TEXT: BY MONTE COOK AND BRUCE R. CORDELL
  
  CHARACTER OPTIONS 2
  James Lang - hurricanelang@gmail.com - 220901
  
   
   
  Writers/Designers Monte Cook and Bruce R. Cordell
   
  Creative Director Monte Cook
   
  Managing Editor Dennis Detwiller
   
  Proofreader Ray Vallese
   
  Cover Artist Kieran Yanner
   
  Graphic Designer  Bear Weiter
  Artists
  Jacob Atienza, Felipe Escobar, Guido Kuip, Brandon Leach, Brynn Metheney, Mirco Paganessi, 
  Grzegorz Pedrycz, John Petersen, Michael Phillippi, Roberto Pitturru, Joe Slucher, Kim Sokol, 
  Matt Stawicki, Cory Trego-Erdner, Ben Wootten, Kieran Yanner
  Monte Cook Games Editorial Board
  Scott C. Bourgeois, David Wilson Brown, Eric Coates, Gareth Hodges, Mila Irek, 
  Jeremy Land, Laura Wilkinson, Marina Wold, George Ziets
  As we agree with the growing consensus that “they” can and should be used as a gender-neutral, singular English language pronoun when one is needed, 
  we have adopted that as the style in our products. If you see this grammatical construction, it is intentional.
  © 2016 Monte Cook Games, LLC. NUMENERA and its logo are trademarks of Monte Cook Games, LLC in the U.S.A. and other countries.
  All Monte Cook Games characters and character names, and the distinctive likenesses thereof, are trademarks of Monte Cook Games, LLC.
  Printed in Canada
  CREDITS
  James Lang - hurricanelang@gmail.com - 220901
  
  TABLE OF CONTENTS
  INTRODUCTION: STILL MORE OPTIONS 
  4
  CHAPTER 1: NEW CHARACTER TYPES 
  5
  CHAPTER 2: NEW DESCRIPTORS 
  24
  CHAPTER 3: NEW FOCI 
  47
  CHAPTER 4: NEW ORGANIZATIONS 
  84
  INDEX
  95
  James Lang - hurricanelang@gmail.com - 220901
  
  4
  I like choices. When I created Numenera, I intentionally made it so that there were lots 
  of interesting choices available to players, with descriptors, types, and foci. What soon 
  became evident to many players, of course, is that it’s not just a matter of the choices 
  available in those three categories, but the combinations created. A Strong Jack who Works 
  Miracles is different from an Intelligent Jack who Works Miracles in interesting ways, and 
  they’re both very different from a Charming Jack who Carries a Quiver.
  That’s why the original Numenera Character Options book was such a natural fit. 
  More choices. More descriptors, more foci, and more type abilities, plus some other 
  miscellaneous stuff. It was fun to write, added a lot of variety, and was very popular with 
  players.
  So as we expanded the world of Numenera even further, with books like the Ninth World 
  Guidebook, Into the Night, and Into the Deep, it felt very natural to do another book filled 
  with more options. As the world grew bigger, it made sense that more options would be 
  available. Some—like location-based descriptors—sprang right from those new locations. 
  And the ability of characters to travel into the night, for example, made foci like Fell From 
  Another World or Ventures Into the Night much-needed additions. But of course, lots of the 
  new options in this book are actually just fun additions to the game no matter where the 
  action takes place. 
  However, probably the biggest news for Numenera fans is that this book contains two 
  entirely new character types, bringing the total number of types from three to five. The 
  Glint and the Seeker will really expand the horizons of players making new characters. In 
  particular, I like how both of these types are so heavily focused on activities like interaction 
  and exploration, which both lead to the core focus of Numenera, and that’s discovery. 
  ~Monte
  Descriptor, page 47
  Type, page 26
  Focus, page 52 
  Strong, page 50
  Jack, page 40
  Works Miracles,
  page 75 
  Intelligent, page 48 
  Charming, page 47 
  Carries a Quiver, 
  page 54
  INTRODUCTION:
  STILL MORE OPTIONS
  Glint, page 5
  Seeker, page 15 
  Throughout this book, you’ll see page 
  references to various items accompanied 
  by this symbol. These are page 
  references to the Numenera corebook, 
  where you can find additional details 
  about that item, place, creature, or 
  concept. It isn’t necessary to look up the 
  referenced items in the corebook, but 
  doing so will provide useful information 
  for character creation and gameplay.
  James Lang - hurricanelang@gmail.com - 220901
  
  5
  NEW CHARACTER TYPES
  Ninth World, page 12
  Intellect, page 20
  Character type is the core of your character. 
  Your type helps determine your character’s 
  place in the world and relationship with 
  other people in the setting. It’s the noun of 
  the sentence “I am an adjective noun who 
  verbs.”
  The Numenera corebook offers three 
  types: the Glaive, Nano, and Jack. This 
  chapter offers two additional types: 
  the Glint and the Seeker. Neither the 
  Glint nor the Seeker focuses heavily on 
  combat. Instead, the Glint is a master of 
  interaction—making friends, persuading 
  people, speaking in public, and even 
  (perhaps) speaking the occasional untruth. 
  Seekers spend their time looking for 
  discoveries. They are resourceful explorers, 
  steeped in numenera lore.
  Players can feel free to add Glint and 
  Seeker to the original core three types to 
  increase their possible options.
  GLINT
  “Glint” is a term used in the Ninth World 
  to describe anyone who’s good with 
  people. This might be a positive thing: 
  a diplomat, salesperson, performer, or 
  charmer. Or it could carry a somewhat 
  more negative connotation: a con artist, 
  swindler, or charlatan. Glints, then, are 
  people who focus on interaction. They’re 
  negotiators, information gatherers, 
  and spokespeople. Glints aren’t 
  just pretty faces or smooth talkers, 
  however. They’re really something 
  special, with capabilities that extend 
  far beyond an ease with interpersonal 
  interaction.
  Glints focus primarily on Intellect—
  particularly the aspect of Intellect that is a 
  measure of charm and charisma. They also 
  often have a decent Speed Pool, useful for 
  when their words go wrong or just aren’t 
  enough. They rarely wear heavy armor or 
  carry large weapons. Most of the time, they 
  avoid combat if they can, or stay to the 
  edges of a fight, helping allies with their 
  abilities and observations rather than diving 
  into the melee.
  Glints in Society: In many cases, Glints 
  are the hubs around which the wheels of 
  society turn. It’s not unusual for Glints to 
  become leaders—whether officially, with 
  a title, or unofficially, by simply wielding a 
  great deal of influence. Other times, they 
  operate at a lower level, as diplomats, 
  merchants, or even entertainers. Glints 
  aren’t just good talkers. They’re good 
  listeners as well. They understand people, 
  and can quickly glean others’ 
  motivations. They use 
  this understanding 
  to gain insight to 
  always know what 
  to do or say.
  NEW CHARACTER TYPES
  CHAPTER 1
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  6
  Glints get along with everyone. They can 
  trade rough jokes with a group of stalwart 
  Glaives just as easily as exchanging puns 
  with a cadre of scholarly Nanos, and they 
  can do and say all the right things to get 
  either group to like them as well.
  Glints in the Group: No one’s likely to 
  ever be sad that there’s a Glint in the group, 
  because the Glint can serve as the group’s 
  spokesperson. The face. A Glint talks to 
  the merchant to get the best deal, interacts 
  with the guards to see if they’ll let the group 
  past, or helps convince everyone in town 
  that the group isn’t responsible for all the 
  destruction they caused. The Glint might 
  even be the leader of the group (although 
  the Glint most often leads from the back). 
  The group wants the Glint to be in a place 
  where they can observe, and provide advice, 
  aid, and inspiration.
  Glints and the Numenera: Glints have a 
  great many advantages, but it’s a dangerous 
  world out there and they are not Glaives 
  with armor and large weapons or Nanos 
  with offensive and defensive esoteries. 
  In other words, many Glints rely on the 
  numenera to defend themselves. 
  Advanced Glints: A Glint might start 
  out as a fast-talking con artist, but as they 
  advance they might use their skills to gather 
  companions and friends that travel with 
  them. They make contacts and connections 
  with the world, so that they always know 
  what’s going on around them. Eventually 
  they can predict the actions of others with 
  astounding accuracy. They can sway or 
  terrify large groups of people and even serve 
  as a leader in a dangerous situation.
  GLINT BACKGROUND
  When you’re a Glint, you’re more than 
  just someone with “people skills.” You 
  wield the ability to change minds, and 
  thus societies—and even shift the tide of 
  history. Something in your background 
  explains these unique talents, whether it 
  is genetics, enhancements, training, or 
  something else. Choose one of those three 
  options described below as the source of 
  your skills, knowledge, and abilities (or 
  create your own). This choice will provide 
  the foundation of your background and give 
  you an idea of how you can improve. The 
  game master (GM) can use this information 
  to develop adventures and quests that are 
  specific to your character and play a role in 
  your advancement.
  GENETICS
  You were born this way. Everyone always 
  took to you. You always seemed to know the 
  right thing to say. It all came naturally. Your 
  voice was pleasant, your eyes shining and 
  honest, your face attractive. These qualities 
  have always been strong enough that you 
  could rely on them. While others learned a 
  craft, or learned to fight, steal, or tinker with 
  the numenera, you found that you could 
  usually get what you needed, and what 
  you wanted, by talking to people. It wasn’t 
  necessarily a con—you liked talking as well 
  as listening, and did that better than anyone 
  else.
  Now, all this might just come from a 
  heritage of quality forebears, but it could 
  come from something more. A silver-
  tongued Glint like yourself might have 
  inherited those qualities from your family 
  or you might even benefit from some 
  subtle mutations that alter your voice and 
  mannerisms to be perfect for influencing 
  others. You don’t really know. You just know 
  that you’ve always been this way, and that 
  while you look just like everyone else, you’re 
  different. Of course, no one ever need know 
  that but you. 
  Advancement: Just as you don’t know 
  the ultimate source behind your talents, 
  you don’t know their limits, either. You 
  have to continually test them and push 
  yourself into trying new things. You might 
  need to share your secrets with someone 
  knowledgeable one day so that they can 
  help you. Perhaps you’ll even discover 
  the source of your abilities. Regardless, 
  when your stats improve and you gain new 
  abilities, it’s because you’ve taken the gifts 
  you were born with and pushed them to the 
  next level.
  ENHANCEMENTS
  Not everything is as it seems. You have 
  numenera components—cybernetic 
  implants or biomechanical modifications 
  Glaive, page 26
  Nano, page 32
  Esoteries, page 35
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  7
  NEW CHARACTER TYPES
  student must become the master, and you 
  will develop some of your greatest skills 
  and abilities on your own. Perhaps when 
  the time comes, you should consider taking 
  on a pupil of your own, not only to pay 
  back what’s been given to you, but because 
  through teaching comes discovery.
  GLINT CONNECTION
  Your type helps determine some connection 
  you have to the setting. Roll a d20 or 
  choose from the list on page 8 to determine 
  a specific fact about your background that 
  provides a connection to the rest of the 
  world. You can also create your own fact.
  GLINT STAT POOLS
  Stat                   Pool Starting Value
  Might 
  8
  Speed 
  9
  Intellect 
   11
  You get 6 additional points to divide 
  among your stat Pools however you wish.
  GLINT TIERS
  FIRST-TIER GLINT
  First-tier Glints have the following abilities:
  Effort: Your Effort is 1.
  Physical Nature: You have an Intellect 
  Edge of 1, a Might Edge of 0, and a Speed 
  Edge of 0.
  Cypher Use: You can bear two cyphers at 
  a time.
  Practiced With Light Weapons: You can use 
  light weapons without penalty. If you wield 
  a medium weapon, increase the difficulty of 
  the attack by one step. If you wield a heavy 
  weapon, increase it by two steps. 
  Interaction Skills: You are trained in two 
  skills in which you are not already trained. 
  Choose two of the following: deceiving, 
  persuading, public speaking, seeing through 
  deception, or intimidating. Enabler.
  Starting Equipment: You start with stylish 
  clothing and a light weapon of your choice, 
  two cyphers (chosen for you by the GM), one 
  oddity, and 9 shins (coins). If you start with 
  a ranged weapon that requires ammunition 
  that have an intelligence all their own. These 
  components help you determine the right 
  thing to say. They analyze the expressions, 
  gestures, and words of everyone you talk 
  to and provide insights into their mood, 
  reactions, honesty, and vulnerabilities. This 
  all comes to you as second nature—these 
  things are a part of you and have been for 
  quite some time. You are as much a product 
  of the numenera as you are of nature.
  Advancement: Your artificial parts need to 
  be continually maintained and—ideally—
  upgraded. Perhaps this is the kind of thing 
  you’ll learn to do yourself. Potential spare 
  parts and new components are everywhere 
  in the Ninth World for those who know what 
  they’re looking for. But you might not be 
  able to do it all on your own. Chiurgeons, 
  specialists, and mechanical experts might 
  be required. Maybe even the Aeon Priests or 
  the Convergence can help. At some point, 
  you might find yourself in need of very 
  specific, very rare parts to complete your 
  enhancements. Such components might 
  be found only in particular ruins of the 
  prior worlds, or perhaps they’re available 
  elsewhere for a high price. Either way, 
  getting them won’t be easy.
  When you improve your skills and 
  abilities, it’s because you’ve altered your 
  enhancements in some way. Some of them 
  may even produce a more overt effect, 
  modulating your voice and further honing 
  your appearance.
  TRAINING AND EXPERIENCE
  You showed plenty of aptitude on your own, 
  but you really began to shine when a mentor 
  took notice of you. Your mentor taught you 
  how to speak and how to listen. From your 
  mentor, you learned how to “read” people 
  to ascertain their moods, distinguish their 
  truths from their lies, and learn what they 
  need and what they need to hear. Your 
  mentor frequently took you out to practice 
  your skills in public. You became more than 
  pupil and instructor—you became friends. 
  Advancement: Future consultations with 
  your mentor are likely necessary in order 
  for you to advance further, or perhaps one 
  day gain the attention of an even more 
  skilled teacher. Of course, eventually the 
  Aeon Priest,
  page 269
  The Convergence, 
  page 223
  Tier, page 23
  Effort, page 21
  Intellect, page 20
  Might, page 20
  Speed, page 20
  Trained, page 86
  Skills, page 25
  Enabler, page 25
  James Lang - hurricanelang@gmail.com - 220901
  
  8
  get that someone to give you some 
  information you desire during the course 
  of the conversation. If this information is 
  extremely secret or vital, the difficulty may 
  be higher than simply their level (likewise, if 
  it is not very vital, it might be lower). Best of 
  all, if you are successful, the person either 
  doesn’t realize the information slipped out, 
  or they are not alarmed that they gave it to 
  you. Enabler.
  Connection With an Organization: 
  You have a general connection with an 
  important organization, such as the 
  Order of Truth, the Angulan Knights, 
  the Twelfth Ode (a criminal gang), the 
  aristocracy of the region, a merchant guild, 
  and so on. The difficulty of all tasks related 
  to interacting with members of that group 
  is decreased by one step. Further, you can 
  use this connection to get help, lower prices 
  on goods, or whatever is appropriate. You 
  and the GM should work out the details 
  (arrows, for example), you start with 12 of 
  that type of ammunition. Before choosing 
  your weapon and other gear, you might 
  want to wait until after you’ve chosen your 
  pronouncements, descriptor, and focus.
  Pronouncements: Glints have a variety 
  of special abilities that they can use called 
  pronouncements. Almost all require 
  that you can speak to use them. Unless 
  otherwise described, if they affect another 
  creature, that creature must be able to 
  perceive and understand you. Some 
  pronouncements specify a duration, 
  but you can always end one of your own 
  pronouncements anytime you wish. Choose 
  two pronouncements from the abilities 
  described below. You can’t choose the same 
  ability more than once unless its description 
  says otherwise.
  Coax Information (1 Intellect point): If 
  you have a conversation with someone 
  (lasting at least a minute), you can 
  Roll
  Glint Background
  1
  You are married, but your spouse has no interest in doing anything but staying at home and working as 
  a tailor.
  2
  When you were a teenager, one of your siblings went missing and is presumed dead. The shock rent 
  your family, and it’s something you’ve never gotten over.
  3
  You worked as a small-time thief in your younger days, and spent a short time in prison.
  4
  You trained as a teenager to be a leatherworker, and still have a strong connection to your old mentor.
  5
  You used to work in a mill, and many of your good friends from that time still do.
  6
  Your grandparents raised you and instilled in you a number of folksy sayings and ideas.
  7
  As an orphan, you had a difficult childhood, and your entry into adulthood was challenging.
  8
  You grew up in extreme poverty, among criminals. You still have some connections with the old 
  neighborhood.
  9
  You served as an envoy for a powerful and influential woman in the past, and she still looks upon you 
  with favor.
  10
  You have an annoying rival who always seems to get in your way or foil your plans.
  11
  You’ve worked yourself into the position of spokesperson for an organization of some importance.
  12
  Your neighbors were murdered, and the mystery remains unsolved.
  13
  You have traveled extensively, and during that time you accumulated quite a collection of strange souvenirs.
  14
  Your childhood sweetheart ended up with your now ex-best friend.
  15
  You are a member of a small, secret society.
  16
  You are part owner of a local bar, where you’re something of a whiz at creating specialty cocktails.
  17
  You once ran a con that cheated important people out of money, and they want revenge. 
  18
  You used to act in a traveling theater, and they remember you fondly (as do people in the places you visited).
  19
  One of your parents was a minor official, with access to many privileges and much information.
  20
  Your best friend from your youth is now a traveling merchant, and you run into her from time to time.
  Order of Truth,
  page 222
  Angulan Knights,
  page 224
  Twelfth Ode, page 91
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  9
  NEW CHARACTER TYPES
  wildly out of character, but it might be more 
  than could be accomplished with a simple 
  persuasion task. Action.
  Friendship (1 Intellect point): You 
  convince a sentient creature to regard you 
  positively, as they would a potential friend. 
  You gain an asset in all future interactions 
  with the creature until you give them a 
  reason to no longer regard you well, at 
  which point this effect ends (and may 
  result in the difficulty of future interactions 
  increasing by one step, because scorn is a 
  powerful emotion). The affected creature 
  isn’t “charmed” supernaturally—they are 
  not compelled or controlled in any way. A 
  target affected by this is simply more likely 
  to perceive you as a friend if you give them 
  a reason to believe this to be so. This isn’t 
  enough to keep a hostile foe from attacking, 
  but it can help in a subsequent interaction 
  task to do that.
  Influence: You can, at a later date (in the 
  course of play), leverage influence over 
  an individual or even a group. Using this 
  influence, the difficulty of tasks related to 
  interacting with this individual or group is 
  together. You can choose this ability more 
  than once, and choose a new organization 
  each time. Enabler.
  Contact: You have an important contact 
  who is in an influential position, such as a 
  minor noble, the captain of the town guard, 
  an Aeon Priest, or the head of a large gang 
  of thieves. You and the GM should work 
  out the details together. You can choose 
  this ability more than once, and gain a new 
  contact each time. Enabler.
  Encouragement (1 Intellect point): While 
  you maintain this ability through ongoing 
  inspiring oration, your allies within short 
  range modify the difficulty of one of the 
  following task types (your choice) by one 
  step to their benefit: defense tasks, attack 
  tasks, or tasks related to any skill that you 
  are trained or specialized in. Action.
  Fast Talk (1 Intellect point): When 
  speaking with an intelligent creature who 
  can understand you and isn’t hostile, 
  you convince that creature to take one 
  reasonable action in the next round. A 
  reasonable action should not put the 
  creature or its allies in obvious danger or be 
  Generally speaking, if 
  a nonplayer character 
  (NPC) is already 
  distrustful, the difficulty 
  of any kind of interaction 
  with them—including 
  the use of most Glint 
  abilities—is increased by 
  at least one step. If they 
  are outright hostile, the 
  difficulty is increased by 
  at least two, if not three 
  steps.
  Asset, page 16 
  Short range,
  page 18
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  10
  can attempt to convince the creature to 
  refrain from being hostile longer-term, but if 
  you fail, the creature acts as it wishes.
  False Identity (2 Intellect points): You 
  make a very convincing argument to a 
  sentient creature that you are someone 
  else. The difficulty of this kind of deception 
  is reduced by one step. This is useful when 
  bluffing past a guard, or as the supplement 
  to a physical disguise. If you apply a level 
  of Effort, you gain an asset in any attempt 
  to convince the creature that you are 
  something else—a being of some other 
  species. This almost certainly needs the 
  supplement of a physical disguise. Enabler.
  Gather Intelligence (2 Intellect points): 
  When in a group of people (a caravan, a 
  palace, a village, a city) you can ask around 
  about any topic you choose and come away 
  with useful information. You can ask a 
  specific question, or you can simply obtain 
  general facts. You also get a good idea of 
  the general layout of the location involved, 
  note the presence of all major sites, and 
  perhaps even notice obscure details. For 
  example, not only do you find out if anyone 
  in the palace has seen the missing boy, but 
  you get a working knowledge of the layout 
  of the palace itself, note all the entrances 
  and which are used more often than others, 
  and take notice that everyone seems to 
  avoid the well in the eastern courtyard for 
  some reason. This ability takes about an 
  hour to use. 
  Impart Ideal (3 Intellect points): After 
  interacting with another creature who can 
  hear and understand you for at least one 
  minute, you can attempt to temporarily 
  impart an ideal to the target that you can’t 
  otherwise convince it of. An ideal is different 
  than a specific suggestion or command; 
  an ideal is an overarching value such as 
  “all life is sacred,” “my political party is 
  the best,” “children should be seen, not 
  heard,” and so on. An ideal influences a 
  decreased by three steps. However, once 
  you declare whom you have influence with, 
  you cannot change it unless you select 
  this ability again when you gain a new tier. 
  Further, depending on the circumstances 
  that you and the GM work out, the influence 
  may be temporary. For example, you might 
  have incriminating evidence over the mayor 
  of a city about his lurid romantic affair with 
  the chief constable. However, if that affair 
  ends, so does your influence. Enabler.
  SECOND-TIER GLINT
  Second-tier Glints have the following 
  abilities:
  Pronouncements: Choose one of the 
  following Glint pronouncements (or a 
  pronouncement from a lower tier) to add to 
  your repertoire. In addition, you can replace 
  one of your first-tier pronouncements with a 
  different first-tier pronouncement.
  Beast Companion: A level 2 creature of 
  your size or smaller accompanies you and 
  follows your instructions. You and the GM 
  must work out the details of your creature. 
  You’ll probably make rolls for it in combat 
  or when it takes actions, although most of 
  the time the companion will use its actions 
  to provide an asset in whatever it is you are 
  doing, if in a position and capable to do so. 
  The beast companion acts on your turn. As 
  a level 2 creature, it has a target number of 
  6 and a health of 6, and it inflicts 2 points 
  of damage. Its movement is based on its 
  creature type (avian, swimmer, and so 
  on). If your beast companion dies, you can 
  hunt in the wild for 1d6 days to find a new 
  companion. You can take this ability more 
  than once, each time gaining an additional 
  companion or increasing the level of your 
  existing companion by 2 (maximum level 
  6). Enabler.
  Calm Aggression (3 Intellect points): You 
  can convince a hostile creature to refrain 
  from taking violent action for one round. 
  On your next action, you (or someone else) 
  In many cases, Glints are the hubs around which the very wheels of society turn.
  Remember that “sentient 
  creature” could be an 
  animal as easily as 
  a person, or even a 
  machine intelligence, 
  but probably not 
  an automaton. An 
  “intelligent creature” 
  is probably one with 
  a language, so not an 
  animal.
  Almost all Glint abilities 
  require some kind of 
  direct interaction—and 
  probably an exchange 
  of actual words—to 
  function. Thus, language 
  can be a barrier. In 
  some cases, a lack of a 
  common language will 
  increase the difficulty or 
  even make it impossible. 
  But tricky Glints get 
  past this by using 
  gestures, expressions, 
  body language, and so 
  forth when possible and 
  appropriate.
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  11
  NEW CHARACTER TYPES
  THIRD-TIER GLINT
  Third-tier Glints have the following abilities:
  Expert Cypher Use: You can bear three 
  cyphers at a time.
  Pronouncements: Choose one of the 
  following Glint pronouncements (or a 
  pronouncement from a lower tier) to add to 
  your repertoire. In addition, you can replace 
  one of your lower-tier pronouncements with 
  a different lower-tier pronouncement.
  Companion: You gain a level 2 NPC 
  companion who is completely devoted to 
  you. You and the GM must work out the 
  details of the companion. You’ll probably 
  make rolls for it in combat or when it takes 
  actions, although most of the time the 
  companion will use its actions to provide 
  an asset in whatever it is you are doing, 
  if in a position and capable to do so. The 
  companion acts on your turn. As a level 
  2 companion, it has a target number of 6 
  and a health of 6, and it inflicts 2 points of 
  damage. If the companion dies, you gain a 
  new one after at least two weeks and proper 
  recruitment. You can take this ability more 
  than once, each time gaining an additional 
  creature’s behavior but doesn’t control it. 
  The imparted ideal lasts for as long as befits 
  the situation, but usually at least a few 
  hours. The implanted ideal is jeopardized if 
  someone friendly to the creature spends a 
  minute or more bringing the target back to 
  its senses. Action.
  Personal Insight (2 Intellect points): You 
  get an idea of what is wanted by a sentient 
  creature that you have interacted with (or 
  perhaps merely closely observed) for at 
  least a few rounds. This might be their goal, 
  one of their needs, or their orders. It might 
  be long-term or immediate. The specifics 
  vary from creature to creature. Although the 
  use of this insight can take many forms, at 
  the very least it can be an asset in future 
  (non-combat) interactions with the creature, 
  for as long as the insight remains true. Action.
  Skill With Defense: Choose one type of 
  defense task in which you are not already 
  trained: Might, Speed, or Intellect. You are 
  trained in defense tasks of that type. You can 
  select this pronouncement up to three times. 
  Each time you select it, you must choose a 
  different type of defense task. Enabler.
  James Lang - hurricanelang@gmail.com - 220901
  
  12
  such as “bribe the merchant with a level 
  6 artifact” when you don’t currently have 
  one. Still, the answer “you cannot” or even 
  “you likely cannot” is a valid answer—and 
  valuable information in its own right. 
  Action.
  Group Friendship (3 Intellect points): 
  You convince a sentient creature to regard 
  you and up to ten creatures you designate 
  that are within immediate distance of you 
  positively, as they would a potential friend. 
  Action.
  Oratory (4 Intellect points): When 
  speaking with a group of intelligent 
  creatures that can understand you and 
  aren’t hostile, you convince them to take 
  one reasonable action in the next round. 
  A reasonable action should not put the 
  creature or its allies in obvious danger or be 
  wildly out of character. Action.
  Pay No Heed (4 Intellect points): You 
  convince a creature that something it 
  observed within the last round is nothing of 
  import—even if it is dramatic or dangerous, 
  like the collapse of a nearby wall, the theft 
  of one of its items, or even the death of 
  companion or increasing the level of your 
  existing companion by 2 (maximum 8). 
  Enabler.
  Dangerous Personal Insight (3 Intellect 
  points): If you interact with or study a 
  sentient creature for at least a round, you 
  gain an advantage over them in combat, 
  having spotted a weakness or devised a 
  viable tactic. You gain an asset on attacks 
  made against that creature for 28 hours. 
  Action.
  Further Personal Insight (3 Intellect 
  points): If you have used Personal Insight 
  on a creature, you can use this ability once 
  at any later point to ask a question about 
  how to get that creature to act in a desired 
  manner. For example, “What do I have to 
  do to draw the callerail out of the ravine 
  so I can pass through?” “What can I do to 
  convince the merchant to give me the key 
  to the back entrance?” The answer assumes 
  you are successful in any tasks in question 
  (if you need to make a roll to imitate the 
  roar of a jiraskar to get the callerail to leave, 
  the answer assumes you succeed). The 
  answer might also be out of your means, 
  Callerail, page 234
  Jiraskar, page 242
  James Lang - hurricanelang@gmail.com - 220901
  
  13
  NEW CHARACTER TYPES
  step. If your attack is successful, it inflicts 4 
  additional points of damage. Action.
  Group Insight (4 Intellect points): You 
  get an idea of what is wanted by a group of 
  sentient creatures that you have interacted 
  with for at least a few rounds. This might 
  be their goal, one of their needs, or their 
  orders. It might be long-term or immediate. 
  The specifics vary from group to group. 
  Although the use of this insight can take 
  many forms, at the very least it can be 
  an asset in future interactions with the 
  creatures. Action.
  True Insight (4 Intellect points): If you 
  have used Personal Insight on a creature, 
  you can use this ability once at any later 
  point and ask a question about how 
  that creature will react in a hypothetical 
  situation. For example, “If I ask the 
  captain to sail the ship to Ancuan, what 
  will she say?” “If we take away the prince’s 
  biomechanical staff, what will he do then?” 
  You always get as accurate an answer as 
  possible. Action.
  FIFTH-TIER GLINT
  Fifth-tier Glints have the following abilities:
  Adept Cypher Use: You can bear four 
  cyphers at a time.
  Pronouncements: Choose one of the 
  following Glint pronouncements (or a 
  pronouncement from a lower tier) to add to 
  your repertoire. In addition, you can replace 
  one of your lower-tier pronouncements with 
  a different lower-tier pronouncement.
  Bond of Friendship (5 Intellect points): 
  You help guide a long-term ally within 
  immediate range to rely on the bonds of 
  your friendship to help you work together. 
  For the next hour, as long as you remain 
  within immediate range, you each provide 
  an asset to each other on all actions, you 
  ignore movement penalties due to terrain, 
  you each subtract 2 points from all damage 
  suffered, and you each inflict 2 additional 
  points of damage when you attack. You can 
  use this ability in subsequent rounds on 
  other friends, but you remain the central 
  “hub” for all activity—all of them must 
  remain within immediate range of you, 
  regardless of the position of other friends. 
  Action to initiate.
  a companion. The complete effect lasts 
  only one round. That is to say, the creature 
  ignores the event for one round, and if 
  presented with no further evidence that 
  it happened, it is forgotten. But if after 
  one round the creature cannot help but 
  notice the result of the event (the collapsed 
  remains of a wall, the absence of the item, 
  or a nearby corpse), they react appropriately. 
  Action.
  FOURTH-TIER GLINT
  Fourth-tier Glints have the following 
  abilities:
  Pronouncements: Choose one of the 
  following Glint pronouncements (or a 
  pronouncement from a lower tier) to add to 
  your repertoire. In addition, you can replace 
  one of your lower-tier pronouncements with 
  a different lower-tier pronouncement.
  Blend In (4 Intellect points): Creatures 
  still see you, but they attach no importance 
  to your presence for about a minute. While 
  blending in, you are specialized in stealth 
  and Speed defense tasks. This effect ends if 
  you do something to reveal your presence 
  or position—attacking, using an ability, 
  moving a large object, and so on. If this 
  occurs, you can regain the remaining period 
  of effect by taking an action to focus on 
  seeming innocuous and as if you belong. 
  Action to initiate or reinitiate.
  False Group Identity (4 Intellect points): 
  You make a very convincing argument to a 
  sentient creature that you and a group of 
  up to ten creatures you designate are not 
  who you truly are. The difficulty of this kind 
  of deception is reduced by one step. This is 
  useful when bluffing past a guard, or as the 
  supplement to a physical disguise. 
  If you apply a level of Effort, you gain an 
  asset in any attempt to convince the target 
  creature that you and the other creatures 
  are something else—beings of some other 
  species. This almost certainly needs the 
  supplement of a physical disguise. Enabler.
  Feint (2 Speed points): If you spend one 
  action creating a misdirection or diversion, 
  in the next round you can take advantage 
  of your opponent’s lowered defenses. Make 
  a melee attack against that opponent. The 
  difficulty of the roll is decreased by one 
  James Lang - hurricanelang@gmail.com - 220901
  
  14
  short range who can hear you is decreased 
  by one step. This lasts for about a minute, 
  but the allies must remain in range. Enabler.
  Coax the Crowd (7 Intellect points): You 
  convince a large number of people—all 
  within long range—to change a belief and 
  take a long-term action or set of actions. 
  For example, you might convince them to 
  turn against the queen and storm the castle, 
  or welcome a group of visitants as friends 
  in the community. This takes about ten 
  minutes to accomplish, during which time 
  you can’t be seriously interrupted or the 
  attempt automatically fails. 
  Complete Lunacy (6 Intellect points): 
  You convince an intelligent creature to do 
  something that they would never normally 
  do, short of outright killing themselves 
  (although they might do something 
  obviously dangerous) or committing 
  violence against someone or something 
  they love. You could convince the duke to 
  take off his clothes and run around his 
  castle. You could convince an Aeon Priest 
  to give over her most valuable numenera 
  device. This isn’t mind control—they’re 
  actually convinced it’s the right thing to do 
  and will believe so long after they’ve done it. 
  Action.
  Inspiration (6 Intellect points): You speak 
  words of encouragement and inspiration, 
  and all allies within short range who can 
  hear you immediately gain a recovery roll, 
  gain an immediate free action, and have 
  an asset for that free action. The recovery 
  roll does not count as one of their normal 
  recovery rolls. Action.
  True Understanding (5 Intellect points): 
  You take the full measure of a creature after 
  spending at least ten minutes interacting 
  with or closely observing it. From that point 
  onward, the difficulty of all tasks related 
  to interacting with or contending with that 
  creature is reduced by three steps. Enabler.
  Dangerous Group Insight (5 Intellect 
  points): If you interact with or study a group 
  of sentient creatures (all of which must be 
  in short range) for at least a round, you gain 
  an advantage over them in combat, having 
  spotted a weakness or devised a viable 
  tactic. You gain an asset on attack rolls 
  made against any of those creatures for 28 
  hours. What’s more, if you use an action 
  speaking with an ally about the group, that 
  ally then gets the same asset. You can speak 
  to one ally per action. Action.
  Network of Contacts: You have a large 
  number of important contacts in influential or 
  knowledgeable positions, spread out over all 
  the regions where you’ve been in your career. 
  Some of these contacts know each other and 
  maintain lines of communication to you, 
  regardless of where you are, as long as you’re 
  with one of them. You and the GM should 
  work out the details together. Enabler.
  Skill With Attacks: Choose one type of 
  attack in which you are not already trained: 
  light bashing, light bladed, light ranged, 
  medium bashing, medium bladed, medium 
  ranged, heavy bashing, heavy bladed, or 
  heavy ranged. You are trained in attacks 
  using that type of weapon. Enabler.
  Terrify (6 Intellect points): All non-allies 
  within short distance who can hear your 
  dreadful, intimidating words flee from you 
  at top speed for one minute.
  SIXTH-TIER GLINT
  Sixth-tier Glints have the following abilities:
  Pronouncements: Choose one of the 
  following Glint pronouncements (or a 
  pronouncement from a lower tier) to add to 
  your repertoire. In addition, you can replace 
  one of your lower-tier pronouncements with 
  a different lower-tier pronouncement.
  Battle Management (6 Intellect points): 
  You give orders or advice (requiring no 
  action on your part) and the difficulty of 
  attack and defense tasks by your allies within 
  Glints aren’t just pretty faces or smooth talkers. They’re really something special, 
  with capabilities that extend far beyond most.
  Visitant, page 120
  James Lang - hurricanelang@gmail.com - 220901
  
  15
  NEW CHARACTER TYPES
  SEEKER
  Seekers are explorers. When someone 
  travels to an ancient ruin to recover a cache 
  of numenera devices, that someone is 
  very often a Seeker. In a world where most 
  people spend their lives in a village not 
  knowing what lies beyond the nearby hill or 
  on the other side of the river, Seekers travel, 
  explore, and discover. They’re a rare breed 
  in the Ninth World, but without them the 
  rest of the people would be far worse off. 
  Someone needs to brave the wilderness, 
  the mysteries of the past, and the general 
  GLINT EXAMPLE
  Tammie wants to create a Glint. She puts 
  4 of her additional points into her Intellect 
  Pool and 2 into her Speed Pool; her stat 
  Pools are now Might 8, Speed 11, and 
  Intellect 15. As a first-tier character, her Effort 
  is 1, her Might Edge and Speed Edge are 0, 
  and her Intellect Edge is 1. She’s smart and 
  charismatic, but not particularly tough.
  Tammie chooses the pronouncements Fast 
  Talk and Encouragement to help get into places 
  and aid her friends. As her Interaction Skills, 
  she chooses deceiving and persuading—she 
  really wants to be able to influence people to 
  get them to do what she wants.
  A Glint starts with two cyphers, and the GM 
  chooses an injector that will harden the skin 
  for an hour and add +2 to Armor as well as 
  a ray projector that fires a beam of powerful 
  heat that inflicts 5 points of damage. 
  Tammie decides that her character also 
  carries a dagger, but keeps it hidden in her 
  boot. She doesn’t want anyone to know 
  she’s armed. As a light weapon, it 
  inflicts 2 points of damage but reduces 
  the difficulty of attacks by one step.
  Tammie chooses Charming for 
  her descriptor, really focusing on 
  maximizing her persuasive abilities. 
  Charming increases her Intellect Pool to 17. 
  She’s trained in all positive social interactions, 
  which means she’s actually specialized in 
  most of those kinds of activities (thanks to 
  the skills she took). She also gains a contact, 
  and she and the GM work out that it is the 
  priestess of a local religion with a lot of clout 
  in the community. However, her descriptor 
  gives her an inability in both resisting mental 
  attacks and lore or knowledge tasks, which 
  means that while she’s charismatic, her high 
  Intellect Pool doesn’t mean she’s necessarily 
  strong willed or well-educated.
  For her focus, Tammie chooses Works 
  Miracles. This is really the final piece of the 
  puzzle for figuring this character out—she’s 
  not a con artist, she’s a religious figure. 
  She can use her abilities to not only further 
  help her friends, but also ingratiate herself 
  to others. She’s not going to be much in a 
  fight, but she’s hoping she can talk her way 
  out of most such situations.
  One of the best known 
  Glints along the coast 
  of Ancuan, Reith Annul, 
  travels with a delisso 
  bird perched upon his 
  shoulder. He’s taught the 
  bird to say one-liners and 
  compliments to quickly 
  ingratiate him among 
  the folk of a new town.
  James Lang - hurricanelang@gmail.com - 220901
  
  16
  Seekers often blaze trails and scout safe 
  routes for merchants and other travelers. 
  Sometimes they carry messages from place 
  to place. But most of all they explore places 
  no one else would ever dare go. If an Aeon 
  Priest needs a component for an important 
  device, or a town needs a special chemical 
  to fight a terrible plague, it’s a Seeker they 
  send out to find it. 
  Seekers get along well with both Glaives 
  and Nanos. They might not be able to 
  fight as well as a Glaive or command the 
  strange powers of a Nano, but they’re as 
  rough and tumble as any warrior, and as 
  smart and knowledgeable as a scholar. 
  Jacks and Seekers potentially get along 
  as well, but Jacks can fit in with anyone. 
  Glints and Seekers don’t often see eye to 
  eye because the Glint would rather stay in 
  town and talk to people. At the same time, 
  however, Seekers are the embodiment of 
  adventure and derring-do, and that attracts 
  some people. Seekers can sometimes gain 
  admirers and even fans.
  Seekers in the Group: While a Glaive 
  might take the lead in a group of explorers, 
  unknown (something the Ninth World has in 
  abundance). They aren’t afraid of the weird 
  or incomprehensible—they drive right into it.
  Seekers need to be at least a little skilled 
  at a lot of things. They need Might and 
  Speed to deal with the challenges they face, 
  but they need Intellect to help them figure 
  out what they’ve discovered and if it’s worth 
  bringing back to civilization.
  While they’re interested in protecting 
  themselves against the dangers inherent in 
  the numenera as much as possible, most 
  Seekers find heavy armor too restricting to 
  be useful on their missions. Moving freely 
  in risky situations—to climb up a wall, walk 
  along a narrow ledge, or crawl through a 
  narrow tunnel—is part of what every Seeker 
  expects to do on a routine basis.
  Seekers in Society: People are sometimes 
  wary of Seekers, because they explore the 
  dangerous and bizarre, and who knows 
  what they might have brought back with 
  them from some strange location? To some, 
  a Seeker might be the bearer of sickness, 
  curses, or evil magic due to the forbidden 
  places in which they dare to tread.
  James Lang - hurricanelang@gmail.com - 220901
  
  17
  NEW CHARACTER TYPES
  of your background and give you an idea 
  of how you can improve. The GM can use 
  this information to develop adventures and 
  quests that are specific to your character 
  and play a role in your advancement.
  STRANGE EXPERIENCE
  When you were younger, you had a strange 
  experience that you have not been able 
  to fully understand. Somehow you found 
  yourself in a mysterious location surrounded 
  by the numenera and the trappings of 
  some prior world. You no longer remember 
  everything that happened, but you were 
  bathed with strange energies. Were there 
  other creatures there as well? It’s unclear. 
  Somehow, you escaped and wound up once 
  again in familiar surroundings. You’d like to 
  find that place again and get some answers, 
  but in the meantime there’s no denying that 
  the experience changed you in some ways, 
  both physically and psychologically. You don’t 
  fear such places anymore—you look for 
  them. Such places hold secrets, and that’s 
  what you’re after now.
  Advancement: New, strange locations 
  with new, mysterious technologies offer you 
  ways to improve yourself. This means that 
  as you progress, you need to go into prior-
  world ruins and places of weirdness to find 
  new injections, energies, concoctions, and 
  devices to improve your abilities and stats. 
  In this way, exploration is as much about 
  you as about anything else you might be 
  looking for.
  UNNATURAL FORTITUDE
  Thanks to one of your ancestors, you have a 
  stamina (both physically and psychologically) 
  that most people can’t imagine. The things 
  that would make most people weak, sick, or 
  outright dead don’t affect you (or at least don’t 
  affect you as strongly). Terrors no one would 
  ever face are things you will confront head-on. 
  You have your inherent nature to thank for that. 
  it’s probably only after the Seeker scouted 
  ahead and reported back what they found. 
  Seekers are tough, but they are only 
  moderately competent at holding their own 
  in a stand-up, straightforward fight. They 
  also have no special affinity for interacting 
  with people. In fact, many Seekers are 
  reserved and introverted, and would rather 
  be blazing a trail in the wilds or exploring a 
  new site than talking to people. 
  Seekers and the Numenera: Seekers 
  have an extremely close relationship to 
  the numenera. Thus, Seekers value any 
  and all devices and discoveries related 
  to the numenera and crave knowledge 
  of more. Their skills and knowledge give 
  them excellent means to go out, find, and 
  eventually even tinker with devices. 
  Seekers usually look for items that help 
  protect themselves but also those that 
  improve their maneuverability. Many a 
  Seeker has found themselves needing to 
  somehow scale a strange wall in a prior-
  world ruin to get to an important machine, 
  wishing they had a cypher or artifact that 
  could simply allow them to defy or alter 
  gravity, for example. 
  Advanced Seekers: As Seekers gain 
  experience and become more skilled 
  and powerful, they gain abilities to resist 
  damage, find anything they set their mind 
  to, and shrug off even the worst wounds 
  and effects. 
  SEEKER BACKGROUND
  Not everyone that explores the wilderness 
  or ancient sites is a Seeker—Seekers 
  are special individuals with unique 
  training and abilities. Something in your 
  background has put you in this position, 
  and is at least partially responsible for your 
  talents. Choose one of the three options 
  described below as the source of your skills, 
  knowledge, reflexes, and stamina (or create 
  your own). It will provide the foundation 
  Seekers are thrill seekers and daredevils, but they don’t have death wishes. They 
  know what they’re doing and fully understand the dangers they face. If anyone can 
  overcome such challenges, it’s a Seeker.
  James Lang - hurricanelang@gmail.com - 220901
  
  18
  didn’t fear those things. You craved them. 
  It’s not that you have a death wish; it’s that 
  you know that for all the risks, there are 
  great rewards. Something—some little voice 
  deep inside you—assures you that if you 
  look hard enough, delve deep enough, and 
  explore far enough, you’ll find the power to 
  make your dreams come true, the secret to 
  everlasting life, or even greater treasures.
  Advancement: For the most part, to 
  advance you just keep going. At some point, 
  however, you might try to explore inward a 
  bit. Is that little voice just your own nature, 
  or is it something originating from outside? 
  Perhaps you can seek the means to find out 
  for certain.
  SEEKER CONNECTION
  Your type helps determine some connection 
  you have to the setting. Roll a d20 or choose 
  from the list above to determine a specific 
  fact about your background that provides a 
  connection to the rest of the world. You can 
  also create your own fact.
  It is effectively a mutation, due to something 
  that happened to one of your forebears. 
  Perhaps they were an explorer and wandered 
  somewhere they should not have. They 
  survived, however, and it created traits that 
  have passed down to you. (Do your siblings 
  or other relatives have some or all of the same 
  traits or is it a mutation that shows up more 
  randomly? You’ve wondered this in the past—
  perhaps you’ll find the answer one day.)
  Advancement: Your abilities are locked 
  within you; you need only learn how to 
  release them. The only way this has worked 
  in the past has been to push yourself to 
  your very limits, seeking greater challenges, 
  new places, and more numenera. These 
  things all make you stronger.
  A UNIQUE ATTITUDE
  You were born different. Growing up, your 
  elders tried to instill within you a good, 
  healthy fear of the wilderness, the unknown, 
  and in particular places of ancient power. 
  But none of that made sense to you. You 
  Roll
  Seeker Background
  1
  You were caught in an Iron Wind storm years ago and still bear the strange scars.
  2
  Your brother is a murderer, wanted by the authorities.
  3
  You have made a number of discoveries in your explorations, but opportunities to capitalize upon them 
  haven’t panned out as yet.
  4
  You were a musician when you were younger and still like to play.
  5
  Your parents were very religious, but you haven’t yet decided to adopt their beliefs fully yet.
  6
  You served in the military with honor.
  7
  From time to time, you have received assistance from a mysterious organization. You don’t know why.
  8
  You studied at a prestigious university when you were younger.
  9
  Your best friend from your youth is now an influential official.
  10
  You used to be a teacher of young pupils. Your students remember you fondly.
  11
  You worked as a small-time criminal until you were caught and served some time in prison.
  12
  Your greatest discovery to date was stolen by your archrival.
  13
  You belong to an exclusive organization of Seekers whose existence is not widely known.
  14
  You were kidnapped as a small child under mysterious circumstances, although you were recovered 
  safely. No one knows what happened while you were missing.
  15
  When you were young, you were addicted to narcotics, but you are a recovering addict now.
  16
  Your good friend runs a bar in a nearby town.
  17
  You own a small side business in addition to exploring the unknown.
  18
  You had a pet seskii, but it went missing not long ago.
  19
  Your sister is the owner of a store and gives you a hefty discount.
  20
  Your father is a high-ranking officer in the military with many connections.
  Iron Wind, page 135
  Seskii, page 258
  James Lang - hurricanelang@gmail.com - 220901
  
  19
  NEW CHARACTER TYPES
  secret more than once unless its description 
  says otherwise.
  Battle Numenera: When battling an 
  automaton or any other sort of entirely 
  mechanical foe, the difficulty of all Speed 
  defense rolls and attack rolls is decreased 
  by one step. Enabler.
  Danger Sense (1 Speed point): The 
  difficulty of your initiative roll is reduced by 
  one step. Enabler.
  Decipher (1 Intellect point): If you spend 
  one minute examining a piece of writing or 
  code in a language you do not understand, 
  you can make an Intellect roll of difficulty 3 
  (or higher, based on the complexity of the 
  language or code). On a success, you get 
  the gist of what the writing says. Action to 
  initiate.
  Knowledge Skills: You are trained in two 
  skills in which you are not already trained. 
  Choose two areas of knowledge such as 
  history, geography, paleontology, archeology, 
  and so on. You can select this ability 
  multiple times. Each time you select it, you 
  must choose two different skills. Enabler.
  Muscles of Iron (2 Might points): For the 
  next ten minutes, all Might-based actions 
  other than attack rolls that you attempt have 
  their difficulty reduced by one step. Enabler.
  Physical Skills: You are trained in two 
  skills in which you are not already trained. 
  Choose two of the following: balancing, 
  climbing, jumping, running, or swimming. 
  You can select this ability multiple times. 
  Each time you select it, you must choose 
  two different skills. Enabler.
  Practiced in Armor: You can wear armor 
  for long periods of time without tiring and 
  can compensate for slowed reactions from 
  wearing armor. You can wear any kind of 
  armor. You reduce the Might cost and the 
  Speed Pool reduction for wearing armor by 
  2. Enabler. 
  Trained Without Armor: You are trained 
  in Speed defense tasks when not wearing 
  armor. Enabler.
  SECOND-TIER SEEKER
  Second-tier Seekers have the following 
  abilities:
  Mentally Resistant: You are trained in 
  Intellect defense. Enabler.
  SEEKER TIERS
  FIRST-TIER SEEKER
  First-tier Seekers have the following abilities:
  Effort: Your Effort is 1. 
  Careful: You have an Intellect Edge of 0, a 
  Speed Edge of 1, and a Might Edge of 0. 
  Cypher Use: You can bear three cyphers at 
  a time. 
  Practiced With Light and Medium 
  Weapons: You can use light and medium 
  weapons without penalty. If you wield a 
  heavy weapon, increase the difficulty of the 
  attack by one step. Enabler.
  Skilled with the Numenera: You are 
  trained in the numenera and can attempt 
  to understand and identify its properties. 
  Enabler.
  Physically Resistant: You are trained in 
  Might defense. Enabler.
  Starting Equipment: You start with 
  clothing, two weapons (or one weapon and 
  a shield), light armor, an explorer’s pack, 
  three cyphers (chosen for you by the GM), 
  one oddity (chosen for you by the GM), and 
  3 shins (coins). If you start with a ranged 
  weapon that requires ammunition (arrows, 
  for example), you start with 12 of that 
  type of ammunition. Before selecting your 
  weapons, armor, and other gear, you might 
  want to wait until after you’ve chosen your 
  Seeker secrets, descriptor, and focus.
  Seeker Secrets: You have special abilities 
  related to exploring strange places and 
  utilizing the numenera called Seeker 
  secrets. Some Seeker secrets are constant, 
  ongoing effects, and others are specific 
  actions that usually cost points from one of 
  your stat Pools.
  Choose two of the Seeker secrets 
  described below. You can’t choose the same 
  SEEKER STAT POOLS
  Stat                   Pool Starting Value
  Might 
  9
  Speed 
  10
  Intellect 
  9
  You get 6 additional points to divide 
  among your stat Pools however you wish. 
  James Lang - hurricanelang@gmail.com - 220901
  
  20
  THIRD-TIER SEEKER
  Third-tier Seekers have the following 
  abilities:
  Expert Cypher Use: You can bear four 
  cyphers at a time.
  Seeker Secrets: Choose one of the 
  following secrets (or a secret from a lower 
  tier) to add to your repertoire. In addition, 
  you can replace one of your lower-tier 
  secrets with a different lower-tier secret.
  Controlled Fall: When you fall while you 
  are able to use actions and within reach of 
  a vertical surface, you can attempt to slow 
  your fall. Make a Speed roll. The difficulty 
  is 1 for every 20 feet (6 m) you fall. On a 
  success, you take half damage from the fall. 
  If you reduce the difficulty to 0, you take no 
  damage. Enabler.
  Device Insight (3 Intellect points): When 
  examining any numenera device, you 
  gain an idea of its capabilities or of how 
  it functions, how it can be activated or 
  deactivated, what its weakness is, how it 
  can be repaired, or any other similar query—
  the type of information is specified by you. 
  Essentially, each time you use this ability, 
  you can ask the GM one question about a 
  device. This is for difficult or strange things 
  beyond those readily identified by using the 
  numenera skill. Action.
  Resilience: You have 1 point of Armor 
  against any kind of physical damage, even 
  physical damage that normally ignores 
  Armor. Enabler.
  Seize Opportunity (4 Speed points): If 
  you succeed on a Speed defense roll to 
  resist an attack, you gain an action. You can 
  use it immediately even if you have already 
  taken a turn in the round. If you use this 
  action to attack, the difficulty of your attack 
  is reduced by one step. You don’t take an 
  action during the next round. Enabler.
  Seeker Secrets: Choose one of the 
  following secrets (or a secret from a lower 
  tier) to add to your repertoire. In addition, 
  you can replace one of your first-tier secrets 
  with a different first-tier secret.
  Boost Cypher (2 Intellect points): The 
  cypher you activate with your next action 
  functions as if it’s two levels higher. Action.
  Eye for Detail (2 Intellect points): When 
  you spend five minutes or so thoroughly 
  exploring an area no larger than a typical 
  room, you can ask the GM one question 
  about the area. The GM must answer you 
  truthfully. You cannot use this more than 
  one time per area per 28 hours. Enabler.
  Eyes Adjusted: You can see in dim light as 
  though it were bright, and in total darkness 
  as if it were extremely dim light. Enabler.
  Investigative Skills: You are trained in two 
  skills in which you are not already trained. 
  Choose two of the following: identifying, 
  perception, lockpicking, or assessing 
  danger. You can select this ability multiple 
  times. Each time you select it, you must 
  choose two different skills. Enabler.
  Navigation: You practically never get lost. 
  If finding your way ever requires a roll, the 
  difficulty of that task is reduced by three 
  steps.
  Scavenger: You always find an additional 
  cypher when scavenging from a large device 
  (a control panel or a destroyed automaton, 
  for example). Thus, if the GM determines 
  that you find two cyphers, you actually find 
  three.
  Stone Breaker: Your attacks against 
  objects inflict 4 additional points of damage 
  when you use a melee weapon that you 
  wield in two hands. Enabler.
  Survival: You can go twice as long as a 
  normal person without food, water, or even 
  air. Enabler.
  Seekers travel, explore, and discover. They’re a rare breed in the Ninth World, 
  but without them the rest of the people would be far worse off. Someone needs to 
  brave the wilderness, the mysteries of the past, and the general unknown 
  (something the Ninth World has in abundance). They aren’t afraid of the weird or 
  incomprehensible—they drive right into it.
  When you use Device 
  Insight, “The answer 
  is beyond your 
  comprehension” is a fair 
  response from the GM. 
  Sometimes information 
  gained is of no use 
  because of its alien 
  or incomprehensible 
  nature, or its utter lack of 
  context.
  James Lang - hurricanelang@gmail.com - 220901
  
  21
  NEW CHARACTER TYPES
  which you do not have the key), you find it. 
  This ability assumes that you are constantly 
  on the lookout, always looking everywhere 
  possible, peering behind obstacles, and 
  so on—if you’re running for your life, this 
  ability probably does not help you. You 
  use this ability in lieu of making a roll to 
  find the thing, but it works only if the GM 
  determines that the difficulty for finding 
  the object is level 4 or below. For each 
  level of Effort you use, the level of difficulty 
  increases by 2, so a Seeker using two levels 
  of Effort can find a specific thing of level 8 
  or below. Enabler.
  Expert: Instead of rolling, you can choose 
  to automatically succeed on a task you’re 
  trained in. The task must be difficulty 4 or 
  lower, and it can’t be an attack or defense 
  roll. Enabler.
  Skill With Attacks: Choose one type of 
  attack in which you are not already trained: 
  light bashing, light bladed, light ranged, 
  medium bashing, medium bladed, medium 
  ranged, heavy bashing, heavy bladed, or 
  heavy ranged. You are trained in attacks 
  using that type of weapon. Enabler.
  Think Your Way Out: When you wish it, 
  you can use points from your Intellect Pool 
  rather than your Might or Speed Pool on 
  any noncombat action. Enabler.
  Trapfinder (3 Intellect points): You find 
  any traps (like a floor that would give way 
  beneath you) or mechanical triggers to a 
  trap or defense system that might pose a 
  threat without setting them off. You use 
  this ability in lieu of making a roll to find 
  them. This ability can find traps of level 4 or 
  below. For each level of Effort you use, the 
  level of traps potentially found increases by 
  2, so a Seeker using two levels of Effort can 
  find all traps of level 8 or below. Action.
  FOURTH-TIER SEEKER
  Fourth-tier Seekers have the following 
  abilities:
  Seeker Secrets: Choose one of the 
  following secrets (or a secret from a lower 
  tier) to add to your repertoire. In addition, 
  you can also replace one of your lower-tier 
  secrets with a different secret from the 
  same lower tier.
  Boost Cypher Even More (4 Intellect 
  points): Add 3 to the functioning level 
  of a cypher that you activate with your 
  next action, or change one aspect of its 
  parameters (range, duration, area, etc.) 
  by up to double or down to a tenth. 
  Action.
  Experienced Finder (5 Intellect 
  points): When you are looking 
  for something specific, such as 
  a particular chemical needed to 
  complete a vaccine for a disease, a 
  spare part required to repair a damaged 
  device, the tracks of a specific beast, or 
  the sword that a thief stole from you, this 
  ability is of great use. For the next 28 hours, 
  if you come within a short distance of the 
  thing and circumstances are such that it is 
  possible for you to perceive the thing (for 
  example, it’s not in a locked chamber for 
  When a Seeker has an 
  ability like Experienced 
  Finder, they probably 
  don’t have some kind of 
  “sixth sense.” The ability 
  assumes they are actively 
  searching for what they 
  seek, without the player 
  having to constantly 
  tell the GM they’re 
  searching.
  A character can’t apply 
  Effort to any task they 
  accomplish using the 
  Expert ability.
  James Lang - hurricanelang@gmail.com - 220901
  
  22
  the attack would normally ignore Armor. 
  Enabler.
  Physical Adept: Any time you spend 
  points from your Might Pool or Speed Pool 
  on an action for any reason, if you roll a 1, 
  you reroll the die, always taking the second 
  result (even if it’s a 1). Enabler.
  Vigilant (5 Might points): When you would 
  normally be dazed or stunned, you are not 
  dazed or stunned. Enabler.
  SIXTH-TIER SEEKER
  Sixth-tier Seekers have the following 
  abilities:
  Seeker Secrets: Choose one of the 
  following secrets (or a secret from a lower 
  tier) to add to your repertoire. In addition, 
  you can also replace one of your lower-tier 
  secrets with a different secret from the 
  same lower tier.
  Again and Again (8 Speed points): You 
  can take an additional action in a round in 
  which you have already acted. Enabler.
  Device Master: If given a week and 
  the right tools, chemicals, and parts, 
  you can tinker with one of your cyphers, 
  transforming it into another cypher of the 
  same type (anoetic or occultic) that you 
  had in the past. Alternatively, given two 
  weeks (and the right tools and materials, 
  of course), you can tinker with one of 
  your cyphers, transforming it into another 
  artifact that you had in the past. The GM 
  and player should collaborate to ensure that 
  the transformation is logical—for example, 
  you probably can’t transform a pill into a 
  helmet. Enabler.
  Incredible Recovery (6 Might points): You 
  move up one step on the damage track or 
  shake off any unwanted ongoing condition. 
  Action.
  Skill With Attacks: Choose one type of 
  attack, even one in which you are already 
  trained: light bashing, light bladed, light 
  ranged, medium bashing, medium bladed, 
  medium ranged, heavy bashing, heavy 
  bladed, or heavy ranged. You are trained in 
  attacks using that type of weapon. If you’re 
  already trained in that type of attack, you 
  instead are specialized in that type of attack. 
  Enabler.
  Immunity: You are utterly immune to 
  disease and poison. Enabler.
  Read the Signs (4 Intellect points): You 
  examine an area and learn precise, useful 
  details about the past (if any exist). You can 
  ask the GM up to four questions about the 
  immediate area, but each requires its own 
  roll. Action.
  Runner: Your standard movement 
  distance becomes long. Enabler.
  Tough As Nails: When you are impaired 
  or debilitated, the difficulty of Might-based 
  tasks and defense tasks is decreased by one 
  step. Each time you attempt to save yourself 
  with this ability before your next ten-hour 
  recovery roll, the difficulty increases by one 
  step. Enabler.
  FIFTH-TIER SEEKER
  Fifth-tier Seekers have the following 
  abilities:
  Adept Cypher Use: You can bear five 
  cyphers at a time.
  Seeker Secrets: Choose one of the 
  following secrets (or a secret from a lower 
  tier) to add to your repertoire. In addition, 
  you can also replace one of your lower-tier 
  secrets with a different secret from the 
  same lower tier.
  Free to Move: You ignore all movement 
  penalties and adjustments due to terrain 
  or other obstacles. You can fit through any 
  space large enough to fit your head. The 
  difficulty of any task involving breaking free 
  of bonds, something’s grip, or any similar 
  impediment is decreased by three steps. 
  Enabler.
  Mastery With Defense: Choose one 
  type of defense task in which you are 
  trained: Might, Speed, or Intellect. You are 
  specialized in defense tasks of that type. 
  Unlike most secrets, you can select this 
  secret up to three times. Each time you 
  select it, you must choose a different type of 
  defense task. Enabler.
  Modify Artifact (5 Intellect points): You 
  permanently increase the level of an artifact 
  by 1. Action.
  Numenera Adaptation: You have 2 points 
  of Armor against any attack that comes 
  from a numenera device, automaton, 
  or other mechanism. This is true even if 
  Characters can’t apply 
  Effort or other abilities to 
  any task they accomplish 
  using Tough As Nails.
  A pair of Seekers named 
  Urm and Riel explore 
  the northern reaches 
  of the Cloudcrystal 
  Skyfields. It’s said that 
  no one understands the 
  magic of the crystals 
  there better than these 
  two. Some also say that 
  they are brothers, but a 
  few wonder if one didn’t 
  somehow create the 
  other out of whole cloth 
  using secrets found in 
  that mysterious region.
  James Lang - hurricanelang@gmail.com - 220901
  
  23
  NEW CHARACTER TYPES
  The GM decides that Steve’s two cyphers 
  are a pill that adds +1 to Intellect Edge for 
  an hour when swallowed and a small device 
  that explodes with a burst of force, inflicting 
  5 points of damage to all within immediate 
  range. 
  Steve still needs to pick a descriptor and 
  a focus. He chooses the Tough descriptor, 
  which doesn’t affect his Pools but grants 
  +1 to Armor (for a total of 2 with his leather 
  jerkin) and provides +1 to his recovery rolls. 
  The descriptor also grants him training in 
  Might defense, which—since he’s already 
  trained—makes him specialized. He’s a 
  very sturdy guy. This also grants him a light 
  weapon, and he chooses a dagger.
  For his focus, Steve chooses to really go 
  far afield, and picks Employs Magnetism. 
  Now in addition to everything else, he can 
  move metal objects within short range. He’ll 
  have a lot of different options as he goes on 
  his explorations.
  SEEKER EXAMPLE
  Steve wants to create a Seeker character 
  who is both tough and smart. He puts 3 of 
  his additional points into his Might Pool 
  and 3 into his Intellect Pool; his stat Pools 
  are now Might 12, Speed 10, Intellect 12. As 
  a first-tier character, his Effort is 1, his Speed 
  Edge is 1, and his Might and Intellect Edge 
  are 0. A fairly well-rounded character.
  He chooses to use a broadsword (a 
  medium weapon that inflicts 4 points 
  of damage) and a crossbow (a medium 
  weapon that inflicts 4 points of damage 
  but requires the use of both hands). Steve 
  decides to wear a leather jerkin (light 
  armor), so for his first secret, he chooses 
  Practiced in Armor, which reduces the 
  associated penalties (negating them, 
  actually). For his second secret, he chooses 
  Decipher so he can read other languages. 
  He is trained in Might defense and 
  numenera knowledge.
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  24
  Your descriptor defines your character—it 
  flavors everything you do. The differences 
  between an Abrasive Glaive and an Altruistic 
  Glaive are considerable. The descriptor 
  changes the way those characters go about 
  every action. Your descriptor places your 
  character in the situation (the first adventure, 
  which starts the campaign) and helps 
  provide motivation. It is the adjective of the 
  sentence “I am an adjective noun who verbs.”
  The descriptors in this chapter are 
  intended to be added to the descriptors 
  in Chapter 5 of the Numenera corebook. 
  They offer additional choices for character 
  creation. When added into the mix with 
  descriptors in the corebook, racial options 
  (which are really descriptors) in the 
  corebook, and descriptors found in this 
  book, the choices are indeed many.
  Unlike the descriptors in the corebook, 
  some of the descriptors here are negative 
  in connotation. Abrasive, Insolent, Lonely, 
  and Meek, for example, are not terms that 
  most people would want to use to describe 
  themselves. Still, sometimes a character is 
  more accurately defined by something less 
  than flattering. Sometimes this negative 
  trait is the most remarkable one. Like all 
  descriptors, these have been created to help 
  shape a character, and despite their less-
  than-positive nature, they are equal in what 
  they offer a character. In other words, the 
  positive aspects of being Meek make it a 
  “balanced” choice. 
  Descriptors offer a one-time package of 
  extra abilities, skills, or modifications to your 
  stat Pools. Not all of a descriptor’s offerings 
  are positive character modifications. For 
  example, some descriptors have inabilities—
  tasks that a character isn’t good at. You can 
  think of inabilities as “negative skills”—
  instead of being one step better at that kind 
  of task, you’re one step worse. If you become 
  skilled at a task that you have an inability with, 
  they cancel out. Remember that characters are 
  defined as much by what they’re not good at 
  as by what they are good at. 
  Descriptors also offer a few brief suggestions 
  of how your character got involved with the rest 
  of the group on the first adventure. You can use 
  these, or not, as you wish.
  The general descriptor section offers 
  more than twenty new descriptors, such 
  as Gregarious, Mercurial, Obsessive, and 
  Passionate.
  The location-based descriptor section 
  covers regions outside the Steadfast or the 
  Beyond. These include Coraoan, Desert-
  Dwelling, Elychnious, Frostborn, Gaian, 
  Rayskelan, and Vralkan. 
  Last, the racial options section includes 
  seven new nonhuman races that you 
  can take as your descriptor: Artificially 
  Intelligent, Calramite, Echryni, Naiadapt, 
  Ormyrl, Proxima, and Skeane. 
  You can pick any descriptor you wish 
  regardless of whether you’re a Glaive, Nano, 
  Jack, Seeker, or Glint.
  NEW DESCRIPTORS
  CHAPTER 2
  These idiots don’t have a chance of success without you.
  Character
  Descriptor, page 47
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  25
  NEW DESCRIPTORS
  you know that the best defense is a good 
  offense, and a dead or incapacitated foe is 
  no threat to anyone.
  You’re bold, you’re quick, and some 
  might say you’re rash. A few might call you 
  dangerous, but again, those are mostly 
  cowards. Sometimes, even your allies and 
  friends need a good shaking to show them 
  what’s what, and who’s boss.
  You have the following characteristics:
  Hostile: +2 to your Might Pool.
  Rash: +2 to your Speed Pool.
  Skill: You are trained in all initiative tasks. 
  First Strike: The first time you strike a foe 
  in combat, you inflict 1 additional point of 
  damage.
  Inability: Your manner is off-putting. The 
  difficulty of tasks involving pleasant social 
  interaction is increased by one step.
  Initial Link to the Starting Adventure: 
  From the following list of options, choose 
  GENERAL DESCRIPTORS
  ABRASIVE
  You are tough to be around sometimes—
  your manner and your words are blunt, and 
  even cruel. The fineries of polite society 
  hold no value for you. Instead, you focus on 
  practical things. Things that matter. What 
  someone could accomplish with honeyed 
  words in an hour, you can accomplish in a 
  few moments with a crowbar.
  You appreciate straightforward action. You 
  don’t like to waste your time and if some 
  idiot gets in your way, you’ll not only point 
  out their idiocy, you’ll happily push right by. 
  You’re cynical, blunt, and sometimes rude. 
  Who cares what people think?
  You have the following characteristics: 
  Harsh: +2 to your Might Pool.
  Skill: You see through the nonsense. 
  You are trained at seeing through lies and 
  deception.
  Skill: You are trained in two of the 
  following skills of your choice: climbing, 
  running, breaking things, jumping, 
  swimming, lockpicking, stealth, or repair.
  Inability: The difficulty of tasks involving 
  pleasant social interaction is increased by 
  one step.
  Initial Link to the Starting Adventure: 
  From the following list of options, choose 
  how you became involved in the first 
  adventure.
  1. These idiots don’t have a chance of 
  success without you.
  2. Your goal and that of another player 
  character (PC) coincides, and maybe they 
  can be useful.
  3. You need money.
  4. The other PCs actually seem halfway 
  competent, unlike most people.
  AGGRESSIVE
  Action. Violence. These are your first 
  instincts. Problems are solved through 
  force. Strength is what matters, right? 
  Let the others sit idly by, either through 
  cowardice or indecision, but you’ll get 
  things done. Certainly no one would ever 
  call you a coward, but you’re not foolhardy. 
  You’ve got a preservation instinct. But 
  GENERAL DESCRIPTORS
  Abrasive
  Aggressive
  Altruistic
  Amusing
  Deliberate
  Devout
  Efficient
  Extraterrestrial
  Fabulous
  Gregarious
  Insolent
  Intimidating
  Lonely
  Manipulative
  Marine
  Meek
  Mercurial
  Obsessive
  Passionate
  Polyglot
  Rebellious
  Resourceful
  Subterranean
  Ultraterrestrial
  Vigilant
  Abrasive characters 
  might have the option to 
  choose other skills as one 
  of the two gained from 
  their descriptor, as long 
  as they are practical and 
  straightforward.
  James Lang - hurricanelang@gmail.com - 220901
  
  26
  ALTRUISTIC
  You try to do what’s right for its own sake. 
  You’re very generous, and sincerely enjoy 
  helping people. Some may attempt to take 
  advantage of you for these traits, but most 
  people find you likable and your actions 
  laudable. You’ve learned that to help others, 
  you need to be capable and skilled yourself. 
  Wishing to help others is an excellent 
  incentive to become as skilled and powerful 
  as you can.
  Eventually, you’re going to develop a bit of 
  a reputation as a “do-gooder.” That doesn’t 
  bother you, as long as fools don’t try to take 
  advantage of you. After all, altruistic doesn’t 
  mean stupid.
  You have the following characteristics: 
  Capable: +3 to your Might Pool.
  Skill: People like you. You are trained in all 
  pleasant social interactions.
  Expert Helper: When you use your action 
  to help someone else, they gain an asset 
  even if you are not trained in that task. 
  Enabler.
  Initial Link to the Starting Adventure: 
  From the following list of options, choose 
  how you became involved in the first 
  adventure.
  1. You just wanted to help.
  2. One of the other PCs asked for your 
  assistance and you couldn’t refuse.
  3. You found out about the PCs’ plans and 
  knew they couldn’t succeed without your 
  help.
  4. In helping another (uninvolved) 
  person, you found that your goal is the 
  same as that of the other PCs.
  AMUSING
  You are funny, charming, and extremely 
  likable. You make your friends laugh, and 
  even defuse dangerous situations with your 
  humor. 
  There’s nothing that puts people at ease 
  like a good joke. Maybe you’re good at 
  pointing out the faults of others without 
  making them feel bad. Maybe your humor 
  is self-deprecating. Maybe it’s all physical, 
  with you doing funny things with your face, 
  balancing things on your head, or wearing 
  funny clothes. Humor comes in many 
  forms. 
  how you became involved in the first 
  adventure.
  1. Things need to get done. You get things 
  done.
  2. You need something that the other PCs 
  have or are going after.
  3. There’s at least one other PC in the 
  group that understands the need for the use 
  of strength. The others will come around.
  4. Knowing your capabilities, one of the 
  other PCs asked you to join them.
  Some people think that 
  altruistic means foolish 
  or gullible. It certainly 
  doesn’t have to, just as 
  cynical and selfish doesn’t 
  always mean wise.
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  27
  NEW DESCRIPTORS
  1. Before you’d made up your mind one 
  way or another, one of the PCs dragged you 
  along on the mission.
  2. You wanted to break out of your shell a 
  little, and going with the PCs seemed like a 
  great way to do so.
  3. You wanted to prove another PC wrong 
  when they accused you of being incapable 
  of ever making a decision.
  4. You deliberated, and realized going on 
  the mission was your best course of action.
  DEVOUT 
  You are a believer in a religious faith or an 
  important, all-encompassing philosophy. 
  These beliefs help to shape the decisions 
  you make and how you see the world. 
  Your outlook gives meaning to your life 
  and the things that happen to you. On the 
  downside, it can blind you to thoughts and 
  ideas that run counter to the beliefs of your 
  faith. 
  You have the following characteristics: 
  Inwardly Focused: +3 to your Intellect 
  Pool. 
  Steadfast: Your faith gives you the 
  foundation to deal with stress. When 
  something would alter the difficulty of your 
  action to your detriment, you can negate 
  one step of the modification. Once you use 
  this ability, you cannot use it again until 
  after your next ten-hour recovery roll. 
  Initial Link to the Starting Adventure: 
  From the following list of options, choose 
  how you became involved in the first 
  adventure. 
  1. Your understanding of your religion’s 
  dogma suggested that it would be a good 
  idea. 
  2. You had a dream or vision that guided 
  you to this point. 
  3. A religious leader asked you to get 
  involved. 
  4. You believe getting involved might 
  advance your religion in an indirect manner. 
  EFFICIENT
  Forced to make do with meager means, 
  you’ve become a marvel of efficiency. You 
  never equivocate, and rarely lie because 
  it’s simply not economical to do so. If you 
  know how to write, it’s probably using a 
  Some people might tend to 
  underestimate you, thinking you a fool 
  because sometimes you pretend to be 
  foolish. That’s their problem.
  You have the following characteristics: 
  Witty: +2 to your Intellect Pool.
  Skill: People enjoy being around you. 
  You are trained in all pleasant social 
  interactions.
  Disarm With Humor (3 Intellect points): 
  You can use your action to convince a 
  hostile, intelligent foe to take no action. 
  They must be able to perceive and 
  understand you.
  Initial Link to the Starting Adventure: 
  From the following list of options, choose 
  how you became involved in the first 
  adventure.
  1. Seemed like a lark.
  2. You just really like the other PCs. 
  They’re fun to be around.
  3. One of the other PCs specifically asked 
  you to come along, but you don’t know why.
  4. You overheard the other PCs discussing 
  their plans and wanted in on the fun.
  DELIBERATE
  You don’t let events stir your emotions 
  and tempt you into actions you might later 
  regret. Others might see you as passive, 
  possibly thinking you don’t act in the 
  moment because you don’t care or are 
  afraid. It’s the opposite. You’ve found you 
  can accomplish more and stay happier 
  when you don’t immediately act while you’re 
  angry or afraid, tired or anxious. You prefer 
  to act when it’s fully you making decisions, 
  not a version of you blurred by emotion. 
  You gain the following characteristics:
  Intellectual: +4 to your Intellect Pool.
  Skill: You’re trained in puzzle-solving 
  tasks.
  Skill: You’re trained in tasks related to 
  seeing through deception.
  Skill: You’re trained in tasks related to 
  perception.
  Inability: The difficulty of all Speed 
  defense tasks is one step higher for you.
  Initial Link to the Starting Adventure: 
  From the following list of options, choose 
  how you became involved in the first 
  adventure.
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  28
  Inability: People are sometimes put off 
  by your visage or strange manner. The 
  difficulty of pleasant social interactions with 
  strangers is increased by one step.
  Initial Link to the Starting Adventure: 
  From the following list of options, choose 
  how you became involved in the first 
  adventure.
  1. The PCs found you in a stasis pod of 
  your crashed and destroyed space vessel.
  2. You sought the PCs out because you 
  thought one of them had a clue to you 
  finding a way back to your homeworld.
  3. You were abducted by strange forces from 
  the Ninth World, but the PCs rescued you.
  4. You want the PCs to show you what it 
  means to be human.
  FABULOUS
  Fabulous is more than an attribute; it’s an 
  attitude. Being who you are isn’t something 
  that just happens. It is something you plan 
  for, cultivate, and practice. A grin might 
  turn heads, but a radiant smile backed up 
  with wit and a shockingly well-put-together 
  clothing ensemble could turn heads of state. 
  Sometimes your fashion and antics risk 
  being ridiculed. But that’s all right. Taking 
  risks is part of what it means to be fabulous.
  You gain the following characteristics:
  Graceful: +2 to your Speed Pool.
  Artistic: You’re always coming up with 
  some new artistic endeavor. You’re trained 
  in any task related to creating art (such as 
  drawing, painting, or putting together the 
  perfect set of clothing to wear). You can 
  usually sell a piece of art you spend at least 
  ten hours working on for about 1d6 shins if 
  you’re in a city.
  Skill: You are trained in tasks related to 
  pleasant social interaction.
  Skill: You are trained in all Speed defense 
  tasks.
  Additional Equipment: A set of fabulous 
  clothing.
  Initial Link to the Starting Adventure: 
  From the following list of options, choose 
  how you became involved in the first 
  adventure.
  1. The PCs needed someone confident 
  and amazing along to swing the odds in 
  their favor.
  shorthand alphabet that doesn’t linger on 
  unnecessary lines and strokes. Efficiency 
  isn’t necessarily your quest, but being 
  efficient helps you accomplish your goals 
  much sooner.
  You gain the following characteristics:
  Deft: +2 to your Speed Pool.
  Skill: You’re trained in identifying 
  deceptions.
  Skill: You’re trained in all tasks involving 
  perception and solving puzzles.
  Skill: You’re trained in Intellect defense 
  tasks.
  Inability: You don’t find it efficient to lie. 
  The difficulty of any task related to deceiving 
  others is increased by one step.
  Initial Link to the Starting Adventure: 
  From the following list of options, choose 
  how you became involved in the first 
  adventure.
  1. Seeing the PCs taking the slowest 
  possible way to reach their ends, you 
  showed them a more economical path.
  2. You’ve solved all the problems where 
  you were, and moved on to new challenges.
  3. Efficient doesn’t mean boring—the PCs 
  offered you a chance to explore.
  4. You had a piece of information that the 
  other PCs needed to make their plans. 
  EXTRATERRESTRIAL
  You’re not from around here. You’re from 
  another world completely. The residents of 
  the Ninth World are familiar with the weird, 
  but you stand out as being something 
  unique—or at least very rare—on the 
  planet, which sometimes gives natives 
  pause. What you look like, the reason you 
  left your own world, and how you ended up 
  on Earth are questions for you and your GM 
  to work out. But whether you crashed, were 
  exiled, are doing research, or got lost, the 
  Ninth World is where you find yourself now. 
  You gain the following characteristics:
  Alien Biology: +2 to your Might Pool.
  Skill: To survive on a strange world, you 
  have to learn. You’re trained in three non-
  combat skills.
  Skill: The Ninth World is as strange to 
  you as you are to it, but you’ve become 
  accustomed to dealing with mental shocks. 
  You’re trained in Intellect defense tasks.
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  29
  NEW DESCRIPTORS
  most people are misguided, thick-headed, 
  and a waste of space. If someone wants 
  your attention, you usually make them 
  prove themselves first. That doesn’t win 
  you many new friends. But it’s funny to see 
  them fume. 
  You gain the following characteristics:
  Flip: +2 to your Speed Pool.
  Goad: If a creature within short range 
  has not yet attacked you, you can use your 
  action to goad it so that it does attack you. 
  It’s so angry at your impertinence that the 
  difficulty of its first attack is increased by 
  one step.
  Skill: You’re not afraid of anything, nor do 
  you put up with others’ mental games. You 
  are trained in Intellect defense tasks.
  Inability: The difficulty of all tasks relating 
  to social interaction is increased by one step.
  Additional Equipment: Thanks to your 
  insolent behavior, you have an additional 
  oddity, given to you by someone who, 
  having reached the breaking point over your 
  impudence, offered you the object if you 
  would just go away.
  Initial Link to the Starting Adventure: 
  From the following list of options, choose 
  how you became involved in the first 
  adventure.
  1. You browbeat one of the other PCs until 
  they told you what they were up to.
  2. From afar, you observed that something 
  interesting was going on and invited 
  yourself along.
  3. Someone took violent exception to your 
  insolence, but the PCs saved you. 
  4. You told your friend that nothing 
  could impress you because you'd seen it all 
  before. They brought you to your current 
  point to prove you wrong.
  INTIMIDATING
  You are imposing, either in manner or 
  stature or both. People’s eyes often grow 
  wide as you enter a room. There’s just a 
  touch of danger around you, and most 
  people can sense that. It’s off-putting and 
  unnerving, but you can certainly use it to 
  your advantage.
  Perhaps your voice is gravelly and low. 
  Perhaps it’s the hardened stare you give 
  people. Or the scars that cover your face. 
  2. You sold one of your fabulous creations 
  to one of the PCs. 
  3. You have made a few enemies and take 
  up with the PCs for protection.
  4. There is reward involved, and you need 
  the money.
  GREGARIOUS
  You love people, and they generally love you. 
  You know how to “work the crowd” and interact 
  with large groups. You’re likely to be a leader, a 
  diplomat, or a very successful businessperson. 
  You just really like to be around people—you’re 
  generally interested in what they have to say, 
  and what they think about things. You ask a 
  lot of questions, and are generous and kind to 
  those that deserve it (and in fact, you’re often 
  willing to give latitude to people that others 
  would give up on).
  You have the following characteristics: 
  Likable and Informed: +2 to your Intellect 
  Pool.
  People Person: When you are within 
  immediate range of at least two allies, the 
  difficulty of one noncombat-related task is 
  decreased by one step. You can do this only 
  once, but its use is restored each time you 
  make a recovery roll.
  Getting the Word: If you spend an hour 
  amid a large group of people, you can glean 
  the general rumors, gossip, or opinions 
  held.
  Initial Link to the Starting Adventure: 
  From the following list of options, choose 
  how you became involved in the first 
  adventure.
  1. You asked around, and learned 
  the other PCs were doing something 
  interesting.
  2. You bought the other PCs a round of 
  drinks and they welcomed you into their 
  ranks.
  3. You gathered the other PCs together for 
  the task at hand.
  4. It’s better than being alone.
  INSOLENT
  Why should you have to put up with others’ 
  shortcomings? In your opinion, most 
  people are idiots, your friends excluded. If 
  you're being completely honest, compared 
  to your versatility and obvious superiority, 
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  30
  Initial Link to the Starting Adventure: 
  From the following list of options, choose 
  how you became involved in the first 
  adventure.
  1. You saw that the other PCs were in 
  trouble and moved in on your own to see 
  what was going on.
  2. You heard rumors that the other 
  PCs were doing something interesting or 
  profitable.
  3. One of the other PCs is a childhood 
  friend of yours.
  4. One of the other PCs hired you to be a 
  bodyguard.
  LONELY
  There are many possible reasons why you’re 
  lonely. Maybe you’re on the run from justice 
  (or injustice), and it’s not safe to show 
  your face. Maybe your friends are missing, 
  or dead. Or maybe you’re just really bad 
  with people, and whenever you try to make 
  friends, you inadvertently rebuff them. But 
  for good or for ill, you’re getting used to 
  being alone.
  Self-Reliant: +2 to your Might Pool.
  Skills: You have to fill the time you’re 
  alone with something. You are trained in 
  four noncombat skills of your choice.
  Side Track: While talking, you annoy 
  and distract another creature, even if the 
  creature can’t understand you. For as long 
  as you do nothing but speak (you can’t 
  even move), the other creature takes no 
  actions other than to defend itself, even 
  over multiple rounds. If the creature 
  is attacked, the effect ends. You 
  can do this one time, although 
  the ability is renewed each time you make a 
  recovery roll.
  Inability: Willpower is not one of your 
  strong points. Whenever you try to resist a 
  mental attack, the difficulty is increased by 
  one step.
  Inability: You’re not the outdoorsy type. 
  The difficulty of all climbing, running, 
  jumping, and swimming tasks is increased 
  by one step.
  Initial Link to the Starting Adventure: 
  From the following list of options, choose 
  how you became involved in the first 
  adventure.
  Or maybe you’re just a looming presence 
  with a big weapon. Whatever it is, you scare 
  people.
  You have the following characteristics: 
  Skill: You are trained in all intimidation 
  tasks.
  Lower Morale (2 Intellect points): If you 
  use your action in a combat situation, 
  you can make all foes within immediate 
  distance hesitate, modifying the difficulty of 
  their next action to their detriment.
  Cause Fear (3 Intellect points): If you use 
  your action in a combat situation, you can 
  make one foe within immediate distance 
  use their next action to move away from 
  you.
  As an option, a 
  GM could give an 
  Intimidating character 
  an inability with pleasant 
  social interaction tasks. 
  However, in that case, 
  the character should be 
  trained in a skill such 
  as breaking things (if 
  they’re big and powerful), 
  stealth (if they’re sly and 
  sinister), or something 
  else appropriate.
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  31
  NEW DESCRIPTORS
  You have the following characteristics: 
  Skill: You are trained in swimming.
  Water Breathing: You can breathe water 
  and air equally well, for an unlimited time.
  Underwater Adaptation: You see twice 
  as well as a human does underwater. Your 
  body adapts to pressure well, and you can 
  survive incredible depths. You do not face 
  any of the normal underwater penalties for 
  movement or combat.
  Inability: Out of the water, your vision is 
  blurry and your hearing a bit muted. The 
  difficulty of all perception tasks out of water 
  is increased by one step.
  Inability: Out of the water, you are a bit 
  clumsy. The difficulty of any Speed-based 
  action out of the water, other than defense, 
  is increased by one step.
  Initial Link to the Starting Adventure: 
  From the following list of options, choose how 
  you became involved in the first adventure.
  1. The mission involves going underwater, 
  and one of the other PCs came to you for 
  help.
  2. You were sent by the wise among your 
  own kind to perform a task. It turns out the 
  other PCs have a similar goal for unrelated 
  reasons. 
  3. You were lost on the surface, but one of 
  the other PCs befriended you.
  4. A foe that the PCs will go up against 
  wronged you, and you want revenge.
  MEEK
  You are quiet, unassuming, and not entirely 
  confident. You might not see yourself as 
  cowardly—just careful. You’re not great at 
  facing challenges, and easily back down 
  when threatened.
  On the other hand, you’re quick, and 
  good at hiding and keeping abreast of 
  what’s going on around you. Because you 
  haven’t ventured forth into dangerous 
  situations often, you spent that time instead 
  focused on a variety of areas of study.
  You probably maintain a relatively 
  nondescript appearance and generally don’t 
  attempt to call attention to yourself.
  You have the following characteristics: 
  Nimble: +2 to your Speed Pool.
  Skill: You are trained in sneaking and 
  hiding.
  1. You were so lonely, you jumped at the 
  first offer a PC made you.
  2. Coming along was better than staying 
  by yourself.
  3. Joining the PCs gives you an 
  opportunity to escape justice for a crime 
  you committed.
  4. You didn’t want to come, but you 
  needed the money.
  MANIPULATIVE
  People are easy. If you spend enough time 
  with someone, you soon learn what is 
  most important to them. Once you know 
  that, you can use that knowledge to your 
  own advantage, and get what you want 
  from them. It’s not that you’re interested in 
  hurting people for the sake of seeing them 
  suffer. Not at all. You just want what you 
  want, and manipulating others is by far the 
  easiest way to that end.
  Devious: +2 to your Intellect Pool.
  Skill: You are trained in deception. 
  Skill: You are trained in persuasion.
  Skill: You are trained in intimidation. 
  Cautious: You are devious, not quick. Any 
  time you spend points from your Speed 
  Pool, it costs you 1 more than usual.
  Initial Link to the Starting Adventure: 
  From the following list of options, choose how 
  you became involved in the first adventure.
  1. You convinced the PCs to take you 
  along.
  2. You created a situation where you were 
  indispensable to the mission.
  3. In a rare turnaround, you were 
  manipulated into accepting a mission you 
  would’ve normally avoided.
  4. This mission ties in with a personal, 
  and secret, goal of your own.
  MARINE
  You are literally an aquatic creature. Either 
  by mutation, experimentation, or heritage, 
  you have some qualities of a marine 
  creature. You very likely live either in the 
  water or near it. While you’re not helpless 
  out of water, you’re much better off when 
  you’re swimming or otherwise underwater.
  Your appearance is likely quite striking—
  scales, fins, or gills might be a part of your 
  natural physique.
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  32
  Changeable: Changing tacks sometimes 
  achieves your objective. When you fail at a 
  task, you can change the way you go about 
  achieving it and roll twice on the second 
  attempt and take the higher result. For 
  example, instead of trying to pick the lock 
  a second time, you might elect to bash the 
  door down. Or instead of trying to skewer 
  the tetrahydra with your sword a second 
  time, you might take a shot with your 
  buzzer.
  Skill: People never know what to think 
  with you. You are trained in deception.
  Inability: By changing your mind so often, 
  you leave yourself open to manipulation. 
  The difficulty of any Intellect defense task is 
  increased by one step.
  Initial Link to the Starting Adventure: 
  From the following list of options, choose 
  how you became involved in the first 
  adventure.
  1. The mood to help struck you, so you 
  helped the other PCs out with a problem.
  2. You jumped in to save one of the PCs 
  from danger.
  3. It seemed like a good idea at the time.
  4. You know you’re impulsive in a way 
  that can sometimes lead you to do things 
  that aren’t in your best interest. Helping 
  with the PCs’ mission seemed like a way to 
  moderate yourself.
  OBSESSIVE
  Few things are as wonderful as getting 
  lost in doing what you love to do. Time 
  slips past, hour after hour, while you’re 
  in the flow. Whether you are obsessed 
  with studying a particular aspect of the 
  numenera, insects, mutants, or killing 
  bandits, your particular ability to sink into 
  what most interests you, at least for the 
  time being, is what allows you to succeed. 
  Everything else seems less important, which 
  allows you to focus.
  Skill: You are trained in two areas of 
  knowledge of your choice.
  Skill: You are trained in perception.
  Skill: You are trained in Speed defense.
  Easily Intimidated: Any time you are 
  confronted with a situation where you 
  could suffer damage, you must first make 
  an Intellect defense roll, with the difficulty 
  being equal to the level of the threat. If you 
  fail, you cannot act for one round, and when 
  you do act, the difficulty of all tasks related 
  to that threat is increased by one step.
  Inability: The difficulty of resisting 
  intimidation, threats, or fear-inducing 
  effects is increased by one step.
  Initial Link to the Starting Adventure: 
  From the following list of options, choose 
  how you became involved in the first 
  adventure.
  1. One of the other PCs saved your life 
  previously, so you’ve (somewhat reluctantly) 
  agreed to help.
  2. One of the other PCs intimidated you 
  into coming along.
  3. The alternative to joining the PCs was 
  even more frightening.
  4. You didn’t want to, but you’re desperate 
  for money.
  MERCURIAL
  You’re not moody—you’re adaptable. People 
  who never change their mind are people 
  who never learn, or who never want to. If 
  new information comes your way (or you 
  reimagine how you’ve been thinking about a 
  topic), you don’t let how you used to regard 
  something sway your newest opinion. 
  Life is too short to do the same thing the 
  same way for all your remaining days. The 
  same is true for your emotions—you enjoy 
  experiencing the full range. 
  You gain the following characteristics.
  Volatile: +2 to your Speed Pool.
  Mercurial defines someone as moody, unpredictable, and given to changing 
  their mind for no apparent reason.
  Technically, PCs using 
  Changeable are not 
  retrying the same task 
  when they change tacks 
  to achieve the same end, 
  and may not have to 
  apply a level of Effort as 
  they would for regular 
  retries.
  The “easily intimidated” 
  aspect of Meek characters 
  can be punishing. 
  A character making 
  the defense roll faces 
  the inherent inability 
  that comes with the 
  descriptor. If they fail that 
  defense roll, the penalty 
  applies even to tasks in 
  which they are trained. 
  So a Meek character 
  intimidated by a foe in 
  combat effectively loses 
  the training in Speed 
  defense, for example, as 
  it is canceled out because 
  the difficulty of all tasks 
  related to fighting the foe 
  is increased by one step.
  Tetrahydra,
  page 262
  Buzzer, page 79
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  33
  NEW DESCRIPTORS
  You might just be seen as a “hot-head” 
  by some—temperamental and dangerous. 
  But even if that’s true, you keep your word 
  and take your commitments seriously, and 
  it’s hard to find fault with that. You won’t let 
  any challenge stand in your way. You charge 
  right in.
  You have the following characteristics: 
  Skill: You are trained in running, climbing, 
  and swimming.
  Fever: You are a devil when angered, 
  inflicting 1 additional point of damage with 
  any attack.
  Fire Inside: You have the ability to lower 
  the difficulty of an action by one step when 
  doing so can be justified by your passion. 
  You can do this only once, but its use is 
  restored each time you make a recovery roll.
  Inability: Your temper is hard to control. 
  The difficulty of any task requiring restraint 
  or subtlety, including sneaking or lying, is 
  increased by one step.
  Initial Link to the Starting Adventure: 
  From the following list of options, choose 
  how you became involved in the first 
  adventure.
  You gain the following characteristics:
  Your Obsession: At the beginning of 
  each day, choose one topic or ideal on 
  which you will concentrate. For the rest of 
  that day, you’re obsessed with that choice. 
  This doesn’t mean you ignore anything not 
  related to your obsession—it just means 
  you are at your best when performing tasks 
  related to it, and slightly inattentive when 
  performing tasks that are not.
  Enthralled: When you attempt a task that 
  is directly related to your current obsession, 
  the difficulty of that task is one step lower. The 
  player and GM can decide whether a particular 
  situation warrants the step reduction.
  Preoccupied: When you attempt a 
  task that is not related to your current 
  obsession, the difficulty of that task is one 
  step higher. The player and GM can decide 
  whether a particular situation warrants the 
  step increase.
  Initial Link to the Starting Adventure: 
  From the following list of options, choose how 
  you became involved in the first adventure.
  1. You wouldn’t take no for an answer 
  when you asked the PCs if you could join 
  their mission.
  2. You were preoccupied with something 
  else, and didn’t realize what you’d agreed to 
  until it was too late.
  3. You believed that you could learn a lot 
  by joining the other PCs.
  4. One of the PCs asked you to come 
  along, believing that your dogged nature 
  would be invaluable to the mission.
  PASSIONATE
  A fire burns in you. Whether that fire is for 
  a person, a place, a people, a concept, or 
  something else, you are driven by this 
  fire. Passionate characters are 
  sometimes champions for a 
  cause, or defenders of a faith. 
  Or they might just be driven 
  individuals. 
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  34
  translation of some old text, and bring you 
  in to help.
  3. Seeking new people and the new 
  languages they might speak entices you to 
  join the mission.
  4. One of the other PCs speaks a language 
  you don’t know, and you want to learn it.
  REBELLIOUS
  You don’t trust authority. That goes double 
  for authority that has proven itself to be 
  cruel, conniving, and working against the 
  interests of those held in its sway. But 
  you find examples of corrupt authority all 
  around you, not just at the highest levels of 
  governance. It seems like a truism that in 
  any collection of people, some subset seeks 
  power not for everyone else’s benefit, but 
  merely for themselves. You’re the cure to 
  their control.
  You gain the following characteristics.
  Tough: +2 to your Might Pool.
  Headstrong: The GM can introduce a GM 
  intrusion on you (as if you had rolled a 1 on 
  a d20), without awarding you any XP, based 
  on your always-charging-ahead nature. 
  However, if this happens, 50% of the time, 
  your headstrong nature works to your 
  advantage. Rather than hurting you, it helps, 
  or it hurts your enemies. For example, you 
  might discover you’re charging many more 
  enemies than you realized, but they are 
  intimidated by your “conviction” and run. 
  You and the GM should work together to 
  determine the details. The GM can also use 
  GM intrusions based on your headstrong 
  nature normally (awarding XP) if she 
  desires.
  Skill: You’re defiant. You are trained in 
  Intellect defense rolls.
  Initial Link to the Starting Adventure: 
  From the following list of options, choose 
  how you became involved in the first 
  adventure.
  1. The PCs’ mission was the kind of 
  rebellious action you believe in, so you 
  joined them. 
  2. You recruited the team to help deal with 
  something you couldn’t manage on your own.
  3. You think you can convince the PCs to 
  join your cause if you help them with their 
  goals for a while.
  1. You are madly in love with one of the 
  other PCs and will do anything for them.
  2. The mission the other PCs were 
  planning seemed vital to you, for your own 
  reasons. They had no choice but to let you 
  get involved.
  3. You were guided to the other PCs and 
  their task by someone you deeply respect.
  4. You’re looking for a cause worthy of you 
  and your skills.
  POLYGLOT
  Languages come easily to you. Picking up 
  the basics of a new language is a task you 
  can do in just a few days. In a few weeks, 
  you’re using idiom like a native speaker. 
  People like you. You always seem to 
  know the right thing to say, and you 
  genuinely listen to what they have to say—if 
  for no other reason than to continue to 
  understand language as a general concept.
  More than most, you are a traveler, 
  eager to seek out new places, people, 
  and of course, languages. Your physical 
  appearance isn’t likely your main concern. 
  You’re more cerebral than that.
  You have the following characteristics: 
  Insightful: +2 to your Intellect Pool.
  Skill: You start with fluency in four 
  different languages of your choice.
  Skill: You are trained in pleasant social 
  interaction.
  Language Mastery: If you hear a language 
  spoken for an hour or so, you can attempt a 
  difficulty 6 task to discern basic meaning of 
  anything spoken in that language thereafter. 
  If you hear a language spoken for a day or 
  so, the difficulty becomes 4. After a week, 
  the difficulty becomes 2. After two weeks, 
  you are fluent in the language.
  Inability: Your intelligence focuses on 
  language, but not science. The difficulty of 
  any task requiring scientific understanding 
  is increased by one step.
  Initial Link to the Starting Adventure: 
  From the following list of options, choose 
  how you became involved in the first 
  adventure.
  1. You overheard the other PCs talking 
  about their plans and wanted to join in.
  2. In order for the group to get the 
  information needed to start, they need a 
  GM intrusion,
  page 88
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  35
  NEW DESCRIPTORS
  SUBTERRANEAN
  You prefer the close dark of tunnels, caves, 
  buried corridors, and ancient underground 
  passages to the open air. You’ll put up 
  with overland travel, but you really come 
  into your own once you head into a ruin or 
  buried vault. You never feel more alive than 
  when you are squeezing through apertures 
  that wake instant claustrophobia in others.
  You gain the following characteristics:
  Sturdy: +2 to your Might Pool.
  Skill: You’re trained in tasks related to 
  finding your way and avoiding becoming lost.
  Skill: You’re trained in climbing tasks.
  Skill: You’re trained in tasks related to 
  squeezing into and out of tight places.
  Inability: You’re slightly unsettled in open 
  spaces. You regain 1 less point than normal 
  when you make recovery rolls out in the 
  open (minimum 1 point).
  Additional Equipment: You have a 
  glowglobe, a dozen pitons, and a rope.
  Initial Link to the Starting Adventure: 
  From the following list of options, choose 
  how you became involved in the first 
  adventure.
  1. The PCs wanted assistance exploring 
  an underground ruin, and recruited you to 
  help.
  2. You found the PCs lost beneath the 
  ground, and showed them a safe way out.
  3. Against your better judgment, you 
  joined the other PCs because you saw that 
  they were in danger.
  4. You need money to fund explorations 
  of even deeper areas underground.
  ULTRATERRESTRIAL
  You’re from another dimension, one 
  radically different than the one where you 
  find yourself now. Three dimensions of 
  space and one of time took you a while to 
  adapt to, but you’ve almost figured out what 
  it means to be a “solid, living creature” 
  in a place where time moves only in one 
  direction. In fact, you’ve taken a shape that 
  conforms with those who call themselves 
  “humans” on this plane. You see the 
  benefits of causality, but you miss your own 
  dimension, where cosmic rules and reality 
  were more flexible.
  4. You’re an escaped rebel fleeing an 
  authority you undermined. The PCs can 
  help keep you safe. 
  RESOURCEFUL
  When things look tight, you’re the one your 
  friends expect to find the way out or figure 
  out what to do next. You don’t find it a 
  burden. Figuring out what’s next or finding a 
  clue that points the way forward is the kind 
  of challenge you enjoy. If nothing else, you 
  come prepared to most situations carrying 
  a variety of small tools that just might serve 
  in a pinch.
  You gain the following characteristics:
  Smart: +2 to your Intellect Pool.
  Skill: You are eager to learn. You are 
  trained in any task that involves learning 
  something new, whether you’re talking to a 
  local to get information or digging through 
  old books to find lore.
  Planner: You’re the one with a plan. When 
  you observe or study a location for at least 
  one round as your action, the next time you 
  interact with it (possibly in the following 
  round), the difficulty of a related task 
  (such as finding a clue, a tool, or a secret 
  compartment) is reduced by one step.
  Inability: You tend to fixate on the details, 
  making you somewhat oblivious to what’s 
  going on around you. The difficulty of 
  any task to notice danger around you is 
  increased by one step.
  Additional Equipment: You have a bag of 
  light tools.
  Initial Link to the Starting Adventure: 
  From the following list of options, choose 
  how you became involved in the first 
  adventure.
  1. Another PC approached you to get your 
  opinion on the mission, having heard how 
  resourceful you were.
  2. You were interested in what the other 
  PCs were up to and decided to go along 
  with them.
  3. In order to get the PCs to agree to 
  help you achieve a goal at a later time, you 
  agreed to go on their mission first.
  4. You have always wanted to see the 
  place where the other PCs are going.
   
  Bag of light tools, 
  page 82
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  36
  3. The PCs released you from the lab of a 
  Nano who had been studying you.
  4. The other PCs were caught in a 
  dimensional anomaly, and you helped them 
  escape back to their home plane, even 
  though that meant you had to go with them.
  VIGILANT
  You keep watch for the safety and protection 
  of others (and sometimes, just for yourself). 
  Your attention pays off, allowing you to 
  detect when others lie and when foes wait 
  in ambush, and to concentrate your mind 
  more fully on the tasks you deem to be 
  important.
  You gain the following characteristics:
  Mindful: +2 to your Intellect Pool.
  Skill: You are trained in detecting 
  deception.
  Skill: You are trained in initiative actions. 
  Additional Equipment: You have a 
  spyglass.
  Initial Link to the Starting Adventure: 
  From the following list of options, choose 
  how you became involved in the first 
  adventure.
  You gain the following characteristics.
  Versatile: You get 4 additional points to 
  divide among your stat Pools.
  Skill: You are trained in tasks related to 
  knowing about alternate dimensions.
  Noncausal: When you roll a die on a task 
  and get a result you don’t like, you can insert 
  yourself a few seconds back in your own 
  timeline and reroll and choose the result you 
  like best. However, when you take advantage 
  of this ability, reality rebounds and you are 
  dazed, increasing the difficulty of all your 
  tasks by one step on your next turn.
  Inability: Despite all your practice, this 
  new reality you find yourself living in is 
  still a bit of a shock. The difficulty of your 
  Intellect defense tasks is increased by one 
  step.
  Initial Link to the Starting Adventure: 
  From the following list of options, choose 
  how you became involved in the first 
  adventure.
  1. When you fell out of the dimensional 
  anomaly, the PCs helped you adjust.
  2. You came to this dimension to explore, 
  and the PCs were looking for someone to fill 
  out their company.
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  37
  NEW DESCRIPTORS
  You have the following characteristics: 
  Light: +3 to your Speed Pool. 
  Skill: You are trained in all tasks related 
  to the history of Corao and the surrounding 
  regions. 
  Skill: You are trained in all tasks having to 
  do with the numenera. 
  Initial Link to the Starting Adventure: 
  From the following list of options, choose 
  how you became involved in the first 
  adventure. 
  1. You were in need of money. 
  2. You wanted to gain access to more 
  numenera. 
  3. The rest of the group was new to your 
  land and needed a guide. 
  4. You were in the wrong place at the 
  wrong time.
  DESERT-DWELLING 
  You hail from the dry wastelands of Vralk 
  or somewhere equally arid and hot. You are 
  experienced in looking for food and water 
  where such things are scarce. You know how 
  to avoid the heat from the sun and from the 
  volcanic eruptions and ashfalls. Although 
  you are acquainted with the dangers of the 
  arid wasteland from which you hail, you are 
  likewise unfamiliar with places that are cold 
  or wet. Your clothing is probably designed 
  to protect you from the heat and sun, and 
  you likely have myriad pockets for stashing 
  extra food, water, and other essentials. 
  You have the following characteristics: 
  Resistant: +4 to your Might Pool. 
  Long-suffering: You can go twice as long 
  without food and water as another human. 
  Skill: You are trained in any task involving 
  resisting damage from heat, and you have 
  +2 to Armor that applies only to damage 
  from heat. 
  Skill: You are trained in any task involving 
  finding food or water.
  Inability: You have an inability in any task 
  involving resisting damage from cold. 
  Inability: You have an inability in any task 
  involving swimming or handling watercraft. 
  Initial Link to the Starting Adventure: 
  From the following list of options, choose how 
  you became involved in the first adventure. 
  1. The others were inexperienced in the 
  desert and needed a guide. 
  1. You feared for the safety of one of the 
  other PCs, and wanted to protect them from 
  danger.
  2. You believe that you can do more for 
  your cause if you join the PCs.
  3. You saw that it was in your own best 
  interest to join the other PCs.
  4. One of the other PCs did a favor for 
  you, and now you’re repaying that obligation 
  by helping them with the task at hand. 
  LOCATION-BASED 
  DESCRIPTORS
  These location-based descriptors are 
  provided as an option for characters who 
  are firmly connected to their place of origin 
  (or to another place that strongly calls to 
  them for some other reason). Sometimes 
  these connections are to the land itself, 
  other times to the political sensibilities of 
  a place, and still other times to the cultural 
  norms in which a character was raised.
  Whether the relationship between the 
  character and the locale is positive or 
  negative, the connection pulls at the PC, 
  defining who they are. Not everyone from 
  an area has these characteristics—in 
  fact, having such strong ties to a place 
  is unusual—but those who do embody 
  the very essence of a place in their skills, 
  mindset, and actions.
  The descriptors here include locations 
  covered in the Ninth World Guidebook.
  CORAOAN 
  You come from the other side of the world, 
  a place accessible to those in the Steadfast 
  only through the Great Reach. Corao is 
  a land of history, tradition, and complex 
  customs. As an exemplar of this land, you 
  are a student of history and the numenera, 
  but you are also quick witted and light on 
  your feet. The people of Corao sail the skies 
  in their soarcraft and consider the sky their 
  home as much as the land. To you, speed is 
  more important than endurance. Movement 
  is life. You see yourself as the latest part of 
  a continuous line that spans all of Earth’s 
  history. This gives you a deeper connection 
  with the numenera, which is not the leftovers 
  of a mysterious past, but your birthright. 
  Corao: see Ninth World 
  Guidebook, page 187
  Soarcraft: see Ninth 
  World Guidebook,
  page 187
  Vralk: see Ninth World 
  Guidebook, page 125
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  38
  or climbing) in conditions that would 
  otherwise be more difficult due to ice or 
  snow. 
  Skill: You are trained in any task involving 
  resisting damage from cold, and you have 
  +2 to Armor that applies only to damage 
  from cold.
  Skill: You are trained in handling euriegs 
  and driving a eurieg-pulled sledge. 
  Inability: You have an inability in any task 
  involving resisting damage from heat. 
  Initial Link to the Starting Adventure: 
  From the following list of options, choose 
  how you became involved in the first 
  adventure. 
  1. You needed to get somewhere warm. 
  2. You were exiled from your home for a 
  past transgression. 
  3. The others were inexperienced in the 
  frozen wilderness and needed a guide. 
  4. You needed help to learn how to get 
  along beyond the borders of your frozen 
  homeland.
  GAIAN 
  You are from Lostrei, the Spiritlands. As a 
  believer in the animism-based faith of your 
  people, you see a unity in all things from the 
  spirits that flow through the world. Thus, 
  you love and respect animals and have a 
  rapport with them.
  Like most Gaians, you are egalitarian and 
  can’t abide the idea of slavery or a heavily 
  classist society. Individual freedom is 
  important to you—important enough that 
  you’ll fight for it. 
  You have the following characteristics: 
  Empathic: +2 to your Intellect Pool. 
  Graceful: +2 to your Speed Pool. 
  Skill: You are trained in any task having 
  to do with interacting with, caring for, or 
  training animals. 
  Initial Link to the Starting Adventure: 
  From the following list of options, choose 
  how you became involved in the first 
  adventure. 
  1. It seemed a good way to uphold 
  important causes like justice and freedom. 
  2. The spirits told you to. 
  3. You needed to get away from your 
  home and see the world. 
  4. You needed money.
  2. You needed help to learn how to get 
  along beyond the borders of your desert 
  home. 
  3. It seemed like the only way to survive. 
  4. The others had food and water.
  ELYCHNIOUS 
  You hail from the Black City. As is typical for 
  those of your kind, you are quiet, subdued, 
  and calm. You tend to avoid wearing bright 
  colors or adopt ostentatious appearances 
  of any kind. Some people might mistake 
  you for sullen or distant. You value learning, 
  history, and lore, except for knowledge of 
  powered numenera or the science behind 
  such things. You believe that demons dwell 
  within stone and metal as well as in severe 
  weather and storms. You prefer to be in 
  high places rather than on the ground when 
  possible, and you don’t like being out in the 
  open. 
  You have the following characteristics: 
  Studious: +4 to your Intellect Pool. 
  Skill: You are trained in tasks involving 
  botany, zoology, or biology. 
  Skill: You are trained in climbing. 
  Inability: You have an inability in 
  understanding or using powered numenera, 
  including ray projectors, automatons, 
  force fields, vehicles, and so on—anything 
  requiring a nonliving power source. 
  Initial Link to the Starting Adventure: 
  From the following list of options, choose 
  how you became involved in the first 
  adventure. 
  1. You needed to leave the city and 
  discover the world. 
  2. It seemed an important way to combat 
  the demons of the earth and air. 
  3. Gallitaius himself asked you to get 
  involved. 
  4. You were exiled from the city for a past 
  transgression. 
  FROSTBORN 
  You are from the region known as the 
  Frozen South. You are tough, able to shrug 
  off ice and cold that would debilitate others. 
  You have the following characteristics: 
  Stalwart: +2 to your Might Pool. 
  Skill: You are trained in any task involving 
  moving (walking, running, jumping, 
  The Black City: see Ninth 
  World Guidebook, page 
  70
  Eurieg: level 4, moving 
  across difficult terrain 
  as level 6; Armor 2; long 
  movement; can move a 
  short distance and attack 
  as level 5, inflicting 8 
  points of damage. See 
  Ninth World Guidebook, 
  page 229
  Lostrei: see Ninth World 
  Guidebook, page 100
  Gallitaius: see Ninth 
  World Guidebook,
  page 73
  Frozen South: see Ninth 
  World Guidebook,
  page 77
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  39
  NEW DESCRIPTORS
  4. You were once a celebrated member of 
  the bonebreakers who answer to Trau Yad, 
  and you are trying to start a new life out of 
  the spotlight. 
  VRALKAN 
  You hail from Vralk and fit the stereotype 
  of the typical Vralkan—you follow the Red 
  Gods, see violence and intimidation as 
  the answer to most of life’s problems, and 
  were never introduced to concepts like 
  compassion and mercy. You value hunting 
  and physical challenges (particularly 
  combat), and you delight in seeing the 
  blood of your defeated enemies spilled on 
  the ground.
  You have the following characteristics: 
  Steely: +4 to your Might Pool. 
  Bloodthirsty: If you are fighting a wounded 
  foe, you deal 1 additional point of damage. 
  RAYSKELAN 
  You feel most at home when surrounded by 
  the smells and sounds of the ocean, when 
  you can sense that the land doesn’t go on 
  forever, and when you know that at any time 
  you are never more than a few hours’ walk 
  from the touch of the sea. Being inland, 
  far from any connection to the sea, makes 
  you feel ill at ease. You probably worship 
  the moon as your main god, believing that 
  the sky is a second, larger sea that mirrors 
  the one you love so dearly. To that end, you 
  are not afraid of death, and in fact have 
  prepared for it, ensuring that someone 
  close to you will put you under the waves 
  for three days so that you can travel from 
  your body to become a bioluminescent 
  creature in the skysea. It’s likely that you 
  speak a language known only to you and 
  those of your hometown, as well as Ayon 
  and whatever bits of the Truth you’ve 
  managed to pick up in your travels. Your 
  clothing is probably designed to absorb 
  little and dry quickly, letting you move 
  between two worlds with ease. 
  You have the following characteristics: 
  Agile: +4 to your Speed Pool. 
  Pliant: You are at home on both water and 
  land, adept at switching between the two. At 
  the beginning of each day, you can choose 
  to be trained either in running and jumping, 
  or in swimming and sailing. 
  Additional Equipment: You carry a unique 
  token that you found on the shore of your 
  home island long ago, as well as 12 airels. 
  Initial Link to the Starting Adventure: 
  From the following list of options, choose 
  how you became involved in the first 
  adventure. 
  1. Against your better judgment, you 
  joined the other PCs because you saw that 
  they were in danger. 
  2. One of the other PCs is 
  interested in languages and invited 
  you to join them so that they might 
  learn Ayon. 
  3. You have been away from 
  your beloved islands for a long 
  time, and one of the PCs reminds 
  you of your home for a reason 
  you can’t yet put your finger 
  on. 
  The name Rayskelan 
  derives from the Rayskel 
  Kays; see Ninth World 
  Guidebook, page 155
  Trau Yad: see Ninth 
  World Guidebook,
  page 157
  Red Gods: see Ninth 
  World Guidebook,
  page 24, 126
  Ayon: see Ninth World 
  Guidebook, page 156
  Airel: see Ninth World 
  Guidebook, page 159
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  40
  been an organic creature whose mind was 
  uploaded into a machine.
  Your body, of course, is also a machine. 
  This means that most people will refer to 
  you as an automaton, although you know 
  that term doesn’t describe you very well, 
  as you are as free-willed and free-thinking 
  as they are. Machine bodies vary greatly, of 
  course, but the game mechanics included 
  below assume a fairly humanoid body 
  constructed of advanced materials.
  Artificially Intelligent characters are 
  almost always loners. Only in the rarest of 
  circumstances do they gather together and 
  form any kind of society (although the Weal 
  of Baz could be considered such a thing).
  You gain the following characteristics:
  Superintelligent: +4 to your Intellect Pool.
  Artificial Body: +3 to your Might Pool and 
  Speed Pool.
  Shell: +1 to Armor.
  Limited Recovery: Resting restores points 
  only to your Intellect Pool, not to your Might 
  Pool or Speed Pool.
  Mechanics, Not Medicines: Conventional 
  healing methods, including the vast 
  majority of numenera restorative devices, 
  do not function to restore points to any of 
  your Pools. You can recover points to your 
  Intellect Pool only by resting, and you can 
  recover points to your Speed and Might 
  Pools only through repair. 
  Machine Vulnerabilities and Invulnerabilities: 
  Damaging effects and other threats that rely 
  on an organic system—poison, disease, cell 
  disruption, and so on—have no effect on 
  you. Neither do beneficial drugs or other 
  effects. Conversely, things that normally 
  affect only inorganic or inanimate objects 
  can affect you. Effects that can disrupt 
  machines affect you.
  Uncanny Valley: You have a hard time 
  relating to organic beings, and they don’t 
  react well to you. The difficulty of all positive 
  interaction tasks with such beings is 
  increased by two steps.
  Initial Link to the Starting Adventure: 
  From the following list of options, choose how 
  you became involved in the first adventure.
  1. You are in need of spare parts.
  2. You wanted to spend time among 
  humans to learn more about them.
  Skill: You are trained in any task involving 
  finding food or water. 
  Inability: You do not see much value in 
  diplomacy or charm. You have an inability in 
  all pleasant social interactions. 
  Initial Link to the Starting Adventure: 
  From the following list of options, choose how 
  you became involved in the first adventure. 
  1. Blood and glory were involved. 
  2. You were ordered to join the group by 
  someone of a higher class. 
  3. You decided to infiltrate the enemy lands.
  4. You needed to leave Vralk and see the 
  world.
  RACIAL DESCRIPTORS
  The assumption in Numenera is that 
  all characters are human (although that 
  word, human, can mean a lot of things 
  in the Ninth World). However, there are 
  exceptions. Players can create nonhuman 
  characters if the GM allows it. Racial 
  characteristics are always expressed as 
  descriptors, and this section presents a 
  number of new options that can replace 
  more conventional descriptors.
  A nonhuman’s race is his descriptor, 
  but they can choose any character type 
  and focus. Because nonhuman characters 
  often gain more benefits from their racial 
  type than they would from a conventional 
  descriptor, most carry more disadvantages 
  as well. Nonhuman characters also present 
  roleplaying challenges, so it’s recommended 
  that new players do not create nonhuman 
  PCs.
  ARTIFICIALLY INTELLIGENT 
  You are a machine. Not just a sentient 
  machine, but a sapient one. Your origins 
  may hearken back to an earlier age, but 
  memories of such a time are long lost. 
  Alternatively, you might be a far more recent 
  creation of some tinkerer or Aeon Priest.
  Artificially Intelligent characters have 
  machine minds of one type or another. This 
  can involve something that a 21st-century 
  person might call an advanced computer 
  brain, but it could also be as different as a 
  liquid computer, a quantum computer, or a 
  network of smart dust particles creating an 
  ambient intelligence. You might even have 
  Weal of Baz,
  page 198
  Fuses Flesh and 
  Steel, page 64
  An Artificially Intelligent 
  character who Fuses 
  Flesh and Steel would be 
  an automaton who has 
  organic parts added to 
  its body.
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  41
  NEW DESCRIPTORS
  2. The PCs found you in a stasis pod of 
  your crashed and destroyed space vessel.
  3. You sought the PCs out because you 
  thought one of them had a clue to you 
  finding a way back to your homeworld.
  4. The PCs were involved in something 
  exciting, and you wanted to get into the 
  action.
  ECHRYNI 
  You are an amphibious humanoid who 
  hails (or whose ancestors hailed) from the 
  Rayskel Cays. As an adult, you look slightly 
  human, with strong legs and large webbed 
  feet, adaptable lungs and gills, and winglike 
  appendages, all of which make you equally 
  suited for traversing land and water. You can 
  3. You organized the group to undertake 
  the task or expedition for your own reasons.
  4. One of the other PCs helped you in the 
  past and you owe them a debt of gratitude.
  CALRAMITE
  You are a humanoid who came (or whose 
  ancestors hailed) from a tiny, artificial world 
  called Calram that hangs above the Earth. 
  As an adult, you look humanoid but instead 
  of arms, you sprout a set of five tentacles 
  like those of a cephalopod, each of which 
  branches into a smaller and finer set of 
  manipulator tendrils at the far end. With 
  these, you can manipulate complex machines 
  in a way that a regular human could never 
  hope to. Your lifespan is slightly longer than 
  that of a typical human. You probably speak 
  the Truth, as well as your own language, 
  Calram. Your kind tends to be aloof and 
  uncaring, circling as most of them do above 
  the surface, and often enough, sleeping away 
  years while they wait for something of note to 
  happen, an event that hasn’t been explained 
  that well as far as you’re concerned. That’s not 
  for you. You prefer wakefulness to slumber, 
  and action to watching.
  You have the following characteristics: 
  Advanced Intelligence: +4 to your Intellect 
  Pool.
  Skill: You are trained in actions related to 
  fine manual manipulation, such as picking 
  locks, repairing tiny devices, and actions 
  related to sleight of hand. 
  Languages: You speak the Truth, 
  Calramite, and one other language of your 
  choice.
  Inability: You require more sleep than 
  a human. Instead of taking a ten-hour 
  recovery roll, you require thirteen hours. 
  You still get the benefit of the recovery if 
  you take only ten hours of rest, but you 
  gain an inability in Intellect-based tasks. 
  The inability persists until you can take the 
  additional hours of rest or complete an 
  entire ten-hour recovery roll.
  Initial Link to the Starting Adventure: 
  From the following list of options, choose how 
  you became involved in the first adventure. 
  1. You left Calram in something of a cloud 
  of suspicion. You hooked up with the PCs 
  because you wanted to blend in. 
  Calram: see Into the 
  Night, page 25
  Rayskel Kays: see Ninth 
  World Guidebook,
  page 155
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  42
  You have the following characteristics: 
  Gregarious: Despite your unusual 
  appearance, your social skills charm even 
  the most standoffish of creatures. You are 
  trained in all tasks involving positive social 
  interactions. 
  Waterwielder: If sufficient water is 
  available, you can use it to craft mundane 
  items that typically cost no more than 5 
  shins, such as standard weapons, armor, 
  and equipment. Items must be no larger 
  than what you can carry on your person, and 
  they last up to 28 hours or until they are not 
  in contact with you for more than a round. 
  As a general rule, crafting a mundane 
  object takes one to ten minutes, depending 
  on its size and complexity. You cannot 
  craft complicated items such as cyphers, 
  artifacts, or special equipment. 
  Inability: If you go more than 28 hours 
  without switching between water breathing 
  and air breathing, you gain an inability in 
  movement-related tasks, including running, 
  jumping, and climbing. The inability 
  persists until you make the switch between 
  environments for at least a few minutes. 
  Initial Link to the Starting Adventure: 
  From the following list of options, choose how 
  you became involved in the first adventure. 
  1. One of the PCs is enamored of your ability 
  to waterwield and invited you to join the group. 
  2. Some of the other PCs helped you find 
  water to breathe when you needed it, and 
  you owe them your gratitude. 
  3. Someone is hunting you, believing you 
  to be a mutant, and you hope that the group 
  will help protect you. 
  4. You are searching for a human who 
  once assisted a member of your community.
  NAIADAPT
  Naiadans are creatures composed of 
  thousands of individual constituent 
  creatures called dyremmi. You are a hybrid 
  naiadan, called a naiadapt. Naiadapts 
  are humans who have become partially 
  hybridized with naiadan biology. Playing 
  a naiadapt is slightly more complex than 
  playing an average human, so only players 
  willing to shoulder additional complexity 
  should consider playing a naiadapt, and 
  then only with the blessing of the GM.
  breathe on land or underwater for up to 28 
  hours at a time, and then you must switch 
  environments, if only for a few minutes, 
  to clear out your delicate gill passages. 
  Your lifespan is slightly longer than that of 
  a typical human, and your gender is likely 
  indiscernible to anyone other than yourself 
  and those closest to you. You can control 
  and change the very structure of water—
  specifically saltwater—using an enzyme on 
  your skin. This allows you to turn water into 
  a semisolid state while retaining most of its 
  fluid properties. Your waterwear clothing, 
  and perhaps much of your equipment, is 
  likely something you created in this way. You 
  probably speak the Truth, and you also sing 
  in a short, staccato language designed to 
  carry for long distances underwater. 
  Naiadan: see Into the 
  Deep, page 100
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  43
  NEW DESCRIPTORS
  because their humanlike psychology can’t 
  help but see the amazing opportunity that 
  their changeable physiology can provide. 
  Some naiadapts revel in their differences, 
  especially if they rejoin surface-dwelling 
  societies. Others hide their differences to 
  gain an advantage, though a few actually 
  adapt the more easy-going attitudes of a 
  naiadan.
  A naiadapt could conceivably far outlive 
  a regular human, though to do so would 
  require that they find the right specialized 
  dyremmi and keep those active for many 
  hours every day. Naiadapts eat human 
  foods, though their hybrid biology means 
  that strong spices and hard alcohol hit them 
  particularly hard. 
  You gain the following characteristics:
  Swappable Dyremmi Abilities: Each 
  naiadapt can have two active dyremmi 
  abilities plus two spare abilities that 
  are inactive at one time. The spare 
  abilities are usually stored as internal 
  biological packages visible as slight 
  bulges or discolorations somewhere on 
  the character’s skin. This feature grants 
  a naiadapt a flexibility that others rarely 
  possess. The naiadapt can replace one 
  Like varjellen, naiadans and naiadapts can 
  adapt themselves to their circumstances. 
  However, they do so by literally swapping 
  portions of their body with either a personal 
  reservoir of spare dyremmi or with another 
  naiadan or naiadapt who possesses the 
  desired feature.
  A naiadapt looks like a human who has 
  been partly fused with patches of artificial 
  organic material. The fused dyremmi might 
  be wholly hidden under the skin, or they 
  might resemble patches of scales here and 
  there replacing the naiadapt’s skin. As a 
  naiadapt swaps out different abilities, small 
  changes in one’s appearance are the norm. 
  For instance, a naiadapt who exchanges 
  her ability to be adapted to the deep with 
  the ability to run a long distance each 
  round on dry land might go from appearing 
  essentially scale-covered to human looking 
  but with legs more like that of a fast-
  moving plains animal, including a reverse 
  knee joint. Naiadapts can be thought of as 
  humans partly colonized with symbiotes 
  that, if removed, would kill the human.
  Whereas naiadans are placid and 
  accepting, naiadapts can be unpredictable, 
  excitable, and even ambitious. That’s 
  Naiadapts need to eat 
  and drink about 25% 
  more than a normal 
  human to stay healthy, 
  mainly because they’re 
  supporting not only 
  themselves but their 
  dyremmi symbiotes, 
  which gain all the 
  nutrients they need by 
  absorbing them from the 
  host.
  A common slang term for 
  a naiadapt is dapt.
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  44
  defense roll. On a failure, they lose cohesion 
  over some of their dyremmi constituents, 
  which suspends one active dyremmi ability 
  for ten hours.
  Inability: The difficulty of tasks involving 
  remaining calm, resisting stress, and 
  engaging in rational debate (including 
  attempts at persuasion) is increased by one 
  step. 
  Initial Link to the Starting Adventure: 
  From the following list of options, choose 
  how you became involved in the first 
  adventure.
  1. You helped the PCs when they founder 
  underwater, and they return the favor. 
  2. You’re all from the same location 
  underwater and decided to go on an 
  adventure. 
  3. You wanted a closer look at the 
  numenera carried by one of the other PCs.
  4. The PCs told you that if you didn’t join 
  them, innocents would die.
  ORMYRL
  Ormyrl fall into the category of visitants, 
  but only technically. Their origins are not 
  extraterrestrial, but rather ultraterrestrial—
  not that their appearance would ever 
  suggest such exotic heritage. Ormyrl look 
  human. However, they all look like the same 
  human—a tall woman with green eyes, dark 
  hair, and broad cheekbones.
  active dyremmi ability (such as Deep 
  Adaptation, Armored Carapace, Spray of 
  Confusion, Contemplative, Numenera 
  Specialization, and so on) with a different 
  stored ability. A naiadapt can store two 
  inactive abilities at one time, though if a 
  naiadapt meets another willing naiadapt 
  or naiadan with different abilities, they 
  can permanently swap abilities (active or 
  inactive) between them.
  To switch between an active and stored 
  ability, a naiadapt must spend ten minutes 
  concentrating, during which time their 
  physiology shifts as they give up (and store) 
  one dyremmi ability for another (a process 
  naiadans call communion). A naiadapt can 
  choose to vary an active dyremmi ability up 
  to twice per day, immediately after a one-
  hour or ten-hour recovery roll.
  Naiadapt Dyremmi Abilities: The abilities 
  listed under Naiadapt Dyremmi Abilities are 
  granted only while the indicated dyremmi 
  ability is active, as chosen by the PC. 
  Cypher Dangers: Active dyremmi abilities 
  count against a character’s cypher limit. To 
  avoid a roll on the Cypher Danger table, a 
  character must be sure to keep the number 
  of normal cyphers they carry plus the 
  number of active dyremmi abilities available 
  to them under their cypher limit at all times.
  Hybrid Instability: Whenever the naiadapt 
  descends a step on the damage track, 
  they must succeed on a difficulty 3 Might 
  NAIADAPT DYREMMI ABILITIES
  The following are typical dyremmi abilities a naiadapt might have stored (or active). If a character encounters 
  another naiadapt, a naiadan, or a living cypher of the kind typically found in Minifera, the GM and player can 
  work together to determine if other abilities are possible. 
  Contemplative: +2 to Intellect Pool.
  Deep Adaptation: Thrive like a native creature in the deep, including immunity to high pressure and cold, the 
  ability to breathe underwater, and the ability to see in dark water. (This ability, if active, must be changed out, 
  or otherwise ameliorated, if the naiadapt ascends to the surface. Otherwise the naiadapt undergoes a process 
  that is the reverse of what a non-native creature deep underwater experiences when it visits the hadal depths. 
  In other words, the naiadapt dies.)
  Armored Carapace: +1 to Armor.
  Spray of Confusion (2 Might points): The character can release a stream of fluid at a target within immediate 
  range as an attack that inflicts 1 point of damage (ignores Armor). In addition, the difficulty of all tasks is 
  increased by one step for one round. 
  Skill: The character is trained in tasks related to the numenera.
  Spew Acidic Detonation (4 Might points): The character can project a gobbet of biologic material at a target within 
  short range, whereupon it explodes in an immediate radius, inflicting 5 points of damage from acidic discharge.
  A naiadapt can have up 
  to two active dyremmi 
  abilities at a time, plus 
  two additional inactive 
  abilities that can be 
  swapped out with the 
  active abilities.
  Minifera: see Into the 
  Deep, page 96
  Cypher Danger,
  page 279
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  45
  NEW DESCRIPTORS
  healthier than others, and you’re told that 
  proximas live much longer than is typical. 
  You come from the lands far to the east, 
  beyond the Great Reach. If you travel to the 
  Steadfast, you’ll find even more surprised 
  and strange reactions there, where people 
  have never seen anyone like you before. 
  You have the following characteristics: 
  Healthy: +4 to your Might Pool. 
  Skill: You are trained in tasks related to 
  intimidating humans. 
  Quick Recovery: Your ten-minute recovery 
  takes only one action. 
  Inability: People find you somewhat off-
  putting. You have an inability with positive 
  social interactions with humans. 
  Initial Link to the Starting Adventure: 
  From the following list of options, choose 
  how you became involved in the first 
  adventure. 
  1. You found that the others in the group 
  accepted you more readily than most. 
  2. Down on your luck, you needed money. 
  3. Tired of the way you were treated at home, 
  you decided to venture forth into the world. 
  4. You had knowledge that the rest of the 
  group needed.
  SKEANE
  Skeane are furred, feathered, and webbed in 
  grey and white, with strips of orange-yellow 
  around their faces and along the edges of 
  their bellies. Their heads are both dolphin- 
  and bird-like, with soft, pointed bills, small 
  teeth, and long tongues. Skeane are native 
  to the City of Rust. 
  Skeane have three sets of multipurpose 
  limbs. On the ground, they stand on the 
  back two sets, and use the front set much in 
  the way that humans do. When swimming, 
  they can use all three sets, along with 
  their kite-shaped tails, to speed through 
  the water, or they can move more slowly 
  and deliberately, using their front limbs to 
  hold and operate complicated equipment, 
  catch fish, explore ruins, and build or repair 
  city structures. Skeane are typically very 
  smart, dexterous, and complicated. They 
  are builders and creators, always looking 
  for a new challenge. Their speech is a 
  combination of sounds, air bubbles, and 
  hand and tongue gestures. Many, however, 
  Ormyrl physiognomy, then, is always 
  identical. One individual cannot be discerned 
  from another by sight. Which is appropriate, 
  perhaps, because ormyrl do not possess visual 
  senses. Instead, they have a cloud of invisible 
  particles around them that extends to short 
  range. Through these particles, they can sense 
  movement, shape, size, and even texture. This 
  means that, at short range, they can sense 
  around corners or barriers, sense invisible 
  objects, and so on. They also have acute hearing 
  and sense of smell. Internally, ormyrl are nothing 
  like humans. The inner workings of their body 
  are utterly different in composition and function. 
  Despite what their appearance would 
  suggest, ormyrl are all very different in 
  outlook, personality, and goals. Their 
  training and life experience are entirely 
  different. They are generally very intelligent.
  Most ormyrl don’t have any sort of society 
  because most do not relish the company 
  of other ormyrl. Instead, they live among 
  humans, posing as humans. The few ormyrl 
  who do live in groups do so only in very 
  remote corners of the world.
  You gain the following characteristics:
  Smart: +4 to your Intellect Pool.
  Skill: You are trained in blending into the 
  crowd, moving unseen in groups of people.
  Senses: You can “see” perfectly in short 
  range, but not at all beyond that.
  Initial Link to the Starting Adventure: 
  From the following list of options, choose how 
  you became involved in the first adventure.
  1. You wanted to blend in, and just sort of 
  wound up with the other PCs.
  2. The other PCs encountered you on the 
  road, and you convinced them to allow you 
  to accompany them.
  3. You are down on your luck and needed 
  money.
  4. You feel the need to get hold of some 
  powerful numenera.
  PROXIMA 
  Your parents were human, but you are 
  slightly different. No one can quite put 
  their finger on it, but there’s something odd 
  about you. You, of course, don’t see it at 
  all, but you’ve encountered the stares and 
  minor prejudices from “normal” humans 
  all your life. On the other hand, you are 
  Great Reach: See Ninth 
  World Guidebook,
  page 190
  Ormyrl reproduce 
  asexually.
  Most skeane names are 
  vowel heavy, more breath 
  and soft air than hard 
  consonants. Many names 
  are reused often and 
  passed down through and 
  across generations, and 
  names like Ooya, Aawo, 
  and Uoai are common.
  Skeane: see Into the 
  Deep, page 59
  City of Rust: see Into the 
  Deep, page 55
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  46
  eternally placated. Most twins die before 
  reaching adulthood, as they are particularly 
  susceptible to the disease called the Drown.
  The only differentiating characteristic 
  among the genders are small white nodules 
  on the undersides of the tails—givers 
  typically have two, takers four, and feeders 
  none. When not involved with producing, 
  carrying, or providing for the young, the 
  idea of genders isn’t typically a part of 
  daily life. Skeane are communal creatures 
  by nature, often sharing their lives and 
  living spaces with two or more additional 
  creatures. 
  Skeane characters might be somewhat 
  awkward on land compared to other 
  characters, but they would obviously 
  excel in the water, and would be excellent 
  companions on an underwater expedition.
  You gain the following characteristics:
  Fast Finned: Your Speed Edge increases 
  by 1. 
  Amphibious: You can breathe air or water. 
  Skill: You are trained in the numenera.
  Skill: You are trained in swimming. 
  Skill: You are trained in study, 
  contemplation, or mental concentration.
  Skill: You are trained in crafting. 
  Inability: You are susceptible to 
  contagious diseases. The difficulty of 
  resisting disease or poison is increased by 
  one step. 
  Inability: You’re fast, but not fierce. The 
  difficulty of tasks involving combat—
  including attack and defense rolls—is 
  increased by one step.
  Extra Equipment: One of your starting 
  cyphers is one that you created yourself, 
  and thus you can work with the GM to 
  determine what it is.
  Initial Link to the Starting Adventure: 
  From the following list of options, choose how 
  you became involved in the first adventure.
  1. The PCs asked you to come with 
  them because their mission will take them 
  underwater.
  2. Seemed entertaining.
  3. Your family is afflicted with a disease 
  called the Drown, and in your quest for a 
  cure, your path merged with that of the 
  other PCs.
  4. You want to find more numenera.
  also speak a truncated version of the Truth 
  thanks to small implants that pierce the 
  sides of their tongues. 
  Skeane have three genders, each defined 
  by their roles in raising young: egg giver, egg 
  taker, and egg feeder. The givers produce 
  a single small orange egg each year, then 
  pass that egg along to a taker. Takers insert 
  the egg inside their bodies, and carry it until 
  it reaches term. Once the egg is ready to 
  hatch, the taker delivers it. In moments, it 
  breaks open to produce a young skeane. 
  Once the young has hatched, it’s the 
  responsibility of the feeder to raise it, using 
  their digestive enzymes to regurgitate special 
  nutrient-rich food and liquid for the young. 
  Very rarely, twin skeane are born. They 
  are almost always conjoined. Special care is 
  given to these babies, as they are believed 
  to be an offering from the gods. Many 
  believe that if a pair of conjoined twins 
  makes it to adulthood, the gods will be 
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  47
  NEW FOCI
  More than descriptor or type, focus is what 
  makes your character unique. No two PCs 
  in a group should have the same focus. Your 
  focus gives you benefits when you create 
  your character and each time you ascend to 
  the next tier. It’s the verb of the sentence “I 
  am an adjective noun who verbs.”
  The foci presented here supplement those 
  found in the Numenera corebook. Some of 
  them are much more specific or specialized, 
  and others are just plain weird. In any case, 
  they will be useful to many characters and 
  of particular use in certain campaigns. With 
  these new foci, it should be easier than ever 
  to ensure that your character is unique, 
  different from all the others in the group.
  When you choose a character focus, you 
  get a special connection to one or more 
  of your fellow PCs, a first-tier ability, and 
  perhaps additional starting equipment. A 
  few foci offer slight alterations of esoteries 
  or tricks for Nanos and Jacks. Each focus 
  also offers suggestions for possible effects 
  or consequences of really good or really bad 
  die rolls.
  As you progress to a new tier, your focus 
  grants you more abilities. Each tier’s benefit 
  is usually labeled Action or Enabler. If an 
  ability is labeled Action, you must take 
  an action to use it. If an ability is labeled 
  Enabler, it makes other actions better or 
  gives some other benefit, but it’s not an 
  action. An ability that allows you to blast 
  foes with lasers is an action. An ability that 
  grants you additional damage when you 
  make attacks is an enabler. You can use an 
  enabler in the same turn as you perform 
  another action.
  Each tier’s benefits are independent of 
  and cumulative with benefits from other 
  tiers (unless indicated otherwise). So if your 
  first-tier ability grants you +1 to Armor and 
  your fourth-tier ability also grants you +1 to 
  Armor, when you reach fourth tier, you have 
  a total of +2 to Armor.
  FOCI IN THIS CHAPTER
  Abides in Crystal
  Absorbs Energy
  Abuses Alchemy
  Becomes Energy
  Charges Right In
  Conceals the Truth
  Delved Too Deeply
  Devotes Everything to the Cause
  Fell From Another World 
  Figures Things Out 
  Forges a Bond
  Gazes Into the Abyss
  Likes to Break Things
  Lives on the Road
  Makes Something Out of Nothing
  Manipulates Force
  Plays Tricks
  Provides Support
  Shapes Liquid
  Speaks to the Datasphere
  Stares Down Adversity
  Steps Into the Outside
  Ventures Into the Night
  Wields a Whip
  Wonders
  NEW FOCI
  CHAPTER 3
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  48
  3. Pick one other PC. You’re missing one 
  of your crystals and you suspect they might 
  have taken it. Intentionally? By mistake? You 
  don’t know yet.
  4. Pick one other PC. This character 
  comes from the same place you do, and you 
  knew each other as children. 
  Additional Equipment: You have four 
  crystals of different sizes and colors that 
  you value.
  Crystalline Esoteries: If you perform 
  esoteries, those that inflict damage do so 
  by creating sharp shards of crystal that are 
  hurled with great force. Protective esoteries 
  use crystalline shields or armor. And so on.
  Minor Effect Suggestions: Blinded by 
  a glint of light from one of your crystals, 
  the difficulty of an opponent’s actions is 
  modified by one step to its detriment.
  Major Effect Suggestions: While within 
  a crystal, you are infused with additional 
  energy, and the difficulty of all tasks you 
  attempt is decreased by one step for ten 
  minutes.
  ABIDES IN CRYSTAL
  You possess an affinity with intricate 
  crystals, many of which were fashioned by 
  prior-world technologies. Crystals can store 
  information and energy, and you know that 
  matter can be transformed into either. You 
  can store yourself within crystals, or use 
  energy-infused crystals to enhance your own 
  form. Eventually, you can even use crystals 
  to travel limitless distances instantaneously.
  You likely wear crystalline jewelry or other 
  adornments. And what’s more, you’re probably 
  interested in gathering additional crystals as 
  well. For you, they’re far more important than 
  shins or other simple treasures. 
  Although Nanos are likely to be crystal 
  fusers, Glaives gain perhaps as much if not 
  more benefit from the focus abilities.
  Connection: Choose one of the following.
  1. Pick one other PC. You’ve noticed this 
  character seems to have an affinity for crystals, 
  and this makes them intriguing to you.
  2. Pick one other PC. You’re drawn to 
  them and you don’t know why. There’s just 
  something about them. A shared destiny?
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  49
  NEW FOCI
  processing space. You gain +2 to your 
  Intellect Pool permanently. Enabler.
  Tier 5: Crystalline Strength. You permanently 
  fuse crystals into your flesh. You gain +2 to 
  your Might Pool and gain 1 point of Armor 
  permanently. 
  Tier 6: Crystal Travel (7+ Intellect points). 
  You transfer your body and whatever you 
  are wearing and holding into a crystal of 
  any size and exit from another crystal of any 
  size. You must know of the crystal you are 
  going to use as an exit before you enter the 
  first crystal. If you apply Effort, you can take 
  one additional creature with you for each 
  level of Effort. Action. 
  Tier 1: Fuse Into Crystal (2 Intellect points). 
  You transfer your body and whatever you are 
  wearing and holding into a crystal at least 
  the size of your index finger. While in the 
  crystal, you are in complete stasis, unaware 
  of anything that transpires. You exit the 
  crystal when some predetermined trigger 
  occurs involving the crystal (it is tapped, 
  it gets ten degrees warmer, someone says 
  your name into the crystal, etc.) or when 28 
  hours pass, whichever comes first. If the 
  crystal is destroyed or significantly damaged 
  while you are within it, you immediately 
  exit, cannot act for three rounds, and move 
  two steps down the damage track. Action to 
  initiate.
  Tier 2: Crystal Armor (2+ Intellect points). 
  You cause a fist-sized crystal to flow like 
  liquid, coating your body in a hard but 
  flexible sheen that grants you 1 Armor for 
  an hour. If you apply one level of Effort, you 
  gain 2 Armor. Action to initiate.
  Crystal Strength. You permanently fuse 
  crystals into your flesh, which enhances 
  your musculature. You gain +2 to your 
  Might Pool permanently. Enabler.
  Tier 3: Inhabit Crystal (4 Intellect points). 
  You transfer your body and whatever you 
  are wearing and holding into a crystal at 
  least the size of your index finger. While in 
  the crystal, you are aware of what is going 
  on around it, “seeing” and “hearing” 
  through the crystal. You can even speak 
  through the crystal and carry on 
  conversations. You cannot take 
  actions other than to choose to 
  exit the crystal. You remain within 
  as long as you wish, but you are not in 
  stasis, and so should exit to eat, drink, 
  sleep, and so on as normal (breathing is 
  not an issue). If the crystal is destroyed or 
  significantly damaged while you are within 
  it, you immediately exit, cannot act for three 
  rounds, and move two steps down the 
  damage track. Action to enter and exit.
  Tier 4: Crystal Intellect. You 
  permanently fuse crystals 
  into your brain, utilizing 
  them as storage and 
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  50
  cannot use this ability again until you have 
  released that energy using one of your other 
  abilities. Enabler.
  Release Energy. You release the energy 
  you’ve absorbed as a blast that strikes a 
  single foe within long range for 5 points of 
  damage. Action.
  Tier 2: Energize Object. You infuse energy 
  you have absorbed into an object, like a 
  weapon. The object holds the energy until 
  it is touched by anyone but you, so putting 
  it into a melee weapon or the ammo of a 
  ranged weapon allows the weapon to trigger 
  the energy in combat. The energy inflicts 5 
  points of damage on the creature touched. 
  You cannot have more than one energized 
  object on your person at a time. Action to 
  initiate.
  Tier 3: Overcharge Energy. You can choose 
  to absorb the energy of a second (or more) 
  incoming blow or impact while you have 
  one stored in your reserve. This, however, 
  comes with a risk. For each “charge” you 
  have above the first, the process of storing 
  requires a roll, with the difficulty being 5 
  + the number of charges you have already 
  stored above 1. So if you have three charges 
  stored and you attempt to store a fourth, 
  the difficulty is 7 (5 + 2). If you fail in this 
  task, the energy detonates, inflicting 5 
  points of damage on you for each charge 
  stored, and all energy is lost. Each charge 
  stored can be used with one of your other 
  abilities. Enabler.
  Tier 4: Redirect Energy (4 Intellect 
  points). When you absorb energy, you can 
  immediately turn it back on the creature 
  that inflicted the blow, even though this 
  means “acting” not on your turn, but on 
  theirs. The energy is released as a blast that 
  strikes the foe, if they are within long range, 
  for 6 points of damage. Enabler.
  Tier 5: Energize Creature. You infuse a 
  creature you touch (not you) with energy 
  you have absorbed. The creature gains 
  8 points to restore their Pools. If the 
  creature’s Pools are full, they gain an asset 
  to all of their actions for the next minute. A 
  ABSORBS ENERGY
  Every movement is an expression of energy. 
  You can harness the energy of movement—
  kinetic energy—and transform it into other 
  sorts of energy. To begin with, once you 
  absorb energy, you cannot absorb more 
  until after you’ve used it. You can use this 
  absorbed energy as a weapon, or to infuse 
  dangerous energy into an object, which is 
  released upon touch. You can eventually use 
  the energy for nonviolent purposes, such as 
  healing or invigorating creatures.
  At tier 3, however, the abilities of an 
  energy absorber become a bit more 
  complicated, as a reserve of energy can be 
  built up. This is dangerous, as with each 
  “charge” of absorbed energy, there is a risk 
  that you won’t be able to contain it all, and 
  it detonates, harming you.
  Glaives often gain the biggest benefit 
  from being an energy absorber, as they are 
  the ones most often being struck in combat, 
  and many of the initial uses of absorbed 
  energy are for combat.
  Connection: Choose one of the following.
  1. Pick one other PC. For reasons unknown 
  to you, this character is completely immune 
  to the energy you release, whether you use it 
  for help or harm.
  2. Pick one other PC. You knew of this 
  character years ago, but you don’t think they 
  knew you.
  3. Pick one other PC. You’re always trying to 
  impress them, but you’re not even sure why.
  4. Pick one other PC. This character has a 
  habit that annoys you, but you’re otherwise 
  quite impressed with their abilities.
  Minor Effect Suggestions: The energy 
  you release is even more potent than you 
  thought. The difficulty of your opponent’s 
  actions is modified by one step to their 
  detriment.
  Major Effect Suggestions: The energy you 
  release is even more potent than you thought. 
  Your opponent loses their next action.
  Tier 1: Absorb Kinetic Energy (1 Intellect 
  point). You absorb the energy of one 
  incoming blow or impact (this can include 
  you falling from a height). You negate any 
  damage you would have suffered, up to 5 
  points. Once you have absorbed energy, you 
  To use Release Energy, 
  Energize Object, Energize 
  Creature, or Energize 
  Crowd, you must have 
  a “charge” of energy 
  absorbed, that is then 
  expended. None of these 
  abilities require points 
  from your own pools.
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  51
  NEW FOCI
  2. Pick one other PC. This character is 
  allergic to your ingredients, and possibly 
  even scandalized by your constant reliance 
  on drugs.
  3. Pick one other PC. You and this 
  character were childhood foes.
  4. Pick one other PC. You offered to share 
  your alchemical drugs with this PC in the 
  past, and your offer was wholeheartedly 
  accepted. So far, the dose you gave that PC 
  has had no effect. So far.
  Additional Equipment: Bag containing 
  tools and ingredients for creating your 
  drugs, journal containing your drug recipes. 
  You have several weeks’ worth of your daily 
  alchemical dose prepared, and ingredients to 
  create several more weeks’ worth on hand.
  Minor Effect Suggestions: Your drug is 
  better than expected. You gain an asset to 
  Speed defense rolls for one round.
  Major Effect Suggestions: Your drug is far 
  better than expected. You gain an asset to 
  Speed defense rolls and an asset to attack 
  rolls for one round. 
  Tier 1: Alchemical Dependence. You are 
  trained in alchemical tasks. In addition, you 
  take a daily regimen of special drugs you’ve 
  designed to work with your body in particular, 
  drugs that have slowly adapted your muscles 
  and organs, allowing you to accept still 
  more concentrated doses. In effect, you’ve 
  enhanced yourself with permanent abilities 
  while you keep taking your daily dose of drugs.
  single creature cannot be energized again 
  until after you have used your ten-hour 
  recovery roll. Action.
  Tier 6: Energize Crowd. You infuse energy 
  into yourself, restoring 10 points to your 
  Pools, and 8 points to all creatures within 
  immediate range. If a recipient's Pools 
  are full, the creature in question gains an 
  asset to all actions for the next minute (this 
  applies to you as well). You cannot use this 
  ability again until after you have used your 
  ten-hour recovery roll.
  ABUSES ALCHEMY
  You’ve learned that alchemical concoctions 
  can make you more than merely feel good—
  they can make you better! At least, they 
  can do so for as long as you keep taking 
  your special formulation of ingredients 
  that some might call drugs. Normally, 
  people who use drugs as often as you spiral 
  out of control and die early. But you’re 
  different, you tell yourself. You’ve leashed 
  yourself to a strict regimen of alchemical 
  substances that keep you from feeling the 
  effects of withdrawal, while at the same 
  time enormously enhancing your abilities in 
  particular ways.
  Your acquaintances sometimes worry 
  you’re just a day away from a serious crash. 
  But what do they know? Everything is great, 
  you tell yourself. Confidence is another side-
  effect of your daily dose of amazing.
  You probably wear dark clothing to 
  hide stains of your constant alchemical 
  experiments. Symbols for elemental 
  materials like water, fire, and various 
  specific substances might adorn that dark 
  clothing. Some who abuse alchemy wear 
  hoods or eye-covering lenses to hide wide 
  black pupils and bloodshot eyes.
  Abusers are usually Jacks, but Nanos 
  can fall into alchemical dependence, too. 
  Those who choose this focus usually refer to 
  themselves as alchemical travelers. Everyone 
  else calls them alchemical abusers.
  Connection: Choose one of the following.
  1. Pick one other PC. You’ve offered to 
  share your alchemical drugs with this PC in 
  the past, but you were rebuffed.
  CONSEQUENCES OF 
  ALCHEMICAL FAILURE
  Normally, procuring a daily dose of 
  drugs by those who Abuse Alchemy 
  isn’t an issue. But if a character goes 28 
  hours without taking their daily dose of 
  self-prepared medication, they descend 
  one step on the damage track. If they go 
  a week without taking their daily dose, 
  they descend two steps. If they go a 
  month, their body kicks the addiction 
  and they lose their abilities, but starting 
  up again becomes as dangerous as 
  weaning off. The difficulty of the task is 
  equal to the character’s tier. Enabler.
  Finding the ingredients 
  you need to create your 
  daily dose is usually 
  as simple as spending 
  several hours in a city 
  market every six to eight 
  months; ingredients cost 
  about 10 shins.
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  52
  Incredible Health: You are immune to 
  diseases, viruses, and mutations of any 
  kind. Enabler.
  Tier 4: Alchemical Dependence. You add the 
  following abilities to your recipe manual. 
  Choose one of them as your active ability 
  for tier 4.
  Body Weaponry. You can leash the inherent 
  energy surging through your alchemically 
  enhanced body. This allows you to fire a blast 
  of energy that inflicts 5 points of damage 
  with a range of 200 feet (60 m). There is no 
  cost for you to use this ability. Action.
  Unusually Observant (5 Speed points). You 
  determine the weaknesses, vulnerabilities, 
  qualities, and mannerisms of a single 
  creature within long range. The GM 
  should reveal the creature’s level, basic 
  abilities, and obvious weaknesses (if any). 
  The difficulty of all actions you attempt 
  that affect that creature—attack, defense, 
  interaction, and so on—is reduced by one 
  step for a few months afterward. Action.
  Tier 5: Alchemical Dependence. You add the 
  following abilities to your recipe manual. 
  Choose one of them as your active ability 
  for tier 5.
  Genius. You gain 5 additional points to your 
  Intellect Pool. In addition, you are specialized 
  in one sphere of knowledge. Enabler.
  Triumph of Alchemy Over Sense (5 Might 
  points). If you are affected by an unwanted 
  condition or affliction (such as disease, 
  paralysis, mind control, broken limb, and so 
  on, but not damage), you can ignore it and 
  act as if it does not affect you for one hour. 
  If the condition would normally last less 
  than an hour, it is entirely negated. Action.
  Tier 6: Alchemical Dependence. You add the 
  following abilities to your recipe manual. 
  Choose one of them as your active ability 
  for tier 6.
  Alchemical Defenses. The density of your 
  skin and musculature increases further, 
  providing you with +2 to Armor. In addition, 
  if you are struck by a melee attack, your skin 
  reacts by releasing an alchemical backlash 
  that inflicts 4 points of electricity damage to 
  the attacker. Enabler.
  You can change your matrix of active 
  daily abilities by choosing to take a 
  different complement of drugs on a given 
  day, assuming you have the recipe in 
  your manual and ingredients for granting 
  yourself that ability. You can have only 
  one active ability of a given tier at a time. 
  To make the switch, spend ten minutes 
  studying your manual, preparing a new 
  alchemical concoction, and finally taking 
  it, after which time your activity ability is 
  changed out. You can choose to change 
  your active abilities up to twice per day, 
  immediately after a one-hour or ten-hour 
  recovery roll. Others who’ve taken your 
  drugs experienced life-threatening reactions 
  the few times you’ve experimented.
  Choose one of the following abilities as 
  your active alchemical ability for tier 1.
  Deadly Reflexes. You deal 1 additional 
  point of damage with every attack you make. 
  Enabler.
  Densely Muscled. Your alchemical infusion 
  provides +1 to your Might Edge, and 3 
  additional points to your Might Pool. 
  Enabler.
  Tier 2: Alchemical Dependence. You add the 
  following abilities to your recipe manual. 
  Choose one of them as your active ability 
  for tier 2.
  Breath of Distress (2 Might points). You 
  breathe out a puff of alchemical “distress” 
  at a creature within immediate range, 
  inflicting 2 points of Speed damage (ignores 
  Armor). In addition, until the end of the next 
  round, the difficulty of all tasks, attacks, and 
  defenses the target attempts is modified by 
  one step to its detriment. Action.
  Defensive Reflexes. Choose one type of 
  defense task in which you are not already 
  trained: Might, Speed, or Intellect. You 
  are trained in defense tasks of that type. 
  Enabler.
  Tier 3: Alchemical Dependence. You add the 
  following abilities to your recipe manual. 
  Choose one of them as your active ability 
  for tier 3.
  Fast. You gain 5 additional points to your 
  Speed Pool. In addition, you are trained in 
  Speed defense tasks. Enabler.
  Given how Abuses 
  Alchemy functions, an 
  abuser might discover 
  other recipes for each 
  tier. Of course, the 
  character would first have 
  to research them, find 
  ingredients, and enter 
  them into their manual.
  Abuses Alchemy 
  GM Intrusions: 
  An unforeseen drug 
  interaction causes the 
  character to hallucinate, 
  become manically 
  obsessed with some 
  object, fall asleep, 
  sleepwalk, or perform 
  some other unexpected 
  behavior, until the 
  character can make a 
  Might or Intellect-based 
  roll to regain focus.
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  53
  NEW FOCI
  Tier 1: Energy Skin (1 Intellect point). You 
  convert a thin outer layer of your skin into a 
  glowing shield of energy that gives you +1 to 
  Armor for up to one hour, until you dismiss 
  the effect and convert the shield back into 
  the outer layer of your skin, or until you 
  choose to release the charge using one of 
  your other abilities. Enabler.
  Release Energy Blast. If you have 
  energized your skin (using Energy Skin), you 
  can release that energy in a blast that strikes 
  a single foe within long range for 5 points 
  of damage; however, you suffer 1 point of 
  damage (ignores Armor) as you lose part of 
  your mass if your d20 attack roll is an odd 
  (as opposed to an even) result. Action.
  Tier 2: Energize Fist (2 Intellect points). 
  You convert one of your appendages 
  into a weapon of glowing energy for ten 
  minutes. The energy remains inert, during 
  which time you can use your glowing hand 
  or limb normally until you successfully 
  strike or touch a target with it. (You could 
  instead release the energy using Release 
  Energy Blast.) The energy inflicts 5 points of 
  damage on the creature touched in addition 
  to any other damage dealt, if it was a melee 
  attack. You cannot turn more than one part 
  of you into energy at a time with this ability. 
  If you use the energy to inflict damage, you 
  suffer 1 point of damage (ignores Armor) as 
  you lose a portion of your mass in transfer if 
  your d20 attack roll is an odd (as opposed 
  to an even) result. Action to initiate. 
  Tier 3: Energy Hop (2+ Intellect points). 
  You instantaneously transmit yourself as 
  a blaze of energy to any location that you 
  can see within 300 feet (90 m). Instead of 
  applying Effort to decrease the difficulty, 
  you can apply Effort to bring other people 
  with you; each level of Effort affects one 
  additional target, who is also transmitted 
  as a blaze of energy, which discomfits them 
  upon returning to normal matter so much 
  that turn unless they can make a difficulty 
  3 Might defense roll. You must touch 
  additional targets to transmit them. Action.
  Minor Energy Protection: When you use 
  Release Energy Blast or Energize Fist to 
  make an attack, you no longer take damage. 
  Juggernaut (5 Might points). Until the end 
  of the next round, you can move through 
  solid objects such as doors and walls. Only 
  2 feet (60 cm) of wood, 1 foot (30 cm) of 
  stone, or 6 inches (15 cm) of metal can stop 
  your movement. Enabler.
  BECOMES ENERGY
  Whether through an implanted device, 
  an encounter with the Iron Wind that you 
  survived, or some other means, you gained 
  the ability to convert the bulk mass of 
  your body into energy. The first time you 
  used your ability, things could have gone 
  badly. Thankfully you figured out how to 
  restrain the energy you convert yourself 
  into so that it’s inert—except for a bright 
  glow—until you choose to discharge it. As a 
  being made partly or completely of energy, 
  you gain increased defenses, the ability to 
  unleash some of that energy as attacks, 
  and eventually even flight and the ability 
  to disintegrate objects. Using a fraction of 
  your converted mass hurts you a little at 
  first, until you learn to siphon off energy 
  from your surroundings to make up for that 
  deficit.
  Nanos find the ability to become energy 
  especially useful for defensive purposes, 
  as an aid in getting around, and as an 
  impressive display of their abilities.
  Connection: Choose one of the following.
  1. Pick one other PC. They still have a scar 
  from when you accidentally burned them 
  with your energy.
  2. Pick one other PC. When you almost 
  detonated the first time you used your 
  ability, this character helped you hold 
  yourself together, as it were.
  3. Pick one other PC. This character 
  provided the means that led to you gaining 
  your ability to become energy.
  4. Pick one other PC. This character 
  helped you when you were heartbroken over 
  the loss of another.
  Minor Effect Suggestions: You get an 
  additional +1 to Armor for one minute with 
  Energy Skin.
  Major Effect Suggestions: You blaze with 
  blinding energy. Nearby opponents are 
  blinded for one round.
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  54
  it. You can choose to discharge the energy 
  in discrete amounts with repeated uses 
  of Release Energy Blast or Energize Fist 
  (on a roll of 1 on a d20, the energy is 
  fully discharged). You can also choose to 
  detonate all your stored energy at once, 
  which inflicts 5 points of damage on all 
  creatures within short range and 2 points of 
  damage (ignores Armor) on you. Because 
  detonation is an area attack, adding Effort 
  to increase your damage works differently 
  than it does for single-target attacks: for 
  each level of Effort applied, the detonation 
  deals 2 additional points of damage to each 
  target, and even if you fail your attack roll, 
  all targets in the area still take 1 point of 
  damage. Action to initiate.
  Tier 5: Flight. If your body has been 
  converted to energy using Energize Body, 
  you can float and fly through the air during 
  that period. You can carry up to one creature 
  of your size or smaller with you. You leave 
  a blaze of fading energy as your contrail. 
  In terms of overland movement, you move 
  about 90 miles (145 km) per hour and are 
  not affected by terrain. Using this ability 
  doesn’t discharge the effect of your Energize 
  Body ability. Action to initiate.
  Tier 6: Obliterate (3 Intellect points). If 
  your body has been converted to energy 
  using Energize Body, with a touch, you 
  disintegrate one nonliving object that is 
  smaller than you and whose level is less 
  than or equal to your tier. If the GM feels it 
  appropriate to the circumstances, you can 
  disintegrate a portion of an object (the total 
  volume of which is smaller than you) rather 
  than the entire thing. If you use this ability 
  on a creature, it suffers 10 points of damage 
  and if it is killed, it is disintegrated. Using 
  this ability doesn’t discharge the effect of 
  your Energize Body ability. Action.
  CHARGES RIGHT IN
  Subtlety is not your strong suit. Tactics and 
  complicated plans are not your forte. You are a 
  straightforward soul who confronts problems 
  head on. You do not hesitate. You do not 
  blanche. With a mighty battle cry, you throw 
  Instead, you absorb a small amount of 
  energy from your surroundings or an object 
  in your possession—inflicting 1 point of 
  damage that ignores Armor—to make up 
  the difference. Enabler.
  Tier 4: Energize Body (4+ Intellect points). 
  You can convert more than your fist into 
  glowing energy; you can turn your entire 
  body into a nimbus of bright energy for 
  up to one hour. The energy remains inert, 
  during which time you act normally—albeit 
  with an attendant glow—until you discharge 
  Becomes Energy GM 
  Intrusions: Characters 
  that become energy 
  sometimes accidentally 
  discharge a portion of 
  their energy, starting 
  fires, scorching floors, 
  or blinding allies. A 
  character that becomes 
  impaired or worse on the 
  damage track might risk 
  accidentally detonating.
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  55
  NEW FOCI
  Tier 3: Damn the Attacks. If you are aware 
  of an attack, you gain an asset on Speed 
  defense rolls. Enabler.
  Tier 4: Move and Act. You can move a 
  short distance and still take another action. 
  Enabler.
  Tier 5: Solid Charge. When you use Charge 
  Attack, you have an additional 2 points of 
  Armor until your next turn. Enabler.
  Tier 6: Charge the Ranks (6 Speed points). 
  When you use Charge Attack, you can attack 
  up to four different foes as a single action 
  as long as they are all along your path. Any 
  modifiers that apply to one attack apply to 
  all the attacks you make. Enabler.
  CONCEALS THE TRUTH
  When you were young, you learned that 
  lying was often easier than telling the truth.
  Did you feed the seskii? Yes, mother.
  What happened to that device your father 
  was studying? I don’t know. 
  As you grew older, your ability to 
  conceal the truth grew more mature as 
  well. You don’t necessarily lie because 
  you enjoy the thrill of power it gives you 
  over others (though you might); you lie in 
  order to accomplish the things that you 
  deem worthy, which might be every bit as 
  important as goals set by those who view 
  deception as a moral failing. You don’t care 
  what they think. The kind of people who 
  never lie are easier to lie to.
  You probably wear conservative clothing 
  and carry books or other oddments that 
  give you a professional or modest air, all 
  of which makes you seem less likely to be 
  someone who constantly lies.
  Jacks enjoy concealing the truth.
  Connection: Choose one of the following.
  1. Pick one other PC. They seem to 
  understand you and believe that your lies 
  yourself at your enemies, and wreak havoc 
  amid their ranks, sowing chaos and fear.
  You likely wear armor, but probably not the 
  heaviest armor you can, because you don’t 
  want anything to slow you down too much.
  Chargers are by far most often Glaives.
  Connection: Choose one of the following.
  1. Pick one other PC. You feel as though 
  this character could use a little confidence 
  and encouragement to become more 
  fearsome and capable in battle.
  2. Pick one other PC. This character 
  provides excellent covering fire for you while 
  you charge in. If this character uses ranged 
  attacks in the same round as you make a 
  charge attack, you inflict 1 additional point 
  of damage when you hit.
  3. Pick one other PC. You and this 
  character were childhood friends.
  4. Pick one other PC. When the other PCs 
  begin making elaborate plans, you attempt 
  to find a kindred spirit in this character, 
  dismissing any plan more extensive than 
  “charge!” and hoping they feel likewise (this 
  may or may not actually be the case).
  Minor Effect Suggestions: Your charge is 
  faster and more agile than usual. You gain 
  an asset to Speed defense rolls until your 
  next action.
  Major Effect Suggestions: Your charge is 
  more powerful than normal, and you knock 
  your opponent off their feet and they lose 
  their next action.
  Tier 1: Quick to Act. You are trained in 
  initiative tasks. Enabler.
  Charge Attack (1 Speed point). You can 
  move a short distance and still make an 
  attack as part of the same action, assuming 
  you are running toward your foe. Enabler.
  Tier 2: Seize the Day. If you use Charge 
  Attack, you also inflict 2 additional points of 
  damage with the attack. Enabler.
  Act First. You are specialized in initiative 
  tasks. Enabler.
  The kind of people who never lie are easier to lie to.
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  56
  spirits, the datasphere, or some process, 
  maybe one you haven’t yet discovered. 
  You can transform your body to become 
  someone else. You can change any 
  physical characteristic you wish, including 
  coloration, height, weight, gender, and 
  distinguishing markings. You can also 
  change the appearance of whatever you 
  are wearing or carrying. Your stats, as well 
  as the stats of your items, do not change. 
  You remain in this form for up to 28 hours 
  or until you use an action to resume your 
  normal appearance.
  As a separate action, you can spend 
  2 Intellect points to provide an asset to 
  an ally’s disguise attempt, or attempt to 
  make an object no larger than you appear 
  as something else of generally equal size. 
  Action to initiate.
  Tier 5: Uncanny Luck (4 Speed points). 
  When you roll for a task and succeed, roll 
  again. If the second number rolled is higher 
  than the first, you get a minor effect. If you 
  roll the same number again, you get a major 
  effect. Enabler.
  Tier 6: Perfect Lie (7 Intellect points). You 
  make up a lie so convincing that a creature 
  of up to level 6 within long range that can 
  hear and understand you believes you for 
  at least one hour, if not longer. (The “lie” 
  you tell might actually be a truth that the 
  creature believes is a lie.) The affected 
  creature is free to act as it wishes, but it 
  may act differently than it normally would if 
  the lie “changed” its mind on an important 
  topic. Against creatures of level 7 or higher, 
  using Perfect Lie decreases the difficulty of 
  your deception (or persuasion) attempt by 
  two steps. Action.
  DELVED TOO DEEPLY
  Because of an accident, you were exposed 
  to a substance you liberated in a prior-world 
  ruin that you call “void matter.” Void matter 
  is part matter and part energy, appearing as 
  greenish-black ribbon that coils beneath your 
  flesh, sometimes bulging under your skin 
  like a parasitic worm, other times staining 
  your skin the unhealthy hue of a bruise. 
  are not an indictment of the true goodness 
  within you. The question for you: are they 
  right?
  2. Pick one other PC. You never lie to this 
  character, though you don’t even know why 
  yourself.
  3. Pick one other PC. You lied to this 
  character once, and it led to a tragedy. It’s 
  up to that character whether they’ve ever 
  forgiven you.
  4. Pick one other PC. You owe that 
  character a fair bit of money, but you’ve lied 
  so convincingly that they think the debt is 
  paid up. In reality, it isn’t.
  Minor Effect Suggestions: Your lie is so 
  simple that the target hardly even thinks 
  twice about you, or what you’re doing.
  Major Effect Suggestions: Not only are 
  you believed, your target will intervene on 
  your behalf to defend your good name.
  Tier 1: Natural Born Liar. You have an asset on 
  all tasks related to deceiving others. Enabler.
  Stealth Skills. You are trained in 
  your choice of one of the following 
  skills: disguise, deception, lockpicking, 
  pickpocketing, seeing through deception, 
  sleight of hand, or stealth. Enabler.
  Tier 2: Evanesce (3 Speed points). You step 
  into shadows or behind cover, and everyone 
  who was observing you completely loses 
  track of you. Although you’re not invisible, 
  you can’t be seen until you reveal yourself 
  again by moving out of the shadows or from 
  behind cover (or by making an attack).
  As a separate action, you provide an 
  asset to an ally standing next to you who is 
  attempting to hide. Action.
  Tier 3: Ambusher. When you attack a 
  creature that has not yet acted during the 
  first round of combat, the difficulty of your 
  attack is reduced by one step. Enabler.
  Stealth Skills Redux. You are trained 
  in your choice of one of the following 
  skills: disguise, deception, lockpicking, 
  pickpocketing, seeing through deception, 
  sleight of hand, or stealth. Enabler.
  Tier 4: Mask (5 Intellect points). You have 
  mastered an ability conferred by the nano 
  Conceals the Truth 
  GM Intrusions: Floors 
  unexpectedly creak. 
  The subject of a lie 
  unexpectedly turns up. 
  The subject of a lie 
  goes along with the 
  subterfuge so completely 
  that it introduces new 
  complications. Lies create 
  unforeseen consequences.
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  57
  NEW FOCI
  round you are exposed. Likewise, if you are 
  attacked by a weapon that inflicts damage via 
  light, you take 1 additional point of damage 
  per attack. Finally, should you ever perish, 
  the void matter infusing you is likely to seep 
  out and infect the nearest host. You get the 
  feeling it would not treat a new host as well 
  as you were treated—it would probably just 
  eat them.
  Tier 2: Void Matter Blast. You can unleash a 
  blast of void matter at a target within short 
  range at will. A void matter blast inflicts 3 
  points of damage (ignores Armor).
  Void matter makes you stronger, faster, 
  and a quicker healer, and it unlocks several 
  other powerful, if disquieting, abilities. The 
  downside is that void matter can’t abide the 
  light. For you, light is pain, which means that 
  most people never see how weird you look 
  beneath all your protective layers.
  You probably wear a hood, a mask, 
  gloves, some sort of eye protection, and 
  other layers to protect yourself as much as 
  possible from stray glints of light.
  Anyone who explores could find 
  themselves with this focus, though that 
  makes Seekers slightly more likely.
  Connection: Choose one of the following.
  1. Pick one other PC. This character 
  knows a little something about void matter, 
  or at least claimed to at one time.
  2. Pick one other PC. You are 
  friends, and you’d hate to see this 
  character harmed.
  3. Pick one other PC. They 
  don’t understand the danger 
  your void matter represents.
  4. Pick one other PC. They were 
  exposed to void matter, the same as you, 
  but didn’t become infused with it. You think 
  they might be immune.
  Minor Effect Suggestions: Your foe is 
  frightened by the green-black energy that 
  resides in you and backs away, unwilling to 
  attack. It can still defend itself.
  Major Effect Suggestions: Your foe is 
  terrified by the green-black energy that 
  resides in you and flees.
  Tier 1: Void Matter Infusion. You gain +1 to 
  Armor, +1 to your Might Edge, +1 to your 
  recovery rolls, and 5 additional points to 
  your Might Pool. In addition, you can see 
  in very dim light as though it were 
  bright light. You can see in total 
  darkness as if it were very dim. 
  Enabler.
  However, you must remain 
  covered during the day or 
  in any conditions other than 
  total darkness. Even then, during 
  the day the difficulty of your Speed 
  defense rolls is one step higher. If 
  you lose your protection from light, you take 
  1 point of damage (ignores Armor) each 
  Seeker, page 15
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  58
  target, it is immediately consumed by the 
  void matter, destroying it. The resultant 
  residue unerringly finds you like greenish-
  black drops of oil rolling downhill, which 
  you reabsorb, allowing you to restore 1 point 
  to any Pool.
  DEVOTES EVERYTHING 
  TO THE CAUSE
  You’re going to make the world a better 
  place. You’re going to do so even if you have 
  to hunt down and eliminate everyone and 
  everything that stands in the way of that 
  higher ideal. You’ve lost too much, given too 
  much, and had too much taken away from 
  you to do anything else. Your choices were 
  to give up, or stand up. You’ve stood up and 
  adopted the cause as your own.
  What’s your cause? Well, that’s up to you, 
  although it should be something that other 
  people would recognize as a good cause 
  greater than a single person. Your cause 
  should be something like “free the slaves” 
  or “eliminate the evil mutants,” not “enrich 
  myself” or “murder everyone not like me.”
  Glaives are slightly more likely to devote 
  everything to the cause; however, Nanos, 
  Jacks, Glints, and Seekers could easily 
  decide to become idealistic icons.
  Connection: Choose one of the following.
  1. Pick one other PC. When you become 
  overwrought with the injustices of the 
  world, that character can calm you down 
  with a joke or a reality check.
  2. Pick one other PC. You suspect that 
  they don’t believe in your cause. They 
  choose whether or not this is true.
  3. Pick two other PCs. You’re pretty sure 
  that they at least believe in your cause, and 
  might even help you complete a mission or 
  two to that end.
  4. Pick one other PC. In the past, this 
  character has indulged you by listening to your 
  rhetoric about the justness of your cause. They 
  choose whether or not this is still true.
  Additional Equipment: A printed 
  pamphlet or booklet related to the purity 
  and truth of your cause.
  Minor Effect Suggestions: After you 
  describe what you fight for, your foe must 
  process it and is dazed for one round, 
  Tier 3: Void Ghost (3 Intellect points). The 
  void matter infusing you pulls you slightly 
  out of phase. For the next ten minutes, you 
  are trained in sneaking tasks. During this 
  time, you can move through solid barriers 
  (but not energy barriers) at a rate of 1 foot 
  (30 cm) per round, and you can perceive 
  while phased within a barrier or object, 
  which allows you to peek through walls. 
  Action to initiate.
  Tier 4: Void Matter Fingers. You can extrude 
  streamers of void matter from your fingertips 
  for one minute at a time, increasing your 
  normal reach from immediate range to 
  short. In addition to being able to operate 
  devices and manipulate distant controls 
  as if you were standing next to them, you 
  are trained in attacking with your void 
  matter streamers as if they were a melee 
  weapon. An attack inflicts 5 points of 
  damage (ignores Armor), and on a second 
  failed Might defense roll, the target is 
  immobilized by a detached streamer that 
  wraps around in tight circles until it can use 
  an action to escape. 
  However, you become even more sensitive 
  to light. If you lose your protection from light, 
  you take 3 points of damage (ignores Armor) 
  each round you are exposed. Likewise, if 
  you are attacked by a weapon that inflicts 
  damage via light, you take 4 additional points 
  of damage per attack. Enabler.
  Tier 5: Void Inflation. You can infuse an 
  item you hold with void matter. It functions 
  as if two levels higher for the next minute. 
  However, at the end of that minute, the 
  object is completely consumed by the void 
  matter, destroying it. The resultant residue 
  unerringly finds you like greenish-black 
  drops of oil rolling downhill, which you 
  reabsorb, allowing you to restore 1 point to 
  any Pool. Action to initiate.
  Tier 6: Void Infection. When you inflict 
  damage on a creature with Void Matter 
  Blast, it becomes infected with void matter 
  and continues to take 3 points of damage 
  (ignores Armor) each round until the 
  creature succeeds on a Might task to force 
  the infection out. If the infection kills the 
  Delved Too Deeply GM 
  Intrusions: Brighter-
  than-normal lights 
  shine on the character; 
  protective clothing is rent 
  by an attack or fall; void 
  matter seeps out and 
  threatens an ally.
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  59
  NEW FOCI
  whether a particular situation warrants the 
  additional damage.) Enabler.
  Tier 6: Cannot Defeat Me. Your manic 
  devotion to the cause has hardened you 
  against all vicissitudes. You are specialized 
  in all types of defense. Enabler.
  FELL FROM 
  ANOTHER WORLD 
  You were not born of the Ninth World. 
  Yet now you find yourself living in a place 
  layered by the ruins of prior civilizations, 
  peopled mostly by oddly ignorant 
  yet strangely potent and sometimes 
  compassionate humans. This magnificent 
  spectacle may have been what drew you, 
  though it’s more likely it was an accident of 
  fate that brought you to this alien planet. 
  Whether you came from another world, 
  another dimension, or another time, you 
  must make the best of it and try to succeed. 
  Even if you seek to find your homeworld 
  or want to make a new life for yourself 
  on Earth, you must cultivate friends, 
  knowledge, and experience to survive in the 
  present. Because that’s what humans do.
  Some aliens look incredibly strange, while 
  some look exactly like humans. Most fall 
  somewhere in between.
  Any type—be it Glint, Glaive, or Jack—is 
  equally as likely to have fallen from another 
  world.
  Connection: Choose one of the following.
  1. Pick one other PC. This character freaks 
  out your exotic companion. Sometimes your 
  companion hides when this character is too 
  near. Other times it acts as a creature of +1 
  level for a short period.
  2. Pick one other PC. This person thinks 
  you’re an abhuman. You might be fine with 
  that.
  3. Pick one other PC. You once joked that 
  you could read their mind. Whether they 
  found that exciting or utterly terrifying is up 
  to them.
  4. Pick one other PC. This was the 
  character that first found you after you 
  fell from another world and were hurt, 
  confused, and afraid. They helped you get 
  on your feet. 
  during which time the difficulty of all tasks 
  it performs is modified by one step to its 
  detriment.
  Major Effect Suggestions: After 
  interacting with you, your foe is seeded with 
  a grain of your fervor. If your foe survives, 
  several weeks later, they begin to act as if 
  they support your cause.
  Tier 1: Fanatic. Your devotion pays 
  dividends. Long study, practice, and exercise 
  means you gain 4 additional points to 
  your Pools, divided up as you wish. Each 
  time you gain a tier, you can choose to 
  redistribute these 4 points as you wish. 
  Enabler.
  Masterful. You are trained in a knowledge 
  skill related to your cause.
  Tier 2: Know the Signs (2 Intellect points). 
  You’ve honed your senses to detect that 
  which you fight for—or against. You know 
  when an individual ideologically opposed 
  to your cause is within long range for one 
  hour. Action.
  Expert Combatant. Choose one type of 
  attack in which you are not already trained: 
  light bashing, light bladed, light ranged, 
  medium bashing, medium bladed, medium 
  ranged, heavy bashing, heavy bladed, or 
  heavy ranged. You are trained in attacks 
  using that type of weapon. Enabler.
  Tier 3: Manic Intuition (4 Intellect points). 
  You know that you’re right. You can ask 
  the GM one question and get a very short 
  answer. Action.
  Tier 4: Confident Certainty (4 Intellect 
  points). Sometimes confidence counts as 
  much or more than competence. When you 
  set your mind to it, you are trained in one 
  physical task of your choice for ten minutes. 
  For example, you can choose running, 
  climbing, swimming, Speed defense, or 
  attacks with a specific weapon. Action to 
  initiate.
  Tier 5: Zealot Strength. You inflict 3 
  additional points of damage when engaging 
  in combat that directly relates to upholding 
  your cause. (You and the GM can decide 
  Devotes Everything 
  to the Cause GM 
  Intrusions: The most 
  dangerous part about 
  devoting everything to a 
  cause is that sometimes 
  someone who seems like 
  an enemy was actually 
  an ally. Or would’ve 
  been, if the character 
  hadn’t misidentified 
  them.
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  60
  Tier 4: Enhanced Companion. The base level 
  for your companion rises to 3 instead of 2. 
  Enabler. 
  Tier 5: Telekinesis (4+ Intellect points). 
  Your species’ latent ability for telekinesis 
  manifests. You can target a creature or 
  object (up to twice your mass) within 
  short range. The target is caught in your 
  telekinetic grip, and you can move it up 
  to a short distance in any direction each 
  round that you retain your hold. A creature 
  in your grip can take actions, but it can’t 
  move under its own power. Each round 
  after the initial attack, you can attempt to 
  keep your grip on the target by spending 2 
  additional Intellect points and succeeding 
  at a difficulty 2 Intellect task. If your 
  concentration lapses, the target drops back 
  to the ground. Instead of applying Effort 
  to decrease the difficulty, you can apply 
  Effort to increase the amount of mass you 
  can affect. Each level allows you to affect 
  a creature or object twice as massive as 
  before. For example, applying one level of 
  Effort would affect a creature four times as 
  massive as you, two levels would affect a 
  creature eight times as massive, three levels 
  would affect a creature sixteen times as 
  massive, and so on. Action to initiate. 
   
   
   
   
   
  Tier 6: Homeworld Bridge (8+ Intellect 
  points). Your species’ latent ability for 
  long-distance teleportation manifests. You 
  instantaneously transmit yourself to your 
  homeworld or home reality. You can also 
  travel back to the Ninth World, returning 
  to the exact spot you left. You can use this 
  ability to travel to other worlds besides 
  your homeworld, though this might 
  increase the difficulty by one step. Instead 
  of applying Effort to decrease the difficulty, 
  you can apply Effort to bring other people 
  with you; each level of Effort affects up to 
  three additional targets. You must touch 
  additional targets to transmit them. Action.
  FIGURES THINGS OUT
  You’re a natural when it comes to applying 
  your brain to a problem and coming up with 
  a workable solution. The world is a chaotic 
  Minor Effect Suggestions: Your latent 
  power for telekinesis sporadically kicks in, 
  making your foe drop its weapon.
  Major Effect Suggestions: Your latent 
  power for telepathy kicks in stronger than 
  ever, mind-jolting your foe so that it loses 
  its next turn.
  Tier 1: Uncanny. You unsettle humans and 
  other creatures that haven’t met a person of 
  your heritage before. You can capitalize on 
  that reaction and use it as an asset in most 
  social interactions, whether you’re able 
  to persuade someone because they give 
  undue credence to your oddness, intimidate 
  someone for the same reason, or deceive 
  someone who can’t read your tells. Enabler.
  Alien Knowledge. You’re trained in one 
  esoteric knowledge skill; that skill could 
  be the numenera or something related to 
  higher math, the history of your world, the 
  mechanics of time travel, and so on.
  Tier 2: Exotic Companion. You finally locate 
  your missing companion, which also hails 
  from your home. It might be an animate 
  glop of ooze, a tiny duplicate of yourself, 
  a glimmer of hard light that follows you 
  around, an insectlike creature you keep in 
  your extra stomach, or some other perfectly 
  normal companion for your world, but one 
  which draws occasional comments in the 
  Ninth World. You and the GM must work 
  out the details.
  Your companion is a level 2 NPC who is 
  completely devoted to you. You’ll probably 
  make rolls for your companion when it 
  takes actions. A companion in combat 
  usually doesn’t make separate attacks, but 
  helps you with yours. On your action, if the 
  companion is next to you, it serves as an asset 
  for one attack you make on your turn. If the 
  companion dies, you gain a new one after at 
  least two weeks and some effort on your part 
  to find, reanimate, or regrow one. Enabler.
  Tier 3: Telepathy (3 Intellect points). 
  Your species’ latent ability for telepathy 
  manifests. By touching a living creature or 
  a thinking machine, you gain access to its 
  surface thoughts. Action.
  Fell From Another 
  World GM Intrusions: 
  Prejudice against non-
  humans makes life 
  difficult. An NPC of the 
  character’s same race 
  arrives and causes trouble 
  for the character.
  Some aliens, of course, 
  are going to have 
  different abilities than 
  those listed here. Some 
  might be more subtle. 
  Some might be far more 
  dramatic. The GM and 
  player can work out 
  potential substitutions 
  for the tier 3, 5, and 6 
  abilities from other foci, 
  if desired.
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  61
  NEW FOCI
  place, filled with unpredictable people, 
  situations, and weird technology from the 
  prior worlds. Rather than focusing on one 
  narrow specialty, you prefer to step back and 
  take in the broader picture, analyze all the 
  facets of a problem, and let true knowledge 
  emerge. When others are left confused and 
  wondering, you’re the one able to figure 
  things out.
  You probably carry an additional slim 
  pack where you collect oddities, notes about 
  unexpected situations, and stray bits of lore 
  that you haven’t yet memorized, as well as 
  your journal.
  Seekers, Nanos, and Jacks are most 
  drawn to this focus.
  Connection: Choose one of the following.
  1. Pick one other PC. If it wasn’t for you, 
  they would never have made it through a 
  difficult situation.
  2. Pick one other PC. You figured out that 
  they have a secret that they haven’t told 
  anyone yet. You don’t know what that secret 
  is, but you can tell it weighs on them. 
  3. Pick one other PC. Based on a couple 
  of comments you’ve overheard, you suspect 
  that this character thinks brawn and force 
  are the solution to most problems, not 
  reason.
  4. Pick one other PC. When this character 
  stands next to you, you have a hard time 
  concentrating. You’re not sure why.
  Additional Equipment: A journal and quill 
  where you can jot down your observations 
  and analysis.
  Minor Effect Suggestions: You don’t have 
  to use an action observing to make your 
  Applied Observation or attempt at Filling in 
  the Details.
  Major Effect Suggestions: Intuition flares, 
  and you gain an asset on your task.
  Tier 1: Applied Observation. You observe 
  or study a creature, object, or location 
  for at least one round. The next time you 
  interact with it (possibly in the following 
  round), the difficulty of a related task (such 
  as persuading the creature, attacking it, or 
  defending from its attack) is reduced by one 
  step. Action.
  Tier 2: Gain Insight. Once after each long 
  rest, you can ask the GM if there is an 
  Insight related to your current situation. 
  The Insight might help you with a plan, your 
  method of research, gathering information, 
  scouting, or the pursuit of some other 
  goal. An Insight is a single bit of special 
  knowledge from the GM that you can count 
  on with certainty. Normally, gaining an 
  Insight costs 3 Intellect points. When you 
  use this ability, it costs you nothing. Action.
  Tier 3: Filling in the Details (2+ Intellect 
  points). If you’ve used Applied Observation 
  on a creature, object, or location within the 
  last few days, you can learn one random 
  fact about the subject that is pertinent to 
  a topic you designate. If you also have the 
  Scan esotery, one use of either ability grants 
  you two facts about the subject. In addition, 
  you can use Filling in the Details on the 
  same subject multiple times (even if you’ve 
  learned a creature’s level), but each time 
  you do, you must apply one additional level 
  of Effort than on your previous use. Action.
  Tier 4: Insight Gained. Sometimes the GM 
  alerts players that there is an Insight to be 
  gained in a particular situation. Normally, 
  a character must spend 2 XP to follow up 
  on the GM’s comment. However, once 
  after each long rest, you can follow up on 
  the GM’s comment without spending XP. 
  Action.
  Tier 5: Genius. The more you use your brain, 
  the better it gets. You gain 5 additional 
  points to your Intellect Pool. Enabler.
  True Knowledge. You’ve figured enough 
  things out that you’ve become trained in 
  any one task that you’re not already trained 
  in, including combat tasks. Enabler.
  Tier 6: Know When to Evade. You’ve become 
  so good at figuring things out that you 
  subconsciously avoid danger even when 
  your conscious mind isn’t yet aware of the 
  threat. You’re specialized in all defense 
  tasks.
  Insight, page 62
  Figures Things Out GM 
  Intrusions: An Insight 
  gained is an unwelcome 
  piece of news. An NPC is 
  as good as or better than 
  the character at figuring 
  out what the PC’s next 
  step is.
  Scan, page 36
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  62
  SPECIAL: GAINING INSIGHT
  Mystery can be fun, and it’s realistic—
  there’s always some unknown factor 
  in any situation that can creep up and 
  cause trouble. And trouble is good 
  because it makes things more interesting. 
  These unknown factors are usually best 
  portrayed as GM intrusions.
  However, the PCs are competent 
  individuals—sometimes even experts—
  and such people can make decisions and 
  devise plans with confidence. Yet players 
  often find this difficult for two reasons. 
  First, while their characters might be 
  world-class deceivers, infiltrators, or 
  public speakers, the players are not. 
  Not to mention all the unknowns that 
  players face that characters in the world 
  presumably know all about.
  This is why PCs can gain Insights to 
  help them. If a character is thinking 
  about a plan, doing research, gathering 
  information, or scouting ahead, she can 
  spend 3 Intellect points and one action 
  to gain a single bit of special knowledge 
  from the GM that she can count on with 
  certainty. Insights are always presented 
  as absolutes, and once established, 
  they should never be changed, unless 
  it is through the direct and deliberate 
  intervention of the PCs.
  For example, if the PCs gain an Insight 
  that giving the guard at the gate a 
  container of spirits by nightfall ensures 
  that he’s drunk by midnight, but they kill 
  that guard and a new one is stationed 
  there, the Insight is invalidated and all 
  bets are off. The same is true if they 
  use a special ability to make the guard 
  hate alcohol. Either way, it changes only 
  because the PCs changed it deliberately. 
  Thus, they know for certain, ahead of 
  time, that the Insight has become invalid.
  Insights are never an end in themselves—
  they are a means to an end. If the whole 
  point of an adventure is to identify a 
  murderer, the characters can’t get an 
  Insight to learn the killer’s identity. They 
  could, however, use Insights to help them 
  along. For example, they might learn that 
  the murderer is left-handed, or that the 
  Nano with the synth eye is definitely not 
  the murderer.
  Ultimately, the GM decides each 
  Insight’s revelation, so there’s no 
  chance that the PCs will gain too much 
  information (if such a thing is even 
  possible). But GMs are highly, highly 
  encouraged to give a valuable Insight if 
  the characters look for one (by spending 
  Intellect points and an action), even if it 
  must be made up on the spot.
  Doing so allows the players to make 
  intelligent plans and feel confident and—
  more important—competent.
  SAMPLE INSIGHTS
  • The mayor won’t press charges if he 
  thinks his daughter is involved.
  • There must be a secret room at the 
  center of the level because the walls 
  don’t match up.
  • The guard at the gate can’t be bribed.
  • The ship captain won’t believe 
  anything a varjellen says.
  • The shopkeeper knows he has to sell 
  the stolen goods by the end of the day 
  and will do anything to do so.
  • The queen is having an affair with the 
  noblewoman.
  GM-INSTIGATED INSIGHTS
  Sometimes, the GM can flag a potential 
  Insight to a player in a given area. Usually, 
  this is something the GM has specifically 
  designed ahead of time for this purpose. 
  After the PCs have explored an area 
  and are ready to leave, the GM might 
  say, “There’s an Insight to be had here.” 
  This kind of Insight can’t be gained by 
  spending Intellect points. Instead, if the 
  character wants to follow up on the GM’s 
  comment, she spends 2 XP as if she were 
  buying a short-term benefit. No player is 
  required to make this expenditure.
  If there are no Insights 
  to be gained in a 
  particular situation 
  (or no more Insights 
  to be gained), the 
  PC looking for one 
  still loses the Intellect 
  points.
  The cost of gaining 
  Insight is not reduced 
  by any Edge you may 
  have.
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  63
  NEW FOCI
  2. Your friend (the PC you have chosen) 
  and you hit it off immediately, forging a 
  bond very recently, but very quickly.
  3. Your friend (the PC you have chosen) is 
  actually your sibling or close relative.
  4. Your friend (the PC you have chosen) 
  was reluctant at first, but you won them 
  over.
  Minor Effect Suggestions: Your bonded 
  friend is so impressed by your action that 
  they gain an asset on their next task.
  Major Effect Suggestions: The bond 
  between you and your friend is strengthened 
  to the point that one of you (you both agree 
  on the choice) can take an immediate 
  additional action.
  Tier 1: Share Focus. You pick one person 
  to be your closest friend—a friend so 
  close that you forge a bond that takes on 
  supernormal qualities. You gain any and all 
  abilities of your friend’s focus, and you both 
  gain abilities (and potentially drawbacks) 
  from your focus (this one).
  Bond. Whenever you and your friend are 
  within immediate distance, one of you (but 
  FORGES A BOND
  The greatest bond is friendship. True 
  camaraderie, particularly in difficult 
  situations, forges ties and bonds that 
  cannot be severed except in death itself. 
  You know that you can count on your 
  closest friend no matter what, and you’ll do 
  anything to ensure that she feels the same 
  way.
  You gain special abilities when you draw 
  upon this bond if your friend is close at 
  hand. The drawback is that when you are 
  separated, you’re both worse off.
  To use this focus, you must choose 
  another PC. The player of the other character 
  must agree to this arrangement. You gain 
  all the abilities of the other character’s 
  chosen focus, and you both gain bonuses (or 
  penalties) based on this focus.
  You and your friend are so close that you 
  finish each other’s sentences, and seem to 
  always be in sync. You like the same things. 
  You even dress alike.
  Connection: Choose one of the following.
  1. Your friend (the PC you have chosen) is 
  a lifelong friend.
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  64
  Unfortunately, if you or your friend are 
  within immediate distance and move a step 
  down the damage track, you both do. Enabler.
  Tier 6: Ultimate Union. When you and your 
  friend are within long distance, you combine 
  your Pools, and either can draw from them. 
  You share all your skills, and either can 
  use them. You share all your abilities from 
  any source—even cyphers—and either can 
  activate and use them.
  GAZES INTO THE ABYSS
  Crail, but you’re a monster. You’re big, ugly, 
  and hideous, and children and grown adults 
  alike instinctively know your secret heart—
  you’d like to eat them. But you try not to. 
  It’s your constant struggle to retain control 
  of your monstrous instincts that urge you 
  to rend and eat anyone who gets too close. 
  Whether because you were found and raised 
  by good people, you were once a human 
  that was terribly changed, or you decided 
  that giving in to red lust always and forever 
  wasn’t what you wanted, each day you gaze 
  into the abyss that is your own savage soul, 
  then try to look away.
  A monstrous beast could be large 
  and hairy, with lots of teeth; squamous, 
  slimy, and many tentacled; filmy, soft, 
  and obscenely similar to animate internal 
  organs; or something else. 
  You either wear clothing that tries to hide 
  your true nature while you’re in public, or 
  not much clothing at all, depending on how 
  close to a village or city you are, or how 
  much equanimity your companions have 
  regarding your hideous appearance.
  Connection: Choose one of the following.
  1. Pick one other PC. They are clearly 
  terrified of you. You are determined to show 
  them that you’re not going to lose control, 
  and give them a key to your manacles.
  2. Pick two other PCs. They know that it’s 
  beneficial for you to kill and eat a creature 
  every few days, and they often work together 
  to make sure that happens.
  3. Pick one other PC. That character is 
  able to soothe you. You’ll never attack them, 
  and if they’re in danger, you’ll go berserk 
  trying to save them.
  not both) gains an asset on whatever task 
  they attempt in a given round. The two 
  must mutually agree each round who gets 
  the asset. Unfortunately, if you and your 
  friend are not at least within long range of 
  each other, the difficulty of all tasks for both 
  of you is increased by one step. If one of 
  you ever dies, the difficulty of all tasks for 
  the other is increased by one step for a year. 
  If you are alive but your friend isn’t, after 
  this year, you can choose a new person to 
  bond with. Enabler.
  Tier 2: Mental Bond. You and your friend are 
  always in telepathic communication with 
  each other, no matter how far apart you are. 
  You always know the direction and distance 
  to your friend, and vice versa. Enabler.
  Tier 3: Back to Back. When you and your 
  friend are within immediate distance of 
  each other, you each inflict 2 additional 
  points of damage when you attack, and the 
  difficulty of all defense actions is decreased 
  by one step. (The modification to defense 
  action difficulties is separate from any asset 
  gained from the tier 1 ability Bond.) Enabler.
  Tier 4: True Bond. The tier 1 ability Bond 
  becomes stronger. Now whenever you and 
  your friend are within immediate distance, 
  both of you gain an asset on whatever task 
  they attempt in a given round. However, if 
  you and your friend are not at least within 
  long range of each other, the difficulty of 
  all tasks for both of you is increased by two 
  steps. Enabler.
  Tier 5: Well-Being of the Other. When you 
  and your friend are within immediate 
  distance of each other, you can share 
  damage. That is to say, if one of you is struck 
  by a weapon for 4 points of damage, either 
  of you can be affected by it, or you can divide 
  the damage between the two of you. Only 
  the Armor and resistances of the character 
  initially damaged come into play. So if you 
  have 2 Armor and are struck by a force blast 
  for 4 points of damage, your friend can take 
  the 2 points of damage you would suffer, but 
  his Armor does not come into play, nor does 
  his utter immunity to force blasts.
  “Crail” is a curse word in 
  the Ninth World.
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  65
  NEW FOCI
  Tier 6: Savage Attack (3+ Speed points). 
  When using your natural weaponry attack, 
  you can make multiple attacks as part of the 
  same action. Each additional attack costs 3 
  Speed points. Action.
  LIKES TO BREAK THINGS
  You enjoyed smashing whatever you could 
  get your hands on when you were a child. 
  You still do. You’re burly, so destroying 
  stuff comes easy. The sound things make 
  when they shatter is magical. In fact, every 
  material has its own particular tenor. 
  4. Pick one other PC. You worry that you 
  may have been responsible for killing one 
  or more of their loved ones when they were 
  younger.
  Additional Equipment: Manacles and 
  hobble that you sometimes ask your friends 
  to secure you with, just in case.
  Minor Effect Suggestions: The target is so 
  intimidated by your bestial attack that it is 
  dazed for one round, during which time the 
  difficulty of all tasks it performs is modified 
  by one step to its detriment.
  Major Effect Suggestions: Your foe is 
  disrupted and off balance by your bestial 
  attack, and can’t use any special powers 
  that require an action for two rounds.
  Tier 1: Beast. Your monstrous form is both 
  powerful and hideous. You gain +4 to your 
  Might Pool, and +1 to your Might Edge. 
  Enabler.
  Natural Weapons. You can make a melee 
  attack with your claws, teeth, tentacles, or 
  whatever you are equipped with. The attack 
  inflicts 4 points of damage. Action.
  Tier 2: Skin of the Beast. You gain +1 to 
  Armor thanks to your tough flesh. Enabler.
  Tier 3: Improved Natural Weapons. 
  Your Natural Weapons attack inflicts 
  2 additional points of damage and you 
  are trained in the attack. Action.
  Tier 4: Greater Beast. You gain the 
  following additional bonuses: +4 
  to your Might Pool, +2 to your 
  Speed Pool, and +1 to your 
  Speed Edge. Enabler.
  Tier 5: Enhanced Beast. 
  You gain the following 
  additional bonuses: +3 
  to your Might Pool, +2 to 
  your Speed Pool, and +1 to 
  Armor. Enabler.
  Envenomed Attack. Your 
  melee attack with your natural 
  weaponry injects a level 6 venom that 
  inflicts 3 points of Speed damage (ignores 
  Armor). Enabler.
  Gazes Into the Abyss 
  GM Intrusions: A 
  monstrous beast 
  sometimes loses 
  control and attacks 
  indiscriminately.
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  66
  than using your brawn. Your Intellect Pool 
  increases by 3 points and you gain 1 to your 
  Intellect Edge.
  Tier 4: Smarter Not Harder (5 Intellect 
  points). You see where objects are most 
  likely to break. The difficulty of any task 
  that would normally depend on brute force 
  (that you accomplish with an apparently 
  light touch) is decreased by three steps. 
  Examples include opening a barred door or 
  a locked container with a deft touch instead 
  of smashing it or tearing it open, shifting 
  a heavy object without lifting it, opening a 
  hole in a solid barrier by finding a keystone 
  or nexus, and so on. Enabler.
  Tier 5: Breaking Bones (6+ Might or Intellect 
  points). You recognize where flesh fails. 
  With a swift and sudden attack, you strike 
  a foe in a vital spot. If the target is level 3 
  or lower, it is killed outright. For every two 
  levels of Effort you apply, you can increase 
  the maximum level of the target by 1. Action.  
   
  Tier 6: Juggernaut (5 Might or Intellect 
  points). Until the end of the next round, 
  you can move through solid objects such 
  as doors and walls. Only 2 feet (60 cm) of 
  wood, 1 foot (30 cm) of stone, or 6 inches 
  (15 cm) of metal can stop your movement. 
  Enabler.
  LIVES ON THE ROAD 
  You are a traveler. Experienced travelers 
  are rare in the Ninth World because of the 
  hazards involved, but you are up for these 
  challenges. You thrill to the idea of exploring 
  new places. Wanderlust makes you grow 
  anxious if you stay in the same place too long. 
  Being on the road means you’re adaptive. 
  New situations don’t bother you (in fact, 
  you thrive on them). The road is a dirty, 
  dangerous place at times, but you’re 
  resilient and resistant to harm and disease. 
  Travelers wear tough, practical clothing 
  and often a wide variety of gear. Because 
  you’re always picking up new things as you 
  visit places, your clothing and equipment 
  are a hodge-podge of different cultures and 
  styles. 
  You’ve shattered so many things that you’re 
  developing a knack for seeing the weak 
  point not only in objects, but also in people, 
  and in some cases, in the way people think, 
  plan, and dream. It’s up to you whether 
  you want to exploit that talent or continue 
  mostly with breaking objects, which don’t 
  cry and make you feel guilty afterward.
  Glaives and Seekers have the greatest 
  propensity for breaking things.
  Connection: Choose one of the following.
  1. Pick one other PC. You promised that 
  character to break the first thing they named 
  to you, whatever it was. They haven’t yet 
  taken you up on your offer.
  2. Pick one other PC. They wrongfully 
  accused you of smashing something they 
  treasured. Later they apologized, and you’ve 
  mostly forgotten the incident. Mostly.
  3. Pick one other PC. You broke a 
  keepsake that character kept, and hid the 
  evidence. That character has no idea you did 
  it, and just thinks they lost the object. You 
  haven’t told them the truth, and now worry 
  too much time has passed to come clean.
  4. Pick one or more other PCs. You 
  accidentally destroyed a bridge that you and 
  they were using at the time. Everyone was 
  hurt, and one other former comrade was 
  killed in the incident.
  Additional Equipment: You carry a 
  hammer.
  Minor Effect Suggestions: The difficulty of 
  the next task to break something is reduced 
  by one step.
  Major Effect Suggestions: The object held 
  by the NPC shatters.
  Tier 1: Feat of Strength (1 Might point). The 
  difficulty of any task that depends on brute 
  force is decreased by one step. Examples 
  include smashing down a barred door, 
  tearing open a locked container, lifting or 
  moving a heavy object, or striking someone 
  with a melee weapon. Enabler.
  Tier 2: Powerful. Your Might Pool increases 
  by 5 points. Enabler.
  Tier 3: Conceptual Breakthrough. Perhaps 
  it’s a revelation, but sometimes breaking 
  things is more about using your mind 
  Likes to Break Things 
  GM Intrusions: 
  Something valuable 
  breaks along with the 
  intended target; an 
  item owned by an ally 
  is broken; the character 
  says something without 
  thinking that risks 
  mentally breaking an 
  NPC ally.
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  NEW FOCI
  Tier 3: Tireless. You can walk, swim, or 
  otherwise travel for half again as long as 
  most people. Enabler. 
  Sharp Eyed. Because you must always 
  keep an eye out when you’re on the road, 
  you are trained in all tasks related to 
  perception and navigation. Enabler. 
  Tier 4: Polyglot. You are so adept at 
  languages that after hearing any language 
  spoken for a few minutes, you can pick up a 
  few words. It doesn’t take long for you to be 
  able to (crudely) make yourself understood, 
  and to understand what’s being said around 
  you. Enabler.
  Tier 5: Resilient. In your travels, you’ve been 
  exposed to all sorts of dangerous things 
  and are developing a general resistance. You 
  gain +1 to Armor and are trained in Might 
  defense tasks. Enabler. 
  Tier 6: Adaptor. Living on the road 
  long enough, you learn to do a little of 
  everything. Anytime a circumstance (such 
  as weather, inability to see, terrain, and so 
  on) would increase the difficulty of a task 
  for you, you can ignore the modification. 
  Further, anytime you take your ten-hour 
  recovery roll, you can choose one skill to be 
  trained in. This lasts until your next ten-hour 
  recovery roll, at which point you choose a 
  new skill (or the same one again). Enabler.
  MAKES SOMETHING 
  OUT OF NOTHING 
  All the world is a vast puzzle, one you’re 
  able to solve. Where others see junk, you 
  see the shape of what all the pieces could 
  be. Sometimes you combine objects to 
  create something new, and other times you 
  chip away everything that doesn’t look like 
  the thing you want. The more you learn, 
  the more you’re able to make, up to and 
  including numenera devices. However, 
  improvising a weapon from whatever 
  happens to be lying around can be just as 
  impressive when the unexpected happens 
  and time is of the essence. 
  You probably wear a vest or coat with 
  many pockets for your tools.
  Jacks in particular take well to living 
  on the road, as they are very adaptable. 
  But truly, anyone who walks the long and 
  winding paths (or blazes whole new trails) 
  that cross the world is a fellow traveler, 
  regardless of their other skills. 
  Connection: Choose one of the following 
  connections. 
  1. Pick one other PC. The character has 
  been your longtime traveling companion. 
  You know many of each other’s foibles, 
  preferences, and secrets. 
  2. Pick one other PC who is not from your 
  hometown. Not only do you know where 
  they are from, but you seem to know more 
  about that place than they do. 
  3. Pick one other PC. Whether it’s true or 
  not, you feel that character always seems to 
  need your help in whatever they do. 
  4. Pick one other PC. You have taught 
  them a smattering of one of the languages 
  you know.
  Additional Equipment: You start with an 
  explorer’s pack. If you already have one, you 
  can instead take an extra change of clothes, 
  rations for two more days, and two minor 
  glowglobes. 
  Minor Effect Suggestions: Your action 
  impresses those around you. People who 
  were unsure of you are now willing to at 
  least listen to what you have to say. 
  Major Effect Suggestions: As you succeed, 
  you say precisely the right thing, and the 
  difficulty of all social interaction tasks 
  pertaining to one person who can see and 
  hear (and understand) you is decreased by 
  two steps permanently. 
  Tier 1: Hardy. You gain 4 additional points to 
  your Might Pool. Enabler. 
  Multilingual. You are fluent in an additional 
  language of your choice. Enabler. 
  Tier 2: Survivor. You are trained at finding 
  food and water in places where such things 
  are difficult to find. This doesn’t just mean 
  out in the wilderness. On the streets of an 
  unfriendly city without any shins, you still 
  might be able to find enough sustenance to 
  get by. Enabler. 
  Multilingual. You are fluent in an additional 
  language of your choice. Enabler. 
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  to, the following: bowyering/fletching, 
  leatherworking, glassblowing, armoring, 
  weaponsmithing, woodcrafting, and 
  metalworking. Enabler.
  Tier 2: Numenera Expert. You are trained in 
  two numenera crafting skills in which you 
  are not already trained. Choices include, 
  but are not limited to, the following: 
  numenera crafting (chemistry), numenera 
  crafting (electronics), numenera crafting 
  (mechanics), and numenera crafting 
  (transdimensional). Enabler.
   
  Tier 3: Brief Empowerment (4 Intellect 
  points). You give enough power to a single 
  numenera item to allow it to function 
  once, or for one round, whichever is most 
  appropriate. Action.
  Depowering (4 Intellect points). If you 
  can spend a round manipulating a powered 
  numenera item, you can cause it to stop 
  functioning for one minute. Action.
  Tier 4: Jury-Rig (5 Intellect points). You 
  quickly create an object using what would 
  seem to be entirely inappropriate materials. 
  You can make a detonation out of a few 
  oddities, a lockpick out of a few expertly 
  snipped shins, or an energy-detecting device 
  out of some junk and a few shins. The 
  level of the item determines the difficulty 
  of the task, but the appropriateness of the 
  materials modifies it as well. Generally, the 
  object can be no larger than something 
  you can hold in one hand, and it functions 
  once—in most cases, it is a cypher and is 
  limited by your normal cypher limit. If you 
  spend one minute, you can create an item 
  of level 3 or lower. If you spend at least 
  ten minutes on the task, you can create an 
  item of level 5 or lower. In many cases, you 
  need to be familiar with the item you are 
  creating—you can’t create a specific cypher 
  without having had a cypher like that in the 
  past. You can’t change the nature of the 
  materials involved. For example, you can’t 
  take a rock and make it into water. Action to 
  initiate.
  Tier 5: Of My Own Design. When you use 
  an object you’ve crafted, the difficulty is 
  Connection: Choose one of the following.
  1. Pick one other PC. That character seems 
  to disturb your concentration in a way that 
  you can’t explain. If they are standing next to 
  you, all your crafting and improvisation tasks 
  prove one step more difficult.
  2. Pick one other PC. For some reason 
  that isn’t immediately clear, they are able to 
  use all the weapons, armor, and tools you 
  improvise as if practiced. 
  3. Pick one other PC. Recently, they 
  accidentally (or perhaps intentionally) lost 
  your previous set of tools. You’re not sure if 
  it was a joke or an accident, but you’re wary 
  of a repeat incident.
  4. Pick one other PC. They dislike disorder 
  and messes of all kinds, and refer to your 
  knack for making something out of nothing 
  as “playing with junk.” You hope that 
  crafting something beautiful for them will 
  change their mind. It’s up to that player how 
  their character responds to the experience.
  Additional Equipment: A pack of light tools.
  Minor Effect Suggestions: An item you 
  improvise, jury-rig, or craft is of even better 
  quality than you intended, and is one level 
  higher than normal.
  Major Effect Suggestions: An item you 
  improvise, jury-rig, or craft has an additional 
  ability, use, or effect. For instance, if you 
  improvise a club from a table leg, a perfectly 
  positioned nail means the weapon inflicts 1 
  additional point of damage.
  Tier 1: Improvise (3 Intellect points). When 
  you perform a task in which you are not 
  trained, you can improvise to gain an asset 
  on the task. The asset might be a tool you 
  cobble together, a sudden insight into 
  overcoming a problem, or a rush of dumb 
  luck. For example, you could improvise 
  a weapon from a table leg to serve as a 
  medium club, a shard of crystal to serve as 
  a light dagger, a stone to serve as a light 
  thrown weapon, and so on. If need be, you 
  can even use your fist as a light weapon. 
  Likewise, you can improvise a shield from 
  a small table, a chair, or other object larger 
  than a breadbox that you can hold. Enabler.
  Craftsperson. You are trained in a 
  crafting skill in which you are not already 
  trained. Choices include, but are not limited 
  Crafting, page 106
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  NEW FOCI
  Nanos and Jacks are most drawn to 
  manipulating force.
  Connection: Choose one of the following.
  1. Pick one other PC. They don’t believe 
  you can create invisible fields of force. 
  After all, neither they nor anyone else can 
  see anything. You suspect that they might 
  actually be very interested in your abilities. 
  You’ve even caught them going through 
  your things once trying to find the answer to 
  what you can do.
  2. Pick one other PC. In the recent past, 
  when creating a bubble of force around 
  yourself, the invisible force pushed that 
  character over a precipice to a long fall. 
  They barely survived. It is up to the player of 
  that character to decide whether they resent, 
  fear, or forgive you.
  3. Pick one other PC. They are on the run 
  from an organization that they owe money 
  to. You protected them when thugs came to 
  rough the character up in the recent past. 
  Now the group is looking for both of you.
  4. Pick one other PC whose focus 
  intertwines with yours. This odd connection 
  affects them in some way. For example, if 
  the character Delved Too Deeply, your ability 
  reduced by one step. For example, if you 
  craft a length of synth cord with a handle to 
  use as a whip or strangling cord, or to tie 
  someone up securely, the difficulty of that 
  task is decreased by one step. Enabler.
  Tier 6: Greater Jury-Rig (7 Intellect points). 
  When you use your Jury-Rig ability, you can 
  create an item of level 3 or lower in a round 
  and an item of level 5 or lower in a minute, 
  and if you spend at least ten minutes on the 
  task, you can create an item of level 7 or lower.
  MANIPULATES FORCE
  Weaving together the fundamental forces 
  of existence to create a bubble of invisible 
  protection is an achievement that some 
  presume only adepts of the prior worlds can 
  accomplish. But through an accident, some 
  unique device(s), or unfailing effort on your 
  part (or some combination of all of these), 
  you have learned the trick of manipulating 
  pure force. At first, you use it for protection, 
  but as your mastery grows, you learn to 
  use it to bend light and manipulate objects 
  around you.
  Makes Something 
  Out of Nothing GM 
  Intrusions: The character 
  can’t find the materials 
  needed to improvise or 
  jury-rig an item. Even 
  the most well-crafted 
  items, improvised tools, 
  or jury-rigged objects 
  sometimes break at the 
  worst moment.
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  Alternatively, you can target a creature or 
  object (up to twice your mass) within short 
  range with an invisible hand made of force. 
  If the target is successfully caught in your 
  invisible grip, you can move the target up 
  to a short distance in any direction each 
  round that you retain your hold. A creature 
  in your grip can take actions, but it can’t 
  move under its own power. Each round 
  after the initial attack, you can attempt to 
  keep your grip on the target by spending 2 
  additional Intellect points and succeeding 
  at a difficulty 2 Intellect task. If your 
  concentration lapses, the target drops back 
  to the ground. Instead of applying Effort 
  to decrease the difficulty, you can apply 
  Effort to increase the amount of mass you 
  can affect. Each level allows you to affect 
  a creature or object twice as massive as 
  before. For example, applying one level of 
  Effort would affect a creature four times as 
  massive as you, two levels would affect a 
  creature eight times as massive, three levels 
  would affect a creature sixteen times as 
  massive, and so on. Action to initiate. 
  Tier 4: Invisibility (4 Intellect points). Using 
  the force you manifest to bend light, you 
  become invisible for ten minutes. While 
  invisible, you are specialized in stealth 
  and Speed defense tasks. This effect 
  ends if you do something to reveal your 
  presence or position—attacking, using an 
  ability, moving a large object, and so on. 
  If you become visible, you can regain the 
  remaining invisibility effect by taking an 
  action to focus on hiding your position. 
  Action to initiate or reinitiate.
  Tier 5: Invisible Path (5+ Intellect points). 
  You can create an invisible force construct 
  that you can travel atop, simulating 
  levitation or flight for one hour. Though 
  you might be creating animated invisible 
  ramps, stairs, slides, and flying discs, others 
  see only that you appear to be flying or 
  striding through the air. For each level of 
  Effort applied, you can affect one additional 
  creature of your size or smaller. The creature 
  must agree to be manipulated by your force 
  constructs, which it can’t see. You direct 
  the other creature’s movement. In terms of 
  might be to create force bubbles that block 
  that character from the effects of light. If 
  she Fell From Another World, she doesn’t 
  suffer the penalty of interacting with things 
  outside your protective force sphere. And 
  so on.
  Minor Effect Suggestions: The duration of 
  the effect is doubled.
  Major Effect Suggestions: An important 
  item on the target’s person is destroyed.
  Tier 1: Bubble of Protection (1+ Intellect 
  points). You are surrounded by an invisible 
  bubble of force that provides +2 to Armor 
  for one minute. The bubble is permeable 
  to your intentions, but not perfectly. Tasks 
  that require you to manipulate or interact 
  with objects that you’re not carrying is one 
  step more difficult while the bubble is up. 
  This includes attacking targets outside 
  the sphere (but does not include attacks 
  you make using Invisible Force at tier 
  3). For each level of Effort you apply, the 
  bubble provides an additional +1 to Armor; 
  however, the difficulty of interacting with 
  and attacking objects outside the sphere 
  also increases by one step. Action to create.
  Tier 2: Expanded Bubble (2+ Intellect 
  points). You can expand the invisible sphere 
  you create using Bubble of Protection to 
  cover more than just yourself. For each 
  additional Intellect point you spend, you can 
  increase the size of the bubble to include 
  one more creature within immediate 
  range. All protected creatures must stay 
  within immediate range of you or lose the 
  protection provided by the invisible bubble 
  of force. Protected creatures suffer the same 
  increased difficulty when attempting to 
  interact with or attack objects outside the 
  bubble. Action to create.
  Tier 3: Invisible Force (4+ Intellect points). 
  You can create an invisible force that you 
  can use a few different ways. Effects from 
  Invisible Force are not hampered by the 
  sphere created by your Bubble of Protection 
  ability.
  First, you can emit a ray of force at a 
  target within short range that inflicts 7 
  points of damage. Action. 
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  71
  NEW FOCI
  4. Pick all the other PCs. You tricked them 
  into believing you are someone that you are 
  not, and now it’s been so long, you’re not 
  sure if you should reveal the truth.
  Additional Equipment: Disguise of your 
  choice and 10 shins.
  Minor Effect Suggestions: Your foe 
  loses track of you and moves just out of 
  immediate range before realizing its error.
  Major Effect Suggestions: Your foe is 
  confused by your antics. On its next turn, it 
  attacks one of its allies instead of you before 
  realizing the truth.
  Tier 1: Legerdemain (1 Speed point). You can 
  perform small but seemingly impossible 
  tricks. For example, you can make a small 
  overland movement, a flying creature moves 
  about 20 miles (32 km) per hour and is not 
  affected by terrain. Action to initiate.
  Tier 6: Improved Force Control. You’ve 
  gained fine control over the force spheres 
  you create when you use Bubble of 
  Protection and Expanded Bubble. You can 
  subconsciously reshape, make permeable, 
  drop and immediately reinflate, and 
  otherwise alter the sphere’s surface on the 
  fly. The upshot: the difficulty of interacting 
  with and attacking objects outside your 
  protective sphere is decreased by up to two 
  steps for you and anyone you protect within 
  an expanded sphere. (This ability does not 
  enhance task performance; it zeroes out the 
  penalty imposed by force bubbles providing 
  up to +3 Armor.) Enabler.
  PLAYS TRICKS 
  Whether you’re a performer, a thief, a Nano, 
  a Jack, or a simple wanderer, you delight in 
  fooling, confounding, and surprising others. 
  Some of your tricks are meant to charm 
  and entertain. Others are more useful for 
  getting out of tight corners and confusing 
  your foes. Even if you’ve got others’ 
  best interests at heart, you’ve probably 
  accidentally hurt or confused your friends 
  with your antics in the past, so you try to 
  avoid making that particular mistake in the 
  future.
  You probably wear a garment with several 
  concealed pockets, from which you can 
  produce hidden shins and other oddments 
  of guile.
  Connection: Choose one of the following.
  1. Pick one other PC. You’re jealous of 
  their finery.
  2. Pick one other PC. You suspect that 
  they are part of a secret organization, but 
  you don’t know if you should be more afraid 
  for them or of them. Perhaps if you perform 
  tricks for them, you’ll discover their true 
  nature.
  3. Pick one other PC. You once tricked 
  them so completely that they attacked and 
  hurt you, thinking you were a foe. You’ve 
  healed, but both of you are still wary of each 
  other.
  Manipulates Force GM 
  Intrusions: Someone 
  blunders into the invisible 
  character. A character’s 
  bubble of force interacts 
  with the environment 
  in an unintended way, 
  perhaps accidentally 
  knocking down a creature 
  or breaking a delicate 
  object.
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  72
  in stealth, disguise, or similar tasks, the 
  trap base level is 4. If you are specialized, 
  level 5. Traps that inflict damage do so in 
  an amount equal to their level. Action to 
  initiate. 
  Tier 6: Fake-Out (8 Intellect points). You’re 
  not really hurt at all! Choose to regain full 
  points in one Pool, ascend one step on 
  the damage track, throw off a condition, or 
  change a failed die result to a natural 20 
  (20 still might not be enough to succeed if 
  the difficulty is higher than 6, and you can’t 
  change the result if you roll a natural 1). 
  Once you use this ability, it is not available 
  again until after you make a ten-hour 
  recovery roll. Enabler.
  PROVIDES SUPPORT
  The world is a hard place filled with danger 
  and loss. You might know that firsthand. 
  But instead of becoming bitter and vowing 
  revenge on the world, you chose a healing 
  path. Many people are worthy of being 
  helped, healed, and supported in their 
  endeavors. And you’re the perfect person to 
  provide that care. Doing so helps keep you 
  grounded, at peace, and keeps the shadows 
  from your dreams at night.
  Helping others instead of yourself means 
  you might not have the richest cloak or the 
  finest shoes, or know what it’s like to wear 
  anything other than secondhand garments. 
  However, you also have mementos given to 
  you by those you’ve helped in the past, like 
  the oddity that hums a tiny melody, given to 
  you by the man you saved from aggressive 
  abhumans.
  Connection: Choose one of the following.
  1. Pick one other PC. You helped that 
  character break into a stranger’s home 
  because they said that something within 
  was stolen and belonged to them. Now 
  that time has passed, you’re not entirely 
  convinced of their story.
  2. Pick one other PC. That PC knew you 
  during a period of your life when you were 
  not helping others, but instead exploiting 
  them, or at least ignoring the plight of those 
  in need. They don’t know why you changed. 
  It’s up to you whether you want to tell them.
  object in your hands disappear and move 
  into a desired spot within reach (like your 
  pocket). You can make someone believe that 
  they have something in their possession 
  that they do not have (or vice versa). You 
  can switch similar objects right in front of 
  someone’s eyes. Action.
  Wit or Menace. Choose whether you’re 
  trained in pleasant social interactions 
  (including persuasion) or negative social 
  interactions (such as intimidation). 
  Tier 2: Impersonate (2 Intellect points). You 
  alter your voice, posture, and mannerisms, 
  whip together a disguise, and gain an asset 
  on an attempt to impersonate someone 
  else. Your impersonation could be a specific 
  individual or someone serving a general 
  role, such as a member of the city watch. 
  Action to initiate.  
   
  Tier 3: Poke and Run (3 Speed points). When 
  you strike a creature that has eyes with 
  a melee attack, the creature has trouble 
  seeing for the next hour, and you can move 
  or attempt to hide as part of the same 
  action. Tasks the creature performs that rely 
  on sight (which is most tasks) are modified 
  by one step to its detriment during this 
  period. Action.  
   
  Tier 4: Calm (3 Intellect points). Through 
  jokes, song, pranks, or similar activities, 
  you prevent a foe from attacking anyone or 
  anything for one round. Action.
  Opportunist. You have an asset on any 
  attack roll you make against a creature that 
  has already been attacked at some point 
  during the round and is within immediate 
  range. Enabler.  
   
  Tier 5: Trap Trick (4+ Intellect points). 
  You are trained in creating simple traps, 
  especially many varieties of deadfalls, 
  snares, stabbing traps, tripwires, and so 
  on using objects from the surrounding 
  environment. You can usually create a trap 
  in under a minute. When you lay a trap, 
  decide whether you want to hold the victim 
  in place, inflict damage, or something else. 
  Traps are level 3 plus 1 level for each 
  level of Effort you use. If you are trained 
  Healing, page 103
  Helping, page 101
  Plays Tricks GM 
  Intrusions: The dupe 
  becomes enraged when 
  they realize you’ve 
  tricked them. A victim 
  of a previous trick 
  tracks you down for a 
  past transgression. You 
  are recognized by an 
  official for some previous 
  shenanigan.
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  73
  NEW FOCI
  when you help another character with a 
  task, you don’t have to be trained in that 
  task to provide that character with a two-
  step reduction—instead of a one-step 
  reduction—in that task’s difficulty. Action.
  Tier 6: Squad Supporter (6 Intellect points). 
  Three allies you can see come under your 
  protection. You are trained in all tasks 
  involving finding, healing, interacting with, 
  and protecting them. You can support one 
  squad at a time. Action to initiate.
  SHAPES LIQUID
  Energy can mold liquid—particularly liquids 
  with invisible particles dissolved into their 
  essence—into any shape and texture. It can 
  change its tensile strength, its hardness, 
  and its durability. You can control this 
  energy, and therefore can craft liquid more 
  precisely and much more instantaneously 
  than a craftsman shapes wood or stone. 
  You can take a bit of water, infuse it with 
  nanoscopic particles, and make it into a 
  sword, a jerkin, a rope, or—eventually—a 
  wall or even a cypher with moving parts and 
  complex circuitry.
  Nanos make the most obvious liquid 
  shapers, but any character can benefit from 
  these abilities. A Glaive that can create their 
  own weapons or a Jack who can instantly 
  have any tool they need would certainly have 
  an advantage.
  You very likely carry a large container with 
  liquid in it wherever you go.
  Connection: Choose one of the following 
  connections.
  1. Pick one other PC. This character seems 
  to doubt your abilities, so you’ve decided to 
  prove yourself to them.
  2. Pick one other PC. You were once 
  partners with this character on another 
  venture that went poorly, through no fault of 
  either of you.
  3. Pick one other PC. You have no idea 
  why, but your abilities do not function if you 
  are touching this character.
  4. Pick one other PC. This character owes 
  you money.
  Minor Effect Suggestions: Your creation 
  lasts twice as long as normal. 
  3. Pick one other PC. You helped their 
  mother out of a hard situation.
  4. Pick one other PC. You’ve seen that 
  character admiring your healing skills many 
  times. Perhaps they would like a lesson. 
  (You won’t know until you ask.)
  Minor Effect Suggestions: An ally is 
  inspired and regains 2 points to a Pool.
  Major Effect Suggestions: You can use 
  your Healer ability without having to use 
  an action at any point before the end of the 
  next round.
  Tier 1: Healer. You are trained in healing 
  tasks. Enabler.
  Good Advice (1 Intellect point). You have 
  a clear mind for determining the best way to 
  proceed. When you give another character 
  a suggestion involving his next action, the 
  difficulty of that action is reduced by one 
  step. Action.
  Tier 2: Helper (2 Intellect points). When 
  you help another character with a task, 
  you don’t have to be trained in that task 
  to provide that character with a one-step 
  reduction in that task’s difficulty. Action.
  Calm and Confident. You gain 1 to your 
  Intellect Edge.
  Tier 3: Dependable Friend. Through wit, 
  charm, humor, and grace, you are trained 
  in all social interactions other than those 
  involving coercion or intimidation. During 
  rests, you put friends and comrades at ease 
  so much that they gain +1 to their recovery 
  rolls. Enabler.
  Tier 4: Improved Healer. You are specialized 
  in healing tasks instead of trained. If you 
  are already specialized in healing tasks, you 
  always restore a minimum of 1 point with 
  your healing tasks, regardless of the roll. 
  Enabler.
  Astute. You are trained in tasks to discern 
  others’ motives and to ascertain their 
  general nature. You have a knack for sensing 
  whether or not someone is truly worth 
  helping and healing. Enabler.
  Tier 5: Improved Helper (5 Intellect points). 
  You’re so good at providing support that 
  Provides Support GM 
  Intrusions: Someone 
  the character helped, 
  nursed back to health, 
  or vouched for turns out 
  to be an enemy working 
  against the group’s goals.
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  74
  Tier 2: Condensation (2 Intellect points). You 
  transform the air into liquid, creating up to 
  100 gallons (380 liters). Action.
  Create Liquid Wall (2 Intellect points). You 
  shape about 100 gallons (380 liters) of water 
  into a wall about 10 feet (3 m) by 10 feet 
  (3 m) by 1 foot (30 cm). This wall is level 4. 
  Alternatively, you can shape the liquid into 
  a single shape of about the same mass: a 
  ladder 100 feet (30 m) tall, a barred cage 
  about 8 feet (2 m) to a side, or a rope 500 
  feet (150 m) long. It lasts one hour. Action.
  Tier 3: Sturdier Liquid Creations. When you 
  use one of the tier 1 or tier 2 abilities, the 
  level of the item you create is two levels 
  higher. Enabler.
  Tier 4: Create Complex Liquid Item (5 
  Intellect points). You can shape about a 
  gallon of liquid into a complex device—
  anything from a crossbow to a cypher. The 
  device is the size of something you can 
  easily hold in one hand. In order to make 
  something like a cypher, you must have an 
  example of the cypher you want to make 
  in your possession, and you must make 
  a numenera-based Intellect roll with a 
  difficulty equal to the level of the cypher. The 
  created cypher is two levels lower than the 
  actual cypher (minimum 1). 
  You could also make a needed part 
  for a numenera device more permanent 
  or sophisticated than a cypher, like an 
  artifact or larger/more complex device. You 
  could not make a complete device. While 
  you do not need to have the part in your 
  possession, the difficulty of the task is still 2 
  higher than the level of the item. 
  In any case, the item lasts one hour. 
  Action.
  Tier 5: Create Liquid Structure (5 Intellect 
  points). You can shape a large amount of 
  liquid into a large structure—about 1,000 
  gallons (3,800 liters) needed for a 10-foot 
  (3 m) cube. Your creation can be as large 
  as ten such cubes, if you have the liquid 
  available. The structure can be somewhat 
  complex, with some moving parts and 
  parts with different densities, textures, 
  and opacities. This means it can include 
  Major Effect Suggestions: Your creation is 
  either two levels higher than normal or adds 
  an asset to tasks involving its use.
  Tier 1: Create Liquid Item (1 Intellect point). 
  You can shape about a gallon of liquid into 
  any simple item (no moving parts) that you 
  can easily hold in one hand. The item is 
  level 2, but has the appropriate density (so a 
  liquid sword can be used as a weapon) and 
  lasts for one hour. Action.
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  75
  NEW FOCI
  short range of them, you can hear their 
  “thoughts” through the channel of the 
  datasphere. You can’t seem to turn this off. 
  Whether you tell them or not is up to you.
  3. Pick one other PC. When they found out 
  that you could connect to the datasphere, 
  they seemed frightened. You’re not sure if 
  they were frightened by your ability, or by 
  what you might learn about them. It’s up to 
  them if they ever want to tell you.
  4. Pick one other PC. You’ve discovered 
  that this character is somewhat tuned to the 
  datasphere, too. While you’re within short 
  range of them, the two of you can speak 
  “mentally” by using the datasphere as a 
  channel.
  Additional Equipment: You have a 
  numenera device (worn or implanted on your 
  skin) that adds 1 point to your Intellect Pool. 
  If you’re ever without the artifact, subtract 5 
  points from your Intellect Pool; the points are 
  restored if you regain the item.
  Scan Training: If you have the Scan 
  esotery from your type, you’re automatically 
  trained in it. Enabler.
  Minor Effect Suggestions: You learn an 
  additional piece of information about the 
  object, person, or topic in question.
  Major Effect Suggestions: You can take 
  another action on that same turn.
  Tier 1: Knowledge Tap (1 Intellect point). 
  Except in places where your access is cut off 
  from the datasphere, you can tap in briefly 
  and learn a bit more about something you 
  can see. You get an asset on a task involving 
  that person or object. Action.
  Machine Interface (2 Intellect points). The 
  difficulty of discerning the level, function, 
  and activation of numenera devices that 
  you touch is decreased by one step for one 
  minute. Enabler.
  Tier 2: Datasphere Update. At the beginning 
  of each day, choose one task (other than 
  attacks or defense) for which you will 
  connect to the datasphere and receive a 
  rush of images, information, and borrowed 
  reflexes. For the rest of that day, you’re 
  trained in that task. You can’t use this ability 
  with a skill in which you’re already trained. 
  Enabler.
  windows, doors with locks, furnishings, and 
  even decor. The level of the creation is 6.
  Alternatively, you could shape the liquid 
  into a large, defensible structure, a sturdy 
  100-foot (30 m) bridge, or anything similar. 
  If you create it underwater (where there is 
  plenty of liquid), you can make the interior 
  air-filled (with replenishing air) and airtight, 
  and even pressure-resistant. You could even 
  give it an airlock. (In theory, if you had liquid 
  in the void of space, you could also do the 
  same thing there.) The structure lasts for 28 
  hours. Action. 
  Tier 6: Master of Liquid (6 Intellect points). 
  If you have a large amount of liquid within 
  short range, each round for the next hour 
  you can create liquid constructs within short 
  range, one construct per round. A construct 
  could be a wall, a shield (offering a target 
  cover), a blunt attack against a single foe 
  inflicting 10 points of damage, and so on. 
  These constructs are large but simple. 
  Action to initiate. 
  SPEAKS TO THE 
  DATASPHERE
  The voice has always been there, 
  whispering, whispering. At first, you 
  couldn’t make it out. But through practice 
  and devotion, you have learned to decipher 
  messages coming out of thin air. And what’s 
  more, you learned to talk back. Now the 
  voice sometimes does things for you. The 
  datasphere is your friend. 
  Most people can’t tell you have this ability 
  just by looking at you, although you have 
  a special device that you carry or that is 
  implanted somewhere on your body that helps 
  you decipher and speak with the datasphere.
  Nanos and Seekers are most likely to 
  choose this focus.
  Connection: Choose one of the following.
  1. Pick one other PC. Something about 
  them disrupts your connection to the 
  datasphere. When they are next to you, all 
  tasks related to tapping into the datasphere 
  are one step more difficult for you.
  2. Pick one other PC. You’ve discovered 
  that this character is somewhat tuned to 
  the datasphere, too. While you’re within 
  Scan, page 36
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  76
  overload a level 5 device (two levels above 
  the normal limit), you must apply two levels 
  of Effort. Action.
  Tier 4: Datasphere Spy (3 Intellect points). 
  By exploiting your connection to the 
  datasphere, you can attempt to route your 
  senses through it and look out through 
  devices also connected to it up to a long 
  distance away. (Most devices are connected, 
  and even in places where no devices exist, 
  a spray of nanites in the air likely have such 
  a connection.) For up to ten minutes, you 
  can see and hear through those devices 
  using their senses as if they were your own. 
  Creatures in the area might have a chance 
  to note that devices near them are acting 
  oddly, at the GM’s discretion. Action to 
  initiate.
  Improved Datasphere Update. When 
  using Datasphere Update, you can also 
  become trained in attacks or defenses 
  that you are not already trained in. 
  Enabler.
  Tier 5: Speaks to the Datasphere 
  (6 Intellect points). Tapping into the 
  datasphere, you can ask the GM one 
  question and get a general answer. The GM 
  assigns a level to the question, so the more 
  obscure the answer, the more difficult the 
  task. Generally, knowledge that you could 
  find by looking somewhere other than your 
  current location is level 1, and obscure 
  knowledge of the past is level 7. Gaining 
  knowledge of the future is impossible. If 
  you already have Knowing the Unknown (a 
  fifth-tier Nano ability), you gain +1 to any 
  die roll you make using either ability. Action.
  Tier 6: Datasphere Control (8 Intellect 
  points). Exploiting your connection to the 
  datasphere, you can control the functions 
  of any item of the numenera, automaton, 
  or machine (intelligent or otherwise). If you 
  use an action to concentrate on the device, 
  you are aware of what is going on around 
  it (you see and hear as if you were 
  standing next to it, no matter 
  how far away you are). You must 
  touch the device to create the 
  bond, but afterward, there is no range 
  Tier 3: Overload Device (3+ Intellect 
  points). By exploiting your connection to 
  the datasphere, as well as the connection 
  most other devices of the numenera share, 
  you infuse a powered device of level 3 
  or lower within short range with more 
  energy than it can handle. If affected, the 
  device is destroyed or disabled for at least 
  one minute, depending on its size and 
  complexity. It may be that the disabling 
  effect lasts until the device is repaired. 
  Instead of applying Effort to decrease the 
  difficulty, you can apply Effort to increase 
  the maximum level of the target. Thus, to 
  Knowing the 
  Unknown, page 39
  Speaks to the 
  Datasphere GM 
  Intrusions: Others 
  with close connections 
  to the datasphere 
  seek to destroy those 
  like themselves out of 
  jealousy and fear. Some 
  may even try to control 
  the character through 
  their shared datasphere 
  connection.
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  77
  NEW FOCI
  an asset to one additional creature. Enabler.
  Tier 2: Steely Gaze. As you stare around at 
  them, foes within immediate range of you 
  lose their resolve and the difficulty of their 
  next action is increased by one step. Action.
  Tier 3: Unmovable (3 Might points). You 
  avoid being knocked down, pushed back, or 
  moved against your will as long as you are 
  upright and able to take actions. Enabler.
  Mighty. You gain 5 additional points to 
  your Might Pool. Enabler.
  Tier 4: Hardiness. You are trained in Might 
  defense tasks. Enabler.
  Improved Watchful Intensity. You are 
  specialized in all tasks related to perception 
  and intimidation. Enabler.
  Tier 5: Will of Legend. You are immune to 
  attacks that would captivate, mesmerize, 
  charm, erase, daze, stun, or otherwise 
  influence your mind. Enabler.
  Tier 6: Gaze of Death. After spending 
  a round staring at a foe, you inflict 5 
  additional points of damage per attack upon 
  that foe thereafter. Action to initiate.
  STEPS INTO THE OUTSIDE
  Exploration is in your blood, but the places 
  you want to go do not exist in reality. In this 
  reality. You know there are far more than 
  three dimensions. With practice and help 
  (through drugs, a special device, an inborn 
  talent, or a combination of all of these), you 
  can perceive these other dimensions, and 
  even change your phase to touch them. If 
  you train enough, you’ll actually be able to 
  travel to them.
  As an explorer, you carry a pack filled 
  with all manner of supplies, just in case 
  you become stranded in another dimension 
  longer than you wish.
  Seekers are most drawn to this type.
  Connection: Choose one of the following.
  1. Pick one other PC. You are fairly certain 
  that this character doesn’t believe that your 
  abilities are real.
  limitation. This effect lasts for one week. 
  You can master only one device at a time. 
  Action to initiate.
  STARES DOWN ADVERSITY
  Creatures from the prior worlds, mutants, 
  bandits, ultraterrestrials, and more are real 
  and present dangers for those who explore 
  the Ninth World. Fear makes most stay 
  put, which leads to isolation. But you’re not 
  afraid. You know that you’re a match for 
  any menace. When something threatens 
  you, you threaten it right back. Nothing can 
  avoid your gaze, but some things certainly 
  would like to.
  Glaives often choose this focus.
  Connection: Choose one of the following.
  1. Pick one other PC. You once saved this 
  character from a dangerous situation.
  2. Pick one other PC. This character once 
  ran full bore into you while running away 
  from . . . something. You stopped them just 
  by being in the wrong place at the wrong 
  time, but they seem to hold it against you.
  3. Pick one other PC. You feel indebted 
  to this character and go out of your way to 
  protect them from harm.
  4. Pick two other PCs. You tried but failed 
  to save their loved one from an NPC or 
  creature you threatened to kill if it didn’t 
  stand down. It also got away from you, and 
  is still out there.
  Additional Equipment: You have a weapon 
  of your choice.
  Minor Effect Suggestions: Your foe is 
  frightened by your watchful intensity and 
  backs away, unwilling to attack. It can still 
  defend itself.
  Major Effect Suggestions: You regain 2 
  points to your Might Pool.
  Tier 1: Watchful Intensity. You are trained 
  in all tasks related to perception and 
  intimidation. Enabler.
  Rally on Me (2+ Intellect points). Being 
  brave in the face of adversity requires an 
  assurance that one’s defenses are sound. 
  You or a creature within short range gains 
  an asset to one defense roll within the next 
  round. For each additional Intellect point 
  you spend, you can simultaneously provide 
  Stares Down Adversity 
  GM Intrusions: 
  Threats can be craftier 
  and tougher than the 
  character realizes. Foes 
  sometimes possess 
  abilities a character 
  doesn’t know about. 
  Small foes conspire 
  against the character in 
  ways they don’t expect.
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  78
  you get flashes of several dimensions 
  between your actions. Some dimensions 
  you glimpse are not much different than 
  where you started, but others risk mentally 
  unbalancing you. When the duration of this 
  ability elapses, you can attempt a difficulty 5 
  Intellect task to try to remember at least one 
  of the dimensions you flickered through. If 
  you get such a fix, you can use Dimensional 
  Survey or Into the Outside to go there again 
  (once you gain those abilities), should you 
  wish. Action to initiate.
  Tier 4: Dimensional Survey (5+ Intellect 
  points). You step into an alternate 
  dimension and are able to remain there 
  for up to one hour before you are snapped 
  back, which inflicts 4 points of ambient 
  damage (your control over interdimensional 
  superficies isn’t perfect). If you want to stay, 
  you attempt to do so by making a difficulty 5 
  Intellect roll, which extends the time before 
  you snap back by another hour.
  You must know that the destination 
  dimension exists; the GM will decide if 
  you have enough information to confirm 
  its existence and what level of difficulty is 
  required to reach it. Instead of applying 
  Effort to decrease the difficulty, you can 
  apply Effort to bring other people with 
  you; each level of Effort affects up to 
  three additional targets. You must touch 
  additional targets to allow them to come 
  with you. Action.
  Tier 5: Untouchable (6 Intellect points). You 
  change your phase state for the next minute 
  so that you can’t affect or be affected by 
  normal matter or energy. Only mental 
  attacks and special transdimensional 
  energies, devices, or abilities can affect 
  you, but likewise you can’t attack, touch, or 
  otherwise affect anything. Action to initiate.
  Tier 6: Into the Outside (8+ Intellect points). 
  You step into an alternate dimension, 
  and are not subject to flickering or being 
  snapped back after a set duration. You must 
  know that the destination dimension exists; 
  the GM will decide if you have enough 
  information to confirm its existence and 
  what level of difficulty is required to reach 
  2. Pick one other PC. You believe this 
  character hails from an alternate dimension. 
  Whether you ask them about it is up to you.
  3. Pick one other PC. Whenever this 
  character is near, your abilities seem to 
  take longer to activate and become more 
  difficult.
  4. Pick one other PC. If they are near you, 
  they gain the benefit of any ability you use 
  on yourself if you choose to spend 1 more 
  Intellect point.
  Additional Equipment: Explorer’s pack.
  Minor Effect Suggestions: You restore 2 
  points to your Intellect Pool.
  Major Effect Suggestions: You gain an 
  Insight after a brief glimpse of several 
  potential parallel worlds branching off from 
  where you stand now. (You do not have to 
  spend 3 Intellect points for this Insight.)
  Tier 1: Walk Through Walls (2 Intellect 
  points). The journey to the outside begins 
  slowly. You can pass through physical 
  barriers at a rate of 1 inch (3 cm) per round 
  (minimum of one round to pass through 
  any barrier). You can’t act (other than 
  moving) or perceive anything until you pass 
  entirely through the barrier. You can’t pass 
  through energy barriers. Action.
  Dimensional Lore: You are trained in 
  tasks related to knowledge about alternate 
  dimensions. Enabler.
  Tier 2: Glimpse the Outside (2 Intellect 
  points). You gain a brief glimpse of several 
  potential parallel worlds branching off 
  from where you stand now. That glimpse 
  provides information by showing you the 
  results of several different actions you 
  might take, allowing you to learn a bit more 
  about something you can see. You get an 
  asset on a task involving that person or 
  object. Action.
  Tier 3: Flicker (4 Intellect points). For one 
  minute, you flicker back and forth between 
  where you are and a variety of random 
  dimensions. To everyone else, there is a 
  50% chance each round that you don’t 
  seem to exist between your actions, which 
  means you can’t be attacked if you happen 
  to be in combat. From your perspective, 
  Insight, page 62
  Steps Into the Outside 
  GM Intrusions: 
  Something takes a 
  bite out of a flickering 
  character. A character 
  fails to snap back to the 
  starting dimension after 
  using Into the Outside. 
  The character steps into 
  the wrong dimension 
  after using Into the 
  Outside.
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  79
  NEW FOCI
  You probably wear a cloak with a hood 
  or something similar to hide your artificial 
  parts from those who would persecute you.
  Nanos and Seekers are most likely to 
  choose this focus.
  Connection: Choose one of the following.
  1. Pick one other PC. This character knows 
  your true nature, even if no one else does. 
  You suspect the character might be from 
  another world.
  2. Pick one other PC. This character has 
  informed you that they can hear “otherworldly 
  melodies” whenever they stand next to you. 
  You have no idea what the source of such 
  sounds might be—you can’t hear them. It’s 
  up to the character whether they find the 
  music soothing, unnerving, or annoying.
  3. Pick one other PC. You’re pretty sure 
  that they are just here to mine you for parts. 
  They choose whether or not this is true.
  4. Pick one other PC. That character 
  confided in you that they suspect you are an 
  agent of an enemy race of creatures from 
  another world. You deny it.
  it. Instead of applying Effort to decrease the 
  difficulty, you can apply Effort to bring other 
  people with you; each level of Effort affects 
  up to three additional targets. You must 
  touch additional targets to allow them to 
  come with you. Action.
  VENTURES INTO THE NIGHT
  A portion of your body has been previously 
  replaced with artificial tech that adapts you 
  to surviving and eventually even thriving 
  out in the void of the space between 
  worlds. Alternatively, you belong to a secret 
  race of creatures already fitted with partly 
  subdermal, partly external synth-and-metal 
  machinery that provides adaptation simply 
  as part of your cultural heritage. 
  Whatever their appearance, your 
  components grant you special abilities to 
  survive in vacuum without air or a suit, the 
  ability to plug into vehicles in order to act 
  as a pilot, and as you advance, eventually 
  the ability to fly through the night yourself 
  without need of a starcraft.
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  80
  die roll when using the chosen skill on an 
  extraterrestrial creature. Enabler.
  Tier 4: Understanding (2 Intellect points). 
  You observe or study a creature or object. 
  The next time you interact with it, the 
  difficulty of the related task is reduced by 
  one step. Action.
  Quick Wits. When performing a task that 
  would normally require spending points from 
  your Intellect Pool, you can spend points 
  from your Speed Pool instead. Enabler.
  Tier 5: Survey New Worlds (4 Intellect 
  points). You examine an area and learn 
  precise, useful details about the past (if 
  any exist). You can ask the GM up to four 
  questions about the immediate area; each 
  requires its own roll. Action.
  Mentally Tough. Staring into the naked 
  weave of hyperspace, warped space, or a 
  similar effect related to faster-than-light 
  travel is hard on the mind, but you’ve 
  developed resistance. You’re trained in 
  Intellect defense tasks. Enabler.
  Tier 6: Faster Than Light (8+ Intellect 
  points). You’ve updated the modifications 
  on your body such that you can serve as 
  your own craft capable of traveling into the 
  night. When you do, you warp through a 
  special null space to effectively travel faster 
  than light, which allows you to travel to 
  another planet. You must know that the 
  destination exists; the GM will decide if 
  you have enough information to confirm 
  its existence and what level of difficulty is 
  required to reach it. Instead of applying 
  Effort to decrease the difficulty, you can 
  apply Effort to bring other people with 
  you by creating external stasis pods for 
  them; each level of Effort affects up to 
  three additional targets. You must touch 
  additional targets to affect them. Action.
  Additional Equipment: With your GM’s 
  approval, access to a small starcraft.
  Minor Effect Suggestions: The difficulty of 
  the next task attempted by an ally is reduced 
  by one step.
  Major Effect Suggestions: You can take an 
  immediate extra action.
  Tier 1: Air Supply. Your body is modified 
  so that you do not need an external air 
  supply, nor are you hindered by poisonous 
  gas or other environmental conditions that 
  threaten breathing creatures. In addition, 
  you can withstand the rigors of vacuum. 
  Your modifications sustain you for up to 
  three days before you need to spend at 
  least ten minutes in an area where you can 
  breathe normally to recharge. Enabler.
  Night Lore. You are trained in general 
  knowledge related to other nearby planets 
  and worlds. Enabler.
   
  Tier 2: Vehicular Skills. You can use a built-
  in umbilical to plug into a craft capable of 
  traveling into the night, and gain an asset 
  on all tasks related to understanding its 
  functions and piloting it, and an asset on 
  all tasks related to that craft’s repair and 
  maintenance. (In most cases, this ability is 
  broad enough to provide an asset related to 
  understanding any object of the numenera, 
  if it has a port where you can plug in your 
  umbilical.) Enabler. 
   
  Tier 3: Improved Body. Your body is further 
  modified. You gain +1 to Armor. Enabler.
  Extraterrestrial Diplomat. You have a way 
  with creatures unlike those found on Earth. 
  You are trained in two skills in which you 
  are not already trained. Choose two of the 
  following: deceiving, persuading, public 
  speaking, seeing through deception, or 
  intimidating. If you are already specialized 
  in the chosen skill, you gain +1 to your 
  Before allowing a PC to choose Ventures Into the Night, the GM should have a 
  campaign in mind that allows the PC to access a starcraft.
  Ventures Into the Night 
  GM Intrusions: The 
  character is something 
  of a beacon for alien 
  creatures, who seem 
  to turn up looking for 
  the PC at inopportune 
  moments, either out of 
  curiosity or to “retrieve 
  stolen technology.”
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  81
  NEW FOCI
  Tier 1: Savage Whip. You inflict 2 additional 
  points of damage with a light whip. In 
  addition, you can target a specific body part 
  of a foe without the usual penalty for trading 
  damage for effect. Enabler.
  Tier 2: Whip Disarm (3 Speed points). Using 
  your light whip, you make an attack against 
  a foe wielding a weapon, inflicting damage 
  WIELDS A WHIP
  You need only one weapon: a whip. A whip 
  is so much more than the sum of its parts, 
  at least in your hand. A handle connected 
  to a 20-foot (6 m) long lash composed of 
  braided fiber to create a flexible strand is 
  used by some simply to punish. While you 
  can accomplish the same, you’ve improved 
  your skill so much that you can cause a 
  significant amount of damage every time 
  you crack the air with it. You might have 
  gained your skills through intense 
  training, constant practice 
  because of your previous 
  profession as animal 
  handler, or something 
  else.
  Without your whip, 
  you feel naked. That’s 
  why you usually carry a 
  secondary whip disguised 
  as several loops of cord serving 
  as a belt for your loose, comfortable 
  clothing.
  Glaives are most likely to choose this 
  focus.
  Connection: Choose one of the following.
  1. Pick one other PC. You once overheard 
  them say that whips are a silly weapon. You 
  hope to prove them wrong.
  2. Pick one other PC. That character’s 
  mother gave you the whip you now wield.
  3. Pick one other PC. That character was a 
  slave, and you the slave overseer, until you 
  freed that character and turned your back 
  on your old profession. Other slavers may 
  still be looking for you both.
  4. Pick one other PC. This person doesn’t 
  seem to understand the room you need to 
  wield your whip effectively, and seems to 
  have a habit of getting in your way. If you 
  miss your foe and accidentally hit someone 
  else in immediate range, it’s likely to be 
  them.
  Minor Effect Suggestions: You trip your 
  target and knock them prone.
  Major Effect Suggestions: Your whip tip 
  flicks the target in the eye, blinding it for 
  one minute.
  Trading Damage 
  for Effect, page 113
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  82
  action. As long as you maintain tension 
  with the whip and take no action on your 
  subsequent turns, your foe remains held 
  unless they manage to escape. This attack 
  inflicts no damage. Action to initiate. 
  Tier 5: Stunning Attack (4+ Speed points). 
  You hit your foe in just the right spot with 
  your whip, stunning them so that they 
  lose their next action. This attack normally 
  inflicts no damage; however, you can 
  use Effort to increase damage normally. 
  Alternatively, you can attempt to stun all 
  creatures within short range by creating the 
  sound of a cracking whip so loud that they 
  are similarly stunned, but take no damage. 
  To do so, you must spend 6 Speed points 
  instead of 4. Action.
  Tier 6: Whip Master. You are specialized in 
  attacks using a light whip. If you are already 
  specialized, you instead deal 2 additional 
  points of damage with a light whip. Enabler.
  and disarming them so that their weapon 
  is now 10 feet (3 m) away on the ground, or 
  in your hands—your choice. If you choose 
  to deposit the weapon in your hands, the 
  attack is one step more difficult. Action.
  Tier 3: Swinging With Style. You can flick 
  your whip so that the far end automatically 
  wraps securely around an anchor point 
  (railing, hook, peg, branch, and so on) 
  within 20 feet (6 m). The whip tip remains 
  securely tied until untied by another 
  creature or until you flick the whip just so. 
  In addition, the difficulty of any movement 
  related to swinging across abysses, climbing 
  cliffs, walking along a tightrope, and other 
  movement-related tasks using your whip is 
  reduced by one step. Enabler.
  Whip Fighting. You are trained in attacks 
  using your whip. Enabler.
  Tier 4: Immobilizing Attack (4 Speed points). 
  You hit your foe such that your whip wraps 
  around their legs (or other limb), which 
  prevents your foe from moving (or using 
  that limb to make an attack) on their next 
  Wields a Whip GM 
  Intrusions: A whip 
  might break, become 
  accidentally snagged on 
  an object or NPC, strike 
  an ally, or curl back and 
  strike the wielder.
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  83
  NEW FOCI
  Tier 1: Asks the Question (1 Intellect point). 
  You can pose a question to a creature that 
  can see and understand you that is so 
  insightful, the question distracts it so that it 
  loses its next turn. If you choose to continue 
  asking questions to the same target to keep 
  it pondering for longer than one round, you 
  must use Effort each time. Action.
  Learning: Always asking questions 
  eventually provides answers. You are trained 
  in one noncombat skill. Enabler.
  Tier 2: Stands in Wonder (3 Intellect points). 
  You get caught up in a scene, the intricacies 
  of an object, or even in the wonder inherent 
  in a particular person. When that happens, 
  you notice things others do not. You can ask 
  the GM one question related to a person, 
  place, or thing you are currently looking 
  at and gain information you didn’t already 
  know (if any is to be had). Action.
  Tier 3: Enriched Mind. You add 5 points to 
  your Intellect Pool. Enabler.
  More Learning. You are trained in one 
  noncombat skill. Enabler.
  Tier 4: Power of Wonder. You gain +1 to your 
  Intellect Edge and are trained in Intellect 
  defense rolls. Enabler. 
   
   
   
  Tier 5: Smarter Every Day. You gain 5 points 
  to your Intellect Pool. Enabler. 
  Tier 6: Transmit Wonder to Others 
  (5 Intellect points). You can affect others 
  with your sense of wonder and peculiar 
  way of looking at the world. When you do, 
  you speak with such wonder and sincerity 
  that you and allies who hear you find the 
  difficulty of the next task they attempt within 
  the next round decreased by one step. If 
  the task is related to the subject of your 
  wondrous description, the difficulty of the 
  task is decreased by two steps.
  WONDERS
  Existence is a wondrous gift. Consciousness 
  gives one the capacity to appreciate 
  that existence, stand in rapt awe at the 
  magnificence of life and reality, and better 
  yet, ask questions that almost always reveal 
  even deeper, more unexpected truths. When 
  you wonder about something, you do so in 
  both senses of the term: you ask and you 
  marvel simultaneously.
  Your sincere appreciation for everything 
  around you makes some people love you 
  for your genuine earnestness. Though a few 
  find your outlook annoying, you don’t mind. 
  You merely wonder what it is about them 
  that makes them deny the magnificence of 
  gathering knowledge and appreciating all 
  life has to offer.
  Glints and Seekers are most likely to 
  choose this focus.
  Connection: Choose one of the following.
  1. Pick one other PC. You were childhood 
  friends. As you became more enamored 
  of life, the other character descended into 
  more of an angry acceptance of it all. You 
  worry that they don’t see the world as you 
  do.
  2. Pick one other PC. You can see that 
  the character needs some advice on how to 
  appreciate life to its fullest. You’re not sure 
  that they are ready to hear it yet.
  3. Pick one other PC. They seem to revel 
  in new experiences and learning new things 
  as much as you. When one of you helps the 
  other in a noncombat trained task, an asset 
  is gained even if neither of you is trained in 
  accomplishing that task.
  4. Pick one other PC. The character was 
  once your mentor, but you felt you’d learned 
  everything you could, and moved on. You 
  are still friends.
  Additional Equipment: An additional 
  oddity.
  Minor Effect Suggestions: Your foe is 
  distracted by your question and leaves 
  themselves open; the difficulty of the next 
  attack made against them is reduced by one 
  step.
  Major Effect Suggestions: Intuition flares, 
  and you can ask the GM one question about 
  what you’re looking at.
  Wonders GM 
  Intrusions: Some 
  creatures are 
  interminable grouches 
  and will not be swayed by 
  wonder, a sense of awe, 
  or sincerity. Sometimes 
  the character asks a 
  question and discovers a 
  terrible secret instead of a 
  wondrous one.
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  84
  Though often secluded and many times 
  divided, the Ninth World hosts many powerful 
  and influential organizations, including the 
  Order of Truth, the Convergence, and the 
  Angulan Knights. Many people across the 
  Steadfast and even the Beyond have heard of 
  these groups because of their prominence, 
  especially the Order’s Aeon Priests. However, 
  many more organizations also exist.
  To the player characters, organizations 
  provide both opportunity and threat. A 
  particular organization could be an ally or 
  benefactor, or an enemy. On the other hand, 
  an organization might try to recruit a PC.
  If a character joins one of these 
  organizations, they have the opportunity 
  to gain a benefit. The benefit provided is in 
  lieu of gaining a new skill during character 
  advancement.
  CABAL OF WHISPERS
  The Cabal of Whispers is a network of shady 
  traders, excommunicated Aeon Priests, 
  spies, and other ne’er-do-wells who harness 
  “dark magic” to gain power for themselves 
  and House Eledemer, the mercantile noble 
  house that secretly fronts 
  the group. In addition to 
  questionable uses of the 
  numenera, the Cabal 
  of Whispers also uses 
  intimidation, treachery, and 
  brute force to further its aims 
  across the Steadfast. Its tactics are 
  unquestionably morally bankrupt. 
  It stops at nothing to expand its 
  reach. The Cabal has established itself 
  as an important part of commerce in 
  many large cities, including Charmonde 
  in Navarene. Despite that, hardly anyone 
  realizes it. That’s because the Cabal always 
  acts through intermediaries. Otherwise, 
  their growing trading empire would likely 
  be stopped cold by interfering Aeon Priests 
  and any number of other concerned do-
  gooders.
  Extortion, protection rackets, and fencing 
  stolen goods are the mainstays of the Cabal 
  of Whispers. Other opportunities are also 
  exploited, depending on whether they’re 
  judged to be worth the investment. Low 
  margin businesses are scorned by the Cabal. 
  The Cabal of Whispers is secretly part 
  of and controlled by a publicly known 
  mercantile family in Charmonde called 
  House Eledemer. Recognized in Navarene 
  as a noble family of considerable wealth, 
  though by no means the most wealthy or 
  influential, Eledemer is usually seen as a 
  patron of the arts and benefactor of those 
  wishing to increase their social station. 
  Why? Because doing good works is perfect 
  camouflage for the far larger volume of less 
  savory activities House Eledemer engages in 
  as a front for the Cabal of Whispers.
  Nobility is something that 
  House Eledemer openly 
  “sells” in Charmonde, 
  specifically a noble 
  position in House 
  Eledemer. Unlike other 
  families claiming noble blood, one 
  can get an Eledemer title simply by 
  buying it. For just a few thousand 
  shins, anyone can join the House. 
  Once newcomers become part of the 
  nobility, they are eligible to participate 
  NEW ORGANIZATIONS
  CHAPTER 4
  Charmonde,
  page 138
  Navarene, page 137
  Order of Truth,
  page 222
  Convergence, page 223
  Angulan Knights,
  page 224
  Aeon Priest,
  page 269
  Character 
  advancement,
  page 112
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  85
  NEW ORGANIZATIONS
  brother Eranis the same demonic treatment, 
  the spell failed, leaving behind only a small 
  pool of inert silvery fluid for their trouble.
  As Eranis grows more distrustful of Narana, 
  she grows more despondent. For most of 
  her life, she had only one friend: her brother. 
  All others she sacrificed to extend the grip of 
  the Cabal of Whispers. His distrust could 
  almost be seen as a repudiation of her entire 
  career. But rather than dwell on troubling 
  thoughts like those, Narana has thrown 
  herself into the work of 
  spreading the Cabal’s 
  influence even further.
  Prospective 
  Cabalists face a trial 
  membership. 
  When people 
  are courted by 
  the Cabal of 
  Whispers, 
  they are 
  in the many functions, balls, and parties the 
  House hosts. These functions also have a 
  way of extracting fees from those attending, 
  often as donations in House winnings from 
  the many games of chance that are wheeled 
  out during such events. 
  Buying a title in Eledemer doesn’t grant 
  membership in the Cabal of Whispers; 
  purchased titles are designed to separate 
  the foolish from their capital and to further 
  cement the good name of House Eledemer. 
  The more people who become part of 
  the Eledemer nobility, the less likely that 
  potential future news of any association with 
  wrong-doing will stick to House Eledemer as 
  a front for the Cabal.
  Eranis Eledemer is the decrepit head 
  of the House. His twin sister, Narana, is 
  head of the Cabal. They meet daily in a 
  secret chamber high in a large dirigible the 
  House owns, far from prying eyes and ears, 
  to discuss events of the day and plan for 
  the future. Eranis has grown old acquiring 
  wealth and wielding power, and despite 
  the application of various numenera and 
  “spells” to restore his youth, none has 
  quite taken. He has become paranoid that 
  his sister Narana is quietly attempting to 
  do him in. That paranoia and desperation 
  now creeps into his interactions with all 
  others. Some in the House fear that 
  his growing instability threatens to 
  bring it all down.
  For her part, Narana has 
  successfully arrested her 
  own aging. As a Cabal 
  sorcerer, she managed to 
  do so by bonding with a 
  “demon” from another 
  realm, as she describes 
  it. The process has given 
  her newly revitalized and 
  youthful look a silver sheen. 
  When she tried to give her 
  Eranis: level 3, tasks 
  related to subterfuge, 
  finance, and nobility as 
  level 7
  Narana: level 6, tasks 
  related to subterfuge, 
  intimidation, the 
  numenera, and creating 
  illusions within short 
  range as level 7
  Demons do their bidding. Shadowy spells cloak them. Whispers swirl in their wake. 
  They deal in secrets and anonymity. Those who pledge themselves to the Cabal of 
  Whispers become practitioners of evil magic.
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  86
  and dominant is the Conflux, whose 
  members roam at every depth and across 
  the bottom of nearly every ocean basin. 
  Conflux members—called brine magi—
  are recognized as dependable scholars in 
  exploring, identifying, and applying the lore 
  of the deeps. Brine magi are made up of 
  various species, including octopi, Glanae 
  (creatures quite similar to humans but with 
  the ability to live and breathe underwater), 
  and a few regular humans.
  In many oceia—a name some use for 
  undersea cities—brine magi are viewed as 
  prophets, leaders, and potential saviors in 
  the face of calamitous events. Brine magi 
  consider themselves explorers and scholars. 
  Given the magi’s penchant for helping those 
  in need, sometimes residents of the deep 
  attribute their actions as inspired by a divine 
  being of the oceans and seas. Most brine magi 
  discourage this perception, though at least 
  one magus decided to embrace that belief to 
  enrich himself. If other members discover one 
  among their ranks stooping to such behavior, 
  the perpetrator is banned. If the offense is great 
  enough, the villain is killed.
  The Conflux is based in the massive oceia 
  of Morenel, one of the largest undersea 
  cities in the seas between the Steadfast and 
  the Rayskel Cays. Much of the city 
  is located in a mile-high 
  egg-shaped structure 
  filled with breathable 
  air. The Conflux keeps 
  its headquarters in a 
  massive, permanently 
  docked submersible at 
  the city’s periphery. The 
  submersible, named 
  Sanctuary, contains both water-filled 
  and air-filled chambers. Dozens of brine 
  magi live permanently aboard Sanctuary, 
  including the Brine Hierarch, a massive 
  octopus who has final say on all the 
  organization’s policies and directives.
  The brine magi who make up the Conflux 
  view Sanctuary as the center of their 
  not shown behind the curtain, as it were, 
  of House Eledemer. Instead, they’re given a 
  large sum of discretionary funds as a loan. 
  If the prospective member can double that 
  sum within one year, they’re taken on as a 
  full member, and brought into the fold by 
  Narana herself. If double the original loan 
  isn’t paid off, the prospective member is 
  killed. Sometimes, prospective cabalists are 
  not provided all the details of the agreement 
  prior to their acceptance of it. But after they 
  take the money, it’s too late to back out.
  Symbol: Demonic mask
  Motto: Fear is your sword
  Badge of Membership: Shadow-tinged 
  stronglass dagger 
  Member Benefits: The first stage of cabal 
  membership is probationary. Trial members 
  are given 300 shins. If they can double 
  that money and return it to the Cabal of 
  Whispers within one year, they are accorded 
  full membership. Full members—called 
  cabalists—are trained over the course of 
  several weeks. At the end of that period, 
  they gain an asset on all tasks involving lies, 
  trickery, or intimidation. This asset is taken 
  in lieu of choosing a new skill.
  THE CONFLUX
  The amount of world covered 
  by water is nearly three 
  times the amount of dry 
  land that protrudes above 
  the waves. Drylanders 
  rarely consider it, but that 
  means the ocean depths 
  also have well over three 
  times the scope when it 
  comes to exploration and 
  discovery. Civilizations of the prior worlds 
  didn’t restrict themselves to dry land. And 
  locations that may have once prospered 
  under the sun have sunk into the watery 
  depths, forgotten. But not by the Conflux.
  Several organizations operate beneath 
  the world’s seas, but the most well known 
  Stronglass, page 77
  The spell of the sea enchants you and never lets go.
  Brine Hierarch, 
  octopus: level 7, tasks 
  related to the numenera 
  as level 9
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  87
  NEW ORGANIZATIONS
  GREY COMPANY
  The Grey Company is a group of brigands 
  and bounty hunters who ally with whoever 
  pays them the most. They’ve fought as 
  soldiers against abhumans. They’ve taken 
  down rogue automatons. They’ve guarded 
  merchant caravans hauling food, others 
  transporting slaves, and a few whose 
  cargo they never discovered. At least one 
  contingent of the Grey Company has also 
  hunted several mutants to their deaths, 
  which has given the organization the 
  reputation for being an auxiliary arm of 
  the Angulan Knights. In some cases, these 
  targets were important people who were 
  secretly hiding mutations.
  The Grey Company avoids reprisals when 
  it targets mutants, or people who are later 
  discovered to have been mutants, thanks to 
  its occasional affiliation with the Angulan 
  Knights.
  The Grey Company’s staunchest ally in 
  the Angulan Knights is a man known as 
  Jad the Hammer. Jad sometimes rides with 
  a contingent of the company, claiming he 
  finds the rules and strictures of the Knights 
  to be too smothering. “Grand Knight 
  Jad,” as he prefers to be called, is 
  more often referred to by 
  unsavory euphemisms 
  relating to his hammer, 
  but only behind his back. He 
  always appears in full battle regalia: a 
  magnificent panoply of armor that Jad 
  calls Armora. When pressed in combat, 
  he calls on “her” for aid.
  But Jad doesn’t lead the Grey 
  Company—he’s an entitled client who 
  the Grey Company tolerates because he 
  pays them so well for services rendered. 
  The true leaders of the mercenary company 
  are a group of hard-bitten veterans who’ve 
  achieved their present status by being 
  organization, although many smaller brine 
  magi outposts are scattered about the seas. 
  In some of these outposts, the Conflux 
  keeps small regiments; in others, scribes 
  and craftspeople.
  The Conflux’s clout is impressive. Some 
  believe that its influence has done more to 
  keep the various communities located across 
  the deep from conflict than any other group. 
  But more than anything else, the brine magi 
  use their influence to prevent the various 
  underwater communities and species from 
  warring with rival communities on dry land. 
  Likewise, when new discoveries are made 
  along the sea bottom, brine magi agents are 
  dispatched to determine what kind of threat, 
  if any, they pose to the rest of the oceans.
  Many have left the Conflux’s hierarchy but 
  still call themselves brine magi. Depending 
  on why they left, the Conflux either ignores 
  them and their claims, or sends bounty 
  hunters after the imposters, if the latter 
  act in a way that can be seen to tarnish the 
  larger group.
  Symbol: Submersible with eye
  Motto: Go deeper
  Badge of Membership: Water-resistant 
  coin stamped with an octopus
  Member Benefits: Members can 
  look forward to respect from most 
  other underwater creatures, which 
  can sometimes be parlayed into an asset 
  during interactions. However, becoming 
  a brine magus isn’t as simple as filling 
  out a form, unless one already meets the 
  requisite command of knowledge and skill 
  with the numenera. Otherwise, training is 
  required. But once a member becomes a 
  brine magus, and in lieu of taking a new 
  skill, they gain 3 points of a special form 
  of Armor that protects against Intellect 
  damage.
  If you’d like to learn more 
  about Morenel, octopi, 
  and Glanae, you can do 
  so by reading about them 
  in Into the Deep.
  Angulan Knights,
  page 224
  Jad the Hammer: level 7, 
  interaction tasks as level 
  3; health 21; Armor 4; for 
  more information, see 
  page 150 of The Ninth 
  World Bestiary
  When you find yourself at the end of your rope, with no friends, on the run from
  the constabulary of every major kingdom in the Steadfast, and without funds
  to continue onward, you’ll find the Grey Company waiting to take you in and
  make you one of their own.
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  88
  takes the form of a military encampment 
  consisting of several tents, dug-in defenses, 
  and watchful guards all set up beneath 
  the banner of the Grey Company. This 
  encampment moves here and there across 
  the Steadfast and sometimes even into 
  the Beyond, setting up near wherever the 
  organization’s latest client wants their aid as 
  soldiers, spies, guards, or assassins.
  The company is large enough that it 
  sometimes splits into separate contingents, 
  each tasked with completing a separate 
  contract. Other times, the entire company 
  is called together in order to take on 
  particularly large tasks, such as becoming a 
  small army fielded by a noble, Aeon Priest, 
  or someone else with sufficient funds. 
  Not all members travel directly with the 
  company; many are detached members, and 
  travel with other unaffiliated groups, but still 
  serve as scouts, informants, and potential 
  warm bodies should the Grey Company call. 
  PCs who are members usually fall into this 
  latter category.
  Symbol: Black dagger
  Motto: Fight on!
  the longest surviving after many years of 
  dangerous campaigns. They number about 
  half a dozen, but only a few interact with 
  other members in any official capacity.
  One of the leaders and a prominent 
  face of the group is Delrana, a grey-haired 
  woman of above-average height and 
  strength. Delrana’s practiced scowl rarely 
  leaves her face, unless she’s snarling or 
  cursing whoever most recently failed to 
  live up to her exacting standards. In truth, 
  Delrana is the Grey Company’s treasurer. It 
  is to her that all client payments are made, 
  and it is from her that all Grey Company 
  members currently riding with the group are 
  paid each month.
  Another leader of the group is Old Hawk. 
  Old Hawk is a man in his fifties or sixties 
  who yet retains the reflexes and strength of 
  someone half that age. His scars reveal he’s 
  survived more than one close call. Old Hawk 
  is the Grey Company’s strategist, scout, 
  and of late, the person to talk to in order to 
  contract the organization to take on a job.
  The organization doesn’t have permanent 
  headquarters, but rather a mobile one that 
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  89
  NEW ORGANIZATIONS
  own use. A suit of synth armor and a sword 
  made of shaped fire will presumably come 
  in just as handy in space as on Earth.
  Moonwreckers doesn’t have a defined 
  leadership structure or hierarchy. Every 
  member is considered equal. However, 
  the organization has elected a few officers. 
  The officers spend half their time in Qi 
  where records, a treasury, a crafting station, 
  and other group facilities are maintained. 
  The rest of their time they spend in the 
  town nearest the Beanstalk known as “the 
  Base.” The Beanstalk is a tall tower of metal 
  and glass from which projects a strip of 
  unknown material that reaches far, far higher. 
  Moonwreckers suspect that 
  the Beanstalk offers a 
  method for ascending 
  into the heavens. At 
  least a couple of 
  members can usually 
  be found in the 
  vicinity at any given 
  time trying to find a way 
  in, and up.
  Moonwreckers officers 
  include Modanan, a man charged with 
  keeping the organization’s treasury in Qi. The 
  funds collected (in the form of shins as well 
  as saleable artifacts, cyphers, and oddities) 
  are pledged to any group of Moonwreckers 
  that finds a prior-world craft that requires 
  refurbishment before it becomes capable of 
  being used again. Modanan has been accused 
  of skimming from the treasury, but never by 
  anyone with enough power or grit to prove it.
  Zatasa, an Aeon Priest, keeps 
  Moonwreckers records and lore. She 
  has a massive journal scribed with the 
  current and past membership roll, as 
  well as stories of Moonwreckers who’ve 
  achieved the dream of breaking free of 
  gravity. Most of these latter accounts are 
  Badge of Membership: Grey company 
  dress uniform (when times are good)
  Member Benefits: After some military 
  training, a new member of the company 
  deals an additional 1 point of damage in 
  combat when they are working toward 
  achieving a current contract or mission on 
  behalf of the Grey Company. (The player 
  and the GM can decide whether a particular 
  situation warrants the bonus.) This ability 
  must be chosen in lieu of a new skill.
  MOONWRECKERS 
  Moonwreckers is a far-flung organization 
  of explorers who’ve pledged to break the 
  bonds of the world and fly off into the night 
  in search of treasures lost in the vault of 
  space. They’re audibly scornful of 
  the wonders scattered 
  across Earth—
  unjustifiably so, 
  most would probably 
  admit under hard questioning. 
  But that’s not the point. Moonwreckers are 
  possessed by a wanderlust that pulls them 
  upward into the ultimate frontier in search 
  of unknown worlds, strange life, and places 
  that humans have never before seen, tread 
  upon, or to be frank, looted. Moonwreckers 
  are also sometimes called midnight 
  pilgrims, though anyone who journeys into 
  space is called a midnight pilgrim by people 
  of the Ninth World.
  Only a handful of Moonwreckers have 
  achieved the group’s overarching goal. 
  Many continue to search the prior-world 
  ruins they profess to loathe, seeking 
  working space-capable craft to make 
  their dreams come true. To finance their 
  ongoing search, they sell lesser objects 
  of the numenera that they discover. They 
  keep especially potent treasures for their 
  Ninth World ruins are filled with wonders. Weapons that beam sunlight, intelligent 
  drit, unknowable objects, and more. But what’s their worth compared to finding a prior-
  world craft capable of breaking the sky? We pledge to soar ever higher, and plunge into 
  the infinite beyond where nothing can ever hold us back again.
  ~pledge ascribed to a Moonwrecker 
  Modanan: level 4, tasks 
  related to finance as 
  level 7
  Zatasa: level 5, tasks 
  related to geography and 
  perception as level 7
  Qi, page 148
  Beanstalk, page 186
  The Base, page 186
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  90
  Lirrad: level 4, tasks 
  related to crafting the 
  numenera as level 6
  in vacuum from lack of pressure, and a 
  mask that will supply a creature with air in 
  airless environments. In all cases, Lirrad’s 
  creations have a depletion of 1 in 1d6, rolled 
  per day of use.
  Symbol: Nightcraft silhouette 
  Motto: Into the night
  Badge of Membership: Silver necklace set 
  with glittering white stones
  Member Benefits: Moonwreckers gain 
  access to any leads related to the location of 
  possible prior-world craft, or other means 
  to access space, as collected by Zatasa. In 
  addition, members can claim one item of 
  the numenera crafted by Lirrad, in return for 
  an artifact of equal value. Finally, members 
  who undergo training gain an asset in all 
  tasks related to piloting space-capable craft 
  (though this asset likely applies to any craft 
  that relies on the numenera for propulsion 
  and navigation) in lieu of taking a new skill.
  PACT OF JARASH 
  An elite group called the Pact of Jarash 
  is affiliated with the Order of Truth. The 
  organization gets its name from the 
  infamous naturalist and creature expert, 
  Jarash, who was also an Aeon Priest. Like 
  Jarash, the pact members seek out new 
  creatures that inhabit the world in order to 
  catalog and understand them. Recently, the 
  Pact of Jarash collated all the data they’d 
  gathered and compiled a massive tome. 
  They call it The Ninth World Bestiary.
  The pact officially gathers once each 
  year at their headquarters—a place called 
  Enelstead located in the Black Riage—to 
  share their various discoveries. Enelstead 
  is a prior-world ruin composed of a central 
  tower on the surface, and many hidden 
  chambers underneath. Jarash and the pact 
  retrofitted the ruin for their own needs. 
  open ended because explorers that have 
  blasted into space usually don’t return to 
  tell the tale of their exploits. For example, 
  she gladly relates the story of a group of 
  Moonwreckers who discovered a crashed 
  prior-world vessel buried on Earth and got 
  it running after a few years of exceptional 
  effort. From there, they broke the grasp of 
  Earth and sailed into the night, continuing 
  their adventures in the airless realms. They 
  named their craft the Vlerryn, after one 
  of their companions they lost during the 
  process of retrofitting it. But nothing else 
  is known. Moonwreckers still on Earth have 
  filled that void with many fanciful tales of 
  high adventure and amazing discoveries in 
  far corners of the night.
  Equally important, Zatasa keeps a record 
  of all the likely locations where other craft 
  might be found, as well as all the sites 
  where craft were previously found and 
  successfully used, or are still undergoing 
  refurbishment. The list isn’t particularly 
  large. However, in return for a contribution 
  to the Moonwreckers’ treasury, Zatasa 
  points members to a likely location where 
  they can look to unearth a space-capable 
  vehicle. Zatasa diligently keeps the log, but 
  nears the end of her term as the “keeper of 
  craft.” She waits for a report of a particularly 
  likely find. If one comes, in, she’ll abandon 
  her post to join whichever group is making 
  plans to venture higher, or form her own 
  group to attempt the same.
  Finally, a varjellen named Lirrad knows 
  how to fashion several items of the 
  numenera useful for travelers in harsh, 
  airless, and weightless environments. In 
  return for an unrelated artifact or a few 
  cyphers, Lirrad can manufacture boots that 
  will keep a creature’s feet in contact with a 
  solid surface regardless of low or no gravity, 
  a suit that will protect a creature from dying 
  Jarash: level 6, all 
  naturalist and subterfuge 
  tasks as level 7, tasks 
  related to the numenera 
  as level 8; can summon a 
  titanothaur once per year
   “When I was a young man, I insisted that all the creatures of our world could be 
  neatly categorized into various types. Eventually, I grew wiser.” 
  ~Jarash, well-known naturalist
  James Lang - hurricanelang@gmail.com - 220901
  
  91
  NEW ORGANIZATIONS
  beast—known as a titanothaur—to one 
  of the organization’s yearly 
  gatherings in Enelstead. 
  The rampaging creature 
  damaged the central 
  tower, killed several 
  Claw members, and 
  almost slew Jarash 
  himself. 
  Before all was lost, 
  Jarash made a pact with 
  the titanothaur. That pact 
  saved the organization—
  apparently at the cost of 
  Jarash’s life. The titanothaur plucked 
  up the great naturalist and thundered 
  off, never to be seen again. At least, never 
  officially. Rumors of Jarash sightings 
  happen every few years.
  After that fiasco, the surviving naturalists 
  renamed the organization in honor of their 
  founder. Then they opened up the Pact of 
  Jarash to new members.
  The Pact of Jarash retains the blessing 
  and support of the Order of Truth despite 
  Jarash’s loss. Sometimes an Aeon Priest will 
  give a Pact member aid and information, 
  Now the compound contains a great library 
  where members file their 
  reports, sketches, and other 
  findings. Enelstead also 
  keeps a specimen collection. 
  Some chambers beneath 
  the tower contain 
  special devices capable 
  of holding objects and 
  creatures in a timeless 
  stasis. These have been put 
  to good use holding a living 
  bestiary of collected entities.
  Jarash founded the group 
  about fifty years ago. He worked 
  alone at first. But his essays 
  and papers spread by hand and by word 
  of mouth through the Order of Truth and 
  far beyond. Over time, those drawn to his 
  work sought him out, asking if they could 
  join him in his quest for knowledge. Jarash 
  was agreeable, but selective. Back then, 
  the organization was known as the Claw of 
  Wisdom. For decades, the Claw of Wisdom 
  kept its numbers limited to fewer than 
  thirty naturalists. All that changed when 
  a member accidentally lured a massive 
  Titanothaur: level 10; 
  over 300 feet (100 m) in 
  height; health 140; Armor 
  5; smash attacks inflict 
  18 points of damage; for 
  more information, see 
  page 126 of The Ninth 
  World Bestiary
  James Lang - hurricanelang@gmail.com - 220901
  
  92
  Badge of Membership: Journal with 
  inscribed Pact symbol
  Member Benefits: New members gain 
  an asset on interactions with other Pact 
  members and with Aeon Priests. They also 
  are assigned the rank of Apprentice Seeker. 
  Once a new member discovers and fully 
  describes a creature not already collected or 
  described in the Pact of Jarash compound 
  at Enelstead, and in lieu of taking a new 
  skill, the new member gains a handheld 
  device that can stun a target within short 
  range, causing it to lose its next turn (level 
  6; depletion: 1 in 1d10; upon depletion, the 
  device can be recharged in Enelstead).
  THE SCHISM
  The more ideological an organization’s core 
  beliefs, the more likely that organization 
  will splinter over what might seem like 
  small disagreements to 
  outsiders. Witness the 
  Schism, which split off 
  from the Convergence. 
  The Convergence includes 
  Aeon Priests who left the fold, 
  driven by a desire to seize power for 
  themselves using the numenera, coupled 
  with disgust at the Order of Truth’s quasi-
  religious trappings. The Schism arose when 
  several Convergence members discovered 
  that some of their fellows were planning 
  on doing more than simply empowering 
  themselves: they were actively building up 
  forces in order to side with the Gaians, 
  a group of people in the far north. Most 
  among the Convergence didn’t care. Among 
  a few, unfamiliar feelings stirred, as well as 
  anger. Not long after, the Schism formed.
  The Schism is pledged to fighting both 
  the Convergence and the Gaians, though 
  that doesn’t make them friends with the 
  Order of Truth. The Schism is training a 
  small cadre of creatures called edacious 
  destroyers to accomplish its ends by 
  applying its mastery over the numenera. 
  Using a technique developed by a former 
  magister for training edacious destroyers 
  to find a scent and track down targets, the 
  Schism is making a name for itself, despite 
  being relatively new. When a 50-foot (15 m) 
  and Pact members are expected to do the 
  same for Order of Truth members. For their 
  part, the Pact officially views the Order as 
  an allied organization, and the Amber Pope 
  as a titular leader.
  The current face of the Pact is a woman 
  named Alelerine. Alelerine is a scarred 
  and care-worn human with a metal hand. 
  Like many among the Pact, Alelerine is 
  accompanied by a devoted creature that is 
  one part pet and one part friend: a “tame” 
  ravage bear named Gan.
  Outwardly, Alelerine is a staunch 
  proponent of the Pact, though she is 
  quick to quash any suggestion that the 
  organization chase down rumors of Jarash’s 
  reappearance. In truth, Alelerine is torn 
  between her devotion to the principles of the 
  Pact and her ties to the Jagged Dream. She 
  initially joined the Pact as a secret agent of 
  the Jagged Dream, but over time learned 
  to value the quest for 
  knowledge that the 
  Pact pursues over the 
  quest for destruction 
  that the cult embodies. 
  The higher her rank in the 
  Pact, the more she lost her desire 
  to act as a sleeper agent pledged to incite 
  conflict. However, she can’t wish away things 
  she did prior to joining the Pact. Those 
  memories still haunt her. Plus, the Jagged 
  Dream’s dreamseekers retain leverage over 
  her. They might one day call her debt due.
  PCs who join the Pact advance through 
  a series of five circles until they achieve the 
  title Pact Naturalist, the highest one can 
  rise, unless Jarash should return again. The 
  circles are: Apprentice Seeker, Journeyman 
  Seeker, Master Seeker, Published Naturalist, 
  and Pact Naturalist. Working separately 
  from others in the Pact, members generally 
  have no contact until their official gathering 
  in Enelstead each year. But the naturalists 
  aren’t suicidal—even though they work 
  separately, lone naturalists almost 
  always explore with a group of trusted 
  fellow explorers or hired mercenaries 
  accompanying them.
  Symbol: Claw, parchment, and quill
  Motto: None
  Jagged Dream,
  page 224
  The Convergence, 
  page 223
  Dreamseekers,
  page 224
  Edacious destroyer: level 
  7, Speed defense as level 
  5 due to size; health 30; 
  Armor 5; clublike arms 
  batter foes for 8 points 
  of damage; for more 
  information, see page 
  40 of The Ninth World 
  Bestiary
  James Lang - hurricanelang@gmail.com - 220901
  
  93
  NEW ORGANIZATIONS
  cypher of equal level (up to level 7). However, 
  such an exchange can be made no more 
  than once per ninety days—the ability of the 
  Schism to craft the cyphers isn’t unlimited.
  TWELFTH ODE
  The Twelfth Ode is a secret organization 
  established by Queen Armalu’s 
  predecessor in Navarene more than 
  fifty years ago. When Armalu 
  took power, she wasn’t told 
  about the Twelfth Ode, or 
  that it owed its existence 
  to Navarene. And so the 
  covert organization became 
  even more secretive. The 
  Ode’s original charter was to 
  investigate and protect Navarene 
  from ultraterrestrial threats. 
  When the Twelfth Ode threw off the reins 
  of direct control by dint of the old king’s 
  death, the organization modified its charter 
  to include the entire Steadfast. Being 
  protective means being proactive—Ode 
  operatives are charged with discovering and 
  using ultraterrestrial technology to enhance 
  their own abilities, which in turn gives them 
  a greater ability to investigate and safeguard 
  the Steadfast. The organization has grown 
  from just one cell into half a dozen or 
  more. Each cell keeps individual records of 
  its sightings involving ultraterrestrials, as 
  well as all information, special items, and 
  related gathered intelligence. At random 
  times, the Twelfth Ode’s leader appears and 
  asks for updates. That leader is none other 
  than the charming and thoroughly engaging 
  Leverett Stamper.
  Leverett claims to be working for the 
  betterment and protection of all humans 
  of the Ninth World, and many heads of 
  state believe him. So much so that some 
  have occasionally given Leverett Stamper 
  wide latitude to oversee the investigation of 
  tall plant creature bursts into a market 
  bazaar and batters an Aeon Priest to death, 
  then slurps up the remains, people notice.
  Members of the Schism still call 
  themselves magisters or magistrixes, as they 
  did when they were part of the Convergence. 
  In addition to the array of numenera 
  weaponry and devices each typically wields, 
  some also carry a cypher that can isolate 
  a target’s scent and summon an 
  edacious destroyer to track and 
  destroy that target using the 
  scent as a marker. 
  The Schism has a single 
  base of operation, called the 
  Splintered Sanctum, which 
  is hidden behind a space-
  bending gateway that opens 
  in a spice shop in Bodrov. New 
  members are inducted in the Splintered 
  Sanctum, assuming the candidate can 
  demonstrate at least some skill using the 
  numenera, and a proven desire to take 
  down either the Gaians or the Convergence, 
  or both.
  The Schism’s leader is Magister Barwath. 
  He’s the one that developed the scent-
  training technique. Whether it’s because 
  he’s fascinated and enthralled with his own 
  technique, or because he harbors some 
  unspoken history or grudge with the Gaians, 
  Barwath is eager to bring in new candidates. 
  Those that pass his test are accorded full 
  membership.
  Symbol: Edacious destroyer head silhouette
  Motto: Betrayers must pay
  Badge of Membership: Grey-green seed
  Member Benefits: In lieu of gaining a new 
  skill, new members are given unrestricted 
  access to the Splintered Sanctum, whose 
  entrance lies in the city of Bodrov. In addition 
  to gaining room, board, and the ability to 
  interact with other Schism members who 
  might be present, a member may contribute 
  a cypher and gain an edacious scent marker 
  Leverett Stamper: 
  level 7, interaction tasks 
  as level 8; health 27; 
  Armor 2; plasma sword 
  attack inflicts 6 points 
  of damage and ignores 
  most Armor; for more 
  information, see page 
  152 of The Ninth World 
  Bestiary
  A growing organization known as the Schism seems to be training edacious destroyers 
  as scent-seeking warriors, but no one knows how or to what end.
  Bodrov, page 139
  Queen Armalu,
  page 137
  Navarene, page 137
  Magister Barwath: 
  level 7; carries a level 7 
  edacious scent marker 
  cypher
  James Lang - hurricanelang@gmail.com - 220901
  
  94
  usually produces one or more objects crafted 
  on other worlds. A few times, it’s even 
  spat out living ultraterrestrials. Each object 
  (and occasional visitor) is quarantined, 
  studied, and usually stored away for safety. 
  Sometimes junior Twelfth Ode members 
  wonder if the latter isn’t tantamount to 
  imprisoning free creatures. But after Leverett 
  visits with the concerned individual, they’re 
  usually reassured that the Twelfth Ode’s way 
  is the right way.
  A less-well-publicized effect of the reality 
  breach is its ability to sometimes spit 
  out a still-living version of a Twelfth Ode 
  member that’s recently died. In fact, it’s 
  probably why—despite how many times 
  the group’s founder has been slain with 
  reliable eye-witnesses attesting to a most 
  grisly death indeed—the man and his smile 
  have appeared not long after, apparently no 
  worse for wear. Other members have had 
  less reliable luck, but of course, once dead, 
  they don’t know or care if some version 
  of them returns to take up their plans and 
  dreams.
  Symbol: Twelve spheres
  Motto: Leave no stone unturned 
  Badge of Membership: Tattoo of symbol 
  in silvery ink
  Member Benefits: In lieu of gaining a 
  new skill, members gain an asset on all 
  interactions with ultraterrestrials. This benefit 
  comes in the form of an implant, training, a 
  manual, or some other aid provided to the 
  character. In addition, a user that visits the 
  secret headquarters on an island off the coast 
  of Harmuth is shown the reality breach, which 
  sets up a resonance. If the member is later 
  killed, a version of them is plucked out of a 
  parallel dimension where they didn’t die and 
  spat out the breach. For most members, this 
  is a benefit that works one time and one time 
  only.
  strange happenings, sometimes even ahead 
  of their own official law-keeping bodies. This 
  willingness to step aside may be due more 
  to his amazing ability to convince people 
  that he’s right. He’s especially keen to hear 
  about philethis sightings, though he won’t 
  say why they excite him the most.
  The Twelfth Ode keeps its primary secret 
  headquarters in a prior-world structure that 
  houses an unstable breach in reality, located 
  on a small island not far from the coastal city 
  of Harmuth. The unstable breach manifests 
  only every few weeks or months, and usually 
  only for a few hours at most. However, it 
  The Twelfth Ode is organized into cells. Each cell is charged with looking into 
  incidents and sightings involving ultraterrestrials, though philethis sightings in 
  particular are a priority. More than that, we do not yet know.
  ~from the pages of a confidential report to Queen Armalu
  EDACIOUS SCENT MARKER
  Level: 1d6 + 1
  Usable: Handheld device
  Effect: Scent of a target within short 
  range is sampled. If successful, 
  the nearest edacious destroyer 
  whose level is equal to the cypher’s 
  begins to track the target by scent. 
  Unless it’s physically impossible 
  for an edacious destroyer to reach 
  the target at the target’s current 
  location, roll randomly to determine 
  how quickly the nearest edacious 
  destroyer finds the target. Upon 
  finding the target, the edacious 
  destroyer does everything in its 
  power to consume the target.
  1d6
  Time To Discovery
  1
  Ten minutes
  2
  One hour
  3
  Ten hours
  4
  One day
  5
  Two days
  6
  Three days
  Philethis, page 252
  James Lang - hurricanelang@gmail.com - 220901
  
  95
  INDEX
  TYPE
  Glint 
  5
  Seeker 
  15
  DESCRIPTORS
  Abrasive 
  25
  Aggressive 
  25
  Altruistic 
  26
  Amusing 
  26
  Artificially Intelligent 
  40
  Calramite 
  41
  Coraoan 
  37
  Deliberate 
  27
  Desert-dwelling 
  37
  Devout 
  27
  Echryni 
  41
  Efficient 
  27
  Elychnious 
  38
  Extraterrestrial 
  28
  Fabulous 
  28
  Frostborn 
  38
  Gaian 
  38
  Gregarious 
  29
  Insolent 
  29
  Intimidating 
  29
  Lonely 
  30
  Manipulative 
  31
  Marine 
  31
  Meek 
  31
  Mercurial 
  32
  Naiadapt 
  42
  Obsessive 
  32
  Ormyrl 
  44
  Passionate 
  33
  Polyglot 
  34
  Proxima 
  45
  Rayskelan 
  39
  Rebellious 
  34
  Resourceful 
  35
  Skeane 
  45
  Subterranean 
  35
  Ultraterrestrial 
  35
  Vigilant 
  36
  Vralkan 
  39
  FOCUS
  Abides in Crystal 
  48
  Absorbs Energy 
  50
  Abuses Alchemy 
  51
  Becomes Energy 
  53
  Charges Right In 
  55
  Conceals the Truth 
  55
  Delved Too Deeply 
  56
  Devotes Everything to the Cause 58
  Fell From Another World 
  59
  Figures Things Out 
  60
  Forges a Bond 
  63
  Gazes Into the Abyss 
  64
  Likes to Break Things 
  65
  Lives on the Road 
  66
  Makes Something Out of 
  Nothing 
  67
  Manipulates Force 
  69
  Plays Tricks 
  71
  Provides Support 
  72
  Shapes Liquid 
  73
  Speaks to the Datasphere 
  75
  Stares Down Adversity 
  77
  Steps Into the Outside 
  77
  Ventures Into the Night 
  79
  Wields a Whip 
  81
  Wonders 
  83
  ORGANIZATIONS
  Cabal of Whispers 
  84
  Conflux, the 
  86
  Grey Company 
  87
  Moonwreckers 
  89
  Pact of Jarash 
  90
  Schism, the 
  92
  Twelfth Ode 
  93
  INDEX
  James Lang - hurricanelang@gmail.com - 220901
  
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SOURCE: textdata/thevault/Cypher System/Setting - Numenera/Numenera Character Options 2.pdf