number of hours equal to the site’s level (or number of days for a hot zone).
15 Causes extreme numbness. All tasks to resist or ignore pain are eased by two
steps. All attacks against the creature inflict the normal amount of damage,
but the creature feels only 1 point of damage (the GM should keep track of the
damage the creature takes but does not feel, and move them down the damage
track as appropriate). This condition lasts for a number of hours equal to the
site’s level (or number of days for a hot zone).
16 Distorts vision, hindering all sight-based tasks for a number of hours equal to the
site’s level (or number of days for a hot zone). If the creature fails multiple defense
rolls and the vision hindrance reaches four steps, they are permanently blinded.
17 Distorts hearing, hindering all hearing-based tasks for a number of hours equal
to the site’s level (or number of days for a hot zone). If the creature fails multiple
defense rolls and the hearing hindrance reaches four steps, they are permanently
deafened.
18 Reacts with the creature’s body to create a hazardous substance that the creature
expels through its skin and by breathing. Each minute, the creature takes 1 point
of damage and inflicts 1 point of damage on all creatures within an immediate
distance. This lasts a number of minutes equal to the site’s level (or double this
duration for a hot zone).
19 Reacts with the creature’s body to create a flammable substance that the creature
expels through its skin and by breathing. Exposure to open flame or extreme heat
causes the creature to spontaneously combust, inflicting ambient damage equal
to the site’s level. Once this combustion happens, the effect takes an hour to build
up to dangerous levels again (or ten minutes for a hot zone). This condition lasts a
number of hours equal to the site’s level (or double this duration for a hot zone).
20 Reduces mental clarity and causes emotional outbursts. Intellect actions are
hindered, Intellect Effort costs increase by 1, and positive social interactions are
hindered (in addition to the hindering of all Intellect actions). This lasts for a
number of hours equal to the site’s level (or number of days for a hot zone).
159
d100 Effect
21 Hardens or crystallizes flesh, granting +1 Armor, but hinders all physical actions
(melee attacks, Speed defense rolls, and so on). This lasts for a number of hours
equal to the site’s level (or number of days for a hot zone). If the creature fails
multiple defense rolls and the physical hindrance reaches four steps, they are
permanently paralyzed.
22 Any food consumed provides no sustenance (meaning it is possible to eat
normally and yet starve to death). This lasts for a number of hours equal to the
site’s level (or number of days for a hot zone).
Harmful mutations, 23 Alters genes to cause birth defects (such as harmful or cosmetic mutations) and
page 398 may similarly affect character abilities that cause rapid growth or regeneration. A
Cosmetic mutations,
hot zone is more likely to cause harmful mutations than a warm zone.
page 402 24 Interferes with breathing or use of oxygen (or whatever gas the creature requires,
such as nitrogen for a lattimor). The creature’s one-action recovery roll takes ten
minutes, its ten-minute recovery roll takes one hour, and it can hold its breath for
only half as long as normal. This condition lasts for a number of hours equal to
the site’s level (or number of days for a hot zone).
25 Weakens bones. Any physical attack that inflicts more than 5 points of Might
damage or moves the creature down the damage track might trigger a GM
intrusion to break a bone. This condition lasts for a number of hours equal to
the site’s level (or number of days for a hot zone). Broken bones take the normal
amount of time to heal.
26 Corrodes one common substance (metal, synth, glass, and so on). Objects made
Object damage track, of this material move one step down the object damage track each hour if their
page 116 level is less than the site’s level. A numenera object that takes major damage or
is destroyed by this effect while still in a warm or hot zone is likely to activate
unexpectedly (a GM intrusion).
27 Flesh or equipment starts to grow fungi, with filaments extending into the
growing surface. Removing or harming the growths is like tearing off parts of the
creature’s flesh or stripping away necessary bits from the object. These growths
may die when the effect ends or (as a GM intrusion) release spores that have
another effect from this table. The fungi last for a number of hours equal to the
site’s level (or number of days for a hot zone).
28 Contaminates the creature with a long-lasting latent hazard that is triggered by
close proximity, such as spending at least an hour within an immediate distance
of another person. The hazard may affect the afflicted creature (1–3 on 1d6) or the
nearby creature (4–6 on 1d6). The hazard can remain untriggered for a number
of days equal to the site’s level (or number of weeks for a hot zone). When this
duration ends, the hazard might harmlessly dissipate or (as a GM intrusion)
afflict the host creature.
29 One limb is numbed or paralyzed for an hour (or several hours for a hot zone).
Multiple failed defense rolls against the site might affect additional limbs or
extend the duration on one affected limb.
30 Makes cells swell up and explode over the course of about an hour (or ten
minutes for a hot zone). While the swelling builds, the creature’s clothing and
equipment squeeze them, hindering all physical tasks unless removed. The
explosion moves the creature one step down the damage track, and creatures
within immediate range take damage equal to the site’s level from fleshy
shrapnel.
160
NUMENERA WASTELANDS
d100 Effect
31 Causes nightmares that start out mildly disturbing and (over several incidents)
grow to be horrifying and accompanied by sleep paralysis and daytime
flashbacks. The day after a nightmare (or the week after for a hot zone), the
creature’s Intellect tasks are hindered.
32 Creates a mental trap or defect that inflicts 1 point of Intellect damage on the
creature every time they hear a specific word or think a particular concept. This
lasts a number of hours equal to the site’s level (or number of days for a hot
zone).
33 Withers skin, fat, and muscle, discoloring the remaining tissues (usually with
a vivid hue) and giving the creature a gaunt skeletal or ghoul-like appearance.
Inflicts damage equal to the site’s level (ignores Armor) and hinders Might and
Speed tasks. This lasts for a number of hours equal to the site’s level (or number
of days for a hot zone), but returning to a fully normal appearance usually
requires at least a week.
34 Creates an unnatural hunger for the flesh of creatures similar to itself (humans
for humans, varjellen for varjellen, and so on), even if the creature doesn’t
normally eat meat. On any day the creature doesn’t eat a full meal of this kind, it
moves one step down the damage track (a creature afflicted with this by a high-
level site might eat parts of itself to avoid death). This hunger lasts for a number
of days equal to the site’s level (or twice as long for a hot zone).
35 Causes random teleportation, usually only a few inches in any lateral direction,
but (as a GM intrusion) sometimes several feet or more. This occurs anywhere
from every few seconds to every few minutes. This usually is only an annoyance,
but a larger jump might hinder the creature’s actions for a round or put them in
harm’s way (such as teleporting them sideways off a platform into the open air, or
into the middle of a group of enemies). This lasts for a number of hours equal to
the site’s level (or number of days for a hot zone).
36 Displaces most of a creature’s mass into another dimension, making the creature
about as dense as a sponge. Might tasks requiring strength (such as making
melee attacks, resisting being pushed or grabbed, and so on) are hindered by two
steps. Tasks and effects where a low weight or density are an advantage (such as
falling or being carried) are eased by two steps. This lasts for a number of hours
equal to the site’s level (or number of days for a hot zone).
37 Knocks the creature unconscious. It can rouse itself for a few minutes (or rounds
for a hot zone) by making an Intellect defense roll against the site’s level. This
condition lasts for a number of hours equal to the site’s level (or number of days
for a hot zone).
38 Creates telepathic sensitivity that makes a creature hear the thoughts of all
thinking creatures within short range (long range for a hot zone). This constant
chatter of thoughts hinders all Intellect tasks, interferes with sleep, and (if it
lasts more than a week) can eventually cause a loss of personal identity or even
psychosis. This sensitivity lasts for a number of hours equal to the site’s level (or
number of days for a hot zone).
39 Morphs the creature’s body into a physical duplicate of another creature of
similar shape and size within short range. If there are no suitable creatures within
range, the creature takes on aspects of any creature within range, or becomes
horribly disfigured if there are no creatures nearby. The painful transformation
takes several minutes (all actions are hindered while changing shape). This lasts
for a number of hours equal to the site’s level (or number of days for a hot zone).
161
d100 Effect
40 Creates a grapefruit-sized tumor over several minutes that detaches on its own.
Over the next hour, the expelled tumor grows into a physical duplicate of the
creature. The duplicate is a hostile entity of beast-level intelligence (or human-
level intelligence for a hot zone) whose level is equal to the site’s level, and it may
have one or more of the original creature’s abilities. The duplicate attempts to
follow and kill the original creature, and otherwise attacks anything it sees. The
duplicate lives for a number of weeks equal to the site’s level but may live for
years if it can kill and eat the original creature.
41 Attracts extradimensional and pandimensional creatures. All of the creature’s
tasks against these attracted entities are hindered (by two steps for a hot zone)
and the entities preferentially focus on the affected creature. This is usually, but
not always, a hostile interest. This lasts for a number of days equal to the site’s
level (or twice as long for a hot zone).
42 Causes random shifts out of phase. This occurs anywhere from every few seconds
to every few minutes. This usually is only an annoyance and doesn’t last long
enough to allow deliberate passing through a barrier, but a shift might hinder
the creature’s actions for a round, interfere with multidimensional technology, or
(rarely) negate an attack against the creature. This lasts for a number of hours
equal to the site’s level (or number of days for a hot zone).
43 Attracts visitors from other times and timelines who observe the creature’s
actions like they’re an exotic specimen in a menagerie. These visitors may be
strangers or other versions of the creature, machines with recording devices,
or stranger entities such as intelligent geometric shapes of chronometric
energy. The visitors usually remain for only a few seconds or minutes and
avoid interacting with anyone, but they may make vague comments about its
appearance, behavior, or future. Their presence is confusing and distracting
for the creature (all Intellect and Speed tasks are hindered) and perhaps others
nearby. The visits stop after a number of hours equal to the site’s level (or twice
as long for a hot zone).
44 Causes random shifts forward and backward in time. Backward shifts cause
doubles from the future to appear in the creature’s previous location for a few
seconds; forward shifts make the creature disappear for anywhere from an
instant to a round at most before reappearing. This usually is only an annoyance
and doesn’t last long enough to give the creature an advantage, but a shift might
hinder the creature’s actions for a round or (rarely) provide an asset on the
creature’s action. This shifting lasts for a number of hours equal to the site’s level
(or number of days for a hot zone).
45 Alters probability so the creature triggers a GM intrusion an additional 5 percent
of the time (a roll of 1 or 2 on a d20). Multiple failed defense rolls against the site
continue to increase this chance, causing more extreme results with every new
intrusion. For example, if the creature triggers a GM intrusion on a roll of 1–5 on
a d20, instead of dropping its weapon as the result of an intrusion, the weapon
might turn to liquid or rust away in seconds. The altered probability lasts for a
number of hours equal to the site’s level (or number of days for a hot zone).
46 Causes a cosmetic mutation or harmful mutation (or both for a hot zone). If
the creature already has a mutation from the site, an additional failed defense
Beneficial mutation, roll against the site gives the creature a beneficial or distinctive mutation, but
page 398 also afflicts them with a harmful mutation. The creature loses the mutation
Distinctive mutation,
or mutations after a number of hours equal to the site’s level (or might be
page 400 permanent for a hot zone). Many sites always create the same specific mutation,
so that all creatures affected by it gain the same mutation.
162
NUMENERA WASTELANDS
d100 Effect
47 Implants a compulsion for a specific behavior (heading in a certain direction
or to a particular site, obsessing over a certain object or person, or building or
destroying a specific structure or creature). The affected creature may psychically
infect others within short range with this compulsion if they fail an eased Intellect
defense roll against the level of the site. This compulsion lasts for a number of
days equal to the site’s level (or number of weeks for a hot zone).
48 Implants a specific sound, phrase, or image in the creature’s mind, as fresh
and real as if they had intentionally memorized it. This is probably a distorted
fragment of something useful (such as a map, code, or plan seed) but might be
gibberish. The implanted memory is prominent and distracting, hindering all
Intellect tasks unrelated to completing or deciphering it. This memory lasts for a
number of hours equal to the site’s level (or number of days for a hot zone).
49 Advances and regresses the creature’s age in different parts of its body. The
creature moves one step down the damage track, but while impaired this way,
applying a level of Effort to a task gets them a free level of Effort. Free level of Effort,
page 103
50 Reacts with the creature’s body to create an invisible or visible cloud of stinking
vapor (body odor, garbage, chemical, corpse, and so on) that the affected
creature can’t smell, but hinders tasks by all creatures within immediate range
(or short range for a hot zone) who can smell it. This lasts for a number of hours
equal to the site’s level (or number of days for a hot zone). A creature who fails
their defense roll multiple times against this effect might become surrounded by
a fog-like cloud that obscures vision.
51 Creates an energy field that interferes with electronic devices (cyphers, artifacts,
automatons, and so on) within short range, reducing their effective level by 1.
This lasts for a number of hours equal to the site’s level (or number of days for a
hot zone).
52 Creates specific mutations that turn fingers into claws and teeth into fangs. The
creature’s Might Edge increases by +1 and they can use their claws and teeth
as light weapons (failing another defense roll against this effect makes these
medium weapons, and doing so again makes them heavy weapons). The claws
hinder tasks that require fine motor control with the creature’s hands, and the
fangs hinder tasks that require clear speaking. The creature sheds these claws
and teeth after a number of hours equal to the site’s level (or might be permanent
for a hot zone). The creature regrows its nails at the normal rate, but probably
doesn’t regrow the lost teeth.
53–80 Roll on the Crafting GM Intrusion Effects Table. (For a hot zone, roll once on this Crafting GM Intrusion
table and once on the Crafting GM Intrusion Effects Table.) Effects Table, page 153
163
SALVAGING NUMENERA Tools. Unlike typical salvaging, salvaging
WASTE SITES from a waste site doesn’t require light tools.
Salvaging, page 107 It is possible to salvage materials from a Anything of use has already been separated
numenera waste site. Use the following from a fixed installation before it was
modified criteria. dumped at the site, although it might be
Area. An area a short distance across hidden under other materials.
counts as one location being salvaged. (An Cyphers, Artifacts, and Oddities. If
area a long distance across consists of three the character finds items of these types,
Minor or major to five small areas.) they almost always have minor or major
damage to objects, Level. The level of the site is the difficulty damage— something the previous owner
page 116
of the salvaging task. intended to fix but never got around to
Difficulty. If the character is trying to find repairing. These items are also likely to have
Crafting GM only shins and parts, the salvaging task is crafting GM intrusions.
intrusions, page 152 eased by two steps.
Time. Instead of fifteen minutes,
salvaging a waste site takes 1d6 hours. CLEANING NUMENERA
Remember that every hour spent in a hot WASTE SITES
zone or every five hours spent in a warm Some ambitious PCs might want to
zone means the character must make a remediate the dangers of a numenera waste
defense roll against the level of the site or be site so it is no longer harmful. This is a
Numenera Waste afflicted by something from the Numenera time-consuming process, but it might be
Hazards Table, page 158 Waste Hazards Table. the better alternative to relocating an entire
community that is in or near the site. This
requires three steps: evaluation, planning,
and execution.
Evaluation. The first step is to determine
the source of the site’s contamination—
radioactivity, exotic materials, biological
contamination, and so on. This is an
understanding numenera task with a
difficulty equal to the site’s level, and it takes
one to two weeks, depending on how many
individual sources a site might have.
Planning. The second step is to decide
whether the site will be contained,
relocated, or neutralized. Containing a site
is a temporary measure—the dangerous
material is left at the site, surrounded and
covered by some other material (such as
cement or a force field) that prevents it from
harming others for at least a hundred years
or so.
Relocating a site means removing all
the dangerous material and putting it
somewhere else, such as in an abandoned
mine, within a numenera ruin, launching
it into space, or transporting it to another
dimension, usually inside protective
containers that delay when the new
location might become dangerous.
Neutralizing a site is similar to
relocating it in that the materials are
removed from the site, but instead of
164
NUMENERA WASTELANDS
merely storing them elsewhere, they are crafting subtasks that start at difficulty An advanced community
converted into something truly harmless or 1 and increase from there. This process might deal with its
numenera waste by
useful, such as incinerating biological waste doesn’t require additional materials or pushing it through a
or feeding poisonous synth to a creature safety equipment—it is assumed that vanisher, harmlessly
that can safely digest it. the character is providing workers with shunting it to an
Execution. Regardless of the chosen method, protective gear and using readily available unknown dimension.
dealing with a numenera waste site is a lengthy bulk materials for the containment. Special
process and counts as a long-term task. materials like scalar boson rods can improve
Containing a site includes carefully the effectiveness of containment materials. Vanisher, page 168
marking the edge of the warm zone, moving Relocating a site works similarly to
Long-term task,
the contaminants from the warm zone into containing it, except the assessed difficulty page 324
the hot zone, building a barrier around the for the site is hindered. Each successful
hot zone (usually to a depth of 10 feet [3 subtask makes the site safer, reducing the Scalar boson rod,
page 115
m] or more to prevent leakage underneath difficulty of defense rolls against the site
it), and sealing off the top of the site with by one step. Transporting the containers
a similar barrier. Containing a hot zone is a separate issue requiring travel time to
that is a short distance across is a crafting the destination site, dealing with curious Cutting corners by
numenera task with an assessed difficulty entities who want to know what “valuables” forgoing protective
equipment and using
equal to the level of the site, and it requires are being moved, and so on. Depending inferior materials can
a number of one-month subtasks equal on how far the destination is, the site itself ease the containment
to the assessed difficulty. For example, a might be fully cleaned up before all the subtasks by one or two
wright specialized in crafting numenera materials arrive where they will be stored. steps, but these shortcuts
invite GM intrusions
who is containing a level 7 site reduces the Neutralizing a site is an understanding in the form of delays
assessed difficulty to 5, meaning it takes numenera task instead of a crafting and injured workers.
five months and requires five successful numenera task, but it still uses an assessed
165
difficulty for the site and subtasks. • Unusual radiation might give a tribe of
Margr, page 240 Depending on the method used by the PCs, margr disfiguring tumors but cause their
the assessed difficulty might be eased or offspring to mature at twice the normal
Disassembler, page 233
hindered. For example, a disassembler can rate, creating a fast-recovering tribe of
Dark fathom, page 232 make fast work of inorganic materials, so hungry raiders.
using one to neutralize an inorganic hazard • The local humans might gain a weird
Mutant, page 397 eases the assessed difficulty. A dark fathom physical or mental mutation that allows
could be bribed to consume the exotic them to survive and thrive, but visitors
A character can use a matter and strange energy contaminating a (such as the PCs) might suffer debilitating
different numenera skill site, easing the difficulty. pains within hours of entering the village.
in place of the one given
in the execution step,
Completion. Once all of the subtasks are • Automatons can ignore diseases, most
but doing so hinders completed, the area is no longer a waste site poisons, and many chemical hazards.
the assessed difficulty. and poses no threat. • Extradimensional leakage might attract
the attention of abykoses, Nibovians, or
other ultraterrestrials, causing the original
Abykos, page 224
KEEPING IT WEIRD inhabitants to flee their “cursed” or
With thousands of types of dangerous “haunted” village.
Nibovian wife, materials and hundreds of kinds of • Psychic feedback that is intolerable to
page 245 creatures and automatons in the Ninth humans might be harmless to flesh ghosts,
Callerail, page 228 World, it’s entirely possible that a site that who move into a settlement and pretend to
is dangerous or deadly to humans is safe or be nothing more than regular people.
Varjellen, page 394 even beneficial to nonhumans. Examples: • A callerail that consumes material from
• A village abandoned by its human founders a numenera waste site might develop
Broken hound,
page 226 because of a prior-world warm zone might an area attack that duplicates the site’s
be resettled by a tribe of varjellen who harmful effects on targets.
Laak, page 239 find that the “toxic” site awakens a latent
Ravage bear, page 249
psychic ability in their population. The Ninth World is full of abandoned
• A combination of chemicals might make settlements, and although the people who
broken hounds or laaks grow to the size of used to live there had a reason to leave,
ravage bears, and these giant predators scare other creatures might want to make use of
Flesh ghost, page 262 off the villagers before they even realize the the existing infrastructure for their homes.
numenera waste is the cause of it.
166
PART 3:
SETTING
NINTH WORLD
COMMUNITIES
N
umenera Destiny presented sixteen CHAPTER 12: KAUSTRIN
communities for PCs to visit, BY THE EVENT HORIZON
Kaustrin—By the Event explore, and interact with, each with This community of about 500 people is
Horizon, page 169 their own problems, quirks, dangers, and inside a ring-like space station built around
opportunities. That book provided detailed a gravity singularity somewhere in space.
information about some communities to Under the nurturing presence of a quiet
give the GM a lot of background to work intelligent machine and psychologically
from, and concise information about others coddled by pleasing holograms, the villagers
to lay the groundwork for PCs to make their have mutated to adapt to a high-gravity
mark as they help those settlements grow environment, content to live in safe isolation
and prosper. This book splits the difference, from the hazards of the Ninth World, while
presenting two strange and exotic locations keeping dangerous entities from the void at
with a smaller amount of background arm’s length. Their artificial home contains
Protomatter, page 112 material and an established presence that rare, valuable iotum such as protomatter,
the PCs will need to adapt to as part of their but salvaging it risks casting the entire
interactions. structure into the singularity, killing
Neither of these communities appears on everyone on board.
the Numenera map. The circumstances of
their existence means they could be located CHAPTER 13: SKYAM
anywhere the GM wants to place them, even GRAINS OF SAND
Skyam—Grains of inside another community, hidden from view This community of about 2,300 people
Sand, page 172 and unknown to the greater population. surrounds a numenera structure that
shrinks anything that comes near it to about
the size of a grain of sand. Appearing to
SETTING OVERVIEW be nothing more than a mossy piece of
Like the communities in Numenera Destiny, synth next to a violet crystal, Skyam is easily
the ones in this book have statistics. overlooked and is safe from most dangers.
Chapter 26: Community statistics allow a community Its people raise a mix of micronized
Community Stats, to interact in a meaningful fashion with livestock and “giant” insects, scour the
page 297
competing communities, enemy hordes, or area around their territory for metal, and
natural disasters like earthquakes or fires. harvest crystal cyphers from the fields
Community statistics include rank, health, around the center of their miniature realm.
infrastructure, damage inflicted, and so on. Size-changing predators are a new threat,
Be sure you’re familiar with how community and miniaturized life has its own share of
stats work before reading the following drawbacks and advantages, but Skyam’s
chapters. unique situation makes it a very interesting
place for PCs to settle and improve.
168
KAUSTRIN-BY THE EVENT HORIZON
CHAPTER 12
KAUSTRIN-BY THE
EVENT HORIZON
KAUSTRIN RANK 2 (6)
Kaustrin is a village of 500 people in a KAUSTRIN STATS
huge free-floating structure in the void, in Government: Kaustrin is led by a council
an unknown location orbiting a singularity. of citizens who are at least 44 years
Numenera devices keep the structure stable, old.
keep the gravity within tolerable limits, and Health: 9
provide basic nutrition and medical services Infrastructure: 9
to community members, all of whom Damage Inflicted: 2
have mutated to adapt to their extreme Combat: The people of Kaustrin mainly
environment. Most of the space structure is use commonplace weapons, but
they have access to a few cyphers
unexplored, and the residents avoid straying
and artifacts they’ve found in their
too far from their village because strange
home.
creatures of the void are known to prowl the
abandoned halls.
relative who does not like to be disturbed,
KAUSTRIN OVERVIEW so they rarely use it. When activated, it
Somewhere out in the endless void—it’s not irises open to reveal a bluish force field
known if it is near Earth, orbiting another that repels casual contact but not a
star, or in an entirely different galaxy—there determined or consistent force, and it closes
is a ring-shaped artificial structure about automatically about a minute later. While A character with the
10 miles (16 km) across. At its center is a the portal is open, Kaustrin shudders and Controls Gravity focus
will likely have an
high-mass singularity that distorts space makes alarming metal-screaming noises, interesting time here and
and time, creating strange gravitational and beams of high-gravity effects spill out make many friends with
and energy effects. A small portion of the onto the Ninth World side (out to a long villagers who want to
ring is inhabited by humans from the Ninth distance) like invisible searchlights. experience this power.
World, who call their village Kaustrin and the The numenera that keeps the ring in a stable
haunted tunnels beyond it the Ghost Halls. orbit around the singularity also dampens and
Controls Gravity,
They don’t know why this place exists or redirects the gravity within the ring, orienting
page 63
where it is, but it has made them strong and it “down” within the flat tunnel. However, the
keeps them healthy. entire area experiences high gravity (perhaps High gravity, page 115
The ring is a few hundred feet (about 60 the machines are slowly failing, or whoever
m) thick and circular in diameter, although built this place was accustomed to higher
the upper and lower portions are filled with gravity). Furthermore, the singularity’s
complicated machinery, leaving a flat tunnel gravitational attraction toward the center
about 30 feet (10 m) high that probably of the ring is so strong that moving in that
runs the entire length of the ring. Kaustrin direction is easy (a character can move a short
is connected to Earth by a round synthsteel distance as part of another action instead of
door that is a teleportation device linked to an immediate distance) and moving away
an unremarkable ruin in the Ninth World. from it is difficult (moving an immediate
The people of Kaustrin describe the portal distance is an action, and moving a short
as “feisty,” as if it were a cantankerous old distance as an action requires running).
169
Kaustrin is lucky to have an advanced to a person of the Ninth World, these are
Enhanced automender,
numenera healing device they call Synth beautiful but confusing images of bending
page 154 Mother. It combines the functions of an light, flying objects slowing down and
enhanced automender and a sustenance turning red, and an absolutely black circle
Sustenance synthesizer, synthesizer, keeps the air clean, and where no stars or anything else can be seen
page 166
recycles all water in the facility. The entire (the singularity).
Envirosphere, page 157 space used by the villagers is part of an The interior space of the ring is made
envirosphere, although it’s unclear how of unremarkable metal and synth panels
Synth Mother is an far beyond the village its effects extend. and conduits. Holographic projectors built
advanced intelligent Generations of living in high gravity, plus into the walls and ceilings create alien but
machine. It chooses not
to communicate directly
subtle modifications by Synth Mother, pleasing landscapes of cloudy green skies,
with people, preferring to have adapted the residents to this extreme arches extending upward from the ground,
abide by its mysterious environment. Typical villagers are less than and giant numenera rings drifting by. Within
programming and 5 feet (1.5 m) tall, with a broad build, shorter the village, these holograms function almost
subtly intervene through
its medical devices. limbs, and exceptional strength compared continuously, but they stop a few hundred
to a typical Ninth Worlder. feet into the Ghost Halls (if at least ten
Typical Kaustrin villager: The people of Kaustrin welcome peaceful people spend at least an hour in part of the
level 2; tasks requiring visitors and allow them to receive the Ghost Halls, the holograms slowly begin to
physical strength
as level 4; resisting
blessings of the Synth Mother if they are appear in that area as well, persisting for an
disease, poison, and hurt or hungry. The villagers have several hour after the people leave). The net effect is
radiation as level 5 farm-like open buildings with soil and that living in Kaustrin feels like living outside
plants (most of which are not from the on a green world, preventing feelings
Unless the sustenance Ninth World) they use for food and textiles, of claustrophobia and establishing an
synthesizer is producing augmented by the efforts of bee-like approximately normal day and night cycle.
animal protein, the
people of Kaustrin are
automatons. There are viewing stations that Anything the PCs can access from within
completely vegetarian. look out into space near the singularity— the flat tunnel is level 5 or less. These
170
KAUSTRIN-BY THE EVENT HORIZON
171
CHAPTER 13
172
SKYAM-GRAINS OF SAND
Zone, upon arrival one might be about The animals and plants of Skyam are a
1 foot (30 cm) taller or shorter than the strange mix of micronized human-scale and
other. A creature leaving the Violet Zone Skyam-scale, and the people have adapted
usually reverts to its exact former size, to using both. For example, most farmers
but that same creature re-entering Skyam have an aneen or gallen, plus seskii-sized
might be taller or shorter than the last time. herbivorous armored insects called trundles Trundle: level 2; Armor 1
This doesn’t seem to cause any long-term used for labor and meat. Micronized
negative effects, and the locals are used to fruit trees and patches of brightly colored It is unknown what would
unusually tall or short people, as well as fungi, mold, lichen, and slimes are used as happen if something that
was already micronized
size changes in the Blade Guard who patrol food. Otherwise, day-to-day life in Skyam (by something such as a
the borders. Clothing in Skyam tends to is much like that in human-scale villages, shrink pad) was brought
be loose-fitting to allow for these changes although the specific threats and physics to Skyam. The Violet
so you don’t have to throw out all of your are a bit stranger than normal. For example, Zone might ignore it
because it’s already at
other clothes if you change size. Rarely, sometimes small human-scale creatures the “correct” scale, or
micronized creatures appear near the Violet like wasps enter the Violet Zone without it might try shrinking
Heart at two to three times their normal becoming micronized, and a moderate rain the thing further.
size, adjusting to the “correct” Skyam-scale is as dangerous as a powerful storm.
size after a few hours.
Shrink pad, page 165
The original settlers of Skyam fled LEADERSHIP
their home to escape an invading army Mayor Voot: The leader of Skyam is a sturdy
and stumbled into the Violet Zone. After farmer with green hair and an engaging Mayor Voot: level 3,
shaking off the disorientation from being smile. When she was younger, she served in medium blades and social
interaction as level 4
micronized, they realized they could live the Blade Guard, and the current members
here in safety. Most communities in the of the guard respect her skill and patience.
Ninth World are isolated, and Skyam is even More than sixty years old but still strong,
more so because it is extremely difficult to she and her five adult children care for her
find despite hiding in plain sight. crops and check in weekly with everyone in
town to make sure their needs are met.
173
SKYAM HEARSAY AND NEEDS Metal Scarcity: The town has a limited
Shifting Stalkers: Insect-like predators amount of metal, and a quirk of Skyam’s
Banisther: level 6, Speed called banisthers, which vary from scale or the Violet Zone itself means it is
defense as level 5; health child-sized to larger than a human, impossible to smelt or forge metal items.
22; see Ninth World
Bestiary 2, page 26 have started raiding isolated farms and The Blade Guard has scoured the nearby
nighttime streets. The creatures appear human-scale area for more, but anything
Like banisthers, and disappear in an instant, using size- useful has already been brought to the
scrow might make an
changing attacks that are very dangerous. town. Visitors with metal weapons could
appearance within
Skyam, as they The Blade Guard has spotted them easily trade them to the town for cyphers
have similar size- outside the Violet Zone, where they seem or favors.
changing abilities. to be able to change size on their own.
Guard members are trying to find a way to THE WEIRD OF SKYAM
kill them or permanently drive them off. Micronized Physics: Being at such a
Scrow, page 274
small size means objects and creatures
interact differently than at human scale.
Things tend to stick together more readily,
easing tasks like building commonplace
structures and climbing walls, but
hindering thrown and projectile weapons.
Buildings, streets, and farms creep up
steep slopes that would be impossible
Emerged From the at human scale. Crystalline materials
Obelisk, page 75 may have more unusual properties at
this scale, such as conductivity. The
surface tension of water is stronger, so
Rides the Lightning, learning how to drink and bathe is a slight
page 83 challenge, and swimming is generally too
dangerous for anyone because it is hard
to break free of the water. These effects
may cause unusual interactions with some
character abilities such as those from the
foci Emerged From the Obelisk and Rides
the Lightning.
174
PART 4:
HIGH
CHALLENGES
COMMUNITIES IN PERIL
S
ometimes the unthinkable happens USING HIGH CHALLENGES
and a new settlement, a village A high challenge is a threat template you
several decades old, or even a town can apply to almost any community in
or city that’s been around for a hundred or Numenera Discovery, Numenera Destiny, this
more years faces a confluence of events book, or any other Numenera sourcebook
that threaten to completely overwhelm and that describes new communities. A high
destroy the place. A natural disaster, like challenge is a sort of campaign seed that
a hundred-year flood or a piece of prior- will generate a series of adventures you can
world debris falling from the void, has use one after another or weave into your
the capacity to wreak this kind of havoc own larger campaign. All that is required is
Ranked disasters, in a single go if the disaster is ranked that PCs have an opportunity to recognize
page 309 higher than the community it intersects. the timeline events that unfold so they are in
But to be a true “high challenge,” a threat a position to understand what’s happening
facing a community has to be more than a ahead of time or at least as events reach a
natural disaster. Instead, a high challenge crescendo, which may provide them with
is a confluence of terrible events, each additional ways to save the endangered
unfortunate on their own, that when taken community from ultimate annihilation.
together virtually assure that a community The high challenges in this chapter
High Challenges: will be utterly destroyed. Moreover, a include the following designations.
Heat Brings the community overwhelmed by a high • Each starts out with a brief summary,
Horde, page 177 challenge isn’t likely to be in a position to which is an overview of the dangers the
Impostor Diplomacy, be rebuilt afterward, as could happen after community will face.
page 181 a big flood, fire, or storm. That is, unless • This is followed by the meat of the high
The Violent Earth, player characters rise to the challenge and challenge in the threat timeline, which
page 184 help shepherd the community through its presents the specific threats in the order
Familiar Faces, page 188 most difficult time before the final end comes. they arrive, including relevant stats, items,
read-alouds (if any), and other details.
Some of the encounters have predesigned
GM intrusions, which are always optional.
• Finally, each high challenge ends with
notes on repercussions for GMs who
want to incorporate it into an ongoing
campaign. This includes awarding
experience points (XP) for discoveries and
actions.
176
HEAT BRINGS THE HORDE
CHAPTER 15
BRIEF SUMMARY
Over the last few years, locals have been ETHER ORB
using newly discovered iotum called ether This level 5 material is found in Iotum, page 107
orbs, which are also inert eggs. Quiescent groupings of seven to thirteen sky-blue
and amenable to being used in crafting orbs, each no more than a centimeter
tasks, ether orbs are activated by prolonged across, lodged in a larger chunk of
exposure to heat, which causes them obsidian-like mineral. A unit of ether
to hatch into ravenous creatures called orbs can be used in place of bio-circuitry Bio-circuitry, page 112
ethervores. Guess what? An extreme heat or neurofilament plexus on a unit-per-
wave is building, dangerous all by itself unit basis, even though—in the case of Neurofilament
neurofilament plexus—ether orbs are plexus, page 121
without ethervores to contend with, let alone
the thing that laid the eggs, which is drawn lower level.
to the slaughter of its young. In addition, 1 unit of ether orbs can be
crushed and mixed with water to form
a potent tea-like mixture that tastes
THREAT TIMELINE of lightning (in a refreshing way) and Ether orbs are not part
allows a user to draw from their Might of the new iotum options
The following events create a high challenge in chapter 6 because
you can add to any community. Pool whenever they would normally once wrights find out
draw from their Intellect Pool for about how dangerous it is, most
1. TRADE IN NEW IOTUM: ETHER ORB an hour. Afterward, however, their refuse to use it or store it.
Those who craft numenera are always Intellect Pool is reduced by 1 point that
looking for new varieties of iotum, and can’t be healed until after the user’s
explorers have recently found that nearby next ten-hour recovery roll.
ruins are rich in something the locals call One unit: Chunk of obsidian-like
ether orbs. PCs learn about this by browsing mineral set with blue spheres, weighing
in the community market, by hearing about 7 ounces (200 g).
locals talk about it in the public house, Special: If subjected to extreme
because they are the ones who find it and heat between 104 °F (40 °C) and the
begin popularizing its use in the affected temperature of boiling water for an
community, or because a PC Wright finds or extended period (usually in the range
is given some and decides to use the ether of six to thirty-six hours), a unit of ether
orbs as a replacement iotum because they orbs hatches into a clutch of seven to
can’t find the actual one that’s called for in a thirteen ethervores. Ethervore, page 178
plan they possess.
Trade and use of the new material continues
to build for months without any adverse 2. ODDITIES OF ETHER ORB
reactions. Over this period, a huge quantity As time advances in the community,
of ether orbs is built up in the community of oddities of ether orb come to light. For
interest. Almost every citizen gets at least a instance, some PCs may want to learn more
little bit to add to their mantel, and sometimes about the iotum and study the new material.
even to make “ether tea” with the stuff. Those who successfully undertake tasks
177
like understand numenera, who use the 3. ETHERVORE ANNOYANCE
Scan, page 40 Scan esotery, or who undertake a long-term The community suffers a few instances of
task to study the orbs learn more about monstrous creatures somehow sneaking
the iotum, but they don’t learn everything. past whatever security is employed just as
That’s because the true nature of ether orb the really warm weather of the last few days
Long-term play, is a quality that is actively being obscured by reveals itself to be a persistent heat wave.
page 324 the ether matriarch. The creatures prefer to attack the workshops
Successful study reveals that ether orbs of wrights and others who deal in or keep
are partly alive, like bio-circuitry or mother supplies of iotum. At first blush, citizens
marrow, and contain a lot of biological believe that the creatures (which someone
information packed into a very small calls “ethervores,” a term that sticks) are
space. Continued study (or an accident preferentially drawn to eating ether orbs.
of circumstance) also reveals that when a After that, they turn their attention to
chunk of ether orb grows warm, the blue whatever else close at hand could be
spheres begin to vibrate and buzz, making consumed, including living things. While
a sound almost like purring. However, if ethervores are dangerous, one or two are
boiled or burned, the buzzing stops and nothing that a well-armed group of people
nothing of note is found (and, in fact, can’t contain and destroy.
the ether orb becomes inactive and is no PCs initially hear in passing how small
longer a usable piece of iotum). If a PC clutches of the “tentacle-armed, three-eyed
achieves a major effect by rolling a 19 or monsters made of dripping mud” have
20 on their task, they learn that the iotum found a way into the city; however, they
may be connected in some sort of psychic could have a chance to fight a small clutch
or transdimensional fashion to something of the creatures themselves.
not currently present, which may be actively
Ethervore: level 2; Armor suppressing knowledge of itself from being Ethervore Pack Encounter: The PCs are
1; three ethervores can uncovered. called to help, they happen by and see the
act as a single level 4
creature that inflicts 5
disturbance, or their own stores of iotum
points of damage and, are attacked by a group of seven ethervores
on a failed Might defense one evening when the temperature remains
roll, holds inactive and higher than 104 °F (40 °C). No one saw the
smothers a target for
5 additional points of creatures break in, but if the situation is
damage each round until investigated after the fact, the creatures are
the target can escape encountered where ether orbs were stored,
and some (or all) of the units of ether orbs
that were located there are gone. It’s
possible that investigating PCs put two and
two together and realize that the ethervores
are hatching from, not eating, the ether
orb supply in the city. But it’s too late to be
proactive; the heat wave is already upon the
city.
4. HEAT WAVE
The extreme heat of the previous day
or two—when the PCs encountered an
ethervore pack—initiates a ranked disaster
in the form of a horrific heat wave that lasts
for eleven days. During the heat wave, more
and more citizens come down with heat
exhaustion and, eventually, heat stroke.
The heat wave’s rank is 1 higher than
the community where the PCs are staying.
178
HEAT BRINGS THE HORDE
Its effects are felt once per day (instead can start building the level 4 installation
of every hour, the default period for a right away, which could induce cooling
community action) for a period of eleven winds that reduce the heat wave’s rank by Community actions,
days. Because the heat wave’s rank is higher 1. Alternatively, the PCs could try to craft page 305
than the community’s rank, the community several dozen cooling obelisks of much Cooling obelisk,
will eventually be wiped out unless the lower level and crowd survivors into large page 155
characters intervene. At first the PCs might spaces where these precious obelisks labor
use their skills and special abilities to help to bring down the air temperature. If the PCs
those stricken with heat exhaustion, but it create a number of cooling obelisks equal
quickly becomes clear that too many NPCs to ten times the community rank, and if
are becoming afflicted for them to save they manage to herd citizens into makeshift
everyone in this fashion. cooling centers over the course of the heat
Instead, allow the PCs to attempt wave, they can beat the disaster that way.
community tasks that can add health to the Unfortunately, the heat wave is just part Community tasks any
community, thus delaying how long it takes of the high challenge facing the beleaguered PC can attempt,
page 310
for the place to reach 0 health and be wiped community.
out. In theory, they could save the village by
making enough successful PC community 5. ETHERVORE HORDE
tasks over the course of eleven days that DURING HEAT WAVE
most of the citizens have time to recover A horde of several hundred ethervores
from the extreme heat. attacks the community. Because the
Alternatively, PCs could try to craft a horde hatches inside the community,
numenera device or installation to moderate treat the horde as if 1 rank higher than the
the temperature across the community. community. The horde continues to grow
For instance, if they have or can acquire by hatching over time, so add 3 health to
the plans to create a wind coaxer, they the horde each day. Even worse, the horde Wind coaxer, page 69
179
attacks while the heat wave continues to and attacks as a ranked rampaging beast.
Rampaging beast, savage the community, so the PCs will have Treat the matriarch’s rank as 2 higher
page 315 to deal with both issues at once. than the community’s rank. It resembles a
The only saving grace is that the hatching gargantuan legless ethervore that flies on
occurs over a series of days. So as with dozens of filamentous wings that span a
the heat wave, community actions with very long distance.
the ethervore horde are exchanged once The PCs can attempt community tasks to
GM intrusion: If the a day, not once per hour. The PCs can bolster the ranked community as it attempts
PCs crafted a wind attempt community actions that add to the to fight off the matriarch, which is probably
coaxer, a clutch of
ethervores disables it,
community’s damage inflicted stat, thereby the most sensible thing to do. Alternatively,
and the installation hoping to wipe out the horde before it they could leave the community gates and
must be repaired before wipes out the town. Unfortunately, even if try to fight the creature normally.
it resumes its function. the horde is seemingly wiped out, it returns
again the next day with 3 health as long as
ether orbs remain in the community. REPERCUSSIONS
Alternatively, PCs could design and The PCs should earn 1 experience point (XP)
execute an “ether orb initiative” that gets for discovering that ether orbs are actually
the word out about the dangerous iotum, eggs for ethervores, 1 XP for helping the
gathers unhatched units of it, and burns community through the heat wave, 2 XP for
(or otherwise disposes of) it all before it dealing with the ethervore horde, and 1 XP
can hatch. Treat such actions as “Other for dealing with the ether matriarch.
non-combat effects” as shown on the If the community was saved, there is
Community Task Effect Community Task Effect Table with an Effort some blowback on wrights and the idea
Table, page 310 requirement of 0 levels. If the PCs manage of crafting numenera in general within
to operate their “ether orb drive” for three community limits unless the PCs actively
days in a row, this eliminates the ethervore attempt and succeed on mitigating such
horde’s ability to add 3 health each day, sentiment.
so the next time the horde goes below 1 It’s possible that the ether matriarch
health, it is destroyed and doesn’t hatch wasn’t killed but instead driven off, back
a new contingent during the subsequent to whatever transdimensional space it
Otherspace community action exchange. previously inhabited. If so, it doesn’t
Creations, page 16 forget this defeat or the slaughter of its
6. ETHER MATRIARCH young. Instead, it harries anyone from the
Ether matriarch: level ATTRACTED TO SLAUGHTER community, especially the PCs, who later
8; attacks every target at Just as the heat wave breaks and after the seek to use otherspace devices or access
once in an area a short
distance across, inflicting
ethervore threat has been dealt with, a alternate dimensions, possibly hoping
10 points of damage new danger emerges—the progenitor of to find the PCs alone in a dimension
to each; smothers the ethervores appears out of whatever where they can’t call on the resources of a
each damaged foe as transdimensional space it was inhabiting community to help them.
a normal ethervore
180
IMPOSTOR DIPLOMACY
CHAPTER 16
IMPOSTOR DIPLOMACY
1. PROLOGUE:
PCs ENCOUNTER THE OLIONS
At some point during the campaign prior
to the beginning of this high challenge,
the PCs encounter a group of creatures
called olions. Olions are a jumble of two
to four other bodies—sometimes human,
sometimes not—fused together to create
an awkward patchwork of legs, arms, and
a few half-fused but inactive heads. They
look horrific, but in fact, they are normally
peaceful and rarely take up weapons.
However, if threatened, they can attempt to
fuse themselves to their attackers.
When the PCs initially encounter olions,
it might be while the characters are
scavenging in a nearby ruin or traveling
through a jungle or wooded area. The olions
are cautious, do not attack, and may even
offer the PCs aid. If attacked, the creatures
fall into a torpor nearly indistinguishable
from death for several minutes, which
grants them +5 to Armor, immunity to
181
2. ARRIVAL OF AN ENVOY The wright is confident that they can finish
At some point, tensions between a the project in just two days, thanks to a few
ranked neighbor community and the PCs’ special cyphers they brought along to help
community become strained, perhaps them quicken the pace of construction.
because they both want access to the
same resource, because of some slight 3. DIPLOMATIC COLLAPSE
or accidental skirmish, because one After a couple of days of diplomatic
community took a bunch of slaves in the progress, talks break down. Kreegan has
other community, or for another reason changed his tone dramatically. Instead of
appropriate to your campaign. Rather than being gracious, he has become insulting.
go immediately into ranked combat (both And instead of being reasonable, he bristles
communities are the same rank), diplomacy at any slight.
Kreegan: level 3, is suggested. A diplomat named Kreegan, If the PCs are not directly involved in
tasks related to bedecked in radiant clothes that any noble the negotiations, they hear that things are
persuasion as level 5
would be proud to wear, shows up in the going badly. If they are directly involved, they
PCs’ community, representing himself as the experience the shift firsthand and can try
neighboring community’s emissary. If the to keep the talks going. Trying to persuade
Impostor Kreegan: PCs are involved in any way, they are struck Kreegan to keep negotiations open for
level 5, tasks related by how well-spoken, polite, and unfailingly even another day requires a series of three
to deception and
disguise as level 6
reasonable and gracious Kreegan is. The difficulty 6 Intellect tasks.
talks are set to last for seven days. Behind the scenes, an impostor has
Kreegan has a group of lesser envoys and used a cypher to take on Kreegan’s likeness
Wright, page 286 an NPC wright with him. As a show of good and discarded the original’s body in the
faith to the PCs’ community, he has the general refuse area where most of the city’s
Lightning turret,
page 168 wright begin building an installation in the trash is gathered. The impostor’s goal is to
central square called a lightning turret that cause diplomacy to fail and to thrust both
will help secure the community’s defenses. communities into direct conflict.
182
IMPOSTOR DIPLOMACY
183
CHAPTER 17
184
THE VIOLENT EARTH
a community’s infrastructure (instead of Although the PCs don’t know it, by this
splitting its damage between health and point, the digging machines causing these
infrastructure), this damage will add up and tremors are underneath the community,
could eventually wipe out the community, creating winding paths and undermining the
especially as the people don’t know how sturdy foundations on which the topsoil and
long the quakes will continue. buildings rest. PCs with abilities related to
At first the PCs might use their skills automatons, stone, moving through solid
and special abilities to treat injured people objects, or sensing things without sight
and repair damaged buildings, but it soon might be able to detect unusual activity
becomes clear that the ongoing threat of the underground if they ask the GM the right
tremors must be dealt with directly. Possible questions and make some difficult task rolls.
means include deploying stability spikes This knowledge can give them a head start Stability spike,
around town, modifying an earthquake on determining the next event and how to page 191
carillon to absorb tremors instead of address it. Earthquake carillon,
creating them, building a seismic tamer or page 156
structural booster, or using character special 4. BIG TUNNELS
abilities to create vibrations that cancel out After several days of big sinkholes and Seismic tamer,
page 360
the quakes. damaging earthquakes, the source of the
To give the PCs a little more time to deal problem becomes apparent to everyone. Structural booster,
with the earthquakes, the GM can decide A new sinkhole reveals an artificial tunnel page 166
that on any particular day, either sinkholes underground with a grinding noise coming
or earthquakes happen, but not both. from it, something large and moving is
Sinkholes do not damage the community’s briefly seen at the bottom of a sinkhole, or a
infrastructure or perhaps inflict only 1 point thing made of whirling metal breaks through
of damage. the surface before diving downward again—
185
whichever description seems most evocative portal), under orders from a distance or
and likely to make the PCs curious and a hostile intelligence, or they might have
ready to take action. NPCs might describe gone haywire and are just wandering. The
Limited automaton, this as a portal to hell, a dangerous beast, digging machines are limited automatons.
page 149 an earth demon, or (if they are familiar with Their focus is on searching for and acquiring
automatons) a huge machine as big as a necessary materials. The PCs can attempt to
house. establish contact with the machines, but the
Depending on where the PCs are, the automatons may not even know what the
Digging machine: digging machine has at least a round or two materials are needed for, or how to describe
level 7; Armor 4; can head start at moving away. If its tunnel is them in a way the PCs can understand.
move a short distance
through stone or softer
at the bottom of a sinkhole, that’s another
materials as an action; round or two where the PCs have to move 5. AUTOMATON MENACE
inflicts 10 points of from the surface to the floor of the sinkhole. If the PCs establish themselves as a
damage to inorganic The machine plods along at a consistent threat, the digging machines categorize
materials. When it moves
through the ground, it pace, sometimes veering slightly up, down, all humanoids in the vicinity as dangerous
leaves behind a tunnel or laterally (perhaps away from denser and form a sapping horde to eradicate this
as wide as itself. material or toward something interesting threat (unlike many sapping hordes, this
it detects ahead). It ignores the PCs unless one is able to retreat). The horde has a rank
Sapping horde, they damage it (inflicting damage that gets equal to that of the community and can
page 315 past its armor) or take control of it (perhaps inflict all of its damage to infrastructure
with a cypher, artifact, or special ability), in or (if the humanoids are enough of a
Community action
timing, page 306 which case it retaliates for a few rounds and nuisance) split it evenly between health and
then attempts to go on its way once it thinks infrastructure. Because the horde is actively
the PCs are no longer a threat. It moves trying to destroy the community instead of
around obstacles it can’t dig through, such incidentally causing damage, the exchanges
How many digging as metal walls and force fields. The walls take place every hour instead of only once
machines are working of its tunnels are fairly stable, but heavy or twice per day. PCs could use community
under the community
depends on how powerful
vibrations, an explosion, or a GM intrusion tasks to bolster the ranked community as it
and resourceful the PCs can collapse them. attempts to fight off the machine horde or
are. Fighting one should Of course, this one automaton isn’t use character actions to destroy or drive off
be a challenge, and the source of all the earthquakes and individual digging machines. If the horde
fighting more than one
should be very dangerous. sinkholes—only some of them. There destroys the community, the surviving
are several of these machines digging people scatter. If the horde is reduced to
underneath the community, acting much half its health, it leaves the area and doesn’t
like a swarm but on a much larger scale. return.
The PCs can find out about the other If the PCs don’t make the machines
automatons in several ways, such as by hostile, what happens next depends on
following this one into a large chamber why the automatons are present. If they’re
where the machines cross paths, or by trying to find something in particular that
feeling another earthquake pass under their isn’t at this location, or if they’re merely
feet from a different direction. If reduced to wandering, they leave after several more
half health or less, a digging machine sends days of exploring this area (which might
a distress signal in a radius of several miles, inflict severe damage to the community). If
alerting the others and drawing them to its the PCs can identify what the automatons
location within a few minutes. are looking for or can create some kind of
Scan, page 40 The PCs can use abilities such as Scan lure, they can lead the machines away from
or something that lets them communicate the community. If the machines are under
with automatons to help them understand the control of someone or something else,
what the digging machines are doing. They they may remain here or leave, based on
might be in search of a particular kind of their controller’s goals.
material (iotum, metal, or mineral), trying If the PCs don’t harm the first digging
to find a cache of something (numenera, machine enough to provoke it to call for
creatures in stasis pods, or a dimensional help, things turn out much differently.
186
THE VIOLENT EARTH
187
CHAPTER 18
FAMILIAR FACES
188
FAMILIAR FACES
Depending on how much time the PCs lost are shunned. Gossip increases when the
plan to spend in the community, days, wanderers are seen talking to the lost. People
weeks, or months may pass before the next watch the lost from alleys and the shadows.
event occurs. Some doubters threaten to dig up graves to
prove that the dead are really dead.
2. THE DEAD RETURN As with the wanderers, PCs who use Scan
A while after the wanderers come back or similar abilities can tell that the lost are
to the community, more people show up machine people. Both groups seem content
under similar mysterious circumstances. to go on with their former lives or their new
However, unlike the wanderers, who merely circumstances, and they don’t associate with
went missing, this new group of people are each other more often than they would with any
known to be dead. People saw them die or other strangers. Instead of seeming to originate
found their bodies—they were buried and from the numenera site the wanderers came
mourned. One was killed in an abhuman from, the lost can trace their paths back to
raid. Another died of old age. Two others one or more numenera installations within the
burned in a house fire. Everyone who knew community (though none of them are willing to
them remembers their deaths. return to that location).
The returned people show up singly or in If any of the lost are attacked and their
small groups. They appear at the edge of or machine nature is exposed, the community
within the community, alive and unharmed, becomes divided over what to do. Some
but experiencing memory loss like the believe they are abominations or spies and
wanderers, and never remembering how should be destroyed. The friends of the lost
they died. Overall, the residents aren’t as insist that the lost have not done any harm
quick to accept these newcomers, who come and should be left alone. This conflict affects
to be called “the lost,” but some individuals the morale of the community, reducing its
in the community welcome them back and effective rank by 1 when determining its health,
don’t ask questions about why or how. A damage inflicted, or social interactions
grown man who misses his dead father. A with other communities. The PCs may want
teary mother glad to see her murdered child to quell this unrest by using community Community actions,
alive again. A congregation who grieved actions to overcome these penalties, page 305
for a wise old priest. The “friends of the or long-term tasks such as Enhance Long-term tasks,
lost” accept them all, sharing stories of the Community Happiness to help people page 324
miracle that brought back their loved ones. overcome their prejudice and suspicion.
Many residents are not so happy about The next event could ignite the spark that Enhance Community
Happiness, page 326
this development. They whisper and mutter tears the community apart. It takes place days,
when one of the lost walks by. Families of the weeks, or months after the arrival of the lost.
189
3. DOUBLES APPEAR, the presence of so many flesh ghosts could
EXTERNAL CONFLICTS split the community in two, each half the
Eventually a third category of flesh ghosts rank of the original, and turning on each
appears: copies of people who are still alive other in a civil war.
and present in the community. These arrivals, The PCs might have to take extreme
called “doubles” by residents, are otherwise measures to stop this conflict, perhaps even
like the lost. This aggravates the concerns declaring martial law or using the numenera
of everyone who dislikes the lost, accusing to pacify or control large numbers of people
them of trying to replace people. Families and to sort things out. If an outside threat
friends view the doubles and the originals appears during this time of crisis, the
with suspicion, not sure how to tell them community might be so vulnerable that it is
apart. Angry locals suggest branding the overrun, or it might be enough to convince
doubles so everyone can recognize them as both sides to work together and deal with
fakes, and they frequently confront people the new danger. (This possibility might
in the streets about whether they’re the be motivation for the PCs to engineer an
original or a double. As most people in the apparent or actual threat in the hopes of
community don’t have the means to detect if uniting the warring factions.)
someone is a machine underneath their skin,
some suggest cutting to see if they have red 4. THE NEW NORMAL
blood or black sludge. Something as small The end of the conflict brings a new state
as a known original going missing for a few of equilibrium to the community. Perhaps
hours could be enough to make people think all the flesh ghosts are dead, or they proved
the doubles plan to kill and replace everyone their loyalty somehow and were accepted.
in the community, and a few angry residents Maybe a rival community took advantage
are enough to start a mob willing to capture of their vulnerability, and humans and
and kill a double suspected of murder. flesh ghosts are carted away as slaves, or
Pariahs are easy targets for accusations, the machines are placed in charge of a
and having human blood isn’t enough to broken population of human slaves. All
save them from mob “justice,” as rumors people—biological and mechanical—may
start that the doubles have gotten better at be scattered to the wind as the community
pretending to be real humans. burns. The flesh ghosts might move to a
The PCs will need to work extra hard at new location, whether founding their own
keeping the community together in the settlement or joining an existing community
face of these issues, or suggest something that accepts them for who they are (or
like moving the wanderers, the lost, and doesn’t realize they are copies of humans).
the doubles to a new area where they can
Establish Satellite establish their own community. An external
Settlement, page 326 threat such as a horde of abhumans might REPERCUSSIONS
give the flesh ghosts the opportunity to prove The PCs should earn 1 experience point (XP)
themselves loyal to the community, assuming for discovering that the wanderers aren’t
the populace doesn’t turn on them as spies. what they appear to be, 1 XP for keeping
A famine, drought, or other harmful event the peace after the lost arrive, and 2 XP for
might be blamed on the flesh ghosts, or a protecting the community from its enemies
charismatic leader among the people might (external and internal) when the doubles
form an inquisition against them. appear. If the flesh ghosts are as benign as
Whether the flesh ghosts are as benign as they seem, the PCs earn 1 XP by helping
they appear depends on the GM’s intent. Are them find a safe place to live, whether in the
they innocent creatures brought to quasi-life existing community or in a new one. If the
by extraordinary circumstances? Are they the flesh ghosts are hostile, the PCs earn 1 XP
unwitting pawns of an external force that for dealing with their presence. Any benefit
wants to disrupt or destroy the community? the flesh ghosts bring to the community in
Or are they lying to everyone and want to the long term, or any harm they intend, will
take it over? Even without an outside threat, play out in the following months and years.
190
INDEX
INDEX
accumulator (automaton plan) 25 corpse likeness (cypher) 93 fiery traverser (vehicle plan) 84
accumulator, zealous (automaton plan) 25 crafting biologicals table 14 fire signaler (suppression)
adjustable watchtower (installation plan) 50 crafting GM intrusion effects table 153 (installation plan) 54
advisor (biological plan) 33 crafting otherspaces table 16 flitting board (vehicle plan) 85
aerial eye (automaton plan) 26 crawling eye (biological plan) 34 flood ward (artifact) 104
air signaler (destruction) crossroads vestibule (otherspace plan) 71 fluttering lamps (biological plan) 38
(installation plan) 50 crystal mind (installation plan) 53 follower seed (cypher) 95
allophene nodule 119 cultivator (automaton plan) 27 forge cage (installation plan) 55
amber amplifier (cypher) 91 customizing otherspaces 18 force crane (installation plan) 55
ambusher (automaton plan) 26 cypher burster (biological plan) 35 force impaler (artifact) 104
armor escort (automaton plan) 27 cypher list table 90 force orb (installation plan) 55
artifact list table 100 cypher sniffer (biological plan) 35 Found a Business (long-term task) 146
astute weapon nodule (cypher) 91 death monocle (otherspace plan) 71 Found an Organization (long-term task) 147
augmentation heptagon (artifact) 101 death protector (cypher) 93 gallen caller (installation plan) 56
automaton plans 25 deathspeaking orb (otherspace plan) 71 gatebreaker (automaton plan) 28
automaton plans table 21 deception bud (cypher) 93 Gather Information (long-term task) 148
backpack guardian (artifact) 102 defender (biological plan) 35 gestation pod (biological plan) 38
beast lure (cypher) 91 deferment gate (installation plan) 54 ghost tracker (otherspace plan) 74
bibelot (automaton plan) 27 detextilizer (artifact) 102 glamor dispenser (installation plan) 56
big pocket (otherspace plan) 70 detonating scuttler (automaton plan) 28 glide wing (vehicle plan) 85
biological 13 detonation (peace) (cypher) 93 golden aura (artifact) 104
biological creations 14 detonation (tracer) (cypher) 93 Goodwill Ambassador (long-term task) 148
biological plans 33 devitilizer (artifact) 102 gourmand’s lenses (artifact) 104
biological plans table 22 digester (biological plan) 35 gravitevator (artifact) 104
biological sample trait table 15 dimensional collapser (otherspace plan) 72 gravity transducer (installation plan) 56
bioreactor (installation plan) 50 dimensional detector (otherspace plan) 72 growling wing (vehicle plan) 85
bioreactor, grand (installation plan) 50 dimensional expander (otherspace plan) 72 guardian dyad (biological plan) 38
blue voyager (vehicle plan) 83 dimensional mixer (otherspace plan) 72 handy appliance (automaton plan) 27
blurred vista (artifact) 102 dissembling crown (biological plan) 36 harmonizer (biological plan) 39
body preserver (installation plan) 50 dread banner (installation plan) 54 headroom helmet (otherspace plan) 75
body shunt (installation plan) 51 drink dispenser (installation plan) 54 Heal Others (long-term task) 148
book of doors (otherspace plan) 70 dumping numenera waste 157 Help a Business (long-term task) 148
branar lens 117 dynamic roller (vehicle plan) 83 Help an Organization (long-term task) 148
breadpod tree (biological plan) 33 earth signaler (destruction) high challenges 176
bridge builder (cypher) 91 (installation plan) 54 homecoming vector (vehicle plan) 86
calm center (cypher) 92 eclipse projector (cypher) 94 horde horn (confusion) (cypher) 95
casting pads (installation plan) 52 ectopic armor (otherspace plan) 72 horde horn (enervation) (cypher) 95
champion forger (installation plan) 52 ectopic rover (vehicle plan) 84 horde horn (inspiration) (cypher) 95
Change Descriptor (long-term task) 146 ectopic wing (vehicle plan) 84 horde replicator (artifact) 105
chiurgeon orb (cypher) 92 empath’s lenses (artifact) 103 hunting lure (installation plan) 56
chronoboard (vehicle plan) 83 empty hand (otherspace plan) 73 hyperfrustrum compressor 121
chronolapse (vehicle plan) 83 endless coil (otherspace plan) 73 hypnogogic mantle (biological plan) 39
chrononome (automaton plan) 27 endless stomach (otherspace plan) 74 illusory vista (artifact) 105
city shroud (cypher) 92 enthraller (biological plan) 36 image projector (artifact) 105
claw wings (biological plan) 33 envisager (biological plan) 36 immorcell colony 117
clawed extremity (biological plan) 33 eradicator (biological plan) 37 infrastructure mender (cypher) 96
clean bright (cypher) 92 ether orb 177 ingresser (biological plan) 39
cleaning numenera waste sites 164 ethervore 178 inhalasome (biological plan) 40
cloak of unrest (artifact) 102 evermore tree (biological plan) 37 instability inducer (artifact) 106
cognitive defender (cypher) 92 exequy (artifact) 103 installation plans 50
cognitive weave 117 exploration graft (cypher) 94 installation plans table 23
colossal form (cypher) 93 extensile bracer (otherspace plan) 74 instant bioreactor (cypher) 96
commensural (biological plan) 34 extroversion revealer (cypher) 94 instant flood (cypher) 96
community obelisk (installation plan) 52 eye-eating loop (artifact) 103 instigator (automaton plan) 29
community projector (installation plan) 53 eyepiece of understanding (artifact) 103 interrogation tower (installation plan) 57
community translator (installation plan) 53 fangdomen (biological plan) 37 inveiglator (biological plan) 40
control arch (installation plan) 53 fathomless pit (otherspace plan) 74 Invent a New Type or Focus Ability
conveyer (biological plan) 34 fecundity matrix 120 (long-term task) 149
191
iotum, other uses 114 otherspace lure (otherspace plan) 76 skin, protective (biological plan) 46
iotum result table 115 otherspace plans 70 skin, robust (biological plan) 46
iron tamer (cypher) 96 otherspace plans table 24 Skyam 172
isonomic hall (otherspace plan) 75 otherspace thief (otherspace plan) 76 sleepwell emitter (installation plan) 65
Join an Organization (long-term task) 149 otherspace weapon nodule (cypher) 97 smoothing knife (otherspace plan) 80
kaon preserver (cypher) 96 otherwhere lens (otherspace plan) 77 soaring watcher (automaton plan) 31
Kaustrin 169 pack bracer (otherspace plan) 77 solo submersible (vehicle plan) 88
keepsafe case (installation plan) 57 peacebringer (automaton plan) 30 sonic wall (installation plan) 65
labyrinth runner (automaton plan) 29 penal arch (installation plan) 63 soothing perimeter (artifact) 108
land wheeler (vehicle plan) 86 perception extender (artifact) 107 sound suppressor (installation plan) 66
launching ring (installation plan) 58 personal pocket (otherspace plan) 78 spirit aide (automaton plan) 31
leadership bud (cypher) 96 phantom interrogator (otherspace plan) 78 stealth coating (cypher) 99
living abode (biological plan) 40 phantom prison (otherspace plan) 78 stellar loop (artifact) 109
living iotum 16 phase changer (installation plan) 63 structural reinforcer (cypher) 99
living tower (biological plan) 41 phase cloak (otherspace plan) 78 summoner (installation plan) 66
long-term tasks 146 philebrid (biological plan) 42 supernumerary watchtower
loping husk (biological plan) 41 pico wheel (vehicle plan) 87 (installation plan) 66
machine calmer (installation plan) 58 plan seed kind table 13 sustenance graft (cypher) 99
machine overrider (installation plan) 58 plans listing 21 swiftlocator (otherspace plan) 80
machine stimulator (artifact) 106 pluripotent mass 120 synth excreter (biological plan) 46
machineen (automaton plan) 29 pocket lodge (otherspace plan) 79 synthetic body (automaton plan) 31
Make a Profit (long-term task) 149 pocketed object (otherspace plan) 79 teaching monolith (installation plan) 66
margr repulsor (artifact) 106 portable feast (artifact) 107 tectonic emitter (artifact) 109
matter evaporator (cypher) 97 portable hive (biological plan) 42 teeth of the horde (artifact) 109
melding projector (artifact) 106 portable trebuchet (artifact) 107 temporal quickener (artifact) 109
memorial obelisk (installation plan) 58 portal door (otherspace plan) 79 tendril crawler (vehicle plan) 88
memory extractor (artifact) 107 power support (installation plan) 63 tentacle injector (biological plan) 46
memory tailor (installation plan) 59 powered boots (vehicle plan) 87 tentacle inquirer (biological plan) 46
messenger (automaton plan) 30 powered exoskeleton (vehicle plan) 88 thicket, obscuring (biological plan) 47
metabolic vesicle 118 prevarication exponent (artifact) 108 thicket, trapping (biological plan) 47
mimetic replicator (cypher) 97 prim (biological plan) 43 time suppressor (installation plan) 67
mind exciter (installation plan) 59 prison simulator (installation plan) 64 timeline divination nodule
mind expander (installation plan) 59 prosthetifact (installation plan) 64 (otherspace plan) 81
mind shard (biological plan) 41 prudence tree (biological plan) 43 timeslip duplicator (artifact) 110
mind suppressor (installation plan) 60 psychic atheneum (otherspace plan) 80 titanomock (biological plan) 47
mindchanger (installation plan) 60 psychic refuge (otherspace plan) 80 torridisome (biological plan) 48
mindspeaking implant (biological plan) 41 psychosome (biological plan) 43 touring city (vehicle plan) 89
mindwiper (installation plan) 60 quantium backtracker (cypher) 97 tracking arch (installation plan) 67
mirrorbright arch (installation plan) 61 quantium boost (cypher) 98 Train a Follower (long-term task) 151
missile battery (installation plan) 61 rally banner (installation plan) 64 tranquility tower (installation plan) 68
moment maker (installation plan) 61 rally beacon (cypher) 98 transdimensional body (otherspace plan) 81
morale trauma (cypher) 97 rampaging form (cypher) 98 transdimensional fence (installation plan) 68
mother marrow 118 Recover From an Injury (long-term task) 150 transposing visor (artifact) 110
moving fortress (vehicle plan) 86 reflector orb (installation plan) 65 traumasome (biological plan) 48
mulch slugs (biological plan) 42 refuse collector (automaton plan) 30 trilling cuddler (biological plan) 48
musical obelisk (installation plan) 61 reprisasome (biological plan) 44 ultraterrestrial beacon (otherspace plan) 81
nectar of life (installation plan) 62 reproduction pod (biological plan) 44 vehicle plans 83
neurofilament plexus 121 reservoir purifier (installation plan) 65 vehicle plans table 24
nonhuman followers, example 127 Retrain Focus or Type Ability vigilant eye (automaton plan) 32
nonhuman followers table 123 (long-term task) 150 vigisome (biological plan) 48
nonhuman followers, xp costs 127 rift table 17 viscous fogger (artifact) 110
null field generator (installation plan) 62 road builder (cypher) 98 vital sword (biological plan) 49
null orb (cypher) 97 rodule of branding (cypher) 98 vital sword, blood drinking
numenera waste hazards 157 rodule of inquisition (cypher) 98 (biological plan) 49
numenera waste hazards table 158 roving abode (vehicle plan) 88 watchful crown (biological plan) 49
numenera waste sites, general qualities 156 sacrilock (artifact) 108 water adapter (artifact) 110
operon reservoir (artifact) 107 sailing abode (vehicle plan) 88 water signaler (calming)
optogenetic muscle 118 salvage assistant (cypher) 99 (installation plan) 68
organifact (installation plan) 62 salvaging numenera waste sites 164 weaponized stomach (otherspace plan) 82
orthogonalium fiber 119 scanner (automaton plan) 30 weathersmith (installation plan) 69
otherfall armor (otherspace plan) 75 scullion (biological plan) 44 weatherspear (installation plan) 69
otherspace 13 sentinel (biological plan) 45 whisperer (biological plan) 49
otherspace anchor (otherspace plan) 76 shadowpath blade (artifact) 108 wind coaxer (installation plan) 69
otherspace creations 16 skin, blending (biological plan) 45 zhev (automaton plan) 32
otherspace field (otherspace plan) 76 skin, plate (biological plan) 45
192