Can anyone explain how you get your stat pools? Are they base line for everyone and then get bumped up based off of class or is it a point bur system or dice rolling system?Thanks
So who's already recruiting to start a Numenera game after release? I've already got three intrepid souls ready, two of whom had never heard of Numenera before I talked to them. Just waiting for the PDFs before I start actual campaign planning.
Does anyone know where I can get the Numenera logo in black at a fairly good size? I'm working on a flyer to post on the notice board at my local games store, to see if anyone's interested in playing Numenera. I've already got two interested people, but I'd like at least four players for a game.
Hey gang, I have awesome news to share with you:
Know anyone who's been living under a rock and missed out on pre-ordering the Numenera books? There is now yet another way to pre-order the Numenera Corebook and/or the Numenera Player's Guide!
Monte Cook Games has set up a deal with gaming stores where you can pre-order those books through your local store and if you do so before August 7th, you'll qualify for a PDF of the book to be fulfilled by DrivethruRPG!
What a fantastic way to support your local game store, guarantee you get your book and have it ready for your favorite tablet or laptop!
As fans of the game, please encourage your local store to check out the offer and post it for others that are just now finding out about this game. (You ARE proselytizing about it to your friends and fellow gamers, right?)
The program details are at http://www.numenera.com/numenera-pre-orders/
Thank the folks at Monte Cook Games for setting this up and letting us know about this.
Pajama Hornhead is a furious glaive who rushes in.
That's the premise I like to start with when inventing something new for Numenera - a place, a city or a culture. After all, it's a far far flung future where even the limits of science fiction are strained to fully explain what is and isn't possible.
So when my GM asked me to flesh out a new character for our post-playtest game, I decided that I wanted to play a mishmash of wuxia and steamtech. A monk from a far off monastery, versed in martial arts and meditation (A Clever Glaive), but whose tradition revolved around turning steam tech into something mystical. Nothing burns to drive the clockwork of these immense structures, instead the sweat of the initiates turns the cogs in accordance with scripture. It also means I can give my combat manuevers fancy anime titles, like Swing The Pendulum when I'm using Bash.
I'm still working on things like taboos, religious holidays, and the five Sacred Metals (all conductive of course).
So where do others get their inspiration from? It's a very big canvas at the moment.
The setting of Numenera is our Earth one billion years in the future. It's called the Ninth World because eight civilizations have risen and fallen before the time set within the game. The game is a post-apocalyptic (without the nuclear mutants), sci-fi (without a lot of spaceships) and fantasy (without all the elves and dwarves).
(I'm going to start a series of informative posts regarding Numenera. please spread the word.)
Numenera is BOTH a tabletop RPG by Monte Cook launched via a record-breaking Kickstarter last summer AND the setting for Torment:Tides of Numenera, a PC RPG being launched by an even more record-breaking Kickstarter campaign that is about to wrap up. Numenera will ALSO be the focus of an expansion for AEG's successful Thunderstone Advance card game.
Tirehead is a samuri glaive who controls movement.
This is one of the few characters that Cody & I both worked on. The initial tirehead was installed by Cody, but I added the piece on top & the samuri sword.
Tirehead is the first one to charge into battle against the bad guys [this is another hero, I will try to post a villian manana]. There is a gamma world element to this guy that does not feel right in Numenera--I mean he has a tire on his head and his focus is movment and/or transportation. I would like to move away from such obvious cartoony focus in the future--and I think villians often lend themselves to more misdirected powers.
Cody generally uses Tirehead to drive vehicles and or rescue other hero characters from the villians. There are some good role play options in this, I think.
So Gygax famously used "plastic dinosaurs and monsters in a bag" in the creation of D&D Monsters.
We will start with an easy one:
Army is a tactical nano who creates brilliant military strategies.
Cody sees Army as the leader of the Good Guys. He comes up with the plan. He has good ideas. Ideas like 'everyone sync up'. So he is your basic battle-mind type leader character.
Interestingly, he generally dies in the first wave of the enemy attack when Cody is actually playing with him. "He dies in middle earth, they get him in the chest--the good thing is that they have a healer there" so there is a strange regeneration something power also going on.
He also does not have arms. I asked Cody what he does, he replied "he kicks"--so there is a lot to work with there as well.
As a librarian, my job is to get books into the hands of readers who would appreciate them. Monte Cook has been good enough to mention some of his inspirations (not the least of which is Gene Wolfe's New Urth saga). Continuing in this vein, I figured I'd give a few recommendations for reading to inspire the Numenera at your gaming table.
Frank Herbert, Dune
This is a no-brainer. The action that happens on-planet, the contrast between low and high tech, the esoteric fighting styles of the Bene Gesserit and their weirding way, the breeding program that produces the Kwisatz Haderach--all juicy little morsels that can spark your own creativity.
In the third podcast of Transmissions from the Ninth World, Monte Cook mentions the works of French comics legend Moebius as an inspiration for Numenera, and I cannot agree more. In fact, Moebius's stories, his plots and style, are also excellent sources of inspiration. In many of Moebius's science fiction tales, exploration and a sense of wonder are paramount. His sense of the cosmic existing side-by-side with the mundane sets a tone for many a potential Numenera adventure.
Kay Kenyon, The Entire and the Rose series
Kenyon posits a universe created by otherdimensional beings that parallels and resonates with the beauty and bizarrity of the Ninth World: a bureaucracy patterned after the Chinese Empire; powerful sentient beasts who form telepathic bonds with their riders; a host of unusual races gathered together by the world's creators; sailing submersible ships that move through quantum streams; storm walls that soar to the sky, holding back an encroaching chaos and giving form to the world. The first book in the series is Bright of the Sky, and trust me--you'll love this.
Edgar Rice Burroughs, A Princess of Mars
Bizarre alien races? Check. A whole world of ancient tech created by previous dynasties? Check. A protagonist with incredible powers? Check. (Think about it: John Carter as a Glaive.) Daring adventure, swashbuckling, savagery, and romance? Yup! How can you NOT read this book and think of Numenera?!
Larry Niven, Ringworld
A massive construct, home to scads of alien races, created by unknown beings (now revered as gods by some of the natives) for an unknown purpose, just waiting to be explored, with lovely bits of bizarre tech to help them along. I think you can mine this book alone for an entire campaign! (And who's to say that your Numenera *isn't* a ringworld?)
So there's a bit of reading to pique your interest! Hopefully, you'll find these works as inspiring as I did, and pass on the recommendations yourself! And if you have any more to add, please do!
P.S.: I find the entire subgenre of planetary romance (a.k.a. sword and planet) to be perfect fodder for Numenera inspiration--Google the terms and see what you find!