Who will lead us into this new world? Who will tap the wonders of the ancients to defend the weak, bolster the sick and starving, and illuminate the ignorant? Who will build a new and better community, and bring vision to a world in darkness? Will it be you?
Those who seek out and master the numenera may find wealth and power. But more importantly, they can build a community, carve a pocket of light from the darkness, and set the Ninth World on a path to regain—or even surpass—the splendors of the prior worlds. You might help reshape the very world and find for yourself, and the Ninth World, a greater destiny. Lie Setiawan. Bruce R. Cordell , Monte Cook , Sean K.
Core Rulebooks. See All Products. Download Now. Category: Numenera. Add to Wishlist. Description For the best deal on Numenera Discovery and Numenera Destiny, get the slipcase set in print. Numenera Discovery The page plus double-sided poster map Numenera Discovery hardcover contains everything you need to explore a world of wonder, danger, and mystery.
Numenera Destiny Become a part of the setting, and help shape the future of the Ninth World. Legacy Content Some material in original Numenera corebook was replaced with new content in Numenera Discovery , including four adventures and a handful of creatures and locations. How to Play Numenera. Add to cart. Numenera Discovery in print. Numenera Destiny in print.
Numenera Discovery in PDF. Numenera Destiny in PDF. They brought you along to test your claim. Skill: You know how to leverage risk.
You love people, and they generally love Additional Equipment: You have about 30 you. You know how to interact with large extra shins hidden away for emergencies. You enjoy being around became involved in the first adventure. A new danger arose, but you were they have to say and what they think about prepared and responded with a pre-planned things.
People Person: When you are within immediate range of at least two allies, the difficulty of one non-combat-related task is eased.
You can do this only once, but its use is restored each time you make a recovery roll. Getting the Word: If you spend an hour amid a large group of people, you can glean general rumors, gossip, or opinions they hold. You asked around and learned the other PCs were doing something interesting. You bought the other PCs a round of drinks, and they welcomed you into their ranks.
You gathered the other PCs together for the task at hand. Doing anything is better than being alone. Heroic Guise: You hold yourself in a way that inspires others. You are trained in all social interactions. GM intrusion on you as if you had rolled a 1 1. In your head, the only way the group on a d20 roll without awarding XP based would succeed is if you were with them to save on how your heroic nature tends to attract the day. Every other time the GM uses this 2. You needed money, and this seemed like a ability to introduce a GM intrusion without good way to earn some.
Experience is the best ingredient for even your advantage. Your weapon breaks, but that better panoramas of imagination. It sounded like fun. A trap catches you, but it also catches your enemies. One of the secrets should determine the advantage together. You are advance your agenda or improve a situation is learning how to manage time wisely. Tasks that involve detecting falsehoods that needs to be done to achieve it.
You were hunting a great foe and hired the Imaginative Solution: When you apply a other PCs to accompany you.
The PCs were looking for someone like free level of Effort. You can do this one time, Free level of Effort, you to round out their number. A mentor recommended you to the other make a ten-hour recovery roll. All 4. You killed a mighty foe, and the other PCs movement-related tasks are hindered. Following your plan got you to this point. You have a flair for making things up. You believed the mission would be a great own mind.
Sometimes, what you imagine way to learn more about some of the roadblocks becomes a useful idea or something you write, that stand in the way of achieving your goal. Mainly, however, you live inside 4. Imaginative Solution: When you apply a level of Effort to any Intellect task, you gain a free level of Effort.
You can do this one time, Being intimidating is sometimes as easy as keeping your although the ability is renewed each time you mouth closed. You saw that the other PCs were in trouble or the scars that cover your face. Whatever it is, you scare people. You heard rumors that the other PCs were You gain the following benefits: doing something interesting or profitable.
One of the other PCs hired you to be a Threaten: Foes within immediate distance bodyguard. You can do this once, although the ability is renewed each time you make a recovery roll. You can do this once, how events might unfold. Maybe you have a although the ability is renewed each time you mutant sense, maybe you can see just a few make a recovery roll.
Tasks related to lore and knowledge are a situation. Whatever the case, many who hindered. Skill: You are trained in perception tasks. Afterward, on your next regular turn, any action you take is hindered. You can do this one time, although the ability is renewed each time you make a recovery roll. You just knew you had to come along. You convinced one of the other PCs that your intuition is invaluable.
You may change your plans based on the situation at hand, but you never really give up. You just move along toward something better and brighter. Inability: You have a hard time recognizing certain things to. Intellect defense tasks to do so are hindered. And when you attach yourself to a person, a 1. One of the other PCs is a good friend or attacks that put you at risk of life and limb.
It treating someone else like relation, and you wanted to look after them. How hard can it be? It might be your own set evidence and come to a decision based on the of rules or the rules of a religious, military, facts and the facts alone.
Faithful: When you help a creature to make Skill: You are trained in tasks related to or avoid an attack in combat, you regain 1 knowing, understanding, and interpreting the point to one of your Pools this is true whether laws of the land. While engaged in Inability: You have a hard time seeing any activity that breaks the law, your Intellect- disloyalty in others.
Tasks that involve based tasks are hindered. You heard what the other PCs were up to became involved in the first adventure. One of the other PCs needed help, and 2. The other PCs were going somewhere, 3. You think the other PCs will help you bring 4.
You noticed that strange noises were both wonderful and terrifying things. But even more than the mysteries 2. One of your mutual friends has gone of prior-world ruins, you relish uncovering missing, and you and the other PCs are the complexities and relationships that spring determined to find them.
You especially like to 3. You relish knowing the full 4. Frightened by something, you fled to story, and the only way to get that in difficult safety, but you returned with the other PCs to situations is to meddle.
Skill: You see things other people miss. When you see falsehoods. You are desire to see them grow and improve. Some trained in stealth tasks. You nurture anyone—not only pertinent details on a topic you once heard or people but institutions and communities, too.
Skill: You are trained in healing tasks. You also gain this benefit if at least one other ally gains it. You saw that one of the other PCs was hurt, so you offered your aid. You thought you heard someone crying out in need. When you investigated, you found the other PCs. So you went looking for someone or something new to nurture.
Whether you are obsessed with killing bandits, climbing, or studying something like secrets, abhumans, or mutants, your ability to sink into what most interests you is what allows you to succeed.
Everything else seems less important, and this allows you to focus. All Your Obsession: At the beginning of each movement-related tasks are hindered. The PCs were in a bad spot, and one of your obsession.
It just means you are at your the other PCs asked you along to add some best when performing tasks related to the perspective. You had a spot of bad luck, but you when performing tasks that are not. To make good on a promise to help, you obsession, you gain an asset. The player and came with the other PCs. GM can decide whether a particular situation 4.
You answered a cry for help when another warrants this benefit. PC got in over their head. Preoccupied: Any task that is not related to your current obsession is hindered. The same is true of where you mission. You were preoccupied with something lodging, or a camp site. You believed that you could learn a lot by You gain the following benefits: joining the other PCs.
One of the other PCs asked you to come Skill: You are trained in tasks related to along, believing that your obsessive nature perception, planning, and organizing. You can do this only something worthwhile than someone who Others are quietly confident, their optimism once, but its use is restored each time you expects the worst. Shrugs Off Disappointment: When you fail 1. You could tell from a distance that the at a non-combat task and try that task again other PCs needed your skills.
The other PCs came to you looking for Free level of Effort, of Effort toward the success of that task. This help with a plan of action. Things fell through, and going with the Retrying a Task After apply a level of Effort when retrying failed tasks. Failure, page Inability: You have a lightness of being, 4. Might defense tasks are hindered.
Whether that fire is the following list of options, choose how you for a person, a place, a people, a concept, became involved in the first adventure. By sticking with a difficult situation, you Passionate characters are sometimes found the other PCs already involved in a task champions for a cause or defenders of a faith.
Or they might just be driven individuals. But even if how you found the other PCs. You charge right in. The other PCs said their mission would be You gain the following benefits: difficult to complete, so you signed up to help.
Skill: You are trained in running, climbing, and swimming. You can do this only once, but its use before an event to assemble the best possible often than not, the difference between success is restored each time you make a recovery roll. Inability: Your temper is hard to control. Often, being prepared means having sneaking or lying, are hindered. PCs and will do anything for them. Skill: You are trained in initiative tasks.
The mission the other PCs were planning Tool Aficionado: If a tool enables a non- seemed vital to you for your own reasons. They combat task but does not provide an asset, had no choice but to let you get involved. You were guided to the other PCs and using a tool.
If a tool provides an asset to a their task by someone you deeply respect. Bag of light tools, danger, or personal tragedy. Luckily, calamity Additional Equipment: A bag of light tools. Instead, you the following list of options, choose how you show your perseverance most often in the face became involved in the first adventure. For someone as prepared as you are, to your Might Pool.
When all your preparations came to the face of difficulties. The other PCs asked you to help them get in response within the next minute gains an ready for an important journey, and you ended asset.
To some extent, the following list of options, choose how you people and communities can look out for became involved in the first adventure. You found the other PCs in trouble and reason. Uncharacteristically, you were caught in a such outcomes.
The other PCs helped to free you. It was either do what needed doing or die. Now, here you are along with the other PCs. You like to push the latter further than Initial Link to the Starting Adventure: From others, because it gives you a rush of satisfaction the following list of options, choose how you and pleasure when you succeed.
The more you became involved in the first adventure. You protected another PC from a bad next risky challenge to try yourself against. You gain the following benefits: 2. The other PCs sought you out because of of chance, such as playing games or choosing your reputation for helping others. You believed that by coming along with the Pressing Your Luck: You can choose to other PCs, you would learn something that would automatically succeed on one task without When a GM intrusion help you protect an entire community later on.
When you do so, however, you also means that something else happens in addition trigger a GM intrusion as if you had rolled a 1. Life has thrown a lot of trouble your way. Tasks related to sneaking and staying survive. People less unyielding than you are quiet are hindered. You think the tasks ahead will present you The PC recalls that the abhumans they random piece of information pertinent to the with unique and fulfilling challenges.
It is always an 3. One of your biggest risks failed to go your secrete poison. The objective fact and must be something you could way, and you need money to help pay that debt. PC remembers that have logically read or seen in the past. You can 4. If the your serene demeanor. Part of it comes to you latter occurs and you fail to stop, you attack naturally, but serenity also requires discipline the nearest ally within short range.
Another PC saw you take down a mean Skill: You are trained in Intellect defense drunk in a tavern, not realizing you were the tasks. Skill: You are hard to rile, and you are 2. You wanted to get away from a bad trained in all actions that involve overcoming situation, so you went with the other PCs.
You want to change, and you hope that panic. One of the other PCs asked you to come became involved in the first adventure. By staying calm in a difficult situation, you harnessed for the benefit of the mission. You were investigating a series of strange occurrences, which led you to the other PCs and your current situation. Sometimes you need to blow off a little steam and helping the other PCs seemed like a way to do that.
Sometimes you succeed for your friends—smiling like they smile, laughing when they laugh, and sometimes even having other emotions of your own.
Violence your friends can tolerate, but you sometimes worry they will also learn that you are cruel. You gain the following benefits: Skill: You are trained in tracking creatures.
If a creature has wronged you, the tracking task is eased. Bloodthirsty: Once you begin fighting, you see only red. You inflict 2 additional points of damage with any attack. Pick one other PC. This character has a Descends From Nobility, before you can absorb any more. Eventually, you will be release is even more potent than you thought. Arkus, page 7 such as healing or invigorating creatures.
Major Effect Suggestions: The energy you Glaives often gain the biggest benefit from release is even more potent than you thought. Absorbs Energy GM being energy absorbers, as they are the ones Your opponent loses their next action. Some of the initial uses of absorbed energy are for Tier 1: Absorb Kinetic Energy. You absorb a portion predators feed directly on combat. However, Wrights can potentially use of the energy of a physical attack or impact. You energy. Sometimes more some of that energy to improve their crafting negate 1 point of damage you would have suffered than just the intended abilities.
Once you have item is drained of energy. Connection: Choose one of the following. For reasons unknown 1 point of damage from any incoming blow to you, this character is completely immune to or impact, but the residual energy bleeds off the energy you release, whether you use it for with a flare of harmless light you cannot store help or harm. One At tier 3 and tier 6, you can choose one of within long range for 4 points of damage. If point of damage equals 1 unit of io. If your game weapon allows the weapon to trigger the uses the rules for advancing beyond tier energy in combat.
The energy inflicts 3 points 6, you may eventually gain all the abilities of damage on the creature touched in addition provided by a focus, including both to any damage the weapon itself might do. You options at tier 3 and tier 6.
Tier 3: Ability Choice. Absorb Pure Energy. You can also absorb and store energy from attacks made with pure energy focused light, radiation, transdimensional, psychic, etc. This ability does not change how many points of energy you can store. If you also have Improved Absorb Kinetic Energy, you can absorb 2 points of damage from other energy sources as well. Improved Absorb Kinetic Energy. Instead of being able to absorb 1 point of damage from a physical attack or impact, you can absorb 2 points.
You can also store up to 2 points of energy from any source. However, you can still only release energy 1 point at a time. Tier 4: Overcharge Energy. When you use Release Energy, it inflicts an additional 2 points of damage.
You extend your Absorb Kinetic Energy ability to one creature within immediate range so that they also can absorb energy from physical attacks and impacts for one hour.
That creature, however, cannot release excess energy as a blast. For each level of Effort you apply, you can increase the number of targets you affect by one. Tier 6: Ability Choice. Energize Crowd 9 Might points. You extend Weird Ability: You can choose to learn When you use Energize your Absorb Kinetic Energy ability to up to Danger Sense instead of one of the abilities Crowd on a crowd of thirty creatures within short range so that they granted by your type.
Your initiative or a horde from attack, and impacts for one hour. If you have Absorb tasks are eased. Minor Effect Suggestions: Your foe is The creatures, however, cannot release excess surprised by or has a bad reaction to you for Community stats, energy as a blast.
You infuse 1 point of hindered. You resist the dictates of even if in full view of the target. For each level Acts Without authority, you try to break away from the control of Effort applied, you can attempt to affect one Consequence GM that society holds over you, and you like to flout additional target, as long as all your targets are intrusions: Luck has a way of turning at the traditions that you view as backward. You are trained in one of the What if the concept anything or anyone you deal with.
This is why you often press your luck and defy the status quo. Tier 2: Get Away 2 Speed points. After your Often enough, you get away with it. You enjoy some kind of immediate range. Choose either Goad or also practiced certain skills, behaviors, and Seize Opportunity as your tier 3 ability.
Those who can attitudes that allow blame to slip off you like Goad 2 Might points. After you successfully act without water off a murden. You can use it Connection: Choose one of the following. Through a quirk of fate, turn in the round. If you use this action to 2. You recently discovered attack, the attack is eased.
You saved them from certain death by taking a lucky gamble. They rescued you thing. No, these were made by a heinous, amoral machine. When Ninth Worlders are generally unaware of the you roll for a task and succeed, roll again. If Leviathan, but here and there, you run across the second number rolled is higher than the pockets of people who know of the horrors first, you get a minor effect.
If you roll the of which you speak. Some believe it is a spirit same number again, you get a major effect. You that one day a creature you encounter will be become invisible for ten minutes. While the Leviathan. This effect ends if you command creatures that would otherwise try do something to reveal your presence or to eat them, putting a leash on them.
If this occurs, you can 1. A creature you control regain the remaining invisibility effect by taking will take commands both from this character an action to hide your position. If you have a and from you. But if it ever receives conflicting type ability that also confers invisibility, using commands, it turns on you both. You captured a twice as long as the duration specified. Action creature for this character, but it promptly to initiate or reinitiate.
They still have scars from the incident. Choose No Fate or Twist 3. You are pretty sure you of Fate as your tier 6 ability. If you fail capture the PC. That still might not be enough to succeed 4. You saved them from a if the difficulty is higher than 6. Once you creature attack, and they owe you their life. When you roll a 1, you can choice. The Leviathan is the spirit of the Every round, each member of the group can predatory, the monstrous, and the sociopathic.
Sometimes, you suspect the term applies to Whichever effect you attempt, you can apply a specific variety of creature, all descended Effort to increase the maximum level of the from a literal entity called the Leviathan—a affected creature. Thus, to command a level bloodline you perhaps share in some small 4 creature to do simple tasks on your behalf way, explaining why you can command two levels above the normal limit , you must and control these terrible creatures that apply two levels of Effort.
One day, she may wake and come for me. Ninth World Bestiary Knowledge. You additional, immediate action, which they can are trained in the lore of flesh-eating, non- take out of turn, but to do so, you must apply a humanoid creatures—recognizing them, level of Effort. Choose Become the Leviathan or Menagerie as your tier 6 ability. Tier 2: Capture Creature.
A captured creature becomes tame When you do, you become practiced in using in your presence, becoming a follower. As a whatever natural weapons—teeth, claws, tail, Followers, page 17 special exception to the rules for followers, one and so on— your new shape possesses.
For each could help you with, such as perception or level of Effort you apply, your size increases by initiative. You can have only one captured 5 feet 1. Becoming the Leviathan is incredibly taxing.
Action to change. Action to to fly into a bone-ripping rage for up to one revert or take some other shape. During this period, treat the creature Menagerie. You can use your tier 2 ability as a level 5 creature that inflicts 6 points to have up to four Captured Creatures at one of damage each round. However, after this time instead of just two. Your goal is to keep improving graft, creating an open, Vigor of the Leviathan.
You can make an your physical form, replacing obsolete parts bleeding wound. You can use your tier 2 ability to and augmented biological processes. Whether have two Captured Creatures at a time instead you do this with technology or pieces from of just one, and you can capture creatures of other creatures depends on what you find in up to level 3. If you have captured. One creature you have following this path makes you something more captured within short range is granted an than human, so be it.
You left behind childish additional, immediate action, which they can toys and forms to become an adult, so you are take out of turn. Alternatively, you can attempt willing to leave your humanity behind in order to provide any creature within short range an to become something greater. Wrights can use their own knowledge of the Minor Effect Suggestions: An upgraded numenera to craft custom limbs and other body part is especially effective or efficient at body grafts for themselves. You gain an asset to Connection: Choose one of the following.
Major Effect Suggestions: Your foe is 2. They once saved especially vulnerable to some aspect of one Augment Cypher, your life when one of your surgeries had a of your implants, like an allergy or radiation page 48 complication. Make an immediate attack against 3. If the attack want to demonstrate the value of your abilities. Tier 1: Autodoctor. You are trained in healing, performing surgical procedures, and withstanding pain. You can perform surgeries on yourself, remaining conscious while you do so.
Surgical Graft. You use your knowledge to surgically attach a cypher to your body, linking it to your nerves and muscles. A grafted cypher still counts toward your cypher limit, but it is not destroyed after one use.
A grafted cypher has a depletion of 1 in 1d This is treated exactly the same as if it were a grafted cypher that is, it counts toward your cypher limit, has a depletion of 1 in 1d10, etc. The less human the creature is, the more difficult it is to perform a successful grafting surgery.
Action to initiate surgery, one hour to complete. When you activate a grafted cypher, add 1 to its level. Every level of Effort applied increases the level of the grafted cypher by 1. If you have the Jack trick of the trade Augment Cypher, when you apply Effort to augment a graft, you get a free level of Effort on that task.
Choose either Hardy or Tier 4: Artifact Fusion. You can surgically graft Recharge Graft as your tier 3 ability. These fused devices Hardy. Grafting flesh for These additional points can be used only to Enabler.
The number of cyphers count as a grafted cypher. Many characters with Effort to rolls. You increases by one. You must touch the graft, spend altered your body to make it faster and easier 1 XP, and succeed at a surgery roll difficulty to add or remove grafts. You gain an asset equal to the level of the graft to recharge it; on surgical tasks, and adding or removing a Grafters can experiment otherwise the graft remains spent and useless.
In addition to prone to failure. Amoral the normal options for using Effort, you can Tier 6: Ability Choice. By upgrading your period by ten minutes. If you have the Jack nervous and immune systems, you are trained trick of the trade Recharge Cypher, the time in Might defense and Speed defense tasks. Recharge Cypher, increments for recharging a graft are one hour Enabler.
Transhuman Organs. Some might PC. You excel at battling these explode when defeated. Grafts from abhumans or mutant anathemas, cleansing the world of their Eventually, organized humans might not hinder the difficulty or contaminating presence. If the roll fails, the creature body part is ruined and cannot be used. You also likely use Telepathy implant, page 4. Grafting the energy generator from heavy weaponry, ideal for penetrating armor.
Rasters are level 4, but are particularly those who are quick and nimble, larger than humans and biologically very able to leap in, cutting a few vital wires here or Ray emitter, page different from humans, so the difficulty of slicing through a component panel there.
Grafting Connection: Choose one of the following. Travonis ul, page something from an creature like a travonis 1. You suspect that this ul level 6 might be a difficulty 9 or 10 character is put off by your hatred of animate surgical task.
You can choose whether or not they know of your suspicions. You know that this character has suffered at the hands of automatons in the past, and perhaps you can. This character does not appear to share your feelings about Tier 2: Defense Against Automatons. You automatons. In fact, you believe that they have studied your enemy and are trained in might secretly have machine parts.
This character comes or machine is likely to take in a fight. Defense from the same place you do, and you knew tasks you attempt against these foes are each other as children. Additional Equipment: You have bits Machine Hunting. You are trained in and pieces that you tore from the husks of tasks associated with tracking, spotting, or automatons you have destroyed in the past.
You are also trained in all stealth mixture of machine and understanding numenera. In addition, if your tasks. Your GM type grants you special abilities that inflict decides whether such damage, they inflict 1 additional point of Tier 3: Ability Choice.
Choose either Disable creatures can be treated as biological, machine, damage to automatons and similar beings, Mechanisms or Surprise Attack as your tier 3 or both in some cases. If you have abilities that Disable Mechanisms 3 Speed points. With normally would not work against automatons a keen eye and quick moves, you disrupt some like mind control , they will now.
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