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  Andreas Walters
  Ninth World Assassins
  A Numenera Supplement For Players And GMs
  
  Copyright/Licensure
  Copyright © 2014 by Andreas Walters
  KnowledgeOfTheNinth.com
  Art is copyright © Johnson Ting, 2014.
  All rights reserved. This book or any portion thereof may not be re-
  printed, published or distributed without the author’s permission.
  This product was created under license from 
  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 charac-
  ters and character names, and the distinctive likenesses thereof, are 
  trademarks of Monte Cook Games, LLC.
  Visit the Numenera website at www.Numenera.com
  Visit Monte Cook Games at www.MonteCookGames.com
  Artist
  Johnson Ting
  Editors 
  Andrew Montgomery-Hurrell
  Ross Bundy
  Lael Buchanan
  Creative Contributions
  Ross Bundy
  Andrew Montgomery-Hurrell 
  Reece Ambrose
  Andrew Bowman
  Nicholas Guttenberg
  James Waddell
  Special Thanks
  I would like to thank the awesome players at NinthWorldHub and 
  the Google+ Numenera Fans group for working with me and aiding 
  with the creative process and review of all the content in this book. 
  It couldn’t have happened without your eager support and criticism. 
  Thank you, all of you.
  Credits
  Author
  Andreas Walters
  
  Authors Note
  The Assassins of the Ninth World book is a rules accessory for the Nume-
  nera™ roleplaying game. This book is a supplement for both players and 
  GMs to enhance the role of assassins and agents that can be found in the Nu-
  menera™ setting. In this book you will find various examples in addition to 
  character options, equipment, organizations that fit the assassin archetype. 
  These examples are fictitious and do not actually exist.
     This book was inspired from my initial confusion of how to deal with poi-
  sons in the Numenera Corebook, as they are listed as both mundane equip-
  ment and unique cyphers. This book will clarify some of those roles in ad-
  dition to providing more examples of both mundane and cypher poisons, 
  expanded character options, guilds and NPCs that players and GMs can use 
  within their own games. 
     This book covers the trained and the specialized assassin. Criminals and kill-
  ers can exist at every strata, from the angry housewife, the paid gang-mem-
  ber, the seasoned professional and everyone in between. Although these oth-
  er killers exist, this book aims to focus on the professionals of the industry, 
  unfolding and expanding upon the mysterious shroud that veils these nota-
  ble individuals.
     After re-reading books such as Book of Exalted Deeds™ and Book of Vile 
  Darkness™, I feel as though I am warned to put my own disclaimer regard-
  ing the inferences and uses of this kind of content. I am a good person, at 
  least I like to think so, and I have have not assassinated or murdered any-
  one in my lifetime and in no way am I advocating for anyone to kill any-
  one or even try to kill anyone. This book tries to explore the possible role 
  of assassins layered within Monte Cook’s Numenera setting while trying to 
  cross-reference historical and cultural perceptions and opinions that have 
  been explored regarding assassins, their mystery, technique, and psycholo-
  gy. I hope you enjoy the book and find its contents useful. 
  Enjoy!
  -Andreas Walters
  What You Need to Play
  This is a supplement to the Numenera tabletop roleplaying game, in which 
  you only need the  Numenera Core Rulebook to play. This book also refer-
  ences creatures listed in the Numenera Bestiary. Both of these books can be 
  found at your friendly local gaming store or purchased online at
   http://www.montecookgames.com/shop/
  Or through Monte Cook Games DriveThroughRPG store.
  
  Numenera | 4
  Artifacts        
  Oddities        
  XP Options | 5
    | 6
         
  | 7
           
  Adventure Seeds | 8
  Table of Contents
  1 | Introduction
  An Assassins’ World  
  Getting The Job Done
  2 | Character Options
  Descriptors
  Foci
  3 | Tools of the Trade 
   
  Equipment 
  Poisons 
     
  Traps
  Characters & 
  Creatures
  Organizations & 
  Guilds
  
  4
  “There are people that need killin’, not my fault that 
  someone wants ‘em dead.” 
   - An Assassin Perspective
  As popular culture portrays them, assassins tend to be the quintes-
  sential ninja, relying upon the shadows, stealth and silence to aid 
  them in their deeds. In truth, the defining baseline of an assassin is 
  relatively loose, covered with the overarching description of, “one 
  who has (or would) commit targeted murder.” This broad defini-
  tion lays out hundreds of possibilities, leaving room for almost any 
  kind or type of assassin. This also means that you don’t have to be 
  stealthy or silent to be a skilled assassin. In fact, an assassin could 
  specialize on almost any skillset or emerge from any walk of life. 
  Even their reason for taking up ‘the craft’ (as some refer to it) may 
  be just as varied and diverse, wrought from personal anguish, to 
  personal vendettas; each assassin has their own story and unique 
  style. 
     Assassination today, much like that of the Ninth World, is much 
  more prevalent where there is competition. Although even more 
  so in the Steadfast and the Beyond where laws, power and influ-
  ence may vary across short boundaries. 
     Assassination is commonly found in high-density urban envi-
  ronments that are subject to constant stresses; whether it be po-
  | Introduction |
  
  5
  litical, personal, organizational or financial. In most cases, where 
  there are people, there are assassins nearby. Some assassins may 
  shy away from the stresses of urban society, secluding themselves 
  to the wilds and the Beyond. Although they may live simple life-
  styles, they are always ready to apply their skills when a situation 
  calls for it.
     Murder, contrary to our current legal system, is very different 
  from what you would see in the Steadfast. Unlike our civilization, 
  the Steadfast lacks reliable communication, blanket legal systems 
  and reliable, and efficient, transportation resources. Therefore, 
  each kingdom, principality, city or town, may rule with a different 
  definition of what we call order and justice. 
     This means that you may find places where the rule of law is 
  carried out and judged by a martial elite, known as “the Arbiters.” 
  The city of Vebar believes that assassination is merely a tool; and 
  by hunting down the assassin who committed the murder, they can 
  find out who hired him so that they can bring his client to justice. 
  Other cities, like Legrash, is lawless and each individual knows 
  there are no city guards to protect them or stop them. 
  | An Assassins’ World |
  Some see the act of assassination as a last-resort action; respective-
  ly many legal systems view it with the same degree of severity. De-
  spite the dangers of legal punishment, there are cases where these 
  clients believe that the elimination of their target is the only way to 
  resolve their issue, whatever it may be. This is where the assassin 
  can step in and fulfill a market role in the delicate fabric of society. 
  An assassins origins and outlook are covered in this section. In ad-
  dition, the role and motive of the client are equally as diverse and 
  varied. Finally, this section also details out various motives and 
  ways that a potential client would get in contact with an assassin 
  or one of their agents. 
  The Assassin
      With the potential to come from almost any background, assas-
  sins can vary greatly in almost every facet. Despite this unique-
  ness, these individuals have similar origins in addition to perspec-
  tives on their work. These origins and outlooks can be used for 
  both character and NPC backgrounds and perspectives as they are 
  applied to their overall character.
  
  6
  Backgrounds
  Not all those who deal in the business of death know that this was 
  to be their vocation. Some are forced into it, while others find their 
  beginnings from abandonment or betrayal. Below is a list of origins 
  that can be used for a players’ backstory or even for the history of 
  a unique NPC ally or villain. 
  Background examples include:
  • Military Survivor: You have served in an organization which is 
  not new to battle. For whatever reason, you are no longer a part 
  of your old troop. Ready for battle and wandering the long road, 
  you take any job that makes its way to you. A shin is still a shin, 
  no matter who it comes from, right? You may have taken up resi-
  dence in the city as a mercenary. However, when the call comes in 
  to eliminate a target, you don’t bat an eyelash, for this was once an 
  everyday job for you.  
   
  Advancement: You don’t receive formal training in the way 
  you used to. To compensate for that void, you have found other 
  ways to condition yourself for the worst a job can bring. When you 
  gain pool points, it reflects your personal training, conditioning, 
  hardening and tricks you have picked up after each job you have 
  done.
  • Avenging Assassin: You have been wronged somehow in the 
  past and it has forever changed you. Most people, under these cir-
  cumstances, would have become an assassin’s client, but you were 
  pushed to the extreme. You have taken it upon yourself to uphold 
  some tenet or ideology which you are, at times, fanatical about. For 
  those who have suffered your loss, you may commit the deed for 
  free. Without this connection, clients need to find a different killer.
   
  Advancement: Upon each assassination you find solace, 
  when you gain pool points, its a reflection of your ever-improving 
  skills and a broader understanding of your mission.
   • Recruited Hand: Your skill and expertise has caught the eye of 
  a guild member or one of its agents and they have recruited you. 
  Once you had accepted the offer, you began a rigorous training, 
  turning you into a professional assassin. You believe in the efforts 
  and goals of your guild and they are reflected in the quality of your 
  work. Your ambition is to advance your organization’s goals and 
  you aspire to become the leader of your organization. 
   
  Advancement:  Upon performing missions for your guild or 
  cause, you have found an outlet to test your abilities. In addition, 
  you receive quality mentorship from the masters above you. When 
  
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  you gain pool points, this is the result of rigorous training and 
  trade secrets taught only to a master assassin. 
  Outlook 
  Assassins find their talents in unique ways, although once rooted 
  in the industry, assassins look for meaning, whether it’s in life, their 
  actions or others. They may develop the following perspectives:
   • Philosophical or Religious Beliefs: Each action is done for a 
  cause that is higher than yourself. Assassins may explore their cli-
  ents and their targets for a deeper meaning or reason. These beliefs 
  could range from personal cleansing, eradicating AIs, or even for 
  the Amber Papacy.
   • Just Another Job: The most sane and reserved of the potential 
  outcomes of being an assassin. Some will make strong separations 
  from their work to their relationships, be it guild, community, fam-
  ily or even something else. They see their work as a job, sometimes 
  even regarding it with pure professionalism, or referring  it as “do-
  ing Society’s Dirty Work.” These individuals literally work for the 
  payout and seem to care for little else, although a weakness could 
  probably be exposed if someone pokes around their personal life 
  enough.
   • Psychosis: These individuals can be normal from one moment, 
  to highly unstable the next. Although different levels of delusion 
  exist amongst these individuals, they are willing and ready to take 
  anyones life in order to save their own. It is common for these indi-
  viduals to have strong emotional or social issues, which probably 
  gave rise to their violent careers, 
  The Client
     An assassin cannot exist without the client. Fortunately, those 
  who feel overly powerful, powerless, desperate or even clever 
  could call for the use of a skilled assassin. As long as client intent 
  exists, the need for assassins will continue to persist. These clients, 
  can be as diverse and interesting as the assassin himself.
  Reality of Work
  Contrary to popular belief, assassins are not always searching the streets for 
  contracts or sitting around in a guildhall waiting for the next contract wan-
  der in. Contracts can be seemingly sporadic and random, unless there is a 
  master plot at work and during this time an assassin is usually mingling 
  and working with the rest of society with their eyes and ears open for the 
  newest rumors, tales and potential contracts.
  
  8
  Betrayal
  Fear
  Greed
  Honor
  Ideology
  Jealousy
  Justice
  Passion
  Power
  Revenge
  Client Motive
  The motive for calling for an assassination can be driven by a pro-
  found number of factors, each resulting in someone being con-
  vinced that there is a need to eliminate someone. Each of these 
  reasons are tales unto themselves, each of which can build a rich 
  emotional character. Possible client motives include:
   Finding an Assassin/Organization
  Once you have decided that an assassination is the correct course 
  of action, you need to locate or get in contact with the one who will 
  conduct the deed. There are a numbers of ways which assassins 
  and clients are matched together.
   • Advertisement of Interest: The client can announce publicly 
  or release through carefully placed rumors, notifying the under-
  ground that they are looking to hire an assassin. The target and the 
  reward does not have to be specified. Those who have keen ears 
  will find the client or their representative for the job. 
   • Direct Contact: The client directly approaches a known assassin  
  or guild representative and reveals to them their contract terms. 
  This practice is more frequently seen if the assassin or guild has 
  had several contracts with the client.
   • Intermediary Contact: This could be an agent of the guild or just 
  an expendable contact, this person functions as the intermediary 
  between the client and the assassin, passing information from one 
  to the other, usually getting some cut of the action
   • Numeneric Device: This can be as mystical or a weird as it 
  sounds. Some assassins may possess an artifact or location that al-
  lows them to discern potential clients or even identify their targets. 
  This could be working through the datasphere, short range har-
  monics or even something transdimensional.
   • Public Bounty/Reward: An uncommon, yet sometimes effective 
  solution. The client puts out either public or rumored notice that 
  there is a bounty on a particular individual’s head. The target is 
  clearly identified although the client, the reward, or both do not 
  always need to be revealed. 
   Contract Negotiation
  Once the client has come into contact with an assassin or their 
  agents, a contract or informal agreement of terms must be agreed 
  
  9
  upon prior to the assassin carrying out the work. This phase only 
  occurs during direct, intermediary or sometimes numeneric con-
  tact. These meetings exchange target information, cost and other 
  client requests. 
  Cost to Kill
  Although it varies, either the client or the assassin can begin ne-
  gotiating with a proposed cost. Sometimes, an assassin will delay 
  the agreement to investigate and better determine the difficulty of 
  the job. In most cases, as a part of the agreement the assassin will 
  request some sort of upfront or collateral payment, this may be 
  used to cover expenses, intelligence gathering, bribes or recruiting 
  aid. If the client has any ‘special’ requests, such as body disposal or 
  preferred method of death this can add to the cost of the contract. 
     When determining the cost for the elimination of a target an as-
  sassin will combine their estimate of eliminating the target with 
  their own unique fee. These prices are only approximations, and 
  can easily fluctuate. 
  Target Cost: This is the assassin’s proposed rate for eliminating a 
  specific target, this is the combined total of the perceived difficulty 
  of the mission and the contract fee, although other modifiers may 
  apply. This is not a standard of costs, just the average of the indus-
  try.
    Contract Fee: This is usually the base cost of hiring the assassin as 
  a mercenary; guilds use this as a way to recoup outside costs. 
    Cost Modifiers: Any element that can influence the difficulty of the 
  job influences the final cost of the contract. 
  Target Cost: Contract Fee + (Perceived Target DL x 150 shins)
  Contract Modifiers  
   
   
  DL Change
  Consistent with the Assassin’s Goals  
  -1
  Request (Death appears natural)  
  +1
  Request (Obtain object while inside) 
  +1
  Request (Bring the body to the client) 
  +2
  Request (Public assassination) 
   
  +2 
  Target is famous or renowned  
   
  +2
  Additional Requests: 
   Some clients will have requirements for their assassin to carry-out. These 
  could range from, using a particular kind of poison, placing evidence on the 
  target, disposing of the targets body, making the target’s death seem natural or 
  any other sort of request. These usually increase the difficulty of the assassin’s 
  normal role, and assassins usually charge extra for these kind of services.
  
  10
  | Getting The Job Done |
  Plotting an assassination requires a plan, patience and precision al-
  though not all assassins may work in this fashion. It is plausible for 
  an assassin to break through the front door and direct a full assault  
  upon the target, though this approach leaves various flaws and 
  openings for error. The goal is to eliminate your target and fulfill 
  any other requirements set forth in the agreed ‘contract,’ every-
  thing else is to the assassin’s discretion. Listed below are numerous 
  phases detailing how to conduct a successful assassination. It is 
  advised that some effort be placed into each of these steps to assure 
  the assassination runs smoothly. Some assassins may specialize on 
  certain tasks or methodologies, which begin to build their M.O. 
  (Modus Operandi or signature). Failing one of these steps or even 
  overlooking one could lead to disastrous effects or implications. 
  They are as follows: 
  Target Identification
   Your client may provide you with an image or detailed descrip-
  tion of your target, It is your job to seek out and locate your target. 
  If your target is notorious to some degree, this task can be rela-
  tively simple. However, if they are a local merchant or a lord’s’ 
  daughter the task could prove to be a little more tricky. Mistaking 
  your target for someone else, or killing a body-double does not get 
  the job done.
  Intelligence Gathering 
  Once your target is identified, you can begin gathering informa-
  tion about them. This could be as simple as knowing their basic 
  travel habits to more detailed information such as knowing that 
  the target has an affinity for a certain lady or a fine Thriesian ale. 
  Perhaps you have a Contact or Informant (See XP Options on pg 
  75) who can provide you with a handy hint, or even with a key to 
  the manor.
   • Routine activities: Consistent schedules are quite convenient 
  when preparing an assassination, frequent pathways, events and 
  locations are ideal for determining the killing location.
   • Personal Defenses: Bodyguards and personal combat ability of 
  the target are important, as you may reconsider your plan when 
  you learn that your target is the Uxphon arena champion. In addi-
  
  11
  tion, if they are suspecting that an attempt will be made on their 
  life, they may have prepared a number of countermeasures.
    • Personal Intrigues/Pleasures: Everyone has a weakness of some 
  sort, and these can always be leveraged in your favor. You can be 
  quite creative and elaborate in your methodologies as a distracted 
  target can be easily caught off-guard. 
  Planning 
  Given the information you have acquired, you can begin to finalize 
  various details regarding this specific mission.
   • Cause of Death: There are many ways to dispatch your target, 
  some involving your presence others handled from afar. Common 
  assassinations include stabbing or use of a ranged weapon, creative 
  uses could include the placement of clever traps or initiating inter-
  nal betrayals. Although the client may have their own preferences.
   • Client Requests: You may have agreed to a particular request 
  from a client, this could range from theft, planting evidence, recov-
  ering the targets body etc. These can add considerable burdens to 
  your, once straightforward, assassination
   • Killing Location: This is where the final events shall unfold, 
  and where your target will meet their inevitable demise. This can 
  be tricky as you want your target to be caught off-guard without 
  drawing too much attention from the public so you can escape.
   • Escape Route: Are there guardsmen or members of the public 
  who could get in the way? is a distraction necessary? Are there trap 
  doors or safehouses that need to be utilized?
   • Execution: The most important part of the contract, as it involves 
  the elimination of your target. In most cases you can take whatever 
  approach you like, however, if a client has a certain request, it’s 
  best you stick to that request. 
  
  12
  Escape Route
  In cases where your target may have guardsmen, witnesses or oth-
  er unique safeguards you need a way to safely get away from the 
  crime scene without raising suspicion. This can get increasingly 
  more complicated if the client requires you to retrieve the body. 
  Some assassins have been known to set timed distractions or ‘inev-
  itable’ accidents to cause local mayhem so that you can disappear 
  into the streets. 
  Contract Collection
  As a part of the contract negotiation, methodology of proof and 
  payment are most commonly discussed. For the more ‘public’ 
  jobs, a client will require proof that you had, in-fact slain the tar-
  get. In other cases, the client may have a method of watching your 
  movements, or maybe watching the target. In the end, it still comes 
  down to how you get paid. If the client does not produce your 
  reward within a reasonable amount of time, don’ hesitate to pay 
  your client a visit.
  Failing A Mission 
  The worst thing that could probably happen to you, assuming 
  that you weren’t caught. In the best cases, you can try again and 
  your target may have bolstered their security measures. In other 
  scenarios, the target may have figured out who your client is and 
  sent their own assassin against him, remember your client is your 
  source of income. In other scenarios, a vengful client may destroy 
  your reputation. 
  Killing Locations:
  Target’s Residence
  You need  to infiltrate target’s residence. Entry could include impersonation 
  of a guard or butler, maybe even an official. Perhaps you can find silent en-
  try, through a cracked window under the shroud of nightfall. Although you 
  will encounter fewer witnesses, you are walking into the home territory of 
  your target. Here he may have planned traps, escape routes, hidden weap-
  ons, nearly anything if things turn sour. If things go awry, your target will 
  have the upper hand in defending himself. If executed well, it may take days 
  for someone to note your targets ‘disappearance.’
  .
  Crowded Public Places
  Probably the most memorable way to  conduct an assassination. Some clients 
  prefer this methodology as to either inspire fear or to make an example of 
  the victim. In any case the assassin has only a few moments to dispatch their 
  target before public clamor and local guardsmen  get called to the scene. It is 
  strongly reinforced the the assassin to develop a foolproof method of taking 
  out their target and being able to get away undetected, or at least unharmed.
  
  13
  | Character Options |
  “We are not the hand of justice and we are not the 
  hand of tyranny. We  do not pick sides in these battles 
  for we are, the hand of fate”  
  - An Assassin’s Perspective
  | DESCRIPTORS |
  In the Ninth World, assassins can come in almost any manner or 
  demeanor. Perhaps you had been trained since birth, or maybe you 
  have found a new outlet for your abilities. Below, are new descrip-
  tors which will add a unique flavor to your non-typical characters. 
  Feel free to add these to your campaign and work them into your 
  character backgrounds.
  Blind
  Brave
  Cautious
  Chivalrous
  Daring
  Devoted
  Drunk
  Notorious
  Opportunistic
  Outlaw
  
  14
  Blind
  You may not even know what vision and sight are, but you have 
  found your own way to see the Ninth World. Through your own 
  unique development or perhaps from the benefit of new cybernet-
  ic numenera enhancements, you are able to visualize everything 
  from your other highly developed senses.
   You gain the following benefits:
     Listener: +4 to your Intellect Pool.
     Skill: You are specialized in perception tasks.
     Skill: You are trained in philosophy.
     Sightless Eyes: You suffer no penalties involving illumination 
  or visibility. In addition, you are immune to any effect that is 
  caused through vision, including disorientation, illusions or holo-
  grams.
     Retrace: You have a near-perfect memory of the steps you have 
  taken and in which direction. This allows you to retrace your 
  steps with ease. 
     Inability: Dodging and blocking tasks are one step more diffi-
  cult.
     Inability: You are blind and cannot see. Accuracy is more 
  difficult for you however you have learned to cope. Any attack, 
  either with a melee weapon, ranged weapon or an ability power 
  is considered two-steps more difficult.
     Initial Link to the Starting Adventure: How did you become 
  involved in the first adventure?
  1. The PCs saved you from a danger you couldn’t see.
  2. The PCs sought your wisdom and insight into a problem. 
  3. You believe that the PCs will lead you to the truth.
  4. You sought the PCs to help you find the one who blinded you.
  Brave
  You find yourself charging in where others hesitate. This may have 
  earned you great medals and prestige in times of conflict, likewise 
  this trait has led you practically to your death. Your courage and 
  fearlessness have lead you to go where lesser men dare not step.
   You gain the following benefits:
     Resilient: +4 to your Might Pool
     Skill: You’re immune to fear effects.
  
  15
     For Glory! (2 Intellect Points): Once per day, you speak inspir-
  ing words of glory and fame. Allies who hear you gain a +1 asset 
  bonus to their rolls for one skill they are trying to perform. Ac-
  tion.
    Inability: Identifying situations that are dangerous or beyond 
  your abilities is quite difficult for you. Perception tasks that in-
  volve identifying or spotting danger are one step more difficult.
     Additional Equipment: A medallion or trinket which was a 
  reward given to you for your heroic actions.
     Initial Link to the Starting Adventure: How did you become 
  involved in the first adventure?
  1. You saved one of the PCs who convinced you to join them.
  2. A PC disbelieves your bravery, you need to prove him wrong.
  3. A PC saved your life, you have a debt to repay
  4. The PCs sought your help for their next quest.
  Cautious 
  It never hurts to double check things; maybe a third time wouldn’t 
  hurt either. You enjoy double checking everything and you always 
  take someone’s word with a grain of drit.
   You gain the following benefits:
     Observant: +2 to your Intellect Pool
     Skill: You’re trained in perception tasks.
     Skill: You’re trained in finding traps and identifying danger.
     Too Careful: If you roll a 1 during a search task, you have a 50% 
  chance to narrowly avoid the GM intrusion.
     Inability: You hate to injure yourself and tend to hesitate peform-
  ing dangerous physical skills, treat these skills as one-step harder.
     Initial Link to the Starting Adventure: How did you become 
  involved in the first adventure?
  1. You joined the PCs thinking nothing dangerous would happen.
  2. You stopped a PC from stepping into a trap, he is grateful and 
  asked you to join their group.
  3. You observed that something interesting was going on.
  4. You believed that the task might lead to interesting discoveries.
  GM Intrusion : 
  You were so absorbed in your careful, methodical, nature that you did not 
  notice the enemy that crept behind you... SNEAK ATTACK!
  
  16
  Chivalrous
  You have high expectations 
  of yourself and adhere to a 
  strict code, be it ideological or 
  moral. Some may view you as 
  a gentleman or as a fine lady 
  with perfect etiquette and 
  poise. Those around you trust 
  you with their well-being and 
  their safety.
   You gain the following bene-
  fits:
     Benevolent: +4 to your 
  Might Pool.
     Skill: You are trained at 
  identifying symbols and 
  markings of rank and class.
      Skill: When protecting someone who is not justly engaged in 
  equal combat, you are considered trained in defense tasks. 
     Inability: You cannot refuse a GM intrusion when it involves 
  aiding or protecting the unfortunate, poor or weak. In addition, 
  you also have the strong urge to lend some sort of aid to help 
  those who need it.
     Initial Link to the Starting Adventure: How did you become 
  involved in the first adventure?
  1. You personally vowed to aid the player in their mission. 
  2. The players approached you with a task you couldn’t refuse
  3. Your lord assigned you to the party to aid them.
  4. A PC saved your life and now you owe them a debt.
  Daring
     You calculate others intentions and motives and ply them to your 
  advantage. You take risks that others see as a likely loss, but you 
  know your limits and sometimes your efforts pay off. Your plans 
  are extravagant and edgy with a hint of wit. If things go awry, you 
  find fast ways to get out of harms way. You are the last man to 
  withdraw from a duel of wits for you are confident you can outfox 
  your opponent. You are crafty, witty, clever and maybe even foxy.
  
  17
   You gain the following benefits:
     Cunning: +2 to your Speed Pool.
     Skill: You’re trained in Initiative tasks.
     Skill: You are considered to have an asset in movement skills (ie 
  climb, sneak, jump, etc..) when performing a dangerous maneu-
  ver.
     Inability: You have a pretty big ego, and you’ll stand up for 
  yourself, if challenged to do something dangerous, it’s difficult to 
  refuse. Resisting such actions are one step more difficult. 
     Inability: The biggest danger to you is primarily yourself, you 
  have the urge to accept bets & dares, even when they are seem-
  ingly impossible. “But what the heck, that’s how you get famous, 
  right?”
     Initial Link to the Starting Adventure: How did you become 
  involved in the first adventure?
  1. The PCs sought your bravery for a task at hand.
  2. The PCs needed help and you rushed to their aid.
  3. In an outmatched fight of honor, a PC stepped in to your aid.
  4. PCs needed some extra muscle and it could earn a few extra 
  shins.
  Devoted
  You are member to a specific faith or philosophy and you believe 
  strongly in the truths and teachings of this faith. You may try to 
  show others the path that has been shown to you. Or, you may si-
  lently move along, knowing that in the end your faith, as displayed 
  through your prowess or knowledge, will eventually show your 
  comrades and peers the great strength of your faith. Then,  they 
  will see the truth.
   You gain the following benefits:
     Insight: +2 to your Intellect Pool.
     Skill: You are trained in knowledge religion and philosophy.
    Zeal (2 Might Points): Once per day, call forth your faith and 
  devotion to aid you in your task. Reduce the difficulty level of a 
  single task (skill, attack or defense) by 1. Enabler.
     Inability: As a part of your devotion, you are very close-minded 
  to those who do not share your ideals or beliefs. Social interactions 
  with those who have opposing views are one step more difficult.
  
  18
     Additional Equipment: You carry a symbol or token to repre-
  sent your faith and/or devotion. 
     Initial Link to the Starting Adventure: How did you become 
  involved in the first adventure?
  1. You need the money to establish your own order.
  2. You convinced a PC to join your cause.
  3. You undertook a personal mission to try and convert a PC.
  4. You had an out-of-body experience, leading you to a PC.
  Drunk
  All the world’s problems can be solved with a drink in hand. This is 
  the motto you live by. Others may perceive that you have a ‘slight’ 
  drinking problem, but that is of no concern to you. Alcohol has 
  been your friend, even in the worst of times. 
   You gain the following benefits:
     Drinker: +2 to your Might Pool
     Skill: You are trained in Might Defense actions.
     Liquid Courage (1 Might Point): You consume an entire bottle 
  of alcohol, for the next two hours you are trained in balance tasks 
  and you gain 1 armor (both mental and physical), this armor stacks 
  with any armor worn. In addition, you gain an asset to speed de-
  fense rolls. You can use this ability twice per day.
     Inability: Formal interactions are considered one step harder. 
     Dry-Spell: You do not fare well truly sober, if you pass an entire 
  day without even a sip of alcohol, all tasks thereafter are consid-
  ered one-step more difficult. If you pass a second day without an 
  alcoholic beverage, the penalty rises to a two-step impediment. To 
  handle this, most alcoholics keep a bottle on-hand to frequently 
  sip on during their travels.
     Initial Link to the Starting Adventure: How did you become 
  involved in the first adventure?
  1. Prior to your condition, you owe a PC a debt that you must repay
  2. The PCs sought out your former self.
  3. You lost a bet with one of the PCs, it didn’t involve drinking...
  4. You were promised a free drink.
  GM Intrusion
  While in a tavern a friendly Jack bought you a drink. Eagerly you accept and 
  chug the cool beverage. Then suddenly, the people around you begin to melt 
  away turning into horrific nightmares. 
  
  19
  Notorious
  You have performed deeds that have been recognized by others. 
  You may be famous or you may have a bounty upon your head, 
  whatever it is, people know who you are when they see you. 
   You gain the following benefits:
     Mobility: +2 to your Speed Pool.
     Skill: You are skilled at using your notoriety to your advantage, 
  you are trained at social interactions. 
     Inability: Due to your fame its difficult to pass through anywhere 
  without someone knowing or recognizing you, skills involving 
  covering your presence or identity are one step more difficult.
     Additional Equipment: You’ve acquired a reasonable amount 
  of shins, whether its from your fame or your infamy, you have 50 
  extra shins jangling in your pocket.
     Initial Link to the Starting Adventure: How did you become 
  involved in the first adventure?
  1. One of the PCs helped you hide from the public.
  2. The PCs sought you out for your known deeds.
  3. Who couldn’t use the extra notoriety. 
  4. You want to change your reputation.
  Story Hook
  Upon entering a new village or town, the players discover that there is a 
  life-sized statue of that character in the center of town. Upon further investi-
  gation, it appears this player is destined to be the downfall of that town.  
  
  20
  Opportunistic
  You are quick to act and think on your feet, yet hate patience with 
  a passion. You are quick minded and can act accordingly. Filled 
  with profiteering ideas, you are the ideal entrepreneur. However, 
  this quick thinking sometimes gets the better of you. Regardless of 
  the outcome, you always find the financial silver lining.
   You gain the following benefits:
     Quick: +2 to your Intellect Pool.
     Skill: You are trained in Initiative actions.
     Skill: You are trained in negotiation and barter tasks.
     Market Connection: You have a contact who you have procured 
  most of your gear from, this could be a honest merchant or an aeon 
  priest who gives you a good deal. Either way, if you are looking for 
  something specific he may have it; if not, he can surely point you 
  in the right direction. You and the GM should work out the details 
  together.
     Inability: Tasks that require extended focus or concentration are 
  one-step more difficulty.
     Inability: Although you’re good at talking and cutting a deal, this 
  makes it difficult to re-approach a past patron with the same facts 
  making you seem like a lie/cheat. Increase the difficulty of persua-
  sion checks when revisiting NPCs by 1 (except your connection).
     Additional Equipment: You’ve managed to talk your way into 
  some decent discounts and bonuses in recent weeks. As a result, 
  you have 20 extra shins jangling in your pocket. 
     Initial Link to the Starting Adventure: How did you become 
  involved in the first adventure?
  1. Your last deal fell short which has left you here.
  2. You need money to invest in your next venture.
  3. You joined the PC to aid them in their next profitable venture.
  4. This is your next venture and you convinced the PCs to join you.
  
  21
  Outlaw
  It’s often said that you don’t choose the path of outlaw, rather, it 
  is a condition beset upon you. You may have become an outlaw at 
  no fault of your own, or perhaps you have brought this fate upon 
  yourself. You tend to wear rugged clothing and live in the wilder-
  ness where authorities will not venture.
   You gain the following benefits:
     Survivor: +2 to your Might Pool.
     Skill: You are trained with skills, attacks, and esoteries that 
  include ambushing, setting traps and/or sneak attacks.
     Skill: You are trained at skills involving survival.
     Inability: You have the mark of an exile/outsider upon you. 
  When dealing with local authorities all skills and checks are con-
  sidered one step more difficult.
     Additional Equipment: You’ve picked up ‘donated’ equipment 
  from other travelers. You have an extra 10 shins and an explorers 
  pack.
     Initial Link to the Starting Adventure: How did you become 
  involved in the first adventure?
  1. A PC caught you stealing and convinced you to join them.
  2. PCs gave you shelter while you were escaping the authorities.
  3. You have the plans for a heist and need the PCs help.
  4. You think the PCs can protect you, and get you a few extra shins.
  
  22
  Conducts Covert Affairs
  You are a specialist and an agent. You are an expert at uncovering 
  information, conducting sabotage, and enacting subterfuge. You 
  serve an organization or guild, which may be unknown to those 
  you travel with. 
     You probably wear inconspicuous clothing that has many hid-
  den pockets for hiding weapons or documents.  Jacks excel in this 
  role due to their versatility, though a Glaive or Nano could make 
  exceptional agents 
    Connection: Pick one other PC, that person knows who your 
  employer is if it is a secret. If your association to an organization 
  is public, the PC helped you through the guild’s initiation trials.
    Additional Equipment: You start with an extra light-weapon; 
  light tools and a Mundane Poisons(see pg 42).
    Minor Effect Suggestion: You learn a tiny shred of information 
  that will prove to be quite valuable in negotiation.
    Major Effect Suggesstion: Your opponent’s cypher backfires, 
  good thing you tweaked it earlier.
  Conducts Covert Affairs
  Crafts Powerful Poisons
  Dances in Shadow
  Studies Anatomy
  Steals Faces
  | FOCI |
  You don’t need to be a player that ‘Murders’ to be an assassin. As 
  mentioned throughout this book, you can come from almost any 
  walk of life or outlook. Those who “Bear a Halo of Fire” may prefer 
  to set immolation traps for their targets. Those who “Carry a Quiv-
  er” take advantage of their accuracy and long range to eliminate 
  targets or perhaps those who “Control Beasts” may choose to have 
  their victim’s mauled. Below are a list of specialists who excel in 
  the skills of an assassin.
  
  23
  Tier 1 
  Membership: You gain the Join Guild XP advancement (see pg 
  75). This membership could be secret or public, if the guild you 
  want does not exist, work with your GM to figure out the details. 
    Professional Training: You are trained in stealth and sleight-
  of-hand skills.
  Tier 2 
  Choke-hold: If you are able to maintain a grapple on your op-
  ponent for a number of rounds equal to your targets level, you 
  successfully choke the target into unconsciousness. A victim of this 
  ability will remain unconscious for 5 minutes. Enabler.
    Silence (2 Speed points) You have learned enough about anat-
  omy to deliver an attack that renders the victim unable to make 
  loud noises or the ability to draw the attention of his comrades 
  for two rounds. If used at the beginning of a grapple, the target is 
  silenced until the victim escapes the grapple. Action.
  Tier 3 
  Courier (3 Intellect points) You either have a contact, guild-
  mate, or creature that’s able to deliver messages for you. Perhaps 
  it’s an information-drop location that your guild commonly uses. 
  Maybe a contact that your guild uses to run messages between op-
  eratives and headquarters, perhaps it’s a particular Raster that’s 
  roosted in a secure location and needs a specific command to de-
  livers a message to your peers. The message only travels as fast is 
  the person or creature can travel. Work out the details with your 
  GM. Action.
    Guild Rank: Gain the Guild Advancement XP option (pg 75).
  Tier 4 
  Subordinate: Advancing through the guild’s hierarchy, you have 
  been assigned a Level 4 NPC subordinate. This individual is loyal 
  to both you and the guild and will follow your commands. If your 
  subordinate dies, you need to work with your guild to acquire a 
  new one, this will require a minimum of two weeks in addition to 
  a Guild skill check, using a base DL of 7.  
  
  24
  Tier 5 
  Demolitions Expert (4 Intellect points) If you spend two 
  rounds with a cypher or artifact, you can rig it to explode on dis-
  ruption or impact, dealing the cypher or artifact’s level in damage 
  and dealing half-damage (rounded down, min 1) to those in an 
  immediate area around the explosion. 
    Guild Rank: You gain the Guild Advancement XP-option.
  Tier 6 
  Authority: Your influence in the organization has grown to a 
  point where you could establish your own guild branch or even 
  specialized team. You gain the Player Home advancement (see 
  Core Rulebook p111) and you are assigned five (5) Level 2 NPCs 
  who are both loyal to you and your organization.
  Divided Lines
  When a player joins a guild, it does not mean that the entire party has to join 
  the guild as well. Rather, the PC has undertaken a much larger social 
  struggle, balancing the needs of guild membership and the party’s goals.
  
  25
  Crafts Powerful Poisons
  You are an apothecary, a chemist or a mixologist. You have a way 
  with mixing various compounds, chemicals and nanites to make 
  dangerous poisons and toxins. You know your way around deadly 
  concoctions and can tailor each one to a specific target. You tend 
  to wear clothing that has lots of pockets and carry several pouches 
  with a variety of containers wrought of drit, synth, metal or crystal. 
  Glaives and Jacks are more common, although a Nano could be 
  quite dangerous, combining both estories and venom for powerful 
  results.
   Connection: Pick one other PC. That person helped you develop 
  your formulas, he is able to carry and use the poisons you make.
    Additional Equipment: Apothecary’s Kit and a Mundane Poison.
    Minor Effect Suggestion: The poison was made with a slightly 
  higher dosage, which dazes your victim for 1 round.
    Major Effect Suggestion: You made a strong enough poison that 
  you can separate it into two doses.
  Tier 1
  Poison Pool: Your character gains a Poison Pool, which starts 
  with 10 points. This pool represents your ability to carry the ap-
  propriate ingredients and use them for various Mixtures. This pool 
  is separate from the main pools, and thus has no effort, edge, does 
  not impact your damage track and cannot be regained using re-
  covery rolls. You can spend your Poison pool on Mixtures; these 
  are recipes that you have learned to quickly concoct with your on-
  hand supplies. Mixtures are commonly enablers augmenting abili-
  ties such as peirce or onslaught.  However, Mixtures could be used 
  as an action of their own. 
     Once a poisoner runs out of Poison Points, he must restock his 
  supplies. A poisoner can restore their Poison Pool through forag-
  ing or shopping. If foraging, the poisoner will need to roll a Surviv-
  al skill, the resulting DL is how many points or components that 
  are recovered, this process takes 2 hours. If a poisoner is shopping, 
  she will make a barter roll instead of foraging; this process takes 
  1 hour and costs 15 shins. Although, unlike foraging, the number 
  points recovered is double the resulting DL. A poisoner can also 
  spend 10 shins to gain an asset during her barter roll.
  
  26
    Mixture - Damage (1 Poison point):  The victim takes 1 points 
  of poison damage for 3 rounds. 
    Mixture - Loose Lips (1 Poison point): Your victim is con-
  sidered one level lower when engaged in social interactions, this 
  effect lasts 10 minutes.
    School of Practice: You are trained in alchemy. In addition, pick 
  one other skill to be trained in; biology or chemistry.
  Tier 2
  Inoculated: You are trained at resisting poisons.
    Mixture-Slow (2 Poison points): For 5 minutes, your victim’s 
  movement is treated as if it were through difficult terrain.
    Mixture-Impair (3 Poison points): Your victim is impaired 
  (see Core Rulebook pg 89), this effect lasts until victim is healed.
  Tier 3 
  Trained Alchemist: Your poison pool increases to 15 points. 
    Mixture-Sleep (3 Poison points): Your victim falls asleep for 
  10 minutes. If used in combat, the victim needs two doses for the 
  poison to take effect. The first dose, will only impair the target.
    Mixture-Blindness (5 Poison points): Victim is blinded for 3 
  rounds.
  Tier 4
  Master Poisoner: Your poison pool increases to 20 points. 
    Master Apothecary: You are specialized in both alchemy and 
  your chosen school of practice (biology or chemistry).
    Mixture-Paralysis (6 Poison points): Your victim is paralyzed 
  for two rounds.
  Tier 5
  Poison Resistance: You are specialized in resisting all poisons.
    Mixture-Numeneric Disjunction (6 Poison points): Your 
  victim  is unable to use numeneric abilities for 3 rounds
  Tier 6
  Best Practices: Your poison pool increases to 25 points.
    Mixture-Slay (8 Poison points): If this poison is used against 
  an NPC lower than level 4, he dies.
  
  27
  Dances in Shadow
  Shadows are everywhere and to many, they represent darkness 
  and fear. To you shadows are not darks spaces, they are controlla-
  ble matter and ultra-dimensional spaces that you can see, alter and 
  control, you are the master of shadows. Even though your shad-
  ow is still attached to you, you can manipulate it in any way you 
  choose.
     You may be a street performer or shadow sorcerer, in any case 
  you know how to use these abilities with great panache, using 
  subtle hand tricks to amaze your observers. You tend to wear fit-
  ted clothing in charcoal and grey tones with a rare flare of color, 
  perhaps a ruby-red scarf or an emerald-green vest. Those who are 
  found with these abilities, although rare, are often Jacks, although 
  Glaives and Nanos alike can be quite fearsome.  
    Connection: Pick one other PC, this player is able travel with 
  you when you are using Shadow Rift.
    Additional Equipment: Shadow Beads and an extra oddity.
    Minor Effect Suggestion: You become invisible for 1 round.
    Major Effect Suggestion: You draw a shadow over your oppo-
  nent’s eyes, temporarily blinding him.
  Tier 1 
  Shadow Weapon (1 Might point) You can fashion a small weap-
  on or piece of ammunition out the stuff of shadows. The shadow 
  weapon will last for an hour, this ability does not work in direct 
  light, and if a weapon is exposed to light it will begin to fade away, 
  the first round dealing half-damage, and the in the second round 
  disappearing completely. Action.
    Fade into the Shadows: When fully encompassed in shadows, 
  you increase the difficulty to spot you by one step. Enabler.
    Artist: You are trained in sleight-of-hand and a performance skill. 
  Tier 2
  Shadow Strike (3 Speed points) The shadows between you and 
  your opponent become even closer allowing you to strike them 
  from afar. Increase your melee range to a short distance, and in-
  crease the damage dealt by 2. Enabler.
  
  28
  Tier 3 
  Shadow Rift (3 Might points) When fully encompassed in 
  shadows, you can temporarily slip into the parallel dimension of 
  shadows, this effect only lasts two rounds. While in the parallel 
  dimension, you are unable to attack but you are able to move in 
  any direction. When re-emerging, you must come back through a 
  shadow. Action.
    Master Artist: You are specialized in sleight-of-hand and your 
  chosen performance skill.
  Tier 4
  Shadow Trap (5 Intellect points) You use your power over 
  the shadows to immobilize an opponent. Make an Intellect at-
  tack against your target, upon success they are immobilized. Each 
  round thereafter you must make a concentration check to main-
  tain control. Maintaining this effect is a taxing job and costs you 2 
  Might points per round. During this time, you can only move or 
  dodge attacks. Action.
    Shadow Eyes (2 Intellect points) Select an area of shadows 
  within your line-of-sight. You can juxtapose your vision to see as if 
  you were standing in that location. Action.
  Tier 5
  Shadow Clone (5 Speed points) Your shadow steps out from 
  the wall and stands before you, you have created a Level 4 shadow 
  clone that obeys your orders and commands. The clone has 20 hit 
  points, deals 4 damage and can understand and follow complex 
  tasks. The clone takes 5 damage in direct light and lasts for 2 hours. 
  Action.   
  Tier 6
  Blind Darkness (6 Speed points) You create a shroud of dark-
  ness around you, extending up to an immediate distance away. You 
  can choose to make this zone stationary or to follow your move-
  ments. While in this zone, you have perfect senses, while eveyone 
  else is unable to see or hear. This effect lasts 1 minute (10 rounds). 
  You can expend a level of effort to increase the range of the shroud 
  to cover a short distance, or double the duration. Action.
  
  29
  Studies Anatomy
  Those who know the body this well are a rare occurrence in the 
  Steadfast and are usually sought out for their services. A Glaive 
  could be a war-surgeon while a Nano may be interested in the 
  anatomy of rare beasts, although one type isn’t more likely to ap-
  pear than the rest.
     You have a knack with bodies, maybe you were a mortician, a 
  mystic or perhaps even a field medic. Either way you have learned 
  a lot about bodies and how they work when they are alive. You 
  tend to wear unadorned, dark-red clothing so the blood-stains 
  don’t show. 
    Connection: Pick one other PC. You’ve treated this character sev-
  eral times and you know their body better than anyone elses. When 
  treating this PC you gain a +1 to your medicine roll. 
    Additional Equipment: Apothecary’s Kit and a First Aid Kit.
    Minor Effect Suggestion: You jam a nerve causing your target to 
  drop everything that they were holding. 
    Major Effect Suggesstion: You pierce an artery, the target bleeds 
  1 damage per round until the victim attempts to stop the bleeding.
  Tier 1 
  Weak Spot (2 Speed points) You can quickly identify, pinpoint 
  and expose a weak or sensitive spot on your target. Roll a per-
  ception check against your target, once you’ve identified a weak 
  spot you can exploit that weakness. If you choose to exploit this 
  weakness, increase the DL to hit by 1, if you succeed you reduce 
  your target armor by two points (this effect can only be applied to 
  a target once). Enabler.
    Medicinal Training: You are trained in Medicine and Biology.
  Tier 2 
  Treat Patient (3 Intellect points) You attempt to cure one nega-
  tive effect (such as disease or poison or injury) in a creature. Action.
    Extract: When collecting or harvesting venom or other useful 
  organs from an organic or mostly-organic creature, reduce the DL 
  by one. Enabler.
  
  30
  Tier 3 
  Holographic Medical Assistant (4 Intel-
  lect points) In a corner of the datasphere you 
  have discovered a niche of relevant medical 
  data of which you can materialize in a holo-
  gram. This hologram is a level 3 NPC that is 
  specialized in medicine, biology and tidbits of 
  related numeneric lore.
    Medical Professional: You are specialized 
  in Medicine.
  Tier 4  
  Nerve Pinch (4 Intellect points) Make a 
  The Holographic  
  Medical Assistant
  This individual was 
  inspired by the EMH, 
  Mark I, otherwise 
  known as “The Doc-
  tor” as featured in the 
  Star Trek: Voyager se-
  ries. Feel free to give 
  this AI sentience and 
  character, they may 
  have been waiting in 
  the datasphere for a 
  very long time. They 
  could be grumpy yet 
  still lovable reoccur-
  ing NPCs that you 
  as the GM can play 
  with. 
  grapple attack against your victim, if you succeed make a biology 
  check equal to your target’s level + 3, if successful, they fall uncon-
  scious for 20 minutes. 
    Master of the Body: You are specialized in Biology.
  Tier 5 
  Gene Therapy (5 Intellect points) Through your immense stud-
  ies of mutations and abhumans you have discovered a way to bring 
  forth a mutation, although you are never sure which one it is. Roll 
  on the Beneficial Mutation Table on page 124 of the Core Rulebook. 
  The mutation lasts for 8 hours and a creature can only be affected 
  by one mutation at a time. 
  Tier 6 
  Preserve Consciousness (9 Intellect points) If an organ-
  ic-brained creature had been recently slain, you have found a way 
  to save its mind. Using a receptacle that you have constructed (DL 
  7), you can sustain the creature’s consciousness artificially. You 
  can communicate with the consciousness by utilizing numeneric 
  projectors and amplifiers. Using or extracting this consciousness, 
  could be an adventure of its own.
  As-Needed Medic
  A large part of this focus was to give emphasis to those with medical 
  knowledge without making the player a full-time medic. In addition, 
  with the Holographic Medical Assistant, long term healing can be 
  diverted to the hologram, letting the PC deal with more important 
  things than tending to the wounded.
  
  31
  Steals Faces
  Densely populated areas are your best friend, 
  allowing you to disappear in a sea of faces. 
  You are a ghost in the crowd and a master of 
  disguise, making you a natural spy or infil-
  trator. You tend to wear layered clothing al-
  lowing you to change style and color. This lets 
  you fit into almost any situation. 
    A Jack would make an excellent agent or 
  The Faceless
  There is a variety of 
  numenera that allow 
  a person to change 
  their appearance, but 
  not to the extent of a 
  face-shifter.
  A common mistake is 
  assuming those who 
  can face-shift to be 
  one of the Dej’meir 
  (see pg 92). 
  infiltrator. A Nano’s unique abilities could make excellent covert 
  ops, while a Glaive could make a fearsome assassin, only living 
  under the persona “The Faceless Killer.”
    Connection: Pick one other PC. That person knows your quirks 
  and can tell who you are no matter what disguise you use.
    Additional Equipment: A reflective crystal that always shows the 
  last face you used.
    Minor Effect Suggestion: Your shifting face startles your oppo-
  nent dazing him for one round. 
    Major Effect Suggestion: You take on the appearance of one of 
  your enemy’s allies. Out of confusion they will not attack you.
  Tier 1 
  Actor: You are trained in Bluff and Acting.
    Borrow Face (1 Might point) You can temporarily alter your 
  face to mimic that of someone you studied earlier that day. When 
  activated, this ability lasts for 4 hours. While in this form, you gain 
  an asset to conceal your true nature. You only remember the face 
  for a single day, after which you must study the face again. You 
  can only remember one face at a time. Action.
  Tier 2  
  Mimic Voice (2 Intellect points): You can mimic a voice that 
  you have studied with unnatural accuracy. To study a voice you 
  must listen to your target’s voice for about 5 minutes, after  which 
  you remember this voice for 4 hours. You can only memorize one 
  voice at a time. Action.
  
  32
  Tier 3 
  Leading Combat: You can mirror your targets motions and at-
  tacks to gain a better understanding of the openings in their fight-
  ing styles and stances. You must be defending against your target’s 
  attacks for two rounds and succeed on a tactics (intellect) check 
  versus your target’s attack level. If successful, you reduce the DL 
  to hit your target by 1 and you can ignore two points of armor for 
  the rest of the encounter. Enabler.
    Master Thespian: You are specialized in Bluff and Acting.
    Save Face: You can maintain your borrow face ability for  8 hours
  Tier 4 
  Impersonate (4 Intellect points) After studying your target for 
  a few moments, you can take on their look and form. For all visual 
  inspection purposes, you are that individual, from dress and build 
  to bodily scars. You are able to switch to this form any time you 
  like, your memory of the impersonation lasts for 8 hours. Action.   
    Vocal Memory: You can remember a voice for 8 hours.
  Tier 5 
  Haunting Mask (4 Might points) You can use your ability to 
  shift your face to become a thing of nightmares and horrors, strik-
  ing fear or panic into your enemies. Roll an intimidation check 
  against your target. If you succeed the victim is panicked, if your 
  final result exceeds the base DL by 3 or more, you instill fear in the 
  target for 1d6 rounds.
  Tier 6 
  Perfect Replacement (8 Intellect points) After you have stud-
  ied your target for a day you are able to become an exact copy of 
  your target, making it impossible to tell you and the real person 
  apart. You can only select one person at a time for this ability. 
  GM Campaign Seed
  Shifters have many faces and many names. Once someone discovers your 
  abilities, they may treat you with suspicion and perhaps even direct hos-
  tility. You change your faces carefully, for who knows if an Angulican 
  Knight may be nearby. If you are in a city with a strong Angulican 
  presence, discovery could lead to a quick death sentence.
  
  33
  
  34
  “May not be the best or the prettiest stuff jn the mar-
  ket, but hey, it gets the job done.”  
  - Petrified Blade Quartermaster
  Professionals of every talent and trade know what the perfect 
  tools are to do the job correctly. Although there may be times 
  where you are caught unprepared, it’s your ability to remain 
  flexible and adaptable to the scenarios at hand that allow you to 
  achieve your goals. 
     Tools utilized by assassins are common used for the purposes 
  of infiltration, distraction or extermination. These may not be all 
  the tools that assassins use, but these are the common ones that 
  have been recorded. In this chapter, you will find a thorough 
  index of common tools and equipment used by various assassins 
  and related agents. These are separated into various categories, as 
  follows; Equipment, Poisons and Traps. 
  | Tools of the Trade |
  
  35
  | Equipment|
  Special Equipment  
  Price  
   
  Apothecary Kit  
   
  30 Shins 
  Extending Rod 
    
  30 Shins
  Float-plate   
   
  70 Shins
  Magnetic Inductor  
  10 Shins
  Noisy Walkers 
   
  25 Shins
  Shadow Beads 
   
  15 Shins
  Special Trap Gear  
  Price  
  Notes                         
  Crystal Caltrops 
   
  5 Shins 
  Trap augment
  Harmonic Spinner  
  25 Shins 
  Sound sensor
  MotionStone  
   
  10 Shins 
  Motion sensor
  Red Cloudcrystal Caltrops 40 Shins 
  Trap augment
  Telepathic Receiver  
  30 Shins 
  Telepathic sensor
  Tremor Rod  
   
  20 Shins 
  Proximity/seismic sensor 
  Special Equipment
  Apothecary’s Kit: This kit includes an alembic, calcinator, mortar 
  & pestle and a retort, in addition to various synth and glass jars 
  and vials for heating and mixing up various concoctions. When us-
  ing this kit, you are considered have an asset to for alchemy rolls.
  Extending Rod: This 3 foot layered synth rod can be used as a light 
  club. While holding the rod, if the wielder takes an action to con-
  centrate, she can adjust the length of the rod up to 10 feet. When 
  extended, the rod can be used as a medium weapon.
  Float-plate: Upon activation, this octagonal synth plate begins to 
  warm up. After one round, the plate will freeze in whatever po-
  sition it is in, remaining unmovable for 4 rounds. Assassins have 
  been known to use this device to make daring escapes by either 
  traverse long distances or preventing a great fall.
  Magnetic Inductor: An odd combination of synth and metal, this 
  device was probably once a battery of some kind. Unlike most bat-
  teries found, this power-source functions a little differently. In ad-
  
  36
  dition to functioning like a normal battery, this battery unleash its 
  charge into a single object, granting it a strong magnetic field for 
  10 minutes. 
  Noisy Walker: An odd mixture of flexible and solid synth, these 
  little dolls were probably some sort of advanced robotics taking the 
  form of creatures now alien to the world since whatever creatures 
  they were supposed to represent are no longer known. Now, they 
  are only playthings for children of the wealthy. When a battery 
  is placed inside this little doll, it begins to move and speak in an 
  unknown language. They even respond when spoken to, although 
  no one has been able to comprehend the alien language. Assassins 
  commonly use this little doll to distract on-duty guardsmen.
  Shadow Beads: These small beads appear to look like the stone 
  Hawk’s Eye. If thrown onto a lit surface, the contents of the bead 
  will spread out covering a 10ft area with a shadow, even though no 
  object is there to create the shadow. In addition, the shadows will 
  suppress any light sources it comes into contact with. The shadows 
  created by the bead last for 1 minute before dissipating.
  Special Trap Gear
  Crystal Caltrops: A small pouch that bears shards of translucent 
  and clear synth and crystal which are sharp and hard to see. When 
  used in the Caltrops Trap (see pg 58), the trap deals an extra point 
  of damage, also the caltrops grant an asset if foiling perception is 
  involved.
  Harmonic Spinner: Street musicians use these devices to augment 
  their performances with the lush displays of prismatic colors that 
  are produced by these concave crystal discs. The user can specify 
  the sensitivity with which this device reacts to harmonics. When 
  this device is placed next to a trap trigger, it effectively creates a 
  sound-activated trap.
  MotionStone: This transparent synth oblong reacts to motion, ei-
  ther of itself or of objects around it within a short range. The more 
  motion, the more opaque it becomes until it is a solid black co-
  lour. Through careful manipulation, the oblong can be sliced and 
  shaved into thin sheets whilst still retaining it’s properties.
  
  37
  Red Cloudcrystal Caltrops: These sharp crystal fragments are 
  crafted from the skyshards from Skyfields, when used to augment 
  the Caltrops trap, the trap causes the victim to bleed 1 point of 
  damage (or 1 might point) per round until the victim attempts to 
  stop the bleeding. 
  Telepathic Receiver: This egg-shaped device, composed of synth 
  and numenera, is popularly used to detect telepathic activity. 
  When this device is within a 20ft radius of a telepathic ability, the 
  egg begins to vibrate, getting stronger the closer the egg is to the 
  source. A clever assassin has been noted to use these devices as 
  triggers for his devious traps.
  Tremor Rod: A simple iron rod with a ribbon attached to it. When 
  the rod is placed into the earth, the device activates. This device 
  detects vibrations from the earth at long range from the rod in any 
  direction, detecting every footstep and tremor. The ribbon acts as 
  if each underground wave is a wave of air pushing the ribbon as if 
  the steps were gusts of wind, making the ribbon waft in the air. A 
  clever assassin, could use this device to craft a timed explosion or 
  a trap set for oncoming footsteps.
  
  38
  | Poisons |
  There are numerous ways to obtain poisons, some more safe and 
  legal than others. An assassin will more commonly purchase their 
  poisons from secure contacts. But with time and experience they 
  will branch out, looking to refine, and perfect their formulas.
     Methods can range from collecting various rare plants and sam-
  ples and cultivating them, or journeying out into the wilderness or 
  The Beyond, to slay dangerous beasts or collect past-age chemicals 
  and nanites to incorporate into your alchemic creations. 
  Poison Price Factors 
   Risk of Acquisition: 
  Poisons that can be produced 
  though harmless local nu-
  menera, harmless plants or 
  domesticated Rubar will be 
  significantly more affordable 
  than the more dangerous 
  methods, such as hunting 
  down a Frilled Baul or 
  delving inside an unexplored 
  numenera machine.
   Risk of Ownership: 
  Many principalities and 
  kingdoms have strong rules 
  against the ownership or 
  even the production of poi-
  son or poison-like substanc-
  es. Those who carry poisons 
  in these market settings take 
  many precautions to ensure 
  that they are not caught. 
   Competition:
   Sellers can make quite a few 
  shins if they know assassins 
  are willing to pay a premium 
  for their poisons, especially 
  if they are the only seller. 
  However, if the seller has 
  competition, they may be 
  more inclined to reduce their 
  prices to keep the loyalty of 
  their paying customers.  
  Purchase
  A poison’s cost can vary on a num-
  ber of factors including risk of acqui-
  sition, risk of ownership, and market 
  demand that all contribute towards 
  the final cost of a poison. The cost for 
  a poison (both mundane and cypher) 
  could range from as 30 to 200 shins. Al-
  though, if the effect is potent enough 
  a powerful poison could run 500-700 
  shins. 
  Herbalism
  The safest and most reliable means of 
  crafting basic poisons is to use local 
  plants and venoms. Cultivating and 
  processing such plants and venoms 
  yourself. However, for more potent 
  and unique plant-based poisons, you 
  might need to do some harvesting of 
  rare and dangerous plants prior to cul-
  tivating them.
  Harvesting
  There are a number of beasts that have 
  developed their own unique toxins. 
  Extracting poisons from beasts is nat-
  urally a risky proposition; to find these 
  
  39
  creatures you may have to travel deep into unknown places full of 
  danger. The second issue is when you fight the beast; you too are at 
  risk of experiencing the poisons effects first hand. In most cases, once 
  you slay the beast, you have 10 minutes or so to harvest it from their 
  respective glands, pores, sacs or venom generating organs. This re-
  quires a biology check with a difficulty level equal to that of the poison 
  level. In some cases a beast’s poison may only be potent while it is 
  alive, requiring even riskier measures to obtain it without resorting to 
  out and out combat. Below are a number of beasts which are known to 
  have some sort of harvestable toxin within them. 
  Known beast toxins include:
  Beast Poisons 
   
  Potentcy 
  Source                
  Bellowheart toxin 
   
  Level 6 
  Bestiary p24
  Chellin paste  
   
  Level 6 
  Bestiary p144
  Cragworm saliva 
   
  Level 6 
  Corebook p236
  Culova poison 
   
  Level 4 
  Corebook p236
  Dabirri separatif 
   
  Level 2 
  Bestiary p33
  Frilled Baul toxin 
   
  Level 5 
  Bestiary p55
  Griffalo cibation 
   
  Level 2 
  Bestiary p61
  Kanthid extract 
   
  Level 4 
  Bestiary p71
  Killist secretion 
   
  Level 3 
  Bestiary p72
  Laak poison  
   
  Level 1 
  Corebook p243
  Lorub venom gland  
  Level 5 
  Bestiary p77
  Nagaina Matron venom 
  Level 8 
  Bestiary p89
  Queb toxin 
   
   
  Level 4 
  Bestiary p101
  Rorathik ichor 
   
  Level 6 
  Bestiary p109
  Rubar toxin  
   
  Level 2 
  Corebook p255
  Stellar Weaver venom 
  Level 9 
  Bestiary p121
  Xiomarche venom  
  Level 4 
  Bestiary p137
  Yovok poison 
   
  Level 3 
  Corebook p267
  
  40
  Delivery Mechanisms
  There are many ways to deliver a poison to your victim. The 
  majority of them rely on the blood-stream for quick distribution 
  throughout the body, while others, composed of nanites and other 
  past technologies, can move on their own accord, only requiring an 
  entry point or even a mere presence to the body. 
  Such delivery mechanisms include:
   • Contact: These compounds are usually powerful and difficult 
  to handle due to their reactive nature. These poisons are either 
  transmitted invisibly through the air like a nanite wave, a gas, or 
  even through a body of water and pass directly through the skin.
   • Injection: The toxin is forced into the victim’s body. These 
  toxins are generally weak outside the body and at times even inert. 
   • Injury: Enters the bloodstream or other bodily fluids, entry of 
  these poisons usually occur through a wound created by a weap-
  on. If an opponent is wearing armor, they will need to suffer some 
  sort of personal damage before the poison can begin its work.
   • Ingestion: Taken in the form of a dense powder or liquid, 
  these poisons require consumption of some sort, which can be con-
  cealed in food or beverages. Once this poison gets to the stomach 
  its reactants get absorbed into the bloodstream, which can lead to 
  a delayed poison effect.
   • Inhalation: Enters the body through the lungs or other respi-
  ratory processes. These toxins come in the form of powders and 
  gases. Poisons of this type will either directly attack the respiratory 
  system or even the nervous system.
   • Sound: Synergies of both sub and super-harmonic waves and 
  frequencies can interrupt brain activity and even cause ‘targeted’ 
  damage on its victims. These frequencies are not necessarily be au-
  dible, though they are most commonly widespread, targeting all 
  those who are sensitive to any sort of harmonics.
  
  41
   • Telepathic: Various bits of numenera have been discovered to 
  transmit a sort of ‘virus’ that directly targets the sensory complex 
  of its victims. This delivery method could target a single individ-
  ual, a wide breadth of victims, or perhaps only affect those who 
  have telepathic abilities. 
   • Vision: Engineered shifting patterns and symbols from a past 
  age begin to trigger direct physical effects upon their victims. Some 
  may only require a glance, while others may require the victim to 
  remain fixated upon the shifting patterns.
  Enhancing Poisons
  While you are out in the field, you will find that some poisons may 
  not be strong enough to take down your victims. If that is the case 
  you may need to make a poison more potent. There are ways to do 
  this, although it is dangerous and you risk losing the poison alto-
  gether in the process. But as they say, whatever it takes to get the 
  job done, right?
     If you are trained in poison-making, herbalism, alchemy or nu-
  menera crafting (chemistry), you can use your skill to make an in-
  tellect-based check to improve the poison. The enhancer will make 
  a poison-making check with a DL equal to the poison’s desired 
  level plus the number of levels changed. So if you were to improve 
  a level 2 poison to level 4, the DC would be 6 (desired level 4 + 2 differ-
  ence). The process generally takes one to an hour per level changed. 
  In addition rare, expensive and unique materials must be used to 
  enhance the poison, typically costing 10 shins per Difficulty Level, 
  although, in some circumstances special components may be re-
  quired to enhance a particular poison. 
  Enhancing Cypher Poisons
  Although this section was primarily to address enhancing mundane poi-
  sons. A case will emerge when the players ask if they can use this mechanic 
  to enhance a cypher trap (and even ask the question to enhance any cy-
  pher). Yes, enhancing a cypher should naturally be more difficult. This 
  could be represented in an increased DL (+2 or so), potentially with the 
  addition of a Numenera roll. Or a GM could make the player jump through 
  some hoops by requiring special numeneric components the player has to 
  obtain on their travels.
  
  42
  Mundane Poisons
  Roll  Mundane Poisons         Potentcy | Save 
     Cost       
  01 
  Agility Siphon 
   
  1d6+2  | Intellect 
  60 shins
  02 
  Batraeo Toxin 
   
  1d10  | Might 
  75 shins
  03 
  Brodifacoum Tritate  
  1d8  
  | Might 
  70 shins
  04 
  Burdened Load 
   
  1d8  
  | Might 
  55 shins
  05 
  Cloud of Darkness  
  1d8  
  | Intellect 
  100 shins
  06 
  Cosmetic Alternator  
  1d4  
  | Might 
  45 shins
  07 
  Crimson Crystal Verneuil 1d4+2  | Intellect 
  85 shins
  08 
  Delayed Life  
   
  1d6+1 | Might 
  95 shins
  09 
  Electromagnetic Disruptor 1d8 
  | Might 
  85 shins
  10 
  Emotional Quintessence 
  1d8  
  | Intellect 
  60 shins
  11 
  Golden Silence 
   
  1d6+2  | Might 
  75 shins
  12 
  Halide Mutagen 
   
  1d4+3 | Might 
  140 shins
  13 
  Hero’s Demise 
   
  1d6+2 | Intellect 
  75 shins
  14 
  Luminous Toxin 
   
  1d10  | Might 
  90 shins
  15 
  Nano’s Bane  
   
  1d4+4  | Might 
  80 shins
  16 
  Petrification Poultice 
  1d6+2 | Might 
  150 shins
  17 
  Pheonix Fire  
   
  1d6+1 | Might 
  75 shins
  18 
  Really Strong Alcohol 
  1d8+2 | Might 
  20 shins
  19 
  Self-Inflicting Parasite 
  1d6+3 | Might 
  115 shins
  20 
  Truth Be Told 
   
  1d4+4 | Intellect 
  90 shins
  A poison is essentially any sort of organic or synthetic material, in 
  any form, that has is dangerous for a creature in some way. Mun-
  dane poisons can be created by an alchemist or poisoner, or could 
  be found as a ‘natural’ occurrence. Perhaps as residue from a nu-
  menera machine, a bio-synth plant fertilization process, or even a 
  creatures self-defense mechanism. These poisons can be quite dan-
  gerous and should be handled with care and caution. 
  Agility Siphon
  Level: 1d6+2 | Intellect Defense
  Delivery: Inhaled or Telepathic
  Effect: This poison requires the brain to put more effort into each 
  of its movements and reactions. Under the effects of the poison 
  the victim suffers a 1 point speed edge reduction (for NPCs treat 
  this as a two level decrease for all speed related tasks), in addition, 
  each task involving a speed check costs 1 intellect point to properly 
  react.
  
  43
  Batraeo Toxin
  Level: 1d10 | Might Defense
  Delivery: Ingestion or Injury
  Effect: Synthesized from the venom of a poisonous fish found in 
  the invisible lake, this venom attacks the nerves of its’ victim open-
  ing the sodium channels and causing paralysis. The victim’s en-
  tire body shuts down, losing it’s ability to communicate with itself, 
  stunning the victim for one round. The toxin lasts only two rounds, 
  though this is usually enough for an efficient assassin to get the job 
  done.
  Brodifacoum Titrate
  Level: 1d8 | Might Defense
  Delivery: Ingestion or Injury
  Effect: Made from a unique moss found deep in the forests. When 
  ground and mixed with the application of heat this herb mix be-
  comes a ruthless toxin. In effect this poison is known to slow or 
  even stop the coagulation of blood. When ingested, the poison, it 
  will remain the victim for 28 hours. During that time if he suffers 
  and cuts, he will bleed 2 damage every round (for each cut) un-
  less he is subject to a successful healing check (DL 4). If applied to 
  a suitable weapon, the poison inhibits the body’s natural healing 
  process, letting the victim lose more blood than normal. Each strike 
  deals an additional 1 point of damage (1 Might defense roll per 
  strike), in addition the poison remains potent on the blade for 10 
  strikes (regardless of target).
  Burdened Load
  Level: 1d8 | Might Defense
  Delivery: Ingestion or Sound
  Effect: This poison effects the victim’s personal field of gravity. For 
  the next two minutes, all movement is considered to be through 
  difficult terrain (see Core Rulebook p100), and all actions are con-
  sidered to be under the effects of  Heavy Gravity (see Core Rule-
  book p98). 
  Cloud of Darkness
  Level: 1d8 | Intellect Defense
  Delivery: Inhalation or Vision
  Effect: This toxin interrupts the nerves in the victim’s ocular nerve 
  centers. The victims’ field of vision is limited to an immediate dis-
  tance, as everything else is masked in a dark cloud. Everything out-
  side of that field is considered darkness (see Core Rulebook  p96).
  
  44
  Cosmetic Alternator
  Level: 1d4 | Might Defense
  Delivery: Ingestion or Injection
  Effect: This small blue vial contains minor tissue altering nanites. 
  Once afflicted, the victim begins to form two new Cosmetic Muta-
  tions (see Core Rulebook p128). This is commonly used as a warn-
  ing for non-paying clients or even blackmail targets and even ru-
  mored to be used by the most cunning of disguise masters.
  Crimson Crystal Verneuil
  Level:  level 1d4+2| Intellect Defense
  Delivery: Injury or Ingestion
  Effect: Once in the bloodstream, the powder interrupts reflex re-
  ceptors, hindering the victim’s speed and reflexes. The poison 
  deals 1 point of speed damage and if they receive a subsequent 
  dose, the DL and Speed damage both increase by 1 for each failed 
  defense roll.
  Delayed Life
  Level:  level 1d6+1| Might Defense
  Delivery: Ingestion or Telepathic
  Effect: Each day the victim must make a might save, upon each 
  failure the victim will fall one step down the Damage Track (see 
  Core Rulebook p93-94). Once the victim has ‘died’ they wake up, 
  as if they had recovered from their ailment. It is not until the next 
  day the that victim truly dies. This toxin is preferred for use against 
  political and government officials; when news is released of their 
  victims ‘improved health’ the assassin takes his cue and leaves 
  town
  Electromagnetic Disruptor
  Level: 1d8 | Might Defense
  Delivery: Contact or Sound
  Effect: A thick mucky concoction that drains the energy out of ev-
  erything it touches. Once inside an organic creature any electrical 
  components or integrated cybernetics cease to function for 10 min-
  utes. If put into contact with a mechanical creature, the concoction 
  drains the power from the automaton, paralyzing them for two 
  rounds and causing dazed condition for the rest of the day (see 
  Core Rulebook p95).
  
  45
  Emotional Quintessence
  Level:  1d8| Intellect Defense
  Delivery: Ingested or Sound
  Effect: Once affected, chemicals and neuro-chemical triggers are 
  activated in the brain, drastically altering the emotional state that 
  the victim is in. Its effects may vary, although some are specially 
  made for a particular reaction. 
   
  1  Anger (Disgust)
   
  2  Anger (Envy)
   
  3  Anger (Rage)
   
  4  Fear (Hysteria)
   
  5  Love (Lust)
   
  6  Sadness (Anguish)
   
  7  Sadness (Remorse)
   
  8  Surprise (Astonishment)
  Golden Silence
  Level: 1d6+2 | Might Defense
  Delivery: Inhalation or Injection
  Effect: This unique muscle relaxant immobilizes the victim’s jaw 
  making it impossible for them to speak. Once afflicted this poison 
  lasts for 5 minutes. Assassins have found this poison quite useful 
  to silence guards or even their primary targets. The less noise they 
  make, the better.
  Halide Mutagen
  Level: 1d4+3 | Might Defense
  Delivery: Contact or Ingestion
  Effect: This poison is wrought from a tissue bioreactor, this mix-
  ture begins to transform the victim contorting them in a painful 
  manner. During for two rounds the victim takes a 1 step penalty 
  to physical all checks. These two rounds the victim can attempt a 
  might defense roll against the poison. After the third round a ran-
  dom harmful mutation emerges on the victim (see Harmful Mu-
  tations, core rulebook p124). This effect is relatively permanent, 
  though any new formed tissue can be treated and healed. To re-
  move a mutation, the victim must undergo surgery, requiring a 
  medicine check with a difficulty level equal to the poisons level + 
  2. It has been noted that some mutagens may be created to exhibit 
  a specific mutation, although this is rare.
  
  46
  Hero’s Demise
  Level: 1d6+2 | Intellect Defense
  Delivery: Inhalation or Vision
  Effect: This sinister toxin will cause doubt and hopelessness in 
  even the most valiant of heroes. Each round, the victim must make 
  an intellect defense roll; upon each failure the victim suffers 3 intel-
  lect damage in addition to cowering in panic and fear. 
  Luminous Toxin
  Level: 1d10 | Might Defense
  Delivery: Ingestion or Contact
  Effect: The victim of this poison must make a Might defense roll 
  once per day until an anti-toxin is administered. Upon each failed 
  might roll the victim reduces their total Speed and Might pools by 
  1 (for an NPC this would be reducing 2 hp per day). This effect 
  continues until the PC or NPC dies. A common way to tell if some-
  one is poisoned with Luminous Toxin is a simple blood test - in a 
  darkened room draw some of the victim’s blood, it will glow with 
  an eerie luminescence if they are truly afflicted.
  Nano’s Bane
  Level: 1d4+4 | Might Defense
  Delivery: Inhalation or Telepathic
  Effect: Commonly found in the deep underground. Once inside 
  the victim’s body, this toxin interrupts cerebral brain activity mak-
  ing all intellect-related skills, actions and abilities two steps harder. 
  The victim makes a intellect save each round to shake the poisons’ 
  effects.
  GM Intrusion
  The enemy knocks you prone, upon hitting the ground you feel a sharp 
  pain in your back, you realize that a small sharp piece of synth pierced one 
  of your poison pouches. Make a defense roll against that poison.
  
  47
  Petrification Poultice
  Level:  1d6+2 | Might Defense
  Delivery: Contact or Injury
  Effect: A poison commonly used by The Stone Assassins who have 
  discovered how to transport the dangerous water from The Pet-
  rified Lake. Victims of this poison slowly harden and once dead, 
  petrify. Starting from the wounded area, that area of the body be-
  comes rigid and hard, each round the victim fails its Might De-
  fense, the victim takes 2 might damage and a random body part 
  turns to stone. If a character was saved they will recover at a rate 
  of 1 day per affected body part. Some assassins are known to pour 
  this upon their dying or dead victim to turn them into stone. List-
  ed below are examples of potential effects once a body-part has 
  turned to stone.
        Head  | Victim becomes Blind (darkness Core Rulebook p96)
        Arms | Difficulty or inability to use arms
        Legs   | Difficulty or inability moving and dodging
        Torso | Lungs solidifying (inability/stun)
  Phoenix Fire
  Level:  1d6+1 | Might Defense
  Delivery: Injection or Contact
  Effect: An insidious and incendiary concoction. The victim can 
  make a might save every 4 hours to fight off the effects of the toxin. 
  Once afflicted, the victim will develop an aversion to sunlight; feel 
  sore and perhaps other flu-like symptoms. If exposed to sunlight 
  the victim is considered impaired and will suffer 2 damage per 
  round.
  Really Strong Alcohol
  Level:  1d8+2 | Might Defense
  Delivery: Ingestion
  Effect: A true and 100% distillation this alcohol can common-
  ly be found in taverns across the steadfast, in addition to being 
  commonly used in drinking games as a test of fortitude between 
  contestants. Only half-an-ounce of this clear fluid is necessary to 
  induce the effects of drunkenness upon your victim. Once afflict-
  ed, the victim is “loosened up”, suffering a two-step penalty to all 
  intellect and speed related tasks. This drunkenness will last about 
  three hours.
  
  48
  Self-Inflicting Parasite
  Level:  1d6+3 | Might Defense
  Delivery: Ingestion or Injection
  Effect: This poison contains a small parasitic seed. If the victim 
  fails their might save, the seed takes hold and begins to grow at a 
  rapid pace. A third arm emerges from the victims’ body, dealing 
  5 points of Might damage in the process. It then begins to attack 
  the PC, with a level equal to the poisons’, dealing 2 damage each 
  round. To remove the parasite, it must be killed. Unfortunately, it 
  has fused with the victim, so every attack against it deals the same 
  damage to the victim as well.
  Truth Be Told
  Level:  1d4+4 | Intellect Defense
  Delivery: Ingestion or Sound
  Effect: A unique distillation, this tincture inhibits the reasoning 
  and awareness response of the brain’s nerve centers, making the 
  victim a little more lucid and friendly. Once the poison takes effect, 
  the victim will truthfully answer two questions feeling as though a 
  close friend had asked them the question. The victim will answer 
  the question to the best of their knowledge. The toxin lasts 10 min-
  utes. If threatened by the asking character, the effects of the poison 
  immediately end and the rush of adrenaline immediately push out 
  the nerve disruptors.
  Stun/Daze/Impair
  max pool points/round
  Edge Reduction
  Effort Reduction
  Mutagens
  Increase Pool Costs
  Vision
  Damage Track
  Loss of Nano Powers
  Loss of Foci Abilities
  Damage over time
  Lasting Effects
  Creating New Poisons
  Level: On average how powerful is this poison 
  Defense: What defense does this target the body’s fortitude (Might) or the 
  victim’s mind (Intellect).
  Delivery: How the poison delivered (see pg 40 for Delivery Mechanisms)
  Effect: This is the fun part, a poison’s effect can be whatever you want it to 
  be, it is important to remember that these effects could have a substantial 
  impact to how a battle plays out, so use them with care. Below is a basic list 
  of ideas to consider when building a poison. Although they sure can get 
  weirder (pg 55)
  
  49
  Roll 
  Cyphic Poison 
   
   
  Potency         Notes          
  01 
  Brain Bug 
   
   
   
  1d6+1  
  02 
  Coma-Inducing Neurotoxin 
  1d8
  03 
  Corrosive Poison 
   
   
  1d6+2
  04 
  Dimensional Dishevelment  
  1d10 
  05 
  Dose of Amnesia  
   
   
  1d8+1
  06 
  Drowning Air 
   
   
  1d8
  07 
  Ergovore Distillation 
   
  1d4+3  
  08 
  Friend and Foe 
   
   
  1d6+1
  09 
  Gravity Neutralizer  
   
  1d8
  10 
  Hormonal-Flux Poison 
   
  1d6+2
  11 
  Insanity Toxin 
   
   
  1d4+1
  12 
  Lasting Confabulation 
   
  1d4+2
  13 
  Motor-Disruption Poison  
  1d6
  14 
  Pascal’s Poison 
   
   
  1d8+1
  15 
  Poison (emotion) 
   
   
  1d6+2    Corebook p291
  16 
  Poison (explosive)  
   
  1d6+1    Corebook p292
  17 
  Poison (mind-controlling)  
  1d6+2    Corebook p292
  18 
  Poison (mind-disrupting)  
  1d6+2    Corebook p292
  19 
  Poison of the Silent Madness  
  1d8+1 
  20 
  Shadow Nightmares 
   
  1d6+2
  This section expands the poison options that both a player and GM 
  can access. You can choose to roll solely on this table using a d20. 
  Otherwise, you can incorporate by using the Cypher Table in the 
  Core Rulebook on p281. Simply replace numbers 61-64 and refer to 
  the table below. These listings, which were also poisons, have been 
  included into the table below.
  Brain Bug
  Level: 1d6+1
  Delivery: Injection or Ingestion
  Effect: A two part concoction, consisting of ‘the Watcher’ and ‘the 
  Observer.’ The Observer portion is meant for the victim. When the 
  poisoner or someone else consumes the Watcher portion, he will 
  see everything that the victim of the Observer portion lasting up to 
  a day. The victim is unaware that someone can see through their 
  eyes. This cypher only works on creatures that have eyes. 
  Cypher Poisons
  
  50
  Coma-Inducing Neurotoxin
  Occultic Cypher
  Level:  1d8
  Delivery: Injury or Ingestion
  Effect: The victim is knocked out for a number of hours equal to the 
  cypher level. Normal activities will not wake the victim, not even 
  the sounds of combat or being carried. The victim will only wake if 
  done so forcefully or the victim sustains any kind of damage.
  Corrosive Poison
  Level:  1d6+2
  Delivery: Contact or Injury
  Effect: This poison weakens dense chemical structures such as chi-
  tin, synth and steel. When applied to a weapon, each strike reduces 
  the target’s armor by 1, lasting for 1 hour. This concoction could 
  also be spent all in one application, perhaps burning through an 
  automaton’s armor or a synth wall. When coated onto its target 
  (short ranged throw, or a careful application) it burns the under-
  lying atomic structures making it weak and brittle, reducing the 
  armor of its single target by 5.
  Dimensional Dishevelment 
  Level:  1d10
  Delivery: Contact or Inhalation
  Effect:  Once afflicted, the victim begins to fade away from this 
  world, slipping into a dimensional pocket. It takes two rounds to 
  fully shift, and once you have fully shifted, you cannot be subject to 
  any outside effects, in all respects you have completely vanished. 
  You can still see the area around you, but you cannot move. You 
  reappear, 5 rounds later in the same place you had disappeared 
  from. 
  Dose of Amnesia 
  Level:  1d8+1
  Delivery: Injection or Inhalation
  Effect:  The victim is struck by a moment of amnesia and does not 
  recall any events that had happened in the last 4 hours.
  
  51
  Drowning Air
  Level:  1d8
  Delivery: Inhalation
  Effect: When afflicted, the victim will believe that they are drown-
  ing in water. The victim will continue to suffocate for three rounds 
  until they collapse, unconscious.
  Ergovore Distillation
  Level:  1d4+3
  Delivery: Contact
  Effect: Taking the preserved tongues of the Ergovore Hound (see 
  Bestiary p47) and applying a unique treatment process, this con-
  coction deactivates any numeneric device or automaton, up to the 
  cypher’s level, disabling it.  A Craft Numenera check can be made 
  to repair the device to normal functionality.
  Friend and Foe
  Level:  1d6+1
  Delivery: Injury or Inhalation
  Effect: Complex chemical chains enter the victim’s brain and po-
  larize the parietal cortex, which is responsible for differentiating 
  friend from foe. This can affect an NPC up to the cypher’s level. 
  While under its influence, all enemy and ally roles are swapped. 
  This cypher lasts a number of minutes equal to the cyphers’ level.
  
  52
  Gravity Neutralizer
  Level:  1d8
  Delivery: Contact or Sound
  Effect: Special nanites course through the victim, temporarily al-
  tering his/her mass. Slowly the victim begins to rise up into the air, 
  weightless and subject to the poison’s effect. He will float upward 
  one immediate increment per round until 5 rounds pass.  
  Hormonal-Flux Poison
  Level:  1d6+2
  Delivery: Injury or Telepathic
  Effect: The poison is comprised ofa  strong hormone released into 
  the body. The victim acts out in an extremely irrational manner, 
  making themselves a danger to those around them. The Poison’s 
  effects last for 10 minutes and vary from individual to individual.
         1-4 | Frenzy: The victim attacks the closest targets regardless
   
   
         of affiliation or loyalty.
         5-8 | Passive: The victim refuses to fight, in fear of hurting 
   
   
          anything.
  Insanity Toxin
  Level:  1d4+1
  Delivery: Ingestion or Sound
  Effect:  Causes the victim to become ‘insane’ for one day. During 
  this time the afflicted victim will exhibit one of the following char-
  acteristics. Each individual may act differently based  on their own 
  neurochemistry. 
  Possible characteristics include:
  1 | Anti-Social 
  2 | Criminality
  3 | Depression
  4 | Narcissistic
  5 | Paranoid
  6 | Nymphomania
  7 | Obsessive Compulsive
  8 | Violence
  Poison Durations
  Poisons are not limited to only a few rounds. They can pose interesting 
  hurdles  for players if used as lasting damage (see Core Rulebook p114), 
  limiting the pool points a player can use per round, or causing some sort 
  of bodily damage.
  
  53
  Lasting Confabulation
  Level:  1d4+2
  Delivery: Vision or Telepathic
  Effect: This collection of electrochemical nanites travel straight to 
  the victim’s brain and releases a variety of visions or memories 
  into the victim. The process takes an entire round, and during this 
  time the victim is considered stunned. The GM can detail out to the 
  victim what they had seen and experienced. Effects could include 
  new memories, visions and minor alterations or additions to exist-
  ing ones.
  Motor-Disruption Poison
  Level:  1d6
  Delivery: Injury or Inhalation
  Effect: Upon affliction, this poison targets the muscle synapses of 
  the victim, reversing their signals. All actions that the victim at-
  tempts to perform are reversed and inverted, making all tasks that 
  involve some kind of movement 4 steps more difficult to perform. 
  The victim can attempt to control their limbs with a DL 5 Intellect 
  check, although this only reduces the DL to a 2 step impediment 
  due to the awkwardness. Otherwise, the poison remains in effect 
  for a number of hours equal to the poison’s level.
  Pascal’s Poison
  Level:  1d8+1
  Delivery: Ingestion or Sound
  Effect: This concoction of nanites increases the victim’s internal 
  hydrostatic pressures, causing the victim to sweat profusely leav-
  ing the victim vulnerable to dehydration. If used on a machine, 
  the nanites will generate water inside the machine until, two 
  rounds later, internal hydrostatic pressures build to the point they 
  burst. This deals the cyphers’ level of damage to the automaton 
  while ignoring armor. The burst also creates/reveals weak-points 
  in the automaton’s design, a called-shot in those locations will 
  ignore the automaton’s armor.
  
  54
  Poison of the Silent Madness 
  Level:  1d8+1
  Delivery: Sound or Telepathic
  Effect: If the victim fails their Intellect Defense, they take 2 points 
  of Intellect damage while hearing a constant ghostly screeching or 
  screaming inside their heads. At the end of each turn, the victim 
  rolls a Might Defense against the poison, if they fail again the poi-
  sons effects are re-applied (2 Intellect damage and distracted).
   
  Shadow Nightmares 
  Level:  1d6+2
  Delivery: Vision or Telepathic
  Effect: The victim hallucinates, however these hallucinations are 
  very real. Two Level 3 shades appear that attack the victim which 
  only the victim can see and damage. The shades are considered to 
  have an armor of 2 and deal intellect damage. Once both shades 
  are defeated, the poison’s effect ends.
  
  55
  Victim’s body uncontrollably attracts wooden objects, like magnetism.
  Victim’s body emits a pheromone that attracts hordes of angry ants.
  Random parts of the victim’s body uncontrollably phase in and out.
  Victim gains an enormous, unnatural appetite.
  The victim is incapable of drinking water.
  Victim’s body emits a null field, lesser artifacts & cyphers don’t work.
  Victim’s legs uncontrollably burst into some sort of dance-movement.
  Victim’s bones temporarily gain severe elasticity, acting like rubber.
  Victim develops an irrational fear of shadows.
  Victim develops gills and begins to suffocate.
  Victim’s eyes begin to calcify.
  Victim becomes fatally bored and has no desire to move, eat, talk etc.
  Victim’s sweat catches fire when exposed to air
  The victim relives his life backwards as if on rewind.
  Victim begins to slowly shrink until they disappear.
  Victim is imprinted with a new personality, assume a new descriptor.
  Victim believes they are someone one else, name, history and all.
  The next cypher the victim uses explodes in their hands.
  The victim excretes slimy mucus making grip and balance difficult.
  Victim’s memories are replaced by someone else’s.
  Victim forgets how to speak all languages.
  Victim can no longer see creatures, people or organisms.
  Each round, the victim slowly becomes a Hexon (Bestiary p64).
  Victim’s mind is temporarily taken over by something else.
  Victim speaks everything that he is thinking.
  When the victim spends intellect points, it comes out his might pool.
  Upon each impact, the victim suffers an additional 1 point of intellect.
  The victim grows limbs that begin to function on their own.
  The victim develops a negative reaction to common healing agents.
  There is a significant delay of when the victim receives sensory inputs.
  The victim’s ability to wield the numenera goes haywire.
  The victim only speaks in rhymes, limericks and poetics.
  Victim coughs out a gem and their body falls limp, was that their soul?
  | Random Poison Effects |
  Here is a list of potential poison effects the GM can choose to use 
  as potential plot points or even as GM Intrusions. This list does not 
  provide specific mechanics letting the GM dictate the effects as 
  he/she sees fit. 
  The list was developed with contributions from:
  Andrew Marlowe | Jim Ryan | Reece Ambrose | Ross Bundy
  01-03
  04-06
  07-09
  10-12
  13-15
  16-18
  19-21
  22-24
  25-27
  28-30
  31-33
  34-36
  37-39
  40-42
  43-45
  46-48
  49-51
  52-54
  55-57
  58-60
  61-63
  64-66
  67-69
  70-72
  73-75
  76-78
  79-81
  82-84
  85-87
  88-90
  91-93
  94-96
  97-00
  
  56
  | Traps |
  A fun and favorite tool of those who don’t like to get up close and 
  personal with their targets. A well-placed trap allows an assassin, 
  or just a skilled trap-setter, to take out a target without even need-
  ing to be present, eliminating the need for a getaway.
  Setting a Trap
  Mundane traps can take from a round to several minutes to prop-
  erly prepare. This includes preparing, setting and concealing the 
  trap. If a player wants to take more time than listed to prepare a 
  given trap, the GM may reduce the trap’s DL or grant the trap-set-
  ter an asset.
  Numenera & Traps
  You may have various bits of numenera as oddities, cyphers and 
  artifacts at your disposal which may make your trapmaking expe-
  rience more efficient with deadlier outcomes. When you choose to 
  incorporate a piece of the numenera into your trap, your GM may 
  ask for a Numenera skill roll (or related skill) to properly utilize 
  and incorporate the device into your trap. Below are three catego-
  ries of numenera that can be integrated into traps.
   • Effect: These devices are the focus and final result of a well-ex-
  ecuted trap. Numenera used for these purposes can usually stand 
  well on their own, and a devious mind has found an even more 
  sinister method to utilize its ability.
   • Trigger: A device that can react to outside stimuli, be it telep-
  athy, holographic aid or advanced sensor. These triggers can be 
  precise or even follow complex commands and an assassin may 
  use a numeneric device if he wants to ensure his trap hits the right 
  target and is successful. 
   • Augment: Numenera that are applicable in this fashion are 
  commonly used during the construction of the trap, enhancing a 
  poison, making a deeper hole or making the the floor a slippery 
  glass. These could be used as an asset toward a trap’s construction, 
  reduction in a trap’s set-up time or merely enhancement of a traps 
  final effects. 
  Rewarding Creativity
  There can be many clever uses to setting up a trap, its up to the GM whether 
  to grant an asset to the players or to reduce the duration. If the players are 
  under pressure to set a trap in a shorter duration than is normal. Feel free to 
  increase the DL to properly represent the hurried work.
  
  57
  Falling for a Trap
  When you set a trap, you take into account your ability to hide 
  the trap from your intended victim. A GM may opt to increase the 
  trap’s DL due to the strength or perceptive abilities of the intended 
  target.
  When Your Trap Fails
     If a player fails to meet the target DL for their trap-setting roll a 
  few possible scenarios could play out. 
   • Out of Time: You needed more time than expected to complete 
  the trap. Although it may be properly hidden, the activation mech-
  anism is not set and will not activate.
   • Reduced Effect: The trap isn’t fully prepared, the effects of the 
  trap are greatly reduced. 
   • It’s a Trap!: Your intended target, or someone else, spots your 
  trap and reacts accordingly.
  In-Combat Trapping
  Setting a trap in combat is a tricky business. For being able to maintain 
  precision and concentration while battle rages on can be quite stressful. A 
  GM may elect the trap-setter to make a precision (Speed) or concentration 
  (Intellect) check to maintain the integrity and concentration to complete 
  the trap. Conversely, a GM may choose to just raise the DL to set the trap, 
  taking into account the combat or environmental hazards.
  
  58
  Roll 
  Mundane Trap 
            DL  
  Set-Up Time 
  01 
  Battery Bomb 
   
  DL 4 5 minutes
  02 
  Caltrops 
   
   
  DL 3 1 round   
  03 
  Concealed Pit Trap  
  DL 4 45 minutes
  04 
  Cypher Explosion            Special 15 minutes
  05 
  Ensnaring Net Trap  
  DL 4 30 minutes
  06 
  Falling Object Trap   
  DL 5 20 minutes
  07 
  Flash Trap 
   
   
  DL 4 5 minutes
  08 
  Powered Trap  
   
  DL 5 25 minutes
  09 
  Steel Razor-wire Trap  
  DL 6 30 minutes
  10 
  Triggered Projectile Trap  DL 5 20 minutes
  Battery Bomb
  Difficulty: DL 4
  Assembly: 5 minutes
  Effect: Some batteries and power-cells are just not cross compati-
  ble, by wrapping bits of synth connector chords and metal uplinks 
  with a few batteries, an explosion can be incited. When detonated 
  the batteries explode in a bright flash, dazing those in the imme-
  diate area of the trap for 2 rounds and dealing 4 points of damage. 
  Assets: Those who are trained in electronics or manipulating elec-
  tricity are considered to have an asset in preparing this trap.
  Note: A specialized or overcharged battery could be used to tweak 
  the effects of the trap. 
  Caltrops Trap
  Difficulty: DL 3
  Preparation: 1 round   
  Effect: You cleverly spread out a pouch of assorted sharp metals 
  and shards; these are sharp and will easily cut through your boots 
  if you’re not careful. Spreading this trap covers about 5 square feet, 
  enough to cover an entryway. Those who pass through the trap 
  without noticing will take 1 points of speed damage and all further 
  movement is considered through difficult terrain, until the shards 
  have been properly removed (taking three rounds). 
  Note: This trap can be improved by using trap enhancements (see 
  pg 36).
   Mundane Traps 
  
  59
  Concealed Pit Trap
  Difficulty: DL 4
  Preparation: 45 minutes
  Effect: You create and conceal a pit that is approximately 10 feet 
  deep. If in a direct path, this trap can affect up to three human-sized 
  creatures. Off the path, this could be used as a battle-field trap to 
  push your enemies into.
  Note: If you have piece of numenera that allows you to dig a hole 
  quickly, feel free to grant the trap-setter with an asset and/or a 
  reduce preparation time. 
  Cypher Explosion
  Difficulty: Special
  Preparation: 15 minutes
  Effect: Some cyphers are quite volatile and unstable when used in-
  correctly. This trap requires two incompatible cyphers to be used. 
  When triggered, this trap erupts in a giant explosion consuming 
  both cyphers. Preparing the cypher is a DL5 Numenera check 
  while setting the trap is a DL 4 check. When triggered, those in an 
  immediate area of the trap, will take damage equal to the highest 
  level cypher. And those who are a short range from the trap take 
  half damage of the lowest cypher level (min 1).
  Note: specific cyphers may have additional unique effects. Adding 
  a third cypher to the trap will increase the damage dealt accord-
  ingly. 
  Ensnaring Net Trap
  Difficulty: DL 4
  Preparation: 30 minutes
  Effect: This trap is composed of a net and various pulley mecha-
  nisms. Once activated, all those in an immediate area of the trap 
  are beset by a weighted net. Those who are caught within the net 
  suffer a three step impediment to speed skills and tasks, although 
  some exceptions may apply.
  Note: More sinister trap-setters may douse a strong net with a com-
  bustible liquid. When the trap is triggered, the trap-setter will set 
  the trap on fire, burning the victims alive.
  Thoughts on Strategy
  Traps can be insidious things, especially once they include a poison and 
  are followed with ambushes. As a GM be careful not to be repetive in 
  your tactics. Look at engauging your PCs with different styles of combat, 
  formation and range.
  
  60
  Falling Object Trap
  Difficulty: DL 5
  Preparation: 20 minutes 
  Effect: You prepare a large heavy object to fall upon the victim 
  who triggers the trap. A victim of the trap takes 6 points of damage 
  and is impaired.
  Note: A much heavier or larger object may deal more damage, po-
  tentially even trapping the victim under the large object. 
  Flash Trap
  Difficulty: DL 3
  Preparation: 20 minutes
  Effect: You prepare a concoction of electronics and numenera that, 
  when triggered, causes a bright blinding flash. Those who are in 
  an immediate distance from the trap are blinded for 3 rounds and 
  dazed for the following 2 rounds. Those who are a short distance 
  away from the flash, are only dazed for 3 rounds. This trap is com-
  monly used by bandits, where they will leave a number of goods 
  for their victims to find, and once someone triggers the flash trap, 
  the ambush begins.
  Powered Trap
  Difficulty: DL 5
  Preparation: 25 minutes
  Effect: You have created a trap that utilizes the power of various 
  numeneric devices to pull or push with great speed and power. 
  When triggered, the victim is knocked prone and takes 8 points of 
  damage, in addition, the target is dazed for 3 rounds.
  Note: The trap-setter can attempt to make the trap automatically 
  reset, to do so increase the DL by 2. This makes the trap like an 
  artifact with a depletion dice of 1 in 1d6.
  Steel Razor-wire Trap
  Difficulty: DL 6
  Preparation: 30 minutes
  Effect: This wire is both difficult to see and razor sharp, when 
  set-up properly, a series of wires are staggered at ankle and chest 
  height in addition to being strung across the floor. When the victim 
  walks into the trap he takes 4 damage from the razor sharp blades 
  and then and falls prone upon  the razor-sharp wires which are 
  spread out beneath him (an additional 6 damage). 
  
  61
  Note: For those who go through the painstaking effort of acquisi-
  tion, an assassin could acquire and release a Steel Spider (DL 3; 
  Core Rulebook p260) in the bedroom of her target, while they are 
  sleeping. Then, its only a matter of time for the spider to begin 
  spinning and the mornings events to come.
  Triggered Projectile Trap
  Difficulty: DL 5
  Preparation: 20 minutes
  Effect: You set up a buzzer, or other tigger-based ranged weap-
  on, to a trap trigger. Upon the triggers activation, the weapon fires 
  dealing 4 damage to the victim. It is common for a trap-setter to set 
  up multiple traps all connected to the same trap trigger. 
  Note: More insidious trap-setters will coat the projectile with a poi-
  son or even a variety of poisons.
  
  62
  Cypher Traps
  Nearly every cypher can have some sort of use in a trap. This pri-
  marily depends on the experience of the assassin and the time 
  allowed to prepare an intricate trap. The following cyphers have 
  been recorded to have been used by assassins to aid them in 
  their efforts, primarily for the purposes of execution and escape.  
     If you wish to grant a player a cypher trap, roll a d100 on the 
  below table:
  Aquatic Death
  Occultic Cypher
  Level:  1d6+2
  Usable: A small rubbery sack that appears to be holding water.
  Effect: Once activated, the device creates a sphere of water in a 
  30ft radius of the device. The water and its victims are held within 
  the hemisphere for a number of minutes equal to the cypher level, 
  likely causing the victim to drown. After the forcefield is released, 
  the water flows away normally.
  Cyphic Trap  
   
  Level 
  Aquatic Death 
   
  1d6+2
  Atmospheric Vacuum 
  1d4+2
  Cloud of Silent Darkness 1d8
  CloudCrystal Skydust 
  1d6+3
  Connected Portals  
  1d6
  Cryogenic Prison 
   
  1d6+2
  Entangling Ivy 
   
  1d8
  Enveloping Spheres  
  1d6+1
  Gravitational Suspension 1d10
  Holo-Wrestlers  
   
  1d6+3
  Melting Floor 
   
  1d8
  Numenera Null Field 
  1d4+1
  Sinkhole Adjuciator  
  1d6
  Sudden Spring 
   
  1d10
  Ultra-Dimensional Pit 
  1d8
  Wall of Corridors 
   
  1d8+1
  Roll
  01-07
  08-13
  14-19
  20-25
  26-31
  32-38
  39-44
  45-50
  51-56
  57-62
  63-68
  69-75
  76-81
  82-87
  88-93
  94-100
  Enhancing a Trap 
  If a player wants 
  to enhance a trap, 
  be it a mundane or 
  cypher trap, be 
  accommodating.  
  This means, set DLs 
  for trap enhance-
  ment that would 
  seem reasonable to 
  enhance the trap. 
  This could manifest 
  in a separate DL 
  check or even a time 
  increase to properly 
  prepare the trap.
  
  63
  Atmospheric Vacuum
  Level:  1d4+2
  Usable: A small metal box that appears to be made of a number of 
  small tubes and pipes.
  Effect: When placed onto the floor and activated, the box quickly 
  unfolds, creating a 20ft square. The edge of the square, as delineat-
  ed by tiny tubes, projects a forcefield which prevents air from pass-
  ing through. When a victim steps near the center of the square the 
  trap triggers, forcibly removing all of the air from inside the box. 
  Victims inside will need to make a might check with a DL equal to 
  the cypher’s level. Upon failure, the victim begins to suffocate.
  Cloud of Silent Darkness
  Level:  1d8
  Usable: A long metal cylinder with a series of slits on one end.
  Effect: When this device hits the ground, it shatters releasing a 
  heavy soot-like cloud. The cloud covers a 50ft radius and spans 
  10ft high. Any noise that is made in the cloud, stays in the cloud 
  and does not escape. In addition, the victims are blinded. The cloud 
  will last for a number of rounds equal to the cypher’s level.
  CloudCrystal Skydust
  Level:  1d6+3
  Usable: A simple pouch of glittering red crystal dust.
  Effect: When the contents of this pouch are released, it creates a 
  10ft cloud of red-glitter. When someone passes into the cloud, the 
  crystals viciously gravitate toward the victim, passing through any 
  kind of armor and embedding themselves into the victim’s skin. 
  For each round the victim is in contact with the cloud, he suffers 
  2 might damage and a 1 step difficulty increase for movement ac-
  tions (including dodging).
  
  64
  Connected Portals
  Level:  1d6
  Usable: A pair of large stretchy and foldable hoops, one is orange 
  the other blue.
  Effect:  When pressed up against a surface the hoop sticks. Once 
  both hoops are placed, they activate creating a temporary two-way 
  portal. The two portals only last a number of minutes equal to the 
  cypher’s level. If someone removes a portal from the surface while 
  the trap is active, the portals will close until the linked-side is rees-
  tablished. This could be a handy tool to remove enemies or escape.
  Cryogenic Prison
  Level:  1d6+2
  Usable: A dodecahedral orb with synth tubes carrying a blue fluid, 
  the device is slightly warm to the touch.
  Effect: A great item to handle large groups, this device is typi-
  cally thrown, although it has been known to be used in triggered 
  traps. When the device collides with a target, it creates a cube of ice 
  around that individual, dealing cold 4 damage to the victim. Also, 
  a thin sheet of slippery ice extends 20ft in all directions from the 
  center-point. 
  Entangling Ivy
  Level:  1d8
  Usable: A small synth dish of multi-colored seeds.
  Effect:  Once triggered, these seeds spring to life growing and 
  spreading at an incredible rate. Those caught in the area during 
  this overgrowth are unable to move and all speed tasks are con-
  sidered two steps more difficult. The plants begin to wither after a 
  number of minutes equal to the cypher’s level.
  Enveloping Spheres
  Level:  1d6+1
  Usable: A synth bag containing a series of gooey black orbs.
  Effect: The synth bag holds a number of orbs equal to the it’s level. 
  When the player picks up the orb, it starts to get sticky and slow-
  ly begins to expand. If thrown at an enemy, the orb will stick to 
  that location and continue to expand. After 2 rounds, orb will com-
  pletely envelop the target. A larger target may take multiple orbs 
  prior to being enveloped. Once enveloped the victim can take no 
  physical actions for the next 4 rounds.
  
  65
  Gravitational Suspension
  Level:  1d10
  Usable: A pair metal discs connected by a series of metals bars.
  Effect: When this device is activated, it alters the gravity around 
  it. Those who come within a 10ft radius of the object begin to float 
  slowly into the air, hanging helplessly . Unless the victim has some 
  sort of propulsion, they are trapped and suspended in midair until 
  the cypher’s duration ends, lasting a number of minutes equal to 
  the cypher’s level.
  Holo-Wrestlers
  Level: 1d6+3
  Usable: Three palm-sized synth and crystal pyramids.
  Effect: All three of these pyramids need to be used for the effect to 
  work. Upon activation three large holographic creatures emerge, 
  made from solid light. Affecting up to three targets, these holo-
  grams begin to grapple them, using the cypher’s level as their 
  grapple level. If they fail, they will continue relentlessly until they 
  are slain (DL 3, 9 hp). If there are less than three enemies they will 
  group up on the number of targets present, using aid actions to 
  compliment each other. Once the targets are pinned the holograms 
  will maintain the pin until the cypher’s power runs out. Once acti-
  vated the holograms will last for 1 minute.
  Melting Floor
  Level:  1d8
  Usable: A synth container of tiny metal beads.
  Effect: To utilize these metal beads, they can be poured out over 
  a 10ft square area, once the beads come to rest, they immediate-
  ly melt and disappear into the floor. When a creature steps into 
  the affected area, they sink into the floor as if it were quicksand 
  or a thick mud. A creature can only move if they make a Might 
  check with a DL equal to the cypher’s level. If successful the victim 
  can move an immediate distance. The cypher’s effect lasts up to 10 
  minutes, after which the floor solidifies and those who are caught 
  within may have more serious problems to escape.
  
  66
  Numenera Null Field
  Level:  1d4+1
  Usable: A long flexible rod and curls at it’s halfway point, usually 
  affixed with a flag of some sort.
  Effect: To be activated this rod must be placed into the ground like 
  a standard. When activated this device pulses with energy, pre-
  venting the activation of numeneric items and inhibiting most eso-
  teries. This field extends 20 ft from rod and lasts 5 minutes. Those 
  who attempt to use an esotery must spend 1 Intellect point to make 
  a concentration check with a DL equal to the cyphers level. Crea-
  tures, whose level is lower level than the cypher,  will be unable to 
  use their esotery or esotery-like abilities within the field.
  Sinkhole Adjudicator
  Level:  1d6
  Usable: A metal monocle with a trigger mechanism on one side.
  Effect:  This device needs to be worn to be activated. The wearer 
  will look at a surface with the monocle and activate the trigger 
  mechanism. The front side of the monocle bursts forth with a cloud 
  of energy, as a 10ft radius circle is impressed 20ft deep. Normally 
  this could be used to create a large gap between an escaping as-
  sassin and his pursuers, although it could have other interesting 
  applications when used on a wall.
  Sudden Spring
  Level:  1d10
  Usable: A blanket or cloak that has an unusual elastic quality when 
  laid on the ground.
  Effect: When laid down flat upon a surface, this cypher melts into 
  the surface, slightly tainting its color. When someone steps upon 
  the affected area, the victim gets launched into the air at a height 
  equal to the cypher’s level x 10ft. The cypher’s effect lasts for 5 
  minutes.
  
  67
  Ultra-Dimensional Pit
  Occultic Cypher
  Level:  1d8
  Usable: A roll of glowing gold string
  Effect:  With the string you can make an approximately 10ft circle. 
  Once laid down, the string melts into the floor and the space en-
  circled by the string ripples softly, seemingly a liquid hologram. 
  If someone steps within the circle, they will lose their balance and 
  fall 100ft down. This extra-dimensional shaft will last for a number 
  of hours equal to the cypher’s level. Once the dimensional gate is 
  opened, the gate will only close after the cypher’s duration tran-
  spires. Anyone left inside will appear in the circle where the trap 
  was originally inscribed.
  Wall of Corridors
  Level:  1d8+1
  Usable: A pocket mirror that unfolds to cover an entire doorway.
  Effect: When unfolded into a passageway, the mirror becomes 
  translucent and seems to fade away. Those who pass through the 
  mirror must make an Intellect Defense roll with a DL equal to the 
  cypher’s level. If they succeed they pass through the entryway nor-
  mally. If they fail, the victim disappears inside the mirror and they 
  enter an endless corridor, of similar appearances to the surround-
  ing environment. No matter which direction they run, they will 
  never get closer to the end of the corridor. The victims are trapped 
  in the corridor for a number of minutes equal to the cypher’s level.
  
  68
  | Numenera |
  “The numeneras iss good,  
  its can kills!”
  - Dej’meir Assassin
  An assassin who does not use the numenera in at least some man-
  ner is practically unheard of. In addition to cypher poisons and 
  traps, there are a variety of numenera which can still be useful 
  to assassins. Although the artifact is a preferred tool over the cy-
  pher, due to its recurring uses. An assassin must be careful not to 
  rely upon the artifact, for he will be in grave danger when it stops 
  working when he needs it most.
  
  69
  Activation Complex
  Level:  1d6+2
  Form: A synth and metal holding fixture with a variety of buttons 
  and hookups. 
  Effect: This fixture is an amazing tool for trap-makers, the hookups 
  and buttons easily connect to various trap elements while provid-
  ing a quick and reliable cypher activation cell. When making a trap 
  with a cypher using this device, reduce the DL of the trap by 2.
  Depletion: 1 in 1d4
  Darkness Pouch
  Level:  1d6+2
  Form: A small black pouch with a suede-like consistency, with 
  weaving gold circuitry on the surface of the pouch.
  Effect: When opened, this pouch spews out shadows and dark-
  ness filling an immediate area with a smokescreen. You cannot see 
  through the cloud and while in it you are considered blind. The 
  darkness cloud only lingers for 3 rounds, however, and if direct 
  sunlight is on the cloud, it dissipates after a single round. 
  Depletion: 1 in 1d8
  | Artifacts |
  Roll 
   
  Artifact 
  01 
  Activation Complex
  02 
  Darkness Pouch
  03 
  Crimson Glaive
  04 
  Active Deflector
  05 
  Sonic Dampener
  06 
  Cloud Disassembly
  07 
  Shadow Shroud
  08 
  Thermal Projector
  09 
  Fluid Replicator 
  10 
  Wall-Thrower
  
  70
  Crimson Glaive
  Level:  1d4+2
  Form: A glaive made of a solid piece of Red Skycrystal.
  Effect: This medium polearm (4 damage) is always poisoned, each 
  time you deal damage the victim is also attacked by Crimson Crys-
  tal Verneuil (see pg 44). The artifact’s level represents the poison’s 
  level. After every successful application of poison, roll the deple-
  tion dice.
  Depletion: 1 in 1d20
  Active Deflector
  Level:  1d4+1
  Form: A small synth dodecahedral orb.
  Effect: Once activated this device hovers around the user, inter-
  cepting ranged attacks. Providing the wearer with an ranged ar-
  mor value equal to the artifact’s level. After absorbing a ranged 
  attack, make a depletion roll.
  Depletion: 1 in 1d6
  Sonic Dampener
  Level:  1d6+2
  Form: A pair of small synth hexagon discs, that are magnetic. 
  Effect: These devices should be affixed to the wearers feet, once 
  activated the device emits a counter harmonic; making your steps 
  completely silent. Stealth checks are one step easier, while any 
  movement check to remain silent is two steps easier.
  Depletion: 1 in 1d8
  Cloud Disassembly 
  Level:  1d6+2
  Form: A clear synth pyramid, a little larger than your hand, with a 
  moving cloud inside of it. 
  Effect: The swirling cloud is a special type of disassembly nanite, 
  when activated the cloud releases and begins swirl around your 
  body, slowly deconstructing you. Deconstruction takes three 
  rounds, and when completed, you are a cloud of particles that can 
  move in any direction at will, though be cautious of strong winds 
  and vacuums. You will remain in this form for 1 minute, although 
  you can will yourself to be reconstructed sooner if you so choose.
  Depletion: 1 in 1d4
  
  71
  Shadow Shroud
  Level:  1d6+2
  Form: A black synth-fiber cloak that is unusually warm to the 
  touch.
  Effect: When in shadows this sheet of smooth silk-like material be-
  comes invisible. This object only functions in the shadows, if any 
  light is shined upon it the effect immediately ends.
  Depletion: 1 in 1d20
  Thermal Projector
  Level:  1d6+2
  Form: An opaque synth tablet with a noticeable indent on one edge.
  Effect: When the edge is firmly pressed, the tablet fizzles to life 
  displaying an apparent outline of a screen, when pointed and ac-
  tivated, the screen shows a thermal view of what is I front of the 
  tablet. The image remains until another image is taken.
  Depletion: 1 in 1d20
  Fluid Replicator
  Level:  1d6+2
  Form: A long crystal tube that has a small rotating reflective disc 
  on the bottom.
  Effect: When a liquid is poured into this receptacle, it doubles in 
  volume. This does not work on cypher fluids. If a mundane poison 
  is poured into this vessel, the dosage is doubled.
  Depletion: 1 in 1d4
  Wall-Thrower
  Level:  1d4+4
  Form: A smoothly curved synth rod with a ball-like apparatus at 
  the end of it which seems somewhat loose.
  Effect: The wielder uses the rod to throw the attached ball. When 
  the ball hits the ground, it bursts creating a web-like wall made out 
  of tough synth. The strength of the wall is equal to the artifact’s 
  level.
  Depletion: 1 in 1d10
  
  72
  | Oddities |
  01-03
  04-06
  07-09
  10-12
  13-15
  16-18
  19-21
  22-24
  25-27
  28-30
  31-33
  34-36
  37-39
  40-42
  43-45
  46-48
  49-51
  52-54
  55-57
  58-60
  61-63
  64-66
  67-69
  70-72
  73-75
  76-78
  79-81
  82-84
  85-87
  88-90
  91-93
  94-96
  97-99
  100
  A small red orb that is always rolling.
  A dice, when rolled, lands in the same numerical sequence. 
  A cloak that casts an equal shadow in every direction.
  An ovaloid piece of synth which occasionally plays melodies.
  A flask which refuses to let in liquids no matter what you do.
  A mask whose eyes and mouth move on its own accord.
  A goggle that transposes an image of a simple house.
  A cloth that changes colors when soaked in different liquids.
  An orb that has a rotating  galaxy within it, is it your galaxy?
  A canister that releases a wave of aromatic smells.
  Boots that when taken off, levitate three inches.
  Two steel orbs that revolve around each other.
  A hourglass that never runs out of time.
  A synth tablet with alien text that occasionally shifts locations.
  A glass prism turns luminescent when exposed to sunlight.
  An iron orb that becomes frigid cold when people look at it.
  A superlight folded crane that never floats.
  A bottle of wine that no one can seem to open or break. 
  A clear cup that changes color for each new drink poured.
  An unusually heavy stone (pebble-sized) that floats.
  A hat that changes the type and style of hair you have
  A small glass when stroked, projects a human dancing.
  A lens, when worn, they temporarily change your eye color. 
  A disc attached to a wristband that shows shifting symbols.
  A feather that, when released, slowly falls upwards
  A lantern, when lit, only the breath of the lighter can douse it.
  A bottle that when opened tells you what you want to hear.
  A small image of a landscape that changes with the seasons.
  A cube that shows a image of you, but the opposite gender.
  A silk glove, plays the same tune when holding an instument
  A knife with a gem that shows images of those it has slain.
  A cloak that casts no shadows.
  A rope that will refuse to knot.
  A blanket that functions like a trampoline.
  Use  of Oddities
  Although oddities are fun objects that could have useful or odd effects, 
  they can still hold an important role in a storyline. Perhaps a certain odd-
  ity is a coveted heirloom, or more dramatically, is the key to stopping a 
  catastrophic disaster.
  
  73
  
  74
  | XP Options |
  “Don’t go searching the darkness for answers,
  it may just find you”
  - Quintus
  Experience Points (xp) play a vital role in Numenera, functioning 
  both as currency for advancement and granting players a tool of 
  which they use to influence the story in their own unique way.
    This chapter provides additional options to the “Alternative XP 
  Use” section of the Core Rulebook (see Core Rulebook p108). The 
  options provided in this chapter allow players to select addition-
  al options to improve their characters without having them count 
  toward normal tier advancement. The costs and effects of these op-
  tions are only recommendations and a GM can modify these to suit 
  his or her campaign.
  
  75
  Guild Options
  Join Guild
  Cost: 4 xp 
  Effect: You have accepted an invitation to a guild, order, or organi-
  zation. You now hold an entry-level title in addition to the respect 
  and responsibilities of that post. You also gain the ability to access 
  guild services, this functions as a normal Intellect Pool skill check 
  in which you can be trained or specialized. See the Organizations 
  & Guilds chapter for more detail. Check with your GM prior to 
  taking this advancement.
  Guild Advancement (requires Join Guild)
  Cost: 3 xp 
  Effect: You have advanced to a higher title, position or level of 
  respect within the guild, order or organization you are member 
  of. All guild service DLs are reduced by one step. You can take 
  this advancement several times, although the GM may require you 
  to undertake an assignment from the guild or even require more 
  active guild involvement prior to advancement. Your GM may set 
  limits on how many times you may take this advancement.
  Home-Base Enhancements
  Base Mobility
  Cost: +3 xp 
  Effect: Your base of operations has a unique method of moving 
  around; this could be a transformation into an ocean vessel, a sky-
  ship, an underwater vessel, an earth-tunneler or even have legs! 
  This movement does not grant the base combat-capabilities. Al-
  though , combat can still occur around it (it was not intended that 
  this would transform your home into a warship). Work with your 
  GM on what kind of transportation mode would work with your 
  home base.
  Covert Location
  Cost: +2 xp 
  Effect: Your player home or base of operations is difficult to locate. 
  It is up to the player(s) how covert and ‘unknown’ their residence 
  is, and it is up to the GM to have the NPCs and story react accord-
  ingly.
  
  76
  Crafters’ Workshop
  Cost: +2 xp 
  Effect: Within your home you have the proper tools and materi-
  als for a specific crafting skill. When using the appropriate skill in 
  your workshop, you are considered to have an asset for that task. 
  You can take this advancement multiple times, choosing a differ-
  ent skill each time.
  Crafters’ Workshop, Advanced
  Cost: +3 xp 
  Effect: An upgrade to the Crafters’ Workshop. You access to ad-
  vanced tools and superior equipment for the assigned skill, and 
  these tools didn’t come cheap either. When using the right craft 
  skill in the workshop, craft time takes 1/2 the normal time. You 
  can take this advancement multiple times, choosing a different 
  workshop skill each time.
  Defensive Capabilities
  Cost: +3 xp 
  Effect: Your player home or base-of-operations is outfitted with 
  defensive mechanisms, this could be the presence of large weap-
  ons, murder-holes or even a guardian who can watch over the base 
  while you are gone. Work the details out with your GM.
  Secret Entrance/Exit
  Cost: +2 xp 
  Effect: You have added a secret entrance or exit, depending on 
  how you want to use it, to your home. This could be an inconspic-
  uous entrance or perhaps you may need to move a boulder aside to 
  get in. Regardless, you know of an easy way in and out.
  In-Game Applications
  Convenient Pocket
  Cost: 1 xp 
  Effect: You reach into your pack and conveniently pull out a small 
  item you need at that moment. Perhaps you picked it up and had 
  forgotten about it, or perhaps you knew this would happen and 
  came prepared, either way you have it now. You now have posses-
  sion of a small non-unique item, worth less than 30 shins.
  
  77
  Informant (Contact Variant)
  Cost: 2 xp 
  Effect: You happen to have a contact or friend who can provide 
  you with help or assistance in a way that is beneficial to a specific 
  location. Perhaps they give you a spare key to the house, a pass-
  word to the safe, or work for a target and know his daily schedule. 
  It is up to the GM to decide how this ability manifests and how the 
  informant benefits the player or party.
  Poison Agumentation
  Cost: +1 xp 
  Effect: This poison is more potent than you had thought, or per-
  haps your opponent is more suceceptible to this kind of poison. For 
  each xp spent on the poison, you raise the poison’s level by two.
  Poison Resistance
  Cost: 4 xp 
  Effect: Whether born with a natural gift, physical hardening or 
  through augmentations of various numenera, you have become 
  more resistant to a poison’s particular delivery method (see pg 40), 
  reducing the level of these poisons by 2.  You can take this multiple 
  times, each time choosing a different delivery mechanism.
  
  78
  Safehouse
  Cost: 2 xp 
  Effect: You know the location of a nearby safehouse or perhaps 
  have a contact who can give you safe refuge until whatever has 
  happened subsides. You can rest here for up to 56 hours (2 days) 
  and during your stay have access to basic accommodations and 
  potentially even basic supplies and equipment.
  Player Intrusion
  Cost: 3 xp (can be split amongst the party) 
  Effect: You invoke a Player Intrusion, which prompts the GM to 
  introduce an unexpected event or action that is beneficial for the 
  players. Players are allowed to request effects, but it is ultimately 
  up to the GM to decide what happens. A GM can reject a Player 
  Intrusion.  If he does, so there may be good reason, behind it (ie 
  a plot-point or important story arch). Below are two examples of 
  how to use a Player Intrusion. 
     Example 1: A group of five players are captured, tied up and 
  are being watched by agents of the Jagged Dream. Looking to es-
  cape, and seeing no other options, two players agree to split the xp 
  costs to invoke a player intrusion. The players petition the GM for 
  a distraction of some sort, so that they can try to escape. The GM 
  describes that one of the players; while being led into the dungeon, 
  stealthily hid a numenera device, with a a timer set to explode af-
  ter a short duration. Sure enough, the detonation follows, causing 
  most of the guards to leave their post and investigate the explo-
  sion. During the chaos, the players are able to escape from their 
  bindings and launch an attack upon their captors.
     Example 2: A player fails their speed defense roll and is blasted 
  by an enemy’s numeneric artifact, which the GM declares deals 10 
  points of energy damage. The player, thinking that a re-roll may 
  not be enough, declares a Player Intrusion and spends the appro-
  priate xp. The player expresses that he wants the artifact’s blast to 
  miss. The GM decides the blast won’t miss, but he’ll do some sort 
  of mitigation. The GM explains that when the artifact was charged 
  up, it overdrew more power than it should have, altering the ene-
  my’s aim. The player was still caught in the blast, taking half dam-
  age, but the overload of the artifact caused caused it to be disabled 
  for 2 rounds.
  
  79
  
  80
  | Organizations & Guilds|
  “Revalation is...?” 
  ”Distortions of the Truth”
  - Amber Zealot Greeting
  Every city and region have some sort of organization or guild. 
  These rules were aimed to create a mechanically robust personal-
  ity and presence for organizations that players experience within 
  their games, in addition to providing a parallel path for character 
  advancement for those who choose to walk that path. GMs can use 
  this system to flesh out any existing Organizations in the Steadfast 
  and the Beyond.
  
  81
  Joining A Guild
  A player could be approached by a representative of a guild, or 
  perhaps the player actively seeks a guild out. Prior to acceptance 
  into the guild, the player(s) may have to undergo a mission or test, 
  to prove their worthiness and skill. Once a player passes the test, 
  a GM offers to the player(s) the Join Guild advancement (see pg 
  75). This could be done voluntarily by the PC or rather a reward 
  bestowed upon them by the GM. Now that the PC(s) are members 
  of the guild, they can participate in the guilds activities, receive 
  missions, request guild services (see below) and advance through 
  the guild’s hierarchy.
  Advancement 
  Similar to joining a guild, a player can choose to spend the appro-
  priate XP to gain the Guild Advancement XP option or, the GM 
  could award these to PCs instead of directly giving XP to players. 
  Each application of the Guild Advancement could be represented 
  by a new guild title, rank or perhaps just represent the improved 
  trust you have developed amongst your guild-mates. As a player 
  advances up the ranks of a guild or organization, guild services are 
  easier to obtain. Thus, every Guild Advancement that the player 
  receives, reduces the DL of Guild Services by 1. At times, a GM 
  may require the PC(s) to perform a service or special mission for 
  the guild prior to advancement. There are also times when, in or-
  der to advance, you must remove the one ranked above you...
  Guild Services
  All organizations have some form of general benefits they pro-
  vide to all of their members.  This could be represented by things 
  such as equipment, information or exclusive guild knowledge. All 
  members have access to these resources; however, lower-rank-
  ing members will likely have a tougher time using their influence 
  throughout the guild, which is represented through the Guild DL.
     To access a Guild Service, a character makes a Guild skill roll 
  against the listed service DL, this is usually an Intellect-based task 
  unless otherwise noted, so Effort can be applied. Each time the 
  player receives the Guild Advancement XP option, they reduce the 
  difficulty of all guild services by 1. Also, a player can choose to 
  train and even specialize in the guild-skill, to signify their charac-
  ter’s ability to navigate the bureaucracy of their organization.
  
  82
  Example Guild Services:
  Merchant Services (DL 3-9): You are able to purchase and/or 
  sell gear for a better price than local shops. This could also include 
  access to a shops ‘special’ or reserved items.
  Transportation Services (DL 3-12): Some guilds will have ac-
  cess to vessels, float-carriages, skyships, steeds or even a nume-
  neric teleporter or gating devices. These options may be granted to 
  the players in any shape or form that is reasonable with the guilds 
  operation.
  Specialized Gear (DL 4-8): The guild may have tools specialized 
  to their trade, this equipment may be gifted to the players or be 
  purchased by from the guild. These specialized tools grant an asset 
  to particular skills and tasks. 
  Crafting Expertise (DL 5-9): The guild’s craftsmen can assist 
  you with making an item. Some guilds may only have facilities for 
  a particular trade, (arms/armor, alchemy, metalworking, numen-
  era, etc.) If you gain access to the facilities you gain an asset to your 
  craft check. If you can enlist the aid of the craftsmen, you gain 2 
  assets to your craft check.
  Black Market Contact (DL 5-11): With secured connections to 
  the underground markets, the guild can obtain your legally ques-
  tionable goods, or provide a contact who may be able to acquire 
  your product.
  Safehouse: (DL 6-12): Most likely spread out throughout the 
  steadfast and perhaps scattered in the Beyond, a safehouse is 
  where a player can enter and find safe refuge and rest for a short 
  time. There are most likely basic accommodations present in addi-
  tion to food resources.
  Storehouse/Armory (DL 6-11): Much like the safehouse, these 
  are locations where the guild may stockpile goods, arms & armor, 
  and various numenera for the guild’s uses. If you learn the location 
  of these facilities, you may be able to check-out, or restock for your 
  next/current mission.
  Guild Services Above DL 10
  Some of guild services A GM may deem a difficulty level greater than 10. 
  These services are inaccessible for a new recruit to a guild. Once the recruit 
  advances, by obtaining the Guild Advancement XP option, the DL is reduced 
  by 1 for each advancement. Eventually, once difficult to access services are 
  within the realm of possibility (especially when effort is applied). 
  
  83
  Contact/Informant (DL 6-12): The guild has developed key al-
  lies in both in the high and low of society. If you ask around, or 
  listen around the guild you may catch the right name of an individ-
  ual who could be of help to you.
  Fence (DL 6-9): A market connection who won’t ask questions on 
  the origins of goods, especially expensive pieces of notable craft or 
  ownership.
  Legal Remedy (DL 6-12): The guild may have members, connec-
  tions or contacts in local governments that could help you out of 
  a sticky legal situation, although you may have to front the bribe.
  Procure Cypher (DL 7-11): Over time the guild may have 
  amassed a number of cyphers, or perhaps even have the capability 
  to manufacture a specific cypher. The GM may provide you with 
  a choice of cyphers (perhaps 1d4 rolled randomly) or maybe due 
  to the guild’s specialization, you are provided with a particular 
  cypher.
  Procure Artifact (DL 7-12): The guild may have acquired a num-
  ber of artifacts over the years. Through the right channels you can 
  ‘borrow’ one of these artifacts (be it a specific artifact or a choice 
  from a small list) to aid your efforts on your current mission.
  Ranked Assistance (DL 9-12): You utilize your higher rank to 
  gain the assistance of a lesser ranked guildmember. They will only 
  help you for a short duration. During this time you are responsible 
  for this underling. 
  Rally (DL 9-16): You are able to call out and rally members of the 
  your organization to your mission or cause. The number of mem-
  bers who respond to your call can vary dependent on how your 
  GM wants the scenario to play out.
  Guildmasters Favor (DL 10-17): You have gained the ear and 
  minor favor of the Guildmaster, this could provide you with some 
  insightful wisdom or knowledge or perhaps a unique artifact, con-
  tact or assistant that will help you on your missions, whether it be 
  personal or guild-related.
  
  84
  | Sample Guilds|
  Autonomous
  Most commonly known as an anti-AI extremist organization, al-
  though beneath the folds more sinister plots unfold. Only based 
  in major cities, Autonomous is responsible for the destruction and 
  sabotage of practically every type of sentient machine or automa-
  ton.  The organization is broken up into nodes, where local lead-
  ers can hold its members together. Occasionally, leaders will meet 
  together using a numeneric communicator of sorts. It is unknown 
  if there is a central leader to the organization, but in any case, the 
  number of incidents from this organization are on the rise. The 
  strongest node resides in Uxphon where no legal authority will 
  pursue them. 
     It’s membership is comprised of a good diversity of Nanos, 
  Glaives and Jacks, each with their own mistrust of AI’s and other 
  sentient machines. 
  Goals: Eliminate self-conscious machines and AI’s
  Organization: Cell-based 
  Primary Location: Uxphon (see Core Rulebook p176)
  Allies: None known, although agents of the aeon priests or the 
  Angulan Knights have approached them with ‘special requests.’
  Enemies: Those who support AIs in any form.
  Notable Members: Machine-Murderer Maelen (DL 4 Glaive)
  Benefit Notes:  Most gear acquired through the guild will be geared 
  toward the interruption or destruction of automatons or AI.
  
  85
  Blades of Whydah
  High above roams the skyship Whydah (see 
  Naval Encounters), this notorious pirate 
  ship has a crew that is notably all female, 
  but not all human. No one truly under-
  stands their motivations, and the women of 
  the Whydah do not offer any explanation 
  of their motives. It is known that the pirate 
  ship frequently runs raids on its enemies, 
  taking all items of value, and usually kill-
  ing all men above 15 years old, while taking 
  all girls above just a few years of age and 
  Unaffiliated Rewards 
  When a party performs 
  a service to a guild 
  which the party has no 
  official affiliation with, 
  the guild could offer 
  the players a token of 
  their gratitude. This 
  token would allow the 
  players limited access 
  to a guild service. An 
  even greater gift would 
  be an ‘artifact’ which 
  would allow mutli-
  ple requests of guild 
  services.
  then disappearing back into the clouds, usually dropping supplies 
  to the abused Thaemor communities. It has been speculated that 
  these young girls who are being ‘abducted’ are being trained and 
  incorporated into the pirate’s crew, to sustain their numbers. For 
  those who are in the know, certain members of the Whydah also 
  conduct assassinations, most likely for the extra coin. To request 
  these services, the request must be carried by a raster to the ship, or 
  the ships representative must be approached. Kariena is the under-
  cover contact for the Whydah, supplying them with movements 
  and shipments.  
  Goals: Unknown
  Organization: Unknown
  Primary Location: Aboard the Whydah, near the Black Riage
  Allies: Outer Thaemor Communities
  Enemies: Angulan Knights, kingdoms of Navarene and Malevich.
  Notable Members: Kariena of the Mists (Lv 5 Nano)
  Benefit Notes: The guild’s assets and services are more easily ac-
  cessed on board the Whydah.  While the PCs are away from the 
  vessel these boons are more difficult to use, especially when trav-
  eling through Navarene or Malevich.
  Avaliability of Guild Services
  Not every organization will have all of its services accecssible and aval-
  iable at the time the player needs it. Some guilds may never even have 
  access to some listed guild services due to lack of resources or connections.  
  When PCs accesses guild services, be sure that it would be logical to 
  expect such a thing. If a peculiar city is an avid enemy of the guild, don’t 
  be afraid to raise the DL of accessing guild services in that city or state that 
  the chance is impossible (requiring no roll at all).
  
  86
  The Evergrowth 
  One of the few factions of the Seraphinianus (see Core Rulebook 
  pg 226) that have remained intact over the past few years. Un-
  like their brother Sarracenians, the Evergrowth believed that the 
  Ba-Adenu forest was their Mecca and birthplace. Although they 
  are very different philosophically, the Evergrowth and the Sarra-
  cenians band together in urban environments due to their love and 
  devotion to plants. Working as master apothecaries, members of 
  the Evergrowth are specialized in plant-produced poisons, and 
  hence are commonly sought out for their brews. When it comes 
  to the destruction of plant life, the Evergrowth takes an extremist 
  stance, performing acts of sabotage and murder to prevent such 
  events from occurring.
  Goals: The protection and nurture of plant life.
  Organization: Autocracy (Unknown Leader)
  Primary Location: Ba-Adenu Forest (see Core Rulebook pg 189)
  Allies: Sarracenians
  Enemies: Those who destroy plant-life.
  Notable Members: Aleth Evergreen (Lv 5 Jack)
  Benefit Notes: The guild has access to practically everything that 
  is plant-based. Illegal and illicit services are a rare occurrence and 
  should be rarely utilized by its guild members. In addition, any 
  crafting or knowledge that relates to plant-life is an in-house ex-
  pertise.
  
  87
  House of the Petrified Knife
  Commonly known as “The Stone Assassins,” this organization 
  originated as a small group of nanos and jacks who began research-
  ing the Petrified Lake’s (see TheNinthWorld.com) unusual property, 
  which would quickly petrify any creature that lingered at its shores 
  for too long. Both cities Jargolamis and Luigolamis rejected their 
  research, stripping the researchers of their rank. Having nowhere 
  to go, the researchers fled into the Umbil. Using their knowledge, 
  they were able to fix segments of the Umbil gaining a following 
  quickly afterward. 
     Today, this group handles all crime that leaves the Umbil. In ad-
  dition, assassins that work between the two cities have sought out 
  the  House to purchase their famed Petrification Poultice. 
  Goals: Maintain control of the Umbil, and gain political influence. 
  Organization: Diarchy (two-leaders)
  Primary Location: The Umbil (Core Rulebook pg 162)
  Allies: Residents of the Umbil
  Enemies: Jargolamis and Luigolamis
  Notable Members: Jourmud Rullsten (Lv 3 Glaive)
  Benefit Notes: The House specializes in the synthesization of the 
  Petrification Poultice (pg 47). In addition, have extensive under-
  ground  connections and networks, especially when operating 
  within Jargolamis, Luigolamis or in the Umbil.
  The Jagged Spear
  A branch of the Jagged Dream (see Core Rulebook p224) that spe-
  cializes in assassination against sensitive political figures, leaving 
  incriminating evidence against a natural enemy of the target. This 
  branch operates under the leadership of Kaneen Jour, who resides 
  in Qi. However her subordinates, no matter what city they are in, 
  only answer to her commands. Members are spread out through-
  out various cities, usually in groups of 3 to 5, although in Qi there 
  are at least 20 members under her direct command.
  Goals: Cause the collapse of cities through inciting war.
  Organization: Cell-based
  Primary location(s): Qi
  Allies: At times the Convergence, but that occurrence is rare.
  Notable Members: Kaneen Jour (Lv 5 Jack)
  Benefit Notes: The guild is essentially part of the Jagged Dream 
  and has access to all of their resources and supplies, in addition to 
  Kaneen’s own stash of special goods.
  
  88
  Marish Clan 
  Led by Dietha Marish, the Marish clan is perceived as the domi-
  nate thieves guild and smuggling ring in Qi (see Core Rulebook 
  p150). The truth is that the Clan works in all things illegal, even 
  assassination. The Clan has friends and contacts in underground 
  networks across major cities in The Steadfast. Although, in re-
  cent days, rumor has also emerged that there have been a num-
  ber of internal ‘family issues’ going on with the Marish family, 
  potentially involving Samsomy Marish, her older mutant brother.  
     Recently, the guild has also taken a particular interest in the Am-
  ber Papacy, robbing Aeon Priests at knife-point. 
  Goals: Control the Qi underground
  Organization: Autocracy (Dietha Marish DL 4)
  Primary Location: City of Qi
  Allies: None, the organization is large enough to support itself
  Enemies: The City of Qi
  Notable Members: Samsomy Marish (DL 2)
  Benefit Notes: All illegal services are the speciality of this guild, 
  although the Marish Clan will take a cut of your profits.
  Shadowlings
  Born to protect the merchants and traders of Shallamas, Argust 
  Provani created the Shadowlings (see Core Rulebook p139). A team 
  of specialists, infiltrators, assassins and con-artists loyal to Argust 
  with the sole mission to undermine and eliminate any crime that 
  target the merchants (or wealthy citizens) of Shallamas. This orga-
  nization is headed by Argust’s brother in-law, Christoforo Alessi, 
  who is a little more loose around the rules than Argust. 
  Goals: To undermine and eliminate criminal organizations
  Organization: Autocracy (Argust Provani DL 5)
  Primary Location: Shallamas
  Allies: Merchants and traders of Shallamas
  Enemies: The underground of Shallamas
  Notable Members: Christoforo Alessi (Lv 4)
  Benefit Notes: While in the city of Shallamas, as long as you are 
  acting in the authority of Argust, you can operate free of any le-
  gal action. In addition, the aquisition of illegal goods is far easier, 
  though fencing is strictly forbidden.
  
  89
  
  90
  | Characters & Creatures|
  “If a man cannot control his own fate, 
  he becomes a fool for those who can.”
  - Arkanus
  There are many things that dwell hidden throughout the Steadfast 
  and the Beyond.  This chapter presents a few creatures and charac-
  ters that could be found within the intrigue of the ninth world. Pre-
  sented here are antagonists ranging from creatures that can change 
  their faces to characters who would happily hire an assassin to kill 
  you if you cross them.
  
  91
  The Dej’meir
  The urban hunter of a thousand faces. It has been speculated that 
  the Dej’meir’s creation involved meddling with a gene-altering 
  numenera, distorting and granting them the ability to contort and 
  reshape themselves at will. Although the Dej’meir are masters of 
  disguise they are not the brightest, relying upon their power of 
  perfect disguise to aid them in their efforts. Typically a Dej’meir 
  will enter a town and seek out the wealthiest accessible member of 
  society and plot to replace her. If he is close to being discovered, 
  the Dej’meir will flee with their newly acquired wealth.  
     Dej’meir are subconsciously aware of each other’s presence and 
  can communicate telepathically with each other, as long as they are 
  within sight. Although they are predominantly solitary, it is com-
  mon for the Dej’meir to find their way into organizations, working 
  as agents or assassins. There is even rumor that a band of Dej’meir, 
  roam the steadfast posing as a group of traveling merchants. 
  3(9)
  Motive: Wealth, power & prestige 
  Environment: Dense urban areas
  Health: 11
  Damage: 3
  Armor: 0
  Movement: Short
  Modifications: Disguise as a level 5, 
  stealth as level 4.
  Combat: The Dej’meir will try to avoid 
  direct combat, using the influence of 
  their disguise to protect them. Other-
  wise, its an assassination or an ambush.
  Interaction: Players may never know 
  they are interacting with a Dej’meir, at 
  least not until it’s too late. 
  Use: A villain of disguise and intrigue. 
  Upon recently speaking with a spon-
  soring noble, the PCs discover the body 
  of their noble.
  Loot: A light weapon, 2d20 shins of 
  jewelry, a random Cypher Poisons
  GM Intrusion
  In the heat of a large battle, 
  out of the corner of your 
  eye, you notice one of your 
  allies fires a crossbow-bolt 
  at you, then reloads to fire 
  again, not listening to your 
  calls. Is the player under 
  some sort of mind-control, 
  or is it a Dej’meir.
  | Creatures|
  
  92
  Faceless Flesher
  Perhaps the result of a Dej’meir punishment or torture. These 
  feral beasts bare little resemblance to their faceless counterparts. 
  These cunning beasts are not completely mindless, for they travel 
  and hunt in packs. There is always an alpha of a pack and they 
  always have first pick on which faces and flesh to consume.
     Despite their facelessness, fleshers are sensitive to bright light 
  and high frequency noises.
  Armor: 1
  Movement: Short
  Modifications: Immune to 
  mental attacks, grapple as level 
  4.
  Combat: These creatures are 
  rarely caught on their own, 
  and will attack in packs utiliz-
  ing flanking and other clever 
  combat tactics to gain the upper 
  hand.
    Bleeding strike: The fleshers 
  claws are coated with a natural-
  ly secreted poison. If the flesher 
  lands a successful attack against 
  his opponent, the victim bleeds 
  1 point of might for two rounds. 
  Interaction: Communication 
  with fleshers would be as diffi-
  cult as trying to communicate 
  with wolves.That said it is still 
  possible to establish some for 
  2(6)
  of limited communication, although it may be limited and most 
  likely short-lived.
  Use: While searching the basement of a nobleman’s manor, a PC 
  slips on what looks like a pile of rotting limbs and flesh. In the 
  darkness clatters and howls erupt.
  Loot: 1-2 oddities, 10 shins
  GM Intrusion
  While fighting off a Flesher, you are 
  pounced by another from behind, 
  knocked prone and are now grappled 
  by two Fleshers.
  Motive: Consume faces and flesh
  Environment: Dungeon-like areas 
  Health: 10
  Damage: 2
  
  93
  | Notable NPCs |
  Ar’tos Quintos
  One of the last remnants of the Quintos 
  family, which at one time was a pow-
  erful and influential merchant family, 
  but no more. The family’s sudden 
  disappearance and fall was a shock 
  to many merchants of Ledon. Now, 
  serving as the Lieutenant of the guard 
  in Ledon. Recently, it has appeared 
  that his personal wealth has grown 
  substantially. Rumor suggests that he 
  is leading a Black Market ring, selling 
  confiscated goods back onto the black 
  market. If this is true he will go to any 
  length necessary to protect them.
  Motive: Wealth & prestige 
  Environment: Urban, Merchant city of Ledon (Core Rulebook 
  p147)
  Health: 25
  Damage: 5
  Armor: 2
  Movement: Short
  Modifications: Social skills as level 4, all combat skills as a level 4.
  Combat: It is unlikely that Ar’tos will jump into combat, though 
  he could be intimidated into such with the proper motivation. 
  Otherwise, he will command soldiers/guardsmen to fight on his 
  behalf.
  Interaction: He has little time for underlings and will excuse him-
  self from any unnecessary conversation.
  Use: A corrupt Noble with an agenda of his own, perhaps an 
  agent, supplying illegal goods and wealth for a more sinister plot.
  Loot: Banded armor, 50 shins, longsword, 1-2 oddities, 2 cyphers
  3(9)
  GM Intrusion
  Once the opportunity comes for Artos to become suspicious, he will order 
  for the immediate arrest of the players. This way he can keep his assets 
  safe and hopefully have the PCs endure a few months of slavery to serve 
  their jail time. 
  
  94
  Arkanus
  Rumor says Arkanus was 
  once a legendary assassin of 
  the Gaianian Empire who 
  had disappeared more than 
  twenty cycles ago. Either 
  warped by the Skyfields or 
  from a numeneric discovery, 
  he has changed both in mind 
  and body. Arkanus is now a 
  powerful, delusional and un-
  stable individual that needs 
  to be handled carefully. Rul-
  ing under the belief that he is 
  the chosen vessel of some de-
  ity, he will act with whim and 
  without mercy. His rumored 
  divinity and the power to 
  move skyshards, has attract-
  ed numerous abhumans and 
  7(21)
  mutants to aid in his ascension. This cult, which was once small, 
  has now spanned as far as Navarene, seemingly seeking various 
  artifacts and bits of numeneric lore. Arkanus’ activities have also 
  gained the attention of the Angulan Knights and the Amber Papa-
  cy, who view his rule as a potential threat.  
  Motive: Fulfillment of his prophecy, power...godhood.
  Environment: The Cloudcrystal Skyfields 
  Health: 35
  Damage: 7 
  Armor: 2 (2 against Intellect damage)
  Movement: Immediate; short flight
  Modifications: Social interactions as level 6, Stealth as level 8.
  Combat: Arkanus is always accompanied by 8-16 skycrystals which 
  orbit around him, allowing him to use his abilities even if drawn 
  out from his base. He will always first have the players stand down 
  and surrender to his divine might, offering to spare them if they 
  serve his requests.
   Crimson Shard: Arkanus thrusts a small skyshard up to a long 
  range dealing 7 damage. Action.
   Skycrystal Telekinesis: If in the Skyfields, Arkanus can move any 
  skycrystal up to long range. If he used as an attack, the skycrystal 
  
  95
  GM Intrusion: Crystal Prison
  Crystals form around the character, quickly gowing and encasing them in-
  side a tomb of red crystal. While trapped, the victim is immobilized and can 
  only take mental actions. Each round, the character is drained 1 point of 
  Might, which recovers 2 points of Arkanus’ health. To escape, the character’s 
  allies must attack the prison. The prison is considered a Level 5 object (15 hit 
  points) with 1 armor. Once destroyed, the player can act normally.
  deals 4 damage and dazes the target. If using a larger skycrystal, it 
  will deal an additional 2-4 damage depending on the size. In addi-
  tion, Arkanus can also use this ability to create cover, an obstacle 
  or even a wall. Action.
   Crystal Detonation: Arkanus can detonate a skycrystal, dealing 4 
  damage to anyone within an immediate area of the crystal. In addi-
  tion, all effected  targets must make an intellect defense roll against 
  Crimson Crystal Verneuil. Action.
   Crimson Glaive: Wrought of red skycrystal this weapon is always 
  considered to be poisoned with Crimson Crystal Verneuil. Action.
  Interaction: Arkanus considers himself to be above all other beings. 
  He views mortals as tools, but can be reasonable if approached in 
  the proper way.
  Use: Is he a servant of a more powerful entity residing in the sky-
  fields, or just a power hungry delusional madman?  No one has 
  survived long enough to find out. Maybe it is even the work of the 
  Convergence.
  Loot: The Crimson Glaive (pg 70), 1d6+1 cyphers, 1d4 oddities, 
  2d10+50 shins, and 1 artifact.
  
  96
  A local legends tells the tale of a young 
  female, Tarahnix who ventured into the 
  heights of the Black Riage (Core Rulebook 
  p177) to investigate abnormal weather pat-
  terns that had emerged above. Upon some 
  sort of discovery, she disappeared and re-
  leased the Lightning Horror, a ruthless kill-
  er. And if the rumors are true, when there 
  is a lightning storm, someone dies by the 
  hand of the Lightning Horror. 
     In actuality, Tarahnix is trapped inside of 
  the Horror, using her body as a fuel source 
  to operate, limiting her movements. When 
  a thunderstorm strikes, the suit takes over 
  leaving her helpless inside to watch the 
  murders that the suit commits. Her and 
  the suit currently reside in a small facility 
  in the Black Riage where she cannot leave, 
  until the suit takes over again.
  4(12)
  Motive: Escape from her suit of a prison.
  Environment: Black Riage or nearby 
  urban environments
  Health: 30
  Damage: 5 energy damage
  Armor: 1
  Movement: short, see Lightning Step
  Modifications: Immune to electricity damage.
  Combat: Tarahnix will not normally engage in combat due to her 
  depressed state. When her life is threatened, the suit will take over 
  to protect her and the suit. 
     Lightning Step: the suit allows Tarahnix to travel by lightning bolt 
  as if she had the Bolt Rider ability (Core Rulebook pg 72).
  Interaction: Tarahnix is fearful of those who approach her, for she 
  fears the the suit will see them as a threat and activate with the in-
  tention to kill her guests.
  Use: An unexpected assassin who asks the players for help. Or, a 
  trapped soul who secretly begs to be slain.
  Loot: Monowhip (Artifacts & Oddities pg 4), 1d4 cyphers, 2d20 
  shins.
  Lightning Horror (Tarahnix)
  A Choice...
  If the PCs encounter 
  Tarahnix, the players 
  will have to decide 
  how to ‘save’ her. Will 
  they kill her to put her 
  out of her misery, or 
  will the PCs attempt to 
  defeat the suit so that 
  they can free Tarahnix 
  from her prison.
  
  97
  
  98
  | Adventure Seeds |
  There are many ways to make an assassin fit into your stories, 
  whether your PCs become the assassins, or become target of assas-
  sins. Below is a list of ideas that a GM can use to throw into their 
  respective campaigns.
  Blackmailed & Blacklisted
  Players who were once members of a guild received word from 
  one of their guild colleagues that they have been exiled from their 
  order for the assassination of the guild-master. Outraged, the guild 
  is out hunting for you, lucky that you were warned.
  Death’s Clock
  A PC or close ally is afflicted with a timed poison and is given a 
  series of demands or tasks that need to be completed in order to 
  get the antidote. Fail to deliver on time and the afflicted victim will 
  burst into flames. Is this the workings of a madman, or of a deeper, 
  more sinister plot?
  Bodrovian Plague
  In the city of Bodrov (see Core Rulebook p139) citizens are rapidly 
  dying of what can only be diagnosed as natural causes, leaving the 
  local doctors puzzled and confused. The phenomenon is clearly 
  un-natural but what could be the cause, or the intent? Has the con-
  vergence contaminated the water supply? What would they want 
  with the city? 
  
  99
  Faceless Assault 
  The PCs hear rumor that a number of attempted assassinations 
  and assaults have recently been on the rise. Upon intercepting an 
  assassination the PCs learn it is the work of the Dej’meir (see pg 
  91) Are the numbers of Dej’meir growing or is a plot afoot to seize 
  control of all the merchants?
  Guilty Elsewhere
  Upon re-entering a city that the players frequent the PCs are imme-
  diately intercepted by the local guard with a warrant for the arrest 
  of two the PCs under the charge of murder. What do the players 
  do? Have there been other victims of this fraud? Is there a connec-
  tion between the alleged murders?
  Love Square
  In Ledon, the PCs are approached by a man carrying a mutant 
  baby. He asks the PCs if they can take the child and do something 
  with her. Upon further inquiry, the PCs learn that the man is mar-
  ried to a Grand Knight, and that the child was not born from that 
  relationship. To make matters seemingly worse, the mother is mu-
  tant whom the man truely loves. He wants the Grand Knight to 
  know nothing of the incident, but begs the PCs for help.
  Parasites Abound
  A local town is quickly dying due to what is speculated as a spread-
  ing pathogen, which is causing limbs to grow out of their hosts and 
  attack them. It is unknown how this is spreading but neighboring 
  leaders fear the worst. Is there a solution, or is extermination the 
  only way?
  Power Play
  A PC (or close friend) is afflicted with a unique numeneric toxin. 
  Without the antidote, the victim will die in a number of hours.
    The victim was left with a set of instructions signed by “Daeloth.” 
  Should the PCs comply with the demands to acquire the antidote? 
  Can they make their own antidote in time? What are the goals of 
  this skilled poisoner? 
  Synthian Statues
  Outside a major city lies the manor of Kaelik, famous for it’s life-
  like statues of synth. The PCs found their way here after learning 
  that someone was looking for a bounty-hunter. Turns out that one 
  of his statues has ‘escaped’ and he wants the PCs to recapture it 
  and apply a special synth-encasing poison upon the living body.
  
  100
  Visions of Truth
  A random member of the public has begun to see incidents, assassi-
  nations and other immoral behavior before it even occurs. The local 
  Aeon Priests have kidnapped her to glean who is a direct threat to the 
  Amber Papacy and launching assassinations against those individu-
  als. One of these predicted future-threats is one of the PCs.
  Subconscious Desires
  Over a vast region, covering several villages, the deepest inner de-
  sires of the locals are projected into a special layer of the datasphere. A 
  group, called “Emotium” have found an artifact which reads all of the 
  unconscious desires of those in the region. The organization takes it 
  upon themselves to locate those who want people dead, and dispatch 
  the targets.
  Merkadian Veil
  A team of three Merkadian Soldiers (see Bestiary p84) have begun 
  assassinating local political leaders across the region. What has unit-
  ed these soldiers? Are there more of these soldiers hidden? What has 
  caused it’s behavior to target these individuals? 
  A Captain of Industry
  In the city of merchants, Ledon, the PCs have been called to aid a pres-
  tigious merchant. Coming to his summons he asks the players to kill 
  the son of a competing merchant, directing the PCs to place evidence 
  pointing to another merchant family. In exchange, he offers good pay, 
  powerful artifacts or even answers. What do the PCs do?
  Insanity’s Imprisonment
  An assassin has killed the family head and stole the family heirloom, 
  a powerful piece of numenera. The family has asked the PC’s to re-
  trieve the heirloom at whatever cost necessary. Unfortunately, as the 
  PCs will discover on their journey, is that the assassin is now trapped 
  inside a Latos (See Bestiary p74). 
  
  101
  Submerge yourself and set 
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  and space!
  Coming 
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  book that details how to insert vessels into your cam-
  paign. Laden with various mechanics, vessels, enemies, 
  advancements and opportunities you will find it an asset 
  for any ship-bound game. Set sail into the Ninth World 
  and discover what awaits!
  Aeon Inscriptions are coming 
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  To be revealed, 
  Notable Ninth Worlders
  
  Ninth World Assassins
  A  Numenera  Supplement
  Knowledge of the Ninth
  A Numenera Publisher
  Assassins, the mysterious agents capable of 
  exterminating their targets without leaving a trace. 
  These people do exist in the ninth realm, they just 
  haven’t found you yet. In this book, you will find new 
  ways to customize your villians and characters to become 
  the deadliest assassins in the Steadfast. 
  Just beware, they may be looking for you... 
  This book provides you with:
  • New character customization options
  • Poisons, traps and artifacts
  • Additional uses for XP
  • Join & advance within an organization or guild
  • New creatures and NPCs
  • Campaign seeds to add to your adventure
  This is a rules accessory for Players & GMs
   and requires the Numenera Corebook 
  
SOURCE: textdata/thevault/Cypher System/Campaign Settings/Numenera/Third Party/Metal Weave Designs/Ninth World Assassins.pdf