Wow, what an amazing month it has been!
Last month, my co-hosts and I scored an interview with Monte Cook on our Transmissions from the Ninth World podcast. We had a great time with Monte and really got a lot of great questions answered. Truly a positive and open individual and his friendliness greatly increased my personal excitement for the game.
Then, just we week we got hit with two huge bombshells-
First, we got a new piece of art that has everybody talking- Kieran Yanner's example of each of the 3 types in Numenera. Perhaps these will be iconic examples of each type, or maybe these are representing characters in one of Monte's Numenera campaigns? We'll have to see.
Then, totally out of nowhere and completely flooring us, Monte announces that inXile games will be producing a spiritual successor to the great Planescape: Torment game but will be using Numenera as the setting!!! This news even made Forbes online, it was such big gaming industry news. I'm just so thrilled I can hardly stand it.
Numenera will be making quite the impact this year, between the RPG, the Thunderstone card game expansion and then the computer game (which of course probably won't be released for another few years). But still, I think it will be hard for mainstream not to notice the splash Monte has made. So, how would you describe Numenera to your friends and families when they hear about it? Do you think you could get them to try it when they'd more than likley have passed on other games you've played? It's certainly an interesting thought.
Stay tuned to the Ninth World Hub for the latest news, the latest art, the latest discussions, everything that is out there about Numenera we'll cover.
Welcome to this new site dedicated to the community of Numenera fans.
This unofficial, fan-driven site will be a central hub of information on Monte Cook's RPG project, Numenera. Monte is in full support of this fan lead site and hopefully may participate, time permitting.
We hope that you feel welcomed here to share your enjoyment of the game with others, learn from each other and, when necessary, share constructive feedback. We hope people will have a positive, open exchange of ideas about playing the Numenera game. In other words, please follow "Wheaton's Law".
That is all. Thanks and have fun!
Special note to playtesters: Please, please, please do not use this site to break your NDA. It is very important to us that this site only discusses publicly released information unless special permission to break NDA has been granted by Monte Cook Games.
Additional Equipment: You begin the game with a disguise kit.
Minor Effect Suggestion: You become specialized in one of your cover identities skills or defenses for 1 hour.
Major Effect Suggestion: You become specialized in one of your cover identities skills or defenses until you change that cover.
Tier 1: Operative. You are trained in acting, deception and disguise tasks. Enabler.
Cover Identity. By changing your appearance, voice, personality and mannerisms; you create a second identity. When you first create your cover, choose another descriptor (charming, swift, tough ect.); the GM will determine if the descriptor is an appropriate option. You must prep for 1 hour, making a disguise roll at the end to set the Difficulty Level needed for anyone who knows the real you, to see through your false identity. Each time you assume your cover identity; select one of the perks of that descriptor, gaining them for yourself. Choose between: stat pool bonus; skill and defense training; or special abilities. You lose access to the perk when you stop maintaining the cover for any reason. Enabler.
Tier 2: Impersonate (2 Intellect Points). You can craft a disguise that is an exact copy of the target, even gaining some of the targets mannerisms and personal strengths. The disguise lasts 1 hour and while maintaining the disguise, you gain 3 points to add to one one of your stat pools (Might, Speed or Intellect) as well as an asset to deception and impersonation tasks. The extra stat points disappear if not used before the end of the one hour duration or if you end the impersonation. Action.
Tier 3: Undercover. You have created a unique second cover identity, with its own descriptor at your disposal. Choose which identity you want to assume and then gain two of the descriptor perks instead of one. Choose between: stat pool bonus; skill and defense training ;or special abilities. You lose access to the perks when you stop maintaining the cover for any reason. You now only need to prep for 10 minutes to gain the features of the cover identity, but may only maintain one cover at a time. Enabler.
Quick Change (3 Speed Points). You have several pre-made disguises at your disposal, allowing you to make sudden alterations to your appearance. Tear away clothing, height altering mechanisms in your shoes and hand crafted synth masks that let you create instant new identities. You can escape notice of a target that has already detected you, by moving a short distance out of view of the target and succeeding on a Difficulty Level disguise task equal to the targets level. This ability does not work if there are no other people within a short distance. Action.
Tier 4: Mirror Stike (4 Speed Points). You hastily adopt the appearance and fighting style one of your allies, blending in with their movements and causing confusion to your enemies. In a combat that you fight alongside one or more allies, you can move within immidiate immidiate distance of an ally and strike a target that ally has already attacked. Your attack is considered to be from surprise while still on guard (Lowering the Difficulty Level by one step) and deals an additional 4 points of damage. Action.
Tier 5: Agent. You are specialized in acting, deception and disguise tasks. Enabler.
On the Job Training (5 Intellect). You focus on one of your cover identities to gain valuable training. For the next hour you are considered specialized in one of your cover identities descriptor skills or defenses. You cannot choose a cover that you are currently using, and the cover must provide training in a skill or defense. Action.
Tier 6: Deep Cover. You have created a unique third cover identity, with its own descriptor at your disposal. Choose which identity you want to assume and then gain all three of the descriptor perks instead of two: stat pool bonus; skill and defense training ; and special abilities. You lose access to the perks when you stop maintaining the cover for any reason. You now only need to prep for 1 minute to gain the features of the cover identity, but may only maintain one cover at a time. Enabler.
You were either born with, or cultivated an attitude and appearance that draws other to you. Simply by adopting this attitude, you are treated like a member of the privileged class or nobility of your community. You may not consider yourself to be better than others, but you are used to fine things, soft beds, and rich food. You utilize your charm to get what you please and enjoy having others lavish you with gifts, in return for the pleasure of your company.
Captivating: +2 to your Intellect Pool
Skill: You're trained in persuasion, deception and etiquette.
Entice (1 Intellect Points). Your appearance and beguiling charm can disarm a foe in combat. A target who is inclined to be attracted to you, refrains from attacking you for one round. Action.
Inability. Your alluring soft demeanor does not strike fear into people. The difficulty of any task involving intimidation is increased by one step.
Initial Link to the Starting Adventure
1. One of the other PCs did a favor for you, and now you’re repaying that obligation by helping her with the task at hand.
2. You convinced one of the other PCs to tell you what he was doing.
3. You instigated the whole thing and convinced the others to join you.
4. From afar, you observed that something interesting was going on.
A master of investigation and perception, you notice the most minute and telling details with merely a glance. Unlike other investigators that depend on testimony, superstition, the seriousness of the charge, and quick, convenient conclusions, you rely on cold, hard facts and observation. What matters most to you is the truth, no matter how improbable or inconvenient it may seem.
Piecing together clues and catching the guilty with sheer cleverness, you believe in the importance of evidence, something that most others cannot comprehend. You place tremendous emphasis on developing your skills of observation, honing them to a razor point, so much so that you possess a nearly infallible memory, perfect recall, and an almost inhuman attention to detail.
Connection: Pick one other PC. The character has a knack for accidentally ruining evidence at a scene that you are investigating. The GM can declare that certain clues are lost when that character is involved in your investigation.
Minor Effect Suggestion: Gaining insight into a suspect’s motives reduces the Difficulty Level of your next attack on target by one step.
Major Effect Suggestion: You are completely in the mind of the suspect, granting you training on attacks against that specific target.
Contacts. You cultivate associates and informants. Each tier, you gain a contact. The player and GM should develop a supporting character to represent the contact; with the player suggesting the type of contact his or her character wants to gain. A contact will not accompany you on missions or risk his or her life. A contact can, however, provide information or render a service (use a skill on your behalf). You can’t call on the same contact more than once in a week, and when you do call on a contact, compensation may be required for the assistance the contact renders. In general, a professional associate won’t be compensated monetarily, but instead will consider you owing him or her a favor. Contacts with underworld or street connections usually demand monetary compensation for the services they render, and experts, trained or specialized in skills normally want to be paid for the services they provide. Enabler.
Tier 2: Forensics. You gain training in biology and medicine. Enabler.
Anatomical Strike (2 Speed Point). Your knowledge of the human body not only gives you skill as an investigator, but deadly combat advantage as well. When attacking a creature with mostly human biology, the Difficulty Level is reduced by 1 step and you inflict 2 additional damage with weapon attacks. Action.
Tier 3: Sleuth. You are specialized in intuition, searching and perception tasks. Enabler.
Modus Operandi. By analyzing a crime scene or other evidence linked to the target, you compile a rough mental picture of the suspect. You combine eyewitness accounts with forensic evidence to develop a profile of the suspect’s method of operation. The Difficulty Level to uncover additional evidence or otherwise locate and capture the suspect is reduced by two steps. Enabler.
Tier 4: Lie Detector (4 Intellect Points). You have the ability to gauge whether a target is lying (This ability doesn’t reveal the truth, uncover unintentional inaccuracies, or necessarily reveal omissions in information). You must be able to see and hear (but not necessarily understand) the individual under scrutiny. This ability also provides an asset on intimidation tasks against the target for 1 hour. Action.
Tier 5: Assistant. You can recruit a level 5 NPC assistant who is specialized in 2 skills. You may suggest the skills that you wish him to have, but the GM has final say about the details and description of the assistant. You'll probably make rolls for him in combat or when he take actions. The assistant acts on your turn. As a level 5 assistant, he has a target number of 15 and a health of 15, and inflicts 5 points of damage. An assistant is more than a mindless follower, and you may gain a bad reputation If he dies. Though you can attempt to hire a new one at the GM's discretion. Enabler.
Sixth Sense. You become so attuned at solving mysteries that your perception is honed to the point of supernatural. You should always be allowed a perception roll to avoid being surprised and gain training in initiative tasks. Enabler.
Tier 6: Recreate the Scene (6 Intellect Points). Based on the layout of a crime scene and the positioning of evidence, you can mentally recreate the exact details of the crime, as if observing the scene for yourself. You maintain concentration for the same amount of time it took the original event to unfold. After reliving the scene, you can ask the GM for a specific detail that leads you to the location of a suspect or witness to the crime. Action.
Howdy folks. I'm new here and, though I backed the Kickstarter, have finally started in on the book. What a game! Here are my initial impressions: http://ewpierce.com/2014/01/numenera-initial-impressions/
Type Background: School of Hard Knocks
Connection: Pick one other PC. You have tutored him in the past, which grants him training in a knowledge skill that you are trained in.
Might Edge: 0
Speed Edge: 0
Intellect Edge: 1
Cypher Use: He can carry two cyphers.
Tricks of the Trade:
Skill with Defense: Mental Defense (Trained)
Skill with Defense: Speed Defense (Trained)
Flex Skill: Trained in one skill of choice each day.
Practiced in Light and Medium Weapons: Attacks with Heavy Weapons add one difficulty step.
Learned Skills: You are trained in Biology, Linguistics and Medicine Tasks.
Schooled: You are trained in History and Numenera Tasks.
Bookworm: (1 Intellect Point) Trained on the subject of a read book for the next hour.
Minor Effect Suggestion: You've read something that pertains to the action you made in a book once. The next similar action you make has its difficulty reduced by one step.
Major Effect Suggestion: You've uncovered a secret regarding the task you just made. Similar tasks are easier for you, granting you a +1 for the next 28hours.
Trained in Biology Tasks
Trained in History Tasks
Trained in Linguistics Tasks
Trained in Medicine Tasks
Trained in Numenera Tasks
Trained in Sneaking Tasks
Inability: You have few social graces. The difficulty of any task involving charm, persuasion, or etiquette is increased by one step.
Equipment: Books on History, Linguistics, Medicine, Numenera and Tactics
Though you weren't necessarily born into nobility, you belong to the social elite of your homeland. You tend to rely on wit and charm, focusing on courtly politics, even mastering the arts of stealth and disguise to help further your decadent intrigues. You use intelligence or charisma rather than brute force and direct confrontation, and are typically well-versed in the arts of rhetoric and negotiation. Some see you as elitist, competing in endless intrigues and indulging in wild decadences much to the chagrin of your lower class countrymen.
Due to your status, dignities and social skills, you are a influential person who is well-suited for leadership. The popular conception of people of your station is that you stay as far away as possible from warfare. For you though, battle is only another opportunity to impose your will on others; coordinating tactics and sometimes leading the charges from the front lines.
Connection: Pick one other PC. The character is bolstered by your influential presence. When you perform a complimentary action with that character, you provide an additional +1 to his roll.
Additional Equipment: You begin the game with a signet ring. This ring marks your status as a member of the upper-class. Among certain circles, it provides you an asset on social interaction tasks.
Minor Effect Suggestion: The next time you demoralize or castigate the same foe, the duration of those abilities last an additional round.
Major Effect Suggestion: A foe that you demoralize or castigate is affected by your ability for one minute
Tier 1: Courtier. You are trained in all social interactions, whether they involve charm, learning a person's secrets, or intimidating others. Enabler.
Demoralize (1 Speed Point). Your words cut deeper than your blade. During social interactions you can reduce the Difficulty Level of your next persuasion task, by first succeeding on an intimidation roll. On the battlefield, after a successful attack your demeaning repertoire reduces the Difficulty Level to hit the target by one step for 1 round. Action.
Tier 2: Idealist. Your confidence empowers you, giving you the ability to withstand the harmful effects of others. You can deduct normal weapon damage from either your Might Pool or Intellect Pool. Enabler.
Tier 3: Personal Affront (3 Speed Points). You make a counterattack as a reaction to taking damage. If you are within immediate distance of the attacker who did damage to you, you can make an immediate melee weapon attack against that foe. Note, Effort can only be applied once per turn. Enabler.
Incognito. People with influence often need to conceal their identities, in order to maneuver behind the scenes. You gain training in stealth and disguise tasks. Enabler.
Tier 4: Rally (4 Intellect Points). You can rally your allies, bringing them back from the brink of defeat. If an ally is Impaired or Debilitated you can encourage him to get back into the fight. One ally that can see and hear you can make a recovery roll on his turn as an action, no matter the amount of time it would normally take to make the next recovery roll. If the ally does not have any recovery rolls left for the day, this ability does not work. Action.
Tier 5: Castigate (6 Intellect Points). You deliver a scathing rebuke against a target to erode it's will and fill it with doubt. Even if the target can't understand your language, it feels the influence that you command. If the target is Level 3 or below, it surrenders to you. A higher level target is instead stunned for one turn. Action.
Tier 6: Reign. You are a well known member of a large and influential government or noble family. People under its influence are loath to take action against you. You are specialized in all social actions. In addition, persuasion and intimidation tasks are decreased by two steps when interacting with subordinates within the same organization. Enabler.