You are on page 1of 417

CREDITS

Writer/Designer M o nte Coo k


R u l e Developers M o nte Coo k a n d Sean K. Reyn o l d s
Additional Writi ng S h a n n a G e rm a i n
Lead Editor S h a n n a G e r m a i n
Ed itor Ray Va l Iese
Proofreader M ichele Ca rte r
Cover Designer and Lead Artist Kieran Ya n n e r
G raphic Designer S a ra h Ro b i n so n

Artists
S a m u e l Araya , H e l ge Balzer, M a rk B u h a l o , C h ro m , Florian Devos , S a ra D i e s e l , D re a m st i m e. co m , J a son E n gle, Ka l i F itzge ra l d ,
G u i d o K u i p , E ri c Lofgre n , Patrick M c Evoy, J e remy M c H u g h , B ryn n M ethe ny, M ichael Perry, Roberto Pittu rru / Fa b i o Passamonti, Scott
P u rdy, Lee S m it h , M att Stawicki, M a rk Ta rri sse, Ke ith T h o m p s o n , Prosper T i p a l d i , Co ry Trego- E rd n e r, S h a n e Tyree,
Bear We iter, Ad rian Wi l k i n s , Kieran Ya n n e r

Cartographer Ch risto p h e r We st

Alpha Playtesters S h a n n a G e rm a i n , Ray Va l Iese, Co l i n M cCo m b , J a mes Bel l , E r i k M o n a , D a n ica King, Sean Reyn o l d s , Stan!, Hyru m S avage

Dedicated to JD Sparks LJay Peterson), who journeyed with me all through the lead-up to Numenera, helping to form my view on science fiction,
fantasy, and everything that is cool about wild and wonderful ideas.

2013 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.
TABLE OF CONTENTS

i- - ----

NEW WORLD, NEW GAME PART 6: THE NUMENERA 275


Dreaming of the Future 4 Chapter 17: Technology 276
The Amber Monolith 6 Chapter 18: Cyphers 278
Chapter 19: Artifacts 298
PART 1: GETIING STARTED 11 Chapter 20: Oddities &. Discoveries 314
Chapter 1: Welcome to the Ninth World 12
Chapter 2: How to Play Numenera 15 PART 7: RUNNING THE GAME 319
Chapter 21: Using the Rules 320
PART 2: CHARACTERS 19 Chapter 22: Building a Story 340
Chapter 3: Creating Your Character 20 Chapter 23: Realizing the Ninth World 354
Chapter 4: Character Type 26
Chapter 5: Character Descriptor 47 PART 8: ADVENTURES 365
Chapter 6: Character Focus 52 Chapter 24: Adventures Overview 366
Chapter 7: Equipment 77 Chapter 25: The Beale of Boregal 367
Chapter 26: Seedship 379
PART 3: PLAYING THE GAME 83 Chapter 27: The Hidden Price 385
Chapter 8: Rules of the Game 84 Chapter 28: Three Sanctums 390
Chapter 9: Optional Rules 113
PART 9: BACK MATIER 399
PART 4: THE SETIING 129 Appendix A: Character Creation Walkthrough 400
Chapter 10: Living in the Ninth World 130 Appendix B: Bibliography and Resources 402
Chapter l 1: The Steadfast 136 Appendix C: Kickstarter Backers 403
Chapter 12: The Beyond 174 Glossary 411
Chapter 13: Beyond the Beyond 213 Index 412
Chapter 14: Organizations 222 Numenera Character Sheet 414

PART 5: CREATURES &. CHARAffiRS 227


Chapter 15: Creatures 228
Chapter 16: Non-Player Characters 269
DREAMING OF THE FUTURE
' m a d reamer. I 've had a l ot of d re a m s . B ut for twe nty years, two d re a m s of m i n e h ave stuck with me, n o

I m atte r what e l s e I w a s d o i n g o r w h at I w a s worki n g o n . Projects came a n d went, but these two d re a m s


always h overed i n the backgro u n d .
T h e first was a roleplaying game system where players got t o decide how m uch effort they wanted t o p u t i nto
any given action, and that decision would help determ i n e whether their action would succeed or fail. This wou l d
be a s i m p l e b u t elegant system where s u stained dam age and physical exertion d rew from the s a m e resou rce (so
as you became wounded, you cou l d do less, and as you became exh austed , you were easier to take down) . Where
you r wi l l power and you r mental " power points" were the same th i n g, and as you d rew on you r mental resources,
you r a b i l ity to stave off mental attacks waned . And where it was all so i ntegrated i nto the character that it was easy
to p rocess and keep track of. But most of a l l , I d reamed of a game system that was des igned from the ground u p
t o b e played t h e way people actually pl ayed games, a n d t o b e r u n t h e way that game masters really ran them.
The second d ream that stuck with me was a world that fu sed science fiction and fantasy, but not i n the usual
m ixed-ge n re sort of way. I n stead, it was a place that felt l i ke fantasy but was actually science fiction. Or perhaps it
felt l i ke science fiction but was actua l ly fantasy. Could I ach ieve both at once? The wel l - known quote from Sir Art h u r
C . Clarke that " a n y s ufficiently adva nced technology i s i n d i stinguishable from magic" seemed t o lie a t t h e heart of
this concept. I n my m i n d , I envi sioned strangely ga rbed p riests chanting wel l-rehearsed prayers and i nvocations,
using sacred i n struments and maki n g precise gestures, but then we real ize that the i n stru ments are technological
i n nature, and some of the gestu res are actually fingers playing over buttons or sections of a touch screen . . . .
But t h at w a s a l l twe nty yea rs ago.
Time passed. I worked o n h u n d red s of p rojects fo r d iffe rent co m pa n ie s-i n cl u d i n g my own . I n ever
co m p letely fo rgot about those ideas, but they mostly faded away i nto t h e rece sses of my m i n d .
Then, I was lyi ng i n bed one night about a year ago, a n d i n m y mind's eye I saw two figures pulling tattered cloaks
around themselves to ward off the ch i l l as they wal ked. The two trudged across a grey land scape, wary with each step.
And as this scene receded , I saw that the terrain they crossed was a massive gear, and the land scape was i n fact an
u n bel ievably h u ge and ancient mach ine. The key to this scene, I real ized , was that the figures were i n no way part of
this terrai n-perhaps they d i d n 't even understand the concept of the mach ine-but they were accustomed to it. It
was a part of the world they l ived i n as m uch as mountains, rivers, and forests are a part of ours.
A l l at o n ce, I knew t h at it was t i m e to create this game a n d this sett i n g t h at had been b rew i n g i n my
co n s c i o u s n e s s fo r twe nty years. I t was t i m e to create NuMENERA.
At the time of this writing, I have worked as a professional game designer for twenty-five years. I 've written articles,
adventu res, sourcebooks, and roleplayi ng game settings (along with short stories, novels, scripts, and comic books) .
LIME NE
DREAMING OF THE FUTURE

I 've designed or co-designed four roleplayi ng games based on earl ier versions of other games, designed a m i n i atures ACKNOWLEDGMENTS

game, and worked on a few com puter games, card games, and other m i scellaneous projects. But I had never
During the making of
designed a roleplayi ng game all on my own , from the ground up, based entirely on a setting of my own creation. this book, we received
I had always wanted to. The games I worked on are all things I'm very proud of, but none expressed exactly how I invaluable assistance
wanted to play an RPG. It seemed l i ke it was time to give it a shot: to try to put down on paper what I ' d been doing i n directly or indirectly-from
t h e games I ran fo r so long. I 've never been a G M w h o rel ied heavily on rules. I n stead, I tried t o focu s more on story, the following people, places,
fu n , and gameplay. Even when I ran a game with a rather rigid ruleset, I would add i n new elements so that there and things:
would be spells or creatures or player resou rces or som e thing that was more mysterious or more flexi ble to give the
Brazilian Game Fans
story a l ittle breathing room. To allow both the players and me to be creative rather than always rigid ly defined. Borderlands 2
To create a n ew sett i n g to go with these ru l e s , it wo u l d h ave to fit the se n s i b i l ities of the n a rrative syste m I Bill Cavalier
was creat i n g . S i n ce t h e rules we re m o re about sto ry, mood , a n d ideas t h a n about rigid d efi n it i o n s , the wo rld Paul Chapman
had to be t h at way, too. I t h ad to be a wo rld of we i rd myste ries a n d i ntrigu i n g q uest i o n s . Sir Arthur C. Clarke
Eric Coates
The trad itio n a l ways o f p resent i n g RPG sett i n g material made it d ifficult beca u s e t h ey we re a l so u s u a l ly
Florence and the Machine
fa i rly rigid-closed a n d d efined rat h e r t h a n open-ended a n d mysterious. And u n d e rsta n d a b ly so. RPG sett i n g Fringe
d e s i g n i s a l l a b o u t givi n g a G M t h e i n fo rmation s h e need s t o run a g a m e , a n d t h at c a n be a l ot o f i nformat i o n . Glasya
I knew I co u l d d o t h i s n ew sett i n g j u stice t h a n ks to two t h i n g s . Grizzly Bear
T h e first w a s a prod uct line I worked on a l o n g t i m e ago cal led Planescape. It was a setting fu l l o f mystery. It never Ken and Marilyn Harrison
allowed itself to be pin ned down. Planescape was wei rd and wild and imaginative. It was a setting about mood and Scott Holden
Kickstarter
ideas and amazi ng vistas more than it was about nailing down every l ittle detail. It experimented with narrative voice
Ryan Klemm
and d ifferent kinds of presentation that stressed story, emotion, and flavor. So I knew it could be done. Iced Soy Mochas
The second was a prod uct I worked very hard on a few years back cal led Ptolus. Ptolus was a d20 setting, but it in Xile Entertainment
abandoned most of the trad itional RPG approaches to presenti n g setting materia l . I n stead , it took i n s p i ration from jewel Box Cafe
travel guides and nonfiction books. With Ptolus, I learned that there were ways to present i nformation to G M s and Two MacBook Airs
pl ayers that made their l ives easier and their games more fu n . With that kind of presentation-i nformative and yet One MacBook Pro
Two iPhones
fl avorfu l thanks to its art- heavy and visual natu re-I could take a Planescape narrative approach and sti l l make a
One iPad
very usable prod uct. Mateusz Kaluzny
So that's what I 've tried to d o . Kid Snippets
A l ot of the N i nth Wo rld can be cred ited to i n s p i ration fr o m two people, t h e French a rt i st M oe b i u s a n d Mary Robinette Kowal
the write r G e n e Wolfe. I 've l o n g b e e n a fa n of M oe b i u s ' s wo rks, i n p a rticu l a r h i s v i s i o n of tec h n o l ogy, h i s MazM Salad
Mono
synt h e s i s of science a n d mystici s m , a n d h i s method o f i n fu s i n g h i s backgro u n d s w i t h deep, deep h i story.
Nick a( Trish
Eve ry M oe b i u s a rt p i ece tel l s the story of a wo rld with a rich a n d wo n d e rfu l ly we i rd past. Ninth World Hub
I 've been a fan of Gene Wolfe-particu larly his series The Book of the New Sun-s i nce I was very you n g. In fact, Danny O'Neil
as I write this, I rea l ize that I was i ntrod uced to t h i s series by my ch i l d hood friend J D, a fact particu larly poignant Road Trips
to me because i n two d ays I go to )D's memorial service. H e was a friend whose sen s i b i l ities about fantasy and Charles Ryan
science fiction and cool, imaginative ideas were developed right alongside m i ne. Which i s probably why even Tammie Ryan
Treadmill Desk
though we grew up and went our separate ways, we managed to stay in touch a l l these years. The world lost a
Aaron Voss
great, creative soul with h i s passi ng. Through h i s i nfl uence on me, he now l ives on in the N i nth World. Sue Weinlein
In The Book of the New Su n , Wolfe acco m p l ishes with asto n i s h i n g l iterary depth a work that at first see m s Steve Wieck
t o be a fantasy s e t i n the past, but eventu a l ly w e l e a r n that it i s , i n fact, a science fiction story s e t i n the fa r, fa r David Wilson Brown
fut u re. I t i s b ri l l iant and wel l writte n , as fu l l of creative i d e a s as a nyth i n g I 've eve r read. Yo u s h o u l d read i t , too. Annie Yamashita
I was fo rt u n ate e n o u g h to study fiction u n d e r Wolfe, and I learned a great d e a l about writ i n g . Th u s , h i s work George Z
a n d h i s style wi l l always be an i n s p i ration to me, but n ever m o re t h a n in N u m e n e ra , to be s u re .
And a special hat tip to our
There are, o f cou rse, m a n y i n s p i rations for N u menera, so I created a bibl iography for the g a m e that you ' l l fi n d Kickstarter backers
i n Appendix B (page 402) . But long before you get there, w h y n o t give "The A m b e r Monolith" (page 6 ) a q u ick (see Appendix C, page 403,
read ? The story sets the tone for the setting and esta b l i s hes a great many deta i l s a bout the N i nth World, the for the complete list).
kinds of thi ngs characters will do i n the game, and the amount of latitude G M s and players h ave to stretch their
i magi nations here.
Then read Welcome to the N i nth World, which presents things a bit more plain ly. After that, read How to Play
N umenera, and you'll pretty much have a good handle on the essentials of what you need to know. The rest--character
creation, the fu l l rules, the setting, the creatures, and so on-are just details, although hopefully they' re fun and
i nteresting details. (Here's a h i nt that I hope wi l l really help: use How to Play N umenera [page 1 5] to learn and teach the
essentials of the game, and use Rules of the Game [page 84] as you r reference tool when you have questions.)
If you ' re goi ng to be a G M , read the Running the Game sections (page 3 1 9) carefu l ly after read ing the rules. There
I 've done my best to convey what the game's all about and provide some of my secrets to ru n n i n g a great game.
I s i n cerely hope t h at yo u find N u menera fu n , fu l l of w i l d ideas, and most of a l l i n s p i rati o n a l so t h at yo u ' l l
create yo u r own i m a g i n ative c h a racte rs a n d stories. Yo u ' re about t o e m bark o n some a m a z i n g adventures.
THE AMBER MONOLITH
The Catechism of Lore:
All glory to the originators of truth and understanding.
Praise to the innovators of steel and synth.
Praise to the shapers of flesh, of bone, and of mind.
Glory to those who re-sculpted the sustaining earth and the life-giving sun.
Praise to the senders of signals, who even now whisper into machine ears and give life to the inanimate.
Praise to those who traveled to the stars, and the realms beyond the stars.
All glory to the originators of truth and understanding.

Let us then resume the recitation of the Sacred Chronicle of High Father Calaval, Amber Pope and founder of the Citadel
of the Conduit and the Order of Truth, as written by his grandniece, Doroa of the Silent Song:

Aeo n Priests a n d t h e i r knowl edge of n u m e n e ra co u l d p reve nt


CHAPTER IX: WIND OF IRON i n cidents l i ke t h at. Ca l aval sought to j o i n t h e i r ra n ks .
H i story taught t h at the ancient race s t h at had dwe l led u p o n
In which we learn the lesson of dedication. earth before the N i nt h Wo rld wielded great powe r. Th i s powe r
Ca l aval c l i m bed t h e h i l l , his pet t h u m a n at his s i d e . Cru m b l i n g bits came fro m knowledge. It m i ght not be pos s i b l e for Ca l ava l , the
of ancient brick tu rned to grave l with each ste p . At the top, h e saw Aeo n Priests, o r a nyo n e e l s e o n eart h of t h e p resent to m a ster a l l
the a m be r obel i s k the o l d wo m a n had told h i m a bout. I t stretched t h at knowledge, b u t s u rely there we re secrets there , lost t o the
i m po s s i b ly i nto t h e s ky. The red d i s h -ye l l ow l i ght of the old, ti red past, u po n which t h ey co u l d b u i ld a fut u re.
s u n ca ught in its angles h i gh a bove the p l a i n of ru i n . Eve n after a l l Ca l aval was ce rta i n of it. I t j u st had to be d i scove red . O r rat h e r,
these eo n s , t h e mach i n e a t t h e h e a rt o f the o be l i s k sti l l t h r u m med red i scove red . H e had a p l a n on h ow to sta rt.
with powe r. Rings orb ited the d evice, s p i n n i n g with u n ea rt h l y A red cloud rose o n the horizon, beyo n d t h e obel i s k i n the s ky.
p reci s i o n . Someone m ovi n g acro s s t h e d ry p l a i n ? Ce rta i n ly somet h i n g b i g if
The t h u m a n s a t o n i t s h a u nches, m u lti-joi nted l e g s fo l d i n g t h at was the case. Perh a p s a h e rd . Perh a p s a pack of ra iders.
ben eath i t . I t looked u p a t i t s m aster w i t h n a rrow, b l ack eyes . Red Fed d i k w h i ned. The cloud loomed l a rge r. N o h e rd . N o creat u re
d u st cove red the fu rry crest atop its head . at a l l-a d u st sto rm.
Ca l aval set h i s heavy pack d own n ext to h i m , exh a u sted . H e bent Ca l aval u n packed his desert filter a n d put it ove r his mouth.
down and brus hed t h e d i rt a n d d u st away fro m it, a n d then fro m Then h e fitted o n e ove r Fed d i k' s nose a n d mouth. The beast pawed
h i s clothes. F i n a l ly, he brus hed the red d u st fro m the t h u m a n . at it a few t i m e s , but accepted it q u ickly. They had been t h ro u g h
" Do n ' t worry, Fed d i k, " h e wh i s pe red . "Yo u wo n ' t h ave t o g o i n s id e . d u st sto rms toget h e r before.
I ' l l h ave to d o t h at a l o n e . " The ba rren p l a i n offe red l ittl e s h e lter. Ca l aval kept wa l ki n g, for
Fed d i k' s gaze, a s a lways, made it s e e m a s though h e there we re few oth e r o pt i o n s . The t h u m a n stayed very close. The
u nd e rstood . wa l l of o n ru s h i n g red e n g u l fed the obel i s k and bore d own u po n
Afte r a s h o rt rest, t h e p a i r res u med t h e i r j o u rn ey. The peo p l e i n the exp l o rers l i ke a mon ster. T h rough h i s filter, a s c e n t ca ught the
t h e l a st v i l l age, Cloud ridge, h a d ca l l ed t h i s t h e P l a i n o f B rick. The yo u n g man's atte ntion. I t jogged a memory. I t tri ggered fea r.
lack of creativity d id n ot s u rprise Ca l ava l . A s i m p l e fo l k without a " I ro n Wi n d!"
cl ave , t h ey to i l ed i n fie l d s a n d h e rded s h ereh i n the fe rt i l e va l l ey to Ca l aval looked a ro u n d h e l p lessly fo r some kind of s h elter. But
the south. B ut t h ey'd given h i m food i n exc h a n ge for a few b a u b l e s there was n owh e re to h id e . N ot fro m t h e w i n d .
a n d s h i n s h e carried w i t h h i m , a n d gave h i m a p l ace t o s l eep, so H e wo u l d sta n d aga i n st the ravages o f a s a n d sto rm, eve n a s i t
it was d ifficu lt to fee l anyt h i n g but ki n d ly towa rd them. I so l ated tore a t h i s fl e s h , but I ro n Wi n d w a s so meth i n g d i fferent a ltoget h e r.
v i l l ages with Aeo n Priests often beca me fea rfu l of stra n gers a n d It d i d n 't j u st tear at fl e s h , it a ltered it. Wit h i n the w i n d l ived
d a n ge ro u s ly i n s u l a r. O n ce, h e had co m e u p o n a com m u n ity t h at particles crafted by the n u m e n e ra far too t i n y fo r a m a n to see.
had stu m b led u p o n a b u ried faci l ity fro m t h e prior wo rld s wh i l e Ca l aval wa s n 't act u a l ly certa i n t h at p a rticles was t h e right word .
d i ggi n g a we l l . They had i n adve rte ntly re lea sed a n oxi o u s gas, Creat u re s ? M ac h i n e s ? It s u rpassed u n d e rsta n d i ng.
tra n sfo rm i n g the enti re popu l ation i nto m a n i acal, s u pe rh u m a n His pack t h u d d e d o n t h e gro u n d . H e ru m maged t h rough its
ca n n i b a l s . Ca l aval had barely escaped a l ive. contents wh i l e the t h u m a n w h i ned. F i n a l ly, h e p rod uced a s m a l l

6
LIME NE
THE AMBER MONOLITH

i ro n awl , a n d a d evice t h at looked l i ke it was meant to fit s n ugly i n co m pa n i o n s l owly writ h i n g on the gro u n d . P a i n was evi dent i n
a perso n ' s clenched fist, i f a person h a d s ix fi n gers. I n two p l aces eve ry fiber o f t h e creatu re, n ew a n d o l d .
acro s s its synth s u rface s m a l l w i res l ay exposed . Ca l aval crouched W i t h a wa i l , Ca l aval d rew the l o n g knife a t h i s s i d e fr o m its
l ow. leather s h eat h .
A s m a l l g l a s s p a n e l o n o n e s i d e s h owed l i ghted sym bols when H e h e l d h i s b reat h . Tea rs streamed d own h i s face. H e wanted
h e p ressed a s m a l l stud where his t h u m b wo u l d fit. H e d i d n 't to close h i s eye s , but h e fea red h i s aim wo u l d fa i l . So h e sta red
know what the sym b o l s meant, but he knew t h at when a sym bol down at Fed d i k. He watched h i s fri e n d ' s eyes as he s l iced i nto t h e
t h at re m i n d ed him a bit of a b i rd i n fl i ght fl a s h e d , h e needed to n o n meta l l i c part of its n e c k . B lood pooled a ro u n d the creatu re. I t
p re s s the stud aga i n . H e g l a nced u p a n d saw the ro i l i n g red cloud d i ed i n s i le nce.
a p p roach . I gn o ri n g the sweat bead i n g at t h e bridge of his nose, Ca l aval d id n ot c u rse the god s h i s mot h e r had taught h i m , nor
Ca l aval p u shed the awl u p i nto the cavity among t h e exposed did h e p ray to them fo r me rcy. I t was n 't t h at h e did n ot be l i eve i n
w i res near the botto m . The d evice shook a bit and t h e re was a vast, non h u m a n i n te l l i ge n ce s l iv i n g i n t h e s ky a bove-he h a d seen
s izzl i n g s o u n d a n d the s m e l l of b u rnt a i r. S u d d e n ly, a d ro n i n g t h e m orbiti n g in Yes s a i ' s telescope n i ght after n i ght-he j u st d i d
n o i s e e n g u l fed Ca l aval a n d the n e rves a l l a l o n g h i s fl e s h t i n gled n ot be l i eve t h at they d i rected events. H e bel ieved i n ca u s e a n d
u n pleasa ntly. The awl s l i p ped fro m his h a n d . effect. N ot god s . Eve n t h e t h i ngs i n h a biti n g t h e d ata s p h e re were
H e clenched the d evice a n d p u l led Fed d i k close. The t h u m a n created, the re s u lt of someone's knowledge a n d u n d e rsta n d i ng. H e
s q u i rmed as the a i r a ro u n d t h e m s h i m m e re d . T h e h a i r o n Ca l ava l ' s bel ieved i n t h e u n iverse a n d i t s l aws, set i n motion b i l l i o n s o f yea rs
a r m s rose a n d h i s s k i n prickled. T h e s h i m m eri n g a i r s m e l led l i ke a earl i e r.
t h u n d e rsto rm. H e knew t h at it was a sort of h a l o a ro u n d h i m . An j u st beca u s e t h e peo p l e of t h i s wo rld ca l l e d it magic d i d n ot
a u ra. A fie l d . H e d id n ot kn ow, but h e h o ped , t h at t h e field wo u l d mean t h at he co u l d n ot see beyo n d . T h at was what the Aeon
re pel the d a n ge ro u s , u n seen t h i ngs i n the I ro n W i n d . Priests d i d , a n d-as h a rd a s it was to acce pt-t h at i s what he
The a p p roach i n g n u m e n e ra storm d id not offer h i m m u c h t i m e wo u l d d o too. The n u menera, a s the p riests ca l l ed it, a rose beca u s e
t o wo n d e r if it wo u l d work. The a i r w a s s u d d e n ly red , ch u rn i ng. The of the i nte l l ect of the peo p l e of the prior worl d s . I t o n ly s e e m e d l i ke
ge n e rato r i n his h a n d v i b rated at a terri b l e freq u e n cy. I t n u m bed h i s m i racles.
h a n d a n d then h i s arm. H e co ncentrated o n h o l d i n g fa s t t o i t eve n I t o n ly seemed l i ke d a m n at i o n .
though he co u l d no longer fee l it. H e told h i mself t h at the b i l l i o n s
o f t i ny s h rieks i n the w i n d we re but h i s i m agi n at i o n .
The I ro n W i n d ro i l ed a ro u n d h i m , but it d id n ot h a rm h i m .
With a wh i n e t h at q u ickly beca me a h owl , Fed d i k twi sted fro m
--<@>>----
h i s gra s p , p u l l i n g away. Ca l aval s h o uted without s o u n d . The beast' s CHAPTER X: ALONE
leftmost l i m b s a n d s i d e e m e rged fro m t h e s h i m me r i n g d i stortion
a n d entered the w i n d .
In which we learn the lesson of loss.
Ca l aval co u l d n ot s e e what h a p pened , n o r co u l d h e sti l l h e a r Alas, C h a pter X i s lost to u s . It is b e l i eved by t h e co u n c i l t h at it
h i s co m pa n i o n . The t h u m a n ' s body t h ra s h e d . Ca l aval grabbed a conta i ned d eta i l s of Ca l ava l ' s m o u rn i n g of h i s a n i m a l , and t h u s
h a n dfu l of Fed d i k' s h a i r a n d h e l d on as best he co u l d wh i l e the d e scri bed h i s co m pa s s i o n a n d capacity fo r l ove. L i kely it a l s o
d evice i n his oth e r h a n d n u m bed m o re a n d more of his body, deta i led h i s fa ntastic i nte l l i ge n ce (particu l a rly h i s near-pe rfect
wea ke n i n g eve ry m u scle he h a d . reca l l ) a n d h i s great w i s d o m , often be i n g we l l prepared fo r
H e closed h i s eye s . co nti n gencies t h at most oth e rs wo u l d n eve r h ave foresee n .
The w i n d p a s s e d m o re q u ickly t h a n any s a n d storm wo u l d , I n stead o f i t s co ntents e n rich i n g u s , l et u s conte m p l ate o n t h e
b u t n o n e too q u ickly fo r Ca l ava l . T h e d evice d ro p ped from h i s s i g n ifica n ce o f lost knowledge. N o greate r loss exists.
contorted, n u m b fist onto t h e stony gro u n d . H e co l l a p sed , b u t was A l l glory to t h e o ri g i n ators of truth a n d u n d e rsta n d i ng.
ca refu l to p u l l Fed d i k atop h i m , rat h e r t h a n to fall u po n the beast.
Fed d i k made a p l a i ntive moan u n l i ke a nyth i n g Ca l aval had eve r
heard .
When h e co u l d m a n age it, Ca l aval l ifted h i s head t o look a t h i s
-->------
pet. H u n d reds o f t i n y, worm l i ke te n d ri l s fl a i led where Fed d i k' s CHAPTER XI: ENTERING THE OBELISK
left two l i m b s h a d o n ce bee n . T h e fl e s h a ro u n d those legs, a n d
a l l a l o n g t h e l e ft s i d e , looked a n d fe lt l i ke meta l l i c p l ates. O rifices
In which we learn the lesson ofpersei;erance.
t h at Ca l aval co u l d n ot begin to u n d e rsta nd eru pted and closed on The Amber M o n o l ith rose h i gh a bove Ca lava l . A l m ost d i rectly
the beast' s new port i o n s . The left s i d e of its face contorted with below t h e o be l i s k mach i n e , t h e noise t h at t h e vast s p i n n i n g
open i n g and clos i n g eyes as if a crowd of s m a l l e r creat u re s had mech a n i s m p rod u ced d rowned o u t t h e s o u n d s o f h i s own wea ry
taken up res i d e n ce in its head . b reat h . The rotat i n g rings moved a n d t h r u m med i n a rhyt h m t h at
The w i n d had rewritte n the t h u m a n . Eve ry bit of its fl e s h t h at t h e heartened h i m . It was exactly what he was looki n g fo r. The old
w i n d had to uched , it c h a n ged. wo m a n i n Cloud ridge had told the trut h .
Ca l aval p u shed Fed d i k from atop him a n d stood . His sta n ce was Ca l aval h ad o n ly o n e l a st trick i n h i s b a g . The rest o f i t s contents
n ot steady, but h e h a rd ly notice d . H e looked o n l y at his l o n gt i m e were m u nd a n e s u p p l ie s , too l s , and eq u i p ment. But h e had s aved
o n e m i n o r bit of n u m e n e ra for j u st t h i s moment. H e p u l led a fa i nt and fa l l , h e l et go of h i s own wrist and t h rashed at the h atch
w i re m e s h belt fro m t h e bag a n d affixed it a ro u n d h i s wai st. A to t ry to find a way to open it.
metal d evice on the s i d e of t h e belt had some s i m p l e contro l s . That task, at least, was s u rp ri s i n gly s i m p l e . An e a s i l y moved
Somet i m e s b i t s o f tech nol ogy l i ke t h i s-cyp hers, m o s t peo p l e lever p rod uced a s u d d e n h i s s , and t h e n the h atch opened s l owly.
ca l l ed t h e m-seemed l i ke t h ey were once parts o f oth e r, l a rger Ca l aval struggled to h a n g on to the m ovi n g h atch . When it
device s . Those who had come before h i m had j u st figu red out a stopped, h e twi sted h i s body a ro u n d to look up i nto t h e o pe n i n g it
way to m a ke u s e of them i n a temporary, u s u a l ly one-shot, d a m n gave. I t was d a rk, but a meta l l i c ladder offe red a way up t h ro u g h an
the-ri s ks sort o f way. Ca l aval knew a l ot o f the tricks. H e d id n't a m be r s h aft. With h i s free h a n d , h e grabbed the botto m rung, but
fu l ly u n d e rsta n d h ow t h ey worked . N o o n e h e knew did. B ut h e as h e d i d h i s oth e r arm wrenched free .
knew e n o u g h to t ry t h at switc h , o r cro s s those w i res, o r look fo r a Aga i n , terrific p a i n l a n ced d own h i s b o d y fro m s h o u l d e r to h i p.
readout with t h i s sym bol on it. E n o u g h to somet i m e s get an effect He bit d own on h i s to ngue, w h i c h m ay h ave been the o n ly t h i n g
he wanted . Someth i n g he co u l d u s e . L i ke n ow. t h at kept h i m co n s c i o u s . H i s o n e a r m d a n gled u s e l e s s . H e had n o
Exce pt the belt was n 't l i ke t h at. The belt, Ca l aval fe lt s u re, was idea h ow h e wo u l d cl i m b u p the l a d d e r.
i ntended fo r p reci sely the p u rpose fo r w h i c h h e was about to u s e He d id t h e o n ly t h i n g he co u l d th i n k of, a n d p u l led h i mself u p as
it. The o n ly t h i n g was t h e way it fit h i m . Obvi o u s ly, it h ad been h i gh a s h e co u l d a n d kicked his leg u p to hook it onto a rung. After
d e s i gned fo r a creatu re oth e r than a h u m a n to wea r it. a few tries, h e s u cceed ed . B ut when h e d i d , h i s pack came loose
Ca l aval m a n i p u l ated t h e co ntro l s . S o u n d l e s s ly, h i s feet left the a n d s p i l led its contents down t h e long way to the gro u n d .
gro u n d . B u oya nt, h e floated u pwa rd . The belt gently re m oved h i m Thou ghts o f god s t o cu rse o n ce aga i n ca m e t o h i s m i n d . O nce
fro m t h e gra s p o f gravity. H e soared eve r h i g h e r. T h e red brick aga i n , h e refused.
l a n d scape stretched below h i m . A warm wind tu gged at his tanned
leather cloth i n g-h i s coat, his ca p . I t brus hed aga i n st his wo rn,
u n s h ave n face.
Above h i m , the A m b e r M o n o l it h d rew c l o s e r, a n d h e co u l d
--<@>--
s e e t h at , t r u e t o i t s n a m e , t h e ye l l owi s h - b rown struct u re CHAPTER XII: HUNTED IN THE DARK
offe red a t ra n s l ucent s u rfa ce i n contrast to t h e s i lvery meta l l i c
m e ch a n i s m a t i t s h e a rt. T h e o be l i s k offe red a p o i nted t o p a n d
In which we learn the lesson of ingenuity.
botto m , b u t t h e center w a s a m a s s ive c l ockwo rk d e v i ce w i t h The cl i m b was l o n g a n d ago n izing. Eve ry s u rface a ro u n d Ca l aval
s p i n n i n g r i n g s o r b it i n g a ro u n d it at s kewed b u t s o m e h ow v i b rated s l i ghtly with a co n stant thrum t h at kept time with the
ext ra o rd i n a r i l y p rec i s e a n g l e s . s p i n n i n g rings of the central heart of the monolith. Eve n the
A s he got very close-l i kely h u n d reds o f feet a bove t h e grou nd air seemed to s h a ke, eve r so s l i ghtly. Exactly the rhyt h m h e had
the very lowest point of the h overi n g obel i s k offered a meta l l i c h atch m e m o rized . The o n e h e had been looki n g fo r.
to Ca l ava l . Contro l l i n g h i s horizontal position p resented some The top of the amber s h aft offered l i ght too d i m to see, and
d ifficu lties. Once aga i n , the position of the belt's console s u ggested Ca l aval had lost h i s glowglobes when h i s pack fel l . With h i s good
a wea re r with a very d ifferent body type than h i s . H i s arm grew sore h a n d , he p u l led a box of m atches from h i s pocket and struck one.
from reach i n g d own and a ro u n d to touch the ti ny, glowi n g panels. H e confirmed that his i m mediate s u rro u n d i ngs were safe, and then
The wind made t h i ngs eve n h a rder. Ca l aval maneuvered towa rd the tossed the m atch away, col l a p s i n g on his side for a n u n known time.
h atch , but then the breeze carried him off i n the wrong d i rection H e knew h e h ad to p u s h his arm back i nto its p roper position. When
aga i n . The situation s u ggested how h a rd it m i ght be to be a l eaf in h e was a you n g man, h e had seen his farmer father i n a s i m i l a r
the b reeze with a n objective. Or even a b utterfly. Ca l aval fu m b led s ituation. H e had had t o h e l p the m a n reset h i s s h o u l d er.
across the belt co ntro l s over and over, gras p i n g at the h atch as he Tod ay Ca l aval wo u l d h ave to do it h i m se l f. He struggled to h i s
got close each time, and each time fa i l i n g to reach it. feet. T h e p a i n m a d e h i s head swi m a n d h e a l most fe l l .
H e began to worry about j u st h ow m u c h powe r the belt had. H e fe lt t h e wa l l i n t h e d i m a m ber- h ued l i ght. H e positioned h i s
H ow l o n g a d u ration the gravity- n u l l ify i n g effect offe red . d i s l ocated l i m b with h i s u sefu l a r m . H e took t h ree q u ick b reat h s .
H i s arms sore, each from st retch i n g i n d i fferent d i rect i o n s , i n N ot givi n g h i m self t i m e to t h i n k a b o u t i t , h e ra m med h i s body
d i fferent awkward positio n s , h e tried o n e l a st t i m e , a n d fi n a l ly aga i n st the wa l l .
m a n e uve red close enough to loop h i s arm t h rough a h a n d l e on t h e H e s h rieked a n d fe l l t o t h e floor, writh i n g i n ago ny.
h atch l i ke a h o o k . The i n co h e rent s o u n d h e made w a s a moan o f He s h rieked l o u d e r t h e seco n d t i m e . He passed out for a t i m e
exa s peration a n d a cry of t ri u m p h at o n ce. he d i d n ot know for h ow l o n g-afte r rea l iz i n g t h at t h at atte m pt
Then t h e powe r of the belt gave out. d i d n 't s u cceed either.
H i s own s u d d e n we ight je rked o n h i s arm, wrench i n g it with a The t h i rd atte m pt had a s i m i l a r re s u lt.
p a i n fu l cracki n g noise. Ago ny s h ot d own h i s s h o u l d e r a n d i nto h i s F i n a l ly, the fo u rth try gave h i m s u cce s s . H e did n ot pass out, but
s i d e . H e grabbed h i s wrist with h i s free h a n d t o m a ke i t h a rd e r fo r l ay, re st i n g i n his own sweat, fo r what seemed about a n h o u r. O n ce
h i m t o s l i p loose, b u t h e a l m ost b l acked o u t fro m t h e p a i n . he recovered , he cl i m bed o n ce aga i n to h i s feet. He stood stead i e r
D a n g l i n g fro m the botto m o f the obel i s k, h e gas ped fo r a b reath t h a n before. W i t h t h ree deep b reat h s , h e gathered h i m self menta l ly
h e co u l d n ot seem to get. H i s m i nd swa m and h e had to fight to a n d physical ly. At l a st, he decided to exp l o re .
keep a focu s . F i n a l ly, beca u s e if h e d i d n ot, h e knew h e wo u l d soon H e had c o m e h e re fo r a rea s o n , afte r a l l .
LIME NE
THE AMBER MONOLITH

H e fo u n d h i m self with i n a series of t u n n e l s we n d i n g t h e i r Ca l aval reached the botto m of t h e s h aft, but knew t h at the t h i n g
way t h rough vast, i n co m p re h e n s i b l e mach i n e s . O r perh a p s , h e wo u l d reach h i m t h i s t i m e .
co n s id e red , p a rts o f o n e l a rge mach i n e . The l atte r, h e d eterm i n ed, I n fact, h e cou nted o n it.
seemed most l i kely. H e grasped the j agged l e n gth of synth t u b i n g and th ru st it u p
Afte r b u r n i n g t h ro u g h h a l f h i s m atch e s i n h i s exp l o rat i o n s , h e t h e s h aft, o n e e n d b raced aga i n st t h e floor.
fo u n d a p i l e of s c r a p synth i n vari o u s s izes a n d co lors. M ostly I m med i ately, t h e beast d ro p ped d own u po n the t u be , its we ight
p i pe s , some of which were h o l l ow, and oth e rs fi l led with cables s n a p p i n g it i n two, a n d knocki n g Ca l aval to t h e gro u n d . Ca l ava l ' s
a n d w i res. Some we re broken a n d j agge d . Ca l aval fo u n d a h o l l ow head struck t h e wa l l . H e s a w wh ite i n t h e d a rkne s s .
p i pe of wh ite synth about two feet long. H e used h i s k n i fe to cut H e fo u n d h i m s e l f l ayi n g o n t h e t re m u l o u s meta l floor, u n a b l e
h i s leather cap i nto stri p s . Poki n g a stri p d own i nto t h e p i pe , he t o s e e . T h e s o u n d o f h i s o w n b reat h s we re d rowned out by
created a m a ke s h ift torc h . I t wo u l d n 't last long, and it created a l ot a n ot h e r s o u n d-rhyt h m ic, wet, g u rg l i n g wh eezes fro m not fa r
of s m o ke, but it wo u l d l a st l o n ge r t h a n a m atch , a n d he had many away.
stri ps of leat h e r a n d cloth to use. Ca l aval struck a matc h . I n the l i ght, he saw the a pe-th i n g, with
H e cl i m bed another s h aft, and afte r wanderi n g more, yet another. meta l p l ates a n d fleshy parts i ntegrated i nto a co b b l ed whole.
D u r i n g each ascent h i s torch fai led h i m and he had to re l i ght it i n the There was not h i n g beautifu l , ca refu l , o r elegant about t h e t h i n g ' s
dim l i ght once he reached the top. By the time h e d i d this after the co n struct i o n . Eve n i t s o rga n i c port i o n s d i d n ot s e e m t o exi st i n
th i rd cl i m b , a loud staccato b u rst of sound startled h i m . H e d ro p ped any sort o f natural re l ati o n s h i p. H a i rl i ke te n d r i l s writhed acro s s its
the torch and the barely l it leather stri p fel l out. body, each e n d i n g in a t i ny s p h i ncter mouth . And each t i ny mouth
The stra n ge, i rreg u l a r noise acco m p a n ied a flash of b l u e-wh ite w h i ned i n agony.
i l l u m i n atio n . And aga i n . T h ro u g h the center of its b road torso p roj ected the broken t u be.
I n these b rief i n stance s o f l i ght, h e s a w somet h i n g m ove. A The momentu m of the creat u re ' s d escent had th ru st t h e s h aft
panel i n o n e wa l l opened . M o re l i ght fro m with i n . With a yawn i n g more t h a n th ree feet i nto its i n n a rd s . The beast d i d n ot m ove. Each
h i s s , a s i l h o u ette e m e rged . Cl atter. Wh i r. G roa n . Ancient l i m bs b reath was l a b o red a n d fi l led with fl u i d . B l ood m ixed with some
stretched to l i fe. M et a l , fl e s h , a n d w i ri n g s h a m b l ed i n t h e form of wh ite m i l ky l i q u i d s pooled a ro u n d its p ro n e body.
a l oo m i n g ape. S h a ggy h a i r fl uttered about it, as if each stra n d had Ca l ava l ' s fea r t u rned to re morse. Pity. H e thought t h at t h e best
its own p re h e n s i l e l ife. Wh ite eyes g l a red from a bove a wide s nout, t h i n g h e co u l d d o was b ri n g t h e beast' s s u ffe r i n g to a n e n d . He
sym b o l s scro l l i n g across t h e m from side to s i d e . wanted to give it a q u ick deat h .
Ca l aval d id n ot w a i t to s e e m o re. H e leapt d own the s h aft, H e had n o idea h ow t o d o t h at. H i s s m a l l k n i fe, n ow i n h i s h a n d ,
th rowi n g h i mself fro m rung to rung, l ett i n g gravity take h i m at seemed rid icu l o u s ly t i n y a n d fra g i l e fo r the t a s k . H e a p p roached
s peed . H i s s h o u l d e r was sti l l te n d e r, but h e ignored it. closer in the l i ght of a n ew m atch , but t h e creatu re howled and
A h owl from a bove shook h i s bones. A d a r k s h a pe b l otted out struggled to m ove, ca u s i n g it fa r more p a i n .
the l i ght fro m above. Ca l aval s i g h e d . H i s thou ghts d rifted b a c k t o Fed d i k.
He cl i m bed d own faster. Reckless ly, h e d ro p ped d own the s h aft. He s at on the floor. H e stayed with the creatu re u n t i l it d rew its
Each d ro p ri s ked p u l l i n g h i s arm fro m its socket, but terror r u l ed last labored b reat h .
h i s behavior, not p a i n .

-<@> -
A t the botto m o f the s h aft, h e retraced h i s path t h ro u g h t h e
wi n d i n g m aze o f mach i n e acce s s co n d u its. H e heard t h e t h i n g
- -
l a n d a t t h e bottom beh i n d h i m with a powe rfu l grunt. H e w a s s u re
t h at he co u l d s m e l l the beast too. M u s k a n d mach i n e o i l m ixed CHAPTER XIII: MACHINE'S HEART
with someth i n g he co u l d n 't p l ace.
In the near d a rkness, he s u rged d own the corridors, ru n n i n g a
In which we learn the lesson of comprehension and
h a n d along the wa l l s . The guard ia n t h i n g that he had awoke n was understanding_
beh i n d h i m , tracki n g h i m . By sound, perh a p s ? Ca l aval tried to be as
q u iet as h e cou l d , but soon gave u p a n d e rred on the s i d e of s peed . I n t h e m e c h a n i c a l p a rt s of t h e d e a d g u a rd i a n , Ca l av a l h a d fo u n d
The t h i n g cou l d be fol low i n g h i m by scent. It co u l d even be fol lowi n g s o m e e a s i ly re m oved b i t s t h at, with s o m e s l i g h t m o d ificat i o n s
a heat tra i l o f h i s own steps. H e knew such t h i ngs we re pos s i b l e . a n d a d a ptat i o n s , h e co u l d u s e . I f h e h ad n 't d ro p ped m o s t o f h i s
F i n a l ly, h e reached t h e p i l e of s c r a p t u b i ng. The p i pes, h owever, too l s with t h e rest o f h i s gea r, h e perh a p s co u l d h ave ach i eved
o n ce he grasped a few, seemed far too l i ght to be u sed as wea p o n s . m o re .
I n stea d , h e grab bed one about h i s h e i ght a n d got mov i n g aga i n . Perh a p s m o s t i m porta nt of t h e m a l l were the glowi n g m od u les
T h e best i a l t h i n g l u m bered eve r closer. i n the creat u re ' s eyes t h at, o n ce re m oved , p rovided about a s m u c h
Ca l aval reached t h e s h aft d own a n d d ro p ped t h e tu be. Then h e l i ght a s h i s t i n y torc h . H e knew t h at t h e i r i l l u m i nation wo u l d fa d e ,
fo l l owed it d own , aga i n perform i n g more of a barely contro l led but i n term s of h i s o w n need s , it wo u l d be l o n g after it ceased
d ro p than a c l i m b i n g d escent. bei n g i m portant.
The creatu re came d own beh i n d h i m . Closer this time, and With these n ew cyp h e rs , h e ascended back u p t h rough the
ga i n i ng. L i ke Ca l ava l , it was d ro p p i n g down, u s i n g the rungs o n ly obel i s k ' s i n n e r worki ngs. H e crept s l owly n ow. Q u i etly. N o m o re
occasional ly. But its d rops were longer, its movements more s k i l l e d . g u a rd i a n s appeared .
H e sto p ped to re st, a n d regretted t h e p a n e l . H e saw noth i n g, but fe lt the fi st
h avi n g no food . s ized t h i n g a l m ost buck out of h i s h a n d .
H e s l e pt. H e th rust it towa rd the p a n e l , which
Stead i ly, he cl i m bed the length of the buckled with a l o u d b a n g a n d fo l d ed l i ke
mass ive monolith, until the q u iveri n g in paper. G u i d i n g it with the d evice as though
every s u rface reached a powerfu l i nten s ity. it was a n i nv i s i b l e fist, h e p u l led back a n d
Reach i n g the top of the twenty-th i rd s h aft t h e panel tore fr o m its m o u n t i n g s .
he had cl i m bed, he determi ned that he Ca l aval tossed t h e d evice to t h e floor n ext
had found the heart of the mach ine. At to it with satisfact i o n .
that level, he began to explore i n earnest, T h e newly exposed g l a s s plate flared t o life
carefu l ly noting everyt h i n g he found. and l i ght, showing sym bols and d iagrams.
The glow i n g cyl i n d e r stretched twe nty Cal aval recogn ized al most nothi ng, but after a
feet acro s s , t h i rty feet h i g h . M ad e of few tries, touch i n g the screen and movi n g the
b l u e meta l , it gave off a b l ue-wh ite gl ow. sym bols as though they were objects rather
It fl oated two feet from the gro u n d a n d than bits of l ight, he q u ickly figured out how
h overed two feet fro m the h i g h ce i l i n g. to activate the cyl i nder's door.
N oth i n g co n nected to it fro m a l l the Tu rn i n g to face it, he watched as t h e
mach i n e ry a ro u n d it, but Ca l aval knew s q u a re section of the mach i n e ' s heart
t h at it was co n n ected by i nv i s i b l e fie l d s of s i m ply faded from s i ght.
e n e rgy a n d fo rce. T h i s revealed a n e m pty but brightly l it
He wi ped the sweat from h i s b row. The i nterior.
i nterior of t h e monol ith was warm a n d h u m i d . The a i r was sta le. Without hes itat i o n , Ca l aval entered the cyl i n d e r.
Stifl i n g. H e needed to get i n s id e t h at cyl i nd e r. And t h e n stood e l sewhere.
H e stu d ied its s u rface for h o u rs , looki n g for an acce s s panel or a Without rea l ization of tra n s ition o r tra n s l at i o n , Ca l aval had
h i d d e n h atch . He fo u n d noth i n g. moved vast d i stances. As h e h ad hoped. Lo n g ago h e had learned
H e s l e pt aga i n . F itfu l ly. of t h i s p l ace.
H e searched t h e wa l l s of t h e l a rge c h a m b e r a ro u n d the cyl i n d e r. H igh a bove h i m stretched a tra n s p a rent dome. T h rough it, he
H e stu d ied t h e m for mech a n i s m s t h at m i ght open or p rovide looked u p at the wo rld , d i s p l ayed before him as the center jewel of a
acce s s i nto it. F i n a l ly, h e retu rned to the cyl i n d e r a n d scou red its vast n ight-s ky panorama. Or rather, he reasoned , he looked d own at
v i b rati n g, glowi n g s u rface aga i n . After l o n g l a st, h e d ete r m i ned the world. For he knew that he was in a citade l created in eo n s past
t h at t h e re was a panel in its s u rface-a door-a l most i m po s s i b l e by i n h u m a n h a n d s and p l aced h i gh a bove, permanently in the s ky.
t o perceive. B ut t h e re w a s n o o bv i o u s way t o open it. Legends spoke of a citadel i n the sky so h igh that it was barely visible
D riven by t h i s n ew d i scove ry, h e ret u rned to the mach i ne-fi l led from the ground. Calaval had seen it i n Yessai's telescope. And the old
peri meter of the roo m . H e fo l l owed l i nes of co n d u its t h at ra n woman i n Cloud ridge had given him the secret of how to access it.
acro s s t h e i r s u rfaces, u p to the cei l i n g a n d d own to t h e floor. H e re, Ca l aval kn ew, we re the true secrets of the n u m e n e ra .
H e ascerta i n ed t h at t h e co ntro l s of some i m portant fu n ction l ay H e re h e co u l d perh a p s-j u st perha ps-s peak w i t h one of t h e vast
beh i n d a l a rge metal p a n e l , but when he tried to p ry it off with h i s i n te l l i ge n ces given l i fe in the prior worl d s . I f h e co u l d m a ke h i s
knife, its i ro n blade s n a p ped. q uesti o n s u n d e rstood , h e co u l d fi n d t h e knowled ge h e sought to
H e sat d own o n the floor, ti red a n d h u n g ry. j o i n the Aeon Priesth ood , a n d perh a p s eve n beco me a p ro m i nent
"Of co u rs e , " h e s a i d a l o u d . H e p u l led out o n e of the m e m be r of their ra n ks .
co m po n e nts h e had re moved fro m the g u a rd i a n creat u re. A T h u s e n d s t h e second part o ft h e Sacred Chron icle o ft h e Amber
weapon t h at had been b u i lt i nto one of its a r m s , he co u l d coax its Papacy. Little did Calaval know that the knowledge he would gai n would
powe r fo r a d i fferent u s e of h i s own . S l i d i n g open a tiny panel at make h i m not an Aeon Priest, but greatest among them: the high father,
o n e e n d of the d evice, h e m oved a t i ny switch wh i l e pointi n g it at greatest of the Aeon Priests, and founder of the Order ofTruth .

All glory to the originators of truth and understanding.


Praise to the innovators of steel and synth.
Praise to the shapers of flesh, of bone, and of mind.
Glory to those who re-sculpted the sustaining earth and the life-giving sun.
Praise to the senders of signals, who even now whisper into machine ears and give life to the inanimate.
Praise to those who traveled to the stars, and the realms beyond the stars.
All glory to the originators of truth and understanding.
Chapter 1 : Welcome to the Ninth World 12

Chapter 2 : How to Play Numenera 15


CHAPTER 1

WELCOME TO THE
NINTH WORLD
h e re h ave been eight p rev i o u s worl d s . Yo u a n d g l a s s-below, u p o n , a n d above the earth-h o l d

T may refer to them as age s , aeon s , epoc h s , o r


e r a s , but it's n ot wro n g to t h i n k of e a c h a s i t s
o w n i n d ivid u a l worl d . E a c h former wo rld stretched
v a s t trea s u re s , a n d t h at secret doorways to stars a n d
oth e r d i m e n s i o n s a n d rea l m s p rovide powe r a n d
secrets a n d deat h . They somet i m e s ca l l it m a g i c , a n d
acro s s vast m i l l e n n i a of time. Each p l ayed host who a re w e t o s a y t h at t h ey' re wro n g ?
to a race whose civil izat i o n s rose to s u p re m acy M o re ofte n , h owever, when t h ey fi n d leftove rs
but eventually d ied or scatte red , d i s a p peared o r of the old wo rld s-t h e devices, the vast mach i n e
tra n sce n d e d . D u r i n g the t i m e t h at e a c h world co m p l exes , the a ltered l a n d scapes, the c h a n ges
fl o u r i s h e d , those t h at r u l ed it spoke to the stars, wrought u po n l iv i n g creatu res by ancient e n e rgies,
ree n g i n ee red t h e i r physical bod ies, a n d m a stered the i nv i s i b l e n a n o-s p i rits h overi n g i n the a i r i n clouds
form and essence, a l l in t h e i r own u n iq u e ways. ca l l ed t h e I ro n W i n d , t h e i nformation tra n s m itted
Iron Wind, page 1 3 5
Each left beh i n d re m n a nts. i nto the so-ca l l ed d ata s p h e re, and the re m n ants of
The N i nth Wo rld i s b u i lt o n the bones of the v i s itors fro m ot h e r d i me n s i o n s and a l i e n p l a n ets
The numenera, page 275 p rev i o u s e i ght, a n d i n particu l a r the l a st fo u r. Reach they ca l l these t h i ngs the numenera. In the N i nth
i nto the d u st, and yo u ' l l Wo r l d , the n u m e n e ra
fi n d t h at each p a rticle i s both a boon a n d a
h a s been worked , bane. It m a kes l i fe ve ry
m a n ufact u red, or grow n , The Ninth World is about disco11ering d iffe rent fro m any oth e r
a n d then gro u n d back t i m e o n E a rt h .
i nto drit-a fine, a rtifici a l the wonders ofthe worlds that came I n a southern p a rt
The Steadfast, page 1 3 6 soi l-by the re lentless of the vast, s i n g u l a r
before it, not for their own sake, but
powe r of t i m e . Look to co ntinent o f the N i nt h
the h orizon-is t h at a as the means to impro11e the present Wo rld l ies a cl u ster o f
Am ber Pope, page 7 3 3
Order of Truth, page 222 m o u n ta i n , o r part of an and build a future. settled l a n d s co l l ectively
i m po s s i b l e m o n u ment ca l l ed t h e Steadfast.
The Beyond, page 7 74 to the fo rgotten e m peror Although each of
Aeon Priest, page 269 of a lost peo p l e ? Feel the kingdoms and
t h at s u btle v i b rati o n beneath yo u r feet and know princi p a l ities o f the Steadfast h a s i t s o w n ru l e r, a
Claves-small cloistered
t h at a n cient e n g i n es-vast mach i n e s the s ize of leader known as the Amber Pope g u i d e s the O rd e r
groups of Aeon Priests in
the Beyond-can kingdoms-st i l l ope rate i n the bowe l s of the eart h . o f Truth, a n o rga n ization o f Aeo n Priests t h at
offer protection and The N i nth Wo rld i s a b o u t d i scove ri n g the wo n d e rs co m m a n d s a great deal of res pect i n t h e reg i o n .
resources for the of the wo rld s t h at ca m e before it, n ot for t h e i r own Th u s , t h e Amber P o p e i s l i kely t h e m o s t powe rfu l
communities that s a ke, but a s the m e a n s to i m p rove the present a n d ru l e r i n t h e Steadfast eve n though h e does not
spring up around
b u i l d a fut u re. gove rn a s i n g l e s q u a re foot of l a n d . The O rd e r
them. However, claves
sometimes become so Each of t h e prior eight worl d s , i n its own way, is o f Truth reve res the peo p l e o f t h e p a s t a n d t h e i r
insular and focused on too d i stant, too d i fferent, too i n co m p re h e n s i b l e . Life knowled ge o n a q u a s i re l i g i o u s l evel o f adoration a n d
their work that they tod ay i s too d a ngero u s to dwe l l on a past t h at ca n n ot fa i t h . I t i s a re l i gion d evoted to science.
end up putting the be u n d e rstood . The peo p l e excavate a n d study the Deeper i n the wilds l i es a region ca l l ed t h e
community at risk with m a rve l s of t h e prior epoch s j u st e n o u g h to h e l p Beyo n d , where v i l l ages a n d com m u n ities a re i s o l ated
their strange experiments.
t h e m s u rvive i n the wo rld they h ave b e e n give n . They and rare. H e re, Aeo n Priests st i l l study the secrets of
know t h at e n e rgies and knowled ge a re s u s pe n d ed the past, but they d o so cloi stered in re m ote claves .
i nv i s i bly i n t h e a i r, t h at res h a ped co nti n e nts of i ro n T h e s e p riests d o l ittl e more t h a n p a y l i p service to
LIME NE
WELCOME TO THE NINTH WORLD

the Amber Pope, if t h at, a n d a re n ot co n s i d e red the rel ics of the past p rovide a valuable service. Typ ica l ly
part of the O rd e r of Truth . L i ke the reg i o n s in wh ich these brave sou l s-warrior glaives, science-wield i n g
they l ive, a n d the cl aves in which t h ey work, they a re nanos, and w i l y jacks-bring t h e i r find i n gs t o t h e Aeon
i s o l ated , i s l a n d s u nto t h e m s e lves. Priests, who use the artifacts to fash ion tools, weapons,
and other boons for the growing civi l ization. As time
passes, more i n d ivid uals learn to use the n u menera,
THE PEOPLE OF THE
but it sti l l rema i n s a mystery to most people.
NINTH WORLD Abhumans:
Who, then, a re the peo p l e of t h e N i nth Wo rld ? Chirog, page 235
I n the yo uth of an age, peo p l e u s e t h e res o u rces t h ey M ost a re h u m a n s , although n ot a l l t h at ca l l Margr, page 244
h ave on h a n d , co u p led with wh ateve r u n d e rsta n d i n g t h e m s e lves h u m a n truly a re . There a re l i kewi se Murden, page 247
o f t h e i r wo rld they c a n m a ster, t o ca rve o u t a l ife fo r the a b h u m a n s : m utants, cro s s b reed s , genetica l ly Sathosh, page 256
them selves. I n t h e N i nth Wo rld , the resou rces a re e n g i neered , a n d t h e i r offs p ri n g. And then there a re Yovok, page 267
the n u m e n e ra-the d etrit u s of the prior e ra s-a n d the v i s itants , who a re n ot n ative to the earth but
the peo p l e ' s u n d e rsta n d i n g of these resou rces i s who n ow ca l l t h e N i nth Wo rld home, a n d who h ave Visitants:
crude a n d i n c o m p l ete. T h e Aeon Priests possess no more u n d e rsta n d i n g of t h e past (eve n t h e i r own) Lattimors, page 7 22
j u st e n o u g h d i scernment a n d knowledge to s u ggest t h a n anyone e l se. Va rjellen, page 7 2 7
pos s i b l e uses fo r t h i n gs , but so m uch re m a i n s to
be d i scove red . Eve n the creatu res a n d p l a nts of the THE NUMENERA Artifacts, page 298
N i nth Wo rld a re stra n ge by- p rod u cts of t h e prior Peo p l e w i t h knowled ge of the re l i cs of o l d e r worl d s
Cyphers, page 278
ages; the past left be h i n d fl o ra , fauna, a n d mach i n es, d ivide t h e m i nto t h ree type s : a rtifacts , cyp h e rs , a n d Oddities, page 3 7 4
some des igned by l o re o r n atu re, oth e rs tra n s p l a nted odd ities .
fro m d i stant stars o r d i m e n s i o n s .
The peo p l e o f t h e N i nth World clothe t h e m se lves ARTI FACTS a re l a rge d evices t h at typ i ca l ly can be
in n ewly s p u n fa b rics but weave the a rtifacts of the used m o re t h a n o n ce to p rod u ce the same re s u lt.
past i nto each garment. They fo rge armor, wea p o n s , An a rtifact m i ght be a belt t h at creates a s h i e l d of
a n d too l s fro m m ateri a l s recovered fro m a n c i e n t i n vi s i b l e fo rce to p rotect the wearer o r a flyi n g s k i ff
struct u re s a n d devices. Some of these m ateri a l s a re t h at c a r r i e s peo p l e a n d ca rgo fro m o n e p l ace to
meta l s , but oth e rs a re (or appear to be) g l a s s , stone, a n o t h e r. The term is a l most a l ways u s e d for an item
bone, flesh, o r s u bstances t h at d efy catego rization t h at has a n o bv i o u s p u rpose-a wea p o n , a defe n s e ,
a n d u n d e rsta n d i ng. a mode o f t ra n s po rt, a m e a n s of co m m u n icat i o n
Those who ri s k the mysterious dangers to recover o r learn i n g n ew i n fo r m at i o n , a m e a n s of o bta i n i n g
food or ot h e r nece s s i t i e s , a n d so fo rt h . Art i facts leavi ngs of the pa st) . They can u n d e rsta n d h ow
m a ke t h e i r u sers m o re powe rfu l , o r t h ey m a ke l ife i l l nesses a re tra n s m itted or h ow soci a l i s m wo rks.
e a s i e r or better. They can know t h at t h e earth revo lves a ro u n d the
sun a n d b e awa re o f oth e r " a n a c h ro n i stic"
CYPH E RS a re u s u a l ly s m a l l , m i n o r bits of knowledge.
devices t h at most c h a racters c a n O n t h e oth e r h a n d , c h a racte rs in
coax a s i n g l e effect fro m N u m e n e ra don't refer to wea pons
before they a re d e p l eted a s "guns" o r ve h i cles a s "cars . "
and beco me cu riosities or The tech nol ogy i n the N i nth Wo rld i s
Numenera items such as d ecorat i o n s . They m i ght too advanced a n d too a l i e n fo r such
artifacts and cyphers add i nc l u d e a q u ick i njection term i n o l ogy to h ave e n d u re d . U s i n g
capabilities to the player d e s i gned to re p a i r physical 2 1 st-centu ry terms fo r wea pons a n d
character's repertoire d a m age i n a l iv i n g creat u re o r ve h i cles i s a s i n a p p ropriate as u s i n g
but they are the purview a h a n d h e l d object t h at, when med i eval term s . T h e n u m e n e ra i s
of the game master.
m a n i p u l ated p rope rly, becomes wei rd-m uch o f i t wa s n 't created
Very rarely does a player
choose these items; they a weapon t h at exp lodes with by h u m a n s o r fo r h u m a n s . It i s n 't
are discovered while tre m e n d o u s fo rce. H owever, cyp hers des igned or p rese nted i n any way
exploring ancient ruins a re d a n ge ro u s when gat h e red together t h at m i ght be fa m i l i a r to the p l ayers
or overcoming other beca u s e they create rad iation a n d o r the c h a racte rs. O n ly t h ro u g h
challenges of the Ninth
h a r m o n i c freq uencies t h at a re i n i m ical expe r i m e ntat i o n , p l ayer i n s ight, a n d
World.
to h u m a n l i fe. c h a racte r s k i l l can the P C s identify, a n d
pos s i bly use, what they fi n d .
ODDITI ES a re t h e re l i cs t h at a re Perh a p s eve n m o re i m portant, the a rtifacts ,
neither cyp h e rs n o r a rtifacts. They cyp h e rs , a n d odd ities t h at c h a racte rs u s e probably
serve no obvi o u s p u rpose but h ave a re n ' t servi n g their origi n a l p u rpose. The exp los ive
stra n ge fu n ct i o n s t h at a re at least c u r i o u s , if n ot cyp h e r t h at a c h a racte r tosses at an e n e my m i ght
d own right enterta i n i ng. Exa m p l es i n c l u d e a p iece of h ave been the powe r sou rce fo r a ve h i cle. The fo rce
g l a s s i n a metal frame t h at s h ows pecu l i a r i m ages field the e n e my uses to p rotect herself fro m the b l a st
o r a box with th ree bel l s t h at ri n g at u n p red i cta b l e m i ght h ave been d e s i gned to conta i n the rad iation of
t i m e s . N ot eve ryt h i n g fro m the prior worl d s can b e the fu e l rod s i n a m i n i at u re n u clear reactor.
u nd e rstood . I n fact, m uch of it ca n n ot. We lcome to the N i nt h Wo rld, where eve ry
d i scove ry m i ght save you-o r k i l l yo u . But yo u wo n 't
For more information
on the Ninth World, see LOOKING AT THE know u n t i l you try.
Part 4: The Setting (page
7 29) . Game masters will
NINTH WORLD FROM
want to refer to Chapter THE 21ST CENTURY
23: Realizing the Ninth
The N i nth Wo rld is a science-fantasy sett i n g
World (page 354).
a p p roxi m ately a b i l l i o n years i n the fut u re. T h e
peo p l e o f t h e wo rld dwe l l a m i d t h e flotsam of
i m po s s i b l e u ltratech of eight prior civil izat i o n s
a n d ca l l it m a g i c . U n i m a g i n a bly h u ge mach i n e s
l i e ben eath the eart h , a n d s ate l l ites o r b i t h i g h
a bove, tra n s m itti n g a w e b o f d ata a n d free e n e rgy.
N a notec h , gravitic tech nol ogy, genetic e n g i neering,
s pati a l warp i n g, a n d s u pe rd e n s e polymers a l l owed
the i n h a bitants of the p rev i o u s worl d s to res h a pe t h e
p l a n et. M a s s a n d e n e rgy we re t h e i rs to co m m a n d .
I n m a n y ways, the N i nth Wo rld i s a med i eval fa ntasy
sett i n g without the h i storicity. When peo p l e who
h ave n ' t done a l ot of homework o n the d a rk ages ru n
a t rad itio n a l fa ntasy game, they often i n se rt modern
se n s i b i l ities o r d eve l o p m e nts s u c h as d e m ocracy,
hygiene, or m atches. But i n t h e N i nth Wo rl d , these
t h i n gs , a n d more , m a ke sense. C h a racte rs can h ave
ra i n s l ickers, i n k p e n s , z i p pers, a n d p l astic bags,
all left ove r from the prior eras (or fa s h ioned fro m
LIME NE
HOW TO PLAY NUMENERA

CHAPTER 2

HOW TO PLAY
NUMENERA
he ru les of exce l l e n t eq u i p m e n t can

T N u menera
a re q u ite
stra ightforwa rd at their
You don 't earn XP for killing foes or
01.1ercoming standard challenges in
d ecrease t h e d ifficu lty
of a task. Fo r exa m p l e ,
i f a c h a racte r i s t ra i ned
heart, as a l l of ga meplay i s the course ofplay. Disco1.1ery is the in cl i m b i n g , s h e t u r n s
based a ro u n d a few core a d i fficu lty 6 cl i m b i nto
soul of Numenera.
concepts. a d i fficu lty 5 cl i m b .
Decreasing the difficulty,
Th i s c h a pter p rovides T h i s i s ca l l ed decreasing
page 86
a b rief exp l a n ation of h ow to p l ay the game, a n d it's the difficulty by one step. If s h e is s peci a l ized i n
u sefu l fo r learn i n g the game. O n ce yo u u n d e rsta n d cl i m b i n g, s h e t u r n s a d ifficu lty 6 cl i m b i nto a
the b a s i c co ncepts, yo u ' l l l i kely w a n t to refe re n ce d ifficu lty 4 c l i m b . T h i s i s ca l l ed decreasing the
C h a pter 8: R u l e s of the G a m e , page 84, for a m o re difficulty by two steps.
i n-dept h treatment. A skill is a category of knowledge, a b i l ity, o r Skills, page 25
N u menera u ses a twe nty- s i d ed d ie (1 d20) to activity re l at i n g to a t a s k , s u c h a s cl i m b i n g,
d eterm i n e the res u lts of most act i o n s . Whenever a geogra p h y, o r pers u a s ive n e s s . A c h a racte r w h o
roll of any k i n d is ca l led for a n d no d ie i s s pecifie d , h a s a s ki l l i s bette r at co m p leti n g re l ated tasks
ro l l a d 20. than a c h a racter w h o lacks t h e s ki l l . A c h a racte r' s
The game m a ster sets a difficulty fo r any given l evel of s ki l l i s e i t h e r trained (rea s o n a b l y s k i l led) o r Trained, page 86
Specialized, page 86
task. There a re 1 0 degrees of d ifficu lty. T h u s , the specialized (ve ry s k i l led) .
d i fficu lty of a task can be rated o n a sca l e of 1 to 1 0. I f you a re tra i ned i n a s ki l l re l ati n g to a task, yo u Difficulty, page 86
Each d ifficu lty h a s a target number associated with decrease the d i fficu lty of t h at task by o n e ste p. If you
it. The ta rget n u m be r i s always t h ree times the task's a re special ized , yo u decrease the d i fficu lty by two
d ifficu lty, so a d ifficu lty 4 task h a s a ta rget n u m be r of ste p s . A s k i l l can n ever d ecrease a task's d ifficu lty by
1 2 . To s u cceed at the task, you m u st ro l l t h e ta rget m o re t h a n two ste p s .
n u m be r or h i g h e r. Anyth i n g else that red uces d ifficu lty (help fro m a n
C h a racter s k i l l s , favo ra b l e c i rc u m sta nces, o r a l ly, a particu l a r p iece o f eq u i p ment, or some other

TASK DIFFICULTY
TAS K D I FFICU LTY D ESC R I PTION TARG ET NO. G U I DANCE
0 Ro uti n e 0 Anyo n e can d o this basica l ly eve ry time.
Sim ple 3 M ost peo p l e can d o this most of the time.
2 Sta n d a rd 6 Typical task req u i ri n g focu s , but most peo p l e can u s u a l ly d o t h i s .
3 Demand ing 9 Req u i res fu l l atte ntion; m o s t peo p l e h ave a 50/50 c h a n ce t o s u ccee d .
4 Difficult 12 Tra i n ed peo p l e h ave a 5 0 / 5 0 c h a n ce to s u cceed .
5 Challenging 15 Eve n tra i ned peo p l e often fa i l .
6 I nt i m i d ati n g 18 N o r m a l peo p l e a l most n ever s u cceed .
7 Fo rm i d a b l e 21 I m po s s i b l e without s ki l l s or great effo rt.
8 H e roic 24 A task worthy of tales told fo r years afterwa rd .
9 I m mortal 27 A task worthy of lege n d s t h at l a st l ifet i m e s .
10 I m possible 30 A tas k that normal h u ma n s cou l d n 't consider (but o n e that doesn't break
the laws of p hysics) .
COMBAT
M a ki n g an attack in com bat works the same way as any
other rol l : the GM assigns a d ifficu lty to the tas k, and
you rol l a d20 aga i n st the associated target n u m ber.
The d ifficu lty of you r attack rol l depends on how
powerfu l you r opponent is. J u st as tasks h ave a d ifficu lty
from 1 to 1 0, creatures h ave a level from 1 to 1 0. M ost
of the time, the d ifficu lty of you r attack rol l is the same
as the creature's level. For exa m ple, if you attack a level
2 band it, it's a level 2 tas k, so you r target n u m ber i s 6.
It's worth n ot i n g t h at p l aye rs m a ke all d ie ro l l s . If
a c h a racte r attacks a creatu re, t h e p l aye r m a kes an
attack ro l l . I f a creatu re attacks a cha racter, t h e p l aye r
m a kes a d efe n s e ro l l .
T h e d a mage dealt b y a n attack i s not d ete r m i ned
by a ro l l-it' s a fl at n u m be r based o n the weapon
advantage} i s referred to as a n asset. Assets c a n neve r o r attack used . Fo r exa m p le , a spear always does 4
d ecrease a task's d ifficu lty by more than two steps. poi nts of d a m age.
Yo u can a l s o d ecrease the d ifficu lty of a given task You r Armor characteristic red uces the d amage you
Effort, page 2 7 by a p p lyi n g Effort. (Effo rt i s d e scri bed i n m o re d eta i l take from attacks d i rected at you. You get Armor from
i n C h a pter 8: R u l e s o f t h e G a m e . } weari ng physical armor (such as a sturdy leather jerkin
Armor, page 92
To s u m u p , th ree t h i ngs can d ecrease a task's or chain mail) or from s pecial abilities. Like weapon
d ifficu lty: s k i l l s , a s sets, a n d Effo rt. damage, Armor is a flat n u m ber, not a rol l . I f you ' re
Combat will be an I f you can decrease a task's d ifficu lty to 0, yo u attacked , su btract you r Armor from the damage you
important part of a utomatica l ly s u cceed a n d d o n 't need to m a ke a ro l l . take. For exam ple, a leather jerki n gives you 1 poi nt of
Numenerafor some Armor, meaning that you take 1 less point of damage
people. However, this is
your choice; Numenera
WHEN DO YOU ROLL? from attacks. If a bandit h its you with a knife for 2 poi nts
doesn 't have to be a A n y t i m e yo u r c h a racte r atte m pts a t a s k , the G M of damage while you ' re weari ng a leather jerki n , you
game about com bat. a s s i g n s a d i fficu lty to t h at task, a n d yo u ro l l a d20 take only 1 point of damage. If you r Armor red uces the
aga i n st t h e associated ta rget n u m ber. damage from an attack to 0, you take no damage from
When yo u j u m p fro m a b u rn i n g ve h icle, swi n g a that attack.
battleaxe at a m utant beast, swi m across a rag i n g When yo u see the word "Armor" capital ized i n
Although the Ninth
river, i d e ntify a stra nge d evice, co nvince a m e rchant t h e game rules (other t h a n a s t h e n a m e o f a special
World has many quasi
historical weapons and to give yo u a l ower p rice, craft a n object, u s e a powe r a b i l ity} , it refers to yo u r Armor cha racte ristic-th e
armor like swords, spears, to control a foe's m i n d , or u s e a h eat- beam e m itte r n u m be r yo u s u btract fro m i ncom i n g d a m age. When
and chainmail, it also has to ca rve a h o l e i n a wa l l , yo u m a ke a d20 ro l l . yo u see t h e wo rd " a rmor" with a l owe rca se " a , " it
unique items like razor H owever, i f yo u atte m pt somet h i n g t h at h a s a refers to any physical armor you m i ght wea r.
rings, which are bladed
d ifficu lty of 0, no ro l l is need ed-yo u automatica l ly Typical physical wea pons co me i n t h ree catego ries:
metal throwing weapons.
s u cceed . M a ny act i o n s h ave a d ifficu lty of O. l i ght, m ed i u m a n d heavy.
For more on the types Exa m p le s i n c l u d e wa l k i n g across the roo m a n d
of weapons that your open i n g a door, u s i n g a s peci a l a b i l ity t o negate L I G H T WEAPONS i n fl ict o n l y 2 poi nts of d a m age,
characters can use, see gravity so yo u can fly, u s i n g an a b i l ity to p rotect yo u r but they red uce t h e d ifficu lty of the attack ro l l by one
Chapter 7: Equipment friend from rad i at i o n , o r activat i n g a d evice (t h at you step beca u s e they a re fast and easy to u se. Light
(page 77).
a l ready u n d e rsta nd) to e rect a fo rce fie l d . These a re wea p o n s a re p u nches, kicks, c l u b s , kn ive s , h a n d axes ,
a l l rout i n e act i o n s a n d d o n ' t req u i re ro l l s . ra piers, a n d so o n . Wea p o n s t h at a re p a rticu l a rly
Using ski l l , assets, a n d Effort, you can decrease the s m a l l a re l i ght wea p o n s .
d ifficu lty of potentially any task to 0 and thus negate the
need for a rol l . Walking across a narrow wooden beam is M ED I U M WEAPO NS i n fl i ct 4 points of d a mage.
tricky for most people, but for an experienced gym nast, M ed i u m wea pons i n c l u d e swo rd s , battl eaxe s , maces,
it' s routine. You can even decrease the d ifficu lty of an cross bows, s pears, a n d so on. M ost wea pons a re
attack on a foe to 0 and succeed without rol l i ng. m ed i u m . Anyt h i n g t h at co u l d be u sed i n o n e h a n d
I f there' s no rol l , there' s no chance for fa i l u re. (even if it's often u sed i n two h a n d s , s uch a s a
H owever, there's also no cha nce for remarkable q u a rterstaff or spear} i s a m ed i u m wea pon.
success (in N u menera, that u s u a l ly mea n s rol l i n g a
1 9 or 20; see S pecial Rol l s in Chapter 8: Rules of the H EAVY WEAPONS i n fl ict 6 poi nts of d a m age, and
Game) . you m u st use two h a n d s to attack with them. H eavy

16
LIME NE
HOW TO PLAY NUMENERA

weapons a re h u ge sword s , great h a m mers, mass ive GLOSSARY


axes, h a l berd s, heavy cross bows , and so o n . Anyt h i n g
that m u st be u sed i n two h a n d s i s a heavy wea pon. Game M aster (G M ) : The p l ayer who does n ' t run a cha racter, but i n stead
g u i d e s the fl ow of the story (and r u n s all the N PCs) .
BONUSES
Rarely, an abil ity or piece of eq u i pment does not decrease Non-Player Character (N PC) : Cha racte rs ru n by t h e G M . Th i n k of them a s
a task's d ifficu lty but i n stead add s a bon us to the die rol l . the m i n o r c h a racte rs i n the sto ry, o r the v i l l a i n s o r o p p o n e n t s . T h i s i n c l u d e s
Bon u ses always a d d together, so if you get a + 1 bon us any k i n d o f creatu re as we l l a s peo p l e .
from two d ifferent sources, you have a +2 bonus. If you
get enough bon u ses to add up to a +3 bon us for a task, Party: A gro u p of p l aye r c h a racte rs (a n d perh a p s some N PC a l l ies) .
treat it as an asset: i n stead of add ing the bon u s to you r
rol l , decrease t h e d ifficu lty b y o n e step. Therefore, you Player Character ( PC): A c h a racte r ru n by a p l aye r rat h e r t h a n t h e G M . T h i n k
never add more than + 1 or +2 to a die rol l . o f t h e m as t h e m a i n c h a racters i n t h e sto ry.

SPECIAL ROLLS Player: The players who run characters i n the game.
When you rol l a natural 1 9 (the d20 shows " 1 9") and
the rol l i s a success, you also have a m i nor effect. I n Session: A s i n g l e p l ay experience. U s u a l ly l a sts a few h o u rs . Somet i m e s o n e
com bat, a m i nor effect inflicts 3 additional poi nts of adventure can be acco m p l i shed i n a s e s s i o n . M o re ofte n , o n e adventure i s
damage with you r attack, or, if you'd prefer a s pecial m u lt i p l e s e s s i o n s .
res u lt, you cou l d decide i n stead that you knock the foe
back, d i stract h i m , or someth i n g s i m i l ar. When not i n Adventu re: A s i n gle portion o f the ca m p a i g n w i t h a begi n n i n g a n d a n e n d .
com bat, a m i nor effect could mean that you perform U s u a l ly d efined a t the begi n n i n g b y some g o a l put fo rth b y the P C s a n d at
the action with particular grace. For example, when the end by whether o r n ot they ach ieve t h at goa l .
j u m p i n g down from a ledge, you land s moot h ly on you r
feet, or when tryi ng t o pers uade someone, you convince Cam paign: T h i s i s a series o f ses s i o n s stru n g together with a n ove ra rc h i n g
her that you ' re smarter than you rea l ly a re. I n other story ( o r l i n ked sto ries) with the s a m e c h a racters. Ofte n , b u t n ot a lways , a
word s, you not o n ly succeed but also go a bit fu rther. ca m pa i g n i nvolves a n u m be r of adventures.
When you rol l a natural 20 (th e d20 s h ows "20")
and the rol l i s a success, you also h ave a major effect. Character: Anyt h i n g t h at can act i n t h e game. While this i n c l u d e s PCs
T h i s is s i m i l a r to a m i nor effect, but the res u lts a re a n d h u m a n N PCs, it a l so tec h n ica l ly i nc l u d e s creat u res, a l i e n s , m utants,
more re m a rka ble. I n com bat, a major effect i n fl icts a uto m ato n s , a n i m ate p l a nts, a n d so o n . The wo rd "creat u re" i s u s u a l ly
4 additional poi nts of d a m age with you r attack, but synonym o u s .
aga i n , you can choose i n stead to i ntrod uce a d ramatic
eve nt such as knocki n g d own you r foe, stu n n i n g h i m ,
or taki n g a n extra action. Outs ide o f com bat, a major
effect means that somet h i n g beneficial happens based
on the circu m stance. Fo r exa m ple, when cl i m b i n g up
For more information o n
a cliff wa l l , you make the ascent twice as fast. When a special rolls a n d how they
rol l grants you a major effect, yo u can choose to use a affect combat and other
m i nor effect i n stead if you p refe r. interactions, see page 88.
I n co m bat (a nd o n ly i n co mbat) . if you rol l a natural
1 7 o r 1 8 on you r attack ro l l , you add 1 or 2 additional
poi nts of d a mage, res pectively. N e ither rol l h a s any
s pecial effect option s-j u st the extra d a m age.
Rol l i n g a natural 1 i s a lways bad . I t means that the
GM i ntrod uces a new com p l ication i nto the enco u nter.

Distance, page 89
RANGE AND SPEED
D i stance i s s i m p l ified i nto t h ree catego ries:
i m m ed i ate, s h o rt, a n d long.

I M M EDIATE D ISTANCE fro m a c h a racte r i s with i n


reach o r with i n a few ste p s . I f a c h a racte r sta n d s
i n a s m a l l roo m , eve ryt h i n g i n the roo m i s with i n
i m m ed i ate d i stance. At most, i m m ed i ate d i stance i s
l O feet ( 3 m) .
SHORT DISTANCE is anyt h i n g greater than i m med iate player and justify the gift (perhaps the other player had a
d i stance but less than 50 feet (1 5 m) or so. good idea, told a funny joke, performed an action that saved
a life, and so on) .
LONG DISTANCE is anyth i n g greater than short Alternatively, the player can refuse the G M i ntrusion.
d i stance but less than 1 00 feet (30 m) or so. (Beyond l f he does so, he doesn't get the 2 XP from the G M ,
that range, d i stances are always s pecified-500 feet a n d he m u st also spend 1 X P that he a l ready has. I f the
[1 52 m], a m i l e [1 .6 km], and so on.) player has no XP to spend, he ca n't refuse the i ntrusion.
The GM can also
The idea i s that it's not give players XP between
necessary to measure sessions as a reward for
p recise d i stances. In Numenera, players make all die recoveri n g i nteresti n g
I m med i ate d i stance is rolls. If a character attacks a creature, artifacts or making
right there, p ractica l ly next the player makes an attack roll. If d i scoveries d u ri n g an
People of the Ninth World to the cha racter. Short a creature attacks a character, the adventure. You don't
have units of measurement
very different from our
d i stance is nearby. Lon g player makes a defense roll. earn XP for ki l l i n g foes
own. When converting d i stance i s farther off. or overco m i n g standard
these to U. S. standard and Al l weapons and s pecial abilities use these term s for challenges in the cou rse of play. Discovery is the soul of
metric units, we've used ranges. For example, all melee weapons have i m med iate N u menera.
approximations rather than range-they are close-com bat weapons, and you can use Experience points are used pri mari ly for character
precise conversions for ease them to attack anyone with i n i m med iate d i stance of you. advancement (for details, see Chapter 3: Creating You r
of use.
A th rown knife (and most other th rown weapons) has Character, page 20) , b u t a player can also s pend 1 XP to
Nano, page 32 short range. A bow has long range. A nano's Onslaught reroll any d ie rol l and take the better of the two rolls.
Onslaught, page 35 abil ity also has short range.
A cha racter can move a n i m med i ate d i stance as CYPHERS
Cypher, page 278 part of another action. I n other word s , he can take A s explai ned i n Chapter 1 : Welcome t o t h e N i nth World,
a few steps ove r to the control panel and activate a cyphers are a type of n u menera that have a si ngle minor
Abhuman, page 7 3
switch. He can l u nge across a s m a l l roo m to attack a use. A character can carry cyphers and use them d u ring
Experience points, page 7 08 foe. He can open a door and ste p t h rough. the game. You can't bear many cyphers at a time because
A c h a racter can m ove a s h o rt d i stance a s h i s a large n u m ber of these wei rd items emit rad iation or
GM intrusion, page 88 entire action fo r a t u r n . H e c a n a l so try t o move a dangerous chemicals that don't m ix wel l . G atheri ng
l o n g d i stance as h i s entire act i o n , but the p l ayer cyphers together i n one place i s extraord inarily u n healthy.
A dG is used most often for
m i ght h ave to ro l l to see if the c h a racte r s l i p s , tri p s , Characters wi l l find new cyphers freq uently in the
recovery rolls (page 94) and
to determine the effects of o r stu m b l e s a s t h e res u lt of mov i n g so fa r so q u i ckly. cou rse of play, so players shouldn't hesitate to use their
numenera devices (Part 6, For example, ifthe PCs are fighti ng a group of cypher abilities. Because cyphers are always d ifferent, the
page 275) . abhumans, any character can l i kely attack any abhuman characters will always have new special powers to try.
i n the general melee--they're all with i n i m med iate There a re two k i n d s of cyp hers: anoetic and occultic.
range. Exact position s aren't i m portant. Creatu res i n
a fight are always movi ng, sh ifting, a n d ANOETIC CYPH E RS a re s i m p l e to u s e : a p i l l to
jostl ing, anyway. However, if one swa l l ow, a s m a l l h a n d h e l d d evice with a switch to
abhuman stayed back to use h i s fl i p, o r a bo m b to th row.
cross bow, a character might have t o u s e
her enti re action t o move t h e short d i stance req u i red OCC U LTIC CYPH E RS a re m o re co m p lex a n d m o re
to attack that foe. It doesn 't matter if the abhuman is 20 d a n ge ro u s , but t h ey often h ave bette r a n d m o re
feet (6 m) or 40 feet (1 2 m) away-it's sim ply considered i nterest i n g effects . An occu ltic cyp h e r counts as two
short d i stance. It does matter if he's more than 50 feet cyp h e rs for the p u rpose of d eterm i n i n g h ow many
(1 5 m) away because that d i stance would requ i re a long yo u can bear at t h e same time.
move.
OTHER DJCE
EXPERJENCE POJNTS In add ition to a d20, you ' l l need a d6 (a six-sided d ie) .
Experience points (XP) are rewards given to players when Rarely, you ' l l need to rol l a n u m ber between 1 and 1 00
the GM intrudes on the story (this is called GM intrusion) (often cal led a d l OO or d% roll) , which you can do by
with a new and unexpected chal lenge. For example, in the rol l i n g a d20 twice, using the last d igit of the first rol l as
middle ofcombat, the GM might inform the player that the "tens" place and the last d igit of the second rol l as
he d rops his weapon. However, to intrude in this manner, the "ones" place. For exam ple, rol l i n g a 1 7 and a 9 gives
the G M must award the player 2 XP. The rewarded player, you 79, rol l i n g a 3 and an 1 8 gives you 38, and rol l i n g a
in turn, must immed iately give one of those XP to another 20 and a 1 0 gives you 00 (also known as 1 00) . If you have

18
Chapter 3 : Creating Your Character 20

Chapter 4: Character Type 26

Chapter 5 : Character Descriptor 47

Chapter 6: Character Focus 52

Chapter 7 : Equipment 77
CHAPTER 3

CREATING YOU R
CHARACTER
h i s section exp l a i n s h ow to create c h a racters I NTELLECT: T h i s stat d eterm i n e s h ow s m a rt,

T to p l ay in a N u menera game. T h i s i nvolves


a series of deci s i o n s t h at wi l l s h a pe yo u r
cha racter, so t h e m o re yo u u n d e rsta n d w h at k i n d
knowl edgea b l e , a n d l i ka b l e yo u r c h a racter is. It
i n c l udes i nte l l i ge n ce, w i s d o m , c h a r i s m a , e d u cati o n ,
reason i n g, w i t , wi l l powe r, a n d charm. I nte l l ect
o f c h a racter yo u w a n t t o p l ay, t h e easier c h a racte r gove rns solvi n g puzzles, re m e m beri n g facts,
creation wi l l be. The p roce s s i nvolves u n d e rsta n d i n g tel l i n g convi n c i n g l ie s , a n d u s i n g mental powe rs.
the v a l u e s o f t h ree g a m e stat i stics a n d choos i n g C h a racte rs i nterested i n com m u n icat i n g effect ively,
th ree as pects t h at d eterm i n e yo u r c h a racte r's be i n g learned scholars, a n d wie l d i n g t h e n u m e n e ra
ca p a b i l ities. s h o u l d stre s s t h e i r I nte l l ect stat.

POOL, EDGE, AND EFFORT


CHARACTER STATS Each of these stats h a s two co m ponents: yo u r Pool
Eve ry p l aye r c h a racter h a s t h ree d efi n i n g and yo u r E d ge. Yo u r Pool re p resents yo u r raw, i n n ate
c h a racte ristics, w h i c h a re typ i ca l ly ca l l ed " stat i stics" a b i l ity, a n d you r E d ge re p resents know i n g h ow to
o r " stats . " T h e s e stats a re M i ght, S peed , and use what yo u h ave. A t h i rd element ties i nto t h i s
I nte l l ect. T h ey a re b road categories t h at cove r m a ny concept: Effort. W h e n yo u r c h a racte r rea l l y need s to
d i fferent b u t re l ated a s pects of a c h a racter. acco m p l i s h a task, yo u a p p l y Effort.
Might could be thought
of as Might/Health M IG HT: M i ght defines how strong and d u rable you r Pool
because it governs how
characte r i s . T h e concepts o f strength , end u rance, You r Pool is the most basic mea s u rement of a stat.
strong you are and
how much physical constitution, h a rd i ness, a n d physical p rowess are a l l Comparing the Pools of two creatures will give you a
punishment you can take. folded i nto t h i s o n e stat. M i ght i s n 't rel ative t o s ize; general sense of wh ich creatu re is s u perior in that stat.
i n stead , it' s a n absol ute mea s u rement. An elephant For exa m ple, a character who has a M ight Pool of 1 6 i s
has more M i ght than the m i ghtiest tiger, which has stronger (in a b a s i c sen se) than a character w h o has a
more M i ght than the m i ghtiest rat, which has more M ight Pool of l 2. M ost characters start with a Pool of
M i ght than the m i ghtiest spider. 9 to 1 2 in most stats-that' s the average ra nge.
Speed could be thought M i ght gove rns act i o n s fro m fo rci n g doors When yo u r c h a racte r i s i n j u red , s ickened, or
of as Speed/Agility
open to wa l k i n g fo r d ays without food to res isti n g attacked , you te m porarily lose poi nts from one of
because it governs your
overall swiftness and d i sease. I t ' s a l s o t h e p r i m a ry mea n s o f d eterm i n i n g yo u r stat Poo l s . The n at u re of the attack d eterm i n e s
reflexes. h ow m uch d a m age yo u r c h a racte r c a n s u sta i n i n which P o o l l o s e s p o i n t s . Fo r exa m p l e, physical
a d a ngero u s situat i o n . Physical c h a racte rs, tough d a m age from a swo rd red uces yo u r M i ght Poo l , a
c h a racters, a n d c h a racters i nterested i n fight i n g poison t h at m a kes yo u cl u m sy red uces yo u r S peed
s h o u l d fo c u s o n M i ght. Poo l , and a p s i o n i c b l a st red u ces yo u r I nte l l ect Poo l .
Yo u c a n a l s o s p e n d poi nts fr o m o n e o f yo u r stat
Intellect could be thought
SPEED: S peed describes h ow fast and phys ically Poo l s to decrease a task's d ifficu lty (see Effo rt, n ext
of as Intellect/Personality
because it governs coord i n ated yo u r c h a racte r i s . The stat e m bodies page) . You can rest to rega i n lost poi nts fro m a stat
both intelligence and q u ickn e s s , m ove m e nt, d exte rity, a n d reflexes . Pool (see Recove ri n g Po i nts in a Poo l , page 94) , a n d
charisma. S peed gove rns s u c h d iverge nt act i o n s as d od g i n g some s p e c i a l a b i l ities o r n u m e n e ra m i ght a l l ow you
attacks, s n e a k i n g a ro u n d q u ietly, a n d t h rowi n g a to recove r lost poi nts q u ickly.
b a l l accu rate ly. It h e l p s d eterm i n e whet h e r yo u can
m ove fa rt h e r o n yo u r turn. N i m b le, fast, o r s n e a ky Edge
cha racters wi l l want good S peed stats, as wi l l those Although you r Pool is the basic meas u rement of a stat,
i nterested i n ran ged co m bat. you r Edge is also i m portant. When somet h i n g req u i res
LIME NE
CREATING YOUR CHARACTER

you to spend poi nts from a stat Pool, you r Edge for
that stat red uces the cost. It also red uces the cost of
applying Effort to a rol l .
For exa m ple, let' s say you h ave a mental bl ast abil ity,
Every character starts the game at the first tier. Tier is a
and activating it costs 1 point from you r I ntel l ect Pool . measurement ofpower, toughness, and ability. Characters
S u btract you r I ntel lect Edge from the activation cost, can advance up to the sixth tier.
and the res u lt is how many poi nts you m u st spend to
use the mental blast. If u s i n g you r Edge red uces the
cost to 0, you can use the abil ity for free. p o i nts fro m t h e stat Pool a p p ro p r i ate to t h e act i o n .
Your stat Pools, a s well
Yo u r E d ge can be d i ffe rent fo r each stat. Fo r T h u s , i f yo u r c h a ract e r t r i e s to d o d ge a n attack ( a
as your Effort and Edge,
exa m p l e , yo u co u l d h ave a M i ght E d ge of 1 , a S peed S peed ro l l ) a n d w a n t s to i n crease t h e c h a n ce fo r are determined by the
E d ge of l , and a n I nte l l ect E d ge of O. Yo u ' l l a l ways s u cce s s , you c a n a p p ly E ffo rt b y s p e n d i n g 3 p o i n t s character type, descriptor,
h ave an E d ge of at least 1 in one stat. Yo u r E d ge fro m yo u r S peed Poo l . E ffo rt l owers t h e d i fficu l ty and focus that you choose.
fo r a stat red uces t h e cost of s pe n d i n g p o i n t s fro m of t h e ta s k by o n e ste p . T h i s i s ca l l ed a p p lyi n g o n e Within those guidelines,
however, you have a lot
t h at stat Poo l , but not fro m oth e r Poo l s . Yo u r M i ght level of E ffo rt .
offlexibility in how you
E d ge red uces t h e cost of s p e n d i n g p o i nts fro m yo u r Yo u d o n ' t h ave to a p p l y Effort if yo u d o n 't w a n t to. develop your character.
M i ght Poo l , but i t d o e s n ' t affect yo u r S peed Pool o r I f you choose to a p p l y Effort to a task, you m u st do
I nte l l ect Poo l . O n ce a stat ' s E d ge reach e s 3 , yo u can it before you atte m pt the ro l l-yo u ca n't ro l l fi rst a n d
apply o n e l evel of Effort fo r free . t h e n d e c i d e t o a p p l y Effort if y o u ro l l ed poorly.
A character who has a l o w M ight Pool b u t a h igh A p p lyi n g m o re E ffo rt ca n l ower a t a s k' s d i fficu l ty
M ight Edge has the potential to perform M ight actions fu rt h e r: each a d d it i o n a l level of E ffo rt red uces t h e
con s i stently better than a character who has a M ight d i fficu l ty b y a n o t h e r ste p . A p p l y i n g o n e level o f
Edge ofO. The h i gh Edge will let her red uce the cost E ffo rt l owers t h e d i ffi c u l ty b y o n e ste p , a p p l yi n g
of spen d i n g points from the Pool, which mea n s she'll two leve l s l owers t h e d i fficu l ty b y two ste p s , a n d
h ave more poi nts available to spend on applyi n g Effort. s o o n . H oweve r, e a c h level of E ffo rt after t h e fi rst
costs o n l y 2 p o i nts fro m the stat Pool i n stead of
Effort 3. S o a p p l y i n g two leve l s of E ffo rt costs 5 p o i n t s
W h e n yo u r c h a ract e r re a l ly n eed s to acco m p l i s h (3 fo r t h e fi rst l e v e l p l u s 2 fo r t h e s e c o n d leve l ) ,
a t a s k , yo u c a n a p p l y E ffo rt. Fo r a b e g i n n i n g a p p ly i n g t h ree leve l s costs 7 p o i nts (3 p l u s 2 p l u s
c h a ract e r, a p p lyi n g E ffo rt req u i re s s p e n d i n g 3 2) , a n d s o o n .
Eve ry c h a racter h a s a n Effort score, which Multiple Uses of Effort and Edge
i n d icates the m axi m u m n u m be r of l eve l s of Effort If yo u r Effort i s 2 or h i gher, you can a p p l y Effort to
t h at can be a p p l ied to a ro l l . A begi n n i n g (fi rst- m u lt i p l e a s pects of a s i ngle act i o n . For exa m p l e,
tier) c h a racte r h a s an Effort of 1 , m ea n i n g yo u if you m a ke a n attack, you can a p p l y Effort to yo u r
can a p p l y o n ly o n e l evel of Effort to a ro l l . A m o re attack ro l l a n d a p p ly Effort t o i n crease t h e d a m age.
experienced c h a racte r h a s a h i gher Effort score a n d The total a m o u nt of Effort yo u apply can't be
can a p p l y more leve l s o f Effort t o a ro l l . Fo r exa m p l e, h i gher than yo u r Effort score. Fo r exa m p l e, if yo u r
a c h a racte r who h a s a n Effort of 3 can a p p ly u p to Effort i s 2 , yo u can a p p l y u p t o two l eve l s o f Effort.
th ree l eve l s of Effort to red u ce a task's d ifficu lty. Yo u co u l d a p p l y o n e l eve l to an attack ro l l a n d o n e
When yo u a p p ly Effo rt, s u btract yo u r rel eva nt E d ge l evel to its d a m age, two leve l s to t h e attack a n d n o
fro m the total cost of a p p l y i n g Effort. Fo r exa m p l e, l eve l s to the d a m age, o r n o l eve l s to the attack a n d
l et' s say yo u need to m a ke a S peed ro l l . To i ncrease two l eve l s t o the d a m age.
yo u r c h a n ce fo r s ucce s s , yo u decide to a p p l y one Yo u can use E d ge fo r a partic u l a r stat o n ly o n ce
l evel of Effort, which wi l l red u ce the d ifficu lty of the per act i o n . Fo r exa m p l e , if yo u a p p l y Effort to a M i ght
MAKING ATTACKS task by one ste p . N o r m a l ly, t h at wo u l d cost 3 poi nts attack ro l l a n d to yo u r d a m age, you can u s e yo u r
When applying Effort to fro m yo u r S peed Poo l . H owever, yo u h ave a S peed M i ght Edge t o red u ce t h e cost o f o n e o f those u s e s
melee attacks, you have the E d ge of 2 , so yo u s u btract t h at fro m the cost. T h u s , of Effort, n ot bot h . I f y o u s pe n d 1 I nte l l ect point t o
option ofspending points a p p lyi n g Effort t o t h e ro l l costs o n ly 1 p o i n t fro m activate yo u r m i n d b l ast a n d o n e l evel of Effort t o
from either your Might Pool
yo u r S peed Poo l . decrease t h e d ifficu lty of t h e attack ro l l , yo u can u s e
or your Speed Pool. When
What if yo u a p p l ied two l eve l s o f Effort to t h e yo u r I nte l l ect E d ge to red u ce t h e cost of o n e of t h o s e
making ranged attacks,
you may only spend points S peed ro l l i n stead of j u st o n e ? That wo u l d red uce t h i n gs , n ot bot h .
from your Speed Pool. This the d ifficu lty of the task by two ste p s . N o r m a l ly, it
reflects that with melee you wo u l d cost 5 poi nts from yo u r S peed Poo l , but afte r
sometimes use bruteforce s u btract i n g yo u r S peed E d ge of 2 , it costs o n ly 3
and sometimes usefinesse,
points.
but with ranged attacks,
it's always about careful O n ce a stat ' s Edge reaches 3 , yo u can a p p l y o n e
targeting. l evel of Effort fo r free. Fo r exa m p l e, if y o u h ave a
S peed E d ge of 3 a n d yo u a p p l y o n e l evel of Effort to
a S peed ro l l , it costs you 0 poi nts fro m yo u r S peed
For information on Poo l . ( N o r m a l ly, a p p lyi n g one l evel of Effort wo u l d
additional types ofdamage,
cost 3 points, but y o u s u btract you r S peed E d ge
see Damage Track, page
93, and Special Damage, fro m t h at cost, red u c i n g it to 0.)
page 94. S k i l l s a n d ot h e r advantages also d ecrease a task's
d ifficu lty, a n d yo u can u s e t h e m i n co n j u nction with
Effort. In addi t i on, you r c h a racte r m i ght h ave s peci a l
a b i l ities o r e q u i pment t h at a l l ow y o u to a p p l y Effort STAT EXAMPLES
to acco m p l i s h a special effect, s u c h as knocki n g A begi n n i n g c h a racte r i s fight i n g a creatu re ca l l ed
Broken hound, page 232 d own a foe with a n attack o r affect i n g m u lt i p l e a b roken h o u n d . She sta b s her s pear at the b ro ke n
ta rgets w i t h a powe r t h at n o r m a l l y affects o n ly o n e . h o u n d , which is a l evel 2 creatu re a n d t h u s h a s a
ta rget n u m be r of 6. The c h a racte r sta n d s atop a
Effort and Damage bou l d e r a n d stri kes d ownward at the beast, a n d
I n stead of a p p lyi n g Effort to red u ce the d ifficu lty the G M rules t h at t h i s h e l pfu l tactic i s a n asset t h at
of yo u r attack, yo u can a p p l y Effort to i n crease t h e decreases the d ifficu lty by o n e step (to d i fficu lty 1 ) .
a m o u nt of d a m age yo u i n fl ict w i t h a n attack. For T h at l owers the ta rget n u m be r to 3 . Attacki n g with
each l evel of Effort you a p p l y in t h i s way, you i nfl ict 3 a s pear i s a M i ght act i o n ; t h e c h a racte r has a M i ght
add iti o n a l poi nts of d a m age. Th i s works for any k i n d Pool of 1 1 a n d a M i ght Edge of 0. Before m a k i n g
o f attack t h at i n fl i cts d a mage, whet h e r a swo rd , a the ro l l , s h e decides t o a p p l y a level o f Effort to
cross bow, a m i n d b l a st, or someth i n g e l se. decrease the d ifficu lty of the attack. T h at costs 3
W h e n u s i n g Effo rt to i n crease t h e d a m age of poi nts fro m h e r M i ght Poo l , red uci n g t h e Pool to 8.
a n a rea attack, s u c h a s t h e exp l o s i o n created But they a p pear to be poi nts we l l s pent. Applyi n g the
Flash, page 37 by a n a n o ' s F l a s h a b i l ity, you i nfl i ct 2 a d d i t i o n a l Effort l owers the d ifficu lty fro m 1 to 0, so no ro l l is
p o i n t s of d a m age i n stead o f 3 p o i n t s . H oweve r, need ed-t h e attack a utomatica l ly s u cceed s .
t h e a d d i t i o n a l p o i n t s a re d e a l t to a l l ta rgets i n t h e Anot h e r c h a racte r i s atte m pti n g t o convi nce a
area. Fu rt h e r, eve n if o n e o r m o re of t h e ta rgets i n g u a rd to l et h i m i nto a p rivate office to speak to
t h e a rea re s i st t h e attack, yo u sti l l i n fl i ct 1 poi nt o f an i n fl uential noble. The G M rules t h at t h i s i s a n
d a m age to t h e m . I nte l l ect act i o n . The c h a racte r i s t h i rd tier a n d h a s
LIME NE
CREATING Yat!IA\IGM2lR.}\CCTl?R

Skills are a broad


an Effort of 3 , an I nte l l ect Pool of l 3 , a n d an I nte l l ect got some experience u n d e r t h e i r belt. Th i s i s n ot a
category ofthings your
E d ge of 1 . Before m a k i n g the rol l , he m u st decide "zero to h e ro" p rogre s s i o n , but rat h e r an i n sta n ce character can learn and
whet h e r to a p p l y Effort. H e can choose to a p p l y one, of com pete nt peo p l e refi n i n g a n d h o n i n g t h e i r accomplish. For a list
two, o r th ree l eve l s of Effo rt, o r a p p l y none at a l l . ca p a b i l ities a n d knowledge. Adva n c i n g t o h i g h e r tiers ofsample skills, see the
Th i s action i s i m porta nt t o h i m , so h e decides to is n ot rea l ly the "goa l " of N u m e n e ra c h a racte rs, but Skills sidebar on page 25.
a p p l y two l eve l s of Effort, decrea s i n g the d ifficu lty rather a re p rese ntation of h ow c h a racte rs progre s s
by two ste p s . T h a n ks to h i s I nte l l ect E d ge, a p p lyi n g i n a sto ry.
the Effort costs o n ly 4 poi nts fr o m h i s I nte l l ect Pool To progress to the next tier, cha racters earn
(3 poi nts fo r the fi rst l evel of Effort p l u s 2 poi nts experience points (XP) by goi n g on adventures and
fo r t h e seco n d l evel m i n u s 1 point fo r h i s Ed ge) . d i scovering new th i n gs-the N i nth World i s about
S p e n d i n g those poi nts red uces h i s I nte l l ect Pool to d i scovery of the past and what it means for the future.
9. The G M decides t h at convi n c i n g t h e g u a rd i s a Experience poi nts h ave many uses, and one use i s
d i fficu lty 3 (d e m a n d i n g) task with a ta rget n u m be r t o p u rchase character benefits. After you r character
of 9; a p p lyi n g two leve l s of Effo rt red uces the p u rchases four character benefits, he or she goes u p
d ifficu lty to 1 (s i m p le) a n d the ta rget n u m be r to 3. t o t h e next tier. Each benefit costs 4 X P , and you ca n
The p l aye r ro l l s a d20 a n d gets a n 8 . Beca u s e t h i s p u rchase them in any order, but you m u st p u rchase
res u lt i s a t least eq u a l t o the ta rget n u m be r o f t h e one of each kind of benefit (after which you advance to
task, h e s u cceed s . H oweve r, if h e had n ot a p p l ied the next tier) before you can p u rchase the same benefit
some Effort, h e wo u l d h ave fa i led beca u s e his ro l l (8) aga i n . The four character benefits are as fol lows.
wo u l d h ave been less t h a n the task's o ri g i n a l ta rget
n u m be r (9) . I N C REAS I N G CAPAB I LITI ES: Yo u g a i n 4 poi nts to
add to yo u r stat Poo l s . You can a l l ocate the poi nts
a m o n g the Poo l s h owever you w i s h .
CHARACTER TIERS
AND BENEFITS M OV I N G TOWARD PERFECTI O N : Yo u add 1 t o yo u r
Eve ry c h a racter starts the game at the fi rst tier. M i ght Edge, yo u r S peed E d ge, o r you r I nte l l ect E d ge
Tier i s a meas u rement of powe r, tough n e s s , a n d (yo u r choice) .
a b i l ity. C h a racters can adva n ce u p t o the s ixth tier.
As yo u r c h a racter adva n ces to h i g h e r tiers, yo u EXTRA E F FO RT: Yo u r Effort score i n creases by 1 .
ga i n more a b i l ities, i n crease yo u r Effort, a n d can
i m p rove a stat ' s E d ge o r i n crease a stat. G e n e ra l ly S K I LLS: Yo u beco m e t ra i n e d i n o n e s k i l l of yo u r
s peaking, eve n fi rst tier cha racte rs a re a l ready q u ite c h o i ce , ot h e r t h a n attacks o r d e fe n s e . A s d e s c r i bed
ca pable. I t ' s safe to a s s u m e t h at t h ey've a l ready in the C h a pter 8 : R u l e s of the G a m e (page 84) , a
c h a ra ct e r t ra i n e d in a
s k i l l treats t h e d i fficu lty
of a rel ated t a s k a s o n e "/ am a [fill in an adjecti11e here] [fill in a noun here] who
s t e p l owe r t h a n n o rm a l . [fill in a 11erb here]. "
T h e s ki l l yo u c h o o s e
fo r t h i s b e n efit c a n be
a n yt h i n g you wi s h , s u c h
a s c l i m b i n g , j u m p i n g, p e rs u a d i n g , o r s n e a k i n g . s o m e ro l e p l ayi n g g a m e s , i t m i ght b e ca l l ed yo u r
Yo u c a n a l s o c h o o s e to be knowled ge a b l e i n a c h a racte r c l a s s . Yo u r type h e l p s d eterm i n e yo u r
certa i n a rea of l o re , s u c h as h i story o r geo l o gy. Yo u c h a racte r's p l ace i n t h e world a n d re lat i o n s h i p with
c a n eve n c h o o s e a s k i l l b a s e d o n yo u r c h a racte r' s ot h e r peo p l e i n t h e sett i n g . It's t h e noun of the
s pe c i a l a b i l it i e s . For exa m p l e , if yo u r c h a racte r sentence "I a m a n adjective noun who verbs. "
c a n m a ke a n I n te l l ect ro l l to b l a st a n e n e m y with Yo u can choose from th ree c h a racte r types: g l a ive,
Glaive, page 26 mental fo rce, you c a n beco m e t ra i n e d in u s i n g jack, a n d n a n o.
jack, page 40
t h at a b i l ity, treat i n g its d i fficu lty a s o n e step l ower Descri ptor defines yo u r c h a racte r-it fl avors
Nano, page 32
t h a n n o r m a l . I f you choose a s k i l l t h at you a re eve ryt h i n g yo u do. Yo u r descri ptor p l aces yo u r
a l ready t ra i n e d i n , yo u beco m e s pe c i a l ized i n t h at c h a racter i n t h e s ituation (th e fi rst adventu re, which
s k i l l , red u ci n g t h e d i fficu lty of re l ated t a s k s by two starts the campaign) a n d helps p rovide m otivat i o n .
ste p s i n stead of o n e . I t ' s the adj ective of the se ntence " I a m a n adjective
P l ayers c a n a l so s p e n d 4 X P t o p u rchase oth e r noun who verbs."
s pecial opti o n s i n l i e u o f ga i n i n g a n ew s ki l l . Yo u can choose from twe lve c h a racte r descri ptors .
Character descriptor, page 47
Select i n g a n y o f these opti o n s co u nts a s t h e s ki l l Focu s is what you r character does best. Focus gives
benefit nece s s a ry t o adva n ce t o t h e n ext tier. The you r character specificity and provides i nteresti n g new
s pecial opti o n s a re a s fo l lows: abil ities that m ight come in handy. You r focus also
helps you understa nd how you rel ate with the other
Red u ce t h e cost fo r wea r i n g armor. This option player characters i n you r group. It's the verb of the
l owers the M i ght cost by l and l owers the S peed sentence "I am a n at:fjective noun who verbs. "
red uction by l . There a re many c h a racte r foci to choose fro m .
Characterfocus, page 52 Add 2 to yo u r recovery ro l l s .
Fighting moves, page 29 I f yo u ' re a g l a ive, sel ect a n ew fight i n g move. The SPECIAL ABILITIES
m ove m u st be fro m yo u r tier o r a l ower tier. C h a racter types and foci grant PCs s peci a l a b i l it i e s
If yo u ' re a n a n o , sel ect a n ew esotery. The esotery at each new t i e r. U s i n g t h e s e a b i l it i e s u s u a l ly costs
Esoteries, page 35
m u st be fro m yo u r tier or a l ower tier. p o i n t s fro m yo u r stat Poo l s ; the cost i s l i sted i n
Tricks of the trade, page 42 If yo u ' re a jack, sel ect a n ew trick of t h e trade. The parentheses after t h e a b i l ity n a m e . Yo u r E d ge i n
trick m u st be fro m yo u r tier o r a l ower tier. t h e a p p ro p r i ate stat c a n red uce t h e cost o f t h e
a b i l ity, b u t re m e m be r t h at yo u can a p p ly E d ge o n l y
o n ce per act i o n . F o r exa m p l e , l et ' s say a n a n o w i t h
Onslaught, page 35 CHARACTER DESCRIPTOR,
a n I nte l l ect E d ge of 2 wants to u s e h i s O n s l a u ght
TYPE, AND FOCUS a b i l ity to create a bolt of fo rce, which costs l
To create yo u r c h a racte r, yo u b u i l d a s i m p l e I nte l l ect p o i nt. H e a l s o wants to i n crease t h e
state ment t h at describes h i m o r h e r. T h e state ment d a m age fro m t h e attack by u s i n g a l evel of Effo rt,
takes this form: "I a m a [fi l l i n a n adjective h e re] [fi l l which costs 3 I nte l l ect points. T h e tot a l cost fo r h i s
i n a n o u n h e re] w h o [fi l l i n a verb h e re] . " act i o n i s 2 p o i nts fro m h i s I nte l l ect Pool ( l p o i n t
Th u s : " I a m a n adjective noun w h o verbs." Fo r fo r t h e bolt o f fo rce p l u s 3 p o i n t s fo r u s i n g Effort
exa m ple, yo u m i ght say, " I am a Ru gged g l a ive who m i n u s 2 p o i n t s fro m h i s Ed ge) .
Co ntro l s Beasts" o r "I a m a C h a rm i n g n a n o who Somet i m e s t h e point cost for an a b i l ity h a s a +
Focuses M i n d ove r M atte r. " s i g n after the n u m ber. Fo r exa m p l e, the cost m i ght
I n t h i s sentence, t h e adject ive i s ca l l ed yo u r be given a s "2+ I nte l l ect points." That means you
descriptor. can spend m o re poi nts o r m o re l eve l s of Effort to
The noun is yo u r c h a racte r type. i m p rove the a b i l ity fu rt h e r.
The verb i s ca l l ed yo u r focu s . M a ny special a b i l ities grant a c h a racte r the option
Eve n though c h a racte r type i s i n the m i d d l e of the to perform a n action t h at she co u l d n 't normally do,
se ntence, that's where we' l l sta rt this d i sc u s s i o n . s uch a s p roject i n g rays of co l d o r attacki n g m u lt i p l e
(J ust as i n a sentence, t h e n o u n p rovides t h e fo e s a t o n ce . U s i n g o n e o f t h e s e a b i l ities i s a n action
fo u n d ation.) u nto itself, a n d t h e e n d of the a b i l ity' s description
C h a racter type i s t h e core of yo u r c h a racter. I n s ays "Act i o n " to re m i n d yo u . I t a l so m i ght p rovide
LIME NE
CREATING YOUR CHARACTER

SKILLS
Somet i m e s yo u r c h a racte r ga i n s tra i n i n g i n a s pecific s ki l l or task. Fo r exa m p le , yo u r focus m i ght mean t h at yo u ' re tra i ned i n
s n e a k i n g , i n cl i m b i n g a n d j u m p i n g, o r i n soci a l i nteract i o n s . Oth e r t i m e s , yo u r c h a racte r c a n choose a s k i l l t o become tra i ned i n , a n d
yo u c a n p i c k a s k i l l t h at re l ates t o a n y t a s k you th i n k yo u m i ght face.
The game has n o d efi n itive l i st of s ki l l s . H oweve r, the fo l l owi n g l i st offers ideas:

Astro n o my Healing Perce ption


Balancing H i story Pers u a s i o n
B i o l ogy I d entifyi n g P h i losophy
Botany I n iti ative P i ckpocket i n g
Ca rryi n g I nt i m i d ation Repa i r i n g
Climbing J umping Rid i n g
Deceivi n g Leat h e rworki n g Smashing
Esca p i n g Lockp icki n g S n eaki n g
G eography M etalwork i n g Swi m m i n g
Geology N u m e n e ra Woodworki n g

Yo u co u l d c h o o s e a s ki l l t h at i n corporates m o re t h a n o n e of t h e s e a reas (i nte ract i n g m i ght i n c l u d e d eceivi n g , i nt i m i d ati n g ,


a n d pers u ad i n g) o r i s a m o re s pecific vers i o n of o n e (h i d i n g m i ght be s n eaki n g w h e n you ' re not m ov i n g) . Yo u co u l d a l s o m a ke
u p m o re genera l , p rofe s s i o n a l s ki l l s , s u ch as baker, s a i l o r, or l u m b e rjack. I f yo u want to choose a s ki l l t h at' s not on t h i s l i st, it' s
probably best to r u n it past t h e G M fi rst, b u t i n ge n e ra l , t h e most i m portant a s pect i s to choose s ki l l s t h at a re a p p ro p r i ate to yo u r
c h a racter.
Re m e m be r t h at if yo u g a i n a s ki l l t h at yo u ' re a l ready t ra i ned i n , yo u beco m e s p e c i a l ized i n t h at s ki l l . Beca u s e s ki l l d e s c r i pt i o n s
can be n e b u l o u s , d eterm i n i n g whether yo u ' re t ra i ned o r s peci a l ized m i ght t a ke s o m e t h i n ki n g. Fo r exa m p l e , if yo u ' re t ra i ned i n
lyi n g a n d later ga i n a n a b i l ity t h at grants yo u s ki l l with a l l soci a l i nteract i o n s , yo u beco m e s peci a l ized i n lyi n g a n d t ra i ned i n a l l
ot h e r types o f i nteract i o n s . B e i n g t ra i ned t h ree t i m e s i n a s ki l l i s n o better t h a n b e i n g t ra i ned twice ( i n ot h e r word s , s p e c i a l ized i s
a s good a s it gets) .
O n ly s k i l l s gai ned t h ro u g h c h a racter type a b i l ities, s u c h as the g l a ive ' s fight i n g moves focus a b i l ities, or oth e r rare i n stance s a l low
yo u to beco me s k i l led with attack o r defe n s e tasks.
I f you ga i n a s peci a l a b i l ity t h ro u g h yo u r type, yo u r focu s , o r some oth e r a s pect of yo u r cha racter, you can choose it i n p l ace of a
s k i l l a n d beco m e tra i ned or s peci a l ized i n t h at a b i l ity. For exa m p l e, if yo u h ave a m i nd b l a st, when it's t i m e to choose a s ki l l to be
tra i ned in, yo u can sel ect yo u r m i n d b l ast a s yo u r s ki l l . T h at wo u l d red u ce the d ifficu lty eve ry time you used it. Each a b i l ity you h ave
co u nts a s a separate s ki l l fo r t h i s p u rpose. You ca n ' t sel ect " a l l m i n d powe rs" o r " a l l e soteries" as one s k i l l a n d beco me tra i ned or
s pecial ized in s u c h a b road catego ry.

m o re i n fo rmation about when o r h ow yo u perform


the act i o n .
S o m e s pe c i a l a b i l it i e s a l low yo u to perform a
fa m i l i a r act i o n-o n e t h at you ca n a l ready d o-i n
a d i fferent way. Fo r exa m p l e , a n a b i l ity m i g h t
l et you we a r h e avy a r m o r, red uce t h e d i fficu lty
of S peed d efe n s e ro l l s , o r add 2 p o i nts of fi re
d a m a ge to yo u r we a p o n d a m a ge. T h e s e a b i l i t i e s
a re ca l l ed e n a b l e r s . U s i n g o n e of t h e s e a b i l it i e s i s
not co n s i d e red a n act i o n . E n a b l e rs e i t h e r fu n ct i o n
co n st a n t l y ( s u c h a s b e i n g a b l e to wea r h e avy
a r m o r, w h i c h i s n ' t an act i o n ) or h a p pe n as p a rt of
a n ot h e r act i o n ( s u c h a s a d d i n g fi re d a m a ge to yo u r
wea p o n d a m a ge, w h i c h h a p p e n s a s p a rt o f yo u r
attack a ct i o n ) . I f a s peci a l a b i l ity i s a n e n a b l e r, t h e
e n d of t h e a b i l ity' s d e s c r i p t i o n s ays " E n a b l er" t o
re m i n d yo u .
CHAPTER 4

CHARACTER TYPE
In some roleplaying games, C h a racte r type i s the core of yo u r cha racter. Yo u r type GLAIVE STAT POOLS
character type might be h e l p s d eterm i n e yo u r c h a racte r' s p l ace in the wo rld Stat Pool Starti ng Value
called your character class.
a n d re lation s h i p with oth e r peo p l e i n the sett i n g. M i ght 11
I t ' s the n o u n of the sentence " I am an adjective noun S peed 10
who verbs." I nte l l ect 7
Yo u can choose from th ree c h a racte r types: g l a ive, Yo u get 6 add iti o n a l poi nts to d ivide a m o n g yo u r stat
n a n o , and jack. Poo l s h owever yo u w i s h .

GLAIVE a re n ' t terri bly physical a re less l i kely to m ix we l l with


G l a ives a re the e l ite warri o rs of the N i nth Wo r l d , g l a ives, but obvi o u s ly n ot eve ry g l a ive i s t h e same.
u s i n g wea p o n s a n d armor to fight t h e i r e n e m i e s . They focu s o n t h e i r bod ies, but t h at does n ' t mean
H u nters, g u a rd i a n s , a n d sold i e rs co u l d be g l a ives . they d o n ' t va l u e m o re ce re b ra l p u r s u its a s we l l . A
Somet i m e s scouts, warlord s , band its, a n d eve n g l a ive need n ot fo l l ow the ste reotype of t h e d u m b
ath l etes a re g l a ive s . " G l a ive" is a co m mo n s l a n g b r u i s e r with a sword o r a n axe.
term u s e d a l most eve rywhere i n t h e Steadfast a n d
The Steadfast, page 7 3 6
The Beyond, page 7 74 the Beyo n d fo r any person s k i l led w i t h wea p o n s o r a G laives in the G roup: I n a gro u p of exp l o rers, g l a ives
m a rt i a l a rt, but i n trut h , it a p p l ies o n ly to the best of typ i ca l ly take the lead. They' re u s u a l ly the most
the best. G l a ives a re warriors who co m m a n d a b i l ities phys ically capable, the most d u ra b l e , and the most
fa r beyo n d those of a typical person with a swo rd . ready to meet d a n ge r head-o n . Somet i m e s they act
M ost g l a ives a re either stro n g-u s i n g the heaviest p rotectively towa rd t h e i r co m p a n i o n s ; oth e r t i m e s ,
armor a n d wea p o n s ava i l a b l e a n d h avi n g a h i gh they' re more self- i nterested . E it h e r way, a g l a ive' s
Might, page 20 M i ght-o r fast, sticki n g with l i ght wea p o n s a n d p l ace i s often i n t h e m i d d l e o f t h e fray.
armor a n d h avi n g a h i g h S peed . A few atte m pt t o
Speed, page 20
u s e b o t h M i ght a n d S peed a n d stay somewhere i n G laives and the N u menera: When it co mes to the
the m id d le. G l a ives a l so u s e ra n ged wea p o n s s uch n u m e n e ra , most g l a ives a re i nterested i n wea p o n s ,
The numenera, page 275 a s bows o r d a rts. Some don't re ly o n wea p o n s at armor, o r d evices t h at a i d t h e m i n co m bat. The
a l l , p referri n g to use t h e i r bod ies in h a n d -to- h a n d a n cients p rod u ced all sorts of i n cred i b ly d u ra b l e
co m bat-p u n c h i ng, kicki ng, gra b b i ng, t h rowi ng, a n d s u b stances, many o f which can be made i nto armor
so o n . t h at i s l i ghter a n d more p rotective t h a n stee l .
Someti m e s , g l a ives c a n scave n ge a s u it o f armor
G laives i n Society: I n m o s t cities a n d v i l l ages, peo p l e co m posed of these advanced m ateria l s , but m o re
h o l d g l a ives i n great estee m . A l t h o u g h a g l a ive co u l d often they fi n d the m ateri a l s a n d t h e n a s k a crafter
j u st a s l i kely be a t h u g as a n o b l e warrior, t h o s e w h o o r s m ith to m a ke the armor. Of co u rse, the p ro b l e m
h e l p p rotect t h e i r fe l l ow h u m a n s fro m t h e d a n gers i s t h at a s u b stance t h at i s d ifficult t o d a m age i s a l so
of the N i nt h Wo rld a re always treated with res pect. h a rd to work.
There is n o s h a m e in gett i n g paid fo r the use of As varied a s a r m o r i n g m ateri a l s m i g h t be,
o n e ' s s k i l l s , so be i n g a blade for h i re is a perfectly n u m e n e ra wea p o n ry is i n fi n itely m o re so. T h e s e
accepta b l e p rofe s s i o n . Restrict i o n s o n ca rryi n g ite m s i n c l u d e m e l e e wea p o n s t h at s h ock, stu n , o r
wea p o n s o p e n ly a re rare, a n d most g l a ives wear t h e b u rn w h ateve r t h ey t o u c h ; a n d ran ged wea p o n s
too l s of t h e i r t r a d e w i t h p r i d e . t h at b l ast p roject i l e s w i t h i n cred i b l e powe r o r
N ot s u rp ri s i n gly, g l a ives o ft e n get a l o n g b e s t with b u rsts o f stra n g e e n e rg i e s . T h e re a re a l s o b o m b s ,
oth e r gla ive s , o r at least sold iers, g u a rd s , o r s i m i l a r d a m a g i n g e n e rgy fi e l d s , p o i s o n o u s g a s e s , a n d
co m rades i n a r m s . N a nos, scholars , a n d peo p l e who fa r stra n ge r wea p o n ry, b u t s o m e g l a ives fi n d t h at
LIME NE
CHARACTER TYPE

s u c h co m p l ex o bj ects a re bett e r off i n t h e h a n d s develop adventures and q uests that are s pecific to you r
o f a n a n o . M a n euvera b i l ity i s j u st a s i m p o rt a n t a s character a n d play a role i n you r advancement.
attack o r d efe n s e , h oweve r, s o a n i t e m t h at a l l ows
a g l a ive to m ove q u i c k l y o r n egate gravity i s a great Intensive Training
prize. Yo u a re strong, fast, or bot h , but what rea l ly
As for cyphers , glaives p refer physica l ly e n h a n c i n g separates yo u fro m the crowd i s yo u r tra i n i ng. Cypher, page 2 78
or restorative objects, such as i njections o f chemicals Perh a p s yo u asce n d ed the h i ghest peak of t h e B l ack
that i m p rove reaction time or p i l l s with m icroscopic Riage o r sought t h e d eepest sewe rs ben eath Q i to Black Riage, page 1 77
rep a i r d evices that heal wou n d s and restore fatigued fi n d teachers who co u l d s h ow yo u h ow to move, Qi, page 1 48
m u scle tissue. They use the n ickname " boost" for any fight, and e n d u re beyo n d normal h u m a n l i m its.
cyp her that e n h a nces their strength , sta m i n a , reflexes , Yo u know a thousand ways to ki l l a foe, most of
or other physical as pects, wh i l e one that rep a i rs t h e m secret to all but a chosen few. Yo u ' re p rivy to
d a mage or a l l evi ates fatigue is called a "treat." tech n iq u e s a n d fight i n g styl es t h at most peo p l e in
the N i nth Wo rld h ave n ever see n . Yo u h ave learned
Advanced G laives: As they progre s s , g l a ives become t h at the i m po s s i b l e i s pos s i b l e-as long a s you
bette r co m b atants, often fe l l i n g m u lt i p l e foes i n a know the secret. Yo u r body is a wea pon, and yo u r
s i n g l e stroke. They ga i n s peci a l types of attacks a n d weapon i s p a rt o f yo u r body. You h ave stu d ied with
l e a r n t o u s e a r m o r m o re efficiently t o get the most the m a sters, a n d now you ca rry t h at reg i m e n a s yo u
out of t h e p rotection it offers. ve nture i nto the worl d .
Advancement: You need t o t ra i n a n d p ractice
GLAIVE BACKGROUND co n stantly to hone yo u r s k i l l s a n d d eve l o p n ew
G laives are no mere band its or town guard s . They tech n iq u e s , b u i l d i n g on what yo u 've been taught.
stand head and shoulders above ord i n a ry soldiers and Perh a p s at some point yo u wi l l ret u rn to yo u r secret
brawlers. Someth i n g i n you r background-whether m a sters for fu rther i n itiation or fi n d n ew teachers o r
i nten s ive tra i n i ng, i n born tra its, or biomechan ical l e s s o n s t h at can take yo u to t h e next ste p.
mod ification-has made you more than the others When you ga i n additional poi nts for you r stat Poo l s ,
around you . Choose one of those th ree options a n i ncrease t o a stat's E d g e , or a n i n crease i n the l evel
(descri bed below) as the sou rce of you r s ki l l s , strength, of Effort you can apply, the benefit comes as the res u lt
reflexes, and stamina. It wi l l provide the foundation of rigoro u s exerci se and personal d evelopment. When
of you r background and give you an idea of how you you ga i n a new s ki l l or gla ive a b i l ity, it's the res u lt of
can i m p rove. The G M can use this i nformation to the m a rtial arts you h ave stud ied.
GLAIVE CONNECTION
Ro l l a d20 or choose from the fo l l owi n g l i st to d eterm i n e a s pecific fact about you r backgro u n d t h at p rovides a co n n ect ion to
the rest of the worl d . You can a l s o create yo u r own fact.

Rol l Background
You we re in t h e m i l itary a n d h ave friends who sti l l serve. Yo u r former co m m a n d e r re mem bers yo u we l l .
2 You we re t h e perso n a l g u a rd of a wealthy m e rchant who accused yo u of t h eft. Yo u left h e r service i n d i s grace.
3 You we re t h e bo u n ce r i n a local bar for a w h i le, a n d t h e patro n s there re m e m b e r yo u .
4 You tra i ned with a h i g h l y res pected mentor. H e rega rd s yo u we l l , but he h a s many e n e m i e s .
5 You tra i ned i n an i s o l ated m o n astery far away. The m o n ks th i n k of yo u as a b rother, but yo u ' re a stra n ge r to a l l others.
6 You h ave no formal tra i n i ng. Yo u r a b i l ities co m e to yo u n atu ra l ly (or u n n at u ra l ly) .
7 You spent t i m e on the streets a n d eve n were i n prison for a w h i le.
8 You we re conscri pted i nto m i l itary service, but yo u deserted before long.
9 You served as a bodyg u a rd to a powe rfu l cri m i n a l who now owe s yo u h i s l i fe.
10 You worked as a co n stable. Eve ryo n e knows yo u , but t h e i r o p i n i o n s of you va ry.
11 You r o l d e r s i b l i n g i s a n i nfa m o u s g l a ive who h a s been d i s graced .
12 You served as a caravan g u a rd . You know a s m atte ri n g of peo p l e i n many cities a n d tow n s .
13 You r best friend i s a sage a n d a scholar. S h e i s a great s o u rce of knowledge.
14 You a n d a friend both s m o ke t h e same k i n d of rare, exp e n s ive tobacco. The two of yo u get together wee kly to chat a n d s m o ke.
15 You r u n cle ru n s a th eater i n tow n . Yo u know a l l t h e actors a n d watch a l l the s h ows fo r free.
16 You r b l acksm ith friend somet i m e s cal l s o n yo u fo r h e l p at t h e fo rge. H oweve r, h e pays yo u we l l .
17 You r m e ntor wrote a book o n the m a rt i a l a rts. Somet i m e s oth e r warri o rs seek yo u out to a s k about its stra n ge r passages.
18 A m a n you fought a l o n g s i d e i n the m i l itary i s n ow t h e m ayo r of a nea rby tow n .
19 You saved the l ives of a fa m i ly when their house bu rned down. They' re indebted to you , and their neigh bors regard you as a hero.
20 You r o l d tra i n e r st i l l expects yo u to come back and s h a rpen her blades a n d clean up after her classes, but when you do, s h e
occas i o n a l ly s h ares i nterest i n g rumors.

Inborn Traits s u perh u man traits as m uch as i t i s about you r study,


Many ofthe people you Yo u 've t ra i ned u n d e r exce l lent i n structors a n d h ave practice, or knowledge. You can do t h i ngs that other
meet in the Ninth World
experience in m a n y d a n ge ro u s situat i o n s , but w h at people s i m ply can n ot, no matter how hard they tra i n .
are mutants, whether you
are aware of it or not. For m a kes yo u d ifferent i s deep i n s i d e , e ntwi ned i n yo u r
more information on the genetic h e ritage. M aybe i t was t h e l u ck o f bei n g born Biomechanical Modification
types of m utations, see fit. M aybe yo u ' re a h u l ki n g b rute-a m o u n ta i n o u s Yo u m i ght be a fighter, but yo u ' re no a rc h a i c
page 1 23. figu re who co m m a n d s atte ntion when y o u enter a ste reotype-t h i s i s the N i nt h Wo rld, a ft e r a l l .
roo m . Or m aybe yo u r stre n gth is more s u btle; yo u Although you tra i ned a n d ga i n ed yo u r s h a re of
m i ght be the desce n d a nt of a bio enginee red race p ractical expe rience, yo u h ave the n u m e n e ra o n yo u r
b red (or d e s i gned) for pe rfect i o n . Pe rhaps yo u ' re s i d e a s we l l . S o m e o f yo u r knowled ge o f fight i n g
a m utant with psyc h i c a b i l ities t h at augment yo u r tech n iq u e s i s i m p l anted i n yo u r b ra i n a n d s p i n e,
physical nature; you g u i d e a n d e n h a n ce yo u r attacks wi red i nto yo u r n e rves a n d m u scles. Yo u r joi nts
with teleki n e s i s , o r yo u use a n atu ra l m utation i n h ave s u rgica l ly i m p l a nted servo m oto rs. S u bd e r m a l
yo u r b ra i n t o control m atte r o n a molecu l a r l eve l p l at i n g m a kes y o u to u g h e r t h a n s h o u l d be pos s i b l e .
to res i st b l ows a n d i n fl ict h a r m . Perh a p s yo u ' re Yo u r m u scle t i s s u e i s a u g m e nted w i t h a rtifici a l fibers.
someth i n g wholly n ew: an a be rration or a h u m a n so Perh a p s yo u r genetic cod e h a s been rewritte n
pe rfect t h at yo u ' re beyo n d h u m a n . You m i ght be a by e n g i n ee red viruses, or the t i s s u e s i n yo u r body
posth u m a n-th e next ste p towa rd t h e true desti ny of h ave been rewo rked by n a n otec h , t u rn i n g yo u i nto
the peo p l e of the N i nth Wo rld. an efficient battle mach i n e . O r m aybe yo u 've been
Advancement: Yo u h ave talents of which you a re a ltered by stra n ge science-ra d i oactive treatments
only d i mly aware. You m u st p ractice and experiment of biza rre e n e rgies, chem ical co m p o u n d s a n d d ru g s ,
to find you r l i m itations, if any. At some point i n the o r extrad i m e n s io n a l e n h a n ce m e nts-t h at m a kes
fut u re, you m i ght h ave to seek out someone who can yo u stronger, faster, to u g h e r, a n d m o re p roficient in
h e l p you master you r i n he rent a b i l ities. You we re born attack a n d defe n s e t h a n anyo n e a ro u n d yo u .
with great powe r-now you need to learn h ow to use Whatever the case, you're the res u lt o f ancient
that power, eve n if the education takes a l i fetime. knowledge made man ifest i n the present, and now
When you r stats i m p rove, it' s beca use you ' re tapping you ' re shaping the future. Perhaps you r mod ifications
deeper i nto the u n known reserves wit h i n you . When are obvious and visi ble; perhaps they' re not. Regard less,
you gai n a new gla ive abil ity, it' s the res u lt of you r you know that you ' re more than merely h u man.
LIME NE
CHARACTER lYPE

Advancement: Yo u r body i s an o n go i n g p roject. I n Bash (1 M ight poi nt) : T h i s is a p u m m e l i n g m e l ee


a way, it's a work of a rt, although its bea uty comes attack. Yo u r attack i n fl i cts 1 less point of d a m age
n ot fro m its a p pearance but fro m w h at it can do. t h a n n o rm a l , but d azes yo u r ta rget fo r one ro u n d ,
As yo u go fo rwa rd , yo u s h o u l d keep a n eye out at d u ri n g w h i c h t i m e t h e d ifficu lty o f a l l tasks i t
all times fo r n ew parts a n d syste m s t h at can be performs i s mod ified b y o n e ste p t o i t s detri ment.
i ncorporated i nto yo u r body, o r n ew doses of d rugs N o N eed for Weapons: When you m a ke a n
a n d s u p p l e m ents to m a i nta i n yo u r a b i l ities. You u n a rmed attack ( s u c h as a p u n c h o r kick) , i t
m i ght need to seek out s u rgeo n s , mech a n ics, o r co u nts a s a med i u m weapon i n stead o f a l i ght
bioen h a n cement s peci a l i sts to take yo u to the n ext wea p o n . E n a b l e r.
l eve l . Perh a p s t h e Aeo n Priests can h e l p . Perh a p s the Pierce (1 Speed point) : Th i s is a we l l-aimed, Aeon Priest, page 269
parts you need can be found o n ly i n the ru i n s of the penetrat i n g ra n ged attack. You m a ke a n attack and
past o r the d a n ge ro u s b l ack m a rket of a fa raway city. i n fl ict 1 additional point of d a m age if yo u r weapon
When yo u r stats i m p rove, it's beca u s e yo u l itera l ly has a s h a rp poi nt. Action.
h ave added somet h i n g n ew to yo u r body. When you Th rust (1 M ight point) : Th i s i s a powe rfu l m e l ee
ga i n a n ew a b i l ity, it' s the d i rect res u lt of a ta n g i b l e sta b . You m a ke an attack a n d i n fl ict 1 a d d i t i o n a l
c h a n ge i n yo u r o w n physical b e i n g . point of d a m age if yo u r weapon h a s a s h a rp edge
o r poi nt. Act i o n .
GLAIVE TIERS Trai ned Without Armor: Yo u a re tra i ned i n S peed
defe n s e act i o n s when n ot wea ri n g armor. E n a b l e r.
First-Tier Glaive
F i rst-t ier g l a ives h ave the fo l l owi n g a b i l ities:
Effort: Yo u r Effort i s 1 .
Fighter: Yo u h ave a M i ght E d ge of l , a S peed E d ge
of 1 , a n d an I nte l l ect E d ge of 0.
Cypher Use: Yo u can bear two cyp hers at a t i m e .
Practiced i n Armor: G l a ives c a n wea r a r m o r for long
period s of time without tiring and can com pensate for
s l owed reactions fro m wea ring armor. You can wear
any kind of armor. You red uce the M i ght cost per h o u r
for weari n g a r m o r and the S peed P o o l red uction for
weari n g armor by 2 . Enabler.
Practiced With All Weapons: You can u s e any
wea p o n . E n a b l e r.
Physical Skills: You a re tra i ned i n yo u r choice of
o n e of the fo l l owing: b a l a n c i n g , cl i m b i ng, j u m p i ng,
o r swi m m i ng. E n a b l e r.
Starti ng Eq u i pment: You start with cloth i n g, two
wea p o n s (or o n e weapon a n d a s h ield) , l i ght o r
m ed i u m armor, a n exp l o rer's p a c k , two cyp hers Your character's starting
equipment is as important
(chosen fo r you by the G M ) , one odd ity (chosen
as his beginning skills. Learn
fo r you by t h e G M ) , a n d 5 s h i n s (co i n s) . I f yo u start more about what you carry
with a ra n ged weapon t h at req u i res a m m u n ition and what it's usedfor in
(a rrows, fo r exa m p l e} , you start with 1 2 of t h at type Chapter 7: Equipment (page
77) .
of a m m u n it i o n . Before select i n g yo u r wea p o n s ,
armor, a n d oth e r gear, yo u m i ght w a n t to w a i t u nt i l
after yo u 've c h o s e n yo u r fight i n g m ove s , d escri ptor, Descriptor, page 47
a n d focu s . Focus, page 52
Fighti ng M oves: You h ave a s pecial talent fo r
co m bat a n d c a n perform feats t h at oth e rs c a n b a rely
i m agine. These feats a re ca l l e d .fighting moves. Some
fight i n g moves a re constant, o n go i n g effects, a n d
oth e rs a re s pecific act i o n s t h at u s u a l ly cost poi nts
fro m o n e of yo u r stat Poo l s .
Choose two o f the fight i n g m oves d escri bed bel ow.
Yo u ca n ' t choose t h e same fight i n g m ove m o re t h a n
o n ce u n le s s i t s d escri ption says oth e rwise.
Second-Tier Glaive fight i n g moves (or a move fro m a l ower tier) to add
Seco n d -tier g l a ives h ave the fo l l owi n g a b i l ities: to yo u r re perto i re . In addition, yo u can a l s o re p l ace
Practiced in armor, page Ski l l With Attacks: Choose o n e type of attack in one of yo u r lowe r-ti e r fight i n g m oves with a d iffe rent
29
which yo u a re n ot a l ready tra i n e d : l i ght bas h i ng, fight i n g move fro m t h e same l owe r tier.
l i ght b l aded , l i ght ra n ged , m ed i u m bas h i ng, med i u m Experienced With Armor: The cost red u ction from
bladed, med i u m ran ged , heavy bas h i ng, heavy yo u r P racticed in Armor a b i l ity i m p rove s . You n ow
bladed, or heavy ra nged . Yo u a re tra i ned i n attacks red uce the M i ght cost per h o u r a n d the S peed
u s i n g t h at type of wea p o n . E n a b l e r. Pool red u ction by 3. E n a b l e r.
Fighti ng M oves: Choose o n e of the fo l l owi n g Lunge (2 M ight poi nts): T h i s move req u i re s yo u
fight i n g moves ( o r a m ove fro m a l ower tier) to a d d to extend yo u rself for a powe rfu l sta b or s m a s h .
t o yo u r re perto i re . I n a d d i t i o n , yo u c a n re p l ace o n e The awkwa rd l u n ge i n creases the d ifficu lty o f t h e
of yo u r fi rst-tier fight i n g moves w i t h a d iffe rent fi rst attack ro l l b y o n e ste p . I f yo u r attack i s s u ccessfu l ,
tier fight i n g move. it i n fl i cts 4 a d d i t i o n a l poi nts o f d a m age. Act i o n .
Chop (2 M ight poi nts) : Th i s is a h eavy, powe rfu l Sl ice ( 2 Speed poi nts) : T h i s i s a q u ick attack
s l i ce with a b l aded wea p o n , probably ove rh a n d . with a b l aded o r poi nted weapon t h at is h a rd to
Yo u m u st grip yo u r weapon w i t h two h a n d s defe n d aga i n st. The d i fficu lty of the attack ro l l i s
t o c h o p . W h e n m a k i n g t h i s attack, yo u take a decreased b y o n e ste p. I f the attack i s s u ccessfu l , i t
-1 pena lty to t h e attack ro l l , a n d yo u i n fl i ct 3 d e a l s 1 less p o i n t o f d a m age t h a n n o r m a l . Act i o n .
add iti o n a l poi nts of d a m age. Act i o n . Spray ( 2 Speed poi nts) : I f a weapon h a s t h e a b i l ity
Crush ( 2 M ight poi nts) : T h i s i s a powe rfu l to fi re ra p i d s h ots without re load i n g (u s u a l ly ca l led
Rapid:fire weapon,
p u m m e l i n g attack with a ba s h i n g wea pon, a ra p i d -fi re weapon , such a s the cra n k cross bow) ,
page 79
Crank crossbow, page 79 p robably ove r h a n d . You m u st gri p you r weapon yo u can s p ray m u lt i p l e s h ots a ro u n d yo u r ta rget
with two hands to cru s h . ( I f fight i n g u n a rmed , to i n crease t h e c h a n ce of h itti n g. Th i s m ove u ses
t h i s attack i s made with both fists or both feet 1 d 6 + 1 ro u n d s of ammo (or all the ammo i n t h e
toget h e r.) When m a k i n g t h i s attack, you take wea p o n , if it h a s l e s s t h a n the n u m be r ro l l ed) . The
a -1 pena lty to the attack ro l l , a n d you i nfl ict 3 d i fficu lty of t h e attack ro l l i s d ecreased by o n e ste p .
add iti o n a l poi nts of d a m age. Act i o n . I f t h e attack i s s u ccessfu l , it d e a l s 1 less point o f
Reload (l Speed point) : When u s i n g a weapon t h at d a m age t h a n n o rm a l . Act i o n .
normally req u i res an action to re load , s u c h as a Trick Shot ( 2 Speed poi nts) : As part of t h e same
heavy crossbow, yo u can re load a n d fi re (or fi re act i o n , you m a ke a ra n ged attack aga i n st two
a n d re load) i n t h e same act i o n . E n a b l e r. ta rgets t h at a re with i n i m me d i ate ra n ge of each
Ski l l With Defense: Choose o n e type of d efe n s e oth e r. M a ke a separate attack ro l l aga i n st each
Defense tasks are when a task i n wh ich y o u a re n ot a l ready tra i ned: M i ght, ta rget. The d ifficu lty of each attack ro l l i s i n creased
player makes a roll to keep S peed , o r I nte l l ect. Yo u a re tra i ned i n defe n se by one ste p . Act i o n .
something undesirable tasks of t h at type. U n l i ke most fight i n g m ove s , yo u
from happening to his PC. can sel ect t h i s move u p to t h ree t i m e s . Each t i m e Fourth-Tier Glaive
The type ofdefense task yo u sel ect i t , yo u m u st choose a d i fferent type of Fo u rth-tier g l a ives h ave t h e fo l l owi n g a b i l ities:
matters when using Effort.
defense task. E n a b l e r. Ski l l With Attacks: Choose o n e type of attack in
Might defense: Used for Successive Attack (2 Speed poi nts) : I f you take which yo u a re n ot a l ready tra i n e d : l i ght bas h i ng,
resisting poison, disease, d own a foe, yo u can i m me d i ately m a ke another l i ght b l aded , l i ght ra n ged , m ed i u m bas h i ng, med i u m
and anything else that can attack o n t h at s a m e t u rn aga i n st a new foe with i n bladed, med i u m ran ged , heavy bas h i ng, heavy
be overcome with strength yo u r reach . T h e seco n d attack i s p a rt o f t h e s a m e bladed, or heavy ra nged . Yo u a re tra i ned i n attacks
and health. act i o n . You can u s e t h i s fight i n g move w i t h m e l ee u s i n g t h at type of wea p o n . E n a b l e r.
attacks a n d ra n ged attacks. E n a b l e r. Fighti ng M oves: Choose o n e of the fo l l owi n g
Speed defense: Used
for dodging attacks and fight i n g moves ( o r a m ove fro m a l ower tier) to a d d
escaping danger. This is Third-Tier Glaive t o yo u r re perto i re . I n a d d i t i o n , yo u c a n a l so re p l ace
by far the most commonly Th i rd-tier g l a ives h ave the fo l l owi n g a b i l ities: one of yo u r l owe r-ti e r fight i n g m oves with a d iffe rent
used defense task. Expert Cypher Use: You can bear th ree cyp hers at fight i n g move fro m t h e s a m e l owe r tier.
a time. Capable Warrior: Yo u r attacks deal 1 add iti o n a l
Intellect defense: Used for
fending off mental attacks Ski l l With Attacks: C h o o s e o n e type o f attack i n point o f d a m age. E n a b l e r.
or anything that might which yo u a re n ot a l ready tra i n e d : l i ght bas h i ng, Experienced Defender: When wea r i n g armor, you
affect or influence one's l i ght b l aded , l i ght ra n ged , m ed i u m bas h i ng, med i u m ga i n + 1 to Armor. E n a b l e r.
mind. bladed, med i u m ran ged , heavy bas h i ng, heavy Fei nt (2 Speed poi nts) : I f you s pe n d one action
bladed, or heavy ra nged . Yo u a re tra i ned i n attacks creat i n g a m i s d i rection o r d ivers i o n , i n t h e n ext
u s i n g t h at type of wea p o n . E n a b l e r. ro u n d yo u can take advantage of yo u r opponent's
Fighti ng M oves: Choose o n e of the fo l l owi n g l owered defe n s e s . M a ke a m e l ee attack ro l l

30
LIME NE
CHARACTER TYPE

aga i n st t h at o p po n e nt. The d i fficu lty of t h e ro l l i s S peed , or I nte l l ect. Yo u a re s peci a l ized i n defe n s e
decreased b y o n e ste p . I f yo u r attack i s s u ccessfu l , t a s k s of t h at type. U n l i ke most fight i n g m ove s , yo u
it i n fl i cts 4 a d d i t i o n a l poi nts o f d a m age. Act i o n . can sel ect t h i s move u p to t h ree t i m e s . Each t i m e
M i nor t o M ajor: You treat ro l l s o f n atu ra l 1 9 a s yo u sel ect i t , yo u m u st choose a d i fferent type of
ro l l s of n atu ra l 20 fo r M i ght attack ro l l s o r S peed defense task. E n a b l e r.
attack ro l l s (yo u r cho ice when yo u ga i n t h i s Parry (5 Speed poi nts) : Yo u can d efl ect i n com i n g
a b i l ity) . Th i s a l l ows yo u t o ga i n a major effect o n a attacks q u ickly. W h e n you activate t h i s m ove, fo r
natural 1 9 or 20. E n a b l e r. the n ext 1 0 ro u n d s y o u red u ce the d ifficu lty fo r a l l
Snipe (2 Speed poi nts) : I f yo u s p e n d o n e action S peed d efe n s e ro l l s b y one ste p . E n a b l e r.
a i m i ng, i n the n ext ro u n d you can m a ke a p recise
One glaive of renown in the
ra n ged attack. The d ifficu lty of the attack ro l l i s Sixth-Tier Glaive Steadfast is Yerra Mestanir,
decreased b y one ste p . I f yo u r attack i s s u ccessfu l , S ixth-tier g l a ives h ave t h e fo l low i n g a b i l ities: who held off the Squirming
it i n fl i cts 4 a d d i t i o n a l poi nts o f d a m age. Act i o n . Skill With Attacks: Choose one type of attack, even Horde on her own in
one i n which you a re a l ready tra i ned : l i ght bas h i ng, Batrak's Pass until the
Fifth-Tier Glaive l i ght bladed, l i ght ran ged , med i u m bas h i ng, med i u m armies of Navarene could
arrive. Single-handedly,
Fifth-tier g l a ives h ave t h e fo l l owi n g a b i l ities: bladed, med i u m ran ged , heavy bas h i ng, heavy bladed,
she likely saved the eastern
Adept Cypher Use: Yo u can bear fo u r cyp h e rs at a or heavy ra n ged . You a re tra i n ed i n attacks using that portion of the kingdom
time. type of weapon. If you ' re a l ready tra i ned i n that type from destruction at the
Ski l l With Attacks: C h o o s e o n e type of attack, eve n of attack, you i n stead a re s peci a l ized in that type of hands of the abhumans.
o n e i n which yo u a re a l ready tra i ned: l i ght bas h i ng, attack. Enabler.
l i ght b l aded , l i ght ra n ged , m ed i u m bas h i ng, med i u m Fighti ng M oves: Choose o n e of the fo l l owi n g
bladed, med i u m ran ged , heavy bas h i ng, heavy fight i n g moves ( o r a m ove fro m a l ower tier) to a d d
bladed, or heavy ra nged . Yo u a re tra i ned i n attacks t o yo u r re perto i re . I n a d d i t i o n , yo u c a n a l s o re p l ace
u s i n g t h at type of wea p o n . If yo u ' re a l ready tra i ned i n one of yo u r l owe r-ti e r fight i n g m oves with a d iffe rent
t h at type o f attack, yo u i n stead beco me s pecial ized i n fight i n g move fro m t h e s a m e l owe r tier.
t h at type o f attack. E n a b l e r. Finishing Blow (5 M ight poi nts) : I f yo u r foe
Fighti ng M oves: Choose o n e of the fo l l owi n g i s p rone, stu n ne d , or somehow h e l p l e s s o r
fight i n g moves ( o r a m ove fro m a l ower tier) to a d d i ncapacitated when y o u strike, y o u i n fl i ct 6
t o yo u r re perto i re . I n a d d i t i o n , yo u c a n a l so re p l ace add iti o n a l poi nts of d a m age on a s u cce ssfu l h it.
one of yo u r l owe r-ti e r fight i n g m oves with a d iffe rent E n a b l e r.
fight i n g move fro m t h e s a m e l owe r tier. Slayer (3 M ight poi nts) : When yo u s u ccessfu l ly
Arc Spray (3 Speed poi nts): If a weapon h a s stri ke an N PC or creatu re of l eve l 5 or lower, m a ke
the a b i l ity t o fi re ra pid s h ots without re load i n g a n other ro l l (u s i n g w h i c h eve r stat yo u used to
(u s u a l ly ca l l ed a ra pid-fire weapon, s u c h as the attack) . If you s u cceed on the seco n d ro l l , yo u ki l l
cra n k cross bow) , you can fire you r wea pon at up t h e ta rget outright. I f you u s e t h i s fight i n g m ove
to th ree ta rgets (a l l n ext to one another) at once. aga i n st a PC of any tier a n d yo u s u cceed on t h e
M a ke a separate attack ro l l aga i n st each ta rget. The seco n d ro l l , the c h a racte r moves d own one step
d ifficu lty of each attack i s i ncreased by one step. o n the d a m age track. E n a b l e r.
Action. Spin Attack (5 Speed poi nts) : Yo u sta n d sti l l a n d
J u m p Attack (5 M ight poi nts) : Yo u atte m pt a m a ke m e l ee attacks aga i n st u p to five foes wit h i n
d ifficu lty 4 M i ght action to j u m p h i g h i nto the a i r reach , a l l as part o f t h e s a m e action i n o n e ro u n d .
as part o f you r melee attack. I f you s u cceed, you r M a ke a separate attack ro l l fo r each fo e . You
attack infl icts 3 additional poi nts o f d a m age and re m a i n l i m ited by t h e a m o u nt of Effort you can
knocks the foe down . I f you fa i l , you sti l l m a ke yo u r apply o n o n e act i o n . Anyt h i n g t h at mod ifies yo u r
normal attack rol l , b u t you d o n 't i n fl ict the extra attack o r d a mage a p p l ies t o a l l o f these attacks.
d a mage or knock d own the opponent if you h it. Act i o n .
Action. Weapon a n d Body ( 5 Speed poi nts) : Afte r m a k i n g
M astery With Armor: When yo u wea r any armor, a m e l ee weapon o r ran ged weapon attack, yo u
you red uce the armor' s penalties ( M ight cost and fo l l ow u p with a p u n c h or kick as an a d d i t i o n a l
S peed red uction) to 0. I f you select t h i s fighti n g attack, a l l a s part of the s a m e action i n o n e ro u n d .
move and y o u a l ready h ave the Experienced With T h e two attacks c a n b e d i rected a t d i fferent foes.
Armor move, you s h o u l d rep l ace Expe rienced With M a ke a separate attack ro l l fo r each attack. Yo u
Armor with a d iffe rent th i rd-tier move beca use re m a i n l i m ited by t h e a m o u nt of Effort you can
M aste ry With Armor i s better. Enabler. apply o n o n e act i o n . Anyt h i n g t h at mod ifies yo u r
M astery With Defense: Choose o n e type of attack o r d a mage a p p l ies t o both attacks, u n l e s s i t
defe n s e task i n which yo u a re tra i ned: M i ght, i s tied s pecifica l ly t o yo u r wea p o n . Act i o n .
GLAIVE EXAMPLE The G M ge n e ro u s ly gives Co l i n a n extra 1 0 s h i n s
Co l i n wants to create a g l a ive c h a racte r who is fast beca u s e h e chose t o fo rgo armor, a n d h e u ses t h i s
a n d strong. He p uts 3 of h i s a d d i t i o n a l poi nts i nto money t o b u y more cro s s bow bolts. T h e g l a ive ' s
h i s M i ght Pool and 3 i nto h i s S peed Poo l ; h i s stat start i n g eq u i p m ent i n c l u d e s two cyp hers, a n d t h e
Poo l s a re n ow M i ght 1 4 , S peed 1 3 , I nte l l ect 7 . As a G M decides t h at Co l i n ' s cyp h e rs a re a p i l l t h at
fi rst-tier cha racter, h i s Effort is 1 , h i s M i ght E d ge a n d restores 6 poi nts of M i ght when swa l l owed a n d a
S peed E d ge a re 1 , a n d h i s I nte l l ect E d ge i s 0. H i s s m a l l d evice t h at exp lodes l i ke a fi re b o m b when
g l a ive i s n ot p a rticu l a rly s m a rt o r c h a r i s m atic. t h rown , i n fl ict i n g 3 poi nts of d a mage to all with i n
H e wants to u s e a b road swo rd (a med i u m i m med i ate range. Co l i n chooses swi m m i n g fo r h i s
Heay crossbow, page 79 weapon t h at i n fl icts 4 poi nts o f d a m age) a n d a heavy tra i ned physical s ki l l .
cross bow (a heavy weapon t h at i n fl i cts 6 poi nts of H e sti l l need s t o choose a descri ptor and a focu s.
d a m age but req u i res the u s e of both h a n d s) . Co l i n Looking ahead to the descri ptor ru les, Col i n chooses
Strong, page 50 decides n ot t o wea r armor, so fo r h i s fi rst fight i n g Strong, which increases his M ight Pool to 1 8. H e also
Trained Without Armor; m ove, h e chooses Tra i n ed Without Armor so h e becomes tra i ned i n j u m p i n g and breaking i n a n i mate
page 29 red uces t h e d ifficu lty of S peed d efe n s e act i o n s . Fo r objects. (lf he had chosen j u m p i n g as h i s physical s ki l l ,
h i s seco n d fight i n g move, he chooses Th ru st so h e t h e Strong descri ptor would h ave made h i m s pecial ized
c a n i n fl i ct extra d a m age w i t h h i s swo rd if h e s p e n d s in j u m p i n g i n stead of trai ned.) Being Strong also gives
1 p o i n t o f M i ght. S i n ce h e h a s a M i ght E d ge o f 1 , h e Col i n an extra med i u m or heavy weapon. He chooses
Thrust, page 29 can u s e Th rust fo r free if h e does n ' t u s e h i s M i ght another broad sword as a backu p blade. H e decides that
fo r a nyth i n g else t h at act i o n . one sword is s l ightly smaller than the other, and he' l l
Masters Weaponry, page 69 sheathe them together on h i s left side.
Fo r his focu s , Co l i n chooses M a sters Wea p o n ry.
Th i s gives h i m yet a n other weapon of h i gh q u a l ity.
He chooses a b road swo rd a n d a s ks the G M if h i s
fi rst swo rd c a n b e a s h i e l d i n stea d , which wi l l red u ce
the d ifficu lty of h i s S peed defe n s e ro l l s (th e s h ie l d
co u nts a s a n a s set) . The G M agrees to t h e c h a nge.
D u r i n g t h e game, Co l i n ' s g l a ive wi l l be h a rd to h it
he i s tra i ned i n S peed d efe n s e ro l l s a n d h i s s h i e l d
decreases the d ifficu lty b y a n ot h e r ste p .
T h a n ks to h i s focu s , h e a l s o i n fl i cts 1 a d d i t i o n a l
point of d a m age w i t h h i s chosen wea pon. N ow h e
i n fl icts 5 poi nts of d a m age w i t h h i s blade. Co l i n ' s
c h a racter i s a deadly co m bata nt, l i kely start i n g t h e
game w i t h some a m o u nt of re n own a s a swo rd s m a n .

NANO
N a nos are sometimes ca l led mages, wizard s , sorcerers ,
or witches by the people of the N i nth World. Nano
sorcerer is also a common term, with their abil ities
referred to as na no-sorcery. Some cl a i m to be the
rep resentatives of god s or other s u pernatural agencies.
Wh atever they' re cal led, nanos master the mysteries
The numenera, page 275 of the past to the degree that they seem to perform
m i racles. They tap i nto the n u menera to alter real ity or
learn thi ngs that they cou l d n 't otherwise know.
The term " n a n o" i s d e rived from the
n a n otech n o l ogy t h at i s o m n i p resent t h roughout
the N i nth Wo rld (wh et h e r anyone rea l izes it o r n ot) .
Somet i m e s peo p l e ca l l these i nv i s i b l e , n u m i n o u s
particles t h at i nfu se the l a n d scape n a n o- s p i rits.
Iron Wind, page 1 3 5 Somet i m e s these s p i rits take o n a d evastat i n g
m a n i festation ca l led the I ro n Wi n d a n d move
t h rough the a i r in c l o u d s , wh ich can be far m o re
d a n ge ro u s t h a n any conventional storm. I n trut h ,
n a n ites a re l itera l ly eve rywhere.
LIME NE
CHARACTER TYPE

A n a n o ' s stra nge a b i l ities a re u n s ettl i n g eve n to "The Aeon Priests have
NANO STAT POOLS the b ravest sou l s u n less they h ave a mod i c u m of discovered the means to
directly control people's
Stat Pool Starti ng Value knowledge about t h e n u m e n e ra . T h at s a i d , n ot
thoughts simply through
M i ght 7 eve ryo n e i s frightened of or i nti m i d ated by n a n o s . the use of words and
S peed 9 There a re oth e r peo p l e a n d creat u res t h at h ave images. Everything they
I nte l l ect 12 ca p a b i l ities far beyo n d the u n d e rsta n d i n g of normal say, do, and even wear
Yo u get 6 add iti o n a l poi nts to d ivide a m o n g yo u r stat fo l ks-t h i ngs t h at eve n n a n o s m i ght n ot u n d e rsta n d . is carefully calculated. "
Poo l s h owever yo u w i s h . Th i ngs t h at eve n n a n o s m i ght fea r. -Narada Trame, anti-papist
Like the wizard s of fables, some nanos dwe l l i n
N a nos w i e l d t h e i r powe r i n the form o f what sol itude t o study a n d conduct o d d experi ments, wh i l e
they ca l l esoteries, although some p refe r to ca l l others gather i n schools and teach those with potential
t h e m spel l s , e n c h a ntments, o r c h a r m s . N a nos a re to use their a b i l ities. They enjoy time i n the com pany
p roficient with oth e r d evices as we l l , a n d somet i m e s of people with s i m i lar p red i lections and i nterests. N ot
t h e i r powers a re act u a l ly the s u btle u s e o f such ite m s every nano is a frai l bookworm, however-that's j u st
h i d d e n u po n t h e i r perso n . A l l n a n o s ca l l fo rt h t h e i r the stereotype pl aced u pon them by society.
powe r i n s l ightly d i fferent ways . S o m et i m e s , peo p l e v i ew n a n o s a s
Typical ly, n a n o s a re i n te l l i gent, learned, a n d re p re s e ntatives of t h e powers t h at b e : god s ,
i n s i ghtfu l . M ost of t h e t i m e , they d evote t h e m selves d e m o n s , o r s p i rits. T h at' s n ot t o o s u rp ri s i n g
to the n u menera and oth e r e sote rica rat h e r than to co n s i d e r i n g t h at t h ey a ffect t h e world a ro u n d t h e m
p u rely physical p u rs u its. As a res u lt, they' re often i n ways t h at m o s t peo p l e c a n ' t fat h o m . W h at' s
we l l versed i n the a rtifacts and l eftove rs of the m o re s u rp ri s i n g i s t h at s o m e n a n o s b e l i eve t h i s
p rev i o u s eras. t o be t r u e a s we l l . T h ey ca l l t h e m s e l ve s p r i e s t s
o r s h a m a n s a n d t reat t h e i r e s ote r i e s m o re l i ke
N anos i n Society: Freq uently, co m m o n fo l ks fea r ritu a l s , p raye rs, or i nvocat i o n s . W h e n t h e s e n a n o s
n a n o s o r l o o k u po n t h e m w i t h s u s p i cion. I t ' s easy t o gat h e r, t h ey d o s o i n te m p l e s , b u t j u st a s oft e n
be afra i d o f a b rute w i t h a n axe, but w h e n it co mes o n e of t h e m l ives a l o n e a m i d a fl o c k of t h e fa i t h fu l .
to someone who w i e l d s i nv i s i b l e powers-magic, S o m e o f t h e s e l o n e r n a n o s d o n 't ca l l t h e m s e lves
fo r lack of a bette r term-too m u ch i s u n known . p r i e st s ; t h ey ca l l t h e m s e lves god s .

33
Al most any n u menera item wo u l d be welcome,
One infamous nano is but general ly, n a n o s a re most i nterested i n ra n ged
Nordarvar, who was the
wea p o n s , p rotective d evices oth e r t h a n armor, a n d
first to develop the now
ubiquitous Push esotery. devices t h at h ave i nterest i n g util ity effects-u s i n g
He used it to knock Duke magneti s m , creat i n g fo rce fie l d s , h ea l i n g wo u n d s ,
Guchian off the top of his res h a p i n g fl e s h , creat i n g o r d e stroy i n g m atte r, a n d s o
own tower, thus ending o n . T h i s i s true o f cyp h e rs as we l l as a rtifacts.
the War of Three Li/lies.
Advanced N anos: As n a n o s ga i n more expe rience,
they typ ically learn n ew a n d more powe rfu l esoteries.
They begin their careers by making pers o n a l s h ie l d s
a n d b l a st i n g fo e s w i t h e n e rgy, but eventual ly, they
can fly t h rough the a i r, d i s i ntegrate m atte r, teleport
vast d i stances, a n d control the weather.

NANO BACKGROUND
N a nos can do t h i ngs t h at seem l i ke magic to oth e r
peo p l e , but t h e i r powe rs a re n ' t b a s e d o n charms o r
s pe l lcast i n g-t h e exp l a n ation i s l i kely fa r stra n ge r.
Choose o n e of the th ree o pt i o n s d escribed below
as the sou rce of yo u r a b i l ities. It wi l l p rovide the
fo u n d ation of yo u r backgro u n d a n d give yo u a n
idea of h ow y o u can i m p rove. The G M can u s e t h i s
i nformation to d eve l o p adventures a n d q u e sts t h at
a re s pecific to yo u r c h a racte r a n d p l ay a ro l e i n yo u r
advancement.

Forbidden Knowledge
Yo u u n d e rsta nd the n u m e n e ra far bette r t h a n
m o s t peo p l e . You know t h at it i s n 't j u st stra n ge
mach i n e s b u ried i n o l d ru i n s . The n u m e n e ra i s
eve rywhere, beyo n d t h e perception o f h u m a n s . You
know t h at m i crosco p i c mach i n es ca l l ed n a n ites a re
th readed t h ro u g h eve ry i n c h of t h e worl d , waiti n g
N anos in the G roup: Typical ly, a n a n o is the party t o be activated . Yo u know t h at s ate l l ites i n orbit a re
m e m b e r who kee p s to t h e back of the gro u p , a s b roadcast i n g i nformat i o n , waiti n g for someone to
fa r fro m the d a n ge r a s pos s i b l e. Co m pa red to t h e i r acce s s it. H avi n g stu d ied l o n g a n d h a rd , learn i n g the
co m rades, n a n o s a re ofte n a bit frag i l e a n d l e s s we l l p roper ways to tap i nto the fo rces all a ro u n d yo u ,
p rotected aga i n st t h reats. I n a d d i t i o n , most o f t h e i r yo u know h ow to activate t h e s e mach i ne s a n d m a ke
a b i l ities work b e s t a t range. t h e m do what yo u w i s h , at least i n l i m ited , s pecific
As u s efu l a n d i m p re s s ive as nanos' offe n s ive ways . These uses of powe r a re ca l l ed esoteries.
powers can be, t h e i r knowledge is often most Th rough vari o u s t i n y devices t h at you possess, which
va l u a b l e to a gro u p . When the p a rty comes u p o n p robably seem l i ke magic charms to t h e u n i n it i ated ,
myste rious d evices, we i rd creat u re s , o r oth e r a s pects yo u "conj u re" e n e rgy. By acce s s i n g t h e d atas p h e re
of the n u menera, the n a n o is u s u a l ly the one who tra n s m itted across t h e worl d , yo u co n n ect with
knows h ow to identify o r deal with the finds. H e o r mach i n es-i n c l u d i n g the n a n ites-to c h a n ge yo u r
s h e can b e s t scave n ge fo r n e w cyp hers o r figu re enviro n ment.
out h ow to u s e a rt ifacts fro m t h e past. M a ny n a n o s Advancement: You m u st co nti n u e to study. There's
p o s s e s s oth e r va l u a b l e knowled ge i n a r e a s such a s fa r more to t h e n u m e n e ra t h a n o n e person can
geogra phy, botany, med icine, a n d m o re. eve r kn ow, but t h at does n 't mean you s h o u l d n 't t ry
to learn it a l l . M o re secrets a n d more knowledge
N anos and the N u menera: A l l n a n o s know a fa i r mean m o re powe r. At some point i n yo u r career, yo u
b i t about t h e n u m e n e ra . I n m a n y ways , i t ' s t h e i r m i ght need to fi n d a teacher or a n other s o u rce of
l ife b l ood . When a gro u p fi n d s a b roken ve h icle, a n knowledge. So many q u esti o n s need a n swers.
i n active automato n , o r a n ancient mach i n e, the n a n o When yo u r stats i m p rove o r yo u learn n ew
ste p s u p a n d searches it fo r u s efu l devices. s k i l l s , it's beca u s e yo u h ave m a stered a n ot h e r new
LIME NE
CHARACTER TYPE

tech n i q u e t h at taps i nto the secret worl d . When yo u you r primary means of picking u p new tricks. Add i n g
ga i n a n ew esote ry, it' s t h e res u lt of l o n g h o u rs of poi nts t o you r stat Poo l s m i ght m e a n u n d ergo i n g
study a n d p ractice i n u s i n g yo u r myste rio u s l o re . n e w p roced u res. Add i n g a n e w esotery m i ght req u i re
putt i n g an i m p l ant i n you r head , although changing
Psionics one esotery to another co u l d be as s i m p le as
Yo u know t h at the wo rld i s fi l led with ancient u n p l uggi n g one mod u le a n d jacki n g i n a re p l acement.
mach i n e s a n d t h e i r creat i o n s . Some of them a re
v i s i b l e, but m a ny a re not. I t ' s n ot j u st s k i l l o r NANO TIERS
knowled ge t h at a l l ows y o u to ga i n acce s s to t h e m . "When adding a fluctuating
Yo u h ave a psyc h i c t a l e n t t o i nterface w i t h the First-Tier Nano generator to an unstable
mach i n e s to p rod uce va rious effects. Some of these F i rst-t ier n a n o s h ave t h e fo l l owi n g a b i l ities: warp capacitor, make sure
mach i n e s a re secreted about you r pers o n , a n d oth e rs Effort: Yo u r Effort i s l . you polarize the endings
correctly or you'll end
a re i n fu sed i nto t h e envi ro n ment of the N i nth Wo rl d . Geni us: Yo u h ave a n I nte l l ect E d ge of l , a M i ght
up draining the energy. . .
Yo u ca n ' t conj u re e n e rgy o r warp m atte r o n yo u r E d ge of 0, a n d a S peed E d ge of 0. directly into your brain. "
own , b u t yo u h ave t h e ra re a n d spectac u l a r a b i l ity Expert Cypher Use: You can bear th ree cyp hers at -Sir Arthour
to control t h e i nv i s i b l e n a n o- m ach i n es t h at do it fo r a time.
yo u . I s t h i s gift the n atu ra l res u lt of extre m e expo s u re Practiced With Light Weapons: You can u s e l i ght
to tec h n o l ogy? I s it t h e fu s i o n of the b i o l ogical a n d wea p o n s without pena lty. I f you wield a m ed i u m
mech a n ica l ? I s it the d e s i g n o f a ge n i u s a rch itect, wea p o n , i n crease t h e d i fficu lty o f t h e attack b y o n e
ge n e rat i o n s earl i e r, who m a n i p u l ated the genetics ste p . I f yo u wield a heavy wea p o n , i n crease it by two
of yo u r fa m i ly? O r i s it j u st a ra n d o m m utation ? I n ste p s .
any case, yo u ' re the n atu ra l synth e s i s of h u m a n a n d N u menera Traini ng: You a re tra i ned i n the
mach i n e , worki n g as o n e . n u m e n e ra a n d can atte m pt to u n d e rsta n d a n d
Advancement: U n d e rsta n d i n g t h i s n a t u r a l talent identify i t s p roperties.
Your character's starting
took t i m e a n d tra i n i ng, a n d m o re of both i s needed Starti ng Eq u i pment: You start with cloth i n g, o n e
equipment is as important
to exp a n d a n d refi n e yo u r powe rs. In add ition to wea p o n , a b o o k about the n u m e n e ra , t h ree cyp hers as your character's
seeki n g help with yo u r i n struct i o n , yo u m i ght need to (chosen fo r you by t h e G M ) , one odd ity (chosen fo r beginning skills. Learn
fi n d d rugs, devices, o r oth e r exte rnal st i m u l at i o n . yo u b y t h e G M ) , a n d 4 s h i n s {co i n s) . Before select i n g more about what you carry
When as pects of yo u r c h a racte r i m p rove o r yo u yo u r wea p o n s , armor, a n d oth e r gear, y o u m i ght and what it's used for in
learn n ew s ki l l s or esote ries, it's beca u s e yo u h ave
Chapter 7: Equipment,
want to wait u n t i l after yo u 've chosen yo u r esote ries,
page 77.
m a stered a n ew facet of yo u r psyc h i c a b i l ities or d e scri ptor, a n d focu s .
d i scovered an e n t i rely n ew use fo r a mach i n e in yo u r Esoteries: Yo u can tap i nto the n u m e n e ra t o
enviro n ment. res h a pe the wo rld a ro u n d yo u . S i m i l a r i n appeara n ce
to the way a fa b l ed wizard m i ght seem to cast s p e l l s ,
Ports and Plugs t h e s e exp re s s i o n s o f yo u r knowled ge a re ca l l ed
Yo u h ave a co n n ecti o n with mach i n e s for o n e clear esoteries. Peo p l e who a re n ot n a n o s somet i m e s ca l l
rea s o n : yo u ' re p ractica l ly a mach i n e yo u rself. Yo u r t h e m spel l s o r c h a r m s .
n e rvo u s syste m i s l aced with c i rcu itry, a n d yo u r M ost esote ries m u st be activated , which req u i res
body h a s i m p l a nted jacks a n d ports where yo u t h at yo u h ave a free hand a n d spend l o r m o re
p l u g i n m od u les a n d oth e r tech n o l ogical b its t h at I nte l l ect points. l f n o I nte l l ect poi nt cost i s given fo r
p rovide yo u r capa b i l ities. When yo u p rod u ce effects a n esote ry, it fu n cti o n s co nti n uo u s ly w i t h o u t need i n g
o r m a n i p u l ate n a n ites, you d o so t h rough yo u r t o b e activated . S o m e esote ries s pecify a d u rati o n ,
body' s d i rect mech a n ical i nterface. Yo u r fo rce b l a sts but yo u c a n always e n d one o f yo u r own esote ries
m i ght co m e fro m a d evice i m p l anted i n yo u r p a l m anyt i m e yo u w i s h .
o r fi n ge rt i p . Yo u r a b i l ity t o tap i nto the d ata s p h e re Choose two o f the esote ries d escri bed bel ow.
m i ght co m e fro m the rece iver p l u gged i nto a port Yo u ca n ' t choose t h e same esotery more t h a n o n ce
yo u b u i lt i n t h e back of yo u r neck. u n l e s s its d escri ption says ot h e rwi se.
Obvi o u s ly, to beco me a nano, yo u h ave u n d e rgo n e H edge M agic (1 I ntel lect poi nt) : You can perform
n u m e ro u s s u rgeries a n d p roced u res (e ither wi l l i ngly s m a l l tricks: te m porarily c h a n ge t h e co l o r o r basic
o r u nwi l l i n gly) . You a re fo reve r c h a n ged. Some appeara n ce of a small o bj ect, ca u s e small o bjects
peo p l e t reat yo u with d i s d a i n o r derision, but to float t h ro u g h the a i r, clean a s m a l l area, m e n d a
perh a p s most of yo u r mod ificat i o n s can be h id d e n by b roken object, p repare (but n ot create) food , a n d
a h ooded cloak o r s i m i l a r garment. so o n . Yo u can't u s e hedge magic to h a rm a n other
Advancement: Do you want to ga i n more a b i l ities? creatu re o r o bject. Act i o n .
J u st find new h a rdware and plug it in. Alth ough talent Onslaught (1 I ntel lect point) : Yo u attack a fo e
and p ractice a re sti l l i nvolved , physical upgrades a re u s i n g e n e rgies t h at a s s a i l either h i s physical fo r m

35
NANO CONNECTION
Ro l l a d20 or choose from the fo l l owi n g l i st to d eterm i n e a s pecific fact about you r backgro u n d t h at p rovides a co n n ect ion to the
rest of t h e worl d . Yo u can a l so create yo u r own fact.

Rol l Background
You served a s a n a p p rentice fo r a n a n o-sorcerer re s pected a n d fea red by many peo p l e . N ow you bear his m a rk.
2 You stud ied i n a school i nfa m o u s for its d a rk, b rood i n g i n structors a n d grad u ates.
3 You learned n a n o-sorcery (or gai ned yo u r mod ifications) i n the te m p l e of an obscu re god . Its p riests a n d wors h i ppers,
although s m a l l i n n u m ber, res pect a n d ad m i re yo u r talents a n d potenti a l .
4 Wh i l e trave l i n g alone, yo u saved the l i fe of a powe rfu l a b h u m a n b rute. Although u nwi l l i n g to acco m pany you on yo u r j o u rn ey,
h e re m a i n s i n d e bted to yo u .
5 Yo u r mother was a powe rfu l n a n o wh i l e s h e l ived , h e l pfu l to many loca l s . They look u po n you k i n d ly, but they a l s o expect
m uch fro m yo u .
6 You owe m o n ey to a n u m be r of peo p l e a ro u n d town a n d d o n 't h ave the fu n d s to pay yo u r debts.
7 You fa i led d i sgracefu l ly at yo u r i n it i a l stud ies with yo u r teacher a n d n ow p roceed on yo u r own .
8 You learned you r s ki l l s faster than you r teachers had ever seen before. The powers that be took notice and are payi n g close attention.
9 You k i l led a we l l - kn own cri m i n a l i n self-defe n se, earn i n g t h e res pect of m a n y a n d t h e e n m ity of a d a n ge ro u s few.
10 You tra i ned a s a g l a ive, but yo u r s k i l l s with the n u menera a n d oth e r types of l o re eventually led yo u d own a d i fferent pat h .
Yo u r former co m rades d o n ' t u n d e rsta n d yo u , but they res pect yo u .
11 Wh i l e studyi n g to be a n a n o , yo u worked a s a n a s s i stant fo r a sea m stre s s , m a k i n g friends with t h e own e r a n d the c l i e ntele.
12 Yo u r fa m i ly own s a l a rge v i n eya rd nea rby known to a l l fo r its fi n e w i n e a n d fa i r b u s i n e s s d ea l i ngs.
13 You tra i ned fo r a t i m e with a gro u p of Aeon Priests, a n d they sti l l look u po n yo u with fo n d n e s s .
14 You worked the gard e n s i n the p a l ace of a n i n fl uential n o b l e . S h e wo u l d n 't re m e m be r yo u , but yo u made frie n d s with h e r
yo u n g d a u ghter.
15 An experiment you co n d u cted i n the past went horribly awry. The loca l s re m e m b e r yo u as a d a n ge ro u s a n d foo l h a rdy i n d ivid u a l .
16 You h a i l from a d i stant l a n d where yo u we re we l l known a n d regarded , but peo p l e h e re t reat yo u with s u s p i c i o n .
17 Peo p l e yo u m eet seem put off by t h e stra n ge b i rt h m a rk o n yo u r face.
18 Yo u r best friend i s a l s o a n a n o . Yo u a n d s h e s h a re d i scove ries a n d secrets read i ly.
19 You know a local m e rchant ve ry we l l . S i n ce you give h i m so m uch b u s i n e s s , h e offers yo u d i sco u nts a n d s peci a l t reatment.
20 You belong to a secretive soci a l cl u b t h at gathers monthly to d ri n k and tal k.

o r h i s m i n d . I n either case, yo u m u st be a b l e to of h ow p owerfu l , d a n ge ro u s , or d i fficu l t it i s) .


see yo u r ta rget. I f the attack is phys i c a l , yo u e m i t Yo u a l s o l e a r n wh ateve r facts t h e G M fee l s a re
a s h o rt-ra n ge ray of fo rce t h at i n fl i cts 4 poi nts o f p e rt i n e n t a b o u t t h e m atte r a n d e n e rgy i n t h at
d a m age. I f the attack i s menta l , y o u focus yo u r a re a . Fo r exa m p l e , you m i g h t l e a r n t h at t h e
mental e n e rgy t o b l a st t h e thought p rocesses wood e n b o x conta i n s a d ev i ce of m e t a l a n d
of another creatu re with i n s h o rt range. Th i s synt h . Yo u m i g h t l e a r n t h at t h e g l a s s cyl i n d e r i s
m i n d s l ice i n fl i cts 2 poi nts o f I nte l l ect d a m age fu l l o f p o i s o n o u s g a s , a n d t h at i t s metal sta n d
Armor, page 92 (a n d t h u s i g n o res Armor) . Some creatu res without h a s a n e l ect r i c a l fi e l d ru n n i n g t h ro u g h it t h at
m i n d s (such a s a utomato n s) m i ght be i m m u n e to co n n ects to a metal m e s h i n t h e fl o o r. Yo u m i g h t
m i n d s l ice. Act i o n . l e a r n t h at t h e creatu re sta n d i n g befo re yo u i s
P u s h ( 2 I ntel lect poi nts) : Yo u p u s h a creatu re o r a m a m m a l with a s m a l l b ra i n . H oweve r, t h i s
o bj ect a n i m med i ate d i stance i n any d i rection you e s otery d o e s n 't te l l you w h at t h e i n fo rm a t i o n
w i s h . Yo u m u st be a b l e to see the ta rget, which m e a n s . T h u s , i n t h e fi rst exa m p l e , yo u d o n 't
m u st be yo u r s ize o r s m a l l e r, m u st n ot be affixed k n ow w h at t h e m eta l a n d synth d ev i ce d o e s . I n
to anyt h i ng, a n d m u st be with i n s h o rt ra n ge. t h e seco n d , yo u d o n 't k n ow i f ste p p i n g o n t h e
The push i s q u ick, a n d the fo rce i s too crude to fl o o r ca u s e s t h e cyl i n d e r to re l e a s e t h e g a s . I n
be m a n i p u l ated . Fo r exa m p l e, yo u ca n ' t u s e t h i s t h e t h i rd , you m i g h t s u s pect t h at t h e creatu re
esotery t o p u l l a l ever o r eve n close a door. Act i o n . is n ot very i ntel l i ge n t , b u t s ca n s , l i ke l o o k s , c a n
S c a n ( 2 I ntel l ect poi nts) : Yo u s c a n a n a rea eq u a l be d e ce i v i n g . M a ny m ateri a l s a n d e n e rgy fi e l d s
i n s i ze t o a 1 0-foot ( 3 - m ete r) c u be, i n c l u d i n g a l l p reve n t o r re s i st s ca n n i n g . Act i o n .
o bj ects o r creat u re s w it h i n t h at a re a . T h e a re a Ward: Yo u h ave a s h i e l d o f e n e rgy a ro u n d you at
m u st be with i n s h o rt ra n g e . S ca n n i n g a creat u re a l l t i m e s t h at h e l p s d efl ect attacks. Yo u ga i n + 1 to
Level, page 85 or o bj ect a l ways reve a l s its level (a m e a s u re Armor. E n a b l e r.

36
LIME NE
CHARACTER TYPE

Second-Tier Nano move out of range, the co n n ection i s broke n .


Seco n d -tier n a n o s h ave t h e fo l l owi n g a b i l ities: Action t o i n itiate.
Esoteries: Choose o n e of the fo l l owi n g esote ries Stasis (3 I ntel lect poi nts) : You s u rro u n d a foe
(or a n esote ry fro m a l ower tier) to add to yo u r of yo u r s ize o r s m a l l e r with scinti l l at i n g e n e rgy,
re perto i re. I n a d d i t i o n , yo u c a n re p l ace o n e o f yo u r kee p i n g it fro m m ovi n g or act i n g for o n e m i n ute,
fi rst-tier esote ries with a d ifferent fi rst-tier esotery. a s if frozen s o l i d . You m u st be able to see the
Ad aptation (2+ I ntel lect poi nts) : Yo u a d a pt ta rget, and it m u st be with i n s h o rt range. W h i l e i n
to a h o st i l e e n v i ro n m e n t fo r 28 h o u rs . As a sta s i s , t h e ta rget i s i m perv i o u s t o h a r m , ca n n ot be
re s u lt, yo u can b reat h e safe l y, t h e te m p e ratu re m oved , and i s i m m u n e to all effects. Act i o n .
does n 't ki l l yo u (t h o u g h it m i g ht be ext re m e l y
u n co m fo rt a b l e o r d e b i l itat i n g) , cru s h i n g g ravity Third-Tier Nano
does n 't i n ca p acitate or h a rm you (t h o u g h , a ga i n , Th i rd-tier n a n o s h ave t h e fo l l owi n g a b i l ities:
yo u m i ght be s e ri o u s l y h i n d e red ) , a n d so o n . I n Adept Cypher Use: Yo u can bear fo u r cyp h e rs at a
ext re m e e n v i ro n m e n t s , t h e G M m i ght i n crease time. "Humans lived on the
t h e cost of activat i n g this e s otery to a maxi m u m Esoteries: C h o o s e o n e of the fo l l owi n g esote ries Earth many millions of
years ago, in at least one if
cost o f 1 0 I nte l l ect p o i n t s . Ro u g h ly s p e a k i n g , t h e (or a n esote ry fro m a l ower tier) to add to yo u r
not many great civilizations
cost s h o u l d eq u a l t h e a m o u nt of d a m age you re perto i re. I n a d d i t i o n , yo u c a n re p l ace o n e o f yo u r that rose and fell. But for
wo u l d s u sta i n in a given ro u n d . Fo r exa m p l e , l owe r-ti e r esote ries with a d i fferent esotery fro m t h e some of the planet's history,
if yo u enter a h o st i l e envi ro n m e n t t h at wo u l d s a m e l ower tier. there were no humans.
n o rm a l ly d e a l 6 p o i n t s o f d a m a ge p e r ro u n d , Barrier (3+ I ntellect poi nts) : Yo u create an opaque, But now humans are back.
How can that be? Where
u s i n g Ad a ptat i o n t o avo i d t h at d a m age costs stat i o n a ry barrier of s o l i d e n e rgy with i n i m med i ate
were they in the intervening
6 p o i n t s . Yo u can p rotect ot h e r creat u re s i n ra n ge. The barrier is 1 0 feet by 1 0 feet (3 m by time?" -Visixtru, va rjellan
a d d ition t o yo u rs e l f, b u t each a d d i t i o n a l creatu re 3 m) and of negl i g i b l e th ickness. I t is a l evel 2 philosopher
costs yo u t h e s a m e n u m be r of I ntel lect p o i n t s a s barrier a n d l a sts for ten m i n utes. It can be p l aced
it costs to p rotect yo u . T h u s , i f it costs 6 poi nts t o a nywh e re it fits , whet h e r aga i n st a s o l i d object
p rotect yo u rs e l f, it costs 1 2 m o re to p rotect two ( i n cl u d i n g the gro u n d ) or fl oati n g i n the a i r. Each
ot h e r peo p l e . Th i s e s otery n ever p rotects aga i n st l evel of Effort you apply stre n gt h e n s the barrier
q u ick, i n stanta n e o u s t h reats , l i ke a n attack with by one leve l . Fo r exa m p l e, a p p lyi n g two leve l s of
a wea p o n o r a s u d d e n exp l o s i o n of fi re . Act i o n to Effort creates a l evel 4 barrier. Act i o n .
i n itiate. Cou ntermeasu res ( 4 I ntel lect poi nts) : Yo u
Flash (4 I ntel lect poi nts) : You create a n exp l o s i o n i m med i ately e n d o n e o n go i n g n u m e n e ra effect
of e n e rgy at a poi nt with i n close ra n ge, affect i n g a n (such as an effect created by an esotery) with i n
a rea u p t o i m med i ate ra n ge fro m t h at poi nt. You i m med i ate range. Alternatively, you can u s e t h i s a s
m u st be a b l e to see the l ocation where yo u i ntend a d efe n s e action t o cancel a n y i n co m i n g esotery
to ce nter the exp l o s i o n . The b l a st i n fl i cts 2 poi nts ta rgeted at yo u , or yo u can cancel any n u menera
of d a m age to all creatu res o r o bjects with i n the d evice or the effect of any n u m e n e ra d evice fo r
a rea. Beca u s e t h i s i s a n a rea attack, ad d i n g Effort 1 d 6 ro u n d s . You m u st touch the effect o r d evice to
to i n crease yo u r d a m age works d i fferently t h a n it cancel it. Act i o n .
does for s i n g l e-ta rget attacks: if yo u a p p l y a l evel Energy Protection ( 3 + I ntellect poi nts) : C h o o s e a
of Effort to i n crease the d a m age, add 2 poi nts of d i screte type of e n e rgy t h at yo u h ave experience
d a m age fo r each ta rget, and eve n if you fa i l you r with (such as heat, son ic, e l ectricity, a n d so on) .
attack ro l l , a l l ta rgets i n t h e a rea sti l l take 1 point Yo u ga i n + 1 0 to Armor aga i n st d a m age fro m t h at
of d a m age. Act i o n . type of e n e rgy for ten m i n utes. Alternatively, yo u
H over ( 2 I ntellect poi nts) : Yo u fl oat s l owly i nto ga i n + 1 to Armor aga i n st d a m age from t h at e n e rgy
the a i r. If yo u concentrate, yo u can control yo u r for 28 h o u rs . You m u st be fa m i l i a r with the type
m ovement t o re m a i n m ot i o n l e s s i n t h e a i r, o r float of e n e rgy; fo r exa m p l e, if yo u h ave n o experience
up to a s h o rt d i stance as yo u r act i o n , but n o m o re; with a ce rta i n k i n d of extrad i me n s i o n a l e n e rgy,
oth e rwise, yo u d rift with t h e wind o r with any yo u ca n 't p rotect aga i n st it. I n stead of a p p lyi n g
momentu m yo u h ave ga i n e d . T h i s effect l asts fo r Effort t o decrease t h e d ifficu lty o f t h i s esotery,
u p to ten m i n utes. Action to i n itiate. yo u can a p p l y Effort to p rotect more ta rgets, with
Mind Read ing (4 I ntellect poi nts) : Yo u can read each l evel of Effo rt affect i n g up to two add iti o n a l
the s u rface thou ghts of a creatu re with i n s h o rt ta rgets . Yo u m u st t o u c h a d d i t i o n a l ta rgets to
ra n ge of yo u , eve n if t h e ta rget does n ' t want you p rotect t h e m . Action to i n iti ate.
to. Yo u m u st be a b l e to see the ta rget. O n ce yo u Sensor (4 I ntel lect poi nts) : You create an
h ave esta b l i s h ed contact, yo u can read the ta rget ' s i m m o b i l e , i nv i s i b l e sensor with i n i m med i ate
thou ghts fo r u p to o n e m i n ute. I f y o u o r the ta rget ra n ge t h at l asts for 28 h o u rs . At any t i m e d u ri n g

37
t h at d u rati o n , you can concentrate to see, hear, 5 -foot (.5 m) cube. I f yo u s p e n d o n ly one action
a n d s m e l l t h ro u g h the sensor, no m atte r h ow fa r o n t h i s esotery, the c h a nges yo u m a ke a re crude
yo u move fro m i t . The s e n s o r d o e s n ' t grant yo u at best. I f yo u spend at least ten m i n utes a n d
sensory capa b i l ities beyo nd the norm. Action to s u cceed a t a n a p p ropriate craft i n g task (with a
create; action to check. d i fficu lty at least o n e step h i g h e r t h a n n o rm a l ,
Targeting Eye: You a re tra i ned i n any physical d u e t o the ci rcu m stances) . yo u c a n m a ke co m p l ex
ran ged attack that i s a n esotery or comes fro m a c h a n ges to t h e mate r i a l . You ca n ' t c h a n ge the
n u menera d evice. For exa m ple, you a re tra i ned nature of t h e mate r i a l , o n ly its s h a pe . Thus, you
when u s i n g a n O n s l a u ght force blast beca use it's a can m a ke a h o l e i n a wa l l o r floor, o r you can seal
physical attack, but not when u s i n g an O n s l aught o n e u p . Yo u can fa s h ion a rud i m e ntary sword fro m
m i n d s l ice beca use it's a mental attack. E n a b l e r. a l a rge p i ece of i ro n . You can b reak or re p a i r a
ch a i n . With m u lt i p l e uses of t h i s esote ry, yo u co u l d
Fourth-Tier Nano b r i n g a b o u t l a rge c h a n ges, m a k i n g a bridge, a wa l l ,
Fo u rth-tier n a n o s h ave the fo l l owi n g a b i l ities: o r a s i m i l a r struct u re. Act i o n .
Throughout the Ninth Esoteries: Choose o n e of the fo l l owi n g esote ries Slay ( 6 I ntel lect poi nts} : You gather d i s ru pti n g
World, people of all walks (or a n esote ry fro m a l ower tier) to add to yo u r e n e rgy i n yo u r fi n ge rt i p a n d touch a creat u re. I f t h e
of life report random re perto i re. I n a d d i t i o n , yo u c a n re p l ace o n e o f yo u r ta rget i s a n N PC o r a creatu re of l eve l 3 o r l ower,
glimmers ofimages or
l owe r-ti e r esote ries with a d i fferent esotery fro m t h e it d ie s . If the ta rget is a PC of any tier, he m oves
information that seem
to come from nowhere. s a m e l ower tier. d own one step o n the d a m age t rack. Act i o n .
These unexpected I nvisi bility (4 I ntellect poi nts} : You beco me i nv i s i b l e
bursts ofdata are often for t e n m i n utes. Wh i l e i nvisible, yo u a re s peci a l ized Fifth-Tier Nano
nonsensical, are rarely in stealth and S peed d efense tasks. Th i s effect e n d s Fifth-tier n a n o s h ave the fo l l owi n g a b i l ities:
useful or pertinent, if y o u d o someth i n g t o revea l you r p resence o r M aster Cypher Use: You can bear five cyp h e rs at a
and are sometimes
position-attacki ng, perform i n g a n esote ry, u s i n g time.
disturbing. While some
call them visions, nanos a n a b i l ity, movi n g a l a rge object, and so o n . I f t h i s Esoteries: C h o o s e o n e of the fo l l owi n g esote ries
and other experts in occurs, you c a n rega i n the rem a i n i n g i nvi s i b i l ity (or a n esote ry fro m a l ower tier) to add to yo u r
the numenera believe effect by ta k i n g an action to focus on h i d i n g yo u r re perto i re. I n a d d i t i o n , yo u c a n re p l ace o n e o f yo u r
that the "glimmers" position. Action t o i n iti ate or rei n itiate. l owe r-ti e r esote ries with a d i fferent esotery fro m t h e
are malfunctions of the M i nd Control (6+ I ntellect points}: You co ntrol the s a m e l ower tier.
datasphere that still
actions of another creatu re you to uch. T h i s effect Absorb Energy (7 I ntel lect poi nts) : Yo u touch a n
permeates the world.
lasts for ten m i n utes. The ta rget m u st be leve l 2 o bj ect a n d absorb i t s e n e rgy. I f y o u touch a cyp h e r,
or lowe r. Once you h ave esta b l i s h ed contro l , you yo u re n d e r it u s e l e s s . I f you touch an a rt ifact, ro l l
m a i nta i n mental contact with the ta rget and sense o n t h e a rtifact ' s d e p l et i o n . I f yo u touch another
what it senses. Yo u can a l low it to act free ly o r k i n d of powered mach i n e o r d evice, the G M
override i t s control on a case-by-case bas i s . I n stead d eterm i n e s whet h e r its powe r i s fu l ly d ra i n e d .
of applyi n g Effort to decrease the d ifficu lty, you can I n any case, y o u absorb e n e rgy fro m t h e o bj ect
a p p ly Effort to i n crease the m axi m u m leve l of the touched a n d rega i n l d l O I nte l l ect points. If t h i s
ta rget. T h u s , to control the m i n d of a leve l 5 ta rget wo u l d give yo u m o re I nte l l ect t h a n yo u r Poo l ' s
(th ree leve l s a bove the normal l i m it) , you m u st m axi m u m , t h e extra poi nts a re lost, a n d you m u st
a p p ly th ree leve l s of Effort. S m a rt nanos use the m a ke a M i ght d efe n s e ro l l . The d ifficu lty of the
Scan esotery o n a creatu re to learn its leve l before ro l l i s eq u a l to the n u m be r of poi nts ove r yo u r
trying to control its m i n d . When the M i nd Control m axi m u m you absorbed . I f yo u fa i l t h e ro l l , yo u
esotery e n d s , the creatu re doesn't remem ber bei n g take 5 poi nts of d a mage a n d a re u n a b l e to act fo r
control led o r a nyth i n g it d i d w h i l e u n d e r you r o n e ro u n d . You can u s e t h i s esotery as a defe n s e
com m a n d . Action t o i n iti ate. action when yo u ' re t h e ta rget of a n i n com i n g
Regeneration (6 I ntel lect poi nts} : You restore esotery. D o i n g so ca n ce l s t h e i n com i n g esotery,
poi nts to a ta rget ' s M i ght or S peed Pool i n o n e of a n d yo u a b sorb the e n e rgy as if it were a d evice.
two ways : either the chosen Pool rega i n s u p to 6 Act i o n .
points, or it is restored to a total va l u e of 1 2 . Yo u Dust t o Dust (7 I ntel lect poi nts) : You d i s i ntegrate
m a ke t h i s d eci s i o n when yo u i n iti ate t h i s esotery. one n o n l iv i n g o bj ect t h at is s m a l l e r t h a n you
Points a re rege n e rated at a rate of 1 point each a n d whose l evel is less t h a n o r e q u a l to yo u r tier.
ro u n d . Yo u m u st m a i nta i n contact with the ta rget Yo u m u st touch t h e object to affect it. I f the G M
the whole t i m e . I n no case can t h i s ra i s e a Pool fee l s it a p p ropriate to the ci rcu m stances, you
h i gher than its maxi m u m . Act i o n . can d i s i ntegrate a portion of a n o bj ect (t h e total
Reshape ( 5 I ntel lect poi nts): You re s h a pe m atte r vol u m e of wh ich i s s m a l l e r t h a n yo u) rather than
with i n s h o rt ra n ge i n an a rea no l a rger t h a n a the e n t i re t h i ng. Act i o n .

38
LIME NE
CHARACTER TYPE

Knowi ng the U n known (6 I ntel lect poi nts): can co l l apse b u i l d i n g s , red i rect s m a l l rive rs, o r
Ta p p i n g i nto the d ata s p h e re, yo u can ask the perform oth e r d ra m atic effects. Act i o n .
GM o n e q u estion and get a general a n swe r. Traverse the Worlds ( 8 + I ntel lect poi nts) : Yo u
The G M a s s i g n s a l evel to the q ue st i o n , so the i n stanta n e o u s l y t ra n s m it yo u rs e l f to a n ot h e r
more obscu re the a n swe r, t h e more d ifficult t h e p l a net, d i m e n s i o n , p l a n e , o r l evel of rea l i ty.
t a s k . G e n eral ly, knowled ge t h at yo u co u l d fi n d Yo u m u st k n ow t h at t h e desti n at i o n exi sts; t h e
by looki n g somewhere oth e r t h a n yo u r cu rre nt G M wi l l decide if y o u h ave e n o u g h i n fo rmation
l ocation i s l evel 1 , a n d obscure knowled ge of the to co nfirm its exi ste n ce a n d w h at t h e l evel of
past i s l evel 7 . G a i n i n g knowledge of the fut u re is d ifficu lty m i ght be to reach t h e desti n at i o n .
i m po s s i b l e . Act i o n . I n stead o f a p p lyi n g Effort t o d ecrease t h e
Teleportation (6+ I ntel lect poi nts) : Yo u d ifficu lty, y o u can a p p l y Effort to b ri n g ot h e r
i n stantaneously tra n s m it yo u rself to any location peo p l e w i t h yo u , w i t h e a c h l evel of Effo rt affect i n g
t h at yo u h ave seen o r been to, n o m atte r t h e u p t o t h ree a d d i t i o n a l ta rget s . Yo u m u st touch
d i stance , a s l o n g a s it i s o n E a rth ( o r wh ateve r a n y a d d i t i o n a l ta rget s . Act i o n .
wo rld yo u ' re cu rrently on) . I n stead of a p p lyi n g U s u rp Cypher: C h o o s e o n e cyp h e r t h at you Cypher, page 278
Effort t o decrease t h e d ifficu lty, yo u c a n a p p l y carry. T h e cyp h e r m u st h ave a n effect t h at i s n ot
Effort t o b r i n g oth e r peo p l e w i t h yo u , w i t h each i n stanta n e o u s . Yo u destroy t h e cyp h e r a n d ga i n
l evel of Effort affecti n g up to th ree a d d i t i o n a l its powe r, w h i c h fu n ct i o n s fo r yo u conti n u o u s ly.
ta rgets. Yo u m u st t o u c h any a d d i t i o n a l ta rgets.
Act i o n .
True Senses: Yo u can see i n co m p l ete d a rkness
u p to 50 feet (1 5 m) as if it we re dim l i ght. You
recogn ize hologra m s , d i s g u i se s , optical i l l u s i o n s ,
s o u n d m i m icry, a n d oth e r s u c h tricks (fo r a l l
sen ses) fo r what they a r e . E n a b l e r.

Sixth-Tier Nano
S ixth-tier n a n o s h ave the fo l l owi n g a b i l ities:
Esoteries: Choose o n e of the fo l l owi n g esote ries
{or a n esote ry fro m a l ower tier) to add to yo u r
re perto i re. I n a d d i t i o n , yo u c a n re p l ace o n e o f yo u r
l owe r-ti e r esote ries with a d i fferent esotery fro m t h e
s a m e l ower tier.
Control Weather (1 0 I ntel lect poi nts) : Yo u c h a n ge
the weat h e r i n yo u r general reg i o n . I f performed
i n d oors, t h i s esotery create s o n ly m i n o r weather
effects, s u c h as m i st, mild te m pe ratu re c h a n ge s ,
a n d so o n . I f performed outside, y o u can create
ra i n , fog, s n ow, w i n d , o r any oth e r k i n d of normal
(not ove rly seve re) weather. The c h a n ge l asts fo r
a n atu ra l l e n gt h o f t i m e , so a storm m i ght last fo r
a n h o u r, fog fo r two o r th ree h o u rs , a n d s n ow fo r a
few h o u rs {or for ten m i n utes if it's out of season) .
Fo r the fi rst ten m i n utes after activat i n g t h i s
esotery, y o u c a n create m o re d ra m atic a n d s pecific
effects, such as l i ghtn i n g stri kes , giant h a i l sto n e s ,
twi sters, h u rrica n e fo rce w i n d s , a n d so o n .
T h e s e effects m u st occ u r with i n 1 ,000 feet (305
m) of yo u r l ocat i o n . You m u st spend you r t u rn
co ncentrat i n g to create an effect or to m a i nta i n
i t i n a n ew ro u n d . These effects i n fl ict 6 poi nts of
d a m age each ro u n d . Act i o n .
M ove Mou ntai ns ( 9 I ntel lect poi nts) : You exe rt a
tre m e n d o u s a m o u nt of physical fo rce with i n 250
feet (76 m) of yo u . You can push u p to 1 0 to n s
(9 . 1 t ) o f material u p t o 5 0 feet (1 5 m) . Th i s fo rce
Yo u can choose a cyp h e r w h e n you ga i n t h i s a p p lyi n g Effort costs 0 I nte l l ect points. Her I nte l l ect
a b i l ity, o r y o u c a n wait a n d m a ke t h e c h o i ce l ater. E d ge wi l l a l l ow h e r to save poi nts to d evote towa rd
H oweve r, o n ce yo u u s u rp a cyp h e r ' s powe r, yo u a p p lyi n g Effort for oth e r p u rposes, perhaps to boost
ca n n ot l ater switch to a d ifferent cyp h e r-t h e the accu racy of her O n s l a ught o r S h ock a b i l ities.
esotery works o n l y o n ce . Act i o n to i n i t i ate.
JACK
NANO EXAMPLE J acks a re i ntrepid explorers and adventu rers. They a re
S h a n n a wants to create a n a n o . S h e decides to j acks of a l l trades-h ence the name--a lthough the
be so mewhat we l l ro u n d e d , so s h e puts 2 of h e r wo rd also hearken s back to fables i nvolvi n g a wily,
add iti o n a l poi nts i nto e a c h stat Poo l , giv i n g h e r a resou rcefu l hero who a lways see m s to be n a med J ack.
M i ght Pool of 9, a S peed Pool of l l , a n d an I nte l l ect U sed as a verb, "to jack" means to stea l , to d eceive, or
Pool of 1 4. H e r n a n o is s m a rt a n d q u ick. S h e h a s a n to get out of a tight scrape t h rough ingenu ity or l uck.
I nte l l ect E d ge of l , a M i ght E d ge of 0, a n d a S peed J acks d o n ' t use one s ki l l o r tactic exc l u s ively;
E d ge of 0. As a fi rst-tier cha racter, her Effort is l . S h e they use wh ateve r wea po n s , armor, esote ries, or
i s tra i ned i n the n u menera. As h e r i n it i a l esoteries, a nyth i n g e l se t h at m i ght h e l p t h e m . They a re h u nters
s h e chooses O n s l aught a n d Wa rd , givi n g h e r a (particu l a rly t rea s u re h u nters) , con a rtists, s k a l d s ,
stro n g offe n s e a n d d efe n s e . rogu e s , scouts, a n d expe rts i n a variety o f fie l d s .
She c a n b e a r th ree cyphers, b u t the G M gives her
Occultic and anoetic two: a n occultic cypher (wh ich cou nts as two cyp hers jacks in Society: J acks are crafters, entertai ners, leaders,
cyphers, page 279 for t h i s pu rpose) and an anoetic cypher, which together and th ieves. They' re a rch itects, engi neers, con artists,
count as three. The occultic cypher i s a hand held, short sales people, and teachers. Th i s d ivers ity doesn't mean
range teleporter, and the anoetic cypher is a device that that the jack i s the archetypal everyman-that kind
exp lodes l i ke a fiery bomb. For her weapon, S h a n n a of s i m ple categorization would d i m i n i s h
chooses a knife, w h i c h i s a l ight wea pon. t h e character type. J acks are remarkable i n
Graceful, page 48 Fo r her descri ptor, S h a n n a chooses G racefu l , that they c a n do so m a n y d ifferent
which adds 3 poi nts to her S peed Pool , t h i n gs, and some do m u ltiple
b ri n g i n g i t t o 1 4. That descri ptor m e a n s s h e t h i n gs. I f one jack i s an artist
i s trai ned i n b a l a n c i n g and anyt h i n g req u i ri n g and another is an explorer,
carefu l movements, physical perform i n g there's l i kely a t h i rd who i s
arts, and S peed d efense tasks. both a t once.
Perh aps s h e i s a d a n ce r. In fact, she Skil led and learned jacks
begi n s to develop a backstory that who share their gifts with
i nvolves gracefu l , l ithe movements others are prized mem bers
that s h e i n corporates i nto her of society, wel l res pected for
esotery performance. what they know and can do.
Fo r her focu s, she chooses A vill age m ight be protected by
Rides the Lightning, Rides the Lightn i n g. Th i s gives her warriors, but it' s the jack who makes
page 71 S h ock, another offe n s ive power, which everyt h i n g ru n s moot h ly by repairing
s h e p l a n s on u s i n g with the knife if she or b u i l d i n g wh atever i s needed,
eve r gets i nto hand-to- h a n d com bat (though hand l i n g d i s putes, i nvestigating
she'll try to avoid th at) . S h e also ga i n s mysteries, and so on. On the other
Charge, which wi l l come i n hand, jacks who use their varied
h a n dy when s h e fi n d s more a b i l ities to benefit o n ly them selves
n u menera a rtifacts i n her a re d i stru sted at best and reviled at
explorations. worst. The m u rderers and thieves of a
H e r esote ries a n d focu s com m u n ity are l i kely jacks.
a b i l ities cost I nte l l ect poi nts to
activate, so s h e ' s glad to h ave a l ot Jacks in the G roup: J acks fill i n the
of poi nts i n h e r I nte l l ect Poo l . I n s pace between the extremes of nanos
a d d i t i o n , h e r I nte l l ect Edge w i l l and glaives. They frequently do a l ittle of
h e l p red uce t h o s e costs. I f s h e everything and know a l ittle of everythi ng.
u ses h e r O n s l a ught fo rce b l a st They can fight alongside a glaive or have
without a p p lyi n g Effort, it costs a scholarly tal k with a nano. There are no
her 0 I nte l l ect poi nts and d e a l s right or wrong places, actions, or roles for
4 p o i n t s o f d a mage. L i kewi se, jacks. They can hold their own i n combat
u s i n g h e r S h ock a b i l ity without or other dangerous situations, but they
LIME NE
CHARACTER TYPE

JACK STAT POOLS parents, t h e i r p a rents, a n d so o n . Some of yo u r


Stat Pool Starti ng Value genetic advantage m i ght eve n grant yo u l ow- l evel
M i ght 10 psyc h i c a b i l ities t h at greatly rese m b l e t h e " m i racles"
S peed 10 performed by n a n o s .
I nte l l ect 10 Advancement: You m i ght be a s u perh u m a n , b u t
Yo u get 6 add iti o n a l poi nts to d ivide a m o n g yo u r stat yo u ' re sti l l l i m ited b y w h at y o u l e a r n a n d experience.
Poo l s h owever yo u w i s h . Therefore, you m u st co nti n u e to tra i n a n d study.
P ractice is the key-it j u st comes easier for yo u t h a n
excel a t many assorted tasks l i ke search ing fo r clues, it does fo r ot hers.
using d i plomacy with the locals, or repai ring a piece of When yo u i m p rove , it's beca u s e you h ave h o n e d
Confusingly, in some
broken gear. The d rawback, of cou rse, i s that jacks are yo u r n at u ra l a b i l it i e s o r u n l ocked h e retofo re
cultures, the term 'Yack" is
rarely the best fighters in com bat or the best hand lers of u n k n own genetic t ra it s . an insult, while in others it's
the n u menera. They m ight, however, be the best at more a compliment.
special ized s kills. They' re the most l i kely characters to School of Hard Knocks
know how to di mb, how to stand watch effectively, how You learned t h i ngs the h a rd way-on you r own .
to j i m my a lock, and how to jury-rig a makeshift shelter Ad aptive and can ny, you exp ress the true stre n gt h s
or snare trap. o f h u m a n ity i n you r a b i l ity to adj u st q u ickly to
circum sta nces, pick up new tricks to s u cceed , and
j acks and the N u menera: J acks gravitate toward u lt i m ately s u rvive when yo u probably s h o u l d be dead .
cyp h e rs o r a rtifacts t h at expa n d t h e i r a rray of o pt i o n s M ost l i kely, yo u grew u p on yo u r own , perh a p s
eve n fu rt h e r. An e n h a n ced p i ece o f armor m i ght b e o n the streets, i n the w i l d e r n e s s , o r a m i d ru i n s .
fi n e fo r a g l a ive, but many j acks wo u l d rather h ave T h e d eta i l s d o n ' t rea l ly m atte r. Wh at' s i m porta nt i s
an object t h at a l l ows t h e m to com m u n i cate at a t h at yo u taught yo u rself h ow t o ove rco m e wh ateve r
d i stance, wa l k t h rough wa l l s , or put foes to sleep. c h a l l e n ges came a l o n g .
Advancement: J u st k e e p o n kee p i n g o n . You got
Advanced jacks: J acks are the most flexi ble of the to where yo u a re by observ i n g , learn i n g, a d a pt i n g, Esoteries, page 35
character types, and advanced jacks are no d ifferent. a n d adopt i n g . To adva n ce, yo u need to do more of
Some learn esoteries, as nanos do. Others hone their the same. Co n stant wari n e s s co u p led (somewhat
com bat a b i l ities. Some jacks do both, ga i n i n g more paradoxical ly) with con sta nt cu rios ity a l l ows yo u to
skills and i m p rovi ng at, wel l , a l ittle bit of everyt h i ng. h o n e yo u r s ki l l s a n d n ew ca p a b i l ities.

JACK BACKGROUND A Cobbled Jumble


Yo u m i ght hear peo p l e say t h at a jack is j u st the Yo u ' re t h e p rod uct of ge n e rat i o n s
typical eve rym a n (or everype rson) , but d o n ' t bel ieve of eugenics, bol stered b y m i n o r
it. You a re n ' t l i ke a nyo n e e l s e . You can d o t h i ngs t h at cybe rnetic e n h a n cements, a few
no one e l s e can do beca u s e you do so many t h i n gs . s m a l l psyc h i c a b i l ities, a n d the
Yo u ' re a warrior, yo u ' re a t h i ef, yo u ' re a d i p l o m at, l e s s o n s of secret m a sters. I n
yo u ' re a sage, a n d yo u ' re a s py. oth e r word s , you d o n ' t h ave
When you choose jack as you r characte r type, come one sou rce of powe r o r o n e
u p with a n exp l a n ation for how you learned you r wide exp l a n ation fo r yo u r a b i l ities
variety of talents. Choose one of the t h ree options yo u h ave many, a n d as far as
descri bed below. It wi l l p rovide the fo u n d ation of yo u ' re co n cerned, that's t h e
you r backgro u n d and give you an idea of how you can b e s t fo rm u l a fo r s ucce s s . Yo u
i m p rove. The GM can use this information to develop d o n ' t put a l l yo u r eggs i n a
adventu res and q uests that a re s pecific to you r s i n g l e p roverbial bas ket. To
characte r a n d p l ay a ro le i n you r advancement. rea l ly get ahead, yo u m u st rely
o n m u lt i p l e stre n gt h s .
Born Lucky Yo u 've always got a n
Yo u seem to be bette r t h a n most peo p l e beca u s e u n expected trick u p
yo u a r e . Yo u r a n ce stors we re p a rt of a genetic yo u r s l eeve o r a fa l l back
experi ment, and yo u r genes a re s u perior to those co nti n ge n cy. Fo r exa m p l e,
of the ave rage h u m a n . Yo u ' re s m a rter, stro n ge r, yo u m i ght h ave
m o re d exte ro u s , a n d a b l e to learn mental a n d s u bdermal i m p l a nts
physical s k i l l s m o re q u ickly. Fo l ks m i ght ca l l you t h at m a ke you more
c h a ri s m atic, b l e s sed , d ivinely gifted , o r j u st p l a i n res i l ient, yo u r tra i n i n g
l ucky. They probably s a i d t h e s a m e t h i n g about yo u r m i ght l et you sense
a foe's attack before h e strikes, a n d yo u r psych ic to float t h ro u g h the a i r, clean a s m a l l area, m e n d a
a b i l ities co u l d a l l ow yo u to push yo u r enemy's blade broken object, prepare (but n ot create) food , a n d
s l i ghtly to t h e left so yo u can j u st barely d od ge it. I n so o n . Yo u can't u s e hedge magic to h a rm a n other
the e n d , yo u ' re s i m ply h a rd to h u rt. creatu re o r o bject. Act i o n .
Although technically Advancement: Yo u h ave chosen every pat h , so you Pierce (1 Speed point) : Th i s i s a we l l - a i m e d ,
"esoteries" are nano
m u st trave l each of them. Tra i n i n g and d rugs fuel you r penetrat i n g ran ged attack. You m a ke a n attack a n d
abilities, jacks often refer
to their more clearly body a n d m i n d , bra i n i m p l ants grant you additional i nfl ict 1 a d d i t i o n a l point of d a m age if yo u r weapon
supernatu ra I tricks of the s ki l l s , and d evices h idden i n you r palms give you h a s a s h a rp poi nt. Act i o n .
trade as esoteries as well. fres h a b i l ities. Adva ncement means new teachers and Practiced i n Armor: j acks can wea r a r m o r fo r
tech n icians, stra n ge s u bsta nces and rad i ations, and rea s o n a b l e period s o f t i m e without t i r i n g a n d can
a n eve r- i ncrea s i n g n eed to d i scover the secrets of the co m p e n s ate fo r s l owed react i o n s fro m wea ri n g
past that will p rove essential for yo u r fut u re. a r m o r. Yo u c a n wear a n y k i n d o f a r m o r. You
red uce t h e M i ght cost per h o u r for wea r i n g a r m o r
JACK TIERS a n d t h e S peed Pool red u ct i o n fo r wea ri n g a r m o r
b y 2 . E n a b l e r.
First-Tier Jack Skill With Defense: Choose one type of defense task
F i rst-t ier j acks h ave t h e fo l l owi n g a b i l ities: i n which you a re not a l ready trained: M ight, S peed , or
Effort: Yo u r Effort i s 1 . I ntel l ect. You are tra i ned i n defense tas ks of that type.
j ack of All Trades: You h ave a n E d ge of 1 fo r o n e U n l i ke most tricks of the trade, you can select t h i s
stat of yo u r cho ice: M i ght, S peed , o r I nte l l ect. Yo u trick u p t o three t i m e s . Each time you select i t , you
h ave an E d ge of 0 for the oth e r two stats. m u st choose a d ifferent type of defense task. Enabler.
Cypher Use: Yo u can bear two cyp hers at a t i m e . Th rust (1 M ight point) : Th i s i s a powe rfu l m e l ee
Practiced With Light and M ed i u m Weapons: Yo u sta b . You m a ke an attack a n d i n fl ict 1 a d d i t i o n a l
can u s e l i ght a n d m ed i u m wea p o n s without pena lty. point of d a m age if yo u r weapon h a s a s h a rp edge
If you wield a heavy wea p o n , i n crease the d i fficu lty of o r poi nt. Act i o n .
the attack by one ste p . Trained Without Armor: Yo u a re t ra i ned i n S peed
Ski l ls: Yo u a re tra i ned i n o n e task of you r choos i n g defe n s e act i o n s when n ot wea ri n g armor. E n a b l e r.
(ot h e r t h a n attacks o r defe n se) .
Flex Ski l l : At the begi n n i n g of each d ay, choose Second-Tier Jack
o n e task (ot h e r than attacks o r defe n se) o n which Seco n d -tier j acks h ave t h e fo l l owi n g a b i l ities:
yo u wi l l co ncentrate. For the rest of t h at d ay, yo u ' re Ski l ls: Yo u a re tra i ned i n o n e task of you r choos i n g
tra i ned i n t h at task. You ca n ' t u s e t h i s a b i l ity with a (ot h e r t h a n attacks o r defe n se) . I f yo u choose a task
s k i l l yo u ' re a l ready tra i ned i n to become s peci a l ized . yo u ' re a l ready t ra i ned in, you become s peci a l ized
Your character's Starti ng Eq u i pment: You start with cloth i n g, two in t h at task. You ca n ' t choose a task yo u ' re a l ready
starting equipment is wea p o n s , l i ght armor, an exp l o rer's pack, a pack of s pecial ized i n .
as important as your l i ght too l s , two cyp h e rs (chosen for you by the G M ) , Tricks of the Trade: Choose o n e o f t h e fo l l owi n g
character's beginning
o n e odd ity (ch osen b y the G M ) , a n d 8 s h i n s . Before tricks ( o r a trick fr o m a l owe r tier) t o add t o yo u r
skills. Learn more about
what you carry and what select i n g yo u r wea p o n s , armor, a n d oth e r gear, yo u re perto i re. I n a d d i t i o n , yo u can re p l ace o n e o f yo u r
it's usedfor in Chapter 7: m i ght want to wait u nt i l after yo u 've chosen yo u r fi rst-tier tricks with a d i fferent fi rst-tier trick.
Equipment, page 77. tricks o f t h e trad e , d escri ptor, a n d focu s . Brute Finesse: Somet i m e s a swift kick i s j u st the
Tricks ofthe Trade: You h ave a w i d e range o f abil ities trick to po p p i n g open a lock o r start i n g a re l u ctant
that keep people gues s i n g. Some of these tricks of the p i ece of mach i n e ry. When yo u apply Effort to a
trade a re tech n ica l ly esoteries, u s i n g the n u menera, n o n co m bat S peed task, yo u can s p e n d poi nts
while others are more m u ndane. Some tricks are fro m yo u r M i ght Pool a s if they came fro m yo u r
con stant, ongoing effects; others are s pecific actions S peed Poo l . For exa m p l e, yo u co u l d s p e n d 3 M i ght
that u s u a l ly cost poi nts from one of you r stat Pools. poi nts a n d 2 S peed poi nts to a p p l y two leve l s of
Choose two of the tricks descri bed below. You Effort to picki n g a loci<. E n a b l e r.
ca n ' t choose the s a m e trick more t h a n o n ce u n le s s Experienced Adventu rer: When yo u u s e a
its description s ays oth e rwise. n o n co m bat s ki l l s u ccessfu l ly, if you d i d n 't ro l l a
Bash (1 M ight point): This i s a pummeling melee natural 1 9 or 20, you can a p p l y a l evel of Effort
attack. You make an attack and infl ict 1 additional (after t h e ro l l ) to get a m i n o r s pecial effect. The
point of damage using a l most any weapon except stat poi nts spent fo r this l evel of Effort m u st come
the l ightest (such as a wh i p or a small knife) . Action. fro m the same stat a s the o n e u sed fo r the s ki l l .
H edge M agic (1 I ntel lect poi nt) : You can perform Th u s , if yo u made a S peed ro l l , t h e cost o f t h e
s m a l l tricks: te m porarily c h a n ge t h e co l o r o r basic Effort co mes fr o m yo u r S peed Poo l . Applyi n g the
appeara n ce of a small o bj ect, ca u s e small o bjects Effort does n ' t mod ify t h e d ifficu lty of the task-it
LIME NE
CHARACTER TYPE

JACK CONNECTION
Ro l l a d20 or choose from the fo l l owi n g l i st to d eterm i n e a s pecific fact about you r backgro u n d t h at p rovides a co n n ect ion to
the rest of the worl d . You can a l s o create yo u r own fact.

Rol l Background
You co m e fro m a l a rge fa m i ly a n d had to fe nd fo r yo u rself fro m a n early age.
2 You r o l d e r s i ster is a s k i l led n a n o . You were n 't a b l e to fo l l ow h e r pat h , but the n u menera i s n ot u n known to yo u .
3 You ' re a m e m b e r of a g u i l d of exp l o rers who special ize i n u ncove r i n g ancient myste ries.
4 You worked a l o n g s i d e yo u r fath e r, who was s k i l led i n m a ny t h i n gs , u nt i l he d i s a ppeared one d ay with no exp l a n at i o n .
5 You grew u p on the streets a n d stu d ied at the school of h a rd knocks.
6 You re m e m b e r l ittl e of yo u r past, w h i c h h a s always seemed stra n ge to yo u .
7 You came of age i n the w i l d a n d a re used to l iv i n g ro u g h .
8 You r fa m i ly i s wealthy but earns l ittl e re s pect from the loca l s .
9 You ' re frie n d s with many peo p l e i n t h e com m u n ity a n d a re ge nerally we l l regarded .
10 You h ave a n a n n oyi n g rival who always see m s to get i n yo u r way o r fo i l yo u r p l a n s .
11 You ' re i n l ove with a local s h o p keeper, but t h at person s h ows l ittl e i nterest i n yo u .
12 Seve ra l exped itions prepari n g to exp lore o l d ru i n s a n d odd myste ries wo u l d l i ke yo u to j o i n them beca u s e you seem l i ke a
p ro m i s i n g add ition to the tea m .
13 You r best friend fro m ch i l d h ood i s now a n Aeo n Priest.
14 You co m e fro m a nea rby com m u n ity, but the loca l s co n s i d e r the fo l k of yo u r h o m etown to be u ntru stwo rthy riva l s .
15 You ' re close friends with a local m a rried co u p le, both of whom a re expe rienced n a n o s .
16 You ' re d ri n ki n g b u d d i e s with a n u m be r of t h e local guards a n d g l a ives.
17 You o n ce saved the c h i l d of a local n o b l e fro m a fi re, a n d s h e i s very gratefu l .
18 You used to work with a tro u pe of trave l i n g m i n st re l s a n d performers, a n d t h ey re m e m b e r yo u fo n d ly (as d o peo p l e i n the
p l aces yo u v i s ited ) .
19 You ' re wanted fo r a cri m e yo u d id n't co m m it.
20 You h ave a friend with an exten s ive l i b rary, plenty of food and d r i n k, and a comforta ble home-a nd the door i s always open to you .

jacks are able to take the


o n ly creates the m i n o r effect. E n a b l e r. yo u ' re a l ready tra i ned in, you become s peci a l ized
best of all abilities and fuse
No N eed for Weapons: When you m a ke a n in t h at task. You ca n ' t choose a task yo u ' re a l ready them into a style all their
u n a rmed attack ( s u c h as a p u n c h o r kick) , i t special ized i n . own.
co u nts a s a med i u m weapon i n stead o f a l i ght Tricks ofthe Trade: Choose o n e of t h e fol lowi ng tricks
wea p o n . E n a b l e r. (or a trick from a lower tier) to add to you r repertoi re.
Push (2 I ntellect points): You push a creatu re or In addition, you ca n replace one of you r lower-tier tricks
object an i m med iate d i stance i n any d i rection you with a d ifferent trick from the same lower tier.
wish. You m u st be able to see the target, which Enhancement (4 I ntellect points): You ga i n a + 1
m u st be you r s ize or smaller, m u st not be affixed bon u s to the Edge for one stat of yo u r choice
to anyt h i n g, and m u st be wit h i n short range. The (M ight, S peed , or I ntel l ect) for ten m i n utes . Yo u
push i s q u ick, and the force i s too crude to be can h ave o n ly one vers ion of t h i s trick i n effect at a
m a n i p u lated . For example, you can't use t h i s trick to time. Action to i n itiate.
p u l l a lever or even close a door. Action. H over (3 I ntellect poi nts) : Yo u fl oat s l owly i nto
Reload (1 Speed point) : When u s i n g a weapon the a i r. If yo u concentrate, yo u can control yo u r
t h at normally req u i res a n action to re load , you m ovement t o re m a i n m ot i o n l e s s i n t h e a i r, o r float
can re load a n d fi re (or fi re a n d re load) i n the s a m e up to a s h o rt d i stance as yo u r act i o n , but n o m o re;
act i o n . E n a b l e r. oth e rwise, yo u d rift with t h e wind o r with any
Ward: Yo u h ave a s h i e l d of e n e rgy a ro u n d you at momentu m yo u h ave ga i n e d . T h i s effect l asts fo r
a l l t i m e s t h at h e l p s d efl ect attacks. Yo u ga i n + 1 to u p to ten m i n utes. Action to i n itiate.
Armor. E n a b l e r. Mind Read ing (4 I ntel lect poi nts) : Yo u can read
the s u rface thou ghts of a creatu re with i n s h o rt
Third-Tier jack ra n ge of yo u , eve n if t h e s u bject does n ' t want you
Th i rd-tier j acks h ave t h e fo l l owi n g a b i l ities: to. Yo u m u st be a b l e to see the ta rget. O n ce yo u
Expert Cypher Use: You can bear th ree cyp hers at h ave esta b l i s h ed contact, yo u can read the ta rget ' s
a time. thou ghts fo r u p to o n e m i n ute. I f y o u o r the ta rget
Ski l ls: Yo u a re tra i ned i n o n e task o f you r choos i n g m ove out of range, the co n n ection is broke n .
(ot h e r t h a n attacks o r defe n se) . I f yo u choose a task Action t o i n itiate.
Fourth-Tier jack
Fo u rth-tier jacks h ave the fo l l owi n g a b i l ities:
Feiren Quevas is a Ski l ls: Yo u a re tra i ned i n o n e task of you r choos i n g
well-known jack who (ot h e r t h a n attacks o r defe n se) . I f yo u choose a task
sought the legendary
yo u ' re a l ready t ra i ned in, you become s peci a l ized
three keys of the Silver
Door, the only entrance in t h at task. You ca n ' t choose a task yo u ' re a l ready
to the massive numenera s pecial ized i n .
object known as the Tricks of the Trade: Choose o n e o f t h e fo l l owi n g
Mushroom due to its tricks ( o r a trick fr o m a l owe r tier) t o add t o yo u r
shape. Although he never re perto i re. I n a d d i t i o n , yo u can re p l ace o n e o f yo u r
possessed all three keys
l owe r-ti e r tricks with a d i fferent trick fro m t h e same
at once, he did manage
to uncover an artifact l ower tier.
known as the Red Glove, An alytical Combat: S o m et i m e s t h e most
which could transmute i m portant m u sc l e i n a fight i s yo u r b ra i n . If
any material touched to yo u can p red i ct w h e re a n o p po n e n t wi l l m ove
vapor.
n ext o r see her weak s pot, yo u can be a m o re
s u ccessfu l co m bata nt. W h e n yo u a p p l y Effo rt to
a co m bat M i ght t a s k or S peed task, yo u can a l s o
s p e n d p o i n t s fro m yo u r I nte l l ect P o o l a s if t h ey
came fro m yo u r M i ght Pool or S peed Poo l . Fo r
exa m p l e , yo u co u l d s p e n d 3 I nte l l ect poi nts a n d
2 M i ght p o i n t s t o a p p l y two l eve l s o f Effo rt t o
attacki n g w i t h a swo rd . E n a b l e r.
Lunge (2 M ight poi nts) : Th i s m ove req u i re s yo u
to exte n d yo u rs e l f for a powe rfu l sta b or s m a s h .
T h e awkwa rd l u nge i n creases t h e d i fficu lty
of t h e attack ro l l by o n e ste p . I f yo u r attack
i s s u ccessfu l , it i n fl i cts 4 a d d i t i o n a l points of
d a m age. Act i o n .
Sl ice ( 2 Speed poi nts) : T h i s i s a q u i c k attack
with a b l ad e d o r p o i nted weapon t h at i s h a rd
to d e fe n d a ga i n st . T h e d i fficu l ty of t h e attack
ro l l i s d ecreased by one ste p . I f t h e attack is
s u ccessfu l , it d e a l s 1 less point of d a m a ge t h a n
n o r m a l . Act i o n .
Spray (2 Speed points): I f a weapon h a s t h e abil ity
to fire rapid shots without reload i n g (u s u a l ly cal led
a rapid-fire weapon, such as the cra n k cross bow) ,
Onslaught (2 I ntel lect poi nts) : You attack a foe you ca n s p ray m u ltiple shots around you r target to
u s i n g e n e rgies t h at a s s a i l either h i s physical form i ncrease the chance of h itti n g. This move uses l d 6 +
o r his m i n d . In either case, yo u m u st be able to 1 rou n d s of ammo (or a l l the ammo in the wea pon,
see yo u r ta rget. I f the attack is phys i c a l , yo u e m i t if it has less than the n u m ber rol led) . The d ifficu lty of
a s h o rt-range, i nv i s i b l e ray of fo rce t h at i n fl i cts the attack rol l i s decreased by one step. I f the attack
4 points of d a mage. I f t h e attack i s menta l , you i s successfu l , it deals 1 less point of damage than
focu s yo u r mental e n e rgy to b l a st the thought normal. Action.
p rocesses of another creatu re with i n s h o rt range. Transdi mensional Weapon (3 I ntel lect poi nts):
Th i s m i n d s l i ce i n fl icts 2 poi nts of I nte l l ect d a m age One melee we a p o n t h at you to u c h v i b rates on
(a n d t h u s i g n o res Armor) . Some creatu res without a d i m e n s i o n a l freq u e n cy s o t h at it s p a n s i n to
m i n d s (such a s a utomato n s) m i ght be i m m u n e to ot h e r d i m e n s i o n s for o n e h o u r. D u ri n g t h i s
m i n d s l ice. Act i o n . t i m e , it i n fl i ct s 1 a d d i t i o n a l p o i n t o f d a m a ge o n
Ski l l With Attacks: C h o o s e o n e type o f attack i n a s u ccessfu l h it a n d affects ta rgets t h at c a n o n l y
which yo u a re n ot a l ready tra i n e d : l i ght bas h i ng, be a ffected by s peci a l t ra n s d i m e n s i o n a l effect s ,
l i ght b l aded , l i ght ra n ged , m ed i u m bas h i ng, s u c h a s t h o s e t h at a re o u t o f p h a s e . Act i o n t o
m ed i u m b l aded , m ed i u m ra n ged , heavy bas h i ng, i n i t i ate.
heavy b l aded , o r heavy ran ged . You a re tra i ned in
attacks u s i n g t h at type of wea pon. E n a b l e r.
LIME NE
CHARACTER TYPE

Fifth-Tier Jack yo u ' re a l ready tra i ned i n , you become s peci a l ized
Fifth-tier jacks h ave the fo l l owi n g a b i l ities: in t h at task. You ca n ' t choose a task yo u ' re a l ready
Adept Cypher Use: Yo u can bear four cyp h e rs at a special ized i n .
time. Tricks ofthe Trade: Choose o n e of t h e fol lowi ng tricks
Ski l ls: Yo u a re tra i ned i n o n e task of you r choos i n g (or a trick from a lower tier) to add to you r repertoi re.
(ot h e r t h a n attacks o r defe n se) . I f yo u choose a task In addition, you ca n replace one of you r lower-tier tricks
yo u ' re a l ready t ra i ned in, you become s peci a l ized with a d ifferent trick from the same lower tier.
in t h at task. You ca n ' t choose a task yo u ' re a l ready Energy Protection {4+ I ntel lect poi nts) : Choose a
s pecial ized i n . d i s crete type of e n e rgy yo u h ave expe r i e n ce with
Tricks of the Trade: Choose o n e o f t h e fo l l owi n g ( s u c h a s heat, s o n i c, e l ect ricity, a n d so o n ) . Yo u
tricks ( o r a trick fro m a l owe r tier) t o add t o yo u r g a i n + 1 0 to Armor aga i n st d a m age fro m t h at type
re perto i re. I n a d d i t i o n , yo u can re p l ace o n e o f yo u r of e n e rgy for ten m i n utes. Alternatively, yo u g a i n
l owe r-ti e r tricks with a d i fferent trick fro m t h e same + 1 to A r m o r aga i n st d a m age fro m t h at e n e rgy
l ower tier. for 28 h o u rs . You m u st be fa m i l i a r with t h e type
Feint (3 Speed poi nts) : I f yo u s pe n d o n e act i o n of e n e rgy; fo r exa m p l e , if yo u h ave n o expe r i e n ce
creat i n g a m i s d i rect i o n o r d ivers i o n , i n t h e with a certa i n k i n d of extrad i m e n s i o n a l e n e rgy,
n ext ro u n d yo u can ta ke advantage o f yo u r yo u can't p rotect a ga i n st it. I n stead of a p p lyi n g
o p p o n e n t ' s l owered defe n s e s . M a ke a m e l e e Effo rt to d ecrease t h e d ifficu lty, y o u can a p p l y
attack ro l l aga i n st t h at o p p o n e nt. T h e d ifficu lty Effo rt to p rotect m o re ta rget s , w i t h e a c h l evel o f
of the ro l l is d ecreased by o n e ste p . If yo u r attack Effort affect i n g u p to two a d d i t i o n a l ta rgets . Yo u
i s s u ccessfu l , it i n fl i cts 4 a d d i t i o n a l points of m u st touch a d d i t i o n a l ta rgets to p rotect t h e m .
d a m age. Act i o n . Act i o n to i n itiate.
S n i pe ( 3 Speed poi nts) : I f yo u s pe n d o n e act i o n
a i m i n g , i n t h e n ext ro u n d yo u can m a ke a
p rec i s e ra n ged attack. T h e d i fficu lty of t h e attack
ro l l i s d ecreased by one ste p . If yo u r attack Anotherfamous jack is
i s s u ccessfu l , it i n fl i cts 4 a d d i t i o n a l points of Crimson Tellach, an expert
d a m age. Act i o n . in both the numenera and
the finer points of combat.
Successive Attack (2 Speed points): If you take down
She lost her hand in a
a foe, you can i m med iately make another attack on battle with a jiraskar, but
that same turn against a new foe with i n you r reach. replaced it herself with
The second attack is part of the same action. You can a solid light emitter that
use this trick with melee attacks and ranged attacks. allows her to create a
Enabler. temporary hand, weapon,
tool, or anything else she
Targeting Eye: You a re tra i ned i n any physical
needs.
ran ged attack that i s a trick of the trade or comes
from a n u menera d evice. For example, you a re
tra i ned when u s i n g an O n s l aught force blast
beca use it's a physical attack, but not when u s i n g
a n O n s l aught m i n d s l ice because i t ' s a mental
attack. Yo u a re tra i ned when attacking with a d eath
ray e m itter beca use it co mes fro m a n u menera
d evice, but not when u s i n g a cross bow beca use it's
a m u ndane weapon. Enabler.
M astery With Defense: Choose o n e type of
defe n s e task i n which yo u a re tra i ned: M i ght,
S peed , o r I nte l l ect. Yo u beco me s pecial ized i n
defe n s e tasks o f t h at type. U n l i ke most tricks of
the trad e, yo u can sel ect t h i s trick up to th ree
t i m e s . Each t i m e yo u sel ect it, yo u m u st choose a
d i fferent type of defe n se task. E n a b l e r.

Sixth-Tier Jack
S ixth-tier jacks h ave the fo l l owi n g a b i l ities:
Ski l ls: Yo u a re tra i ned i n o n e task of you r choos i n g
(ot h e r t h a n attacks o r defe n se) . I f yo u choose a task
I nvisi bil ity (5 I ntel lect poi nts} : You become h i m 1 point of Armor, so J a mes s u btracts 1 from a l l
i nv i s i b l e fo r ten m i n utes. While i nv i s i ble, yo u a re d a mage he takes. T h i s type o f armor norm a l l y red uces
s pecial ized i n stealth a n d S peed defe n s e tasks. the wearer' s S peed Pool by 2 and costs 1 point of
Th i s effect ends if you d o somet h i n g to revea l yo u r M i ght per hour wo rn. To com pe n sate, J a mes chooses
Practiced i n Armor, page 2 9 p resence o r position-attacki ng, perform i n g a n Practiced in Armor as one of his tricks of the trade,
esotery, u s i n g a n a b i l ity, m ovi n g a l a rge o bj ect, which red uces both costs by 2 (mea n i n g they both
a n d so o n . If t h i s occurs, yo u can rega i n t h e become 0) .
Skill With Defense, page 30 re m a i n i n g i nvi s i b i l ity effect by taki n g a n action t o For h i s other trick, he chooses S k i l l With Defense and
focu s o n h i d i n g yo u r position. Action to i n itiate o r selects S peed tasks. J ames i s very defensive m i nded.
re i n itiate. H e also chooses a s k i l l to be tra i ned in. J a mes
Parry (6 Speed poi nts}: Yo u can defl ect i n com i n g decides to go with stealth so t h at whenever h e
attacks q u i ckly. W h e n yo u activate t h i s trick, fo r t r i e s to h i d e , m ove q u ietly, o r s l i p so meth i n g i nto
t h e n ext 1 0 ro u n d s yo u red uce t h e d ifficu lty fo r a l l h i s pocket u n notice d , h e red uces the d ifficu lty of
S peed defe n s e ro l l s b y o n e ste p . E n a b l e r. the task by one ste p. I n a d d i t i o n , h i s fl ex s ki l l lets
Spin Attack (6 Speed poi nts) : Yo u sta n d sti l l a n d h i m choose another s k i l l each d ay, so h e has many
m a ke m e l ee attacks aga i n st u p to five foes wit h i n optio n s .
reach , a l l as part o f t h e s a m e action i n o n e ro u n d . H i s c h a racte r c a n bear two cyp hers. T h e G M
M a ke a separate attack ro l l fo r each fo e . You decides t h at o n e item i s a n i njecto r t h at gives J a mes
re m a i n l i m ited by t h e a m o u nt of Effort you can a tempora ry + 1 bon u s to his S peed E d ge fo r o n e
apply o n o n e act i o n . Anyt h i n g t h at mod ifies yo u r h o u r, a n d t h e oth e r i s a belt- m o u nted d evice t h at
attack o r d a mage a p p l ies t o a l l o f these attacks. p rojects a fo rce s h i e l d a ro u n d h i m for ten m i n utes
Act i o n . and grants +3 to h i s Armor.
True Senses: Yo u can see i n co m p l ete d a rkness J a m e s sti l l need s to c h o o s e h i s d e s c r i ptor
u p to 50 feet (1 5 m) as if it we re dim l i ght. and fo c u s . Fo r h i s d e s c r i ptor, h e p i cks
Cleer, page 48 Yo u recogn ize h o logra m s , d i s g u i se s , C l ever to co m p l e m e n t h i s " d ev i o u s "
optical i l l u s i o n s , s o u n d m i m icry, a n d t h e m e , s o h e a d d s 3 to h i s I n te l l ect Poo l ,
oth e r such tricks ( fo r a l l sen ses) fo r ra i s i n g it t o 1 7 . T h e C l ever d e s c r i ptor
what they a r e . E n a b l e r. a l s o m e a n s h e is t ra i n e d in l i e s
a n d t r i c ke ry (wh i c h i s fitt i n g
JACK EXAMPLE fo r h i s c h a racte r) , d e fe n s e ro l l s
J a mes wants to p l ay a jack. He l i ke s a ga i n st m e n t a l effect s , a n d
the idea of be i n g crafty, s n e a ky, i d e nt i fyi n g o r a s s e s s i n g t h i n gs .
a n d m aybe a l ittl e devi o u s . H e B a s i c a l l y, h i s j a c k i s good at
p uts 4 o f h i s a d d i t i o n a l poi nts fi g u r i n g out w h ateve r s it u a t i o n
in h i s I nte l l ect Pool (ra i s i n g it h e l a n d s i n . Co nversely, h e
to 1 4) and 2 poi nts in h i s d o e s n ' t exce l at read i n g books,
S peed Pool (ra i s i n g i t to studyi n g , o r re m e m be r i n g
1 2) . Th i s l eave s h i s d eta i l s . F i n a l l y, t h e d e s cri pto r
M i ght Pool a t 1 0. H e gives J a m e s s o m e ext ra
decides t o h ave a S peed start i n g m o n ey-p ro b a b l y
E d ge of 1 , but it was a fro m b e i n g s o c l ever.
h a rd choice-h e was For h i s focu s, he makes
tem pted to put h i s a choice that's devious but
Crafts Illusions, page 5 7 E d ge point i n I nte l l ect. overt: Crafts 1 l l usions. At
As a fi rst-tier c h a racte r, first tier, he can spend 1
h i s Effort is 1 . point from h i s I ntel l ect Pool
J a mes chooses a to create m i nor i m ages.
Quarterstaff, page 80 q u a rterstaff a n d a d a rt th rower The focus also grants h i m a
Dart thrower, page 80 fo r h i s wea p o n s . The staff i s a strange odd ity that i nvolves
m ed i u m weapon t h at i n fl i cts 4 i m ages in a piece of glass. J a mes
poi nts of d a m age. The d a rt t h rowe r is a wi l l use these abil ities to create a
l i ght wea pon, so he d ecreases t h e d ifficu lty con artist character who is carefu l
of attack ro l l s with it, but each s h ot i n fl icts a n d clever and backs u p h i s l ies
o n ly 2 poi nts of d a mage. The d a rt th rowe r with i l l usions.
co mes with 1 2 d a rts.
Leatherjerkin, page 79 H e wears a leather jerkin that gives
LIME NE
CHARACTER DESCRIPTOR

CHAPTER S

CHARACTER
DESCRI PTOR
o u r descri ptor defines yo u r c h a racte r-it

Y
DESCRIPTORS
fl avors eve ryt h i n g you do. The d iffe re nces
between a C h a rm i n g g l a ive and a G racefu l C h a rm i n g Ru gged
Clever Stealthy
g l a ive a re co n s iderable. T h e d e scri ptor c h a n ges the
G racefu l Stro n g
way those cha racte rs go about eve ry act i o n . Yo u r
I nte l l igent Stro n g-W i l led
d e scri ptor p l aces yo u r c h a racte r i n t h e s ituation (t h e Lea rned Swift
fi rst adventure, which sta rts the ca m pa i gn) a n d h e l p s Mystica l / M ec h a n ical Tough
p rovide m otivat i o n . I t i s t h e adject ive of t h e sente n ce
" I am an adjective noun who verbs. " Yo u ga i n the fo l l owi n g benefits :
Descri ptors offe r a one-t i m e package o f extra Personable: +2 t o yo u r I nte l l ect Poo l .
Intellect Pool, page 20
a b i l ities, s k i l l s , or mod ificat i o n s to yo u r stat Poo l s . Skill: Yo u ' re tra i ned i n a l l t a s k s i nvo lvi n g pos itive
N ot a l l o f a d escri pto r' s offerings a re pos itive o r pleasant soci a l i nteract i o n .
c h a racter mod ificat i o n s . Fo r exa m p l e, some Skill: Yo u ' re tra i ned when u s i n g esote ries Esoteries, page 35
d e scri ptors h ave i n a b i l ities-ta s ks t h at a c h a racte r o r special a b i l ities t h at i n fl u e n ce t h e m i n d s of
i s n 't good at. You can th i n k of i n a b i l ities as " n egative others.
s k i l l s"-i n stead of b e i n g one step bette r at t h at k i n d Contact: Yo u h ave a n i m portant contact who is
o f t a s k , yo u ' re o n e ste p worse. I f y o u become s k i l led i n a n i n fl uential pos ition, such a s a m i n o r noble,
at a task t h at you h ave a n i n a b i l ity wit h , t h ey cancel the capta i n of the town guard, a n Aeon Priest, o r Aeon Priest, page 269
out. Re m e m b e r t h at c h a racte rs a re d efined as m u c h the head o f a l a rge gang of t h i eves. Yo u a n d t h e G M
by what they' re not good a t a s w h at t h ey are good at. s h o u l d work out the d eta i l s together.
Descri ptors a l s o offer a few brief s u ggest i o n s of I nabil ity: You we re n ever good at studyi n g o r
You can customize an
existing descriptor or create
h ow yo u r c h a racter got i nvolved with the rest of t h e reta i n i n g facts. The d ifficu lty of any task i nvolvi n g
a new one. For guidance,
gro u p o n t h e i r fi rst adventure. You can u s e these, o r l o re, knowledge, o r u n d e rsta n d i n g i s i n creased by see page 1 1 7.
n ot, as yo u wi s h . one ste p.
T h i s section deta i l s t h e following descri ptors: I nabil ity: Yo u r wi l l powe r i s n ot o n e of yo u r stro n g
Charmi ng, Clever, G racefu l , I ntel l i gent, Learned , p o i n t s . Whenever y o u try t o res i st a m e n t a l attack,
Mystical/ M echan ica l , Rugged , Stealthy, Strong, Strong the d ifficu lty i s i n creased by one ste p.
Wi l led, Swift, and Tough. Choose one of them for Add itional Equi pment: Yo u 've m a n aged to ta l k
you r character. You can pick any descri ptor you wi s h yo u r way i nto some d ecent d i sco u nts a n d b o n u s e s
regard less o f whether you ' re a glaive, n a n o , or jack. i n rece nt wee ks. As a res u lt, yo u h ave 1 0 extra s h i n s
j a n g l i n g i n yo u r pocket.
CHARMING I n itial Li n k to the Starti ng Adventu re: Fro m the
You ' re a smooth ta l ker and a charmer. Whether through fo l l owi n g l i st of optio n s , choose h ow you beca me
seem i n gly s u pernatural mea n s or j u st a way with i nvolved i n the fi rst adventu re.
word s, you can convi nce others to do as you wish. 1 . Yo u convi n ced one of the ot h e r PCs to te l l you
M ost l i kely, you ' re physically attractive or at least h i g h ly what h e was d o i n g.
chari s m atic, and others enjoy l i sten i n g to you r voice. 2. You i n stigated the whole t h i n g a n d convi n ced t h e
You probably pay attention to you r appearance, keeping others to j o i n yo u .
you rself wel l groomed. You make friends easi ly. 3 . O n e o f the oth e r P C s d id a favo r fo r yo u , a n d now
Yo u p l ay u p t h e perso n a l ity facet of yo u r I nte l l ect yo u ' re re payi n g t h at o b l igation by h e l p i n g her with
stat; i nte l l i ge n ce is n ot you r stro n g s u it. Yo u ' re the task at h a n d .
pers o n a b l e , not necessarily stu d i o u s or stron g-wi l l ed. 4. There is reward i nvolved , a n d you need t h e money.
CLEVER and ca refu l move m e nt.
Yo u ' re q u ick-witted , t h i n k i n g we l l o n yo u r Ski l l : Yo u ' re t ra i ned in all tasks
feet. You u nd e rsta n d peo p l e , so you can i nvolvi n g physical perform i n g a rts.
fool them but a re rarely Skill: Yo u ' re tra i ned i n all S peed
fooled . Beca u s e yo u e a s i l y defe n s e tasks.
see t h i ngs fo r what they a re , I n itial Li n k to the Starti ng Adventu re:
yo u get the l ay of the Fro m the fo l l owi n g l i st of optio n s , choose
l a n d swiftly, s ize up h ow you beca me i nvolved i n the fi rst
th reats a n d a l l ies, adventure.
a n d assess s ituat i o n s l . Aga i n st yo u r bette r j u d gment, yo u
w i t h accu racy. j o i ned t h e oth e r PCs beca u s e you
Perh a p s yo u ' re s aw t h at they we re in d a n ge r.
phys ically attractive, 2. O n e of t h e oth e r PCs convi n ced
o r m aybe yo u use yo u r you t h at joi n i n g the gro u p wo u l d be i n
wit t o ove rco me any yo u r best i nterest.
physical o r mental 3. Yo u ' re afra id of what m i ght
i m pe rfect i o n s . h a p pe n if t h e oth e r PCs fa i l .
Yo u ga i n the fo l l owi n g benefits : 4. There i s rewa rd i nvolved , a n d yo u need t h e m o n ey.
Intellect Pool, page 2 0 Smart: + 2 t o yo u r I nte l l ect Poo l .
Skill: You ' re tra i ned i n a l l i nteract i o n s i nvo lvi n g INTELLIGENT
l ie s o r trickery. Yo u ' re q u ite s m a rt. Yo u r memory is s h a rp , a n d you
Skill: You ' re tra i ned i n d efe n s e ro l l s to res i st e a s i l y gra s p co ncepts t h at others m i ght struggle
mental effects . with. Th i s a ptitude doesn't necessarily mean t h at
Skill: You ' re tra i ned i n a l l tasks i nvo lving, yo u 've had years of formal ed ucat i o n , but yo u h ave
i d e ntifyi n g o r asses s i n g d a n ger, l ie s , q u a l ity, learned a great deal in yo u r l ife, p r i m a r i l y beca u s e
i m po rtance, fu nct i o n , or powe r. yo u pick t h i ngs u p q u ickly a n d reta i n so m uc h .
I nabil ity: You we re n ever good at studyi n g o r Yo u ga i n the fo l l owi n g benefits :
reta i n i n g trivi a l knowledge. The d ifficu lty of any Smart: + 2 t o yo u r I nte l l ect Poo l .
task i nvo lvi n g l o re, knowledge, o r u n d e rsta n d i n g is Skill: You ' re tra i ned i n a n a rea o f knowled ge of
i ncreased by o n e ste p . yo u r choice.
Additional Equipment: You s e e through the schemes Skill: You ' re trai ned i n a l l actions that i nvolve
of others and occasionally convince them to bel ieve remembering or memorizing t h i ngs you experience
you-even when, perhaps, they should not. Th a n ks to d i rectly. For exa m p le, i n stead of being good at reca l l i n g
Shins, page 77 you r clever behavior, you h ave l 0 extra s h i n s. deta i l s o f geography that you read about i n a book,
I n itial Li n k to the Starti ng Adventu re: Fro m the you ca n remember a path through a set of tunnels that
fo l l owi n g l i st of optio n s , choose h ow you beca me you 've explored before.
i nvolved i n the fi rst adventu re. I n itial Li n k to the Starti ng Adventu re: Fro m the
1 . Yo u convi n ced one of the ot h e r PCs to te l l you fo l l owi n g l i st of optio n s , choose h ow you beca me
what h e was d o i n g. i nvolved i n the fi rst adventu re.
2. Fro m afar, yo u observed t h at someth i n g 1 . One of the oth e r PCs a s ked yo u r o p i n io n of the
i nterest i n g w a s go i n g o n . m i s s i o n , knowi n g t h at if yo u thought it was a good
3 . You tal ked yo u r way i nto t h e situation beca u s e yo u idea, it p robably was.
thought it m i ght earn some m o n ey. 2 . You saw va l u e i n what the oth e r PCs we re d o i n g.
4. You s u s pect t h at the oth e r PCs wo n ' t s u cceed 3 . You be l i eved t h at the task m i ght lead to i m porta nt
without yo u . and i nterest i n g d i scoveries.
4. A co l l eague req uested t h at you take part i n the
GRACEFUL m i s s i o n a s a favo r.
Yo u h ave a pe rfect sense of b a l a n ce, m ovi n g a n d
s peaki n g w i t h grace a n d beauty. Yo u ' re q u ick, l ithe, LEARNED
fl exi b l e , a n d d exte ro u s . Yo u r body i s pe rfectly s u ited Yo u h ave stud ied, either o n yo u r own o r with a n
to d a n ce, and yo u use t h at advantage in co m bat to i n structor. You know many t h i ngs a n d a re a n expe rt
dodge b l ows. You m i ght wear garments t h at e n h a n ce on a few to pics, s uch as h i story, b i o l ogy, geogra phy,
yo u r a g i l e m ovement a n d s e n s e of style. the n u menera, nature, or any oth e r a rea of study.
Yo u ga i n the fo l l owi n g benefits : Lea rned c h a racte rs typ ically ca rry a few books a ro u n d
Speed Pool, page 20 Agile: + 2 t o yo u r S peed Poo l . w i t h them a n d s p e n d t h e i r s p a re t i m e read i n g.
Skill: You ' re tra i ned i n a l l tasks i nvo lvi n g b a l a nce
LIME NE
CHARACTER DESCRIPTOR

Yo u ga i n the fo l l owi n g benefits : broken object, prepare (but n ot create) food , a n d


Smart: + 2 t o yo u r I nte l l ect Poo l . so o n . Yo u can't u s e hedge magic to h a rm a n other
Skill: You ' re tra i ned i n th ree a reas of knowledge of creatu re o r o bject. Act i o n .
yo u r choice. I nabil ity: You h ave a m a n n e r o r a n a u ra t h at
I nability: You h ave few soci a l graces. The d ifficu lty others fi n d a bit u n n e rvi ng. The d i fficu lty of any
of any task i nvo lvi n g charm, pers u a s i o n , or etiquette i s task i nvo lvi n g charm, pers u a s i o n , o r deception i s
i n creased b y one step. i n c reased b y o n e ste p .
Add itional Equi pment: You h ave two a d d i t i o n a l Add itional Equi pment: You h ave a n extra odd ity, Oddity, page 3 7 4
b o o k s o n t o p i c s of yo u r cho ice. d eterm i n ed by the G M .
I n itial Li n k to the I n itial Li n k to the
Starti ng Adventu re: Starting Adventu re:
Fro m t h e fo l l owi n g l i st of Fro m the fo l l owi n g l i st of
optio n s , choose h ow you Your descriptor defines your o pt i o n s , choose h ow you
beca me i nvolved in the character-it flavors everything beca me i nvolved in t h e
fi rst adventure. you do. fi rst adventu re.
1 . O n e of the oth e r PCs 1 . A d ream gu ided you to
a s ked yo u to come t h i s poi nt.
along beca u s e of yo u r knowledge. 2 . You need m o n ey to fu nd yo u r stu d i es.
2 . You need m o n ey to fund yo u r stu d i e s . 3 . You be l i eved the m i s s i o n wo u l d be a great way to
3 . You be l i eved t h at the task m i ght l e a d t o i m porta nt learn more about the n u m e n e ra .
and i nterest i n g d i scoveries. 4. Va rious s i g n s a n d portents led yo u h e re.
4. A co l l eague req uested t h at you take part i n the
m i s s i o n a s a favo r. RUGGED
Yo u ' re a n at u re l over accu sto med to l iv i n g rou g h ,
MYSTICAL/MECHANICAL pitt i n g yo u r w i t s aga i n st the e l e ments. M ost l i kely,
Yo u h ave a s peci a l talent t h at can be viewed i n two yo u ' re a s k i l led h u nter, gat h e re r, or n atu ra l i st. Yea rs
ways . You m i ght th i n k of yo u rself as " mystica l , " of l iv i n g i n t h e w i l d h ave left t h e i r m a rk with a worn
a n d t h u s attu ned with the myste rio u s a n d t h e co u nte n a n ce, wild h a i r, o r scars. Yo u r cloth i n g i s
paranorm a l , o r y o u m i ght th i n k o f yo u rself a s p robably m u c h l e s s refi ned t h a n t h e garments worn
" mech a n i ca l , " a n d t h u s adept w i t h d evices a n d by city dwe l lers.
mach i n e s . I n e i t h e r c a s e , yo u r t r u e talents l i e w i t h t h e Yo u ga i n the fo l l owi n g benefits :
n u m e n e ra . Yo u l i kely h ave experience w i t h a n c i e n t Skill: You ' re tra i ned i n a l l tasks i nvo lvi n g cl i m b i ng, The numenera, page 275
l o re, a n d yo u can sense a n d wield the n u m e n e ra j u m p i ng, ru n n i n g, a n d swi m m i ng.
though whet h e r t h at m e a n s " m agic" or "tec h n o l ogy" Skill: You ' re tra i ned i n all tasks i nvo lvi n g tra i n i ng,
is up to yo u (and p robably up to those a ro u n d yo u as ri d i ng, o r p l acat i n g natural a n i m a l s .
we l l ) . Mystical c h a racte rs often wea r jewel ry, such as Skill: You ' re tra i ned i n a l l tasks i nvo lvi n g
a r i n g o r an a m u l et, o r h ave tattoos o r oth e r m a rks identifyi n g o r u s i n g natural p l a nts.
t h at s h ow t h e i r i nterests. M ec h a n ical cha racters I nabil ity: You h ave n o soc i a l graces a n d p refer
tend to carry a l ot of too l s and treat them a l most l i ke a n i m a l s to peo p l e . The d ifficu lty of any task i nvo lvi n g
ta l i s m a n s . c h a r m , pers u a s i o n , et i q u ette, o r deception i s
Yo u ga i n the fo l l owi n g benefits : i ncreased b y o n e ste p .
Smart: + 2 t o yo u r I nte l l ect Poo l . Add itional Equi pment: You ca rry a n exp l o rer's
Skill: You ' re tra i ned i n a l l act i o n s i nvo lvi n g pack. I f yo u a l ready h ave one, yo u can i n stead take
identifyi n g o r u n d e rsta n d i n g the n u m e n e ra . 50 extra feet ( 1 5 m) of ro pe, two m o re d ays' worth of
Sense "magic": You can sense whet h e r the rat i o n s , a n d an extra ra n ged weapon . Ranged weapon, page 80
n u m e n e ra i s active i n s it u atio n s where its p resence I n itial Li n k to the Starti ng Adventu re: Fro m the
i s n ot obvio u s . Yo u m u st study an object or location fo l l owi n g l i st of optio n s , choose h ow you beca me
closely fo r a m i n ute to get a fee l fo r whet h e r the i nvolved i n the fi rst adventu re.
touch of the a n cients i s at work. 1 . Aga i n st yo u r bette r j u d gment, you joi ned the oth e r
Esotery: You can perform the esotery known as P C s beca u s e yo u s a w t h at they were i n d a n ge r.
H ed ge M agic when yo u h ave a free h a n d and can pay 2. O n e of the oth e r PCs co nvinced yo u t h at jo i n i n g
the I nte l l ect point cost. t h e gro u p wo u l d b e i n yo u r best i nterest.
H edge M agic (1 I ntel lect poi nt) : You can perform 3. Yo u ' re afra i d of what m i ght h a p p e n if the oth e r
s m a l l tricks: te m porarily c h a n ge t h e co l o r o r basic P C s fa i l .
appeara n ce of a small o bj ect, ca u s e small o bjects 4. There i s rewa rd i nvolved , a n d yo u need t h e m o n ey.
to float t h ro u g h the a i r, clean a s m a l l area, m e n d a
STEALTHY PCs beca u s e yo u saw t h at they were i n d a n ge r.
Yo u ' re s n e a ky, s l i ppery, a n d fast. These talents h e l p 2. O n e of the oth e r PCs co nvinced yo u t h at jo i n i n g
yo u h id e , move q u i etly, a n d p u l l o ff tricks t h at req u i re t h e gro u p wo u l d b e i n yo u r best i nterest.
s leight of h a n d . M ost l i kely, yo u ' re w i ry a n d s m a l l . 3. Yo u ' re afra i d of what m i ght h a p p e n if the oth e r
H owever, yo u ' re n ot m u ch o f a s p r i nte r-yo u ' re P C s fa i l .
more d exte ro u s t h a n fl eet of foot. 4 . There is reward i nvolved , a n d you need the money.
Yo u ga i n the fo l l owi n g benefits :
Speed Pool, page 20 Quick: + 2 t o yo u r S peed Poo l . STRONG-WILLED
Skill: You ' re tra i ned i n a l l stealthy tasks. Yo u ' re to u g h - m i nded , wi l l fu l , a n d i n d e pe n d e nt. N o
Skill: You ' re tra i ned i n all i nteract i o n s i nvo lvi n g o n e c a n t a l k yo u i nto a nyth i n g o r c h a n ge yo u r m i n d
l ie s o r trickery. w h e n yo u d o n ' t want it c h a n ged . T h i s q u a l ity does n ' t
Esoteries, page 35 Skill: You ' re tra i ned i n a l l esote ries o r special necessarily m a ke y o u s m a rt, but it does m a ke y o u a
a b i l ities i nvo lvi n g i l l u s i o n s o r trickery. bastion of wi l l powe r a n d re solve. You l i kely d ress a n d
I nabil ity: Yo u ' re s n e a ky but n ot fast. The d ifficu lty act w i t h u n i q u e style a n d fl a i r, n ot cari n g w h at oth e rs
of a l l m ove m e nt-rel ated tasks is one ste p h i gher for th i n k.
yo u . Yo u ga i n the fo l l owi n g benefits :
Intellect Pool, page 20 I n itial Li n k to the Starti ng Adventu re: Fro m the Willful: + 4 t o yo u r I nte l l ect Poo l .
fo l l owi n g l i st of optio n s , choose h ow you beca me Skill: You ' re tra i ned i n re s i st i n g mental effects.
i nvolved i n the fi rst
Of the three character adventure.
aspects, descriptors
1 . Yo u atte m pted to
make the most sense,
both mechanically steal from o n e of
and narratively, to the oth e r PCs. T h at
change over the life of c h a racter ca ught yo u
a character. If it fits a n d fo rced yo u to
the story, for example, co m e a l o n g with h e r.
a GM might allow a
2. You we re tai l i n g o n e
character to change
from being "charming" of the oth e r P C s fo r
to being "tough " after rea s o n s of yo u r own ,
terrible circumstances which b rought yo u
have befallen her. When i nto t h e act i o n .
changing descriptors, 3 . An N PC e m p l oyer
the PC loses all former
secretly paid yo u to
benefits and gains those
from the new descriptor. get i nvolve d .
4. You ove rheard t h e
oth e r P C s ta l k i n g
a b o u t a to p i c t h at
i nterested yo u , so yo u
decided to a p p roach t h e gro u p . Skill: You ' re tra i ned i n tasks req u i r i n g i n cred i b l e
focu s o r concentrat i o n .
STRONG I nabil ity: W i l lfu l does n ' t mean b ri l l i a nt. The
Yo u ' re ext re mely stro n g and phys i ca l l y powe rfu l , d ifficu lty of any task t h at i nvolves figu ri n g out
a n d yo u u s e these q u a l ities we l l , whether t h rough p uzzles o r p ro b l e m s , memorizi n g t h i ngs, o r u s i n g
violence o r feats of p rowe s s . You l i kely h ave a b rawny l o re i s i n c reased b y o n e ste p .
b u i l d and i m press ive m u scles. I n itial Li n k t o t h e Starti ng Adventu re: Fro m the
Yo u ga i n the fo l l owi n g benefits : fo l l owi n g l i st of optio n s , choose h ow you beca me
Might Pool, page 20 Very Powerfu l : + 4 t o yo u r M i ght Poo l . i nvolved i n the fi rst adventu re.
Skill: You ' re tra i ned i n a l l act i o n s i nvo lvi n g 1 . Aga i n st yo u r bette r j u d gment, you joi ned the oth e r
b rea k i n g i n a n i m ate o bj ects . P C s beca u s e yo u s a w t h at they were i n d a n ge r.
Skill: You ' re tra i ned i n a l l j u m p i n g act i o n s . 2. O n e of the oth e r PCs co nvinced yo u t h at jo i n i n g
Add itional Equi pment: You h ave a n extra m ed i u m t h e gro u p wo u l d b e i n yo u r best i nterest.
weapon o r heavy wea p o n . 3. Yo u ' re afra i d of what m i ght h a p p e n if the oth e r
I n itial Li n k t o t h e Starti ng Adventu re: Fro m the P C s fa i l .
fo l l owi n g l i st of optio n s , choose h ow you beca me 4. There i s rewa rd i nvolved , a n d yo u need t h e m o n ey.
i nvolved i n the fi rst adventu re.
1 . Aga i n st yo u r bette r j u d gment, you joi ned the oth e r

so
LIME NE
CHARACTER DESCRIPTOR

SWIIT TOUGH
Yo u move q u i ckly, a b l e to s p r i n t i n s h o rt b u rsts a n d You ' re strong and ca n take a lot of physical
work w i t h yo u r h a n d s w i t h d exte rity. Yo u ' re great at p u n i s h ment. You m ight have a large fra me and a
cro s s i n g d i stances q u ickly but n ot always s m ooth ly. square jaw. Tough characters freq uently h ave visible
Yo u a re l i kely s l i m a n d m u sc u l a r. scars.
Yo u ga i n the fo l l owi n g Yo u ga i n the fo l l owi n g
benefits : benefits :
Fast: +4 to yo u r S peed Resil ient: + 1 t o Armor. Armor, page 92
Poo l . Remember that characters are H ealthy: Ad d 1 to the
Skill: You ' re tra i ned poi nts yo u rega i n when
defined as m uch by what they're not
in i n itiat ive act i o n s (to yo u m a ke a recovery ro l l . Recovery roll, page 94
d eterm i n e who goes fi rst
good at as by what they are good at. Skill: Yo u ' re tra i ned i n
in com bat) . M i ght d efe n s e act i o n s .
Skill: You ' re tra i ned i n Add itional Equi pment:
ru n n i n g act i o n s . Yo u h ave an extra l i ght weapon . Light weapon, page 80
I nabil ity: Yo u ' re fast but n o t necessarily gracefu l . I n itial Li n k to the Starti ng Adventu re: Fro m the
T h e d ifficu lty o f a n y task i nvolvi n g b a l a n ce i s fo l l owi n g l i st of optio n s , choose h ow you beca me
i ncreased b y o n e ste p . i nvolved i n the fi rst adventu re.
I n itial Li n k t o t h e Starti ng Adventu re: Fro m the 1 . Yo u ' re act i n g a s a bodyg u a rd fo r one of the oth e r
fo l l owi n g l i st of optio n s , choose h ow you beca me PCs.
i nvolved i n the fi rst adventu re. 2 . O n e of the PCs i s yo u r s i b l i ng, a n d yo u came
1 . Aga i n st yo u r bette r j u d gment, you joi ned the oth e r along to watch out fo r h e r.
P C s beca u s e yo u s a w t h at they were i n d a n ge r. 3 . You need m o n ey beca u s e yo u r fa m i ly is i n d e bt.
2. O n e of the oth e r PCs co nvinced yo u t h at jo i n i n g 4. You ste pped i n to defe n d one of t h e PCs when t h at
t h e gro u p wo u l d b e i n yo u r best i nterest. c h a racter was th reate ned. W h i l e ta l k i n g to h i m
3. Yo u ' re afra i d of what m i ght h a p p e n if the oth e r afterward , yo u heard about t h e gro u p ' s task.
P C s fa i l .
4. There i s rewa rd i nvolved , a n d yo u need t h e m o n ey.
CHAPTER 6

CHARACTER FOCUS
ocus is w h at m a kes yo u r c h a racter u n i q u e . FOCI

F N o two P C s i n a gro u p s h o u l d h ave the s a m e


focu s . Yo u r focu s gives y o u benefits when yo u
create yo u r c h a racte r a n d each ti me you ascend to
Bears a Halo of Fire
Carries a Qu iver
H owls at the M oon
H u nts With G reat Skill
the n ext tier. I t ' s the verb of t h e sentence " I am a n Com mands Mental Leads
adjective noun who verbs. " Powers Lives i n the Wilderness
When you choose a cha racter focu s, you get a Controls Beasts M asters Defense
s pecial con n ection to one or more of you r fe l l ow PCs, Controls G ravity M asters Weaponry
a first-tier a b i l ity, and perh aps additional start i n g Crafts I l l usions M u rders
eq u i p ment. A few fo c i offe r s l i ght alterations of Crafts U n ique Objects Rages
Esoteries, page 35 esoteries or tricks for nanos and jacks. Each focus Employs M agnetism Rides the Lightn ing
also offe rs s u ggestions to the GM and the p l ayer for E ntertai n s Tal ks to Machines
pos s i ble effects o r consequences of rea l ly good o r Exists Partially Out Wears a Sheen of I ce
rea l ly b a d d i e rol l s . of Phase Wields Power With
As you progress to a new tier, you r focus grants you Explores Dark Places Precision
more abil ities. Each tier's benefit is u s u a l ly labeled Fights With Panache Wields Two Weapons
Action or Enabler. I f an abil ity i s labeled Action, you Focuses M i nd Over at Once
m u st take an action to use it. If an a b i l ity is labeled M atter Works M i racles
Enabler, it makes other actions better or gives some Fuses Flesh and Steel Works the Back Al leys
other benefit, but it' s not an action. An a b i l ity that
allows you to bl ast foes with lasers is an action. An
abil ity that grants you add itional damage when you
make attacks is an enabler. You can use an enabler i n Although most of those who take up t h i s mantle
t h e s a m e turn as you perform another action. a re n a n o s , fl a m e-wie l d i n g g l a ives a n d jacks a re
Each tier's benefits a re i ndependent of and fearsome i n deed .
cu m u l ative with benefits fro m oth e r tiers ( u n l e s s Connection: Pick o n e oth e r PC. T h ro u g h a q u i rk of
i n d icated oth e rwise) . So if yo u r fi rst-tier a b i l ity grants fate, yo u r fi re ca n n ot h a rm t h at c h a racter.
Armor, page 92 yo u + 1 to Armor and yo u r fo u rth-tier a b i l ity a l s o Additional Equipment: You h ave an artifact-a device
grants y o u + 1 to Armor, when yo u reach fo u rth tier, that s p rays i n a n i mate objects to make them fire
yo u h ave a total of +2 to Armor. res i stant. Al l you r sta rting gea r has a l ready been treated
u n less you don't want it to be.
Bears a Halo of Fire BEARS A HALO OF FIRE Fire Esoteries: If yo u perform esote ries, those that
GM Intrusions: Yo u can create a s h eath o f fl a m e s a ro u n d yo u r wo u l d norm a l ly use force or other energy (such as
Fire burns flammable
body. Yo u leave scorch m a rks whereve r yo u go, el ectricity) i n stead use fi re. For exa m ple, force b l asts
material. Fire spreads,
perhaps beyond the and yo u can't h a n d l e co m b u st i b l e o bj ects without from O n s l a u ght a re b l asts of flame, and F l a s h i s a
control ofthe one who fi rst d o u s i n g yo u r i n h e rent flames. I f yo u perform b u rst of fire. These a lterations change noth i n g except
started it. Primitive esote ries (or s i m i l a r effects beyo n d the a b i l ities of the type of d a m age and the fact that it m i ght start
creatures fearfire and normal h u m a n s} , all yo u r effects a re tai nted with fires. As another exa m ple, Barrier p rod uces a wa l l of
often attack what they fl a m e . F i e ry v i s u a l s acco m p a n y yo u r powe rs, a n d roa ri n g flames. I n t h i s case, the a lteration changes
fear.
i n some cases, yo u r p red i l ect ion fo r fl a m e act u a l ly the esotery so that the barrier i s not solid but i n stead
res h a pes yo u r a b i l ities to take on a fiery nature where i n fl icts 1 point of d a m age to a nyth i n g that touches
n o n e existed before. it and 4 poi nts of d a m age to a nyone who passes
You p robably wea r red and yel l ow, or perh a p s b l ack. t h rough it.
LIME NE
CHARACTER FOCUS

ORIGIN OF SPECIAL POWERS


If you want an exp l a n ation for some of the more s u pernatural powers p rovided by yo u r focu s , ro l l d l 00 a n d check the fo l l owi n g table,
d i scard i n g res u lts t h at d o n 't fit logic.

Roll Explanation
01 -05 N at u ra l m utation
06-09 U n expected v i ra l reco n struction of yo u r body
1 0-1 5 M utation d ue to a n cestral expo s u re to c h e m i ca l s , rad i at i o n , o r v i r u s
1 6-2 1 M utation d ue to expe r i m e ntal science performed o n yo u r a n cestor(s)
22-2 7 An e n co u nter with the I ro n Wi n d ( u n expected n a n otech reco n struction of yo u r body)
28 Abd u ction by ext rate rre stri a l (s) who experi me nted or performed s u rge ry on yo u
29 Abd u ction by rogue scientist (s) who expe rime nted or performed s u rge ry on yo u
30 Abd u ction by mach i n e i nte l l i ge n ce t h at experi mented or performed s u rgery on yo u
31 An e n co u nter with an u ltraterrest rial entity t h at myste rio u s ly c h a n ged yo u
3 2-3 5 I ntent i o n a l or accide ntal fu s i o n / i m p l a ntation with mec h a n ical devices i n fi n ge rt i p s
3 6-3 9 I ntent i o n a l o r accide ntal fu s i o n / i m p l a ntation w i t h mec h a n ical devices i n p a l m s
40-43 I ntent i o n a l o r accide ntal fu s i o n / i m p l a ntation w i t h mec h a n ical d evice i n h e a d o r eye
44-4 7 I ntent i o n a l or accide ntal fu s i o n / i m p l a ntation with mec h a n ical d evice i n chest
48-5 1 I ntent i o n a l o r accide ntal i m mersion o r treatment with ancient c h e m i ca l s o r rad iation
5 2-5 6 H id d e n a rtifact (s) secreted o n yo u r person
5 7-60 Cloud of n a n otech t h at fo l l ows a n d res p o n d s to yo u fo r rea s o n s u n known
6 1 -64 I m p l a n t o r m utation t h at p rovides knowled ge a n d powe r from the d atas p h e re
65-66 Drugs
67 Tra i n i n g by extrate rrestri a l entities i n stra n ge a n d myste rious d evot i o n s
68-69 Tra i n i n g b y secret o rd e r t h at h a s m a stered myste ries p a s s e d d own fro m the ancients
70 Tra i n i n g by mach i n e i n te l l i ge n ce t h at s h a red i n h u m a n knowled ge
7 1 -80 Co n fl u e nce: Ro l l twice a n d co m b i n e res u lts
8 1 -00 U n known (G M can secretly ro l l aga i n and keep the res u lt h id d e n )

M i nor Effect Suggestions: The ta rget or someth i n g Tier 3 : Fiery H and of Doom (3 I ntel lect poi nts).
n e a r the ta rget catches fi re. Wh i l e yo u r S h ro u d of F l a m e i s a ctive, yo u c a n
M ajor Effect Suggestions: An i m portant item o n r e a c h i n to yo u r h a l o a n d p ro d u ce a h a n d m a d e o f
the ta rget ' s p e r s o n i s d e stroyed . a n i m ate fl a m e t h at i s t w i c e t h e s i ze of a h u m a n ' s
h a n d . T h e h a n d acts a s yo u d i rect, fl oati n g i n t h e
Tier 1 : Shroud of Flame (1 I ntel lect poi nt) . a i r. D i rect i n g t h e h a n d i s a n a ct i o n . W i t h o u t a
At yo u r com m a n d , yo u r enti re body beco m e s com m a n d , t h e h a n d d o e s n ot h i n g . I t c a n m ove
s h ro u d e d i n fl a m e s t h at l a st u p to ten m i n utes. T h e a l o n g d i st a n ce in a ro u n d , but it never m oves
fi re d o e s n ' t b u rn yo u , b u t it a utomatica l ly i n fl i cts fa rt h e r away fro m you than long range. T h e h a n d
2 points of d a m age to a nyo n e w h o tries to touch c a n g ra b , m ove, a n d carry t h i n gs , b u t a n yt h i n g i t
yo u o r stri ke yo u with a m e l e e attack. Flames fro m t o u c h e s takes l p o i n t of d a m a ge p e r ro u n d fro m
a n o t h e r s o u rce can sti l l h u rt yo u . Wh i l e t h e s h ro u d t h e h e at. T h e h a n d c a n a l s o attack. I t ' s a l e v e l 3
i s active, yo u g a i n +2 poi nts of A r m o r t h at p rotect creat u re a n d d e a l s l ext ra p o i n t of d a m a ge fro m Creatures, page 228
o n l y aga i n st d a m age fro m fi re fro m a n ot h e r s o u rce. fi re w h e n it attacks. O n ce created , t h e h a n d l a st s
E n a b l e r. fo r ten m i n ute s . Act i o n to create; act i o n to d i rect.

Tier 2: H u rl Flame (2 I ntel lect poi nts) . W h i l e yo u r Tier 4: Flameblade (4 I ntel lect poi nts) . When
S h roud o f F l a m e i s active, you c a n reach i nto yo u r yo u w i s h it, yo u extend yo u r h a l o of fi re to cove r
h a l o a n d h u rl a h a n d fu l o f fi re a t a ta rget. Th i s i s a a weapon yo u wield i n fl a m e for o n e h o u r. The
ra n ged attack with s h o rt ra n ge t h at d e a l s 4 poi nts of fl a m e ends if you stop h o l d i n g o r ca rryi n g the Onslaught, page 35
fi re d a m age. Act i o n . wea p o n . Wh i l e t h e fl a m e l a sts, the weapon i n fl icts 2 Flash, page 37
Fiery Power. When you use the O n s l a u ght force add iti o n a l poi nts of d a m age. E n a b l e r.
b l ast esotery or the Flash esote ry, i n crease the d a m age
by l poi nt. I f yo u d o n 't h ave either of those a b i l ities, Tier 5: Fire Tendrils (5 I ntellect poi nts) . When yo u wish
this a b i l ity has no effect. Fiery Powe r does n ot affect it, you r halo s p routs t h ree tend ri l s of flame that l a st
d a mage from the O n s l a u ght m i n d s l ice. Enabler. for u p to ten m i n utes . As an action, yo u can use the

53
te n d r i l s t o attack, making a sepa rate attack rol l for Tier 2: Coveri ng Fire (1 Speed point). I n a rou n d where
each . Each ten d r i l infl icts 4 poi nts of d a mage. you attack with you r bow, if you fire an add itional
Otherwise, the attacks fu nction as sta n d a rd arrow, the d ifficu lty of attacks and s peci a l a b i l ities
attacks. If you d o n 't use the ten d r i l s to attack, u sed by the ta rget i s i n creased by one step. Enabler.
they re m a i n but do n oth i n g. Enabler. Bowyer. You a re tra i ned i n m a k i n g bows. E n a b l e r.

Tier 6: Fire Servant (6 I ntellect Tier 3: Trai ned Archer. You a re tra i ned i n u s i n g bows.
points). You reach i nto you r halo E n a b l e r.
and prod uce an automaton of fire M aster Fletcher. Yo u a re special ized i n m a k i n g
that is you r general shape and s ize. It a rrows. E n a b l e r.
acts as you d i rect each rou n d . D i recting
the servant i s an action, and you can Tier 4: Quick Shot. I f yo u ro l l a natural 1 7 or h i gher
command it o n ly when you a re wit h i n with a bow attack, i n stead of add i n g d a m age o r a
long range of it. Without a com mand, t h e m i n o r or major effect, you can m a ke another attack
servant conti n ues t o fol low you r previous with yo u r bow. Th i s attack re uses the same Effort a n d
com mand. You can also give it a s i m p l e bo n u se s (if any) fro m t h e fi rst attack. E n a b l e r.
progra m med action, s u c h as "Wait here, M aster Bowyer. You a re s pecial ized i n m a k i n g
and attack a nyone who comes with i n bows. E n a b l e r.
short range u n t i l they' re dead . " T h e servant
lasts for ten m i n utes, i s a level 5 creatu re, Tier 5: Phenomenal Archer. You a re special ized i n
and deals l extra point of damage u s i n g bows. E n a b l e r.
from fire when it attacks. Action to
create; action to d i rect. Tier 6: Powerfu l Shot (2 M ight poi nts) . Yo u i n fl i ct 3
add iti o n a l poi nts of d a m age with a bow. The M i ght
Carries a Quiver CARRIES A QUIVER poi nts spent to u s e t h i s a b i l ity a re in add ition to any
GM Intrusions: The a rcher is a s k i l led co m b atant, deadly in any fight. S peed points spent o n the attack. E n a b l e r.
Arrows that miss their With a keen eye a n d q u ick reflexe s , yo u can e l i m i n ate
target strike unwanted
targets. Bowstrings break.
foes at ra n ge before they reach yo u . A good a rcher COMMANDS MENTAL POWERS
a l so learns to m a ke his own a rrows a n d bows. Yo u h ave a l ways h a d s peci a l a b i l it i e s t h at ot h e rs
Commands Mental Yo u p ro b a b ly wea r no m o re t h a n l i ght armor so d i d n ' t seem to s h a re . T h ro u g h p ract i ce a n d
Powers GM Intrusions: yo u can m ove q u ickly when need e d . d evot i o n , yo u h ave h o n e d t h i s u n i q u e t a l e n t so t h at
Other beings that have M a ny gla ives a n d j acks a re a rchers. yo u can h a rn e s s t h e powe r of yo u r m i n d to perform
mental or psychic powers Yo u can u s e this focu s with cro s s bows i n stead of deed s .
often seek to destroy
bows if you w i s h . N o one c a n te l l t h at yo u h ave t h i s a b i l ity j u st by
those like themselves
out ofjealousy and fear. Connection: Pick o n e other P C t o b e t h e true friend looki n g at yo u , although yo u wear a crysta l o r jewel
Some beings feed on the who gave you the excellent bow that you cu rrently use. somewh e re o n yo u r h ead to h e l p focus yo u r powe r.
mental energies of others, Secretly pick a second PC (preferably one who i s l i kely Either t h i s focu s i n g object was given to yo u by
and psychics are the most to get i n the way of you r attacks) . When you miss with someone who recogn ized yo u r a b i l ity, or you ca m e
desired meal of all.
a bow and the GM rules that you struck someone other u po n it by acci dent a n d it triggered yo u r a b i l ities.
than you r target, you h it the second character, if possi ble. Some peo p l e with mental powers-often ca l l ed
Add itional Equi pment: You start with a we l l -made psyc h i cs o r p s i o n ics by o rd i n a ry fo l ks-a re secretive
bow a n d two d ozen a rrows. and a l ittl e para n o i d .
M i nor Effect Suggestions: H it i n a te n d o n o r Although n a n o s freq uently co m m a n d mental
m u scle, the ta rget t a k e s 2 poi nts of S peed d a mage powe rs, p s i o n i c g l a ives o r jacks a re n ot u n co m m o n .
as we l l as normal d a mage. Connection: Pick o n e other PC. You have fo u n d that
M ajor Effect Suggestions: The ta rget i s p i n ned in this character is particu larly tuned i nto you r mental
p l ace with a n a rrow. powers. While you ' re wit h i n short range of h i m , the two
of you are always in telepathic contact, and he is never
Tier l : Archer. To be truly deadly with a bow, yo u harmed by you r Psychic B u rsts.
m u st know where to a i m . You can spend poi nts Additional Equipment: You h ave a crystal or jewel
fro m either yo u r S peed Pool or yo u r I nte l l ect Pool to artifact that, when worn aga i n st you r forehead or
Mind Control, page 38
Mind Reading, page 37 a p p l y l eve l s of Effort to i n crease yo u r bow d a m age. tem p le, adds l point to you r I ntel l ect Pool . I f you ' re ever
Each l evel of Effort ad d s 3 poi nts of d a m age to a without the artifact, s u btract 5 poi nts from you r I ntellect
s uccessfu l attack. E n a b l e r. Pool ; the poi nts a re restored if you regai n the item.
Fletcher. You a re tra i ned i n m a k i n g a rrows. M ental Esoteries: I f yo u h ave the M i n d Co ntrol
E n a b l e r. esotery o r the M i n d Read i n g esote ry, yo u ' re
LIME NE
CHARACTER FOCUS

a utomatica l ly tra i ned i n it. If yo u h ave both esote ries, control the m i n d of a l evel 5 ta rget (th ree leve l s a bove
yo u ' re tra i ned i n bot h . E n a b l e r. the normal l i m it) , you m u st a p p ly t h ree leve l s of
M i nor Effect Suggestions: The ra n ge or d u rati o n of Effort. If yo u a l so h ave the M i n d Control esotery, the
the mental powe r i s d o u b l ed. normal leve l l i m it i s 3 rather than 2 . When the effect
M ajor Effect Suggestions: Yo u can take another e n d s , the creat u re doesn't re mem ber be i n g co ntrol led
action o n t h at s a m e turn. or anyt h i n g it did wh i l e under you r co m m a n d . Action
to i n itiate.
Tier 1 : Telepath ic (1 + I ntel lect point) . Yo u can s peak
te lepath i ca l ly with ot h e rs who a re with i n s h o rt ra nge. Tier 6: Telepathic Network (O+ I ntellect points). When
Co m m u n ication i s two-way, but t h e oth e r p a rty m u st you wish it, you can contact u p to ten creat u res known
be w i l l i n g a n d a b l e to com m u n icate. You d o n ' t h ave to you , n o m atte r where they a re. All ta rgets m u st be
to see the ta rget, but yo u m u st know t h at it's with i n wi l l i n g and able to com m u n icate. You a utomatica l ly
ra n ge. Yo u c a n h ave m o re t h a n o n e active contact at s u cceed at esta b l i s h i n g a tele path ic network; no rol l
o n ce, but yo u m u st esta b l i s h contact with each ta rget i s req u i red . A l l creat u res i n the network a re l i n ked and
i n d ivid u a l ly. Each contact l a sts up to ten m i n utes. can com m u n icate te lepath ically with one another.
I f you apply a l eve l of Effort to i n crease t h e d u rat ion They can also "overhear" anyt h i n g said in the network,
rat h e r t h a n affect the d i fficulty, t h e contact l asts fo r if they wi s h . Activat i n g t h i s a b i l ity doesn't req u i re an
28 h o u rs . Action t o esta b l i s h contact. action and doesn't cost I ntel l ect poi nts; to you , it's as
easy as s peaki n g out loud. The netwo rk l a sts until yo u
Tier 2: M i nd Reading (2 I ntel lect poi nts) . Yo u can choose to end it. If you spend 5 I ntel lect points, you
read t h e s u rface thou ghts of a creatu re with i n can contact twenty creat u res at once, and for every 1
s h o rt ra n ge, eve n if t h e ta rget doesn't want yo u I ntel lect point you spend a bove that, you can add ten
to. Yo u m u st be a b l e to see you r ta rget. O n ce yo u more creatu res to the network. These l a rger networks
h ave esta b l i s h ed contact, yo u can read the ta rget ' s last for ten m i n utes . Creati n g a network of twe nty or
thou ghts fo r u p to o n e m i n ute. I f y o u a l so h ave t h e more creatu res does req u i re a n action to esta b l i s h
M i n d Read i n g esotery o r t r i c k of the t r a d e , yo u c a n contact. Enabler.
u s e t h i s a b i l ity a t l o n g ra n ge, a n d y o u d o n ' t n e e d t o
Controls Beasts
be a b l e to see the ta rget (but yo u d o h ave to know CONTROLS BEASTS GM Intrusions:
t h at the ta rget is with i n ran ge) . Action to i n itiate. To say t h at yo u h ave a way with a n i m a l s a n d Most civilized communities
n o n h u m a n creatu res doesn't begin to cover it. Yo u r are reluctant to welcome
Tier 3 : Psychic Bu rst (3+ I ntel lect points). You b l ast m astery a n d com m u n i cation with beasts i s pos itively dangerous animals and
waves of mental force i nto the m i n d s of up to t h ree u ncan ny. They co m e to yo u fearless ly, a n d it' s n ot look warily on those who
consort with such creatures.
ta rgets with i n short ra n ge (make a n I ntel lect ro l l u nco m m o n for b i rd s to a l ight on yo u r s h o u l d e r o r
Out-ofcontrol beasts can
aga i n st each ta rget) . T h i s b u rst i n fl icts 3 poi nts of fo r s m a l l a n i m a l s to cl i m b u p yo u r a r m s o r l e g s . be a rea I hazard.
I ntel lect d a m age (a nd t h u s ignores Armor) . For each 2 Yo u p ro b a b ly wea r t o u g h clot h i n g a n d h ave a
additional I ntel lect poi nts you spend, you can make a n d i s h eve led or grizzled appeara n ce t h at s u ggests a
I ntel lect attack rol l aga i n st a n ad d itional ta rget. Action. ru gged , outdoor l i fe. Pe rhaps yo u eve n s m e l l l i ke a n
animal.
Tier 4: Use Senses of Others (4 I ntellect poi nts) . You
can see, hear, s m e l l , touch , and taste t h rough the
senses of a nyone with whom you h ave tele path ic
contact. You can attem pt to use this a b i l ity on a wi l l i n g
or u nwi l l i n g ta rget with i n l o n g ra n ge; a n unwi l l i n g
ta rget c a n try t o res i st. Yo u don't need t o s e e the
ta rget, but you m u st know that it's with i n ra n ge. You r
s h a red senses last ten m i n utes . Action t o esta b l i s h .

Tier 5: M i nd Control (6+ I ntellect points): You control


the actions of another creatu re you touch . Th i s
effect lasts for t e n m i n utes. T h e ta rget m u st be level
2 or lowe r. Once yo u h ave esta b l i s hed co ntro l , you
m a i nta i n mental contact with the ta rget and sense
what it senses. You can a l low it to act free ly o r ove rride
its control on a case- by-case basis. I n stead of a p p lyi n g
Effort t o d ecrease the d ifficu lty, y o u can a p p ly Effort
to i n crease the m axi m u m leve l of the ta rget. Th u s , to

55
Any type of c h a racte r is l i kely to h ave t h i s focu s . 1 m i l e (1 . 6 km) of yo u . Th i s effect l a sts u p to ten
Connection: P i c k one oth e r P C . T h at c h a racte r m i n utes. Action to esta b l i s h .
seems to d i st u rb yo u r creatu res i n a way t h at yo u I m proved Companion. Yo u r beast co m pa n io n
ca n ' t exp l a i n . You know t h at yo u m u st kee p yo u r i n creases to l evel 4 . As a l evel 4 creatu re, it h a s a
a n i m a l s away from h i m i f pos s i ble, o r yo u m i ght lose ta rget n u m be r of 1 2 a n d a health of 1 2 , a n d it i n fl i cts
control of t h e m . 4 poi nts of d a mage. E n a b l e r.
Add itional Equi pment: You h ave t h ree d ays' worth
of food fo r yo u r beast co m p a n i o n , p l u s a h a rn e s s , Tier 5: Beast Call (5 I ntel lect poi nts). You s u m mo n
co l l a r, o r s i m i l a r acco uterment. a h o rd e of s m a l l a n i m a l s o r a s i n g l e l evel 4 beast
M i nor Effect Suggestions: The d u rat ion of to h e l p yo u te m p o rari ly. These creat u res d o yo u r
ca l m n e s s o r control i s d o u b l ed. b i d d i n g fo r a s l o n g as yo u focus yo u r atte ntion, but
M ajor Effect Suggestions: The d u ration of yo u m u st u s e yo u r action each turn to d i rect t h e m .
ca l m n e s s o r control exte n d s to 28 h o u rs . Creat u res a re n ative to t h e a rea a n d a rrive u n d e r t h e i r
o w n powe r, so if yo u ' re i n a n u n reac h a b l e p l ace, t h i s
Tier l : Beast Com panion. A leve l 2 creatu re o f you r a b i l ity w o n ' t work. Act i o n .
Creatures, page 228 s ize or s m a l l e r accompanies you a n d fo l l ows you r
i n structions. You a n d t h e G M m u st work o u t the Tier 6: Control t h e Savage ( 6 I ntel lect poi nts) . You
d eta i l s of yo u r creat u re, and you ' l l p robably make rol l s can control a ca l m n o n h u m a n beast with i n 30 feet
for i t i n com bat or when i t takes actions. T h e beast (9 m) . Yo u control it for as l o n g as yo u focu s a l l yo u r
com p a n i o n acts o n yo u r turn. As a level 2 creat u re, atte ntion o n i t , u s i n g yo u r t u r n each ro u n d . The
it h a s a ta rget n u m ber of 6 and a health of 6, and it GM h a s fi n a l say ove r w h at counts as a n o n h u m a n
i n fl icts 2 poi nts of d a m age. Its movement i s based on beast, b u t u n l e s s s o m e k i n d o f deception i s a t work,
its creatu re type (avian, swi m m e r, and so on) . I f you r yo u s h o u l d know whet h e r yo u can affect a creatu re
beast com p a n i o n d ies, yo u can h u nt i n t h e w i l d fo r before yo u atte m pt to u s e t h i s a b i l ity on it. Al i e n s ,
1 d 6 d ays t o fi n d a new co m p a n i o n . Enabler. extrad i m e n s i o n a l entities, very i nte l l i gent creat u res,
a n d auto m ato n s n ever count. Act i o n .
Tier 2: Soothe the Savage (2 I ntel lect poi nts) . Yo u I m proved Companion. Yo u r b e a s t co m pa n io n
ca l m a non h u m a n beast wit h i n 30 feet (9 m) . i n creases to l evel 5 . As a l evel 5 creatu re, it h a s a
Yo u m u st s peak to it (a lthough it does n ' t need to ta rget n u m be r of 1 5 a n d a health of 1 5 , a n d it i n fl i cts
u nd e rsta n d yo u r word s) , a n d it m u st see yo u . I t 5 poi nts of d a mage. E n a b l e r.
re m a i n s ca l m fo r o n e m i n ute o r fo r a s l o n g as yo u
focu s a l l yo u r atte ntion on it. The G M h a s fi n a l say CONTROLS GRAVITY
Controls Gravity ove r what co u nts a s a n o n h u m a n beast, but u n less G ravity m u st h ave been q u ite a concern for t h e
GM Intrusions: some k i n d of d ece ption i s at work, yo u should know peo p l e of prior epoch s beca u s e t h e re a re many pat h s
Many people are
whet h e r yo u can affect a creatu re before yo u atte m pt with i n t h e n u m e n e ra to control i t . T h rough a q u i rk
frightened to be around
someone who controls to u s e t h i s a b i l ity on it. A l i e n s , extrad i m e n s i o n a l of fate, some u n i q u e d evice (s) , or s u p re m e d evotion
gravity. Losing command entities, ve ry i n te l l i gent creat u re s , a n d auto m ato n s (or a co m b i nation of all th ree) , you h ave learned to
ofsuch powers could n ever co u nt. Act i o n . tap i nto the powe r of gravity. With o n e foot p l a nted
inadvertently send objects Com m u n ication ( 2 I ntel lect poi nts) . You c a n in the d i stant past, you a re a mysterious i n d ivid u a l .
careening off into the sky,
convey a b a s i c concept t o a creatu re t h at n o r m a l l y M ost l i kely, yo u a re a l s o o l d e r, h avi n g s pent m u c h of
perhaps even into orbit.
ca n ' t speak o r u n d e rsta n d s peec h . The creatu re yo u r l ife h o n i n g yo u r odd, ancient talents.
can a l s o g ive you a ve ry basic a n swer to a s i m p l e Yo u m i ght p refe r b i l l owy garments t h at d i s p l ay
q u esti o n . Act i o n . yo u r m a stery of gravity' s p u l l a n d co nceal yo u r
i d e ntity a n d i ntent i o n s .
Tier 3 : Mount. A l evel 3 creatu re serves yo u a s a N o one type o f c h a racte r i s m o re l i kely t o control
m o u n t a n d fo l l ows yo u r i n struct i o n s . W h i l e yo u ' re gravity than a n other, but the powe r is rare.
mou nted on it, t h e creatu re can move a n d you can Connection: Pick one oth e r PC. I n the rece nt
attack o n yo u r turn, o r it can attack foes when yo u past, wh i l e u s i n g yo u r gravitat i o n a l powe rs, yo u
do. Yo u a n d the G M m u st work out the deta i l s of acci denta l ly sent t h at c h a racte r h u rt l i n g i nto the a i r
the creatu re, a n d yo u ' l l probably m a ke ro l l s for it i n o r p l u m met i n g towa rd t h e g ro u n d . E it h e r way, s h e
co m bat o r w h e n it takes act i o n s . T h e m o u n t acts o n barely s u rvived . I t i s u p t o t h e p l aye r o f t h at c h a racte r
yo u r t u r n . I f yo u r m o u n t d i es, yo u can h u nt i n the to decide whet h e r s h e resents, fears, or fo rgives you .
Oddity, page 3 7 4 w i l d fo r 3 d 6 d ays to fi n d a new one. E n a b l e r. Additional Equipment: You have a pen-sized odd ity
that tel l s the weight of whatever you point it at (within
Tier 4: Beast Eyes (3 I ntel lect poi nts) . Yo u can sense short range) . The weight is displayed on a small glass
t h rough yo u r beast co m p a n i o n ' s senses if it i s wit h i n plate i n runes that only you can deci pher.

56
LIME NE
CHARACTER FOCUS

M i nor Effect Suggestions: The d u rat ion of the n ever i n fl i ct d i rect h a rm or exe rt rea l fo rce, but t h ey
effect i s d o u b l e d . can fool creat u re s , c h a n g i n g o p i n io n s a n d eve n
M ajor Effect Suggestions: An i m portant i t e m o n behaviors if yo u craft them cleverly.
the ta rget ' s p e r s o n i s d e stroyed . Yo u l i kely d re s s with fl a i r a n d co l o r. The
appeara n ce of t h i ngs i s i m portant to yo u , both their
Tier 1 : H over (1 I ntel lect poi nt) : You float s l owly bea uty a n d t h e i r u g l i n e s s . Yo u a re a visual performer
i nto t h e a i r. As yo u r act i o n , yo u can co ncentrate to who can enterta i n , terrify, o r fool eve ryo n e yo u
re m a i n moti o n less in the a i r, o r fl oat up to a s h o rt e n co u nter.
d i stance, but no more; ot h e rwise, you d rift with the A n a n o is t h e most l i kely c h a racte r to be a n
w i n d o r with any momentu m you h ave ga i n e d . Th i s i l l u s i o n i st, but jacks fi n d i l l u s i o n s t o be h e l pfu l as
effect l asts fo r u p t o t e n m i n utes. I f yo u a l s o h ave the we l l . The ra re g l a ive i l l u s i o n i st can fi n d ways to u s e
H over esote ry o r trick of the trad e, yo u can h over fo r tricks i n battle.
twe nty m i n utes a n d m ove yo u r normal s peed . Action Con n ectio n : P i c k one ot h e r PC. T h i s c h a ra ct e r is
to i n itiate. never fo o l ed by yo u r i l l u s i o n s and i s n ever a ffected
by the t r i c ke ry of yo u r s peci a l a b i l it i e s . Yo u c a n
Tier 2: Lessening G ravity's Pu l l . By m a n i p u l ati n g c h o o s e w h et h e r o r not you k n ow t h i s fa c t .
gravity's p u l l o n yo u rself, yo u ga i n + 1 t o yo u r S peed Add itional Equi pment: You h ave a n odd ity t h at
E d ge. E n a b l e r. a p pears to be a p i ece of clear g l a s s i n a synth fra me.
By m a n i p u l ati n g h id d e n switches o n the fra me,
Tier 3: G ravity Cleave (3 I ntel lect poi nts) . Yo u yo u can m a ke ra n d o m m ov i n g i m ages a p pear
can h a rm a ta rget wit h i n s h o rt ra n ge by ra p i d ly o n the glass. The i m ages a re u s u a l ly stra n ge a n d
i ncrea s i n g gravity' s p u l l on o n e portion of the ta rget somet i m e s i n c o m p re h e n s i ble.
a n d decrea s i n g it on another, i n fl i ct i n g 6 poi nts of Psychedelic Esoteries: I f yo u perform esote ries , Esoteries, page 35
d a m age. Act i o n . they take on fl a m boya nt v i s u a l a n d a u d itory
q u a l ities of yo u r choos i n g. Th i s a lteration c h a nges
Tier 4: Field o f G ravity ( 4 I ntel lect poi nts) . When noth i n g ot h e r than the appeara n ce of the effects .
yo u w i s h it, a field of m a n i p u l ated gravity a ro u n d Fo r exa m ple, you r attack esote ries m i ght l o o k l i ke
yo u p u l l s i ncom i n g ran ged p roject i l e attacks to t h e mon sters made of e n e rgy t h at a s s a i l yo u r foes. Yo u r
gro u n d . Yo u a re i m m u ne to s u c h attacks u nt i l yo u r Sta s i s esotery m i ght look l i ke a tentacled beast t h at Stasis, page 3 7
t u rn i n t h e n ext ro u n d . Yo u m u st b e aware o f a n h o l d s the vict i m i n p l ace. Yo u r Te leportation esotery Teleportation, page 3 9
attack t o fo i l i t . T h i s a b i l ity d o e s n ot work o n e n e rgy m i ght seem l i ke a h o l e i n s pace opens u p a n d
attacks. E n a b l e r. swa l l ows yo u .
M i nor Effect Suggestions: Yo u r i l l u s i o n h a s a
Tier 5: Fl ight (4+ I ntel lect poi nts) . Yo u can fl oat special q u a l ity to it-perh a p s an observer sees a n
a n d fly t h rough t h e a i r for o n e h o u r. Fo r each level i m age o f someth i n g fr o m h i s past.
of Effort a p p l ied, yo u can affect one add iti o n a l M ajor Effect Suggestions: The i l l u s io n l asts fo r
creatu re o f yo u r s ize o r s m a l l e r. You m u st t o u c h the o n e h o u r, o r if it a l ready l asts t h at long, it l a sts fo r 28
creatu re to bestow the powe r of fl i ght. You d i rect h o u rs .
the oth e r creat u re ' s move m e nt, a n d wh i l e flyi ng, it
m u st re m a i n with i n s i ght of yo u o r fa l l . In term s of Tier 1 : M i nor I l l usion (1 I ntel lect poi nt) . You create
overland move m e nt, a flyi n g creatu re moves about a s i n g l e i m age of a creatu re o r o bj ect with i n
20 m i les (32 km) per hour a n d i s n ot affected by i m med i ate range. T h e i m age m u st fit with i n a
terra i n . Action to i n itiate. 1 0-foot (3 - m eter) cube. The i m age can m ove (for
exa m ple, yo u co u l d m a ke the i l l u s io n of a person
Tier 6: Weight of the World (6+ I ntel lect poi nts) . wa l k o r attack) , but it ca n ' t leave the a rea defined
Yo u can i n crease a ta rget ' s we ight d ra m atical ly. by the cu be. The i l l u s i o n i n c l u d e s sound but n ot Crafts Illusions
The ta rget is p u l led to the gro u n d a n d ca n ' t move s m e l l . It l a sts for ten m i n utes, but if you want to GM Intrusions:
phys ically u n d e r its own powe r fo r one m i n ute. The c h a n ge the origi n a l i l l u s i o n s i g n ificantly-s uch a s Obviously, illusions of
ta rget m u st be with i n s h o rt range. Fo r each l evel of m a k i n g a creatu re a p pear to be wo u n d ed-yo u m u st things that someone has
never seen before are not
Effort a p p l ied, yo u can affect o n e additional creatu re. co ncentrate on it aga i n (th o u g h d o i n g so doesn't
likely to be believable. An
Act i o n . cost a d d i t i o n a l I nte l l ect poi nts) . I f yo u m ove beyo n d NPC might realize that an
i m med i ate ra n ge of t h e cube, the i l l u s i o n va n i s h e s . illusion isfalse at just the
CRAFTS ILLUSIONS Action to create; action to mod ify. wrong moment.
Yo u u s e the n u menera to create h o l ogra p h i c i m ages
t h at appear rea l . Yo u are, in effect, a n a rti st-a Tier 2: Disguise (2+ I ntel lect poi nts) . Yo u appear
crafter of l i ght a n d s o u n d . H o logra p h i c i m ages can to be someone o r somet h i n g e l s e , ro ugh ly of yo u r
s ize a n d s h a pe , for up to o n e h o u r. O n ce created, with wood or metal as u n d e rstood by the peo p l e of
the d i s g u i se req u i res no concentrat i o n . Fo r each the N i nth Wo rl d , but eventually you wi l l m a ster eve n
add iti o n a l I nte l l ect point yo u s p e n d , yo u can the myste ries of t h e ancients. Ca l l it magic or ca l l it
d i sg u i se o n e oth e r creatu re. Al l d i sg u i sed creatu res tec h n o l o gy-you know t h at you can m a ster it a n d
m u st stay with i n s i ght of you o r lose their d i s g u i se. u s e it fo r yo u r o w n d e s i g n s .
Action to create. Yo u l i kely carry a wide array o f too l s a n d s p a re
parts whereve r yo u go. Yo u r work a p ro n is p robably
Tier 3 : M ajor I l l usion (3 I ntel lect poi nts) . Yo u create a m a i n stay of yo u r wa rd ro be, its pockets a n d loops
a co m p l ex sce n e of i m ages wit h i n i m m ed i ate b ri m m i n g with t h e i n stru ments of yo u r trade. Yo u r
ra n ge. The enti re sce n e m u st fit with i n a 1 00-foot ca l l o u sed fi n ge rs m i ght b e sta i n ed with grease t h at
(30- meter) cube. The i m ages can move, but they wi l l n ever co m e co m p l etely clea n , but these m a rks
Crafting, page 7 06 ca n ' t leave the a rea defined by the cu be. The i l l u s i o n a re bad ges of h o n o r a m o n g yo u r k i n d .
i nc l u d e s s o u n d a n d s m e l l . I t l a sts fo r t e n m i n utes N a n o s m a ke i nterest i n g crafters , s u p p l e m e n t i n g
and c h a n ges a s you d i rect (no concentration is t h e i r esote ries with too l s a n d d evices. A g l a ive
needed) . I f you m ove beyo n d i m m ed i ate ra n ge of the b u i l d e r l i kely focuses o n wea p o n s o r a r m o r. J acks
cube, t h e i l l u s i o n va n i s h e s . Action to create . m i ght be t h e most co m m o n crafters, m a k i n g t h i n g s
t h at w o r k i n a variety of ways fo r a variety of u s e s .
Tier 4: I l l usory Selves (4 I ntel lect poi nts) . Yo u create Connection: Pick o n e oth e r P C . The c h a racter
fo u r hologra p h i c d u p l icates of yo u rself with i n s h o rt h a s a n extra ite m of reg u l a r e q u i pment t h at yo u
ra n ge. The d u p l icates l a st for o n e m i n ute. You fa s h ioned for h e r. (S h e chooses t h e ite m . )
mentally d i rect t h e i r act i o n s , a n d the d u p l icates Add itional Equi pment: You b e g i n the game with
a re n ' t m i rro r i m ages-each one can d o d i fferent a bag of l i ght too l s , the too l s needed to m a ke yo u r
t h i n gs . I f struck violently, they either d i sa p pear fi rst-tier crafts, a n d a n y normal item (of l evel 1 o r 2)
perm a n e ntly o r freeze moti o n less (yo u r choice) . t h at yo u can m a ke with yo u r s k i l l s . You a l so h ave an
Action to create. add iti o n a l odd ity.
Minor Effect Suggestions: Any rol l s you make
Tier 5 : Terrifyi ng I mage (6 I ntel lect poi nts) . You u s e regard i n g that artifact gai n a + 1 bon u s for 28 hours.
a bit of s u btle te lepathy to learn which i m ages wo u l d M ajor Effect Suggestions: Any ro l l s yo u m a ke
appear terrifyi n g t o creatu res t h at yo u choose with i n rega rd i n g t h at a rtifact ga i n a +2 bon u s for 28 h o u rs .
l o n g ra nge. Those i m ages a p pear with i n t h at a rea
and men ace t h e a p p ro p ri ate creat u res. M a ke a n Tier 1 : Crafter. You a re tra i ned i n the craft i n g of two
I nte l l ect attack ro l l aga i n st e a c h creatu re y o u want k i n d s of ite m s . E n a b l e r.
to affect. S u cce s s means the creatu re flees in terror M aster I dentifier. You a re tra i ned i n identifyi n g t h e
fo r o n e m i n ute, p u rs ued by its n i ghtmare s . Fa i l u re fu n ction of any k i n d of d evice. E n a b l e r.
m e a n s t h e creatu re ignore s the i m ages, which do n ot
Artifact, page 298 h a m pe r it i n any way. Act i o n . Tier 2: Tin kerer. I f yo u s p e n d at least o n e d ay
t i n keri n g with an a rtifact i n yo u r posses s i o n , it
Cypher, page 278 Tier 6 : G randiose I l l usion ( 8 I ntellect poi nts). Yo u fu n ct i o n s at o n e l evel h i g h e r t h a n n o r m a l . T h i s
create a fa ntastica l ly com p lex scene of i m ages that a p p l ies t o a l l a rtifacts i n yo u r posse s s i o n , but they
fit with i n a 1 - m i l e (1 .6-km) cube that yo u are a l so ret a i n t h i s bon u s o n ly for yo u . E n a b l e r.
with i n . You m u st be able to see the i m ages when you Quick Work (3+ I ntel lect poi nts) . O n e u s e of any
create them. The i m ages can move in the cube and a rtifact (or o n e m i n ute of its co nti n u o u s fu n ction)
Crafts Unique Objects act i n accord ance with you r d e s i res. They can also i s i n creased by o n e l evel if yo u u s e it with i n the n ext
GM Intrusions: act logica l ly (such as react i n g a p p ropriately to fire m i n ute. I f yo u s p e n d 4 a d d i t i o n a l I nte l l ect points, the
Although created devices
or attacks) when you a re n 't d i rectly observi n g them. u s e i s i n creased by two l eve l s if yo u u s e it wit h i n the
can break, tinkering
with an artifact can lead The i l l usion i ncludes sound and smell. For exa m p l e , n ext m i n ute. Act i o n .
to catastrophicfailure, a r m i e s can clash i n battle, w i t h a i r s u p port from
causing explosions, mach ines or flyi n g creat u res, o n and a bove terra i n Tier 3 : M aster Crafter. Yo u a re tra i ned i n t h e craft i n g
mutation, rifts between o f you r creation. T h e i l l usion lasts for one h o u r (or o f two more k i n d s o f ite m s , o r y o u a re s peci a l ized
dimensions, or anything lon ger, if you co ncentrate o n it after that time) . Action. in two k i n d s of ite m s t h at yo u a re a l ready tra i ned i n .
in between.
E n a b l e r.
CRAffS UNIQUE OBJECTS
With t h e re m a i n s of p rev i o u s civi l izat i o n s a l l a ro u n d , Tier 4: Cyphersmith. Al l cyp h e rs yo u u s e fu nction
the raw m ateri a l s fo r a crafter offe r t h e m se lves to at one l evel h i gher t h a n n o rm a l . I f given a week
those who know where to look. Yo u a re a m a ker, a and the right too l s , c h e m i ca l s , and parts, yo u can
crafter, a n d a b u i ld e r. Yo u m i ght start out worki n g t i n ke r with one of yo u r cyp h e rs , transform i n g it i nto

58
LIME NE
CHARACTER FOCUS

a n other cyp h e r of the s a m e type (a n oeti c or occu ltic) Connection: Pick o n e oth e r PC. Whenever you u s e
t h at yo u had i n the past. The G M a n d p l ayer s h o u l d yo u r powe rs, t h e meta l l i c ite m s o n t h at c h a racte r' s
co l l aborate to e n s u re t h at the tra n sformation i s body s h ud d e r, rattle, c l i n k, a n d s h a ke if he i s with i n
logica l-for exa m p l e, yo u p robably ca n ' t tra n sform a s h o rt ra n ge.
p i l l i nto a h e l met. E n a b l e r. M i nor Effect Suggestions: The d u rat ion of the
effect i s d o u b l e d .
Tier 5: I n novator. You can mod ify any a rtifact to give M ajor Effect Suggestions: An i m portant i t e m o n
it d ifferent o r bette r a b i l ities as if t h at a rtifact we re the ta rget ' s p e r s o n i s d e stroyed .
o n e l eve l l ower t h a n n o rm a l , a n d d o i n g so takes h a l f
the normal t i m e to modify a device. E n a b l e r. Tier 1 : M ove M etal (1 I ntel lect point) . Yo u can exe rt
fo rce on meta l obj ects with i n s h o rt ra nge for o n e
Tier 6: I nventor. You can create n ew a rtifacts i n h a l f ro u n d . O n ce activate d , yo u r powe r h a s a n effective
the t i m e , a s if they were two l eve l s l ower, b y spend i n g M i ght Pool of 1 0, a M i ght E d ge of 1 , and an Effo rt
h a l f t h e normal X P . E n a b l e r. of 2 (a p p roxi m ately e q u a l to t h e stre n gt h of a fit, Employs Magnetism
ca p a b l e , ad u lt h u m a n ) , and yo u can use it to m ove GM Intrusions:
EMPLOYS MAGNETISM meta l object s , p u s h aga i n st meta l object s , a n d so Metal can twist and bend
in unexpected ways. A lapse
E l ectromagnet i s m is a fu n d a mental fo rce in the o n . Fo r exa m p l e , in yo u r ro u n d , you co u l d l i ft a n d
in concentration might
u n ive rse, a n d it i s yo u rs to co m m a n d . Yo u a re a p u l l a l i ght metal o bj ect a n yw h e re with i n ra n ge cause something to slip or
m aster of m eta l . to yo u rs e l f or m ove a h eavy obj ect (l i ke a p i ece of drop at just the wrong time.
Yo u p ro b a b ly wea r a l ot o f meta l , perh a p s a s part fu r n i t u re) about 1 0 feet (3 m) . Th i s powe r lacks t h e
of yo u r cloth i n g or armor, as part of yo u r accessories fi n e control to w i e l d a wea p o n o r m ove o bj ects w i t h
(such as jewel ry o r p i e rci ngs) , e m bedded i nto yo u r m u c h s peed , so i n most s ituatio n s , it' s n ot a m e a n s
body s u rgical ly, o r i n s o m e co m b i n ation o f these of attack. Yo u can't u s e t h i s a b i l ity o n yo u r own
optio n s . body. Act i o n .
N o o n e type o f c h a racte r i s m o re l i kely t h a n
any oth e r t o e m p loy magneti s m , although g l a ives Tier 2: Repel M etal . By m a n i p u l at i n g magneti s m ,
who wield wea pons and wear armor wi l l find it an yo u a re tra i ned i n S peed defe n s e tasks aga i n st a n y
i nterest i n g co m p lement to t h e i r powe rs. i n com i n g attack t h at u ses meta l . E n a b l e r.
Tier 3 : Destroy M etal (3 I ntel lect poi nts) . You Connection: Pick o n e oth e r PC. T h i s c h a racter
i n stantly tear, rip, or b u rst a metal object t h at i s i s yo u r worst critic. Yo u r a b i l ities to help o r i n s p i re
with i n s i ght, with i n s h o rt range, a n d n o b i gger t h a n others d o n ' t fu n ction for h e r.
h a l f yo u r s ize. M a ke a n I nte l l ect ro l l t o destroy t h e Add itional Equi pment: You start with a m u s ical
o bj ect; the d ifficu lty of t h i s task i s decreased b y t h ree i n stru m e nt o r ot h e r too l s needed to perform.
ste p s (co m p a red to b rea k i n g it with b rute stre n gth) . M i nor Effect Suggestions: Yo u enchant the ta rget,
Act i o n . who re m a i n s e n c h a nted a s l o n g as you focus a l l yo u r
atte ntion o n kee p i n g h e r t h at way.
Tier 4: M agnetic Field ( 4 I ntel lect poi nts) . When M ajor Effect Suggestions: The ta rget is fo reve r
yo u w i s h it, a field of magneti s m a ro u n d you p u l l s favorably d i s posed towa rd yo u .
i nco m i ng, ran ged , m eta l l ic p roject i l e attacks (such
a s a rrows, b u l lets, a t h rown metal knife, a n d so on) Tier 1 : Levity. Th rough wit, c h a r m , h u m o r, a n d grace,
to the gro u n d . Yo u a re i m m u n e to s u c h attacks fo r yo u a re tra i ned in all soc i a l i nteract i o n s ot h e r t h a n
o n e ro u n d . You m u st be awa re of a n attack to fo i l i t . t h o s e i nvolvi n g coercion o r i nt i m idation. D u ri n g
E n a b l e r. rests, y o u p u t frie n d s a n d co m rades a t ease so m u c h
Recovery roll, page 94 t h at they ga i n + 1 to t h e i r recove ry ro l l s . E n a b l e r.
Tier 5: Com mand M etal (5 I ntel lect poi nts) . Yo u
res h a pe a meta l l i c item as yo u d e s i re. The item m u st Tier 2: I nspiration. T h ro u g h sto ries, s o n g s , a rt,
be with i n s i ght a n d with i n s h o rt ra nge, a n d its m a s s o r ot h e r forms of enterta i n ment, yo u i n s p i re yo u r
can be n o greater t h a n yo u r own . You can affect fri e n d s . After s p e n d i n g 28 h o u rs with yo u , o n ce per
m u lt i p l e ite m s at once as l o n g as t h e i r co m b i ned d ay each of yo u r fri e n d s can d ecrease t h e d ifficu lty
mass fa l l s with i n these l i m its. Yo u can fu s e m u lt i p l e of a t a s k by one ste p . T h i s benefit is o n go i n g w h i l e
ite m s toget h e r. You can u s e t h i s powe r t o d e stroy a yo u re m a i n i n t h e fri e n d ' s co m p a ny. I t e n d s if you
metal object (as the Destroy M etal a b i l ity) . or yo u l e ave, b u t it re s u m e s if yo u ret u rn to the fri e n d ' s
can craft it i nto another d e s i red s h a pe (cru dely, co m pa n y with i n 28 h o u rs . I f y o u l e ave t h e fri e n d ' s
u n l e s s you h ave t h e proper craft i n g s k i l l s) . Yo u can co m pa n y fo r m o re t h a n 28 h o u rs , yo u m u st s p e n d
then m ove the n ew object anywhere with i n range. a n o t h e r 28 h o u rs toget h e r to reactivate t h e b e n efit.
Fo r exa m p l e , you co u l d take a few metal s h i e l d s , fu se E n a b l e r.
t h e m toget h e r, a n d u s e the res u lt i n g s h a pe to block a
doo rway. You can u s e t h i s a b i l ity to m a ke an attack Tier 3: Knowledge. Yo u r sto ries a n d songs conta i n
ca u s i n g a foe's armor to con strict, re n d e r i n g a metal trut h . Yo u a re tra i ned i n two areas o f knowledge of
Entertains item i nto s h a rd s t h at yo u fl i n g acro s s the battl efie l d , yo u r choos i n g. E n a b l e r.
GM Intrusions: a n d so o n-aga i n st o n e ta rget with i n s h o rt ra n ge.
Failing to entertain can
Rega rd l e s s of t h e form of the attack, it i s a n I nte l l ect Tier 4: Cal m (3 I ntel lect poi nts) . T h ro u g h jokes, song,
be worse than not having
tried, as you often end action t h at d e a l s 7 poi nts of d a m age. Act i o n . o r oth e r a rt, you p reve nt a l iv i n g foe from attacki n g
up annoying or offending a nyo n e o r anyt h i n g fo r o n e ro u n d . Act i o n .
your audience. Musical Tier 6: Diamagnetism. Yo u magnetize any
instruments break, paints n o n meta l l i c o bj ect with i n s h o rt ra n ge so t h at it can Tier 5 : A b l e Assistance. When yo u h e l p someone
dry in their pots, and the be affected by yo u r oth e r powe rs. Th u s , with M ove with a task, you always red uce the d ifficu lty of t h e
words to a poem or song,
M eta l , you can move any o bject. With Repel M eta l , task by o n e s t e p rega rd less of yo u r o w n s k i l l at t h at
once forgotten, never
return. yo u a re tra i ned i n a l l S peed d efe n s e tasks, regard l e s s task. E n a b l e r.
of whet h e r the i n com i n g attack u s e s m eta l . And so
on. E n a b l e r. Tier 6: M aster Entertainer. Yo u r I n s p i ration a b i l ity
works more effectively, a l l owi n g yo u r fri e n d s to

Exists Partially
ENTERTAINS decrease the d ifficu lty of a task by two ste p s rat h e r
Out of Phase Yo u a re a n enterta i n e r: a s i n ge r, d a n ce r, poet, t h a n o n e ste p . E n a b l e r.
GM Intrusions: storyte l l e r, o r someth i n g s i m i l a r. Yo u perform fo r the
Losing your grip on benefit of others. N at u ra l ly c h a r i s m atic a n d tale nted , EXISTS PARTIALLY OUT OF PHASE
your phase state could yo u h ave a l so st ud ied to m a ster yo u r a rt. You know Yo u h ave t h e a b i l ity to c h a n ge yo u r p h a s e state. I n
send you into another a l l t h e old poe m s , songs, jokes, a n d stories, a n d fact, you ' re a l ways s l ightly out of p h a se , givi n g you
dimension or even out
yo u ' re s k i l led a t creat i n g n ew ones, too. a g h ostly t ra n s l ucence. With co ncentrat i o n , yo u can
of existence for a time.
People are likely to panic Yo u p ro b a b ly wea r fl a m boya nt o r at least p a s s yo u r h a n d t h ro u g h a s o l i d o bj ect, a l l ow a s o l i d
if they see someone who fa s h i o n a b l e clothes a n d u s e cos metics, tattoos, o r o bject t o p a s s h a r m l e s s l y t h ro u g h yo u , o r l itera l ly
looks ghostly. h a i r styl i n gs fo r d ra m atic effect. wa l k t h ro u g h wa l l s . H oweve r, movi n g i n a n d o u t
The ro l e of the enterta i n e r fits the jack best, but of d i fferent p h a se states req u i re s ext re m e fo rce o f
g l a ives a n d n a n o s somet i m e s e nterta i n a s we l l . wi l l a n d can be m e n ta l ly taxi n g . T h e exp l a n at i o n fo r

60
LIME NE
CHARACTER FOCUS

yo u r stra n ge powe r l i e s with i n s o m e a s pect of t h e Tier 4: G h ost (4 I ntel lect poi nts) . For the n ext ten
n u m e n e ra . Perh a p s t h e a b i l ity e m e rged t h ro u g h t h e m i n utes, yo u a re tra i ned in s n e a k i n g tasks. D u ri n g
u s e of (or expos u re t o ) l i ngeri n g t ra n s d i m e n s i o n a l t h i s t i m e , y o u c a n m ove t h ro u g h s o l i d ba rriers (but
tech n o l ogy o r a s t h e re s u lt o f a n e n co u nter with n ot e n e rgy ba rriers) at a rate of 1 foot (30 cm) per
a creat u re n ot n ative to t h i s world o r d i m e n s i o n . ro u n d , a n d you can perceive while p h ased with i n a
Perh a p s o n e o f yo u r a n cestors fi rst d eve l o ped barrier or object, which a l l ows yo u to peek t h rough
the powe r and pas sed it d own wa l l s . Action to i n iti ate.
t h ro u g h generat i o n s .
Yo u m i ght d o wh ateve r you Tier 5: U ntouchable (6
can to p l ay up yo u r tra n s l u cent I ntel lect poi nts) . Yo u c h a n ge
appeara n ce by wea ri n g yo u r p h a s e state for t h e
d i a p h a n o u s , b i l l owy cloth i n g, n ext o n e m i n ute so t h at you
o r, depend i n g on yo u r can't affect o r be affected by
pers o n a l ity, yo u m i ght d o normal m atte r o r e n e rgy.
j u st t h e oppos ite. O n ly mental attacks a n d
J acks enjoy the i nfiltration special tra n sd i m e n s i o n a l
poss i b i l ities of c h a n g i n g e n e rgies, d evices, o r a b i l ities
t h e i r p h a s e state, a n d n a n o s can affect yo u , but l i kewi se
a p p reci ate t h e defe n s ive yo u ca n 't attack, to u c h , o r
ca p a b i l ities. G l a ives can u s e oth e rwise affect anyt h i ng.
the offe n s ive a n d defe n s ive Action to i n itiate.
a s pects but m i ght find t h e m
a bit h i n d e r i n g a s we l l . Tier 6: Enhanced Phased
Connection: Pick o n e oth e r Attack (5 I ntel lect poi nts) . Th i s
"/ translated what I think
P C . Yo u h ave known t h at a b i l ity works l i ke t h e t h i rd-tier reads as 'biomechanical
c h a racter for a w h i le, a n d h e P h a sed Attack a b i l ity exce pt orbital observation
h e l ped y o u ga i n control of yo u r t h at yo u r attack a l so d i s ru pts platform ' but I'm not sure
p h a s e states . t h e foe's vita l s , deal i n g a n what that means. "
M i nor Effect Suggestions: a d d i t i o n a l 5 poi nts of d a m age. -Sir Arthour
W h i l e out of p h ase, yo u a l s o E n a b l e r.
ga i n + 1 t o a l l S peed defense
tasks. Explores Dark Places
EXPLORES DARK GM Intrusions:
M ajor Effect Suggestions:
W h i l e out of p h ase, yo u a re a l so PLACES Sometimes items fall out of
pockets or bags in the dark,
i nv i s i b l e. Yo u exp l o re the fo rebod i n g ru i n s and myste rious
never to be found again. Or
loca l e s of t h e ancient eras, tra i ned i n s u c h activities at least, not to be found by
Tier 1 : Wal k Through Walls (2 I ntel lect poi nts) . You by those who h ave gone before yo u . Yo u ' re the the one who lost them.
can s l owly pass t h ro u g h physical ba rriers at a rate of a rch etyp ical trea s u re h u nter, scave nger, a n d finder of
1 i n ch (2 . 5 cm) per ro u n d (m i n i m u m of one ro u n d lost t h i n g s . You s pe n d so much of yo u r time in the
t o p a s s t h rough any barrier) . Yo u can't act (ot h e r d a rk t h at you s l owly a d a pt to it, a l most beco m i n g
t h a n mov i n g) o r perceive anyt h i n g u nt i l yo u pass a creatu re o f the gloom yo u rself. Eve n i n civi l ized
enti rely t h rough t h e barrier. You ca n ' t pass t h ro u g h a reas, yo u p refe r to kee p to the s h adows.
e n e rgy barriers. Act i o n . M ost l i kely, you wea r dark clot h i n g to help you blend
i nto the blackness. On the other hand, you m ight wear
Tier 2 : Defens ive P h as i n g ( 2 I ntel l ect poi nts) . sensible garments and gear because you have serious
Yo u c a n c h a n ge yo u r p h a s e so t h at s o m e attacks and dangerous busi ness to attend to i n the dark.
pass t h ro u g h yo u h a rm l e s s l y. Fo r the n ext t e n J acks in partic u l a r a re s u ited to exp lori n g d a r k
m i n ut e s , red u ce t h e d i ffi c u l ty of a l l yo u r S p eed p l aces; those who d o so a re ca l l ed s h ad owj acks.
d efe n s ive tasks by one ste p , b u t d u r i n g t h i s t i m e G l a ives who fo l l ow t h i s path a re known a s s h adow
y o u l o s e a n y b e n efi t fro m a r m o r y o u we a r. Act i o n warri ors, a n d n a n o s a re ca l led s h ad owca ste rs.
to i n i t i at e . Connection: Pick one oth e r PC. T h i s c h a racter
h a s been yo u r advent u r i n g partner in p revious
Tier 3 : Phased Attack (3 I ntel lect poi nts) . The attack exped iti o n s , a n d the two of yo u work so we l l toget h e r
yo u m a ke o n t h i s turn i g n o res yo u r foe's armor. The t h at yo u both ga i n + 1 to any d ie ro l l s when yo u
a b i l ity works fo r wh ateve r kind of attack yo u u s e co l l aborate on the s a m e task, fight t h e s a m e foe, a n d
(melee, ra n ged , e n e rgy, a n d so on) . E n a b l e r. so o n .
Add itional Equi pment: You start with an exp l o rer's good wh i l e d o i n g i t . S o m e m i ght ca l l yo u a
Explorer's pack, page 82 pack. I f yo u a l ready h ave one, yo u can i n stead take swas h b uckler or d a redevi l . You leap t h ro u g h the a i r,
50 extra feet ( 1 5 m) of ro pe, rat i o n s for two m o re m a ke a fl o u r i s h with you r wea pon, a n d attack, u s u a l ly
Glowglobe, page 82 d ays, a n d two m i n o r glowglobes . with a clever, biti n g s h ow of wit. Yo u r e n e m i e s h ate
Esoteries, page 35 Dark Esoteries: If you perform esote ries , they yo u , but yo u r a l l ies adore yo u . j u st watc h i n g yo u fight
m a ke a l most no s o u n d , a n d wh ateve r v i s u a l i s enterta i n i n g.
d i s p l ays t h ey p rod uce a re d a r k a n d s h ad owy. Yo u ve ry l i kely wea r no armor, i n stead p referri n g
These a lterat i o n s c h a n ge noth i n g ot h e r t h a n the styl i s h cloth i n g-perh a p s eve n a h at w i t h a feath e r.
Flash, page 37 appeara n ce of the effects . A F l a s h esotery i s a s i lent j acks a n d gla ives m a ke the best swa s h b ucklers,
Barrier, page 37 b u rst of s h a d ows, a Barrier esote ry i s a m a s s of a n d they a re t h e most co m m o n types of c h a racte r to
s h ad owy wisps, a n d so on. fight with panache.
M i nor Effect Suggestions: The ta rget i s a l s o d azed Connection: Pick o n e oth e r PC. Yo u ' re always
fo r one ro u n d , d u ri n g which t i m e the d i fficu lty of tryi n g to i m p re s s t h i s c h a racte r with yo u r s ki l l , wit,
a l l tasks it performs is mod ified by one step to its a p peara n ce, o r b ravado. Pe rhaps she i s a riva l ,
detri ment. perh a p s yo u need h e r res pect, or perh a p s yo u ' re
M ajor Effect Suggestions: The ta rget i s a l so ro mantica l ly i nterested i n h e r.
stu n n ed a n d loses its n ext t u r n . Add itional Equi pment: You begin with a set of
extre mely styl i s h clothes a n d a jewe led wea p o n .
Tier l : Trai ned Explorer. Yo u a re tra i ned i n searc h i ng, M i nor Effect Suggestions: The ta rget i s so d azz led
l i ste n i ng, c l i m b i ng, balanci n g, a n d j u m p i n g tasks. by yo u r style t h at it i s d azed fo r o n e ro u n d , d u ri n g
E n a b l e r. w h i c h t i m e t h e d ifficu lty o f a l l tasks i t performs i s
mod ified b y o n e step t o i t s detri ment.
Tier 2: Trai ned I nfi ltrator. You a re tra i ned i n M ajor Effect Suggestions: M a ke a n a d d i t i o n a l
lockp icki n g a n d t i n ke r i n g with devices. E n a b l e r. attack w i t h yo u r weapon o n yo u r t u r n .
Eyes Adj usted. Yo u can see i n ext re mely d i m l i ght
a s though it we re bright l i ght. Yo u can see i n total Tier l : Attack Flourish. W i t h yo u r attack, y o u a d d
d a rkness a s if it were extre mely d i m . E n a b l e r. styl i s h move s , e nterta i n i n g q u i ps , o r a ce rta i n
"somet h i ng" t h at enterta i n s o r i m presses others.
Tier 3: Slippery Customer. Yo u a re tra i ned i n Choose any n u m be r of creatu res with i n s h o rt ra n ge
esca p i n g fro m b o n d s , fitt i n g i n tight s pace s , a n d who can see yo u ; each of them gai n s a + 1 bon u s to
Bonus, page 7 7 oth e r contort i o n i st tasks. T h a n ks t o yo u r experience, its n ext d i e ro l l . E n a b l e r.
yo u a l s o a re t ra i ned i n S peed defense tasks wh i l e
wea ri n g l i ght armor or no armor. E n a b l e r. Tier 2: Quick Block. If yo u u s e a l i ght or med i u m
wea p o n , you decrease t h e d ifficu lty o f yo u r S peed
Tier 4: Resil ient. I n yo u r exp l o rat i o n s of d a rk p l ace s , defe n s e act i o n s by one ste p . E n a b l e r.
yo u 've b e e n exposed to a l l sorts of terri b l e t h i ngs
a n d a re d eve l o p i n g a general re s i stance. Yo u ga i n Tier 3: Acrobatic Attack (3 Speed poi nts) . Yo u leap
Armor, page 92 + 1 t o Armor a n d a re t ra i ned i n M i ght defe n s e tasks. i nto t h e attack, twisti n g o r fl i p p i n g t h ro u g h t h e a i r.
E n a b l e r. Th i s motion d ecreases t h e d ifficu lty of yo u r attack
by one ste p . I f yo u ro l l a natural 1 7 o r 1 8 , you can
Minor effect, page 88 Tier 5: Dark Explorer. You ignore penalties for any choose to h ave a m i no r effect rat h e r than deal extra
action ( i n cl u d i n g fight i n g) i n extremely dim l i ght d a m age. You ca n ' t u s e t h i s a b i l ity if yo u r S peed i s
o r in cra m ped s pace s . Co m b i ned with yo u r Eyes red uced fro m wea ri n g armor. E n a b l e r.
Adj u sted a b i l ity, you can act without pena lty eve n i n
total d a rkness. Yo u a re a l s o t ra i ned i n s n e a k i n g tasks Tier 4: Mobile Fighter (3 Speed poi nts) . As p a rt of
wh i l e i n d i m o r n o l i ght. E n a b l e r. yo u r attack, yo u can leap on or ove r obstacles, swi n g
fro m ro pes, ru n a l o n g narrow s u rface s , o r oth e rwise
Tier 6: Blinding Attack (3 Speed poi nts) . I f you h ave move a ro u n d t h e battlefield at yo u r normal s peed
a sou rce of l ight, you can use it to m a ke a melee a s if s u c h tasks were ro utine (d ifficu lty 0) . You ca n ' t
attack aga i n st a ta rget. I f s u ccessfu l , t h e attack d e a l s u s e t h i s a b i l ity if yo u r S peed i s red u ced fr o m wea ri n g
Fights With Panache n o d a mage, but the ta rget i s b l i nded fo r o n e m i n ute. armor. E n a b l e r.
GM Intrusions: Act i o n .
Looking silly, clumsy, or
Tier 5: Block for Another. If you use a l i ght or med i u m
unattractive can be the
swashbuckler's greatest FIGHTS WITH PANACHE weapon, you can block attacks made aga i n st a n a l ly
fear. Yo u know t h at style i s at least as i m portant a s near you . Choose one creatu re with i n i m mediate
s u b stance. Defeat i n g foes i s seco n d a ry to looki n g ran ge. You d ecrease the d ifficu lty of that creat u re ' s
LIME NE
CHARACTER FOCUS

S peed defense actions by one ste p. Yo u ca n't use p u l l a l i ght o bj ect a nywh e re wit h i n ra n ge to yo u rself
Quick B l ock wh i l e using Block for Another. Enabler. o r move a heavy object ( l i ke a p i ece of fu rniture)
about 1 0 feet (3 m) . Th i s powe r l acks the fine control
Tier 6: Agile Wit. When atte m pt i n g a S peed task, yo u to wield a weapon or move objects with m uch
i n stead can ro l l (and spend poi nts) as if it we re a n speed, so i n most s it u at i o n s , it's n ot a m e a n s of
I nte l l ect act i o n . I f y o u a p p l y Effort t o t h i s t a s k , you attack. Yo u can't use t h i s a b i l ity o n yo u r own body.
can spend poi nts fro m yo u r I nte l l ect Pool i n stead The powe r l a sts for o n e h o u r or u n t i l its M i ght Pool
of yo u r S peed Pool (in which case you a l so use yo u r i s d e p l eted-whichever co mes fi rst. Act i o n .
I nte l l ect E d ge i n stead o f yo u r S peed Ed ge) . E n a b l e r.
Tier 3 : Enhance Strength ( 3 I ntel lect poi nts) . F o r the Focuses Mind Over Matter
FOCUSES MIND OVER MATIER n ext ten m i n utes, tasks t h at depend o n brute fo rce GM Intrusions:
Te leki n e s i s . Psychoki n e s i s . M i n d ove r m atte r. The such as m ovi n g a heavy o bj ect, s m a s h i n g d own a One mental slip, and
powe r h a s many names, but i n the end, it all boi l s door, or h itti n g someone with a melee weapo n-a re moving objects drop or
fragile objects break.
down t o o n e t h i n g-th e molecules t h at m a ke u p a l l easier for yo u . The d ifficu lty of a l l such tasks i s
Sometimes the wrong item
m atte r a re yo u rs t o co m m a n d . Yo u l i kely ca l l yo u rself decreased b y o n e ste p . Action t o i n itiate. moves, falls, or breaks.
a telekinetic o r j u st a T l<.
M a ny teleki netics p refe r to wea r tight clot h i n g Tier 4: Apportation (4 I ntel lect poi nts) . Yo u ca l l a
without m u ch accouterment so t h e re i s l ittl e a n other physical obj ect to yo u . Yo u can choose a n y p i ece of
T l< co u l d grab h o l d of p sych ical ly. O n the oth e r h a n d , n o r m a l eq u i p m e n t on t h e sta n d a rd eq u i p m e n t l i st,
yo u h ave the powe r t o create ve ry m i n o r te l e k i n etic o r ( n o m o re than o n ce per d ay) yo u can a l l ow the
effects at wi l l , so yo u r hair m i ght always be in GM to d eterm i n e t h e o bject ra n d o m ly. I f yo u ca l l a
m ot i o n , yo u co u l d h ave a few t i n y o bj ects float i n g ra n d o m obj ect, it h a s a 1 0 percent c h a nce of be i n g
a ro u n d yo u , o r y o u m i ght wea r a l o n g c a p e that's a cyp h e r o r a rt ifact, a 1 0 p e rcent c h a n ce o f b e i n g
always b i l l owi ng. a n odd ity, a 40 percent c h a n ce of be i n g a p i ece of
J acks a re the most l i kely cha racte rs to be sta n d a rd eq u i p m e nt, a n d a 40 percent c h a nce of
te l e k i n etics, but g l a ives find t h at the a b i l ities add be i n g a bit of wort h l e s s j u n k. Yo u ca n ' t use t h i s
to t h e i r co m bat p rowe s s , a n d n a n o s , of co u rse, a b i l ity t o take a n item h e l d b y a n ot h e r creat u re .
a p p reci ate t h e additional powe r. Act i o n .
Connection: Pick one oth e r PC. T h i s c h a racter
can ca u s e yo u r te leki netic powe rs to act odd ly. Eve ry Tier 5: Psychoki netic Attack ( 5 I ntellect poi nts). Yo u Psychokinesis doesn 't
o n ce i n a w h i l e , if h e sta n d s d i rect ly n ext to yo u , yo u r can use t h i s attack in one of two ways. The fi rst way necessarily have to
mean "mental powers. "
powers a re cance l led, b u t a t ot h e r t i m e s , they seem is to pick u p a heavy object and h u rl it at someone
Someone using mind over
i m p roved when u sed near h i m . with i n short range. Th i s attack i s a n I ntel l ect action, matter might actually be
Mental Esoteries: I f you perform esote ries, those and if s uccessfu l , it deals 6 poi nts of d a mage to accessing a mechanical
that wou l d norm a l ly use force or other energy i n stead the ta rget and to the h u rled object (wh ich cou l d be or bioengineered portion
use te leki netic force. Fo r exa m ple, a F l a s h or an another foe, although that wou l d req u i re two rol l s of their brain to direct
O n s l aught force bl ast i s a teleki netic b l ast from you r one rol l to grab the fi rst foe and another rol l to h it nanobots prevalent in the
Ninth World environment.
m i n d . T h i s a lteration changes noth i n g exce pt that you the second foe with the fi rst) . The second way is to
These nanites could
d o n 't need a free hand to perform esoteries. Enabler. u n leash a s h atteri n g b u rst of powe r that works o n ly be actors moving (or
M i nor Effect Suggestions: An object m oves faster aga i n st an i n a n i m ate object no l a rger than half yo u r changing) the matter
o r m o re efficiently. s ize. M a ke an I ntel lect rol l t o i n stantly destroy t h e affected by the character, as
M ajor Effect Suggestions: Yo u can m ove or affect object; the d ifficu lty o f t h i s t a s k i s d ecreased b y t h ree she directs them, knowingly
or unknowingly.
twice as m uch as n o rm a l . ste ps (co mpared to brea king it with b rute strength) .
Action.
Tier 1 : Deflect Attacks ( 1 I ntel lect point) . U s i n g yo u r
m i n d , yo u p rotect yo u rself fro m i n co m i n g attacks. Tier 6: Reshape M atter (6 I ntellect points). You r
Fo r t h e n ext ten m i n utes, yo u a re tra i ned in S peed mastery o f teleki nesis i s s o great that you ca n reshape
defe n s e tasks. Action to i n itiate. objects on a molecu lar level. You can affect a s i ngle
object no larger than you , and the object m u st be
Tier 2: Teleki nesis (2 I ntel lect poi nts) . You can exe rt visible and close enough for you to touch . You can
fo rce on o bjects with i n s h o rt ra n ge. O n ce activated , use this abil ity to damage the object (as if u s i n g
yo u r powe r h a s an effect ive M i ght Pool of l O, a Psychoki netic Attack, except the d ifficu lty o f the task
M i ght Edge of 1 , a n d an Effort of 2 (approxi mately i s decreased by four steps i n stead of th ree) , or you
eq u a l to the stre n gt h of a fit, ca pable, ad u l t h u m a n ) , can attem pt a crafting tas k to res hape the object
a n d yo u can u s e it to m ove o bjects, p u s h aga i n st i nto another form. Reshaping an object u s u a l ly has a
o bj ects , a n d so o n . Fo r exa m p le , you co u l d l ift a n d d ifficu lty equal to 1 p l u s the level of the fi n i s hed object.
Fuses Flesh and Steel
FUSES FLESH AND STEEL Special H eali ng. Trad iti o n a l heal i n g s k i l l s ,
A t s o m e p o i n t i n yo u r past, s o m e of yo u r o rga n i c med i c i n e s , a n d tech n i q u e s work o n ly h a l f as we l l
GM Intrusion:
People in most societies p a rts were re p l aced with a rtific i a l co m po n e n t s . fo r yo u . Each t i m e you start a t fu l l health, t h e fi rst 5
are afraid ofsomeone (Alte r n atively, yo u b e l o n g to a secret race poi nts of d a mage yo u take can n ever be healed i n
who is revealed to have of b i o m e c h a n ical hybri d s . ) These a rtific i a l these ways o r recovered normal ly. I n stea d , yo u m u st
mechanical parts. co m po n e nts m i ght be s u bd e r m a l , o r t h ey m i ght u s e re p a i r i n g s k i l l s a n d a b i l ities to restore those
re se m b l e m o re ove rt metal o r synth plating o n points. For exa m p l e, if yo u sta rt with a fu l l M i ght
Cypher, page 278
Artifact, page 298 yo u r s k i n . T h ey can a l s o take t h e form of t h read l i ke Pool of 1 0 a n d take 8 poi nts of d a m age, you can use
tend ri l s of c i rcu itry wi n d i n g acro s s yo u r fl e s h . recove ry ro l l s to restore 3 points, but t h e re m a i n i n g 5
Wh ateve r t h e i r a p peara n ce , t h e s e co m po n e n t s give poi nts m u st be restored u s i n g re p a i ri n g met h od s .
yo u s peci a l a b i l it i e s . As yo u adva n ce, you can add
to, mod ify, o r d i scove r n ew fu n ct i o n s fo r t h e m . Tier 2: I nterface. B y d i rectly p l u gg i n g i nto a device,
U n fo rtu n ately, yo u r a rtific i a l b o d y a l s o h a s s peci a l yo u can i d e ntify and learn to ope rate it a s though the
Howls at the Moon
GM Intrusions: req u i re m e n t s w h e n it t a ke s d a m age. task we re o n e level l ower. E n a b l e r.
People a re terrified of Yo u p ro b a b ly wea r a cloak with a hood o r
monsters, and savage someth i n g s i m i l a r to h id e yo u r a rtific i a l parts fro m Tier 3: Weaponization. O n e l i ght or m ed i u m melee
beasts that can take the those who wo u l d persecute yo u . Beca u s e yo u r weapon of yo u r cho ice i s b u i lt i nto yo u r body, and
form of ordinary folks are co m po n e nts a re tricky t o re p a i r, a s t i m e goes o n , it yo u a re tra i ned i n this weapon (eve n if you a re n ot
even more frightening.
m i ght beco m e more d ifficult to conceal yo u r true tra i ned i n oth e r wea p o n s of t h at type) . The weapon i s
nature, with exposed c i rcuitry, metal p l ates, and co ncealed u n t i l yo u w i s h t o u s e i t . E n a b l e r.
more i n a state of part i a l d i s a s s e m b ly.
Anyo n e-g l a ive, j ack, o r n a n o-might be a Tier 4: Fusion. Yo u can fu s e yo u r cyp h e rs a n d
cybe rnetic orga n i s m . a rtifacts w i t h you r body. These fu sed devices fu n ction
Connection: Pick o n e other PC. This a s if they were o n e l evel h i gher. E n a b l e r.
character knows you r true nature, even if
no one else does. If you r components Tier 5: Deep Reserves. O n ce each d ay, you can
are not particu larly h idden, she tra n s fe r up to 5 poi nts between yo u r Poo l s i n any
knows a d ifferent secret of you rs, co m b i n at i o n , at a rate of 1 point per ro u n d . Fo r
such as a preprogram med word that exa m ple, you co u l d tran sfe r 3 poi nts of M i ght to
will s h ut you down for ten m i n utes. S peed a n d 2 poi nts of I nte l l ect to S peed , which
Add itional Equipment: Yo u h ave wo u l d take a total of five ro u n d s . Act i o n .
a bag of l i ght too l s a n d a variety
of parts to re p a i r yo u rself. Tier 6: U ltra Enhancement. Yo u ga i n + 1 to A r m o r a n d
M i nor Effect Suggestions: +5 t o e a c h o f yo u r t h ree stat Poo l s . E n a b l e r.
Yo u r servos learn from yo u r
s u ccessfu l act i o n s . Yo u ga i n HOWLS AT THE MOON
a + 1 bon u s t o s i m i l a r act i o n s Somet i m e s t h e n u m e n e ra i s a d o u b l e-ed ged swo rd .
i nvo lvi n g the s a m e task ( s u c h Yo u a re cu rsed a n d b l e s sed to be a b l e to tra n sform
a s m a k i n g attacks aga i n st i nto a powe rfu l creatu re, d rawi n g a d d i t i o n a l m a s s
the s a m e foe or operat i n g fro m a tran s d i me n s i o n a l s o u rce. Yo u a n d t h e G M
t h e same d evi ce) . s h o u l d work out the exact n at u re of the creatu re,
M ajor Effect i nc l u d i n g its a p peara n ce, but it' s a w i l d beast of
Suggestions: You rage a n d b l ood-at least u nt i l you learn to control it.
d i scharge a s m a l l p u l se of Creatu res l i ke you a re often ca l l ed " lycanth ropes."
power i nto you r foe. M a ke Style a n d a p peara n ce a re p robably l ow o n yo u r l i st
an i m med iate attack aga i n st of co n ce r n s . Yo u r clothes m i ght be ragged beca u s e
that foe (using the same stat yo u r tra n sformation i s h a rd o n t h e m ( o r t h ey' re
as the action that cau sed the cheap beca u s e yo u know they' l l be destroyed t h e n ext
major effect) . I f the attack t i m e you tra n sform) .
succeed s, it deals 4 poi nts of Anyo n e-g l a ive, j ack, or n a n o-ca n be a
electrical damage. lyca nth rope, although a g l a ive l i kely benefits t h e
m o s t fro m the tra n sformat i o n .
Tier l : Enhanced Body. Yo u Connection: Pick one oth e r P C . T h at c h a racte r i s
ga i n + 1 to Armor, +3 to yo u r a b l e t o soot h e yo u when yo u ' re i n beast fo r m . Yo u ' l l
M i ght Poo l , a n d + 3 t o yo u r n ever attack h i m w h i l e tra n sformed , a n d i f h e s p e n d s
S peed Poo l . E n a b l e r. th ree co n secut ive t u r n s u s i n g h i s action to ca l m you
LIME NE
CHARACTER FOCUS

Although the people of


the Ninth World look
upon a creature that
transforms into another
creature as mystical
lycanthropy, it instead
almost certainly involves
accessing other dimensions
of reality. A character either
draws mass from some
extradimensional space
(perhaps somehow warping
higher-dimensional mass
into our lower dimensions)
or the character actually
switches places with
a larger, more savage
ultraterrestrial creature
for a time. In this latter
case, the character and
the creature clearly have
some bond that allows
them to share general
down, yo u can reve rt to yo u r normal form without Tier 3: G reater Beast Form. Yo u r beast form ga i n s intentions. The character,
h avi n g to m a ke a ro l l . t h e fo l l owi n g a d d i t i o n a l b o n u s e s : + 1 t o yo u r M i ght while shunted to another
Add itional Equi pment: You h ave a n accu rate E d ge, +2 to yo u r S peed Poo l , a n d + 1 to yo u r S peed dimension, likely remains
in a stasis, unaware of
c h ronometer a rtifact t h at always lets yo u know when E d ge. E n a b l e r.
anything until he returns to
the n ext transformation i s co m i ng. his normal world.
M i nor Effect Suggestions: The ta rget i s so Tier 4: G reater Controlled Change. Yo u no l o n ge r
i nt i m i d ated by yo u r best i a l attack t h at it i s d azed c h a n ge i nto yo u r b e a s t form u n l e s s yo u w a n t t o .
fo r one ro u n d , d u ri n g which t i m e the d ifficu lty of Tra n sfo rm i n g i nto yo u r b e a s t form o r b a c k to yo u r
a l l tasks it performs is mod ified by one step to its normal fo r m i s n ow a d i fficu lty 1 I nte l l ect task.
detri ment. E n a b l e r.
M ajor Effect Suggestions: Yo u r attack conveys a
s m a l l bit of yo u r lyca nth ropy. If yo u r foe s u rvive s , Tier 5: Enhanced Beast Form. Yo u r beast form ga i n s
o n e month l ater, h e tra n sforms i nto a n u n contro l led t h e fo l l owi n g a d d i t i o n a l b o n u s e s : + 3 t o yo u r M i ght
beast. The GM decides w h at h a p p e n s fro m t h e re. Poo l , +2 to yo u r S peed Poo l , a n d +2 to Armor.
E n a b l e r.
Tier l: Beast Form. On five con secutive n ights each
month, you change i nto a monstrous beast for up to Tier 6: Perfect Control. Yo u no l o n ge r need to m a ke
one hour each n ight. I n t h i s new form, you gain +8 to a ro l l to c h a n ge i nto yo u r beast form or yo u r normal
you r M ight Pool, + l to you r M ight Edge, +2 to you r form. You can c h a n ge back a n d fo rt h as yo u r act i o n .
S peed Pool, and + 1 t o you r S peed Ed ge. Wh ile i n beast When yo u ret u rn t o yo u r normal form, yo u n o l o n ge r
form, you can't spend I ntel l ect poi nts for any reason take a pena lty to yo u r ro l l s . E n a b l e r.
other than to try to change to you r normal form before Hunts With Great Skill
the one-hour d u ration is over (a d ifficu lty 2 task) . I n HUNTS WITH GREAT SKILL GM Intrusions:
Even the slightest noise
addition, you attack any and every l ivi ng creatu re wit h i n Yo u a re a tracker. Pe rhaps yo u h u nt a n i m a l s o r
or movement can alert
short range. After you revert t o you r normal fo r m , you more deadly creat u re s . Perh a p s y o u go a ft e r peo p l e the quarry that it's being
take a -1 penalty to a l l rol l s for one hour. If you d i d not a s a bou nty h u nter, l aw enfo rce r, o r k i l l e r fo r h i re. hunted.
kill and eat at least one s u bstantial creatu re while i n Wh ateve r form yo u r h u nt i n g takes, yo u a re tra i ned in
beast form, t h e penalty i ncreases t o - 2 a n d affects a l l sta l k i n g yo u r q u a rry a n d b ri n g i n g it down. Yo u a re a
you r rol l s for the next 28 hours. Action t o change back. d a n ge ro u s i n d ivid u a l .
J f yo u h u n t a n i m a l s o r creat u re s , y o u m i g h t
Tier 2: Controlled Change. You can try to change i nto carry t h e t ro p h i e s of p a s t ki l l s , s u c h a s t e e t h o r
you r beast form o n any n ight you wish (a d ifficu lty 3 s k i n s . I f yo u ' re a b o u nty h u nter, y o u p r o b a b l y wea r
I ntel lect task) . Any tran sformatio n s you m a ke u s i n g w h ateve r yo u r q u a rry wo u l d fi n d most i n t i m i d at i n g
t h i s power a re i n add ition t o the five n i ghts p e r month s o it fee l s a s t h o u g h it h a s n o c h a n ce o f gett i n g
that you change invo l u ntari ly. Action to change. away fro m yo u .
M ost h u nters a re g l a ive s , but jacks a n d n a n o s LEADS
b r i n g u n i q u e s k i l l s t o the chase. U s i n g c h a r i s m a , natural leaders h i p , and perh a p s
Connection: Pick one oth e r PC. T h at person some tra i n i ng, yo u co m m a n d t h e act i o n s o f others,
o n ce s aw you s h ow s u rp ri s i n g m e rcy toward yo u r who fo l l ow yo u w i l l i n gly. You a re a co m m a n d e r, a
p rey, a n d n ow yo u hope s h e kee p s t h at i nformation capta i n , a leader, or a ge n e ra l . Yo u r s ki l l s a l low you
q u iet-it m i ght h a rm yo u r re p utat i o n . to m a ke peo p l e d o what yo u want, but yo u a l s o h ave
Add itional Equi pment: You wea r boots t h at m uffl e the wisdom to know what act i o n s wo u l d be best for
yo u r footste p s , givi n g y o u a + 1 bon u s to any ro l l yo u r fo l l owers and a l l ies.
made i nvo lvi n g s n e a ky move ment. S i nce yo u need the res pect of oth e rs , yo u probably
M i nor Effect Suggestions: Yo u can atte m pt a n d ress a n d carry yo u rself i n such a way t h at i n s p i re s ,
i nt i m i d ati n g task to ca u s e yo u r foe to i m med iately endears, o r i nti m i d ates. Yo u h ave a voice s u ited t o
s u rre n d e r. bark i n g o rd e rs t h at can be heard eve n o n a n o i sy
M ajor Effect Suggestions: You r foe pauses, terrified batt lefie l d .
by you r p rowess, and takes n o action on h i s turn. G l a ives m a ke exce l lent m i l itary leaders, but a
jack co u l d e a s i l y lead a gro u p of exp l o rers or a d e n
Tier l : Tracker. You a re tra i ned i n fo l l owi n g a n d o f t h i eve s . A n a n o m i ght be the h e a d o f a gro u p of
Leads CM Intrusions: i d e ntifyi n g tracks. E n a b l e r. " m ages" o r scholars, o r s h e m i ght h ave a gang of
Followers fail, betray, lie, Stal ker. Yo u a re tra i ned i n a l l types of m ovement bodyg u a rd s as fo l l owers.
become corrupted, get tasks (incl u d i n g cl i m b i ng, swi m m i ng, j u m p i n g, a n d Connection: Pick one oth e r PC. T h at c h a racte r was
kidnapped, or die. balanci n g) . E n a b l e r. o n ce a fo l lower of yo u rs , but yo u h ave s i n ce grown to
th i n k of h i m a s a peer.
lnitiatie, page 90 Tier 2: Sneak. You a re tra i ned i n stealth a n d i n itiative Add itional Equi pment: You h ave an a rtifact t h at
tasks. E n a b l e r. a l l ows yo u to tag u p to seven fo l l owe rs. By looki n g
Sprint and G rab (2 Speed poi nts) . You can run a i nto t h e g l a s s p l ate o n the d evice, y o u can d ete rm i n e
short d i stance and m a ke a melee attack to grab a foe t h e i r d i stance a n d d i rection rel ative t o yo u . The
of you r s ize or s m a l l e r. A s u ccessfu l attack means yo u tagg i n g p roce s s i s somew h at demean i n g, so it i s
grab the foe and bri n g it to a halt if it was mov i n g (th i s l i kely t h at o n ly yo u r fo l l owers wo u l d eve r s u b m it t o it.
c a n be treated as a tackle, if a p p ropriate) . Action. M i nor Effect Suggestions: The n ext time yo u
atte m pt to co m m a n d , ca ptivate, or oth e rwise
Tier 3 : Quarry (2 I ntel lect poi nts) . Choose a q u a rry i nfl uence t h e same foe, t h e d ifficu lty of the task is
(a s i n g l e i n d ivid u a l creatu re t h at yo u can see) . decreased by one ste p .
Yo u a re tra i ned i n a l l tasks i nvolvi n g fo l l owi ng, M ajor Effect Suggestions: The foe i s i n fl uenced ,
u nd e rsta n d i ng, i nteract i n g with, o r fight i n g t h at captivated , or oth e rwise affected by yo u r a b i l ity fo r
creat u re . You can h ave o n ly o n e q u a rry at a t i m e . twice a s l o n g as norm a l .
Action to i n itiate.
Tier l : N atu ral Charisma. You a re tra i ned i n a l l soci a l
Tier 4: Su rprise Attack. I f attacki n g from a h i d d e n i nteract i o n s , whet h e r they i nvolve charm, learn i n g a
vantage, w i t h s u rprise, o r before yo u r o p p o n e n t h a s pers o n ' s secrets, or i nti m i d at i n g oth e rs . E n a b l e r.
acted , y o u d ecrease the d i fficu lty o f yo u r attack by Good Advice (1 I ntel lect point) . Yo u h ave a clear
one ste p. O n a s uccessfu l h it, yo u i n fl i ct 2 a d d i t i o n a l mind fo r d eterm i n i n g the best way to p roceed . When
poi nts of d a m age. E n a b l e r. yo u give another c h a racte r a s u ggestion i nvo lvi n g h i s
n ext act i o n , t h e c h a racte r i s tra i ned i n t h at action fo r
Tier 5: H u nter's Drive (5 I ntel lect poi nts). T h ro u g h o n e ro u n d . Act i o n .
fo rce of w i l l , when yo u w i s h it, yo u g r a n t yo u rself
greate r p rowes s i n the h u nt fo r ten m i n utes. D u ri n g Tier 2: Fol lower. You ga i n a l evel 2 N PC fo l l ower
t h i s t i m e , y o u decrease t h e d ifficu lty o f a l l tasks who is co m p l etely d evoted to yo u . Yo u and the G M
i nvolvi n g yo u r q u a rry, i n c l u d i n g attacks, by o n e ste p. m u st work out t h e d eta i l s of the fo l l ower a n d yo u ' l l
Yo u r q u a rry i s the creatu re yo u sel ected with yo u r p robably m a ke ro l l s fo r i t i n co m bat o r when i t takes
t h i rd-tier a b i l ity. E n a b l e r. act i o n s . The fo l l ower acts o n yo u r t u r n . As a l evel 2
fo l l ower, it h a s a ta rget n u m be r of 6 a n d a health of
Tier 6: M u ltiple Quarry (6 I ntel lect poi nts). T h i s 6, a n d it i n fl icts 2 poi nts of d a mage. If t h e fo l l ower
a b i l ity fu n ct i o n s l i ke the t h i rd-tier Q u a rry a b i l ity d i e s , you ga i n a n ew one after at least two wee ks a n d
except t h at you can sel ect up to t h ree creatu res as p roper recru itment. E n a b l e r.
q u arry. Yo u m u st be a b l e to see a l l t h ree creatu res
when yo u i n itiate this a b i l ity. Yo u r H u nter' s D rive Tier 3: Command (3 I ntel lect poi nts) . T h ro u g h
a b i l ity a p p l ies to a l l t h ree creat u re s . Action to i n itiate. s h e e r fo rce o f wi l l a n d c h a ri s m a , y o u i s s u e a
LIME NE
CHARACTER FOCUS

s i m p l e co m m a n d to a s i n g l e l i v i n g creat u re , w h i c h tier.) Yo u a n d t h e G M m u st work out the deta i l s of


atte m pts to carry out yo u r co m m a n d a s its n ext these fo l l owe rs. If a fo l l owe r d i es, yo u ga i n a n ew
act i o n . T h e creatu re m u st be with i n s h o rt ra n ge o n e after at least two weeks a n d p roper recru itment.
a n d be a b l e to u n d ersta n d yo u . T h e co m m a n d ca n ' t E n a b l e r.
i n fl i ct d i rect h a rm o n t h e creatu re o r its a l l i e s , so
" Co m m it s u i c i d e " wo n ' t work, but " F lee" m i g ht. Tier 6: M i n d of a Leader (6 I ntel lect poi nts) . When
In a d d i t i o n , t h e co m m a n d can req u i re t h e creatu re you develop a p l a n that i nvolves yo u r fo l l owers, you
to t a ke o n l y o n e act i o n , so " O p e n t h e d o o r" m i ght can ask the G M one very general q uestion about what
work, but " O p e n t h e d o o r a n d r u n t h ro u g h it" is l i kely to h a p pen if yo u ca rry out the p l a n , and you
wo n ' t . Act i o n . wi l l get a s i m ple, brief a n swer. Action.
Capable Fol lower. Yo u r fi rst fo l lower i n creases to Capable Fol lowers. Yo u r fi rst fo l l ower i n creases to
l evel 3. As a l evel 3 fo l l ower, it h a s a ta rget n u m be r l evel 5 . As a l eve l 5 fo l l ower, it h a s a ta rget n u m be r
of 9 a n d a health of 9 , a n d it i n fl i cts 3 poi nts o f of 1 5 a n d a health of 1 5 , a n d it i n fl i cts 5 poi nts o f
d a m age. E n a b l e r. d a m age. Each of yo u r l evel 2 fo l l owers i n creases t o
l evel 3 . E n a b l e r.
Tier 4: Captivate or I nspire (4 I ntel lect poi nts). You
Lives in the Wilderness
can u s e t h i s a b i l ity i n o n e of two ways . E it h e r yo u r LIVES IN THE WILDERNESS GM Intrusions:
wo rd s keep t h e atte ntion o f a l l N PCs t h at hear t h e m Yo u dwe l l in the w i l d s . Yo u p robably h ave d o n e so People in cities and towns
fo r a s l o n g as yo u s peak, o r yo u r wo rd s i n s p i re a l l most, if n ot a l l , of yo u r l i fe, co m i n g to u n d e rsta n d sometimes disparage those
N P C s (of yo u r choos i n g) t h at hear them to fu n ction the myste ries of n atu re, weather, a n d s u rviva l . The who look (and smell) like
a s if t h ey were one l evel h i gher fo r the n ext h o u r. ways of fl o ra a n d fauna a re yo u r ways. they live in the wilds, as
Act i o n . You r rou g h , ru gged cloth i n g s h ows l ittle co ncern if they were ignorant or
barbaric.
Capable Fol lower. Yo u r fi rst fo l lower i n creases t o for style. M ost of the time, cove ri n g you rself in n at u ra l
l evel 4 . As a l evel 4 fo l l ower, it h a s a ta rget n u m be r s m e l l s to kee p yo u r scent fro m a rou s i n g s u s picion i n
of 1 2 a n d a health of 1 2 , a n d it i n fl i cts 4 poi nts o f the wilderness i s more i m portant than bath i n g t o kee p
d a m age. E n a b l e r. you rself p resenta ble to other h u m a n s .
G laives and jacks are t h e most l i kely characters
Tier 5: Band of Followers. You ga i n six l eve l 2 N PC to l ive in the wilderness, perhaps worki n g as guides,
fo l l owers who a re co m p l etely d evoted to yo u . (Th ey h u nters, trappers, scouts, or trackers. A nano that does
a re i n add ition to t h e fo l l ower yo u ga i n ed at seco nd so m ight be seen as a nature priest or wild wizard .
Connection: Pick one oth e r PC who i s n 't fro m the penalties d u e to natural ca uses s u c h as ta l l gra s s ,
w i l d e r n e s s . You ca n ' t help but fee l a l ittl e contem pt th ick b ru s h , ru gged terra i n , weather, a n d so o n .
for t h at c h a racte r a n d h e r "civi l ized " ways , wh ich E n a b l e r.
s h ow d i s d a i n fo r all t h i ngs natural a n d (to yo u r
m i n d) true. Tier 4: Wilderness Awareness (4 I ntel lect poi nts) .
Add itional Equi pment: You h ave a d i rect i o n a l Yo u r co n n ecti o n to the n atu ra l wo rld exte n d s to a
co m pa s s . degree t h at some wo u l d ca l l s u pernat u ra l . Wh i l e i n
M i nor Effect Suggestions: A foe t h at i s a natural t h e wilderness, yo u can extend yo u r senses u p t o a
creatu re flees rat h e r t h a n cont i n u e to fight yo u . m i l e i n any d i rection a n d a s k the G M a very s i m p l e ,
M ajor Effect Suggestions: A fo e t h at i s a n atu ra l g e n e r a l q u estion about t h at a rea, s uch a s "Where
Margr, page 244 creatu re becomes wa rily pass ive. i s the m a rgr ca m p ? " or " I s my friend Deit h a n sti l l
a l ive ? " I f t h e a n swer you seek i s n ot i n t h e area, yo u
Tier l : Wilderness Life. You a re tra i ned in cl i m b i n g rece ive no i nformat i o n . Act i o n .
a n d swi m m i n g tasks. E n a b l e r.
Wilderness Lore. Yo u a re tra i ned i n w i l d e rn e s s Tier 5 : T h e Wi ld I s on You r S i d e ( 5 I ntel lect poi nts) .
n avigation a n d i n identify i n g p l a nts a n d creat u re s . Wh i l e yo u ' re i n the w i l d e r n e s s , foes with i n s h o rt
E n a b l e r. ra n ge a re tri p ped by rocks, tangled i n v i n e s , b itte n by
i n sects, a n d d i stracted or confused by s m a l l a n i m a l s .
Tier 2: Livi ng off the Land. G iven an h o u r or so, yo u The d i fficu lty o f any tasks performed b y those foes
can always fi n d ed i b l e food a n d pota b l e wate r i n the i s i n creased by o n e ste p . T h i s effect l asts fo r ten
w i l d e r n e s s . You can eve n fi n d e n o u g h fo r a s m a l l m i n utes. Action to i n iti ate.
gro u p o f peo p l e , if need b e . Fu rther, s i nce yo u ' re
so h a rdy a n d h ave ga i n ed res i stance ove r t i m e , t h e Tier 6: One With the Wild (6 I ntel lect poi nts) . For the
d ifficu lty of res i s t i n g the effects of n atu ra l p o i s o n s n ext ten m i n utes, n atu ra l a n i m a l s a n d p l a nts with i n
(such as those fr o m p l a nts o r l iv i n g creat u res) l o n g ra n ge wi l l n ot knowi ngly h a rm yo u o r those yo u
i s decreased by o n e ste p . Yo u ' re also i m m u n e to d e s i g n ate. Act i o n .
natural d i seases. E n a b l e r. M aster o ft h e Wi ld. Wh i l e yo u ' re i n the w i l d e r n e s s ,
yo u r M i ght E d ge, S peed E d ge, a n d I nte l l ect E d ge
Tier 3: Animal Senses and Sensibil ities. Yo u a re i n crease by 1 . When yo u m a ke a recovery ro l l i n
Masters Defense
tra i ned i n l i ste n i n g a n d s pott i n g t h i n gs . I n a d d i t i o n , t h e wilderness, yo u recover twice a s many points.
GM Intrusions:
Shields break when hit, m o s t of the t i m e , t h e G M s h o u l d a l e rt yo u if yo u ' re E n a b l e r.
as do weapons used about to wa l k i nto an a m b u s h or a trap t h at is l owe r
to parry. Armor straps t h a n l evel 3 . E n a b l e r. MASTERS DEFENSE
break. Wilderness Explorer. W h i l e taki n g any action P rotect i n g yo u rself i s obvio u s ly i m porta nt in
( i n cl u d i n g fight i n g) i n t h e wild, you ignore any d a n ge ro u s s ituati o n s , a n d yo u a re p a rticu l a rly

68
LIME NE
CHARACTER FOCUS

good at it. Ca utious


a n d prudent, yo u learn
tech n iq u e s to d efe n d
aga i n st a l l k i n d s o f
attacks, b o t h physical
a n d menta l . The w i n n e r
i s often the l a st person
sta n d i ng, a n d yo u 've
d o n e a l l you can to
e n s u re t h at person wi l l
b e yo u .
Yo u carry a s h ield a n d
p robably wea r the best
armor yo u can fi n d .
G l a ives m a ke exce l lent
defe n s ive m a sters, but jacks a n d n a n o s a l so fi n d at s a m e type (melee wea pon, ra n ged wea p o n , o r
least some of these s k i l l s of great value. u n a rmed) a s t h e attack yo u defend aga i n st. I f yo u
Connection: Pick one oth e r PC. This c h a racter d o n ' t h ave an a p p ropriate type of weapon ready, you
p rotected you fro m harm rece ntly, a n d yo u fee l ca n ' t use t h i s a b i l ity. E n a b l e r.
i nd e bted to h i m fo r savi n g yo u r l ife.
Add itional Equi pment: You h ave a s h i e l d . MASTERS WEAPONRY
M i nor Effect Suggestions: Yo u ga i n a + 1 bon u s to Yo u h ave worked l o n g a n d h a rd with o n e partic u l a r Masters Weaponry
S peed d efe n s e ro l l s fo r one ro u n d . type o f wea p o n : swo rd s , axes , d agge rs, w h i p s , o r GM Intrusions:
M ajor Effect Suggestions: Yo u ga i n a + 2 bon u s to wh ateve r yo u c h o o s e . T h u s , yo u a re a swo rd s m a n , Weapons break. Weapons
S peed defense ro l l s fo r one ro u n d . a n axe m a ster, a m i st re s s o f kn ives, o r wh ateve r i s can be stolen. Weapons can
be dropped orforced out of
a p p ropriate t o yo u r chosen wea p o n . A m a ster o f the
your hand.
Tier l : Shield Master. When you u s e a s h ield, i n ra p i e r i s d iffe rent fro m a m aster of the warh a m m e r.
add ition t o t h e asset i t gives you (loweri n g t h e d ifficu lty Yo u m i ght wea r a sym bo l-a badge, a p i n , a
of S peed defense tasks by one step) , you can act as if tattoo, an a m u l et, ce rta i n co lors, a n d so o n-th at
you are trained in S peed defense tasks. H owever, i n i n d icates the school i n which you tra i n e d , the style
a n y round i n wh ich you u s e this benefit, t h e d ifficu lty of of fight i n g yo u h ave m a stered , o r t h e name of yo u r
you r attacks i ncreases by one step. Enabler. m e ntor. Yo u r weapon i s a l m ost certa i n ly yo u r fi n e st
posses s i o n . N ot o n ly is it we l l ca red for a n d of
Tier 2: Stu rdy. You a re tra i ned i n M i ght defe n s e h i g h q u a l ity, but yo u p robably keep it i n a beautiful
t a s k s . E n a b l e r. scabbard, h a rn e s s , belt, case, o r someth i n g s i m i l a r.
Armor Expert. When yo u wea r any armor, yo u M a ny gla ives a re weapon m a sters, but somet i m e s
red uce the armor's penalties ( M ight cost per h o u r a jack m i ght c h o o s e t h i s pat h , p a rticu l arly with
Armor penalties, page 79
a n d S peed red uction) b y 1 . E n a b l e r. l i ghter wea p o n s .
Connection: Pick one oth e r P C . T h at c h a racte r
Tier 3: Dodge and Resist (3 Speed poi nts) . Yo u can s h ows potential i n t h e u s e of yo u r wea p o n . You
re ro l l any of yo u r M i ght, S peed , o r I nte l l ect d efe n s ive wo u l d l i ke to tra i n h e r, but yo u ' re n ot nece s s a ri ly
ro l l s a n d take the bette r of the two res u lts. E n a b l e r. q u a l ified to teach (that's u p to you) , a n d s h e m i ght
n ot be i nterested (that's u p to h e r) .
Tier 4: Tower of Wi l l . You a re tra i ned i n I nte l l ect Add itional Equi pment: You h ave a h i gh-q u a l ity
defe n s e tasks. E n a b l e r. weapon of yo u r choos i n g.
Armor M aster. When yo u wea r any armor, yo u Weaponry Esoteries: I f you perform esoteries, you r Esoteries, page 35
red uce the armor's penalties ( M ight cost per h o u r attacks a lways look l i ke you r chosen weapon. So the
a n d S peed red uction) t o 0. E n a b l e r. force blast of the Onsla ught esotery appears to be a Onslaught, page 35
large weapon made of force, and the Flash esotery
Flash, page 37
Tier 5: N oth ing but Defend. I f you do noth i n g o n prod uces a fl u rry of weaponry. These a lterations change
yo u r t u rn oth e r t h a n defe n d , yo u a re s peci a l ized i n noth i n g other than the appearance ofthe effects. As Barrier, page 37
a l l d efe n s ive tasks fo r t h at o n e ro u n d . Act i o n . another exa m ple, Barrier becomes a wal l of swi rl i n g
blades o f energy. This alteration changes t h e esotery
Tier 6: Defense M aster. Eve ry t i m e yo u s u cceed at such that it is not a solid barrier but rather inflicts 1
a S peed defe n se task, yo u can m a ke an i m me d i ate point of damage to anyone who touches it and 4 poi nts
attack aga i n st yo u r foe. Yo u r attack m u st be the of dam age to anyone who passes t h rough it.
M i nor Effect Suggestions: The ta rget is so
d azzled by yo u r expe rt i s e t h at it i s d azed fo r one
ro u n d , d u ri n g wh ich time t h e d i fficu lty of all tasks it
performs i s mod ified by o n e ste p to its detri ment.
M ajor Effect Suggestions: M a ke a n i m med i ate
add iti o n a l attack with the weapon a s p a rt of yo u r
turn.

Tier l : Weapon M aster. You ga i n a + 1 bon u s to


d a m age with yo u r chosen wea pon. E n a b l e r.

Tier 2: Weapon Defense. Wh i l e yo u r chosen weapon


i s i n yo u r h a n d o r h a n d s , you a re tra i ned i n S peed
defe n s e rol l s . E n a b l e r.

Tier 3: Rapid Attack (3 Speed poi nts). O nce per


ro u n d , yo u can m a ke a n additional attack with yo u r
chosen wea pon. E n a b l e r.

Tier 4: N ever Fu m ble. I f yo u ro l l a natural 1 when


attacki n g with yo u r chosen wea pon, yo u can i g n o re a n d t h ree doses of a l evel 2 blade poison t h at i n fl i cts
Poison, page 95
or co u nterm a n d the G M ' s i ntrusion for t h at ro l l . Yo u 5 poi nts of d a mage.
GM intrusion, page 88 can never be d i s a rmed of yo u r chosen wea pon, n o r M i nor Effect Suggestions: N o one but t h e foe
wi l l y o u eve r d ro p it accidental ly. E n a b l e r. notices t h at you m a ke the attack.
M ajor Effect Suggestions: I f yo u h ave poison a m i d
Tier 5: Extreme M astery (4 M ight poi nts) . When yo u r b e l o n g i n g s , yo u we re a b l e t o a p p l y it j u st before
u s i n g yo u r chosen wea p o n , you can re ro l l any attack the stri ke, ad d i n g t h e po i s o n ' s effects to the normal
ro l l yo u wish a n d take t h e better of the two res u lts. attack d a mage.
E n a b l e r.
Tier l : Su rprise Attack. I f attacki n g from a h i d d e n
Tier 6: Damage Dealer. You ga i n a +2 bon u s to vantage, w i t h s u rprise, o r before a n o p po n e nt h a s
d a m age with yo u r chosen wea pon. Th i s bon u s ad d s acted , y o u red u ce the d i fficu lty o f yo u r attack b y o n e
t o t h e o n e fro m t h e Weapon M a ster a b i l ity, givi n g ste p . O n a s u ccessfu l h it w i t h t h i s s u rprise attack,
yo u a total bon u s o f +3 . E n a b l e r. yo u i n fl i ct 2 a d d i t i o n a l poi nts of d a mage. E n a b l e r.
Death Dealer (5 M ight poi nts) . If yo u stri ke a foe Trained Assassi n . You a re tra i ned i n stealth a n d
of l eve l 3 or less with yo u r chosen wea p o n , you ki l l d i sg u i se tasks. E n a b l e r.
t h e ta rget i n stantly. Act i o n .
Tier 2: Quick Death (2 Speed poi nts) . You know h ow
MURDERS to ki l l q u ickly. When you h it with a melee or ran ged
Murders GM Intrusions: T h e m u rderous assas s i n i s a master o f deal i n g attack, yo u d e a l 4 a d d i t i o n a l poi nts of d a m age. You
Most people do not react death . N o one i s better a t sneaking i nto a location, ca n ' t m a ke t h i s attack in two co n s ecutive ro u n d s .
well to a professional e l i m i n ati n g a target, and s l i p p i n g out aga i n . Obvious ly, Act i o n .
killer. a p rofessional killer is not l i kely to h ave a lot of friends.
Yo u p ro b a b ly wea r d a rk co l o rs-b l ack, c h a rcoal Tier 3 : Poison Crafter. Yo u a re tra i ned i n craft i n g,
grey, o r m i d n ight b l u e-to h e l p b l e n d i nto the s e n s i ng, i d e ntifyi ng, a n d re s i st i n g po i s o n s . E n a b l e r.
s h ad ows. But s i n ce yo u ' re a l so a m a ster of d i s g u i se , Trained I nfi ltrator. Yo u a re tra i ned i n a l l
i n t r u t h y o u co u l d look l i ke a nyo ne. i nteract i o n s i nvolvi n g l i es o r trickery. E n a b l e r.
Any c h a racte r co u l d be a n a s s a s s i n . J acks a re t h e
m o s t l i kely choice, but n a n o s w i t h t h e i r esote ries Tier 4: Better Su rprise Attack. I f attack i n g fro m a
o r g l a ives with their co m bat a b i l ities wo u l d m a ke h i d d e n vantage, with s u rprise, or before an opponent
efficient k i l l e rs as we l l . h a s acted , yo u red u ce the d ifficu lty of yo u r attack
Connection: Pick o n e oth e r PC. T h at c h a racte r by one ste p . O n a s u ccessfu l h it with t h i s s u rprise
knows yo u r real identity, p rofe s s i o n , a n d attack, yo u i n fl ict 2 a d d i t i o n a l poi nts of d a m age.
backgro u n d . To a l l others, t h e truth a b o u t y o u i s a These effects add to those fro m S u rprise Attack,
Disguise kit, page 82 closely g u a rded secret. givi n g you a total decrease of two ste p s and a total of
Add itional Equi pment: You start with a d i sg u i se kit 4 a d d i t i o n a l poi nts of d a mage. E n a b l e r.

70
LIME NE
CHARACTER FOCUS

Tier 5: Slayer (5 Speed poi nts) . With a swift a n d W h i l e i n t h i s state, yo u ca n ' t u s e I nte l l ect poi nts,
s u d d e n attack, y o u stri ke a foe i n a v i t a l s pot. I f the but yo u ga i n +2 to yo u r M i ght E d ge a n d yo u r S peed
ta rget i s l evel 3 o r l e s s , it i s slain outright. Act i o n . E d ge. Th i s effect l a sts fo r as l o n g a s you w i s h , but
it e n d s if no co m b at is taki n g p l ace with i n ra n ge of
Tier 6: Escape P l a n . When yo u ki l l a foe, yo u c a n yo u r senses. You can use t h i s a b i l ity o r yo u r fi rst-tier
atte m pt a sneaki n g action to i m med iately h id e fro m Fre nzy a b i l ity, but you ca n ' t u s e both at the s a m e
a nyo n e a ro u n d , a s s u m i n g t h at a s u itable h i d i n g t i m e . E n a b l e r.
Rages GM Intrusions:
p l ace i s nea rby. E n a b l e r.
It's easy for a berserker to
Tier 5: Attack and Attack Again. Rather t h a n gra n t i n g
lose control and attack friend
RAGES add iti o n a l d a m age o r a m i n o r o r m a j o r effect, a as well as foe.
The berserker i s a fea red fighter who ca n n ot be natural 1 7 or h i g h e r on yo u r attack ro l l a l l ows yo u
sto p ped . You put yo u rself i nto a h owl i n g battle fre nzy the option of i m m ed i ately m a k i n g a n other attack. Minor and major effects,
t h at can m a ke yo u a terror o n the battlefi e l d . Yo u E n a b l e r. page 88
m i ght h a i l from a l e s s civil ized soci ety, perh a p s eve n
a tribal one. Tier 6: Tough and Fast. You ga i n +6 to yo u r M i ght
Yo u l i kely wear l ittl e o r n o armor so as not to Pool a n d yo u r S peed Poo l . E n a b l e r.
restrict yo u r s peed o r m a n e uvera b i l ity. Yo u r clot h i n g
i s p ro b a b ly s i m p l e a n d uti l itari a n . RIDES THE LIGHTNING Rides the Lightning
G l a ives m a ke t h e best berserkers. The ancients h a rnessed e l ectricity i n stra nge and GM Intrusions:
Overcharged batteries
Connection: Choose o n e oth e r PC. You fee l wo n d e rfu l ways . T h ro u g h p ractice a n d i n h e rent
explode.
stra n gely p rotect ive towa rd t h at c h a racter a n d d o n ' t a b i l ity (or the s u btle u s e of h id d e n o r i m p l anted
w a n t to s e e h e r co me to h a r m . devices) , yo u control t h e same e n e rgy. N ot o n ly can
M i nor Effect Suggestions: When fight i n g m u lt i p l e yo u create a n d d i sc h a rge e l ectrical powe r, but yo u
fo e s , y o u knock o n e i nto a n other, putt i n g both off can eve n t u a l l y learn to u s e it to tra n sport yo u rself.
b a l a n ce. As a re s u lt, t reat both foes a s one l evel Yo u p ro b a b ly wea r tight-fitt i n g clot h i n g t h at a l lows
l ower fo r one ro u n d . yo u to move q u i ckly. Yo u r garments m i ght be b l u e
M ajor Effect Suggestions: Yo u r fo e i s terrified of a n d b l ack, perh a p s w i t h a l i ghtn i n g-bolt motif.
yo u r rage and uses h i s n ext two act i o n s to flee. Although n a n o s seem most s u ited to wie l d i n g
l i ghtn i n g, jacks c a n m a ke good u s e o f t h e varied
Tier 1 : Frenzy (1 I ntel lect point) . When you w i s h , l i ghtn i n g a b i l ities.
wh i l e i n co m bat, yo u c a n enter a state o f frenzy. Connection: Pick one oth e r PC. This c h a racter
W h i l e i n t h i s state, yo u ca n ' t u s e I nte l l ect poi nts, h a s been yo u r friend fo r a long time, a n d yo u
but yo u ga i n + l to yo u r M i ght E d ge a n d yo u r S peed h ave learned to bri n g h e r a l o n g when you ride the
E d ge. Th i s effect l a sts fo r as l o n g a s you w i s h , but l i ghtn i n g. I f the c h a racte r i s sta n d i n g right n ext to
it e n d s if no com b at is taki n g p l ace with i n ra n ge of yo u , yo u can take h e r with yo u when yo u u s e t h e Bolt
yo u r senses. E n a b l e r. Rider o r E l ectrical F l i ght powe rs. ( N o r m a l ly, neither
a b i l ity a l l ows you to tra n s port ot h e r creat u res.)
Tier 2: Hardy. Yo u ga i n +5 to yo u r M i ght Poo l . Additional Equipment: You h ave a bag of
T h e s e a d d i t i o n a l p o i n t s c a n be u s e d o n ly t o absorb m i scel l a neous batteries and power cel l s . Whenever you
d a m age. You ca n ' t spend t h e m to a p p l y Effort to find a new device that operates on batteries or cel l s
ro l l s . E n a b l e r. (G M d i scretion) , there i s a 75 percent chance that the
Mobile Fighter: You a re tra i ned i n cl i m b i n g a n d bag conta i n s one that wi l l power it if it depletes.
Depletion, page 298
j u m p i n g t a s k s . E n a b l e r. Electrical Esoteries: I f yo u perform esote ries ,
Esoteries, page 35
those t h at wo u l d normally u s e fo rce or oth e r e n e rgy
Tier 3: Power Stri ke (3+ M ight poi nts) . If you i n stead u s e e l ectricity. Fo r exa m p l e, a F l a s h or a n
s u ccessfu l ly attack a ta rget, yo u knock it p ro n e i n O n s l aught fo rce b l a st i s a b l a st of l i ghtn i n g. Th i s Flash, page 3 7
add ition t o i n fl ict i n g d a m age. T h e ta rget m u st be a lteration c h a n ge s noth i n g oth e r t h a n t h e type of Onslaught, page 35
yo u r size o r s m a l l e r. You can knock d own a ta rget d a m age a n d the fact t h at it m i ght start fi re s .
l a rger t h a n yo u if yo u a p p l y a l evel of Effort to do so M i nor Effect Suggestions: The ta rget i s d azed
(rat h e r t h a n to d ecrease the d ifficu lty of the attack) . by e lectricity for one rou n d , d u ri n g which time the
E n a b l e r. d ifficu lty of a l l tasks it performs i s mod ified by one
Unarmored Fighter. Wh i l e u n a rmored , yo u a re ste p to its d etri ment. E lectricity can a l so s h ut d own a n
tra i ned i n S peed d efe n s e tasks. E n a b l e r. a n d ro i d , robot, o r other a utomaton for one rou n d .
M ajor Effect Suggestions: Devices fi l led with
Tier 4: G reater Frenzy (4 I ntel lect poi nts) . When you e l ectrical powe r exp lode. You can ta rget and destroy
w i s h , wh i l e in co m bat, yo u can enter a state of frenzy. an a rtifact t h at a foe is h o l d i n g or wea ring.
Tier l : Shock (1 I ntel lect point) . Yo u r h a n d s crackle p o i n t p e r l evel of t h e d evice. You rega i n p o i n t s at
with e l ectricity, a n d the n ext time yo u touch a t h e rate of 1 p o i n t p e r ro u n d a n d m u st give yo u r
creat u re , you i n fl ict 3 poi nts of d a m age. Alternatively, fu l l co ncentrat i o n t o t h e p roce s s each ro u n d . T h e
if you wield a wea p o n , for ten m i n utes it crackles G M d eterm i n e s w h et h e r t h e d ev i ce i s fu l l y d ra i ned
with e l ectricity and i n fl icts 1 add iti o n a l point of (l i kely true of most hand h e l d o r s m a l l e r d ev i ces) o r
d a m age per attack. Action fo r to uch; e n a b l e r for reta i n s s o m e powe r (l i kely t r u e of l a rge m ach i n es) .
wea p o n . Act i o n to i n it i ate; act i o n each ro u n d to d ra i n .
Charge (l + I ntel lect poi nts) . You can c h a rge a n
Artifact, page 298 a rtifact o r oth e r d evice (exce pt a cyp h e r) so t h at i t Tier 4 : Bolts of Power (5+ I ntel lect poi nts) . You b l a st
Cypher, page 278
c a n be u sed once. The cost i s 1 I nte l l ect p o i n t p l u s 1 a fan of l i ght n i n g out to s h o rt ra n ge i n an a rc t h at i s
point per l evel of t h e device. Act i o n . a p p roxi m ately 50 feet (1 5 m) w i d e a t t h e e n d . T h i s
d i sc h a rge i n fl i cts 4 poi nts o f d a m age. I f yo u a p p l y
Tier 2: Bolt Rider ( 4 I ntel lect poi nts) . You can move Effort to i n crease the d a m age rat h e r t h a n to d ecrease
a l o n g d i stance fro m one l ocation to a n other a l most the d ifficu lty, yo u d e a l 2 additional poi nts of d a m age
i n stanta neous ly, carried by a bolt of l i ghtn i n g. You per l evel of Effo rt ( i n stead of 3 poi nts) ; h oweve r,
m u st be a b l e to see the n ew l ocat i o n , a n d there m u st ta rgets i n the a rea take 1 point of d a mage eve n if yo u
be no i nterve n i n g barriers. Act i o n . fa i l the attack ro l l . Act i o n .

Tier 3 : Lightn ing Swift. You ga i n +3 to yo u r S peed Tier 5 : Electrical Fl ight ( 5 I ntel lect poi nts) . You exu d e
Pool and + 1 to yo u r S peed Edge. E n a b l e r. a n a u ra of crackl i n g e l ectricity t h at l e t s yo u fly fo r t e n
Drain Charge. Yo u can d ra i n t h e powe r fro m a n m i n utes. Yo u ca n 't carry oth e r creat u res w i t h yo u .
a rt i fact o r d evice, a l lowi n g yo u to rega i n 1 I ntel lect Action t o activate.

Tier 6: Wal l of lightn ing (6 I ntel lect poi nts) . Yo u


create a barrier of crackl i n g e l ectricity u p to 2 , 5 00
s q u a re feet (230 sq. m) i n s ize, s h a ped as you w i s h .
The wa l l i s a l evel 7 barrier. Anyo n e wit h i n i m m ed i ate
d i stance of the wa l l a utomatica l ly takes 1 0 poi nts of
d a m age. The wa l l l a sts fo r one h o u r. Action to create.

Talks to Machines TALKS TO MACHINES


GM Intrusions: S i nce you we re you n g , yo u had an affin ity for
Sometimes machines
mach ines. I t seemed a l most l i ke you were s peaki n g
malfunction or act
unpredictably. In to them.
addition, many people Yo u were. You h ave t h e a b i l ity to u s e yo u r o rga n i c
look upon someone who b ra i n l i ke a co m p ute r, i nterfaci n g "wi re l e s s ly" with
intetfaces so well with any e l ectro n i c d evice. Yo u can control a n d i n fl ue nce
machines as a witch-or
them in ways t h at ot h e rs can't. Com p uters a re yo u r
at least as a dangerous
individual. friends a n d co m p a n i o n s . You h ave a l so learned to
re p a i r mach i n es of a l l k i n d s beca u s e the bette r they
work, the bette r off yo u a re as we l l .
You l i kely wear a tool belt fu l l o f various i m p lements,
and mach i n e oils sta i n you r clothes and fingertips.
Al l types of characters can spend their time talking to
mach ines, although this practice fits the nano best of all.
Con n ection: P i c k o n e ot h e r PC. T h at c h a racte r
see m s to h ave a terri b l e re l at i o n s h i p with
m ach i n e s-o r at l e a st t h e mach i n e s t h at yo u
co m m u n i cate wit h . I f s h e i s n ext to a mach i n e t h at
yo u i nteract with i n a fr i e n d l y m a n n e r, t h at mach i n e
i s t reated i n a l l ways a s be i n g o n e l evel l owe r t h a n
n o r m a l ( u n l e s s d o i n g so b e n efits yo u o r h e r, i n
w h i c h case t h e l evel does not c h a n ge) .
Add itional Equi pment: A bag of s m a l l too l s .
M i nor Effect Suggestions: The d u rat ion of
i nfl uence o r control is d o u b l ed.
LIME NE
CHARACTER FOCUS

M ajor Effect Suggestions: The d u ration of WEARS A SHEEN OF ICE Wears a Sheen of Ice
i nfl uence or control beco mes 28 h o u rs . Through you r stud ies, you have learned to focus you r GM Intrusions:
Ice makes sutfaces slippery.
natural talents t o command t h e powers o f ice and col d .
Extreme cold causes objects
Tier 1 : M achine Affi n ity. Yo u a re t ra i ned i n a l l tasks People m ight refer t o you as a n i c e mage. Sometimes to crack and break.
i nvolvi n g e l ectrical mach i n e s . E n a b l e r. ice mages a re thought to come i nto confl ict with those
Distant Activation (1 I ntel lect point} . Yo u can known as fire mages, but this i s a fall acy believed by
activate o r d eactivate any mach i n e you can see ord i n a ry folks more than anyt h i n g based in truth .
with i n s h o rt ra n ge, eve n if normally yo u wo u l d h ave Yo u l i kely wear wh ite or b l u e garments t h at a re
to touch o r m a n u a l ly operate the d evice. To u s e heavier t h a n they need to be-u n l e s s yo u l ive i n
t h i s a b i l ity, yo u m u st u n d e rsta nd the fu nction o f a cold region o r wintry c l i me, i n which case you
the mach i ne , it m u st be yo u r s ize o r s m a l l e r, a n d p robably wea r less cloth i n g t h a n oth e r peo p l e do
it can't be co n n ected to a n o t h e r i n te l l i ge n ce ( o r be beca u s e the co l d doesn't bother yo u .
i nte l l i gent itself) . Act i o n . M ost i ce m ages a re n a n o s , but a g l a ive armored
in ice, perh a p s wie l d i n g a n ice swo rd , wo u l d be q u ite
Tier 2: Coaxi ng Power ( 2 I ntel lect poi nts} . Yo u i m p re s s ive.
boost the powe r or fu n ction of a mach i n e so t h at Connection: Pick one oth e r PC. Due to a q u i rk of
it operate s at one l evel h i gher t h a n normal for o n e the n u menera, if t h at c h a racte r is sta n d i n g n ext to
h o u r. Action to i n itiate. yo u when yo u u s e yo u r I ce Armor a b i l ity, h e is a l so
Charm M achine (2 I ntel lect poi nts} . Yo u convi nce p rotected by a s h een of ice. ( H e does n ot get the
a n u n i nte l l i gent mach i n e to " l i ke" yo u . A mach i n e added p rotection of yo u r Re s i l ient I ce Armor a b i l ity.)
t h at l i ke s yo u i s S O percent l e s s l i kely t o fu n ction i f Add itional Equi pment: You h ave a b l aded weapon
s a i d fu n ction wo u l d ca u s e yo u h a r m . Th u s , if a foe made of stro n g l a s s t h at looks l i ke ice. Strong/ass, page 77
atte m pts to d eto n ate a bo m b near yo u contro l led Ice Esoteries: Ifyou perform esoteries, those that would
by a d eto n ator t h at l i kes yo u , t h e re i s a 5 0 percent normally use force or other energy instead use cold and ice. Esoteries, page 35
c h a n ce t h at it wo n ' t exp lode. Action to i n itiate. For example, an Onslaught force blast is a ray offrost, and
Onslaught, page 35
Flash produces a blast ofcold and ice shards. Th is alteration
Tier 3: I ntelligent I nterface (3 I ntellect points}. You can changes noth ing other than the type of damage. As another Flash, page 37
speak telepath ica l ly with any inte l l i gent mach ine wit h i n example, Barrier creates a wall of ice. Th is alteration
long range. Fu rther, you are tra i ned i n a l l i nteractions changes noth ing except the wall's appearance and the fact Barrier, page 37
with inte l l i gent mach ines. Such mach ines and that it takes 2 additional points of damage from fire.
automatons that normally would never com m u n icate M i nor Effect Suggestions: The s u rface a ro u n d t h e
with a h u m a n m ight tal k to you . Enabler. ta rget becomes s l ick a n d d i fficult to sta n d o n .
M ajor Effect Suggestions: T h e ta rget i s covered i n
Tier 4: M achine Companion. You create a leve l 3 ice that h i nders its movement for o n e m i n ute, d u ri n g
a n i m ate, inte l l igent mach i n e that accompan ies w h i c h time the d ifficu lty o f a l l tasks it performs i s
you and acts as yo u d i rect. As a level 3 mach i n e mod ified b y one ste p t o i t s detriment.
com p a n i o n , it has a ta rget n u m ber of 9 and a health of
9, and it i n fl icts 3 poi nts of d a m age. If it's destroyed, it Tier 1 : I ce Armor (1 I ntel lect point} . When you w i s h
takes yo u one month to create a new one. Enabler. i t , yo u r b o d y i s cove red i n a s h een o f i c e fo r ten
Robot Fighter. When fighti n g an auto m aton o r m i n utes t h at gives yo u + l to Armor. W h i l e t h e sheen Armor, page 92
i nte l l i gent mach i n e , yo u a re tra i ned i n attacks a n d i s active, yo u fee l n o d i scomfort fro m normal co l d
defe n se. E n a b l e r. te m pe ratu res a n d h ave a n a d d i t i o n a l +2 to Armor
vers u s cold d a mage s pecifica l ly. E n a b l e r.
Tier 5: I nformation Gathering (5 I ntellect points). You
speak telepath ically with any or all mach ines with i n l Tier 2: Frost Touch (1 I ntel lect point) . Yo u r h a n d s
m i le (l .6 km) . You can ask one basic q uestion about become so co l d t h at the n ext t i m e yo u touch a
themselves or anyth ing happen ing near them and creat u re , you i n fl ict 3 poi nts of d a m age. Alternatively,
receive a sim ple answer. For exam ple, while i n an area yo u can u s e t h i s a b i l ity on a wea p o n , a n d for ten
with many mach ines, you could ask "Where is the ravage m i n utes, it i n fl i cts l a d d i t i o n a l point of d a m age fro m
bear?" and ifthe creatu re is with i n a m i le of you, one or the co l d . Action for to uch; e n a b l e r for wea p o n .
more mach ines wi l l probably provide the an swer. Action.
Tier 3 : Freezing Touch ( 4 I ntel lect poi nts) . Yo u r h a n d s
Tier 6: Control M achine (6 I ntel lect poi nts) . You can become so co l d t h at, i n add ition to i n fl ict i n g d a m age
control t h e fu n ct i o n s of any mach i n e , i n te l l i gent o r a s d e scri bed u n d e r Frost To u c h , yo u r touch freezes
oth e rwise, wit h i n s h o rt ra n ge. T h i s effect l asts t e n s o l i d a l i v i n g ta rget of yo u r s ize o r s m a l l e r, re n d e ri n g
m i n utes. Act i o n . it i m m o b i l e fo r o n e ro u n d . Act i o n .

73
Wields Power Tier 4: Resil ient I ce Armor. The s h e e n of i ce yo u T i e r 6: I ce Creation (6 I ntel lect poi nts). Yo u create
With Precision gene rate u s i n g yo u r I ce Armor a b i l ity gives yo u a n a s o l i d object of ice t h at is yo u r s i ze o r s m a l l e r.
GM Intrusions: add iti o n a l + 1 to Armor. E n a b l e r. T h e object i s c r u d e a n d c a n h ave n o movi n g
Een if one tries to p a rt s , s o yo u c a n m a ke a swo rd , a s h i e l d , a s h o rt
remain humble, skill and
Tier 5: Cold B u rst (5+ I ntel lect poi nts) . You e m it a l a d d e r, a n d so o n . Yo u r ice objects a re a s stro n g
power might betray an
arrogance that others find b l a st of cold i n a l l d i rect i o n s , u p to s h o rt ra nge. A l l a s i ro n , b u t i f yo u ' re n ot i n co n st a n t contact
annoying or insulting. with i n t h e b u rst take 5 poi nts o f d a mage. I f y o u a p p l y with t h e m , t h ey fu n ct i o n fo r o n ly 1 d 6 + 6 ro u n d s
Creatures from beyond Effort to i n crease the d a m age rather t h a n to decrease b e fo re b re a k i n g o r m e lt i n g. Fo r exa m p l e , yo u c a n
time and space take the d ifficu lty, yo u deal 2 a d d i t i o n a l poi nts of d a m age m a ke a n d w i e l d a n ice swo rd , b u t i f yo u give it to
special notice ofpeople per l evel of Effort ( i n stead of 3 poi nts) ; h oweve r, a n ot h e r PC, the sword wo n 't l a st a s l o n g for t h at
who command the
ta rgets i n the a rea take 1 point of d a mage eve n if yo u c h a ract e r. Act i o n .
mysterious and strange.
fa i l the attack ro l l . Act i o n .
WIELDS POWER WITH PRECISION
N ot o n l y a re yo u b l e s s e d w i t h a great co m m a n d
o f t h e n u m e n e ra , b u t y o u a re a l s o t ra i n e d to
exp l o i t e s ot e r i e s in ways t h at e l evate yo u a b ove
ot h e r n a n o s a n d j a c k s . S o m e p eo p l e b e l ieve t h at
t h o s e w h o p e rfo rm e s ote r i e s a re b o r n w i t h t h e
a b i l ity, b u t yo u k n ow t h at s k i l l a n d i n te l l i g e n ce
p l ay i m p o rt a n t ro l e s . T h e a n c i e n t s created t h e
n u m e n e ra t h ro u g h k n ow l e d ge, d i s cove ry, a n d
i n te l l e ct, a n d to u s e i t p ro p e r l y, yo u m u st fo l l o w
t h e s a m e p at h .
Yo u p ro b a b l y wea r s pectacl e s a n d d a p p e r
o utfit s , carryi n g ext ra books, n ote books, a n d p e n s
so y o u can cont i n u a l ly focu s o n yo u r st u d i e s a n d
expe r i m e n t s .
N a nos u s u a l ly rece ive t h i s i n struction a n d focu s ,
but s o m e jacks d o a s we l l . G l aives n ever d o .
Connection: Pick one oth e r P C . Yo u 've p l aced a n
i m m utable, one-t i m e wa rd t h at re n d e rs h e r i m m u n e
t o t h e esote ries you perform u n l e s s s h e wants t o b e
affected .
Add itional Equi pment: You h ave an a d d i t i o n a l
b o o k o n the s u bject of t h e n u m e n e ra .
M i nor Effect Suggestions: The esotery ove rwh e l m s
a n d d azz les t h e ta rget fo r o n e ro u n d , d u ri n g which
t i m e t h e d ifficu lty of a l l tasks it performs i s mod ified
by one step to its detri ment.
M ajor Effect Suggestions: The esotery terrifies the
ta rget, who u ses its n ext two t u r n s to flee.

Tier l : Geni us. Yo u r I nte l l ect Pool i ncreases by 5


points. E n a b l e r.

Tier 2: Training and Precision. Yo u a re tra i ned i n a l l


esoteries. A s a res u lt, yo u red u ce the d ifficu lty o f any
task i nvolved i n the u s e of a n esote ry by one ste p .
E n a b l e r.

Tier 3: Enhanced Esoteries. Yo u r esote ries t h at h ave


d u rati o n s last twice a s long. Yo u r esote ries t h at
h ave s h o rt ranges reach to l o n g ra n ge i n stead . Yo u r
esote ries t h at i n fl ict d a mage d e a l 1 add iti o n a l point
of d a m age. E n a b l e r.
LIME NE
CHARACTER FOCUS

Tier 4: G reater Repertoi re. Yo u can learn o n e o n e l i ght weapon a n d o n e m ed i u m wea pon) , m a k i n g
add iti o n a l esotery of fo u rth tier o r l ower. E n a b l e r. two separate attacks o n yo u r t u rn as a s i n g l e act i o n .
Th i s a b i l ity oth e rwise works l i ke the D u a l L i g h t W i e l d
Tier 5: G reater Traini ng. Yo u a re s peci a l ized i n a l l a b i l ity. E n a b l e r.
esoteries. A s a res u lt, yo u red u ce t h e d ifficu lty o f any
task i nvolved i n the u s e of a n esote ry by two ste p s . Tier 4: Dual Defense. When yo u wield two wea p o n s ,
E n a b l e r. yo u a re tra i ned i n S peed defe n s e tasks. E n a b l e r.

Tier 6: Supra-Geni us. Yo u r I nte l l ect Pool i ncreases by Tier 5: Dual Distraction (4 Speed poi nts) . When yo u
5, a n d yo u r I nte l l ect E d ge i n creases by 1 . E n a b l e r. wield two wea p o n s , yo u r opponent's n ext attack i s
h i n d e re d . A s a res u lt, t h e d i fficu lty o f yo u r defe n s e Wields Two Weapons at
WIELDS TWO WEAPONS AT ONCE ro l l aga i n st t h at attack i s red uced b y o n e ste p , a n d Once CM Intrusions:
With so many strikes and
Yo u bear steel with both h a n d s , ready to take on any the d ifficu lty of yo u r next attack i s red u ced by o n e
slices, it's easy to imagine a
foe. Yo u fight with two wea pons i n melee, somet i m e s ste p . E n a b l e r. blade snapping in two or a
ca l l ed d u a l wield i n g. A fearsome warrior, q u ick a n d weapon flying loose from its
strong, yo u bel ieve t h at the best d efe n s e i s a stro n g Tier 6: Whirling Dervish. When you wield two bearer's grip.
offe n s e . wea p o n s , yo u can attack u p to six t i m e s i n o n e ro u n d
Yo u p ro b a b ly s h eathe o n e weapon o n e a c h s i d e o r a s a s i n g l e act i o n , b u t y o u m u st m a ke each attack
b o t h cros sed beh i n d yo u r b a c k . They a re l i kely yo u r aga i n st a d i fferent foe. M a ke a separate attack ro l l
most p rized posses s i o n s , a n d yo u m i ght h ave n a m e s fo r each attack. Yo u re m a i n l i m ited b y t h e a m o u n t
fo r t h e m . of Effort yo u can a p p l y o n o n e act i o n , but beca u s e
M a ny gla ives a n d j acks tra i n to fi g h t w i t h two yo u m a ke separate attacks, A r m o r a p p l ies to e a c h o f
wea p o n s at o n ce. Very rarely wo u l d a n a n o s pe n d t h e t h e m . Anyt h i n g t h at mod ifies yo u r attack o r d a m age
t i m e req u i red to learn such a p u rely p h y s i c a l a rt, but a p p l ies to a l l attacks (pos itively o r n egatively) , u n less
it's pos s i b l e. it's s pecifica l ly tied to o n e of the wea p o n s , i n which
Connection: Pick one oth e r PC. You h ave tra i ned case it a p p l ies to o n ly h a l f of t h e attacks. E n a b l e r.
with t h i s c h a racter so m uch t h at ifthe two of yo u
sta n d back to back i n a fight, yo u both ga i n a + 1 WORKS MIRACLES
bon u s to S peed d efe n s e tasks. Yo u m a n i p u l ate m atte r and t i m e to h e l p others Bonus, page 7 7
Add itional Equi pment: You start with a n a d d i t i o n a l a n d a re beloved by eve ryo n e yo u e n co u nter. Some
l i ght melee wea p o n . peo p l e co n s i d e r you a re p rese ntative of t h e god s
M i nor Effect Suggestions: The ta rget i s i nti m i d ated or a powe r fro m beyo n d t h i s wo r l d . Pe rhaps they' re
and flees as its n ext act i o n . right-tra n sd i me n s i o n a l experi ments in the prior Works Miracles GM
M ajor Effect Suggestions: Yo u can m a ke a n worl d s m i ght be what created the e n e rgies t h at you Intrusions: Attempts to
heal might cause harm
i m m ed i ate a d d i t i o n a l attack w i t h o n e o f yo u r n ow wie l d .
instead. Sometimes, a
wea p o n s . You probably wear simple clothes-nothing too flashy or community or indiidual
stylish. There's no need to call more attention to yourself. needs a healer so
Tier 1 : D u a l Light Wield. Yo u can u s e two l i ght N a nos a re the l i ke l iest m i racle worke rs, u s i n g t h e i r desperately that they hold
wea p o n s at t h e same t i m e , m a k i n g two separate m e n t a l fo rtitude t o fo c u s the powe r o f h ea l i n g. A one against his will.
attacks o n yo u r t u rn as a s i n g l e act i o n . Yo u re m a i n g l a ive who can heal h i m s e lf, t h o u g h , i s an i nterest i n g
l i m ited b y the a m o u nt o f Effort y o u c a n a p p l y o n a n d d a n ge ro u s p roposition. Effort, page 2 7
o n e act i o n , but beca u s e yo u m a ke separate attacks, Connection: Pick one oth e r PC. This c h a racter
yo u r opponent's Armor a p p l ies to bot h . Anyt h i n g q u ietly s u s pects t h at yo u ' re a m e s s i a h o r Armor, page 92
t h at mod ifies yo u r attack o r d a m age a p p l ies t o both s u pernatural being. Yo u can c h o o s e w h e t h e r o r n ot
attacks, u n less it' s s pecifica l ly tied to one of the yo u ' re awa re of h i s s u s p ic i o n .
wea p o n s . E n a b l e r. M i nor Effect Suggestions: The ta rget i s healed fo r
1 add iti o n a l poi nt.
Tier 2: Double Stri ke (3 M ight poi nts) . When yo u M ajor Effect Suggestions: The ta rget i s healed fo r
wield two wea p o n s , yo u can choose to m a ke o n e 2 additional points.
attack ro l l aga i n st a foe. I f yo u h it, yo u i n fl i ct d a m age
with both wea p o n s p l u s 2 a d d i t i o n a l poi nts of Tier 1 : Healing Touch (1 I ntellect point) . W i t h a
d a m age, a n d beca u s e yo u made a s i n g l e attack, the to uch, you resto re 1 d6 poi nts to one stat Pool of any
ta rget ' s Armor i s s u btracted o n l y o n ce. Act i o n . creatu re. Th i s a b i l ity i s a d ifficu lty 2 I ntel lect task. Each
time you attem pt to heal the same creat u re, the task
Tier 3 : D u a l M ed i u m Wield . Yo u can u s e two l i ght d ifficu lty i n creases by one step. The d i fficulty returns
wea p o n s o r med i u m wea p o n s at the same time (or to 2 after that creat u re rests for ten h o u rs . Action.
WORKS THE BACK ALLEYS
The t h ief, t h e b u rg l a r, the p i ckpocket: these a re t h e
Works the Back Alleys d a n ge ro u s i n d ivid u a l s who h a u nt the b a c k a l l eys o f
GM Intrusions: eve ry com m u n ity. Yo u a re a t h i ef i n a city o r tow n ,
When things go wrong m a k i n g yo u r l ive l i h ood at the expe n s e of the wealthy.
for thieves, they end up Yo u r talents, h oweve r, p re p a re you for a l l k i n d s of
in jail. Even when things p u r s u its, eve n when you ' re n ot crouch i n g i n an a l l ey
go right, thieves can earn
or cl i m b i n g i nto a w i n d ow.
the enmity ofpowetful
people, including U s u a l ly, you d ress to b l e n d i n with the crowd .
criminals. When yo u ' re on a m i s s i o n , b l ack, form-fitt i n g
cloth i n g a l l ows yo u t o swi m i n the s h adows.
M ost th ieves a re j acks, but nanos m a ke i nterest i n g
b u rg l a rs as we l l . A g l a ive th ief l i kely a d d s a l ittl e more
physical ity to h i s cri mes.
Connection: Pick one oth e r PC. The c h a racte r knew
yo u before h a n d a n d convi n ced you to leave yo u r l i fe
of cri me for oth e r p u rs u its-at least tem porari ly.
Bag oflight tools, Add itional Equi pment: You start with a bag of l i ght
page 82
too l s .
M i nor Effect Suggestions: Yo u can i m m ed i ately
A character who works atte m pt to h i d e after t h i s act i o n .
miracles might be M ajor Effect Suggestions: Yo u can i m m ed i ately
using-knowingly or take a seco n d action d u ri n g t h i s t u r n .
unknowingly-nanites
to help repair wounds or
Tier 1 : Thief. You a re tra i ned i n s n e a k i n g ,
improve the physiology
of themselves or another p i ckpocket i n g , a n d lockp icki n g tasks. E n a b l e r.
creature. Alternatively,
it might be that a part Tier 2: U nderworld Contacts. You know many
of the character's brain peo p l e i n a variety of com m u n ities who e n gage in
can speak to individual
i l legal activities. These peo p l e a re n ot necessarily
cells in a creature's body,
directing and speeding up Tier 2: Alleviate (3 I ntel lect poi nts) . Yo u atte m pt yo u r friends a n d m i ght not be tru stwo rthy, but t h ey
the cells' mitotic phase to cancel or c u re o n e m a l ady (such as d i sease o r recogn ize yo u as a peer. Yo u a n d t h e G M s h o u l d
or even the migration poison) i n o n e creat u re. Act i o n . work out the deta i l s o f yo u r u nd e rwo rld contacts.
of cells in the system, E n a b l e r.
reorganizing entire Tier 3: Font o f Healing. With you r approval , other
biological structures.
creatures can touch you and regai n 1 d 6 poi nts to either Tier 3: Pull a Fast One (3 I ntellect poi nts). When you ' re
their M ight Pool or their S peed Pool. Th i s hea l i n g costs ru n n i n g a con , picki n g a pocket, fool i n g or tricki n g a
them 2 I ntel l ect points. A s i ngle creatu re ca n benefit d u pe, sneaking someth i n g by a guard , and so o n , you
from t h i s abil ity only once each d ay. Enabler. treat the task as if it were one leve l lower. Enabler.

Tier 4: I nspiration (4 I ntellect points). Through mental Tier 4: M aster Thief. Yo u a re t ra i ned i n c l i m b i ng,
i n s p i ration and the m a n i p u l ation of time, one creatu re esca p i n g fro m b o n d s , s l i p p i n g t h ro u g h n a rrow
you choose with i n short ra nge is granted an add ition al, p l aces, a n d oth e r contort i o n i st m ove s . E n a b l e r.
i m med iate action, which it can take out of turn. Action.
Tier 5: Dirty Fighter (2 Speed points). You d i stract,
Tier 5 : U ndo (5 I ntel lect poi nts) . Yo u t u rn back b l i n d , annoy, h a m per, or otherwise i nterfere with a foe,
time a few seco n d s , effective ly u n d o i n g a s i n g l e h i nderi n g h i s attack and defense rol l s for one m i n ute.
creat u re ' s m o s t rece nt act i o n . That creatu re can then As a res u lt, the d ifficu lty of you r defense rol l s and attack
i m m ed i ately re peat the s a m e action o r try someth i n g rol l s aga i n st the foe i s red uced by one step. Action.
d i fferent. Act i o n .
Tier 6: Alley Rat (4 I ntel lect poi nts) . Wh i l e i n a city,
Tier 6: G reater Healing Touch ( 4 I ntel lect poi nts) . yo u fi n d or create a s i g n ifica nt s h o rtcut, secret
You touch a creatu re a n d restore its M i ght Poo l , entrance, or e m e rgency escape ro ute where it looked
S peed Poo l , a n d I nte l l ect Pool t o t h e i r maxi m u m l i ke n o n e exi sted . Yo u and the G M s h o u l d work out
values, a s if i t we re fu l ly rested . A s i n g l e creatu re can the d eta i l s . Act i o n .
benefit fro m t h i s a b i l ity o n ly o n ce each d ay. Act i o n .

76
LIME NE
EQUIPMENT

CHAPTER 7

EQUIPMENT
h e N i nt h Wo rld i s a d ichotomy of past a n d MATERIALS
T
Mineral rarity is not an
futu re, o f t h e p r i m itive a n d t h e extre mely M o st objects b u i lt in the N i n t h Wo r l d a re m a d e
issue in the Ninth World,
advanced , of l i m itat i o n s a n d l i m it l e s s n e s s . of woo d , l e ath e r, c l ot h , sto n e , g l a s s , o r meta l . so gems andjewels are
N owhere d o e s t h i s d i ch otomy become m o re evident S m it h i e s a n d fo rges c a n p rod u ce h i g h -q u a l ity stee l not intrinsically valuable.
t h a n i n the too l s t h e i n h a b itants u s e , t h e cloth i n g object s , b u t t h ey g e n e ra l ly work i n i ro n or b ro n z e . People still prize well-made
they wea r, t h e wea pons they w i e l d , a n d t h e gear t h ey H oweve r, p l a s t i c (ca l l ed " synth " ) , orga n i c sto n e o r jewelry and art objects, but
real "treasure" comes in the
carry. Th i s section looks at cu rre n cy, materi a l s , a n d stee l , exot i c cryst a l , a n d e v e n stra n ge r m at e ri a l s
form of oddities or artifacts
g e a r i n the N i nth Wo rl d . a re n o t u n k n own . I t e m s m a d e o f t h o s e s u bstances of the prior worlds.
Although some o f t h e eq u i p ment a n d mate r i a l s a re left ove r fro m t h e prior wo rl d s , s o m a ny peo p l e
d e scri bed i n t h i s section a re p rod u cts o f t h e d i stant a re fa m i l i a r w i t h t h e m , a l t h o u g h very few k n ow
past, act u a l cyp h ers, a rtifacts, a n d odd ities a re n ot h ow to p ro d u ce m o re . U n l i ke g o l d o r ge m sto n e s , While some materials can
l i sted h e re; they' re covered i n Part 6: The N u m e n e ra s o m e of t h e s e m ateri a l s a re i n d eed reco g n ized a s readily be found in various
parts of the Ninth World,
(page 2 7 5 ) . b e i n g rare, b u t n o n e a re va l u a b l e fo r t h e i r ra rity
others are more unique to a
a l o n e . N i n t h Wo r l d e rs a re too p ract i c a l for t h at . particular area:
CURRENCY S u ch m ateri a l s i n c l u d e ( b u t a re not l i m ited to) :
T h a n ks to t h e m i n i n g a n d meta l l u rgy of the prior Ad amant s i l k: T h i s fa b ri c i s five t i m e s as stro n g Cu/at is a particularly hard
worl d s , a n d t h e i r a b i l ity to create anyt h i n g t h ey a s regu l a r s i l k a n d extre m e l y re s i st a n t t o sta i n s wood that is favored by the
wished (or so it see m s , anyway) , no metal i s rarer a n d d i rt . Harges of Castle Sarrat
(page 1 50).
t h a n any ot h e r. Peo p l e in the N i nth Wo rld h ave no Azu re steel: T h i s b l u i s h m e t a l i s n ot s t e e l a n d
co ncept of go l d , s i lver, gemsto n e s , o r eve n d i a m o n d s may n ot be fro m E a rt h at a l l . W h i l e s o m ew h at Goldgleam and silster
a s be i n g va l u a b l e d u e t o t h e i r scarcity. S u c h m ateri a l s l i g hter t h a n stee l , it i s at l e a st 1 0 t i m e s h a rd e r a n d are decorative elements
a re va l u a b l e based o n t h e i r bea uty o r u sefu l ness to u g h e r. harvestedfrom insects in
a l o n e . M ost civ i l ized societies u s e generic co i n s Molded foam: Th i s s u b stance h a s the m a s s of the Slant Milieu (page
soap foam but h a s been m o l d ed firmly i nto oth e r
7 79) .
co m mo n ly refe rred t o a s shins.
S h i n s a re u s u a l ly metal but can be made of g l a s s , s h apes, s u c h a s d i s h e s , boxe s , o r oth e r co m m o n Redstone is a brick-colored
p l astic, o r s u bstances t h at h ave no n a m e . Some a re o bj ects . M o s t k i n d s o f m o l d ed foam a re b rittle, b u t stone quarried only in the
jagged bits of i nterest i n g material or s m a l l , co i n l i ke some types a re more d u ra b l e . village of Redstone (page
o bj ects (such as h i g h l y d ecorative b utto n s fro m Organic stone: Although it h a s the appeara n ce 208) .
a mach i n e) , a n d ot h e rs a re p roperly m i nted a n d a n d stre n gth of gran ite (or somet i m e s ot h e r
sta m ped , w i t h writ i n g a n d i m ages. N o m i nted co i n m i n e ra l s , s u c h as m a rb l e o r q u a rtz) , t h i s material
i n exi ste n ce tod ay comes fro m a prior wo rld-no i s grown rather t h a n q u a rried . Some varieties of
co i n s s u rvive fro m the ancient race s , if i n deed they o rga n i c sto n e a re h a l f as l i ght a s normal stone, but
u sed s u c h cu rre n cy at a l l . oth e r types a re j u st as h eavy-if n ot heavier.
S o m e reg i o n s o f t h e N i nth World accept o n ly co i n s Pliable metal: T h i s m aterial reta i n s the strength a n d
t h at were m i nted i n t h at rea l m ; oth e rs accept a l l d u ra b i l ity o f steel but i s p l i a b l e enough t o m a ke bags,
co i n s , rega rd less o f origi n . T h i s cu stom varies fro m boots, or s i m i l a r objects. Sometimes p l i a b l e metal
p l ace to p l ace a n d society to soci ety. te m porarily molds to the s h a pe of wh atever i s p ressed
Beca u s e s h i n s a re fro m t h e N i nth Wo rld, they aga i n st it, s i m i l a r to 2 1 st-century memory foam.
rarely t u r n u p i n o l d locat i o n s . Occa s i o n a l ly, Shapestone: L i ke sto n e out of p recise m o l d s ,
exp l o rers of ancient or fo rgotten s ites fi n d a s h a pesto n e h a s the d u ra b i l ity o f gran ite but i s
s m atte r i n g of ite m s-butto n s or d oodad s-t h at can act u a l ly cera m ic.
be s a lvaged a s s h i n s . Stronglass: Although t h i s m ateri a l looks, fee l s , and
i s worked l i ke g l a s s , it h a s the stre n gth of stee l .

77
Confusingly, sometimes
synthsteel isjust called
synth when the context
makes it obvious that it is
very strong, such as with
synth armor.

Players probably
shouldn 't be able to
select weapons or armor
referred to as "special" in
the Equipment chapter
for their beginning
character. GMs may even
want to put a price limit
of 5 shins on starting
weapons and 15 shins on
Synth: Th i s is a N i nth Wo rld n a m e fo r any of M i ght act i o n , or (2) a s s i g n t h e we i g h t a S peed a n d
starting armor. If a player
doesn 't select a free a n u m be r of m ate r i a l s s i m i l a r to vari o u s p l a stics M i ght cost t o be ded u cted fro m t h e a p p ro p r i ate
weapon or armor he is co m mo n i n 2 1 st-ce ntury E a rt h . They a re d u ra b l e but Poo l . M ethod 1 is u s efu l w h e n a c h a racte r wants
entitled to, those are the n ot particu l a rly strong. to carry a s i n g l e h e avy o bj ect fo r a l i m ited t i m e
amounts he should get Synthsteel: S i m i l a r i n a p pearance to normal synth, for exa m p l e , movi n g a hefty i ro n box out of a ru i n
as compensation. Players this somew h at m i s n a m ed s u b stance i s h a rd e r a n d a n d load i n g i t onto a cart fo r t ra n s po rt back to
should always select
to u g h e r t h a n synth, m a k i n g it stronger but fa r l i ghter civi l i zat i o n . M ethod 2 wo rks we l l for l o n g-term
weapons and armor they
can use. than stee l . e n c u m brance , such a s when a c h a racter d o n s
a seco n d backpack fu l l o f mach i n e p a rts a n d
M ost co m m o n N i nth Wo rld ite m s a re m a d e of conti n u e s exp l o ri n g.
conventional materi a l s , but it's n ot stra n ge to find a When a s s i g n i n g a S peed a n d M i ght cost, the
few o bjects made of these m o re exot ic s u b stances. S peed cost i s a pena lty asses sed i m m ed i ately, a n d
Fo r i n stance, amid a rack of steel a n d i ro n axe s , it re m a i n s u n t i l t h e c h a racte r i s u n b u rd e n e d . The
a c h a racte r m i ght fi n d o n e w i t h a synth steel h e a d lost S peed poi nts a re n ' t recove red t h rough rest o r
(l i kely a p i ece of synth steel o ri g i n a l ly des igned fo r oth e r m e a n s-o n ly when t h e b u rd e n i s re m ove d .
a n other p u rpose a n d adapted fo r u s e a s a n axe The M i ght cost i s a co nti n u i n g cost d e d u cted each
head) . U s u a l ly, t h e cost of an ite m made of exotic h o u r, a n d those poi nts a re recovered normal ly. The
m ate r i a l s i s the s a m e a s t h at of a normal ite m , but if S peed cost a n d the M i ght cost a re always t h e same:
the m ateri a l m a kes a b i g d i fferen ce-s uch as i n the 1 point fo r each , 2 poi nts fo r each , o r 3 poi nts fo r
case of a s h i e l d made of stro n g l a s s so you can h o l d each . Wea ri n g armor h a s a s i m i l a r cost fo r t h e s a m e
it i n fro nt of yo u a n d sti l l see t h ro u g h it-t h e s e l l e r rea s o n s .
m i ght c h a rge u p t o twice the normal p rice.
EQUIPMENT LISTS AND PRICES
ENCUMBRANCE T h e ite m s p rese nted in t h i s c h a pter a re general
We ights of o bj ects a re n ot l i sted . In fact, it wo u l d exa m p l e s , n ot exh a u stive l i st s . Eq u i p m e n t i n t h e
be fut i l e t o d o so beca u s e t h e we i g h t o f a n o bject N i nt h Wo rld i s o ft e n m u ch l i ke t h at fo u n d i n a n
d e p e n d s on w h at m ateri a l s we re u sed to m a ke a n c i e n t o r m e d i eval societ i e s b u t c a n be fa r m o re
it. An i ro n axe a n d a cera m i c axe we i g h d i fferent adva n ced . Fo r exa m p l e , a s i m p l e tent or bed ro l l
a m o u nts. m i ght be co n structed o f synthetic fi b e r t h at m a kes
T h e re ' s n o need to kee p track of h ow much it e n t i re l y wate r- re s i stant a s we l l a s fa r l i g hter and
a c h a racte r carries. I f t h e GM d eterm i n e s t h at warmer than c l ot h . A c h a i n m a i l h a u berk co u l d be
a c h a racte r i s carryi n g too m u c h eq u i p m ent, h e made in w h o l e o r in p a rt fro m g l a s sy l i n ks t h at a re
s h o u l d e i t h e r ( 1 ) a s s i g n a d ifficu lty a n d a s k fo r a h a rd e r a n d l i ghter t h a n stee l .

78
LIME NE
EQUIPMENT

I t ' s worth n ot i n g t h at some N i nth Wo rld too l s Using Armor


a n d devices wo u l d n eve r be fo u n d i n a med ieva l Anyo n e can wea r a n y a r m o r, but d o i n g so can be
sett i n g beca u s e they' re re l i cs fro m a p revious wo rld taxi n g . Weari n g armor costs you M i ght poi nts a n d
o r were created with knowled ge sa lvaged fro m a red uces yo u r S peed Poo l . Yo u can rest to recover
p rev i o u s worl d . Exa m p l es of these k i n d s of o bjects t h e s e l o st M i ght points in t h e sta n d a rd m a n n e r,
a re i n kp e n s , clot h i n g made fro m d e n i m o r s p a n d ex, eve n if yo u ' re sti l l wea ri n g a r m o r. T h e S peed Pool
l i q u i d soap, screw-top metal can i sters, rubber gloves, red u ct i o n rem a i n s a s long a s you wea r t h e a r m o r,
u m b re l l a s , sticky tape, nylon fi s h i n g l i n e, s p ray b u t t h e Pool ret u r n s to n o r m a l as soon as yo u
bottles, a n d a h u n d red m o re s i m i l a r ite m s . They a l so re m ove it.
Special Equipment, page 8 1
i nc l u d e the o bj ects l i sted u n d e r S peci a l E q u i p ment, G l a ives a n d jacks h ave a b i l ities t h at red u ce the
Oddity, page 3 7 4
as we l l as ra n d o m odd ities a n d occa s i o n a l cyp h e rs costs a n d penalties of wea r i n g armor. Cypher, page 278
a n d a rtifacts-a lthough fi n d i n g either of the l atte r fo r Artifact, page 298
s a l e l i ke o rd i n a ry good s i s q u ite u n co m m o n . M ight cost Speed Pool
When i n doubt, l ight weapons cost l s h i n , med i u m Armor per hour red uction while worn
weapons cost 3 , a n d heavy wea pons cost 5 . Light Light l 2
armor costs 3 s h i n s , med i u m armor costs 5 , and heavy M ed i u m 2 3
armor costs 1 5 . M ost other common objects cost l , 2, H e avy 3 5
or 3 shins. Sellers u s u a l ly d i sco u nt for bulk p u rchases.
WEAPONS
ARMOR N ot a l l c h a racters a re fa m i l i a r with a l l wea p o n s .
Glaive, page 26
Cha racters expect i n g d a n ger freq uently wear armor. G l a ives k n ow t h e i r w a y a ro u n d m o s t type s , b u t
jack, page 40
Even the s i m plest of p rotective coveri ngs h e l p s j a c k s p refer l i ght o r m ed i u m wea p o n s , a n d n a n o s Nano, page 32
aga i n st s l i n gstones and sword-strokes, and more u s u a l ly s t i c k to l i ght wea p o n s . I f y o u w i e l d a
sophi sticated or heavier armor p rotects aga i n st eve n wea p o n t h at yo u h ave no expe r i e n ce w i t h , t h e
graver t h reats. d ifficu lty of m a k i n g a n attack with t h at wea pon i s
You can wear o n ly one type of armor at a time-you i n creased by o n e ste p . ( S e e t h e c h a rt o n page 80 fo r
can n ot wea r ch a i n mail h a u berk and sca le armor, for a d d i t i o n a l d eta i l s o n wea po n s ) .
exa m ple. H owever, Armor bonuses from m u ltiple Light weapons infl ict o n ly 2 poi nts of d a m age, but
sources com bine to provide a total armor rating. For they red uce the d ifficu lty of the attack rol l by one step
exa m ple, if you h ave s u bdermal i m p lants that give you beca use they a re fast and easy to use. Light wea pons
+ 1 Armor, a force field that offers another + 1 Armor, a re p u nches, kicks, kn ives, h a n d axes , d a rts, and
and beasts kin armor that grants +2 Armor, you h ave a so o n . Wea pons that a re particu l a rly small a re l i ght
total of 4 Armor. weapons.
M ed i u m weapons i n fl i ct 4 p o i nts of d a m a ge.
ARMOR M ed i u m wea p o n s i n c l u d e b road sword s ,
batt l e axe s , m a c e s , c ro s s bows , s pe a r s , a n d s o o n .
Light (1 point of Armor) Price M o st we a p o n s a re m ed i u m . Anyt h i n g t h at co u l d
Leat h e r jerki n 3 shins be u s ed i n o n e h a n d (eve n i f it' s often u s ed i n
H id e s a n d fu rs 2 shins two h a n d s , s u c h a s a q u a rte rstaff o r s p e a r) i s a
m ed i u m wea p o n .
Special Light (2 poi nts of Armor) Price Heavy weapons i n fl ict 6 points o f d a m age, and
Armori n g cloth 40 s h i n s you m u st use two h a n d s to attack with them. H eavy
M icro m e s h 50 s h i n s weapons a re h u ge sword s , great h a m mers, mass ive
axes, h a l berd s, heavy cross bows , and so o n . Anyt h i n g
M ed i u m ( 2 poi nts o f Armor) Price that m u st be u sed i n two h a n d s i s a heavy wea pon.
Beasts k i n 5 shins
Briga n d i n e 5 shins FURTHER NOTES
Ch a i n m a i l h a u berk 6 shins Buzzer: Th i s h a n d h e l d weapon fires t h u m b n a i l
s ized b l aded d i sks u p t o s h o rt range. I t h o l d s five
Special M ed i u m (3 poi nts of Armor) Price d i sks in a magaz i n e a n d req u i res an action to re load.
M eta lweave vest 40 s h i n s I t can be u sed a s a ra p i d -fi re wea p o n .
Synth b reastplate 50 s h i n s Crank Crossbow: T h i s l o n g- ra n ge weapon
i s s i m i l a r to a sta n d a rd crossbow, but it h a s a
H eavy (3 poi nts of Armor) Price m agaz i n e t h at h o l d s five bolts, req u i ri n g a s m a l l
P l ate armor 1 5 shins cra n k t o adva n ce t o t h e n ext bolt. Action t o re load. I t
Sca l e armor 12 shins can be u sed as a ra p i d -fi re wea pon.
Forearm Blade: Th i s metal weapon i s basica l ly is used most freq u e ntly by t h e warriors of M i l ave .
Mi/ewe, page 1 63
a b racer with a mou nted b l a d e on it. A favo rite of Verred : This weapon re s e m b l e s a swo rd with two
Berserkers, page 77 berse rkers as we l l as the J ae ke l s of Aras I s l a n d . fo rked blades. It is s h o rt a n d u s efu l i n d efe n s e as
jaekels, page 7 6 9 Razor ring: Th i s s h o rt-ra n ge weapon i s j u st w h at it we l l a s offe n s e .
sou n d s l i ke: a ring with a razo r- s h a rp outer edge. The Yu l k: Th i s weapon rese m b le s a s p l ayed metal
The Beyond, page 7 74 i n n e r edge i s often padded fo r h o l d i ng. claw mou nted u pon a 2-foot (0. 6 m) haft. I t i s u sed
Sisk: Th i s b l aded th rowi n g d i s k is about the m a i n ly by raiders and w i l d men of the Beyo n d .
d i a meter of a h u m a n head. Th i s s h o rt-ra n ge weapon

WEAPONS
Light Weapons (2 poi nts of damage) Price N otes
B l owg u n 1 shin S h o rt ra n ge
1 2 d a rts 3 shins
B u zzer 25 s h i n s See Fu rt h e r N otes (page 79)
5-d i s k b u zzer magaz i n e 1 shin
Cl u b 1 shin
Dagger 1 shin Ca n be th rown up to s h o rt ra n ge
D a rt th rowe r 8 shins Lo n g ra n ge
1 2 d a rts 3 shins
Fo rearm blade 4 shins See Fu rt h e r N otes (page 80)
Knife 1 shin Ca n be th rown up to s h o rt ra n ge
P u n c h i n g d agger 1 shin
Rapier 2 shins
Razor ri n g 1 shin See Fu rt h e r N otes (page 80)
Sisk 1 shin See Fu rt h e r N otes (page 80)
U n a rmed ( p u n c h , kick, etc.}
Wh i p 2 shins

M ed i u m Weapons (4 poi nts of damage) Price N otes


Battleaxe 3 shins
Bow 3 shins Lo n g ra n ge
1 2 arrows 5 shins
B road sword 3 shins
Cra n k cross bow l O shins See Fu rt h e r N otes (page 79)
1 2 med i u m bolts 5 shins
Cross bow 5 shins Lo n g ra n ge
1 2 med i u m bolts 5 shins
Flail 3 shins
Hammer 2 shins
J ave l i n 2 shins Lo n g ra n ge
M ace 2 shins
Po lea rm 3 shins Often u sed two- h a n d ed
Q u a rterstaff 2 shins Often u sed two- h a n d ed
S pear 2 shins Ca n be th rown u p to l o n g ra n ge
Ve r red 2 shins See Fu rt h e r N otes (page 80)
Yu l k 2 shins See Fu rt h e r N otes (page 80)

H eavy Weapons ( 6 poi nts of damage) Price N otes


G reataxe 5 shins
G reatsword 5 shins
H e avy cross bow 7 shins Lo n g range, action to re load
1 2 heavy bolts 5 shins
Maul 4 shins
Swo rd - staff 5 shins

80
LIME NE
EQUIPMENT

OTHER EQUIPMENT

Adventu ring Items Price N otes


Backpack 2 shins
Bag of l i ght too l s 10 shins See Furt h e r N otes (page 82)
Bag o f heavy too l s 12 shins See Furt h e r N otes (page 82)
Bed ro l l 2 shins
Book S-20 s h i n s See Furt h e r N otes (page 82)
B u rl a p sack 1 shin
Co m p a s s 10 shins
Crowbar 2 shins
D i s g u i se kit 12 shins See Furt h e r N otes (page 82)
Exp l o rer's pack 20 shins See Furt h e r N otes (page 82)
F i rst a i d kit 10 shins See Furt h e r N otes (page 82)
G ra p p l i n g hook 3 shins
Lockpicks S shins
M atchsticks ( 1 0) 1 shin
M u sical i n strument S-1 0 s h i n s
Pouch o r oth e r small conta i n e r 1 shin
R o p e ( S O feet / l S m) 2 shins
S h ield 3 shins Asset for S peed d efe n s e tasks (decreases t h e d ifficu lty by o n e step)
Te nt 3 shins La rge e n o u g h fo r two peo p l e
Torches (2) 1 shin

Food and M u ndane Items Price N otes


Ale/wi n e/ot h e r alcohol (glass) 1 shin
Ale/wi n e/ot h e r alcohol (bottle) 3 shins
Boots o r s h oes 1 shin
Ciga rettes (1 2) 2 shins
Cloth i n g 1 shin Very n ice cloth i n g: u p to 5 s h i n s
Meal 1 shin H i g h -q u a l ity m e a l : u p t o 5 s h i n s
Rat i o n s fo r o n e d ay 2 shins

SPECIAL EQUIPMENT
Common Price N otes
Clear synth bag ( s m a l l ) 1 shin
Clear synth bag ( l a rge) 2 shins
Co m p a s s l O shins
G l owglobe, m i n o r S shins See Fu rt h e r N otes (page 82)
I n k pen 2 shins

Rare Special Items Price N otes


B i nocu l a rs/Telescope SO s h i n s
Ecled d a cloth i n g l S shins M a d e of extre mely d u ra b l e fa b ri c
(such a s adamant s i l k)
G l ow i n k l O shins G l ows i n t h e d a rk perm a n e ntly
G l owglobe, major 30 s h i n s See Fu rt h e r N otes (page 82)
S h ock R i n g SOO s h i n s See Fu rt h e r N otes (page 82)

Very Rare Special Items Price N otes


B ri l l i a nce cloth l OO s h i n s See Fu rt h e r N otes (page 82)
F l oatsto n e 20 shins See Fu rt h e r N otes (page 82)
M e m o ry a n t s 10 shins See Fu rt h e r N otes (page 82)
S h aper key 20 shins See Fu rt h e r N otes (page 82)
S p rayfl e s h l OO s h i n s See Fu rt h e r N otes (page 82)
S p raymeta l 50 s h i n s See Fu rt h e r N otes (page 82)
St i n gch a rge 750 shins See Fu rt h e r N otes (page 82)
Wh i s perlock 20 shins See Fu rt h e r N otes (page 82)
OTHER EQUIPMENT c h a racte rs can o bta i n these ite m s , but as a general
rule, co m mo n s pecial ite m s a re always ava i l a b l e , ra re
s peci a l ite m s a re ava i l a b l e 50 percent of t h e t i m e ,
Bag of Light Tools: Co nta i n s s m a l l to n g s , p l iers, a n d very rare s peci a l ite m s a re ava i l a b l e 2 5 percent
screwd river, s m a l l h a m m e r, s m a l l p ry bar, lockpicks, of the t i m e .
l 0 feet (3 m) of stri ng, 3 feet (.09 m) of w i re, and
m i sce l l aneous screws a n d n a i l s . FURTHER NOTES
Bag of H eavy Tools: Co nta i n s h a m m e r, six s p i kes, Brilliance Cloth : T h i s synthcloth obeys the
crowbar, l a rge to ngs, chisel, a n d l 0 feet (3 m) of t h o u ghts of a nyo n e touch i n g it. I t h a s the a b i l ity to
l i ght (but stro n g) metal ca b l e . s l owly c h a n ge s h a pe a n d co l o r (but n ot co n s i ste n cy) .
Book: P rovides a n as set to any ro l l made A major c h a n ge req u i res about ten m i n utes. A
co ncern i n g the s u bject of the book a s l o n g as the garment of b ri l l i a n ce cloth can be made i nto any
c h a racter h a s the book i n his posse s s i o n , can read it, ot h e r garment, fo r exa m p l e, but it ca n ' t be made
a n d can d evote h a l f a n h o u r to t h e task (or twice a s p rotective.
l o n g as norm a l , w h i c h eve r i s greater) . Floatstone: A p i ece of rock, u s u a l ly about t h e s ize
Disguise Kit: Co nta i n s cos m etics, facial of a brick, t h at p u l l s aga i n st gravity. M ost peo p l e
p rostheses, a n d a few oth e r tricks. P rovides a n a s set t h i n k o f it a s h av i n g a " n egative we ight" o f a b o u t -1 0
to d i sg u i s e tasks, l oweri n g the d ifficu lty by one step pou n d s . T h u s , if attached to anyt h i n g l i ghte r, it fl oats
when yo u atte m pt to d i s g u i se yo u rself a s another away.
pers o n . G l owglobe: Th i s d evice i l l u m i n ates eve ryt h i n g
Explorer's Pack: Co nta i n s 50 feet (1 5 m) o f ro pe, i n s h o rt ra nge with s o ft l i ght. I t c a n h over i n p l ace
rat i o n s fo r th ree d ays, t h ree s p i ke s , h a m me r, warm o n its own , o r it can be attached to someth i n g. The
clothes, st u rdy boots, th ree torch es, a n d two m i n o r m i no r glowglobe l asts fo r a n hour when activated.
glowglobes. The major glowglobe fu n ct i o n s co nti n u o u s ly.
Fi rst Aid Kit: Co nta i n s band age s , a few too l s , Memory Ants: Th i s is a s m a l l j a r of t i ny i n sects
s a lves, a n d so o n . P rovides a n as set t o heal i n g tasks, t h at r u n acro s s a page of text and then return to
l oweri n g the d ifficu lty by o n e step when you atte m pt the j a r. When s p i l led out aga i n and given i n k, t h ey
to heal yo u rself or a n other perso n . re p l i cate t h e text o n ce a n d then d i e.
Shaper Key: A s h aper key i s a wad of putty t h at
SPECIAL EQUIPMENT can be i n se rted i nto a conventional lock. It takes o n
N oth i n g on the s pecial eq u i p ment l i st (page 8 1 ) t h e form of the key fo r t h at l o c k a n d then h a rd e n s ,
i s reg u l a rly m a n u factu red by N i nth Wo rld crafte rs. permane ntly, i nto a fu n ct i o n a l key.
M ost l i kely, these ite m s a re recovered fro m o l d s ites, Shock Ri ng: Th i s weapon is a razo r r i n g with a
but they' re found often enough a n d in l a rge e n o u g h c h a rged outer ed ge t h at i n fl i cts 4 a d d i t i o n a l poi nts
q u a ntities t h at many com m u n ities offe r t h e m fo r of d a m age. I f it m i s se s , it ret u r n s u n erringly to the
sale. The G M i s the fi n a l a r b i t e r of w h e t h e r o r n ot the t h rowe r's h a n d . Its powe r i s n o r m a l l y n ever d e p l eted .
Sprayflesh: T h i s tiny synth ca n i ster s p rays out a
sticky ge l ati n that covers and seals wou n d s i n stantly.
Its use restores 6 poi nts to a character's M ight Pool .
Spraymetal: S i m i l a r to s p rayfl e s h , but i n stead of
resto ri n g fl e s h , it re p a i rs b reaks, tears, and h o l e s
i n any object-eve n a fl exi b l e object l i ke c l o t h o r a
leat h e r bag. It h a s t h e stre n gth of stee l .
Sti ngcharge: Th i s h a n d h e l d weapon fi res a n
e l ectrical b o l t t h at i nfl icts 3 poi nts o f d a mage i n
i m med i ate ra n ge a n d 2 poi nts o f d a m age a t s h o rt
range. It ca n n ot eve r be made to fi re fa rther t h a n
t h at. A sti n gc h a rge can be u sed as a ra p i d -fi re
wea p o n . Its powe r is n o rm a l ly n ever d e p l eted .
Whisperlock: T h i s is s i m i l a r to a pad l ock, made
of powe rfu l synth steel o r stro n g l a s s , except t h at it
h a s n o keyhole. I t o p e n s with a secret wo rd sel ected
when it is i n it i a l ly locke d . The wo rd m u st be s poken
i nto the lock itself.
Chapter 8: Rules Of The Game 84

Chapter 9: Optional Rules 1 13


CHAPTER S

RULES OF THE GAME


u m e n e ra i s p l ayed i n the j o i n t i m a g i n ation d r u n k, cl i m b i n g a treac h e ro u s c l i ff, o r batt l i n g a

Cragworm, page 236


N of all the p l aye rs, i n cl u d i n g t h e G M . The G M
sets the scene, the p l ayers state what t h e i r
cha racters atte m pt t o do, a n d t h e G M d ete r m i n e s
savage cragwo rm . Eve n if you i g n o red a l l t h e ot h e r
r u l e s , yo u co u l d sti l l p l ay N u m e n e ra w i t h j u st t h i s
i n fo r m at i o n .
what h a p p e n s next. The rules a n d the d ice h e l p The key featu res h e re a re: c h a racte r act i o n s ,
m a ke t h e g a m e ru n s m ooth ly, but i t ' s t h e peo ple, d eterm i n i n g task d ifficu lty, a n d d ete rm i n i n g
n ot the rules o r t h e d i ce, t h at d i rect t h e action a n d mod ificat i o n s .
d eterm i n e the sto ry-a n d t h e fu n . I f a ru l e gets i n
the w a y o r d etracts fro m t h e game, the p l ayers a n d TAKING ACTION
the G M s h o u l d w o r k together to c h a n ge i t . Each c h a racte r gets o n e turn each ro u n d . On a
c h a racte r' s t u r n , s h e can do o n e t h i n g-a n act i o n .
Might, page 20
T h i s is how you play N u menera: A l l act i o n s fa l l i nto o n e o f t h ree catego ries: M i ght,
Speed, page 20
l . The p l aye r tel l s the G M what she wants to do. S peed , or I nte l l ect (j ust l i ke t h e th ree stats) . M a ny
Intellect, page 20
Th i s i s a character action. act i o n s req u i re die ro l l s-ro l l i n g a d20.
2 . The GM d ete r m i n e s if t h at action i s rout i n e Eve ry action performs a task, and eve ry task has a
(a n d t h e refore works without need i n g a ro l l ) o r i f d ifficu lty t h at d ete r m i n e s what n u m be r a c h a racte r
t h e re ' s a c h a n ce o f fa i l u re. m u st reach or s u rpass with a d i e ro l l to s u cceed .
3 . I f t h e re i s a c h a n ce of fa i l u re, the G M M ost tasks h ave a d ifficu lty of O, wh ich m e a n s the
d eterm i n e s which stat the task u s e s ( M i ght, S peed , c h a racter s u cceed s automatical ly. Fo r exa m p l e,
or I nte l l ect) a n d the task's difficulty-h ow h a rd it wa l k i n g acro s s a roo m , open i n g a door, a n d t h rowi n g
wi l l be on a scale from l (re a l l y ea sy) to l 0 (basica l ly a sto n e i nto a nea rby bucket a re a l l act i o n s , but
i m po s s i b l e) . n o n e of them req u i res a ro l l . Act i o n s t h at a re u s u a l ly
4 . The p l aye r a n d t h e G M d eterm i n e i f a nyth i n g d ifficult or t h at beco m e d ifficu lt d u e to t h e situation
Training, page 25
about h e r c h a racte r-s uch as tra i n i n g, eq u i p m ent, (such as s h ooti n g at a ta rget i n a b l izzard) h ave a
Equipment, page 77
s pecial a b i l ities , or va rious action s-ca n mo d ify t h e h i gher d ifficu lty. These act i o n s u s u a l ly req u i re a ro l l .
Special abilities, page 24
d ifficu lty u p or d own b y o n e o r m o re ste p s . I f t h e s e Some act i o n s req u i re a m i n i m u m expe n d it u re
modifications red u ce the d ifficu lty to less t h a n l , t h e of M i ght, S peed , or I nte l l ect poi nts. If a c h a racte r
action i s ro utine (and t h e refore works w i t h n o ro l l ca n n ot spend the m i n i m u m n u m be r of poi nts
needed) . needed to co m p l ete the act i o n , she automatica l ly
5 . I f t h e action sti l l i s n 't ro ut i n e , the G M uses its fa i l s at t h e task.
d ifficu lty to d ete rm i n e t h e target number-how h i g h
the p l aye r m u st ro l l t o s u cceed a t t h e action (see t h e DETERMINING TASK STAT
Ta s k Difficu lty C h a rt, page 8 7) . The G M d o e s n ' t h ave Eve ry t a s k re l ates to o n e of a c h a racte r ' s t h ree
to te l l the p l ayer what the ta rget n u m be r i s , but h e stat s : M i ght, S peed , o r I n te l l ect . P h y s i c a l act i v i t i e s
can g i v e h e r a h i nt, e s pec i a l ly if h e r c h a racte r wo u l d t h at req u i re stre n gt h , power, o r e n d u ra n ce re l ate
rea sonably know if the action w a s ea sy, ave rage, to M i g h t . P h y s i c a l act i v i t i e s t h at req u i re a g i l ity,
d ifficult, o r i m po s s i b l e . fl exi b i l ity, o r fa s t refl exe s re l ate to S pe e d . M e nt a l
6. The p l aye r ro l l s a d 20. I f s h e ro l l s eq u a l to act i v i t i e s t h at req u i re fo rce of wi l l , m e m o ry, o r
o r h i gher t h a n the ta rget n u m ber, her c h a racte r m e n t a l powe r re l ate to I nte l l ect. T h i s m e a n s yo u
s u cceed s . c a n ge n e r a l ize t a s k s i nto t h ree catego r i e s : M i g h t
t a s k s , S peed t a s k s , a n d I n te l l ect t a s k s . Yo u c a n
Th at' s i t . T h a t ' s h ow to d o a n yt h i n g, whet h e r i t ' s a l s o g e n e ra l ize ro l l s i n to t h ree catego r i e s : M i g h t
i d e n t i fyi n g a stra n ge d evice, cal m i n g a ragi n g ro l l s , S p eed ro l l s , a n d I nte l l ect ro l l s .
LIME NE
RULES OF THE GAME

KEY CONCEPTS
ACT I O N : Anyt h i n g a c h a racte r does t h at i s STAT: O n e o f t h e t h ree d efi n i n g characteristics
s i g n ifica nt-p u n c h a fo e , l e a p a c h a s m , activate for PCs: M ight, S peed , or I ntel lect. Each stat h a s
a d evice, use a s peci a l powe r, and so o n . Each two va l ues: Pool and Edge. Yo u r Pool rep resents Pool, page 20
Edge, page 20
c h a racter can take o n e action in a ro u n d . you r raw, i n n ate a b i l ity, and you r Edge re p resents
knowi n g h ow to use what you h ave. Each stat Pool
CHARACTER: Any creatu re i n t h e g a m e capable can i ncrease or d ecrease over the co u rse of p l ay
of act i n g , whether it i s a p l ayer c h a racte r (PC) ru n for exa m ple, you can lose poi nts from you r M i ght
by a p l ayer or a n o n - p l ayer c h a racte r (N PC) ru n Pool when struck by a n opponent, spend poi nts
by the game m aster (G M ) . I n N u m e n e ra , eve n from you r I ntel lect Pool to activate a s pecial a b i l ity,
biza rre creat u re s , sentient mach i n e s , a n d l iv i n g or rest to recover poi nts i n you r S peed Pool after a
e n e rgy b e i n g s c a n be "characte rs . " long d ay of march i n g. Anyt h i n g that d a mages a stat,
restores a stat, or boosts or penal izes a stat affects
DI FFICU LTY: A mea s u re o f how easy i t i s to the stat' s Poo l .
acco m p l i s h a task. D ifficu lty is rated on a scale from
1 (lowest) to 1 0 (highest) . Alteri n g the d ifficu lty to TAS K: Any action t h at a PC atte m pts. The G M
make a task harder is referred to as i n creas i n g the d eterm i n e s the d ifficu lty of t h e task. I n ge n e ra l , a
d ifficu lty. Alteri n g it to make a task easier i s referred task is someth i n g t h at you do a n d an action i s yo u
to as red uci n g or decreasing the d ifficu lty. Al l perform i n g t h at task, but i n most cases t h ey mean
changes in d ifficu lty are meas u red in steps. D ifficu lty the s a m e t h i ng.
often equates d i rectly with level, so open i n g a level 3
locked door probably has a d ifficu lty of 3 . TU R N : The part of t h e ro u n d when a creatu re
takes its act i o n s . Fo r exa m ple, if a n a n o a n d a Nano, page 32
E F FO RT: S p e n d i n g poi nts fro m a stat Pool to jack a re fight i n g an a b h u m a n , each ro u n d the jack, page 40
red uce the d ifficu lty of a task. A PC decides n a n o takes a n action o n his t u r n , t h e jack takes Abhuman, page 1 3
whet h e r o r n ot to a p p l y Effort o n his t u rn before a n action o n her turn, and the a b h u m a n takes an
the ro l l i s made. N PCs never a p p ly Effo rt. action o n its t u r n . Some a b i l ities o r effects last
o n ly wh i l e a creatu re takes its turn o r e n d when a
LEVEL: A way to measure the strength, d ifficu lty, power, creatu re starts its n ext t u r n .
or challenge of someth ing in the game. Everything in
the game has a level. N PCs and objects have levels that
determ ine the d ifficu lty of any task related to them. For
exam ple, an opponent's level determines how hard
she is to h it or avoid in com bat. A door's level indicates
how hard it is to break down. A lock's level determ ines
how hard it is to pick. Levels are rated on a scale from
1 (lowest) to 1 0 (highest) . PC tiers are a l ittle like levels,
but they go only from 1 to 6 and mechan ically work
very d ifferently than levels-for exam ple, a PC's tier
does not determine a task's d ifficu lty.

RO LL: A d20 rol l made by a PC to d eterm i n e


whether a n action i s successfu l . Alth ough t h e
g a m e occasion a l ly u s e s other d ice, w h e n the text
s i m ply refe rs to "a ro l l , " it a lways means a d20 rol l .

ROU N D : A l e n gth of t i m e about five t o ten


seco n d s long. There a re about ten ro u n d s i n a
m i n ute. When it's rea l ly i m portant to track p recise
t i m e , u s e ro u n d s . Bas ical ly, it's t h e l e n gt h of
t i m e to take a n action i n the game, but s i n ce
eve ryon e m o re or l e s s acts s i m u lta neous ly, a l l
cha racters get t o take a n action each ro u n d .

85
The category of t h e task or ro l l d eterm i n es what e l ectro n i c d o o r l o c k n o r m a l ly m i g h t be d i fficu lty
Effort, page 2 7 k i n d o f Effort you can a p p l y t o t h e ro l l a n d may 6 , but s i nce the c h a racte r d o i n g the wo rk is s k i l l e d
d eterm i n e h ow a c h a racte r's oth e r a b i l ities affect the i n s u c h t a s k s , h a s t h e r i g h t too l s , a n d h a s a n o t h e r
ro l l . Fo r exa m p l e, a nano m ay h ave a n a b i l ity t h at c h a ra ct e r a s s i s t i n g h e r, t h e d i fficu l ty in this instance
m a kes h i m bette r at I nte l l ect ro l l s , a n d a jack m ay m i g h t be m u c h l owe r. T h a t ' s why it's i m p o rt a n t fo r
h ave an a b i l ity t h at m a ke s h e r bette r at S peed ro l l s . t h e G M t o set a t a s k' s d i fficu l ty w i t h o u t t a k i n g t h e
c h a ra ct e r i nto acco u nt. T h e c h a racte r co m e s i n at
DETERMINING TASK DIFFICULTY t h i s ste p .
Part 7: Running the The most freq uent t h i n g a G M does d u ri n g the B y u s i n g s ki l l s a n d as sets, worki n g together,
Game, page 3 7 9, offers game-a n d p robably the most i m portant t h i n g-is a n d-perh a p s most i m po rtant-a p p lyi n g Effo rt, a
much more guidance for sett i n g a task's d ifficu lty. To m a ke t h e job easier, u s e c h a racter can d ecrease a task's d ifficu lty by m u lt i p l e
setting difficulty. the Ta s k D i fficu lty table, which a s sociates d ifficu lty ste p s t o m a ke it easier. Rather t h a n add i n g bon u ses
rat i n g with a descri ptive n a m e , a ta rget n u m ber, a n d to the p l aye r' s ro l l , red u c i n g t h e d ifficu lty l owers the
g e n e r a l g u i d a n ce about the d ifficu lty. ta rget n u m be r t h at s h e need s to reach. I f s h e can
Eve ry d ifficu lty fro m 1 to 1 0 h a s a ta rget n u m be r red uce the d ifficu lty of a task to 0, n o ro l l i s needed;
GM intrusion, page 88 associated w i t h i t . The ta rget n u m be r i s e a s y t o s u ccess i s a utomatic. (An exce ption i s if t h e G M
re m e m ber: it's always th ree t i m e s the d i fficulty. The decides to u s e a G M i ntru s i o n o n the task, i n which
ta rget n u m be r i s the m i n i m u m n u m be r a p l ayer case t h e p l aye r wo u l d h ave to m a ke a ro l l at the
need s to ro l l o n a d20 to s u cceed at the task. M ovi n g o ri g i n a l d ifficu lty.)
u p o r down o n the t a b l e i s ca l l ed i n crea s i n g o r There a re th ree basic ways i n which a c h a racte r
decrea s i n g the d ifficu lty, w h i c h i s meas u red i n ste p s . can decrease the d ifficu lty of a task. Each of t h e m
Fo r exa m p l e , red u c i n g a d ifficu lty 5 task to a d i fficu lty decreases the d ifficu lty b y at least o n e step-never i n
4 task is " red u c i n g the d ifficu lty by one ste p . " s m a l l e r i n cre ments.
M ost mod ifiers affect t h e d ifficu lty rather t h a n t h e
p l aye r' s ro l l . Th i s h a s two co n sequence s : SKI LLS: C h a racte rs may be s k i l led at perform i n g
1 . Low target n u m bers such as 3 or 6, w h i c h wou l d a s pecific task. A s k i l l c a n vary from c h a racter to
be bori n g i n most games that use a d20, are not bori ng cha racter. Fo r exa m p l e, one c h a racte r m i ght be
i n N u menera. For example, if you need to rol l a 6 or s k i l led at lyi ng, a n other m i ght be s k i l led at trickery,
The important thing to
h igher, you sti l l have a 25% chance to fa i l . a n d a t h i rd m i ght be s k i l led i n a l l i nterpers o n a l
remember is that a skill
can reduce the difficulty 2 . The u p pe r l eve l s o f d ifficu lty (7, 8, 9, a n d 1 0) a re i nteract i o n s . The fi rst l evel of be i n g s k i l led i s ca l l e d
by no more than two a l l but i m po s s i b l e beca u s e the ta rget n u m bers a re be i n g trained, a n d it d ecreases the d i fficu lty of t h at
steps, and assets can 2 1 or h i g h e r, which yo u can't ro l l on a d20. H owever, task by o n e ste p . M o re rarely, a c h a racte r can be
reduce the difficulty it's co m mo n for PCs to h ave a b i l ities or eq u i p ment i n cred i b ly s k i l led at perform i n g a task. T h i s i s ca l l e d
by no more than two t h at red uce the d i fficu lty of a task a n d thus l ower t h e be i n g specialized, a n d it decreases the d i fficu lty o f
steps, regardless of the
ta rget n u m be r to someth i n g they can ro l l o n a d 20. a task b y two ste p s i n stead of one. S k i l l s can n ever
situation. Thus, no task's
difficulty will ever be A c h a racte r' s tier does n ot d eterm i n e a task's decrease a task by more than two steps; be i n g
reduced more than four l eve l . T h i ngs d o n ' t get more d ifficult j u st beca u s e tra i ned a n d s peci a l ized i n a s k i l l d ecreases t h e
steps without using Effort. a c h a racte r's tier i n creases-the wo rld doesn't d ifficu lty b y o n ly two ste p s , n ot t h ree.
i n stantly become a more d ifficult p l ace. Fo u rth-tier
cha racters d o n 't d e a l o n ly with l evel 4 creat u res o r ASS ETS: An a s set i s a nyth i n g t h at h e l p s a c h a racte r
d ifficu lty 4 t a s k s (alth ough a fo u rth-tier c h a racte r with a task, s u c h as h av i n g a rea l ly good crowbar
p robably h a s a bette r s h ot at s u ccess t h a n a fi rst-tier when tryi n g to fo rce open a door o r be i n g i n a
c h a racter does) . J u st beca u s e so meth i n g i s level 4 ra i n storm when tryi n g to put out a fi re. Appropriate
doesn't necessarily mean it's meant o n ly for fo u rth a s sets vary fro m task to task. The pe rfect awl m i ght
tier c h a racters. S i m i l arly, depend i n g o n t h e s ituation, h e l p when woodworking, but it wo n ' t m a ke a d a n ce
a fifth-tier c h a racte r co u l d fi n d a d ifficu lty 2 task performance m u c h bette r. An as set u s u a l ly red uces a
j u st a s c h a l l e n g i n g as a seco n d -tier c h a racter does. task's d ifficu lty by o n e ste p .
Therefore, when sett i n g the d ifficu lty of a task, the
GM should rate t h e task o n its own m e rits, n ot o n E F FO RT: A p l ayer can a p p l y Effort to decrease t h e
the powe r of t h e c h a racte rs. d ifficu lty of a t a s k . To d o t h i s , the p l ayer s p e n d s
poi nts fro m t h e stat P o o l t h at ' s m o s t a p p ro p ri ate to
MODIFYING THE DIFFICULTY the task. Fo r exa m p l e, a p p lyi n g Effort to p u s h a heavy
O n ce t h e G M sets t h e d i fficu lty fo r a t a s k , t h e rock off a c l i ff req u i re s a p l aye r to s pe n d poi nts from
p l ayer c a n t ry t o m o d i fy it fo r h e r c h a ract e r. Any her c h a racte r' s M i ght Poo l ; a p p l y i n g Effort to activate
such mod ificat i o n a p p l i e s o n ly to t h i s p a rt i c u l a r an u n u s u a l mach i n e i nterface req u i res her to spend
atte m pt a t t h e ta s k. I n ot h e r word s , rew i ri n g a n poi nts fro m h e r c h a racte r's I ntel lect Poo l . Fo r eve ry

86
LIME NE
RULES O F THE GAME

TASK DIFFICULTY
TAS K D I FFICU LTY D ESCRI PTION TARG ET NO. G U I DANCE
0 Ro uti n e 0 Anyone can d o this basically eve ry t i m e .
Sim ple 3 Most peo p l e can d o t h i s most of t h e t i m e .
2 Sta n d a rd 6 Typical task req u i r i n g focu s , but most peo 12 l e can u s u a l ly do t h i s .
3 Demand ing 9 Req u i res fu l l atte ntion; most peo p l e h ave a 50/50 c h a n ce t o s u cceed .
4 Difficult 12 Tra i n ed peo p l e h ave a 50/50 c h a n ce to s u cceed .
5 Challenging 15 Eve n tra i ned peo p l e often fa i l .
6 I nt i m i d ati n g 18 N o r m a l Reo p l e a l most n ever s u ccee d .
7 Fo rm i d a b l e 21 I m po s s i b l e w i t h o u t s ki l l s o r great effo rt.
8 H e roic 24 A task worthy of tales told fo r yea rs afte rwa rd .
9 I m mortal 27 A task worthy of lege n d s t h at last l ifeti m e s .
10 I m po s s i b l e 30 A task t h at normal h u m a n s co u l d n't co n s i d e r (but o n e t h at doesn't
break the l aws of physics) .

l evel of Effort s pent o n a t a s k , the task's d i fficu lty to attack ro l l s fro m a m i n o r effect, a + 1 bon u s to
decreases by one ste p . I t costs 3 poi nts from a attack ro l l s fro m a s peci a l wea p o n q u a l ity, a n d a
stat Pool to a p p l y o n e level of Effort, a n d it costs 2 + 1 bo n u s to attack rol l s fro m a s p e c i a l a b i l ity, s h e
add iti o n a l poi nts for eve ry l evel t h e reafte r (so it costs d o e s n o t a d d 3 t o h e r attack ro l l-i n stead , s h e
5 points fo r two l eve l s of Effort, 7 poi nts fo r th ree red uces t h e d ifficu lty o f t h e attack b y o n e ste p . S o
l eve l s of Effort, a n d so on) . A c h a racte r m u st s pe n d if s h e attacks a l e v e l 3 foe, s h e wo u l d n o rm a l ly ro l l
poi nts fro m t h e same stat P o o l a s the type of task o r aga i n st d i fficu lty 3 a n d t ry t o reach a ta rget n u m be r
ro l l-M ight poi nts fo r a M i ght ro l l , S peed poi nts fo r of 9 , b u t t h a n ks to h e r a s s et, s h e ro l l s a ga i n st
a S peed ro l l , o r I nte l l ect poi nts fo r a n I nte l l ect ro l l . d ifficu lty 2 a n d tries to reach a ta rget n u m be r of 6 .
Eve ry c h a racter h a s a m axi m u m l evel o f Effort s h e T h i s d i st i n ct i o n i s i m po rtant w h e n stacki n g s ki l l s
c a n a p p l y t o a s i n g l e task. a n d a s s ets t o d ecrease t h e d ifficu lty o f a n act i o n ,
e s peci a l ly s i nce red uci n g t h e d ifficu lty to 0 o r l ower
ROLLING THE DIE m ea n s n o ro l l i s needed .
To determ i n e success or fa i l u re, a
player rol l s a d i e (always a d20) . I f -.-.,r-- THE PLAYER ALWAYS ROLLS
she rol l s the target n u m ber or h igher, In N u m e n e ra , p l aye rs always d rive the
she succeed s. M ost of the time, act i o n . T h at m e a n s they m a ke all the d ice
that' s the end of it-not h i n g else ro l l s . If a PC leaps out of a m ovi n g ve h icle,
need s to be done. Occasional ly, a the p l aye r ro l l s to see if s h e s u cceed s . I f
character m ight apply a small modifier a PC searches fo r a h i d d e n p a n e l , t h e
t o t h e rol l . I f she has a + 2 bon u s when p l aye r ro l l s t o d eterm i n e whet h e r
attempting s pecific actions, she adds 2 to s h e fi n d s it. I f a rocks l i d e
the n u m ber rolled. H owever, the origi nal rol l ;...---1-r--- fa l l s on a PC, the p l aye r
sometimes matters (see S pecial Rol ls, page 88) . ro l l s t o try t o get out
If a c h a racte r a p p l ies a mod ifier to h e r d ie ro l l , of the way. I f a PC and
i t ' s pos s i b l e t o get a res u lt of 2 1 o r h i gher, i n a n N PC arm wrestle,
which case s h e can atte m pt a task with a ta rget the p l aye r ro l l s , a n d t h e
n u m be r above 20. But if t h e re is no pos s i b i l ity N PC' s l evel d eterm i n es
for s u ccess-if not eve n ro l l i n g a natural 20 the ta rget n u m ber. I f a PC
(mea n i n g the d20 s h ows t h at n u m be r) is s u fficient attacks a foe, the p l aye r ro l l s to
to acco m p l i s h t h e task-t h e n n o ro l l i s made. see if s h e h its. If a foe attacks the PC,
Oth e rwise, c h a racters wo u l d h ave a c h a n ce to the p l aye r rol l s to see if s h e d od ges the b l ow.
s u cceed at eve ryt h i ng, eve n i m po s s i b l e o r ri d i c u l o u s As s h own by t h e l a s t two exa m p l e s , t h e PC
t a s k s such a s cl i m b i n g moon bea m s , t h rowi n g ro l l s whether she i s attack i n g o r defe n d i n g . T h u s ,
e l e p h a nts, o r h itti n g a ta rget o n the o p pos ite s i d e of s o m et h i n g t h at i m p roves defe n s e s m i ght h e l p o r
a m o u nt a i n with an arrow. h i n d e r h e r ro l l s . Fo r exa m p l e , i f a PC u s e s a l ow
I f a c h a racte r' s mod ifiers a d d u p to + 3 , t reat wa l l to ga i n cove r fro m attacks , t h e wa l l d ecrea ses
them a s a n a s set i n stead . I n oth e r word s , i n stead of t h e d i fficu lty of t h e p l aye r' s defe n s e ro l l s . I f a foe
ad d i n g a +3 bo n u s to the ro l l , red u ce the d i fficu lty uses t h e wa l l to gain cover fro m t h e PC' s attacks , it
by one ste p . Fo r exa m p l e , i f a g l a ive has a + 1 bo n u s i n creases the d ifficu lty of the p l aye r's attack ro l l s .

87
SPECIAL ROLLS Strike a specific body part: The attacker strikes a
If a c h a racte r ro l l s a natural l , 1 7, 1 8, 1 9 , or 20 s pecific s pot on the defender's body. The G M ru les
(mea n i n g the d20 s h ows t h at n u m be r) , s pecial rules what s pecial effect, if any, res u lts. For example, h itting a
co m e i nto p l ay. These a re exp l a i ned i n m o re d eta i l in creature's tentacle that is wrapped around an ally m ight
the fo l l owi n g sect i o n s . make it easier for the ally to escape. H itti n g a foe i n the
1 : I ntrusion. The G M m a ke s a free i ntrusion (see eye m i ght b l i n d it for one rou n d . H itti n g a creatu re i n its
below) and doesn't awa rd experience poi nts (X P) for one vul nerable s pot m ight ignore Armor.
it. Knock back: The foe is knocked or fo rced back a
1 7: Damage Bonus. I f the ro l l was a n attack, it few feet. M ost of the t i m e , t h i s doesn't m atte r m u c h ,
d e a l s l a d d i t i o n a l point of d a mage. but if t h e fi g h t takes p l ace o n a ledge o r n ext t o a p i t
1 8: Damage Bonus. I f the ro l l was a n attack, it o f l ava, t h e effect can be s i g n ificant.
d e a l s 2 a d d i t i o n a l poi nts of d a m age. M ove past: The c h a racte r can move a s h o rt
1 9: M i nor Effect. I f the ro l l was a n attack, it d i stance (see D i stance, next page) at the e n d of t h e
d e a l s 3 a d d i t i o n a l poi nts of d a m age. I f the ro l l was attack. Th i s effect i s u s efu l to g e t past a foe g u a rd i n g
someth i n g oth e r than a n attack, the PC gets a m i n o r a door, fo r exa m p l e.
effect i n add ition to t h e normal res u lts of t h e task. Distract: Fo r o n e ro u n d , t h e d ifficu lty of all tasks
20: Major Effect. If the rol l was an attack, it deals 4 the foe atte m pts i s mod ified by o n e step to its
additional poi nts of damage. If the rol l was someth ing detri ment.
other than an attack, the PC gets a major effect i n U s u a l ly, t h e GM j u st h a s the d e s i red m i n o r effect
add ition t o t h e normal results o ft h e task. If t h e P C spent occ u r. Fo r exa m p l e , ro l l i n g a 1 9 aga i n st a re l atively
points from a stat Pool on the action, the point cost for wea k foe means it i s kn ocked off t h e cliff. The effect
the action decreases to 0, meaning the character regains m a kes the ro u n d more exciti ng, but the d efeat
those poi nts as if she had not s pent them at all. of a m i n o r creatu re has n o s i g n ifica nt i m pact on
the sto ry. Ot h e r t i m e s , the G M m i ght ru l e t h at an
For complete details GM INTRUSION add iti o n a l ro l l i s needed to ach ieve the effect-th e
about GM intrusion and G M i ntrusion is exp l a i ned e l sewhere, but essentially s pecial ro l l o n ly gives the PC the opportunity fo r a
how to use it to best
it m e a n s t h at someth i n g occu rs to co m p l icate t h e m i n o r effect. Th i s mostly h a p p e n s when the d e s i red
effect in the game, see
c h a racte r' s l i fe. The c h a racte r h a s n 't necessarily effect i s ve ry u n l i kely, such a s p u s h i n g a 50-ton battle
page 7 08.
fu m b led o r d o n e a nyth i n g wro n g (a lthough perhaps auto m aton off a c l i ff. I f the p l aye r j u st wants to deal
s h e d i d) . I t co u l d j u st be t h at the task presents a n 3 a d d i t i o n a l points of d a mage a s the m i n o r effect, n o
u n expected d ifficu lty o r someth i n g u n re l ated affects extra ro l l i s need ed.
the cu rre nt situat i o n .
Fo r G M i ntrusion o n a defe n s ive ro l l , a ro l l of MAJOR EFFECT
1 m i ght j u st mean t h at the PC takes 2 a d d i t i o n a l A major effect happens when a p l aye r rol l s a natural
poi nts of d a m age fro m t h e attack, i n d icat i n g t h at t h e 20. M ost of the time, a major effect i s q u ite benefici a l
o p ponent got i n a l ucky b l ow. t o the cha racte r. A cl i m be r gets u p the steep slope i n
h a l ft h e time. A j u m per l a n d s with s u c h panache that
MINOR EFFECT those nea rby a re i m p ressed and poss i b ly inti m i d ated .
A m i n o r effect h a p p e n s when a p l aye r ro l l s a A d efender makes a free attack on h i s foe.
natural 1 9 . M ost of the t i m e , a m i n o r effect i s Either the G M or the p l ayer can come up with a
s l i ghtly benefic i a l t o t h e PC, b u t not ove rwh e l m i ng. pos s i b l e major effect t h at fits the s it u atio n , but both
A c l i m be r gets u p the steep slope a bit faster. A m u st agree o n w h at it s h o u l d be. As with m i n o r
re p a i red mach i n e works a bit bette r. A c h a racte r effects, d o n 't s p e n d a l ot of t i m e ago n i z i n g ove r the
j u m p i n g d own i nto a pit l a n d s on h e r feet. Either t h e deta i l s of a major effect. In cases where o n l y s u cces s
G M o r the p l ayer can co me u p w i t h a pos s i b l e m i n o r o r fa i l u re m atte rs, a major effect m i ght offer t h e
effect t h at fi t s the situat i o n , but both m u st agree o n c h a racter a one-t i m e asset ( a mod ification o f o n e
what it s h o u l d b e . step) t o u s e t h e n ext t i m e s h e atte m pts a s i m i l a r
Don't waste a l ot of t i m e t h i n k i n g of a m i n o r effect act i o n . W h e n noth i n g e l s e seems a p p ro p riate, t h e
if noth i n g a p p ropriate s u ggests itself. Someti m e s , i n G M c a n s i m ply grant t h e P C a n a d d i t i o n a l action o n
cases where o n l y s u cces s o r fa i l u re m atte rs, it's o kay h e r t u rn t h at s a m e ro u n d .
to h ave n o m i n o r effect. Kee p the game mov i n g at a n I n co m bat, t h e eas iest a n d most stra i ghtfo rward
excit i n g pace. major effect is d ea l i n g 4 a d d i t i o n a l poi nts to d a m age
In co m bat, the eas iest and most straightfo rward with a n attack. The fo l l owi n g a re ot h e r co m mo n
m i n o r effect i s d ea l i n g 3 a d d i t i o n a l points of d a mage major effects fo r co m bat.
with an attack. The fo l l owi n g a re ot h e r co m mo n Knock down: The foe i s kn ocked p rone (see
m i n o r effects fo r com bat: Pos ition, page 95) . It can get up on its turn if it wishes.

88
LIME NE
RULES OF THE GAME

Disarm : The foe d rops one object t h at it i s The rat i o n a l e of t h e i n it i a l cost opti o n a l ru l e is t h at
h o l d i ng. eve n i n N u m e n e ra , where t h i ngs l i ke Effort can h e l p
Stu n : The foe loses its n ext act i o n . a c h a racte r s u cceed o n a n act i o n , l o g i c sti l l s u ggests The words "immediate"
I m pair: Fo r t h e rest o f the co m bat, the d i fficu lty of t h at some act i o n s a re ve ry d i fficu lt and taxing, and "close" can be used
a l l tasks the foe atte m pts is mod ified by one step to particu l a rly fo r some PCs more t h a n oth e rs . interchangeably to talk
its detri ment. about distance. If a creature
or object is within arm 's
As with m i n o r effects, u s u a l ly t h e GM j u st h a s the DISTANCE reach of the character, it
d e s i red major effect occ u r, but somet i m e s h e m i ght D i stance i s s i m p l ified i nto t h ree basic catego ries: can be considered both
req u i re a n ext ra ro l l if the major effect i s u n u s u a l o r i m m ed i ate, s h o rt, a n d long. immediate and close.
u n l i kely. Immediate d i stance fro m a c h a racte r i s with i n
reach o r with i n a few steps; i f a c h a racte r sta n d s
RETRYING A TASK AFTER FAILURE i n a s m a l l roo m , eve ryt h i n g i n the roo m i s with i n
If a c h a racte r fa i l s a task (whether it's cl i m b i n g a i m m ed i ate d i stance. At most, i m m ed i ate d i stance i s
wa l l , p i cki n g a lock, t ryi n g to fi g u re out a myste rious l O feet ( 3 m) .
device, o r someth i n g e l se) s h e can atte m pt it aga i n , Short d i stance is anyt h i n g greate r t h a n i m m ed i ate
b u t s h e m u st a p p l y a t least o n e l evel o f Effort when d i stance but l e s s t h a n 5 0 feet (1 5 m) o r so. Long
ret ryi n g t h at task. A retry i s a n ew act i o n , n ot part d i stance is a nyth i n g greater t h a n s h o rt d i stance but
of the s a m e action t h at fa i led, a n d it takes t h e same l e s s t h a n 1 00 feet (30 m) o r so. Beyo nd t h at ra n ge,
a m o u nt of t i m e as the fi rst atte m pt d i d . d i stances a re a lways s pecified-500 feet (1 5 2 m) , 1
Sometimes t h e G M m i ght r u l e that retries a re m i l e (1 . 6 km) , a n d so o n .
i m po s s i b le. Perh aps a character has one chance to Al l weapons a n d special abilities u s e these terms for
convince the leader of a gro u p of band its not to attack, ranges. For exam ple, all melee weapons have i m med iate
and after that, no a m o u nt of talking w i l l stop them. range--they are dose-com bat weapons, and you can use
This r u l e does n ' t a p p ly to s o m et h i n g l i ke them to attack anyone with i n i m med iate d i stance of you .
attacki n g a foe i n co m bat beca u s e co m bat i s a lways A th rown knife (and most other th rown weapons) h a s
c h a n g i n g and fl u i d . Each rou n d ' s s ituation is n ew, short range. A nano's Onslaught abil ity a l s o has short Onslaught, page 35
n ot a re peat of a p rev i o u s s i t u at i o n , so a m i ssed range. A bow has long range.
attack ca n ' t be retried . A c h a racte r can move a n i m m ed i ate d i stance a s a
part of a n ot h e r act i o n . I n oth e r word s , s h e can take a
INITIAL COST few ste p s to the control panel a n d activate a switc h .
The G M can assign a point cost to a task j u st for S h e can l u n ge acro s s a s m a l l roo m to attack a foe.
trying it. Ca l led a n initial cost, it's s i m ply a n i n d ication She can open a door and step t h ro u g h .
that the task i s particu l a rly taxi ng. Fo r exa m ple, l et' s A c h a racte r can move a s h o rt d i stance as h e r
say a cha racter wants to try a M ight action to open a enti re action fo r a t u r n . S h e can a l so try to m ove
heavy i ron door that is part i a l ly ru sted s h ut. The G M a l o n g d i stance a s h e r enti re act i o n , but the p l aye r
says that forci n g the door open i s a d ifficu lty 5 task, m i ght h ave to ro l l to see if t h e c h a racte r s l i p s , trips,
and there ' s a n i n itial cost of 3 M i ght poi nts s i m ply o r stu m b les fo r mov i n g so fa r so q u i ckly.
to try. This i n itial cost i s i n add ition to any poi nts G M s and pl ayers don't need to determ i n e exact
the cha racter chooses to spend on the rol l (such as d i stances. For example, if the PCs are fighting a gro u p
when a p p lyi n g Effort) , a n d the i n itial cost points do o f culovas, any character ca n l i kely attack a n y culova i n Cu/ova, page 23 6
not affect the d ifficu lty of the task. In other word s , the t h e general melee-they' re a l l with i n i m med iate ra nge.
characte r m u st spend 3 M i ght poi nts to attem pt the H owever, if one culova stays back to th row jave l i n s , a
task at all, but that doesn't h e l p her open the door. I f character m ight h ave to use her entire action to move
s h e wanted t o a p p ly Effort t o lower the d ifficu lty, she'd the short d i stance req u i red to attack that foe. It does n 't
h ave to spend more poi nts fro m her M i ght Poo l . matter if the culova is 20 feet (6 m) or 40 feet (1 2 m)
E d ge h e l p s w i t h the i n it i a l cost of a task, j u st as i t away-it's s i m ply considered short d i stance. It does
does w i t h any expe n d it u re fr o m a c h a racte r's Poo l . matter if he's more than 50 feet (1 5 m) away beca use
I n the p revi o u s exa m p l e, if the c h a racte r had a M i ght that d i stance would req u i re a long move.
E d ge of 2 , she wo u l d h ave to spend o n ly 1 point (3
poi nts m i n u s 2 fro m h e r M i ght Ed ge) fo r t h e i n it i a l TIMEKEEPING
cost to atte m pt the task. I f s h e a l s o a p p l ied a l evel G e neral ly, keep time the same way that yo u norm a l ly
of Effort to open the door, she co u l d n 't use her E d ge wo u l d , u s i n g m i n utes, h o u rs , d ays, and wee ks. Due
agai n-Ed ge a p p l ies o n ly once per action-so u s i n g to a s l ow but steady change i n the Eart h ' s rotation
t h e Effort wo u l d cost t h e fu l l 3 points. Th u s , s h e ' d over the past b i l l ion years, d ays i n the N i nth World
s pe n d a total o f 4 poi nts ( 1 fo r the i n it i a l cost p l u s 3 a re 28 h o u rs long (though beca use the Eart h ' s period
for t h e Effort) fro m h e r M i ght Poo l . of revo l ution a ro u n d the sun i s sti l l more o r less the
same, years i n the N i nth World a re o n ly 3 1 2 d ays Fo r exa m ple, Co l i n , J a mes, a n d S h a n n a a re in
Abhuman, page 7 3 long) . T h u s , if the characte rs wa l k overland for 1 5 co m bat with two l evel 2 a b h u m a n s . The GM has
m i les (24 km) , about eight h o u rs pass, even though the p l aye rs m a ke S peed ro l l s to d ete rm i n e i n itiative.
the jou rney can be descri bed i n only a few seco n d s Co l i n ro l l s a n 8 , S h a n n a ro l l s a 1 5 , and J a mes ro l l s
a t the g a m e t a b l e . Preci sion t i mekee p i n g i s rarely a 4 . T h e ta rget n u m be r fo r a l evel 2 creatu re i s 6 ,
It's entirely appropriate i m portant. M o st of the time, sayi n g t h i n gs l i ke "That s o each ro u n d Co l i n a n d S h a n n a act before the
to use measurem ents of takes about an h o u r" works fine. a b h u m a n s , t h e n t h e a b h u m a n s act, a n d fi n a l ly J a mes
time such as "minutes, " Th i s i s true eve n when a s pecial a b i l ity h a s a acts. I t does n ' t m atte r whether Co l i n acts before o r
"days, " "weeks, " after S h a n n a , a s l o n g as they t h i n k it's fa i r.
s pecific d u rati o n . I n an e n co u nter, a d u ration of "one
"months, " and "seasons. "
m i n ute" i s mostly t h e same a s s ayi n g "the rest of the After eve ryo ne-a l l PCs a n d N PCs-i n the co m bat
just remember that those
mean slightly different e n co u nter. " Yo u d o n ' t h ave to track each ro u n d t h at h a s had a t u r n , the ro u n d e n d s a n d a n ew rou n d
things to people of the ticks by if you d o n ' t want to. L i kewi se, an a b i l ity t h at begi n s . I n a l l ro u n d s after t h e fi rst, eve ryo n e acts i n
Ninth World than they do l a sts for ten m i n utes can safely be co n s i d e red the t h e s a m e o rd e r a s they d id i n t h e fi rst ro u n d . The
to us today. l e n gth of a n i n -d e pth conversat i o n , t h e t i m e it takes cha racters cycle t h rough this ord e r u nt i l t h e logical
to q u ickly exp l o re a s m a l l a rea, o r the time it takes to e n d of the encou nter (th e e n d of t h e fight o r the
rest after a stre n u o u s activity. co m p l etion of the event) o r u nt i l the GM a s ks t h e m
to m a ke n ew i n it i ative ro l l s . The G M can ca l l fo r n ew
ENCOUNTERS, ROUNDS, i n it i ative ro l l s at t h e begi n n i n g of any new ro u n d
AND INITIATIVE w h e n co n d iti o n s d rastica l ly c h a n ge. F o r exa m p l e,
Somet i m e s i n the co u rse of t h e game, the G M o r if t h e N PCs ga i n re i nfo rcements, t h e envi ro n ment
p l ayers w i l l refe r to a n encounter. E n co u nters a re n ot c h a n ges (perh a p s the l i ghts go o ut) , the terra i n
so m uch mea s u re m e nts of t i m e as they a re eve nts o r c h a n ges (maybe part o f t h e balcony co l l apses u n d e r
i n stances i n which someth i n g h a p p e n s , l i ke a sce n e PCs) , o r someth i n g s i m i l a r occurs, the G M c a n ca l l
of a m o v i e o r a c h a pter i n a b o o k . An e n co u nter fo r n ew i n it i at ive ro l l s .
m i ght be a fight with a foe, a d ra m atic cro s s i n g of S i nce t h e action m oves as a cycle, a nyth i n g t h at
a ragi n g river, o r a stres sfu l negotiation with a n l a sts for a ro u n d e n d s where it started i n t h e cycle.
i m portant offici a l . I t ' s u sefu l to u s e the wo rd when l f Va l leris the n a n o u ses a n esotery o n a n opponent
Might Pool, page 20 referri n g to a s pecific scene, a s i n "My M i ght Pool i s t h at h i n d e rs its defe n s e s fo r one ro u n d , t h e effect
jiraskar, page 242 l ow after t h at e n co u nter w i t h the j i ra s ka r yesterday. " l a sts u n t i l Va l l e ri s acts on h i s n ext t u r n .
Esoteries, page 3 5 A round i s a b o u t five t o t e n seco n d s . The l e n gt h Faster I nitiative (Optional Rule) : To m a ke a n
of t i m e i s vari a b l e beca u s e somet i m e s one ro u n d encou nter move faster, if a t least one character ro l l s
m i ght be a bit l o n ge r t h a n another. Yo u d o n ' t need h i g h enough t o beat t h e ta rget n u m be r o f t h e N PC (s) ,
to meas u re time more p recisely than t h at. Yo u can a l l the characters act before the N PC (s) . If nobody
As with all other rolls, an est i m ate t h at o n average there a re about ten ro u n d s ro l l s h i g h enough to beat the ta rget n u mber of the
initiative roll is a d20 roll, i n a m i n ute. I n a ro u n d , eve ryo n e-each c h a racte r N PCs, a l l the cha racters act after the N PC (s) . On the
unless you 're spending
a n d N PC-gets to take o n e act i o n . characte rs' turn, go cl ockwise a ro u n d the table.
Effort. The fact that it 's a
Speed roll simply means To d eterm i n e who goes first, seco n d , and so on
that if Effort is used, the i n a ro u n d , each p l aye r m a kes a S peed rol l called a n ACTIONS
points come from your initiative roll. M ost of the time, i t ' s only i m portant t o Anyth i n g that you r cha racter does i n a rou n d i s a n
Speed Pool. know which characters act before the N P C s and w h i c h action. It's easiest t o t h i n k of a n action as a s i n gle
act after the N PCs. On a n i n iti ative rol l , a character thing that you can do i n five to ten seco n d s . For
who rol l s h i gher than an N PC's ta rget n u m ber takes exa m ple, if you use you r d a rt th rower to s h oot a
her action before the N PC does. As with all ta rget stra n ge float i n g orb, that's one action. So is ru n n i n g
n u m bers, an N PC' s i n iti ative rol l ta rget n u m ber i s for cover be h i n d a stack o f barre l s , pryi n g open a stuck
t h ree t i m e s the N PC' s l eve l . M any t i m e s , t h e G M w i l l door, u s i n g a rope to p u l l you r friend u p fro m a pit, or
Cypher, page 278 h ave a l l N PCs take their actions a t the s a m e time, activat i n g a cyp her (eve n if it's stored i n you r pack) .
using the h ighest ta rget n u mber from among all the Ope n i n g a door and attacking an a b h u m a n on the
N PCs. Using this method , any characters who rol led other side a re two actions. It's more a matte r of focus
h i gher than the ta rget n u m ber act first, then a l l the than time. D raw i n g you r swo rd and attacki n g a foe
N PCs act, and fi n a l ly any characters who ro l led lower is a l l one action. Putt i n g away you r bow and p u s h i n g
than the ta rget n u m ber act. a heavy bookcase t o block a d o o r a re two actions
The o rd e r in which the cha racters act u s u a l ly i s n 't beca use each req u i res a different tra i n of thou ght.
i m portant. If the p l aye rs want to go i n a p recise I f the action yo u want to acco m p l i s h i s n ot with i n
o rd e r, they can act i n i n itiat ive o rd e r ( h i g h est to reach , you can move a l ittl e bit. Essential ly, you can
l owest) , by go i n g a ro u n d the table, by go i n g o l d est to m ove up to a n i m m ed i ate d i stance to perform yo u r
yo u n gest, a n d so on. act i o n . Fo r exa m p le , you can move a n i m me d i ate
LIME NE
RULES OF THE GAME

d i stance a n d attack a foe, open a door a n d move a n


i m m ed i ate d i stance i nto t h e h a l lway beyo n d , o r grab
yo u r h u rt friend lyi n g o n t h e gro u n d and p u l l h i m
back a few ste p s . Th i s m ovement can occ u r before
o r after yo u r act i o n , so yo u can move to a door a n d
open it, o r yo u can open a door a n d m ove t h rough i t .
The m o s t co m m o n act i o n s a re:
Attack
Activate a s peci a l a b i l ity (o n e t h at i s n 't a n attack)
M ove
Wa it
Defe n d
Do so meth i n g e l s e

ACTION: ATTACK
An attack i s a nyth i n g t h at you do to someone t h at
they d o n ' t want you to do. S l a s h i n g a foe with a
cu rved d agger i s an attack, b l asti n g a foe with a
l i ghtn i n g a rtifact is an attack, wra p p i n g a foe i n
m agnetica l ly co ntro l l e d metal ca b l e s i s a n attack, a n d
co ntro l l i n g someo n e ' s m i n d i s a n attack. An attack
a l most always req u i re s a ro l l to see if you h it or
oth e rwise affect yo u r ta rget.
I n the s i m p l est k i n d of attack, such a s a PC tryi n g
t o stab a band it w i t h h i s spear, the p l ayer ro l l s a n d
co m pa res h i s res u lt aga i n st the opponent's ta rget
n u m ber. If h i s ro l l is eq u a l to or greater t h a n the
ta rget n u m ber, the attack h its. J u st as with any k i n d
of t a s k , the G M m i ght m odi fy the d ifficu lty b a s e d o n
the s it u atio n , a n d the p l ayer m i ght h ave a bon u s t o
the ro l l o r m i ght t ry to l ower the d ifficu lty u s i n g s k i l l s ,
a s sets, o r Effort.
A l e s s straightfo rwa rd attack m i ght be a s peci a l
a b i l ity t h at stu n s a foe w i t h a m e n t a l b l a st. H owever,
it's h a n d led t h e same way: the p l aye r m a kes a ro l l
aga i n st t h e opponent's ta rget n u m ber. S i m i l arly, a n Edge. Fo r exa m ple, let's say that on the first ro u n d of
atte m pt t o tackle a fo e a n d wrestle i t t o t h e gro u n d i s com bat, yo u activate an esotery, use Effort to red uce
sti l l j u st a ro l l aga i n st t h e fo e ' s ta rget n u m ber. the d ifficu lty of the attack ro l l , and m i s s yo u r foe. O n
Attacks a re sometimes categorized as " m e lee" the second rou n d of com bat, y o u c a n try attacki n g
attacks, mea n i n g that you h u rt or affect somet h i n g aga i n and use Effort to red uce the d ifficu lty o f the
with i n i m mediate reach , or " ra n ged " attacks, mea n i n g attack rol l .
that you h u rt or affect somet h i n g a t a d i stance. T h e G M i s e n co u raged t o describe eve ry attack
M e lee attacks can be M i ght o r S peed act i o n s with fl avor and fl a i r. One attack ro l l m i ght be a stab
p l ayer choice. Physical ra n ged attacks (such as bows to the foe's arm. A m i s s m i ght be the PC' s swo rd
and th rown wea p o n s) a re a l most always S peed s l a m m i n g i nto the wa l l . Co m batants l u n ge, b l ock,
act i o n s , but those t h at co me from special a b i l ities d u ck, s p i n , leap, and m a ke all k i n d s of move m e nts
l i ke esote ries a re probably I nte l l ect act i o n s . E sote ries t h at s h o u l d keep com b at v i s u a l ly i nterest i n g and
or effects that req u i re touch i n g the target req u i re a co m pe l l i ng. The game maste r i n g section (Part 7:
melee attack. R u n n i n g t h e Game, page 3 1 9) h a s m u c h m o re
If the attack m i sses, the powe r is not wasted, and g u i d a n ce i n t h i s rega rd .
you can try aga i n each rou n d as you r action until you Co m m on e l e m ents t h at affect the d ifficu lty of a
h it the ta rget, use another a b i l ity, or take a d i fferent co m bat task a re cover, ra n ge, a n d d a rkness. The
action that req u i res yo u to use you r h a n d s . These rules fo r these a n d oth e r mod ifiers a re exp l a i ned in
attem pts i n l ater rou n d s co unt as different actions, so the Attack M od ifiers a n d S pecial S it u atio n s section
you d o n 't h ave to kee p track of how m uch Effort you (see page 95) .
u sed when you activated the a b i l ity o r h ow you u sed
Damage
When an attack strikes a c h a racter, it u s u a l ly m e a n s
the c h a racte r t a k e s d a mage.
An attack aga i n st a PC s u btracts poi nts fro m one
of the c h a racte r' s stat Poo l s-u s u a l ly t h e M i ght Poo l .
Whenever a n attack s i m ply s ays it d e a l s " d a m age"
without s pecifyi n g t h e type, it m e a n s M i ght d a m age,
which i s by fa r t h e most co m m o n type. I nte l l ect
d a m age, which is u s u a l ly t h e res u lt of a mental
attack, i s always l a beled a s I nte l l ect d a m age. S peed
d a m age is often a physical attack, but attacks t h at
deal S peed d a m age a re fa i rly rare.
N PCs d o n 't h ave stat Poo l s . I n stea d , they h ave
a c h a racte ristic ca l l ed health. When an N PC takes
d a m age of any k i n d , t h e a m o u n t i s s u btracted fro m
its health. U n l e s s d escribed oth e rwise, an N PC' s
health i s always eq u a l to its ta rget n u m ber. Some
N PCs m i ght h ave special react i o n s to o r defe n s e s
aga i n st attacks t h at wo u l d n o r m a l l y deal S peed
d a m age o r I nte l l ect d a m age, but u n l e s s the N PC' s
description s pecifica l ly exp l a i n s t h i s , a s s u m e t h at a l l
d a m age i s s u btracted fro m t h e N PC' s health.
O bjects a re l i ke N PCs: t h ey h ave health i n stead of
stat Poo l s .
D a m age i s always a s pecific a m o u nt d ete r m i ned
by the attack. Fo r exa m p l e, a s l a s h with a b road swo rd
d e a l s 4 poi nts of d a m age. A n a n o ' s O n s l a u ght fo rce
b l a st d e a l s 4 poi nts of d a mage. Ofte n , t h e re a re ways
for t h e attacker to i n crease the d a m age. For exa m p l e,
a PC can a p p l y Effort to deal 3 add iti o n a l poi nts of
d a m age, a n d ro l l i n g a natural 1 7 o n the attack ro l l
d e a l s 1 a d d i t i o n a l point o f d a mage.

Armor
P i eces of eq u i p m e n t a n d s peci a l a b i l it i e s p rotect a
c h a racte r fro m d a m age by givi n g h i m Armor. Each
time a c h a racte r t a ke s d a m age, s u btract his Armor
va l u e fro m t h e d a m age before red uci n g h i s stat
Pool o r h e a l t h . Fo r exa m p l e , if a jack with 2 Armor
i s h it by a sword t h at deals 4 p o i n t s of d a m age, the
jack takes only 2 poi nts of d a m age (4 m i n u s 2 fro m
h i s Armor) . I f Armor red u ces t h e i n com i n g d a m age
to 0 o r l owe r, the c h a racte r t a ke s n o d a m age fro m
t h e attack. Fo r exa m p l e , t h e jack's 2 Armor p rotects
h i m fro m a l l physical attacks t h at d e a l 1 or 2 p o i n t s
o f d a m age.
The most co m m o n way to get Armor i s to wear
physical armor, such as a leat h e r coat, heavy a n i m a l
h i d e s , o r metal p l ates. Al l physical armor comes i n
o n e o f th ree catego ries: l i ght, m ed i u m , o r heavy.
Light armor gives the wea re r 1 point of Armor,
m ed i u m gives 2 points of Armor, a n d heavy gives 3
poi nts of Armor.
When yo u see the word "Armor" capital ized i n
t h e game rules (other t h a n a s t h e n a m e o f a special
a b i l ity) , it refers to yo u r Armor cha racte ristic-th e
LIME NE
RULES OF THE GAME

n u m be r yo u s u btract fro m i ncom i n g d a m age. When to another stat Poo l . D a m age is a p p l ied to Poo l s i n
yo u see t h e l owe rca se word "armor, " it refers to any t h i s o rd e r:
physical armor yo u m i ght wea r. l . M i ght ( u n l e s s the Pool is 0)
Oth e r effects can add to a c h a racte r's Armor. I f a 2. S peed ( u n l e s s the Pool is 0)
c h a racter is wea ri n g ch a i n m a i l (2 poi nts of Armor) 3. I nte l l ect
a n d h a s an a b i l ity t h at cove rs h i m i n a p rotect ive
s h een of ice ( l point of Armor) , h i s total is 3 Armor. Eve n if the d a m age i s a p p l ied to another stat Poo l , When N PCs (who have
If he a l s o h a s a cyp h e r t h at create s a fo rce field (l it sti l l counts a s i t s origi n a l type fo r t h e p u rpose only health) suffer Speed or
Intellect damage, normally
point of Armor) , his total i s 4 Armor. of Armor and s pecial a b i l ities t h at affect d a m age.
this is treated the same as
Some types of d a m age i g n o re physical armor. Fo r exa m ple, if a g l a ive with 2 Armor is red uced to Might. However, the GM
Attacks t h at s pecifica l ly deal S peed d a m age o r 0 M i ght and t h e n is h it by a m o n ster' s claw fo r 3 or the player has the option
I nte l l ect d a m age i g n o re Arm o r; the creatu re t a k e s the poi nts of d a m age, it sti l l co u nts as M i ght d a mage, to suggest an appropriate
l i sted a m o u nt of d a m age without any red u ction fro m so his 2 Armor red uces the d a m age to l poi nt, which alternate effect (the N PC
suffers a penalty, moves
Armor. A m b i e nt d a m age (see bel ow) u s u a l ly ignores t h e n i s a p p l ied to his S peed Poo l . In ot h e r wo rd s ,
more slowly, is stunned,
Armor a s we l l . eve n though t h e g l a ive t a k e s the d a m age fr o m h i s and so on).
A creatu re may h ave a special bo n u s t o Armor S peed Poo l , i t doesn't ignore Armor l i ke S peed
aga i n st certa i n k i n d s of attacks. Fo r exa m p l e, a d a m age n o rm a l ly wo u l d .
p rotective s u it made of a stu rdy, fi re-re s i stant I n add ition t o taki n g d a m age fro m t h e i r M i ght
m ate rial m i ght normally give its wea re r l point of Poo l , S peed Poo l , o r I nte l l ect Poo l , PCs a l so h ave
Armor but co u n t a s 3 poi nts of Armor aga i n st fi re a damage track. The d a m age track h a s fo u r state s
attacks. An a rtifact worn as a h e l met m i ght add 2 (fro m best to worst) : h a l e , i m pa i red, d e b i l itated ,
poi nts of Armor o n ly aga i n st mental attacks. a n d dead. When o n e of a PC' s stat Poo l s reaches 0,
h e m oves one step d own the d a m age t rack. T h u s ,
Ambient Damage if h e i s h a l e , h e becomes i m pa i red . I f h e i s a l ready
Some k i n d s of d a m age a re n ' t d i rect attacks aga i n st i m pa i red , h e beco mes d e b i l itated . l f h e i s a l ready
a creatu re, but they i n d i rectly affect eve ryt h i n g i n t h e d e b i l itated , h e becomes dead.
a rea. M ost of these a re envi ro n mental effects s u c h Some effects can i m med i ately s h ift a PC o n e o r
a s wi nter co l d , h i g h te m pe ratures, o r backgro u n d more ste ps o n t h e d a m age track. These i nc l u d e ra re
rad i atio n . D a m age fro m t h e s e k i n d s o f sou rces p o i s o n s , cel l u l a r d i s ru ption attacks, a n d m a s s ive
i s ca l l ed a m b ient d a m age. Physical armor u s u a l ly tra u m a s (such as fa l l s fro m very great h e i g hts,
doesn't p rotect aga i n st a m bient d a m age, though a be i n g ru n ove r by a s peed i n g ve h i cle, a n d so o n , a s
wel l - i n s u l ated s u it of armor can p rotect aga i n st co l d d eterm i n ed by the G M ) .
weat h e r. Some attacks, l i ke ve n o m fro m a serpent' s b ite,
a n a n o ' s Sta s i s esote ry, o r the m i n d -co ntro l l i n g Stasis, page 3 7
Damage From Hazards i n fl uence o f a sa rra k, h ave effects oth e r t h a n d a m age Sarrak, page 255
Attacks a re n ' t t h e o n ly way to i n fl ict d a m age on a to a stat Pool o r s h ift i n g the PC o n the d a mage track.
cha racter. Experiences such as fa l l i n g fro m a great These attacks can cause u n co n scio u s n e s s , paralys i s ,
h e i ght, be i n g b u rned in a fire, and s pe n d i n g t i m e i n a n d so o n .
severe weather a l so deal d a m age. Although no l i st
of potential hazard s co u l d be co m p re h e n s ive, the The Damage Track
D a m age Fro m H azard s table (page 94) i n c l u d e s Hale is the normal state for a cha racter: a l l th ree stat
co m mo n exa m p l e s . Pools are at l or higher, and the PC has no penalties
from h armfu l cond itions. When a hale PC takes
The Effects of Taking Damage enough damage to red uce one of his stat Pools to 0, he
When an N PC reaches 0 health , it is either dead o r becomes i m pa i red. N ote that a character whose stat
(if the attacker w i s h e s i t ) i n ca pacitate d , mea n i n g pools are m uch lower than normal ca n sti l l be hale.
u nco n s c i o u s o r beate n i nto s u b m i s s i o n . Impaired i s a wou nded or i n j u red state. When a n
W h e n a n object reaches 0 h e a l t h , it i s b roken o r i m pa i red characte r a p p l ies Effort, it costs l extra p o i n t
oth e rwise destroyed. per leve l a p p l ied . Fo r exa m ple, a p p lyi n g one leve l of
As p reviously mentioned, d a mage fro m most Effort costs 4 poi nts i n stead of 3, and a p p lying two
s o u rces i s a p p l ied to a c h a racte r' s M i ght Poo l . leve l s of Effort costs 7 poi nts i n stead of 5 .
Oth e rwise, stat d a m age always red uces the Pool of An i m pa i red c h a racter ignore s m i n o r a n d major
the stat it affects. effect res u lts o n his ro l l s , a n d h e does n 't d e a l a s
I f d a m age red uces a c h a racte r' s stat Pool to 0, any m uch extra d a mage i n co m bat w i t h a s pecial ro l l . I n
fu rt h e r d a m age to t h at stat ( i n cl u d i n g exces s d a mage co m bat, a ro l l of 1 7 o r h i g h e r d e a l s o n ly l a d d i t i o n a l
fro m the attack t h at red uced the stat to 0) is a p p l ied point of d a m age.
DAMAGE FROM HAZARDS

Sou rce Damage N otes


Fa l l i n g 1 point per 1 0 feet (3 m) fa l l e n (a m b ient d a m age)
M i n o r fi re 3 poi nts per ro u n d (a m b ient d a m age) To rch
M ajor fi re 6 poi nts per ro u n d (a m b ient d a m age) E n g u l fed i n fl a m e s ; l ava
Acid s p l a s h 2 poi nts per ro u n d (a m b ient d a m age)
Acid bath 6 poi nts per ro u n d (a m b ient d a m age) I m m e rsed in acid
Co l d 1 point per ro u n d (ambient d a m age) Below freez i n g te m pe ratu res
Severe co l d 3 poi nts per ro u n d (a m b ient d a m age) L i q u i d n itrogen
S h ock 1 point per ro u n d (ambient d a mage Often i nvolves l o s i n g n ext action
E l ectrocution 6 poi nts per ro u n d (a m b ient d a m age) Often i nvolves losing n ext action
Cru s h 3 poi nts O bject o r creatu re falls o n c h a racte r
H u ge cru s h 6 poi nts Roof co l l a pse; cave - i n
Co l l i s i o n 6 poi nts Large, fast object strikes c h a racter

The damage track allows When a n i m pa i red PC takes e n o u g h d a mage you rest, it takes o n ly a few seconds. The next rest takes
you to know how farfrom to red uce one of h i s stat Poo l s to 0, he beco mes ten m i n utes, then one hour, and so on, in a cycle.
death you are:
d e b i l itated . I f you h ave n 't rested yet t h at d ay and you take a l ot
Debilitated i s a critica l ly i n j u red state. A of d a m age i n a fight, yo u co u l d rest a few seco n d s
If you 're hale, you 're
three steps from death. d e b i l itated c h a racte r m ay n ot take any act i o n s (rega i n i n g l d 6 poi nts + 1 p o i n t per tier) a n d t h e n
If you 're impaired, you 're oth e r t h a n t o m ove (probably crawl) n o more t h a n i m m ed i ately rest fo r t e n m i n utes (rega i n i n g another
two steps from death. a n i m m ed i ate d i stance . I f a d e b i l itated c h a racte r's 1 d 6 poi nts + 1 point per tier) . Thus, i n o n e fu l l d ay
If you 're debilitated, you S peed Pool i s 0, h e ca n 't m ove at a l l . of d o i n g noth i n g but rest i n g , yo u co u l d recover 4d6
are only one small step
W h e n a d e b i l itated P C takes e n o u g h d a mage to poi nts + 4 poi nts per tier.
from death 's door.
red uce a stat Pool to 0, h e is dead. Each c h a racte r chooses when to m a ke recove ry
Dead i s dead. ro l l s . I f a party of five exp l o rers rests for ten m i n utes
beca u s e two mem bers want to m a ke recove ry ro l l s ,
Recovering Points in a Pool t h e oth e r cha racte rs d o n ' t h ave t o m a ke ro l l s a t t h at
Afte r l o s i n g or spend i n g poi nts i n a Poo l , yo u t i m e . Late r i n t h e d ay, those th ree can decide to rest
recove r those points by rest i n g. Yo u can't i n crease a fo r ten m i n utes and m a ke recove ry ro l l s .
Pool past its m axi m u m by re st i n g-j u st back to its
normal l eve l . Any extra poi nts ga i n ed go away with Recovery Rol l Rest Time N eeded
n o effect. The a m o u nt of poi nts yo u recover fro m a F i rst recovery r o l I O n e action
rest, a n d h ow l o n g each rest takes, d e p e n d s on h ow Second recovery ro l l Te n m i n utes
many t i m e s yo u h ave rested so far t h at d ay. Th i rd recovery ro l l One h o u r
When yo u rest, m a ke a recovery roll. To d o t h i s , ro l l Fo u rth recove ry ro l l Te n h o u rs
1 d 6 a n d a d d you r tier. Yo u recover t h at many poi nts,
GMs should always a n d yo u can d ivide t h e m among yo u r stat Poo l s Restoring the Damage Track
remem ber that above h owever y o u w i s h . Fo r exa m p l e, if yo u r recovery ro l l U s i n g poi nts fro m a recove ry ro l l to ra i s e a stat Pool
all else, describing the i s 4 a n d yo u 've lost 4 poi nts o f M i ght a n d 2 poi nts fro m 0 to 1 o r h i gher a l so a utomatica l ly m oves the
action and how itfits into
of S peed , yo u can recover 4 poi nts of M i ght, o r 2 c h a racter u p o n e ste p o n the d a m age track.
the situation at hand is
more important than the poi nts of M i ght a n d 2 poi nts of S peed , or any oth e r I f a l l of a PC' s stat Poo l s a re above 0 and the
mechanics of it. co m b i n ation ad d i n g u p to 4 points. c h a racter has taken s peci a l d a m age t h at moved h i m
The fi rst t i m e yo u rest each d ay, it takes o n ly a few d own t h e d a m age track, h e can u s e a recove ry ro l l
seco n d s to catch yo u r b reat h . If yo u rest t h i s way i n t o move u p o n e ste p o n t h e d a m age track i n stead
t h e m i d d l e o f a n encou nter, it takes o n e action o n of recove r i n g points. Fo r exa m p le , a jack who is
yo u r t u r n . d e b i l itated fro m a h it with a ce l l -d i s ru pt i n g n u m e n e ra
The seco nd t i m e yo u rest e a c h d ay, yo u m u st rest d evice can rest a n d m ove u p to i m pa i red rather t h a n
ten m i n utes to m a ke a recovery ro l l . The t h i rd t i m e recove r poi nts i n a Poo l .
yo u rest e a c h d ay, yo u m u st rest o n e h o u r t o m a ke a
recove ry ro l l . The fo u rth t i m e you rest each d ay, you Special Damage
m u st rest ten h o u rs to m a ke a recovery ro l l ( u s u a l ly, I n the cou rse of p l ay i n g the game, c h a racte rs face a l l
t h i s occ u rs when yo u s l eep) . m a n n e r o f th reats a n d d a n gers t h at c a n h a rm them
After that m uch rest, it's assu med to be a new day i n a vari ety of ways , o n ly some of which a re e a s i l y
( N i nth World d ays are 28 hours long) , so the next time re p rese nted b y poi nts of d a mage.
LIME NE
RULES OF THE GAME

Dazed and Stu n ned : Cha racte rs can be d azed or dead . Alternatively, t h e G M co u l d a p p l y the
when struck h a rd o n the head, exposed to extre mely d e b i l itated co n d ition to the N PC, with t h e s a m e
loud sou n d s , o r affected by a mental attack. When effect a s it wo u l d h ave o n a PC.
this happens, fo r the d u ration of t h e d aze effect
(u s u a l ly one ro u n d ) , t h e d ifficu lty of a l l tasks ATIACK MODIFIERS AND
atte m pted by the c h a racter i n creases by o n e ste p . SPECIAL SITUATIONS
S i m i l a r but m o re severe attacks can stu n c h a racte rs. I n co m bat s it u atio n s , m a ny mod ifiers m i ght co m e
Stu n n ed cha racters lose their turn (but can sti l l i nto p l ay. Although the G M i s at l i be rty to assess
defe n d aga i n st attacks normally) . wh ateve r mod ifiers h e t h i n ks a re a p p ropriate to t h e
Poison and Disease: When c h a racte rs e n co u nter s ituation (that's h i s ro l e i n the game) , t h e fo l l owi n g Diabolis powder is a
poison-wh et h e r the ve nom of a serpent, a p i n c h s u ggest i o n s a n d g u i d e l i ne s m i ght m a ke t h at easier. concoction ofcertain
crushed leaves and the
o f d i abol i s powd e r s l i p ped i nto a fl a g o n o f a l e , o r Often t h e mod ifier is a p p l ied as a ste p i n d ifficu lty.
dried blood ofa small
b l ackroot o i l a p p l ied to the t i p of a d a rt-they m a ke So if a situation h i n d e rs attacks, t h at m e a n s if a PC rodent called a crovel-it is
a M i ght defe n s e ro l l to res i st it. Fa i l u re to res i st attacks an N PC, t h e d i fficu lty for t h e attack ro l l i s a level 4 poison that inflicts
can res u lt i n poi nts of d a mage, mov i n g down t h e i ncreased b y o n e ste p , a n d if a n N PC attacks a PC, 4 points ofdamage every
d a m age track, o r a s pecific effect s u c h as para lys i s , the d ifficu lty of the defe n s e ro l l i s decreased by one hour until the victim makes
a successful Might defense
u nco n s ci o u s n e s s , d i sa b i l ity, o r someth i n g stra n ge r. ste p . T h i s i s beca u s e p l ayers m a ke all ro l l s , whether
roll, checking each hour.
Fo r exa m p l e , some n u menera p o i s o n s affect t h e they a re attack i n g o r d efe n d i n g-N PCs n eve r m a ke
b ra i n , m a k i n g it i m po s s i b l e to s ay certa i n word s , attack or defe n s e ro l l s .
take ce rta i n act i o n s , res i st certa i n effects , o r recover When i n d o u bt, if i t seems l i ke i t s h o u l d b e h a rder
poi nts to a stat Poo l . to attack i n a s ituatio n , the d ifficu lty of the attack rol l s
D i seases work l i ke poi s o n s , but t h e i r effect occu rs i n crease b y o n e step. I f i t see m s l i ke attacks s h o u l d
eve ry d ay, so the vict i m m u st m a ke a M i ght defe n s e ga i n a n adva ntage or be e a s i e r i n some way, the
ro l l e a c h d ay o r s u ffe r the effects . D i sease effects d ifficu lty of the d efense rol l s i n crease by one step.
a re as varied as p o i s o n s : poi nts of d a m age, mov i n g
d o w n the d a m age track, d i sa b i l ity, a n d so o n . M a ny Cover
d i seases i n fl ict d a mage t h at ca n n ot be restored If a character is beh ind cover so that a sign ificant
t h rough conventional m e a n s . portion of his body i s beh ind someth i n g stu rdy, attacks
Paralysis: Para lytic effects ca u s e a c h a racte r are mod ified by one step in the defender's favor.
to d ro p to the gro u n d , u n a b l e to m ove. U n less If a c h a racte r is e n t i rely beh i n d cover (h i s e n t i re
oth e rwise s pecifie d , the c h a racter can sti l l take body i s be h i n d someth i n g stu rdy) , he can't be
act i o n s t h at req u i re no physical m ove m e nt. attacked u n l e s s the attack can go t h ro u g h the
Other Effects: Other s peci a l effects can render cover. Fo r exa m ple, if a c h a racter h id e s beh i n d a
a characte r blind or deaf, u n a b l e to sta nd without t h i n wood e n screen a n d h i s opponent s h oots the
fa l l i n g over, or u n a b l e to breathe. Stra nger effects screen with a powered cro s s bow t h at can penet rate
m i ght negate gravity for the cha racter (or i n crease it a the wood , the c h a racte r can be attacked . H owever,
h u n d redfold) , tra n s port h i m to another p l ace, re nder beca u s e the attacker can't see the c h a racter clea rly,
him out of p h ase, m utate his physical form, i m p l a nt t h i s sti l l co u nts as cover (attacks a re mod ified by o n e
fa l se memories or senses, alter the way h i s b ra i n s t e p i n t h e defender's favo r) .
p rocesses i nformation, or inflame h i s nerves so h e
i s i n constant, excruciat i n g p a i n . E a c h s peci a l effect Position Blackroot oil is used by
assassins in Qi on dart
m u st be h a n d led on a case- by-case basis. The G M Somet i m e s where a c h a racte r sta n d s gives h i m a n
throwers. It is a level 5
adj u d i cates how the characte r i s affected and how the advantage o r a d i s advantage. poison that paralyzes the
cond ition can be a l l evi ated (if pos s i ble) . Prone target: In melee, a prone ta rget i s e a s i e r to victim for one minute.
h it (mod ified by one step in the attacke r's favo r) .
NPCs and Special Damage I n ra n ged com bat, a prone ta rget is h a rd e r to h it
The G M always h a s fi n a l s ay ove r what s pecial (mod ified by o n e ste p i n t h e defender's favor) .
d a m age wi l l affect a n N PC. H u m a n N PCs u s u a l ly H igher G round: I n either ra n ged or m e l ee co m bat,
react l i ke c h a racte rs, but the N i nth Wo rld h a s too a n opponent o n h i gher gro u n d gets the adva ntage
many types of n o n h u m a n creatu res to catego rize. (mod ified by one ste p in h i s favor) .
Fo r exa m p l e , a tiny bit of ve n o m i s u n l i kely to h u rt a
gigantic cragwo rm, a n d it wo n ' t affect an automaton Surprise
o r a n u ltrate rrestri a l at a l l . When a ta rget i s n 't awa re of an i n com i n g attack,
I f a n N P C i s s u scept i b l e t o a n attack t h at wo u l d the attacke r has a n advantage. A ran ged s n i pe r i n
s h ift a c h a racte r d own the d a m age t rack, u s i n g t h at a h id d e n positio n , a n i nv i s i b l e a s s a i l a nt, o r t h e fi rst
attack on t h e N PC u s u a l ly re n d e rs it u n con s c i o u s s a lvo in a s u ccessfu l a m b u s h a re a l l mod ified by two
ste p s i n the attacke r' s favo r. Fo r t h e attacker to ga i n s t e p i n t h e defender's favo r, a n d attacks aga i n st
t h i s advantage, h oweve r, t h e d efe n d e r truly m u st those i n s h o rt ra n ge a re mod ified by two ste p s i n
h ave no idea t h at the attack is co m i ng. t h e d efender's favo r. Attackers tra i ned i n l ow- l ight
I f t h e defe n d e r i s n 't s u re of the attacke r' s l ocation s pott i n g mod ify these d ifficu lties by o n e step i n t h e i r
but i s st i l l o n g u a rd , the attacke r's mod ifier i s o n l y favo r. Attackers special ized i n l ow- l ight s pott i n g
o n e ste p i n h i s favor. mod ify t h e s e d i fficulties b y two ste ps i n t h e i r favo r.
Darkness: Darkness i s an a rea with no i l l u m i nation
Precise ranges are not Range at all, such a s a moo n l e s s n i ght with cloud cover o r
important in Numenera.
I n m e l ee, yo u can attack a foe who i s adj acent to yo u a r o o m w i t h n o l i ghts. Ta rgets i n co m p l ete d a rkness
The broadly defined
"immediate, " "short, " (n ext to you) or with i n reach ( i m m e d i ate ran ge) . I f a re nearly i m po s s i b l e to h it. I f a n attacker can u s e
and "long" ranges are yo u enter i nto m e l ee with o n e o r more foes, u s u a l ly oth e r senses (such as heari n g) to get a n idea o f
there so that the GM can yo u can attack most or a l l of t h e co m bata nts, where the o p ponent m i ght be, attacks aga i n st s u c h
quickly make a judgment mean i n g t h ey a re n ext to yo u , with i n reach, o r with i n ta rgets a re mod ified b y fo u r ste p s i n t h e d efender's
call and keep things reach if yo u m ove s l ightly o r h ave a l o n g weapon t h at favo r. Ot h e rwi se, attacks i n co m p l ete d a rkness fail
moving. Basically, the
exte n d s yo u r reach. without t h e need fo r a ro l l u n l e s s the p l aye r spends
idea is: your target is right
there, your target is close, The majo rity of ra n ged attacks h ave o n ly two 1 X P to " m a ke a l ucky s h ot" o r t h e GM u ses G M
or your target is pretty far ra nges: s h o rt ra n ge a n d l o n g ra n ge. S h o rt ra n ge i s i n t ru s i o n . Attackers tra i ned i n l ow- l i ght s pott i n g
away. ge nerally l e s s t h a n 50 feet (1 5 m) o r s o . Long ra n ge mod ify t h i s d ifficu lty b y o n e ste p i n t h e i r favor.
i s ge n e ra l ly fro m 50 feet (1 5 m) to about 1 00 feet Attackers s peci a l ized i n l ow- l ight s pott i n g modify t h i s
(30 m) . G reater p reci s i o n t h a n t h at i s n 't i m portant d ifficu lty b y two ste p s i n t h e i r favor.
in N u menera. I f a nyth i n g i s longer than long ra n ge,
the exact ra nge i s u s u a l ly s p e l led out, s u c h a s with a Visibility
n u m e n e ra item t h at can fi re a beam 5 00 feet (1 5 2 m) S i m i l a r to i l l u m i n atio n , facto rs t h at obscu re v i s i o n
o r te leport you u p to 1 mile (1 . 6 km) away. affect com bat.
Th u s , t h e game h a s th ree mea s u rements of M ist: A ta rget in m i st i s s i m i l a r to one in d i m l i ght.
d i stance: i m m ed i ate, s h o rt, a n d long. These a p p l y Ranged attacks aga i n st such ta rgets a re mod ified
to movement as we l l ( s e e p a g e 1 00) . A few s peci a l by one step in the d efender's favo r. Particu l a rly
cases-point- b l a n k ra n ge a n d extre m e ra n ge d e n s e m i st m a kes ra n ged attacks nearly i m po s s i b l e
mod ify an attack' s c h a nce to s u ccessfu l ly h it. (treat a s d a rkness) , a n d eve n m e l ee attacks beco m e
In certain situations, Poi nt-Blank Range: I f a c h a racte r u ses a ra n ged d ifficult (mod ify by o n e s t e p i n the d efender's favo r) .
such as a PC on top of a weapon aga i n st a ta rget with i n i m med i ate ra n ge, the H iding Target: A ta rget i n d e n s e fo l i age, be h i n d
building looking across
attacker gets a o n e-step mod ifier i n his favo r. a scree n , o r crawl i n g a m i d t h e ru b b l e i n a ru i n i s
an open.field, the GM
should allow long-range Extreme Range: Ta rgets j u st at the l i m it of a h a rd t o h it beca u s e h e ' s h a rd t o see. Ran ged attacks
attacks to go farther than wea p o n ' s ra n ge a re at ext re m e range. Attacks aga i n st such ta rgets a re mod ified by one step in t h e
7 00feet (30 m). Often aga i n st such ta rgets a re mod ified by one step in t h e defender's favo r.
much farther. In peifect defender's favo r. I nvisible Target: I f an attacker can u s e oth e r
conditions, a good archer sen ses (such a s heari n g) to get a n idea of where
can hit a (large) target
with an arrow at 500feet Illumination the opponent m i ght be, attacks aga i n st such ta rgets
(7 52 m). What cha racte rs can see (a n d h ow we l l they can see) a re mod ified by fo u r ste p s in the defender's favo r.
p l ays a h u ge facto r in co m bat. Oth e rwise, attacks aga i n st an i nv i s i b l e creatu re fa i l
Dim Light: D i m l i ght is a p p roxi mately the a m o u nt without t h e need fo r a ro l l u n l e s s t h e p l aye r s p e n d s
of l i ght on a n i ght with a bright fu l l moon or t h e 1 X P t o " m a ke a l ucky s h ot" o r t h e G M u ses G M
i l l u m i nation p rovided b y a torc h , glowglobe, o r i nt ru s i o n .
d e s k l a m p . D i m l i ght a l l ows yo u to s e e out to s h o rt
ra n ge. Ta rgets i n d i m l i ght a re h a rd e r to h it. Attacks Water
aga i n st such ta rgets a re mod ified by one step i n Bei n g i n s h a l l ow wate r can m a ke it h a rd to move,
t h e d efender's favor. Attackers tra i ned i n l ow- l ight but it doesn't affect co m bat. B e i n g in deep wate r can
s pott i n g negate this mod ifier. m a ke t h i ngs d ifficult, and b e i n g u n d e rwate r e n t i rely
Very Dim Light: Very d i m l i ght is a p p roxi mately can seem as d i fferent a s b e i n g o n another worl d .
the a m o u nt of l i ght o n a sta rry n i ght with n o v i s i b l e Deep Water: Bei n g i n wate r u p t o yo u r chest (or
m oo n , o r the glow p rovided b y a ca n d l e o r a n the equ ivalent the reof) h i n d e rs yo u r a b i l ity to attack.
i l l u m i n ated control p a n e l . Very d i m l i ght a l lows Attacks made in s uch co n d it i o n s a re mod ified by o n e
yo u to see clea rly only with i n i m med i ate ra n ge a n d s t e p i n t h e defender's favo r. Aq u atic creatu res i g n o re
perceive vague s h a pes t o s h o rt ra n ge. Ta rgets i n t h i s mod ifier.
very d i m l i ght a re h a rd e r t o h it. Attacks aga i n st U nderwater M elee Com bat: Fo r n o n a q u atic
ta rgets wit h i n i m med i ate ra n ge a re mod ified by o n e creat u re s , be i n g co m p l etely u n d e rwate r m a ke s
LIME NE
RULE.S OF THE. GAME.

attacki n g very d ifficult. M e lee attacks with s l a s h i n g ru n n i n g, swi m m i n g , a n d so o n ) t a ke s no p e n a l t i e s .


o r bas h i n g wea p o n s a re mod ified b y two ste p s i n t h e An attacker m o u nted o n a movi n g creatu re o r
defender's favo r. Attacks with sta b b i n g wea pons a re ve h i c l e h a s s o m e d ifficu lty; i t s attacks a re mod ified
mod ified by o n e step i n the d efender's favor. Aq u atic by one step in the d efe n d e r ' s favo r. An attacker
creat u re s ignore the penalties fo r u n d e rwate r m e l ee t ra i ned in rid i n g i g n ores t h i s p e n a l ty.
co m bat. Attacker I s j ostled : B e i n g j o s t l e d , s u c h a s
Underwater Ranged Combat: As with melee com bat, w h i l e sta n d i n g o n a l i st i n g s h i p o r a v i b rat i n g
nonaquatic creatures h ave d ifficu lty fighting underwater. p l atfo r m , m a ke s attacki n g d i ffi c u l t . S u ch attacks
Some ranged attacks are i m possible underwater- a re mod ified by one step in the d efe n d e r ' s
you ca n't th row t h i n gs, fire a bow or crossbow, or favor. Co n ce iva b l y, t ra i n i n g co u l d o ffset t h i s
use a blowgun. Attacks with wea pons that do work d i sadvantage. F o r exa m p l e , c h a racters t ra i n e d i n
underwater are mod ified by one step in the defender's s a i l i n g wo u l d i g n o re p e n a l t i e s fo r b e i n g o n a s h i p .
favor. Ran ges underwater are red uced by one category;
long-range weapons work only to short range, and Gravity
short-range weapons work o n ly to i m med iate ran ge. I n t h e N i nt h Wo r l d , t h e n u m e n e ra can ca u s e gravity
to fl u ct u ate. I n a d d i t i o n , c h a racters w h o h ave
Moving Targets a l a rge a m o u n t of m eta l (weari n g metal a r m o r,
M ovi n g ta rgets a re h a rd e r to h it, a n d m ovi n g u s i n g metal wea p o n s , a n d so o n ) can be affected
attackers h ave a d ifficu lt t i m e a s we l l . by fl u ct u at i n g m a g n et i s m j u st as a c h a racte r i s
Target Is M oving: Attackers tryi n g t o h it a fo e who affected b y gravity.
i s mov i n g very fast a re p e n a l ized . (A foe mov i n g Low G ravity: Wea p o n s t h at re ly o n we ight, such
very fa s t i s o n e who i s d o i n g noth i n g but ru n n i ng, a s all heavy wea p o n s , deal 2 fewe r poi nts of d a m age
m o u nted o n a mov i n g creat u re, rid i n g o n a ve h i cle (d ea l i n g a m i n i m u m of 1 point of d a m age) . Wea p o n s
o r m ovi n g conveya nce, a n d so o n . ) Attacks a re w i t h s h o rt ra nge can reach to l o n g ra n ge, a n d l o n g
mod ified by o n e step i n the defender's favor. ra n ge wea pons can reach to about 200 feet (6 1 m)
Attacker Is M oving: An attacker t ryi n g to m a ke a n i n stead of 1 00 feet (30 m) . Cha racters t ra i ned in l ow
attack w h i l e m ov i n g u n d e r i t s own powe r (wa l ki n g, gravity m a n e uveri n g i g n o re the d a m age penalty.
Esoteries, page 35 a s ki l l , a b i l ity, a s set, o r ot h e r effect t h at wo u l d
A CLOSER LOOK AT SITUATIONS
Focus, page 52 d ecrease t h e attack' s d ifficu lty if it we re m a d e
Cypher, page 278 THAT DON'T INVOLVE PCs aga i n st a n N PC, t h e c h a racter ad d s 3 to t h e ro l l
Artifact, page 298 U lt i m ately, t h e G M is t h e a rbiter of co n fl i cts fo r each step red u ct i o n (+3 fo r o n e ste p , + 6 fo r
t h at d o n ot i nvolve t h e PCs. T h ey s h o u l d be two ste p s , a n d s o o n ) . I f t h e attacke r' s fi n a l re s u lt
adj u d i cated in the most i nterest i n g , logica l , i s h i g h e r, t h e attack h it s . I f t h e defe n d e r ' s re s u lt
a n d sto ry- based way po s s i b l e . W h e n i n d o u bt, i s h i g h e r, t h e attack m i s s e s . D a m age i s re solved
m atch t h e l evel of t h e N PCs (ch a racters n o r m a l ly. T h e G M med i ates a l l s p e c i a l effect s .
o r creat u res) o r t h e i r res pective effects to
d eterm i n e the re s u lt s . T h u s , i f a l evel 4 N PC Special Situation: Area Attacks
fights a b l ood barm ( l evel 3 ) , h e ' l l win, but if Someti m e s , an attack or effect affects an a rea rat h e r
h e faces a j i ra s ka r ( l evel 7) , h e ' l l l o s e . Beca u s e t h a n a s i n g l e ta rget. Fo r exa m p l e , a n a n o ' s F l a s h
Flash, page 3 7
a n ith syn i s a l evel 4 creat u re , it re s i sts p o i s o n s esotery o r a l a n d s l i d e can potentially h a rm o r affect
o r n u m e n e ra d evices of l evel 3 o r l e s s , but not eve ryon e i n t h e area.
those of l evel 5 and a b ove. In a n a rea attack, all PCs in the a rea m a ke
The essence i s t h i s : i n N u m e n e ra, it doesn't a p p ropriate defe n se ro l l s aga i n st the attack to
m atte r if somet h i n g i s a m o n ster, a poison, o r d eterm i n e its effect on t h e m .
a gravity-d i s pe l l i n g ray. I f it's a h i gher l eve l , it I f t h e re a re any N P C s i n t h e a rea, the attacke r
w i n s ; if it's a l owe r leve l , it loses. I f two t h i ngs of m a kes a s i n g l e attack ro l l aga i n st a l l N PCs (o n e ro l l ,
eq u a l l evel oppose each oth e r, t h e re m i ght be a n ot o n e ro l l p e r N PC) a n d co m pa res i t t o t h e ta rget
long, d rawn-out batt l e t h at co u l d go either way. n u m be r of each N PC. If the ro l l is eq u a l to or greater
t h a n the ta rget n u m be r of a p a rticu l a r N PC, the
attack h its t h at N PC.
H igh G ravity: I t ' s h a rd to m a ke effective Some a rea attacks always deal at least a m i n i m u m
attacks when t h e p u l l of g ravity i s very stro n g . a m o u nt o f d a m age, eve n i f t h e attacks m i s s o r if a PC
T h e d i fficu lty of attacks (a n d a l l p h y s i c a l act i o n s) m a kes a s u ccessfu l d efe n s e ro l l .
m a d e i n h i g h gravity i s i n creased by o n e ste p . For exa m ple, consider a nano who uses Flash to
Ra n ge s i n h i g h g ravity a re red u ced by o n e attack six cultists (level 2; target n u m ber of 6) and their
category ( l o n g- r a n ge we a p o n s re ach o n ly to s h o rt leader (level 4; ta rget n u m ber of 1 2) . The nano appl ies
ra n g e , a n d s h o rt-range we a p o n s reach o n ly to Effort to i ncrease the damage and rol l s an 1 1 for the
i m m ed i ate ran ge) . C h a racters t ra i n e d in h i g h Flash attack rol l . This h its the six cu ltists, but not the
g ravity m a n e uveri n g i g n o re t h e c h a n ge i n d i fficu l ty leader, so the Flash deals 4 poi nts of damage to each
b u t not t h e range d e c re a s e s . of the cultists. H owever, the descri ption of the Flash
Zero G ravity: I t ' s h a rd t o m a n euver i n a n esotery says that applyi n g Effort to i ncrease the damage
enviro n ment without gravity. The d i fficu lty o f attacks also means that targets take 1 point of damage if the
(a n d a l l physical act i o n s) made in zero gravity i s nano fails the attack rol l , so the leader takes 1 point
i ncreased b y o n e ste p . Wea p o n s with s h o rt ra n ge of dam age. In terms of what happens i n the story, the
can reach to l o n g range, a n d l o n g-range wea p o n s cultists are caught fl at-footed by the nano's b u rst of
can reach to about 2 0 0 feet (61 m) i n stead of 1 00 energy, but the leader d ucks and s h ields herself from
feet (30 m) . Cha racte rs tra i ned i n zero-gravity the bl ast. H owever, the blast is so i ntense that despite
m a n e uveri n g ignore the c h a n ge i n d ifficu lty. the cult leader' s best attem pt, she is sti l l b u rned.

Special Situation: Combat Between NPCs Special Situation: Attacking Objects


When an N PC attacks a n other N PC, the G M Attacki n g an object is rarely a m atte r of h itti n g it.
s h o u l d d e s i g n ate a p l aye r to ro l l fo r o n e of the S u re, yo u can h it the b road side of a barn, but can
N PCs. Ofte n , t h e choice i s obvio u s . Fo r exa m ple, a yo u d a mage it? Attack i n g i n a n i m ate o bj ects with a
c h a racter who h a s a t ra i ned attack a n i m a l s h o u l d m e l ee weapon i s a M i ght act i o n . O bjects h ave l eve l s
ro l l w h e n h e r pet attacks e n e m i e s . I f a n N PC a l ly a n d t h u s ta rget n u m bers. An object ' s ta rget n u m be r
acco m panyi n g the party leaps i nto the fray, t h at a l ly' s a l so serves a s i t s health to d eterm i n e whet h e r it i s
favo rite PC ro l l s for h i m . N PCs can not a p p l y Effo rt. d e stroyed . You track t h e object ' s health j u st as yo u
wo u l d with an N PC.
Special Situation: Combat Between PCs H a rd o bj ects , l i ke those made of stone, h ave 1
W h e n o n e PC attacks a n ot h e r PC, t h e attacki n g Armor. Very h a rd o bjects, l i ke those made of meta l ,
c h a racte r m a ke s a n attack ro l l , a n d t h e ot h e r h ave 2 Arm o r. Ext remely h a rd o bjects, l i ke those
c h a racte r m a ke s a defe n s e ro l l , ad d i n g a n y made of d i a m o n d o r a n advanced metal a l l oy, h ave 3
a p p ro p r i ate mod ifiers. I f t h e attacki n g PC h a s Armor. Armor s u btracts from eve ry attack' s d a m age.
LIME NE
RULE.S OF THE. GAME.

ACTION: ACTIVATE A SPECIAL ABILITY


S peci a l a b i l it i e s a re t h i n gs l i ke e s oteries , a b i l it i e s
granted t h ro u g h a c h a racte r' s focu s , o r powers
granted by cyp h e rs o r a rt i facts . If a s p e c i a l a b i l ity
affects a n o t h e r c h a racter in any k i n d of u nwanted
m a n n e r, it' s h a n d led a s a n attack. T h i s i s true eve n
if t h e a b i l ity i s n o r m a l l y not co n s i d e red an attack.
Fo r exa m p l e , if a c h a racte r has a h e a l i n g to u c h ,
b u t h e r fri e n d does n 't wa nt to be h e a l e d fo r s o m e
rea s o n , a n atte m pt to h e a l h e r u nwi l l i n g fri e n d i s
h a n d led a s a n attack.
H owever, p l e nty of s peci a l a b i l ities a n d esote ries
d o n ot affect a n other c h a racte r in a n u nwanted
m a n n e r. Fo r exa m p l e , a n a n o m i ght use H ove r
to float i nto the a i r. A c h a racte r with a m atte r
reorga n i z i n g d evice m i ght c h a n ge a sto n e wa l l i nto
g l a s s . A c h a racte r who exi sts Part i a l ly Out of Phase
m i ght wa l k t h ro u g h a wa l l . N o n e of these req u i res
a n attack ro l l (a lthough when t u rn i n g a sto n e wa l l
t o g l a s s , t h e c h a racte r m u st st i l l m a ke a ro l l to
s u ccessfu l ly affect the wa l l ) .
I f t h e c h a racte r s p e n d s poi nts t o a p p l y Effort o n
h e r atte m pt, s h e m i ght want t o ro l l a nyway t o see i f
s h e gets a major effect, which wo u l d red uce t h e cost
fo r her act i o n .

ACTION: MOVE
As a p a rt of another act i o n , a c h a racte r can adj u st
h i s position-ste p p i n g back a few feet wh i l e
perform i n g a n esote ry, s l i d i n g ove r i n co m b at t o take
on a d i fferent opponent to h e l p h i s friend, p u s h i n g
t h rough a d o o r h e j u st opened , a n d so o n . Th i s i s
ca l l ed a n i m med i ate d i stance, a n d a c h a racte r can
m ove t h i s fa r a s a p a rt of a n ot h e r act i o n .
I n a co m bat situat i o n , if a c h a racte r i s i n a l a rge
m e l ee, h e ' s u s u a l ly co n s i d e red to be n ext to most
oth e r co m bata nts, u n l e s s the G M rules t h at h e ' s
fa rt h e r away beca u s e the m e l ee i s e s pec i a l ly l a rge o r
the s ituation d ictates i t .
l f h e ' s n ot i n melee but sti l l nea rby, h e i s
co n s id e red t o be a s h o rt d i stance away-u s u a l ly less
t h a n 50 feet (1 5 m) .
If h e ' s fa rt h e r away t h a n t h at but sti l l i nvolved i n
t h e co m b at, h e i s co n s id e red t o be a l o n g d i stance
away, u s u a l ly 50 to 1 00 feet (1 5 to 30 m) .
Beyo n d t h at d i stance , o n ly s pecial c i rc u m stances,
act i o n s , o r a b i l ities wi l l a l l ow a c h a racte r to be
i nvolved in a n e n cou nter.
I n a ro u n d , as an act i o n , a c h a racte r can m a ke a
s h o rt move. I n t h i s case, he i s d o i n g noth i n g but
m ovi n g u p to about 50 feet (1 5 m) . Some terra i n
o r s it u atio n s wi l l c h a n ge the d i stance a c h a racte r
can move, but general ly, m a k i n g a s h o rt m ove i s
co n s id e red t o be a d ifficu lty 0 act i o n . N o ro l l i s
needed; h e j u st gets where h e ' s go i n g a s h i s act i o n .
A c h a racte r can try to m a ke a l o n g move-up to
Movement Modifiers
D i fferent envi ro n ments affect m ovement in d i fferent
ways .
Rough Terrai n : A s u rface that's co n s i d e red ro u g h
"There is every reason terra i n i s cove red i n l o o s e sto nes o r oth e r m ateri a l ,
to believe that current u neve n o r w i t h u n s u re foot i n g , u n steady, o r a s u rface
humans are not at all the
product ofpurely natural t h at req u i res m ovement acro s s a n a rrow s pace, such
evolution. " a s a cra m ped corri d o r o r a s l e n d e r ledge. Sta i rs a re
-Visixtru, varjellan a l so co n s id e red ro ugh terra i n . Ro u g h terra i n does
philosopher n ot s l ow normal m ovement o n a ro u n d - by-ro u n d
b a s i s , but it i n creases the d ifficu lty o f a move ro l l by
o n e ste p. Rough terra i n cuts l o n g-term movement
rates i n half.
Difficult Terrain: Difficult terra i n i s an a rea fi l led with
c h a l l e n g i n g o bstacles-water up to wa i st hei ght, a
very steep s l o pe, an es peci a l ly n a rrow ledge, s l i p pery
ice, a foot or more of s now, a s pace so s m a l l that one
m u st crawl t h rough it, and so o n . D ifficult terra i n i s
j u st l i ke rough terra i n , b u t i t also h a lves move ment o n
a ro u n d - by- ro u n d basis. T h i s means that a short move
is about 25 feet (7.6 m) , and a long move is about
50 feet (1 5 m) . D ifficult terra i n red uces long-term
movement to a t h i rd of its normal rate.
Water: Deep water, in which a character i s mostly
or entirely s u bmerged , i s j u st l i ke rough terra i n except
that it also quarters movement. This means that a
short move is about 1 2 feet (3 . 7 m) , and a long move i s
about 25 feet ( 7 . 6 m) . Characters trai ned i n swi m m i n g
o n ly h alve t h e i r movement while i n d e e p water.
Low G ravity: M ove ment i n l ow gravity i s e a s i e r but
n ot m u c h faster. The d ifficu lty fo r all m ove ro l l s is
decreased by one ste p .
H igh G ravity: I n a n envi ron ment o f h i gh gravity,
100 feet (30 m) or so-i n o n e ro u n d . T h i s is a S peed treat a l l mov i n g characte rs as if they we re i n d ifficult
task with a d ifficu lty of 4. As with any act i o n , h e can terra i n . Characte rs tra i n ed i n h igh-gravity maneuveri n g
use s k i l l s , a s sets, o r Effort to d ecrease the d i fficulty. negate t h i s pena lty. H i gh gravity red uces lon g-te rm
Te rra i n , o b stacles, o r oth e r c i rcu m stances can movement to a t h i rd of its normal rate.
i ncrease t h e d ifficu lty. Zero G ravity: I n an envi ro n ment without gravity,
A s uccessfu l ro l l mea n s the c h a racte r m oved the cha racters ca n n ot m ove normal ly. I n stea d , t h ey m u st
d i stance safely. Fa i l u re mea n s t h at at some point p u s h off fro m a s u rface a n d s u cceed at a M i ght
d u ri n g t h e move, h e sto p s o r stu m b l e s (t h e G M ro l l to move (th e d ifficu lty i s equal to one-q u a rter
d eterm i n e s where t h i s h a p pe n s) . the d i stance trave led i n feet) . Without a s u rface to
p u s h off fro m , a c h a racte r can not m ove. U n l e s s t h e
Long-term Movement c h a racte r' s m ovement t a k e s h i m to a sta b l e object
When ta l k i n g about move ment in term s of trave l i n g t h at he can grab or l a n d aga i n st, he co nti n ues to
rat h e r t h a n rou n d - by- ro u n d act i o n , typ ical c h a racte rs d rift i n t h at d i rection each ro u n d , t rave l i n g h a l f the
can trave l o n a road about 20 m i les (32 km) per d ay, d i stance of t h e i n it i a l p u s h .
ave ragi n g about 3 m i le s (4 .8 km) per h o u r, i n c l u d i n g
a few sto p s . W h e n trave l i n g ove r l a n d , t h ey c a n move Special Situation : A Chase
about 1 2 m i l e s (19 km) per d ay, avera g i n g 2 m i l es When a PC is chas i n g an N PC or vice versa, the
(3 . 2 km) per h o u r, aga i n with some sto p s . M o u nted p l ayer should atte m pt a S peed act i o n , with t h e
Aneen, page 23 7 c h a racters-s uch a s o n those rid i n g a n aneen o r a d ifficu lty b a s e d o n t h e N PC' s l eve l . I f h e s u ccee d s a t
Snow loper, page 259 s now loper can go twice as fa r. Ot h e r modes of travel the ro l l , h e catches t h e N P C , o r h e gets away if h e i s
(fly i n g craft, s a i l i n g s h i p s , and so on) h ave t h e i r own t h e o n e b e i n g chased. I n terms o f t h e sto ry, t h i s one
rates of m ovement. ro l l mech a n i c can be t h e res u lt of a l o n g chase ove r
many ro u n d s .

1 00
LI M E NE
RULES OF THE GAME

COOPERATIVE ACTIONS

T h e re a re m a n y ways m u lt i p l e c h a racters can Distractio n : W h e n a c h a racte r u se s h i s tu rn to


work toget h e r. None of t h e s e o pt i o n s , h oweve r, d i st ract a foe, the d ifficu lty of t h at fo e ' s attacks
can be u sed at t h e s a m e t i m e by t h e s a m e i s mod ified by one step to its d etri m e n t fo r o n e
c h a racte rs. ro u n d . M u lt i p l e c h a racters d i stract i n g a foe h a s
n o g reate r effect t h a n a s i n g l e c h a racte r d o i n g
Helpi ng: I f a c h a racte r atte m pts a ta s k a n d so-a foe i s e i t h e r d i st racted o r n ot.
gets h e l p fro m a n o t h e r c h a racter w h o i s t ra i ned
o r s peci a l ized in t h at task, t h e act i n g c h a racter Draw the Attack: W h e n a n N PC attacks a
gets t h e b e n efit of t h e h e l p i n g c h a racter. The c h a racter, a n o t h e r PC can p ro m i nently present
h e l p i n g c h a racter u s e s his act i o n to p rov i d e h e rs e l f, s h o ut taunts, a n d m ove to t ry to get the
t h i s h e l p . I f t h e h e l pe r d oe s n ot h ave t ra i n i n g foe to attack h e r i n stead .
o r s peci a l izat i o n i n t h at task, o r i f t h e act i n g I n most cases, t h i s action s u cceed s without
c h a racte r a l ready i s a s t ra i ned o r s p e c i a l ized a s a rol l-the o p ponent attacks t h e p ro m i nent
t h e h e l pe r, t h e act i n g c h a racter i n stead gets a PC i n stead of h e r com p a n i o n s . In oth e r cases,
+ 1 bo n u s to t h e ro l l . Fo r exa m p l e , if Vete r i a n t h e such a s with i nte l l i gent o r d eterm i n ed foes, t h e
g l a ive i s t ryi n g to cl i m b a steep i n c l i n e b u t h a s p ro m i nent c h a racte r m u st s u cceed at a n I nte l l ect
n o s ki l l a t cl i m b i n g , a n d j et h u a t h e j a c k (wh o action to d raw t h e attack. I f t h at I nte l l ect action
i s t ra i ned i n cl i m b i n g) s p e n d s h e r t u rn h e l p i n g i s s u cce s sfu l , the d ifficu lty of the p ro m i nent
h i m , Vete r i a n c a n d ecrease t h e d ifficu lty o f t h e c h a racte r' s d efe n s e tasks i s mod ified by o n e step
t a s k b y o n e ste p . l f Vete r i a n were a l s o t ra i ned i n to her d etri ment.
cl i m b i n g, o r i f n e i t h e r c h a racter were, h e wo u l d Two c h a racte rs atte m pti n g to d raw a n attack at
g a i n a + 1 bon u s t o t h e ro l l i n stead . A c h a racter the s a m e t i m e cancel each oth e r out.
with an i n a b i l ity in a task ca n n ot h e l p a n o t h e r Inability, 47
c h a racte r with t h at t a s k-t h e c h a racter with t h e Take the Attack: A c h a racte r can u s e her
i n a b i l ity p rov i d e s n o b e n efit i n t h at s it u at i o n . act i o n to t h row h e rself in fro nt of a n attack to
s ave a n e a rby co m ra d e . The attack automatica l ly
Com plementary Actions: I f a c h a racte r s u cceed s a ga i n st h e r, a n d it d e a l s 1 a d d i t i o n a l
atte m pts an act i o n , a n d a seco n d c h a racter p o i n t of d a m age. A c h a racter ca n n ot wi l l i n g l y t a ke
s k i l led in t h at type of act i o n atte m pts a m o re t h a n o n e attack each ro u n d i n t h i s way.
co m p l e m e ntary act i o n , both act i o n s ga i n a
+2 bo n u s to t h e ro l l . Fo r exa m p l e , if Vete r i a n The Old One-Two-Th ree: I f t h ree or m o re
t h e g l a ive tries to convi n ce a n o b l e to s p o n s o r c h a racters attack t h e s a m e foe, each c h a racte r
h i s m i s s i o n , a n d j et h u a t h e jack i s t ra i ned i n ga i n s a + 1 bon u s to h i s attack.
pers u a s i o n , s h e can u s e a co m p l e m e n t a ry-b u t
d i fferent-act i o n i n t h e s it u a t i o n to ga i n t h e + 2 H igh and Low: If one c h a ract e r m a ke s a
bo n u s . S h e m i ght t ry to s u p p l e m e n t Vete ri a n ' s m e l e e attack a ga i n st a foe a n d a n o t h e r c h a ract e r
wo rd s with a fl atte ri n g l i e about t h e n o b l e (a m a ke s a ran ged attack a ga i n st t h at s a m e fo e ,
deception act i o n ) , a d i s p l ay of knowled ge about t h ey c a n coo rd i n ate t h e i r act i o n s . As a re s u lt ,
t h e reg i o n w h e re t h e m i s s i o n wi l l take p l ace (a i f both attacks d a m a ge t h e fo e , t h e d i fficu lty o f
l o re act i o n ) , o r a d i rect t h reat to t h e noble (an t h e fo e ' s n ext t a s k i s m o d ified by o n e step to its
i n t i m i d at i o n act i o n ) . d etri m e n t .
Co m p l e m e nt a ry act i o n s work i n co m b at a s
we l l . l f Vete r i a n attacks a n Oorgo l i a n s o l d i e r with Coveri ng Fire: A c h a racter u s i n g a ra n ged Oorgolian soldier, page 250
a t h rust attack fighti n g m ove a n d J et h u a a l s o attack o r a b i l ity ( i n cl u d i n g esote ries) can a i m
h a s t h e a b i l ity to m a ke t h rust attacks, t h a n ks to n e a r a foe b u t n a rrowly m i s s o n p u rpose, m a k i n g
h e r trick of t h e trade s h e can attack t h e s a m e a n attack t h at i nfl i cts n o d a m age but h a ra s s e s Tricks of the trade, page 42
a u t o m aton w i t h a d iffe rent k i n d of attack, l i ke a a n d fri ghte n s t h e foe. I f t h e attack i s s u ccessfu l ,
b a s h , a n d both act i o n s ga i n t h e +2 bo n u s . i t d e a l s n o d a m age, b u t t h e d ifficu lty o f t h e Bash, page 29
T h e p l ayers i nvolved s h o u l d work out fo e ' s n ext attack i s mod ified b y o n e s t e p to i t s
co m p l e m e ntary act i o n s toget h e r a n d describe d etri ment.
t h e m to t h e G M .

101
Players are encouraged Alte r n ative ly, if t h e G M wants to p l ay o u t a l o n g act i o n s . Fo r exa m p l e, a p o i s o n o u s re pt i l e tries to bite
to come up with their c h a s e , t h e c h a racte r c a n m a ke m a n y ro l l s (perh a p s a PC. She tries to dodge t h e bite with a S peed act i o n .
own ideas for what their o n e p e r level of t h e N P C ) to fi n i s h t h e p u rs u it I f s h e fa i l s , s h e takes d a mage fro m t h e b i t e , a n d
characters do rather s u ccessfu l ly. Fo r eve ry fa i l u re , t h e PC m u st m a ke s h e m u st a l so atte m pt a M i ght action to res i st the
than looking at a list of
a n ot h e r s u cces s , a n d if h e eve r h a s m o re fa i l u re s poison's effects.
possible actions. That's
why there is a "Do t h a n s u cce s s e s , h e d o e s n ' t catch t h e N PC, o r h e I f a c h a racte r does not know a n attack i s co m i ng,
Something Else" action. d o e s n ' t g e t away i f h e i s t h e o n e b e i n g c h a sed . u s u a l ly s h e can sti l l m a ke a defe n s e ro l l , but she
PCs are not pieces on a For exa m p l e , if t h e PC i s b e i n g c h a s ed t h ro u g h a ca n ' t add mod ifiers ( i n cl u d i n g t h e mod ifier fro m
game board-they are c rowd ed m a rket p l ace by a l evel 3 e n e my, h e m u st a s h ield) , a n d s h e can't u s e any s ki l l or Effort
people in a story. And like s u cceed at t h ree c h a s e ro l l s . I f h e s u ccee d s at o n e to decrease t h e ro l l ' s d ifficu lty. I f ci rcu m stances
real people, they can try
b u t fa i l s t h e seco n d , h e m u st s u cceed a t t h e t h i rd wa rra nt-s uch a s if the attacker i s right n ext to the
anything they can think
of (Succeeding is another o n e , o r he w i l l h ave m o re fa i l u re s t h a n s u cce s s e s , cha racter-the GM m i ght rule t h at the s u rprise
matter entirely.) The task a n d t h e fo e w i l l catch h i m . As with com bat, t h e attack s i m ply h its h e r.
difficulty system provides G M i s e n co u raged to d e s c r i b e t h e re s u lt s of t h e s e A characte r can a lways choose to forgo a defe n se
GMs with the tools ro l l s w i t h fl avor. A s u cce s s m i g h t m e a n t h e P C h a s action, i n which case the attack automatica l ly h its her.
they need to adjudicate Some a b i l ities (such as t h e n a n o ' s
ro u n d ed a co r n e r a n d ga i n ed s o m e d i st a n c e . A
anything the players
come up with. fa i l u re m i g h t m e a n t h at a b a s ket of fru it to p p l e s Co u ntermea s u res esotery) a l l ow yo u to d o
over i n fro nt of h i m , s l owi n g h i m d o w n . someth i n g s peci a l a s a defe n s e act i o n .
Countermeasures, page 3 7
ACTION: WAIT ACTION: DO SOMETHING ELSE
Yo u can wait to react to another c h a racte r' s act i o n . Yo u can t ry a nyth i n g you can th i n k of, although t h at
Yo u d e c i d e what action wi l l trigger yo u r act i o n , a n d doesn't mean a nyth i n g i s pos s i b l e. The G M sets the
if t h e tri ggeri n g action h a p p e n s , y o u get t o take d ifficu lty-that's h e r p r i m a ry ro l e i n the game. Sti l l ,
yo u r action fi rst ( u n l e s s go i n g fi rst wo u l d n 't m a ke gu ided b y t h e bo u n d s o f logic, p l aye rs a n d G M s wi l l
any sense, l i ke attacki n g a foe before he co mes i nto fi n d a l l m a n n e r o f act i o n s a n d opti o n s t h at a re n ' t
view) . Fo r exa m p le , if a n a b h u m a n th reate n s yo u covered b y a rule. That's a good t h i ng.
with a s pear, on yo u r t u rn you can decide to wait, P l aye rs s h o u l d n ot fee l co n st ra i n e d by t h e game
stat i n g, " I f h e sta b s at me with t h at spear, I ' m go i n g mech a n i c s when t a k i n g act i o n s . S ki l l s a re n ot
t o s l a s h h i m with my swo rd . " O n t h e a b h u m a n ' s req u i red to atte m pt a n act i o n . S o m e o n e w h o ' s
Waiting i s also a useful t u r n , h e sta b s , so yo u m a ke yo u r sword attack before n e v e r p i c ked a l o c k c a n sti l l t ry. T h e G M m i g h t
tool for cooperative
t h at h a p p e n s . a s s i g n a n e gative step m o d ifier to t h e d i ffi c u l ty, b u t
actions (page 7 01 ) .
Wa iti n g i s also a good way t o d e a l with a ra n ged t h e c h a racte r c a n sti l l atte m pt t h e act i o n .
attacker who rises from beh i n d cover, fires a n attack, T h u s , p l ayers a n d G M s c a n return t o t h e begi n n i n g
and d ucks back down. You cou l d say, "I wait to see o f t h i s chapter and look a t t h e most basic exp ression
h i m pop up from beh i n d cover and then I s h oot h i m . " of the ru les. A p l aye r wants to take a n action. The G M
decides, o n a scale of 1 to 10, h ow d ifficult that task
In Numenera, players ACTION: DEFEND wo u l d be a n d what stat it uses. The p l aye r d eterm i n e s
are not rewarded for Defend i n g i s a s pecial action that o n ly PCs can do, and whether he has a nyth i n g that m i ght m o d i fy the
slayingfoes in com bat, o n ly i n res ponse to being attacked . In other word s, d ifficu lty and con s iders whether he wants to a p p ly
so using a smart idea to
an N PC uses its action to attack, which forces a PC to Effort. Once the final d eterm i n ation is made, he rol l s
avoid combat and still
succeed is just good play. make a defense rol l . This i s hand led l i ke any other kind t o see if h i s cha racter succeed s . I t ' s as easy as that.
Likewise, coming up of action, with circumstances, s ki l l , assets, and Effort all As fu rth e r g u i d a nce, the fo l l owi n g a re some of the
with an idea to defeat a potential ly com i n g i nto play. Defe n d i n g i s a s pecial kind more co m m o n act i o n s a p l ayer m i ght take.
foe without hammering of action i n that it does not happen on the PC's turn.
on it with weapons is It's never an action that a player decides to make; it's Climbing
encouraged-creativity is
always a reaction to an attack. A PC can make a defense W h e n a c h a racter c l i m b s , t h e G M sets a d ifficu lty
not cheating!
action when attacked (on the attacki ng N PC's turn) and based o n the s u rface be i n g cl i m be d . If the c h a racter
sti l l ta ke another action on his own turn. s u cceed s at t h e rol l , she u s e s t h e move m e nt r u l e s
The type of defe n s e ro l l d e p e n d s o n t h e type of a s t h o u g h s h e we re m ov i n g n o r m a l ly, a l t h o u g h
Difficult terrain, page 7 00 attack. I f a foe attacks a c h a racte r with a n axe, s h e cl i m b i n g i s l i ke movi n g t h ro u g h d ifficult terra i n : i t
c a n u s e S peed t o d u ck o r b l o c k it w i t h what s h e ' s ra i se s t h e d ifficu lty of a m ove ro l l by o n e s t e p a n d
h o l d i ng. I f s h e ' s struck b y a poisoned d a rt, s h e c a n h a lves move m e n t . U n u s u a l c i rc u m stances, s u c h
u s e a M i ght action t o re s i st i t s effects . I f a p s i -worm a s cl i m b i n g w h i l e u n d e r fi re ( o r w h i l e on fi re!) pose
atte m pts to control her m i n d , she can use I nte l l ect a d d i t i o n a l step p e n a l t i e s . B e i n g s k i l led in cl i m b i n g
to fe n d off t h e i ntru s i o n . red uces t h e d ifficu lty o f t h i s task.
Somet i m e s a n attack p rovo kes two defe n s e

1 02
LI M E NE
RULES OF THE GAME

Difficu lty Surface


2 S u rface with l ots of h a n d h o l d s
3 Sto n e wa l l o r s i m i l a r s u rface (a few
hand holds)
4 Cru m b l i n g o r s l i pP-e ry s u rface
5 S m ooth sto n e wa l l o r s i m i l a r s u rface
6 M etal wa l l o r s i m i l a r s u rface
8 S moot h , h o rizontal s u rface (cl i m be r i s
u p s id e-down)
10 G l a s s wa l l o r s i m i l a r s u rface

Guarding
I n a co m bat situat i o n , a c h a racte r can sta nd g u a rd
as h e r act i o n . S h e does not m a ke attacks, but s h e
decreases the d ifficu lty o f a l l h e r d efe n s e tasks by
one ste p. Fu rt h e r, if an N PC tries to get by h e r or
take an action t h at s h e is g u a rd i n g aga i n st, s h e
c a n atte m pt a S peed action (based o n the l evel
of the N PC) with the d ifficu lty d ecreased by one
ste p . S u cce s s m e a n s t h at the N PC i s p reve nted
fro m taki n g the act i o n ; the N PC' s action t h at t u rn
i s wasted . T h i s is u s efu l for b l ocki n g a doo rway,
g u a rd i n g a fr i e n d , a n d so fo rt h .
If an N PC is standing guard , u s e t h e same proced u re,
but to get past the guard , the PC attem pts a S peed
action with the d ifficu lty increased by one step. For
exam ple, Latora is an N PC human with a level 3
bodyguard . The bodyguard u ses h i s action to guard
Latora. If a PC wants to attack Latora, she first m u st
succeed at a d ifficu lty 4 S peed task to get past the guard .
If she succeed s, she c a n make her attack normal ly.

Healing
Yo u can ad m i n i ster a i d t h ro u g h b a n d a g i n g a n d oth e r
s u ccor, atte m pti n g to heal e a c h patient o n ce per d ay.
Th i s heal i n g restores poi nts to a stat Pool of yo u r
choice. Decide h ow many poi nts yo u want t o h e a l ,
a n d then m a ke a n I nte l l ect action w i t h a d i fficu lty some) , yo u a l s o co u n t yo u r ru n n i n g as an a s set. Fo r There's nothing wrong with
eq u a l to t h at n u m ber. Fo r exa m p l e, if you want to exa m ple, j u m p i n g a d i stance of 20 feet (6 m) with the GM simply assigning
heal someone fo r 3 points, that's a d ifficu lty 3 task a s h o rt ru n n i n g start has a d ifficu lty of 5 (20 feet a difficulty level to a jump
without worrying about the
with a ta rget n u m be r of 9. B e i n g s k i l led i n heal i n g d ivided by 2 is 1 0, m i n u s 4 is 6, m i n u s 1 for ru n n i n g
precise distance. The rules
red uces t h e d ifficu lty o f t h i s task. a n i m m ed i ate d i stance) . here are just so everyone
Bei n g s k i l led i n j u m p i n g red uces the d ifficu lty of has some guidelines.
jumping t h i s task.
Decide h ow far yo u want to j u m p , a n d t h at sets t h e Fo r a vertical j u m p , the d i stance yo u clear ( i n feet)
d i fficu lty of yo u r M i ght ro l l . Fo r a sta n d i n g j u m p , is eq u a l to the d ifficu lty of t h e j u m p i n g task. If yo u
s u btract 4 from t h e d i stance ( i n feet, o r . 3 m) to ru n an i m me d i ate d i stance, it co u nts as an as set,
d eterm i n e the d ifficu lty of the j u m p . Fo r exa m p l e, red u c i n g the d ifficu lty of the j u m p by one ste p .
j u m p i n g 1 0 feet (3 m) h a s a d i fficu lty of 6 . Alternatively, yo u can i g n o re the m ath a n d u s e t h e
I f y o u ru n a n i m me d i ate d i stance before j u m p i ng, j u m p D i stance table o n t h e fo l l owi n g page.
it counts as a n a s set, red uci n g the d ifficu lty of t h e
j u m p b y one ste p . Understanding, Identifying, or
I f y o u ru n a s h o rt d i stance before j u m p i n g, d ivide Remembering
the j u m p d i stance ( i n feet) by 2 a n d t h e n s u btract When cha racte rs try to i d e ntify o r figure out h ow to
4 to d eterm i n e t h e d ifficu lty of the j u m p. Beca u s e use a d evice, the level of the d evice d eterm i n e s the
yo u ' re ru n n i n g a n i m m ed i ate d i stance (a n d t h e n d i fficu lty of t h e I nte l l ect ro l l . Fo r a bit of knowledge,

1 03
JUMP DISTANCE

Type of j u m p
Difficu lty Standing I m mediate Run 1 Short Run 1 Vertical 1

0 4 ft. (1 . 2 m) 5 ft. (1 . 5 m) 1 0 ft. (3 m) 0 ft.


5 ft. (1 . 5 m) 6 ft. (1 . 8 m) 1 2 ft. (3 . 7 m) 1 ft. (.3 m)
2 6 ft. (1 . 8 m) 7 ft. (2 . 1 m) 1 4 ft. (4. 3 m) 2 ft. (.6 m)
3 7 ft. (2 . 1 m) 8 ft. (2 .4 m) 1 6 ft. (4. 9 m) 3 ft. (.9 m)
4 8 ft. (2 .4 m) 9 ft. (2 . 7 m) 1 8 ft. (5 . 5 m) 4 ft. (1 . 2 m)
5 9 ft. (2 . 7 m) 1 0 ft. (3 m) 20 ft. (6. 1 m) 5 ft. (1 . 5 m)
6 1 0 ft. (3 m) 1 1 ft. (3.4 m) 22 ft. (6. 7 m) 6 ft. (1 . 8 m)
7 1 1 ft. (3.4 m) 1 2 ft. (3 . 7 m) 24 ft. ( 7 . 3 m) 7 ft. (2 . 1 m)
8 1 2 ft. (3 . 7 m) 1 3 ft. (4 m) 2 6 ft. 7 . 9 m) 8 ft. (2 .4 m)
9 1 3 ft. (4 m) 14 ft. (4. 3 m) 28 ft. (8. 5 m) 9 ft. (2 . 7 m)
10 1 4 ft. (4. 3 m) l 5 ft. (4. 6 m) 3 0 ft. (9. l m) 10 ft. (3 m)

1 I f y o u a re s k i l l e d i n j u m p i n g , move o n e row down to d eterm i n e you r d i sta n ce. I f y o u a re special ized i n j u m p i n g , move two rows d own to d eterm i n e yo u r d i stance.

the G M d eterm i n e s the d ifficu lty. B e i n g s k i l led i n Moving a Heavy Object


t h e a p p ropriate a rea (th e n u menera, N i nth Wo rld Yo u can p u s h or p u l l so meth i n g ve ry heavy a n d m ove
h i story, geo logy, local knowledge, a n d so on) red uces it an i m me d i ate d i stance as yo u r act i o n .
the d ifficu lty of t h i s task. T h e we i g h t of t h e obj ect d eterm i n e s t h e
d i fficu l ty of t h e M i g h t ro l l to m ove it; eve ry fifty
Difficu lty Knowledge po u n d s i n c re a s e s t h e d i fficu lty by o n e ste p . S o
0 Co m m on knowled ge m ov i n g s o m et h i n g t h at we i g h s 1 S O po u n d s i s
l S i m p l e knowledge d i fficu l ty 3 , a n d movi n g s o m et h i n g t h at we i g h s
3 Someth i n g a scholar p robably knows 400 po u n d s i s d i fficu l ty 8 . I f y o u ca n red u ce t h e
5 Someth i n g eve n a s c h o l a r m i ght n ot d i fficu l ty of t h e t a s k to 0, y o u ca n m ove a h eavy
know obj ect up to a s h o rt d i st a n ce as yo u r act i o n . B e i n g
7 Knowledge very few peo p l e possess s k i l l e d i n carryi n g o r p u s h i n g red uces t h e d i fficu lty
10 Co m p l etely lost knowledge of t h i s t a s k.

Looking or Listening Operating or Disabling a Device,


G e n eral ly, t h e G M wi l l d escri be any s i ght or s o u n d or Picking a Lock
t h a t ' s n ot p u rposefu l ly d i fficult t o d etect. But i f As with figu ri n g out a device, the l evel of t h e d evice
yo u w a n t t o look fo r a h id d e n e n e my, search fo r a u s u a l ly d ete r m i n e s the d ifficu lty of the I ntel lect
secret p a n e l , or l i sten for someone s n e a k i n g u p o n ro l l . H oweve r, u n less a d evice i s ve ry co m p l ex, t h e
yo u , m a ke a n I nte l l ect ro l l . I f it's a creatu re, i t s l eve l G M wi l l o ft e n ru l e t h at o n ce yo u fi g u re it out, n o
d eterm i n e s the d i fficu lty of yo u r ro l l . If it's somet h i n g ro l l i s needed to ope rate it except u n d e r s peci a l
e l s e , t h e G M d ete r m i n e s the d ifficu lty o f yo u r ro l l . c i rc u m stances. So if the P C s fi n d a n d fi g u re out
Bei n g s k i l led i n perception red uces t h e d ifficu lty of h ow to u s e a h ove r i n g p l atfo rm, they can operate it.
t h i s task. H owever, if they a re attacked , they m i ght need to ro l l
t o e n s u re t h at t h ey d o n ' t cra s h t h e p l atform i nto a
Interacting With Creatures wa l l wh i l e tryi n g to avo i d be i n g h it.
The level of the creatu re d eterm i n es t h e ta rget U n l i ke operat i n g a d evice, d i s a b l i n g a d evice and
n u m ber, j u st as with co m bat. T h u s , b ri b i n g a g u a rd picki n g a lock u s u a l ly req u i re ro l l s . These act i o n s
works m u c h l i ke p u n ch i n g h i m or affecti n g h i m with often i nvolve s peci a l too l s a n d a s s u m e t h at the
a n esote ry. Th i s i s true of pers u ad i n g someone, c h a racter i s n ot t ryi n g to destroy the d evice o r lock.
i nt i m i d ati n g someone, cal m i n g a w i l d beast, o r (If yo u are atte m pt i n g to d e stroy it, yo u probably
a nyth i n g of t h e k i n d . I nteraction i s a n I nte l l ect task. s h o u l d m a ke a M i ght ro l l to s m a s h it rather than a
Bei n g s k i l led i n pers u a s i o n , i nti m i d at i o n , bribery, S peed or I nte l l ect ro l l req u i ri n g patience a n d kn ow
decept i o n , a n i m a l h a n d l i ng, o r somet h i n g of t h at h ow.)
nature can d ecrease the d ifficu lty of t h e task, if Bei n g s k i l led i n operat i n g d evices or picki n g locks
a p p ropriate. red uces t h e d ifficu lty of t h i s task.

1 04
LI M E NE
RULES OF THE GAME

Riding Sneaking Common Numenera


I f yo u ' re rid i n g an a n i m a l t h a t ' s t ra i ned to be a The d ifficu lty of s n ea k i n g by a creatu re i s mounts include aneen
(page 23 7), snow lopers
m o u nt, a n d yo u ' re d o i n g s o m et h i n g ro ut i n e s u c h a s d ete r m i ned b y i t s leve l . S n e a k i n g i s a S peed rol l .
(page 259), and the
rid i n g fro m o n e vi l l age to a n ot h e r o r fro m o n e p a rt M ov i n g a t h a l f s peed red uces t h e d ifficu lty b y o n e reptilian brehm (page 7 63).
of a fi e l d to a n ot h e r, yo u d o n 't need to m a ke a ro l l ste p . A p p ro p r i ate c a m o u fl age o r ot h e r g e a r m ay Less common mounts
(j u s t a s yo u wo u l d n ' t need t o m a ke a ro l l t o wa l k co u n t as a n a s set a n d d ecrease t h e d ifficulty, as wi l l include the large, ante/ape
t h e re) . H oweve r, stayi n g m o u nted d u ri n g a fight d i m l i ghti n g co n d i t i o n s a n d h av i n g p l e nty o f t h i n g s like espron (page 7 84) .
o r d o i n g s o m eth i n g tricky req u i re s a S peed ro l l to to h i d e beh i n d . B e i n g s k i l led i n s n ea k i n g red uces
Flying mounts include
s u cceed . A s ad d l e o r ot h e r a p p ro p r i ate gear i s a n t h e d i fficu lty of t h i s task.
rasters (page 253) and
a s set a n d red uces t h e d ifficu lty b y o n e ste p . B e i n g xi-drakes (page 265) . A
s k i l led i n rid i n g red uces t h e d ifficu lty o f t h i s tas k. Swimming windrider (page 3 7 3) is a
If yo u ' re s i m p l y swi m m i n g fro m one p l ace to technological mount.
Difficu lty Maneuver a n o t h e r, s u c h a s acro s s a ca l m river o r l a ke, u s e
0 Rid i n g t h e sta n d a rd move m e n t r u l e s , n ot i n g t h e fa ct
Stayi n g o n t h e m o u n t i n a battle o r t h at yo u r c h a racter i s i n d e e p wate r. B e i n g s k i l led
oth e r d ifficult situation i n swi m m i n g d ecreases t h e d ifficulty. H oweve r,
3 Stayi n g o n a m o u n t when yo u take s o m et i m e s , s p e c i a l c i rcu m st a n ce s req u i re a M i ght
d a m age ro l l to m a ke p rogre s s while swi m m i n g , s u c h a s
4 M o u nt i n g a m ovi n g steed w h e n t ryi n g to avo i d a cu rre nt, be i n g d ragged i nto a
5 Coax i n g a m o u n t to m ove o r j u m p wh i rl poo l , a n d so o n .
twice a s fa s t o r fa r a s n o r m a l fo r one
ro u n d

1 05
MATERIALS
Generally s peaki ng, a d evice to be crafted req u i res
m ate r i a l s eq u a l to its l evel a n d all the l eve l s below it.
So a l evel 5 d evice req u i res l evel 5 mate r i a l , l evel 4
m ate r i a l , l evel 3 m ateri a l , l evel 2 mate r i a l , a n d l evel l
m ate rial (a n d , tech n i cal ly, l eve l 0 m ateri a l ) .
The G M and p l aye rs can gloss over m uch of the
craft i n g d eta i l s , if d e s i red . G atheri n g a l l the m aterials
to make a m u nd a n e item m i ght not be wo rth p l ayi n g
out-but t h e n aga i n , it m i ght b e . For exa m p l e , m a k i n g
a woode n s pear i n a forest i s n 't very i nterest i n g,
but what if the characters h ave to m a ke a spear i n a
tree less desert? F i n d i n g the wreckage of someth i n g
m a d e o f wood or forci n g a PC t o fa s h i o n a s pear out
of the bones of a l a rge beast cou l d be i nterest i n g
s ituatio n s .

TIME
The t i m e req u i red to create an ite m is up to the G M ,
but the g u i d e l i n e s i n the craft i n g table a re a good
start i n g poi nt. G e n eral ly, re p a i r i n g an item takes
somewh e re between half the creation time a n d the
fu l l creation time, depend i n g o n the ite m , the a s pect
t h at need s re p a i r i n g, and the c i rc u m stances. Fo r
exa m ple, if creat i n g an item takes o n e h o u r, re p a i ri n g
it takes between t h i rty m i n utes a n d o n e h o u r.
Sometimes a G M will allow a ru s h job ifthe
circum stances warrant it. This i s d ifferent than u s i n g
skill t o red uce the time req u i red. I n this case, the qual ity
of the item is affected. Let's say that a character need s
SPECIAL: CRAITING , BUILDING, to create a tool that wi l l cut t h rough solid steel with a
"Three children used to heat beam (a level 7 item) , but she has to do it in one
play around the outside AND REPAIRING d ay. The GM m ight allow it, but the device m ight be
of my lab, but then I
Crafting is a tricky topic in the N i nth World because extremely vol ati le, infl icting damage on the user, or it
conducted the first trial
of the inverse multiversal the same rules that govern building a spear also cover m ight work o n ly once. The device i s sti l l considered a
regulator. I must admit, I repairing a teleporter. N ormal ly, the level of the item level 7 item to create in a l l other res pects.
miss those kids from time determ i nes the d ifficu lty of creating or repairing it as
to time. " wel l as the time req u i red. For n u menera items (cyphers, SKILLS
-Sir Arthour artifacts, and odd ities) , add 5 to the item's level to T h e s ki l l level of the crafter red uces the d ifficu lty
determ ine the d ifficu lty of creating or repairing it. a s n o r m a l in a l l ways exce pt materi a l s and t i m e .
Someti m e s , if the item is a rt i stic in nature, t h e I f a c h a racte r t ra i ned i n l e at h e rworki n g w a n t s t o
G M wi l l add to the d ifficu lty a n d t i m e req u i red. Fo r m a ke a leat h e r v e s t a n d t h e G M d e c i d e s i t ' s a l evel
exa m ple, a crude wood e n stool m i ght be h a m mered 3 ite m , it' s only a sta n d a rd (d i fficu lty 2) task, b u t it
toget h e r in a n h o u r. A beautifu l fi n i s hed p iece m i ght sti l l t a ke s a fu l l d ay and l evel 3, level 2 , a n d level l
take a week o r longer a n d wo u l d req u i re more s ki l l materi a l s .
o n t h e part o f t h e crafter. With t h e G M ' s a p p roval (a n d if i t m a kes sense
The G M i s free to ove rru l e some atte m pts at to d o so) , t h e c h a racte r can red u ce the t i m e o r
creat i o n , b u i l d i ng, or re p a i r, req u i ri n g t h at the m ate r i a l s n e e d e d i n stead of t h e d ifficu lty. A tra i ned
c h a racter h ave a cert a i n l evel of s ki l l , p roper too l s fl etcher m a k i n g arrows (level 2 ite m s) co u l d atte m pt
a n d materi a l s , a n d so fo rt h . a d ifficu lty 2 task rat h e r t h a n a d ifficu lty l task to
A level 0 object req u i res no s ki l l t o make a n d i s easi ly create an a rrow i n fifteen m i n utes i n stead of an h o u r,
found in most locations. S l i n g stones and firewood are or s h e co u l d create it i n an h o u r u s i n g s u bsta n d a rd
level 0 item s-prod ucing them is routine. M aki n g a (level l) m ateria l s . H owever, somet i m e s the G M
torch from spare wood and oil-soaked cloth is s i m p le, wi l l ru l e t h at red u c i n g the t i m e i s n ot pos s i b l e. Fo r
so it' s a level l object. M aki n g an a rrow or a spear i s exa m ple, a s i ngle h u m a n co u l d n ot m a ke a c h a i n m a i l
fai rly standard b u t not s i m p le, so i t ' s a level 2 object. vest i n o n e h o u r.

1 06
LI M E NE
RULES OF THE GAME

CRAITING ITEMS

Difficu lty Craft General Time to Build


0 Someth i n g extre mely s i m p l e , l i ke tyi n g a ro pe A few m i n utes at most
o r fi n d i n g a n a pP-ro p riately s ized rock
To rch 5 m i n utes
2 S pear, s i m p l e s h e lter, o r p iece of fu r n i t u re 1 hour
3 Bow, door 1 d ay
4 Sword , ch a i n m a i l vest 1 to 2 d ays
5 Co m m o n n u m e n e ra item (glowglobe, s h aper key) 1 wee k
6 S i m p l e n u m e n e ra item 1 month
7 N u m e n e ra item 1 year
8 N u m e n e ra item M a ny yea rs
9 N u m e n e ra item M a ny yea rs
10 N u m e n e ra item M a n}'. yea rs

Pos s i b l e areas fo r c h a racter tra i n i n g i n c l u d e :


Bowye r i n g/ F l etc h i n g
Leatherwo rki n g
G l a s s b l owi n g
Armori n g
Weapon s m ith i n g
Wood craft i n g
M etalworki n g

FAILURE
Fa i l u re at the check mea n s t h at the d evice is n ot
co m p l eted or re p a i red. To co nti n u e to work on it, the
c h a racter m u st gat h e r more m ateri a l s (ge neral ly, the
h i g h est- level m ate rial needed) a n d take the req u i red
a m o u nt of t i m e aga i n .

NUMENERA OR NONSTANDARD ITEMS


The p reced i n g rules work we l l for re p a i r i n g the
n u m e n e ra o r oth e r n o n sta n d a rd ite m s . H oweve r,
if a c h a racter wants to create a n u m e n e ra ite m o r
a n other n o n st a n d a rd , p e r m a n e n t o bj ect, the p l aye r
m u st spend XP (see Experi e n ce Po i nts, page 1 08) . I f
the c h a racte r fa i l s h i s check, n o X P a re s pent.
Pos s i b l e areas fo r c h a racter tra i n i n g i n c l u d e :
N u m e n e ra craft i n g (ch e m i stry)
N u m e n e ra craft i n g (el ectro n ics)
N u m e n e ra craft i n g (mech a n i cs)
N u m e n e ra craft i n g (tra n sd i m e n s i o n a l )

TINKERING WITH THE NUMENERA


C h a racters m i ght t ry to m a ke a cyp h e r, a n a rt ifact,
o r a n o t h e r d ev i ce do s o m et h i n g ot h e r t h a n its
i nte n d ed fu n ct i o n . S o m et i m e s , the G M wi l l s i m p l y
d e c l a re t h e t a s k i m po s s i b l e . Yo u ca n ' t t u rn a v i a l
of h e a l i n g e l ix i r i nto a two-way co m m u n i cator. B u t
most of t h e t i m e , t h e re i s a c h a n ce of s u cce s s .
T h e n u m e n e ra i s tech n o l ogy t h at a 2 1 st-ce n t u ry
h u m a n ca n ' t begi n to u n d e rsta n d , so po s s i b i l ity o r
i m po s s i b i l ity i s fa r m o re fl exi b l e .

1 07
T h at s a i d , t i n keri n g with the n u m e n e ra i s n ot fu n ny j o ke , performed a n act i o n t h at s aved a l i fe ,
ea sy. O bvi o u s ly, t h e d ifficu lty varies fro m s ituation and so on) .
to situat i o n , but d ifficu lties start i n g at 7 a re n ot Ofte n , t h e G M i ntrudes when a p l ayer atte m pts
u n reaso n a b l e . The t i m e req u i red wo u l d be s i m i l a r to a n action t h at, accord i n g to the r u l e s , s h o u l d be
For much more about the t i m e needed to re p a i r a d evice, too l s wo u l d be a n a utomatic s u cce s s . H owever, the GM i s free to
GM intrusion, refer to
req u i red, and so on. I f the t i n keri n g res u lts in a l o n g i ntrude at ot h e r t i m e s . As a general rule, the G M
page 325.
term benefit for the c h a racte r-s uch as creat i n g a n s h o u l d i ntrude at least o n ce each s e s s i o n , but n o
a rtifact t h at s h e can u se-t h e G M s h o u l d req u i re h e r more t h a n o n ce o r twice e a c h s e s s i o n per c h a racter.
t o spend X P t o m a ke it. Anyt i m e the G M i ntrudes, t h e p l aye r can s pe n d
1 X P to refu s e the
i nt ru s i o n , t h o u g h t h at
a l so m e a n s h e does n 't
The core ofgameplay in Numenera is to disco11er new get t h e 2 XP. If t h e
things or old things that are new again. p l ayer h a s n o X P t o
s p e n d , he ca n't refu s e
the i ntru s i o n .

EXPERIENCE POINTS Example 1 : Th rough s k i l l a n d the a i d o f a n other


Experience points (X P) a re t h e cu rre n cy by which cha racter, a fo u rth-tier PC red uces a wa l l cl i m b i n g
p l ayers ga i n benefits fo r t h e i r c h a racte rs. The t a s k from d i fficu lty 2 t o d ifficu lty 0 . N o r m a l ly, h e
most co m mo n ways to earn X P a re t h rough G M wo u l d s u cceed at the task a utomatical ly, but t h e G M
i nt ru s i o n s a n d by d i scove r i n g n ew a n d a m az i n g i ntrudes a n d says, " N o, a bit of t h e cru m b l i n g wa l l
t h i n gs . Somet i m e s expe rience poi nts a re earned gives way, so yo u sti l l h ave t o m a ke a ro l l . " A s with
d u ri n g a game s e s s i o n , a n d somet i m e s t h ey' re any d i fficu lty 2 task, t h e ta rget n u m be r i s 6. The PC
earned betwee n s e s s i o n s . I n a typical ses s i o n , a atte m pts the ro l l a s n o rm a l , and beca u s e t h e G M
p l ayer m i ght earn 2 to 4 XP, a n d between s e s s i o n s , i ntruded, the c h a racte r ga i n s 2 XP. H e i m med iately
perh a p s a n other 2 X P ( o n average) . The exact gives o n e of those X P to a n other p l aye r.
a m o u nts depend on t h e eve nts of the s e s s i o n a n d Example 2: D u ri n g a fight, a PC swi ngs h i s axe
the d i scove ries made. a n d d a mages a foe with a s l ice across t h e s h o u l d e r.
The G M i ntrudes by s ayi n g t h at the foe tu rned j u st
It's a fine line, but GM INTRUSION as the axe struck, wrench i n g the weapon from the
ultimately the GM At any t i m e , the G M c a n i nt rod uce a n u n expected c h a racte r' s grip a n d send i n g it cl atte r i n g acro s s the
decides what constitutes co m p l icat i o n for a c h a racter. When h e i n t r u d e s floor. The axe comes to a stop 10 feet (3 m) away.
a discovery as opposed
to just something weird i n t h i s m a n n e r, h e m u st g i v e t h at c h a racte r 2 X P . Beca u s e t h e G M i ntruded, the PC gai n s 2 XP, a n d h e
in the course of an T h at p l aye r, i n t u r n , m u st i m m ed i ately g i v e o n e i m med i ately gives o n e o f t h o s e X P t o a n other p l aye r.
adventure. Usually, the o f t h o s e X P to a n ot h e r p l aye r a n d j u st i fy t h e g i ft N ow the c h a racter m u st d e a l with t h e d ro p ped
difference is, did the PCs ( p e rh a p s t h e ot h e r p l aye r h a d a good i d e a , to l d a wea p o n , perh a p s d rawi n g a d ifferent weapon or
successfully interact with u s i n g h i s n ext t u rn to scra m b l e after the axe.
it and learn something
about it? Ifso, it's
I f a cha racte r rol l s a 1 on a d ie, the GM can i ntrude
probably a discovery.
DISCOVERY without givi n g the characte r any XP. This kind of
W h i l e G M i nt ru s i o n i s i nterest i n g , the game i ntru sion happens i m mediately o r ve ry soon thereafte r.
a l so h a s a m o re conventional method of
award i n g X P between ses s i o n s . But it has DISCOVERING NEW THINGS
noth i n g to d o with ki l l i n g mon ste rs. The co re of g a m e p l ay in N u m e n e ra-t h e a n swer
I know-that's wei rd for a lot of players. to the q u estion "Wh at d o c h a racters d o in t h i s
Defeating opponents i n battle is the core way you g a m e ? "-is " D i scove r n e w t h i ngs o r o l d t h i ngs
earn XP in many games. But not in N u menera. I ' m t h at a re n ew agai n . " Th i s can be t h e d i scove ry of
a firm bel iever i n award i n g players experience points someth i n g a c h a racte r can use, l i ke a n a rtifact.
for the thing you expect them to do i n the game. I t m a kes the c h a racte r m o re powe rfu l beca u s e it
Experience points are the reward pellets they get for a l most certa i n ly grants a n ew capa b i l ity o r opti o n ,
pushing the button--oh, wait, no, that' s for rats i n but i t ' s a l so a d i scove ry u nto itself a n d res u lts i n a
a l a b . Wel l , s a m e principle: give t h e players XP fo r ga i n of experience points.
d o i n g a thi ng, and that thing i s what they' l l do. D i scove ry can a l s o mean fi n d i n g a new n u m e n e ra
In N u menera, t h at t h i n g i s d i scove ry. p roced u re or d evice (someth i n g too b i g to be
co n s id e red a p i ece of eq u i p m e nt) o r eve n p revi o u s ly

1 08
LI M E NE
RULES OF THE GAME

u n known i nformat i o n . I f the PCs fi n d an ancient Other Devices: These devices are often large,
h overtra i n a n d get it worki n g aga i n so t h ey can use i m mobile objects found in the ru i n s left behind from the Experience point awards
it to reach a d i stant locat i o n , t h at ' s a d i scove ry. If prior worlds, not artifacts that characters can take with for artifacts should usually
they l ocate a signal receivi n g station a n d figu re out them and u se. Experi menti ng with a device to d iscover apply even if the artifact
h ow to t u rn off the tra n s m i s s i o n fro m a n overhead what it does might grant 1 XP to each PC i nvolved , was given to the PCs rather
than found, because often
s ate l l ite that's cau s i n g all the a n i m a l s i n the region particu larly if the explorers return to civilization with an
such gifts are the rewards
to become h osti le, t h at ' s a d i scove ry. The co m m o n i nteresting tale of the wonders of the past. for success.
th read i s t h at t h e P C s d i scove r someth i n g t h at t h ey M iscel laneous Discoveries: Va rious oth e r
can u n d e rsta n d a n d put to u s e . A c u re for a p l ague, d i scoveries m i ght g r a n t 1 X P to e a c h PC i nvolve d .
the means to d raw powe r fro m a hyd roe lectric p l a nt, These a re n ' t always d evices, but they' re u s u a l ly some
a n operat i o n a l flyi n g craft, o r a n i njection t h at grants k i n d of ite m s o r contrapt i o n s left ove r fro m the
the knowled ge to create a p rotective fo rce field d o m e a n cients. They m i ght i n c l ude:
ove r a structu re-these a re a l l d i scove ries. A h u ge vat of a ge l at i n o u s s u bstance t h at alters
Last ly, depe n d i n g o n the G M's outlook a n d normal a n i m a l s s u b m e rsed i nto it, s l owly
the k i n d of ca m p a i g n the gro u p w a n t s to p l ay, a tra n sform i n g them i nto gigantic vers i o n s of
d i scove ry co u l d be as abstract as a trut h . Th i s co u l d them selves.
be a n eth i cal i d e a s uch a s "What goes a ro u n d co mes A m i n i at u re b l ack h o l e t h at i s u sed to powe r a
a ro u n d , " o r it m i ght be a n adage s u c h as " Everyo n e d i me n s io n - s pa n n i n g device.
h a s h i s price . " A series of re p l acement o rga n s held in sta s i s
Typical ly, the P C s wi l l e a r n a b o u t h a l f t h e i r total t h at c a n be u s e d fo r t ra n s p l a nts-if a q u a l ified
experience poi nts by making d i scoveries. ch i u rgeon is ava i l a b l e .
A storage u n it t h at kee p s fo o d fres h i n defin itely.
Artifacts: When t h e gro u p ga i n s a n a rtifact, awa rd A towe r- m o u nted tu rret ca n n o n t h at can be moved
XP e q u a l to t h e a rtifact ' s l eve l a n d d ivide it a m o n g (with great effo rt) and rea s s e m b led to h e l p p rotect
the P C s (m i n i m u m 1 X P fo r e a c h c h a racte r) . Ro u n d a city aga i n st i nva s i o n .
down if nece s s a ry. Fo r exa m p l e , if fo u r P C s d i scove r S h i n s a re n ot worth experience poi nts. F i n d i n g
a l evel 5 a rtifact, they each get 1 XP. money c a n h e l p the c h a racters b u y eq u i p ment, b u t i t
Cyp h e rs a n d odd ities a re n ot worth XP. doesn't earn t h e m X P .

1 09
PROGRESSING TO A NEW TIER award s a re based n ot o n ly on the task, but on the
This system would PCs a n d t h e i r capa b i l ities a s we l l .
work well for groups Tiers i n N u m e n e ra a re n ' t e n t i rely l i ke l eve l s in H oweve r, t h at d o e s n ' t m e a n t h e c h a racters
that are used to a oth e r ro l e p l ayi n g games. In N u menera, ga i n i n g s h o u l d earn fewer X P if t h ey m a ke a l ot of l u cky ro l l s
more traditional
l eve l s i s n ot t h e p l ayers' o n ly goal o r t h e o n ly o r devise a c l ever p l a n t o ove rco m e o b stac l e s . B e i n g
level-dependent game
and might undervalue mea s u re of ach i evement. Start i n g (fi rst-ti e r) l u cky o r s m a rt d o e s n ' t m a ke a d ifficult c h a l l e n ge
spending XPfor other cha racte rs a re a l ready com pete nt, a n d there l e s s d ifficult-it j u st m e a n s t h e PCs s u cceed m o re
things. The expectations a re o n l y s i x tiers. C h a racte r adva ncement h a s e a s i ly.
of a Numenera campaign a powe r c u rve, but it' s o n l y steep e n o u g h to
aren't quite so rigid, but
keep t h i ngs i nterest i n g. I n oth e r word s , ga i n i n g PLAYER-DRIVEN AWARDS
you can run it that way if
it better suits your style. l eve l s i s cool a n d fu n , b u t it's n ot t h e o n ly path P l ayers can create t h e i r own m i s s i o n s by sett i n g
For more information, to s u cces s o r powe r. I f you s pe n d all yo u r X P o n goa l s fo r t h e i r c h a racte rs. I f they s u cceed , they earn
see Chapter 9: Optional i m med i ate, s h o rt- a n d m ed i u m-term benefits, X P j u st as if t h ey we re sent o n t h e m i s s i o n by a n
Rules, page 1 1 3. yo u wo u l d be d i fferent from someone who N P C . Fo r exa m p l e, if t h e c h a racte rs decide o n t h e i r
s p e n d s her poi nts o n l o n g-term benefits, but o w n t o h e l p fi n d a l o s t ca rava n i n t h e m o u n ta i n s ,
yo u wo u l d n ot be " b e h i n d " t h at c h a racter. that's a goal a n d a m i s s io n .
The general idea is t h at most c h a racte rs wi l l S o m et i m e s c h a racte r goa l s a re m o re pers o n a l .
spend h a l f t h e i r X P o n tier adva ncement a n d I f a PC vows t o ave n ge t h e death o f h e r b rot h e r,
l o n g-te rm benefits , a n d t h e rest o n i m m ed i ate t h at' s sti l l a m i s s i o n . These k i n d s of goa l s t h at
and s h o rt-te rm benefits (wh i ch a re used d u ri n g a re i m po rtant to a c h a racte r' s backgro u n d s h o u l d
g a m e p l ay) . S o m e gro u p s m i ght decide t h at be s e t a t o r n e a r t h e outset o f t h e g a m e . W h e n
XP earned d u ri n g a game i s to be spent o n co m p l eted , a c h a racter goa l s h o u l d be worth a t
i m med i ate a n d s h o rt-te rm benefits (ga m e p l ay l e a st 1 X P (and perh a p s a s m u ch a s 4 X P) to t h e P C .
It can't be stressed uses) , a n d XP awa rd ed between s e s s i o n s T h i s e n co u rages p l ayers to d eve l o p t h e i r c h a racte r' s
enough: often the best fo r d i scove ries i s to be spent o n c h a racte r backgro u n d a n d to b u i l d i n o p p o rt u n ities for act i o n
scenarios are the ones adva ncement (long-term u ses) . i n t h e fut u re . D o i n g so m a ke s t h e backgro u n d
in which the players
U lt i m ately, t h e idea i s to m a ke experience m o re t h a n j u st backstory o r fl avor-it beco m e s
take the initiative and
act proactively toward poi nts i nto too l s t h at the p l ayers a n d t h e G M s o m et h i n g t h at can propel t h e ca m p a i g n fo rwa rd .
attaining a goal that can u s e to s h a pe t h e story a n d t h e c h a racte rs, With G M a p p rova l , p l ayers can a l s o earn X P
they set for themselves. n ot j u st a boo kkee p i n g h a s s l e . advances fo r b u i l d i n g a backgro u n d . See t h e
Whether they want to O pt i o n a l R u l e s sect i o n fo r a d d i t i o n a l i n fo rm a t i o n
case and rob a nob/e's (page 1 1 3) .
GM AWARDS
estate, start their own
business, clear out an
area of the wilderness Someti m e s , a gro u p wi l l h ave an adventure t h at SPENDING EXPERIENCE POINTS
to make their home, or doesn't deal p r i m a ri l y with u n cove r i n g the past o r Expe rience poi nts a re meant to be used. H o a rd i n g
anything else, players exp lori n g ru i n s fo r a rtifacts. I n t h i s c a s e , it's a good t h e m i s not a good idea, a n d if a p l ayer eve r
should make their own idea fo r the G M to awa rd XP fo r acco m p l i s h i n g oth e r accu m u l ates m o re t h a n 1 0 XP at o n ce , t h e G M can
adventures sometimes.
tasks. A g o a l o r a m i s s i o n i s n o r m a l l y wort h 1 to 4 req u i re h e r to s pe n d some of t h e m .
XP for each PC i nvolved , depend i n g on the d i fficu lty G e n eral ly, experience poi nts can be s pent i n fo u r
a n d l e n gth of the work. As a general rule, a m i s s i o n ways : i m m ed i ate benefits, s h o rt-te rm benefits , l o n g
s h o u l d be worth a t least 1 X P per g a m e s e s s i o n term benefits , a n d c h a racter advance m e nt.
i nvolved i n acco m p l i s h i n g it.
For exa m ple, savi ng a family on an isolated farm Immediate Benefits
beset by a b h u m a n raiders m ight be worth 1 XP for The easiest, most stra i ghtforwa rd way fo r a p l aye r
each character. Of cou rse, savi n g the fa m i ly m ight to u s e XP i s to re ro l l any ro l l i n the game-eve n
mean relocating them, parlayi n g with the abhumans, or o n e t h at s h e d i d n 't m a ke herself. Th i s costs 1 XP
chasing off the raiders. It does n 't h ave to mean slayi n g per re ro l l . The p l aye r can re ro l l a n d u s e either t h e
a l l the abhumans, although that wou l d work, too. n ew ro l l o r the origi n a l , w h i c h ever i s better. S h e c a n
Del iveri n g a mes sage to a re mote v i l l age h i g h co nti n u e to s pe n d XP o n more rero l l s , but t h i s c a n
i n t h e m o u ntai n s t h at req u i res t h e P C s t o cl i m b q u ickly beco m e a n expe n s ive p roposition. I t ' s a fi n e
i n d a n ge ro u s co n d itions a n d ri s k pos s i b l e attacks w a y to atte m pt to p reve nt a d i s aster, but it's n ot
by rockhags is p robably a m i s s i o n worth 2 X P per a good idea to u s e of a l ot of X P to rero l l a s i n g l e
cha racter. action ove r a n d ove r.
On the oth e r h a n d , if the PCs can fly safely ove r As mentioned e a r l i e r, a p l aye r can a l so spend 1 XP
the m o u n ta i n s or te leport to the v i l l age, the m i s s i o n to refu s e a GM i ntru s i o n .
i s p ro b a b ly worth j u st 1 X P per cha racter. T h u s , G M

1 1 0
LI M E NE
RULES OF THE GAME

Short- and Medium-Term Benefits Long-Term Benefits


By s p e n d i n g 2 XP, a c h a racte r can ga i n a s k i l l-o r, I n many ways, the l o n g-term benefits a c h a racte r
m o re rarely, an a b i l ity-t h at p rovides a s h o rt-term can ga i n by s pe n d i n g XP a re a mea n s of i ntegrat i n g
benefit. Fo r exa m p l e, l et' s s ay t h at a c h a racte r notices the mech a n ics o f the game w i t h t h e sto ry. P l aye rs
t h at all t h e locks in t h e Citad e l of t h e I ro n S a i nt a re can cod ify t h i ngs t h at h a p pe n to t h e i r c h a racters (or
s i m i l a r to those crafted by a locks m ith who worked t h at they want to h ave h a p p e n to t h e i r cha racte rs) by
in her v i l lage when she was yo u n g. S h e s p e n d s 2 XP ta l k i n g to the G M and spend i n g 3 XP.
and says t h at in her yo uth, she v i s ited the locks m ith Fo r exa m ple, a jack n a med Theri k spends a long
a n d learned the i n n e r worki ngs of those locks. time pos i n g as a l i b rarian i n a h u ge l i b ra ry i n the
As a res u lt, s h e i s tra i ned river city of Charmonde Charmonde, page 1 3 8
i n picki n g the locks i n the so he can i ntercept
Citad e l of the I ro n S a i nt. If a rule gets in the way or detracts messages secretly
Th i s i s j u st l i ke b e i n g d i ssem i n ated fro m the
tra i ned i n lockp icking,
from the game, the players and the head scribe to a gro u p
but it a p p l ies o n l y to CM should work together to change it. o f cri m i n a l s . D u r i n g
locks fo u n d i n t h at that time, he becomes
partic u l a r l ocat i o n . The very fa m i l i a r with u s i n g
s k i l l is extre mely u sefu l in the citad e l , but n owh e re a l i b ra ry. Theri k's p l aye r tal ks with the G M a n d says
else. that h e wo u l d l i ke to h ave the jack's experiences h ave
M ed i u m-term b e n efits a re u s u a l ly story b a s e d . a lasti n g effect on the cha racte r. He spends 3 XP and
For exa m p l e , a c h a racte r c a n s p e n d 2 X P w h i l e ga i n s familiarity with research of a l l ki n d s (see below) .
c l i m b i n g t h ro u g h m o u n ta i n s a n d s a y t h at s h e h a s Some t h i n gs that a PC can acq u i re as a long-term
exp e r i e n ce w i t h c l i m b i n g i n regi o n s l i ke t h e s e , benefit a re story based . For exa m ple, in the cou rse of
o r perh a p s s h e s p e n d s t h e X P after s h e ' s b e e n pl ay, the character m ight gai n a friend (a contact) or
i n t h e m o u nta i n s fo r a w h i l e a n d s a y s t h at s h e ' s b u i l d a log cab i n (a home) . These benefits are p robably
p i c ked u p t h e fee l fo r c l i m b i n g t h e re . E i t h e r way, not the res u lt of spen d i n g XP. The new contact comes
fro m n ow o n , s h e i s t ra i n e d i n c l i m b i n g i n t h o s e to the PC and sta rts the rel ation s h i p. The new home
m o u nta i n s . T h i s h e l p s h e r n ow a n d a n y t i m e i s granted to him as a reward for service to a powerfu l
s h e ret u r n s to t h e a re a , b u t s h e ' s n ot t ra i n e d i n or wealthy patron, or maybe t h e character i n herits the
c l i m b i n g eve ryw h e re . home from a rel ative or j u st stu mbles i nto it.
Th i s method a l l ows a c h a racter t o get i m me d i ate Th i ngs t h at affect c h a racte r a b i l ities, l i ke a
tra i n i n g in a s k i l l fo r h a l f the n o r m a l cost. ( N o r m a l ly, fa m i l i a rity or an a rt ifact, a re d i fferent. They l i kely
it costs 4 XP to beco m e tra i ned in a s k i l l , as req u i re X P a n d t i m e , mon ey, a n d so on.
exp l a i ned i n C h a racte r Adva ncement, page 1 1 2 .) Lon g-te rm benefits can i n c l u d e t h e fo l l ow i n g . GMs a n d players should
work together to make
I t ' s a l s o a way to ga i n a n ew s k i l l eve n if the PC has Familiarity: The c h a racte r ga i n s a + 1 bon u s t o
both XP awards and
a l ready gai ned a n ew s k i l l a s a step towa rd atta i n i n g ro l l s i nvo lvi n g o n e k i n d of task: ri d i ng, craft i n g , expenditures fit the ongoing
t h e n ext t i e r (aga i n , s e e page 1 1 2) . pers u a d i ng, a n d so o n . story. If a PC stays in a
I n ra re cases, a G M m i ght a l l ow a c h a racte r to Contact: T h e characte r ga i n s a lon g-te rm N PC village for two months
s pe n d 2 X P to ga i n an enti rely n ew a b i l ity-s uch contact of i m portance-someone who wi l l h e l p h i m to learn the inhabitants'
a s a d evice, a n esote ry, o r a mental powe r-fo r a with i nformation, eq u i p ment, s h elter, or physical unique language, the GM
might award her a few XP,
s h o rt t i m e , u s u a l ly no l o n ge r t h a n the co u rse of o n e tasks. The p l ayer and GM s h o u l d work out the d eta i l s
which are then immediately
sce n a rio. The p l aye r a n d t h e G M s h o u l d agree o n a o f t h e N PC and her re l ation s h i p with the cha racte r. spent to grant the character
story- based exp l a n ation for the benefit. Perh a p s the Home: The PC acq u i res a fu l l-ti me reside nce. T h i s the ability to speak and
esotery o r a b i l ity h a s a s pecific, ra re req u i re m e nt, c a n b e a n apartment i n a city, a h o u s e , a ca b i n i n t h e understand that language.
s uch a s a too l , a batte ry, a d rug, o r some kind of wilderness, a b a s e i n a n ancient com p l ex, or wh ateve r
treatment. fits the s ituatio n . The reside nce s h o u l d be a secure
Fo r exa m p l e , a c h a racte r who wants to exp lore p l ace where the PC can leave h i s belongings a n d sleep
a s u b m e rged location h a s seve ra l n u m e n e ra sou n d ly at n i ght. Conceivab ly, seve ra l cha racters cou l d
co m ponents, a n d he s p e n d s 2 XP to co b b l e together com b i n e their XP resou rces and buy a home together.
a d evice t h at lets him b reathe u n d e rwate r. T h i s gives Title or job: The PC i s granted a position of
h i m the a b i l ity fo r a co n s i d e ra b l e l e n gth of t i m e , but i m po rtance or autho rity. Alt h o u g h it m i ght co me
n ot permanently-the d evice m i ght work fo r o n ly with res po n s i b i l ities, it p robably a l so co mes with
eight h o u rs . Aga i n , t h e story a n d the logic of t h e p restige and rewa rd . I t m i ght a l so s i m ply be an
s ituation d i ctate the p a ra m eters. h o n o rari u m .
Wealth : T h e PC co mes i nto a co n s iderable a m o u nt
of wea lth, whet h e r it's a w i n dfa l l , an i n h e ritance, or a

1 1 1
Experience points should
not be a goal unto
themselves. Instead, they
are a game mechanic to
simulate how-through
experience, time, toil,
travail, and so on
characters become more
skilled, more able, and
truthfully, more powetful.
Spending XP to explain
a change in a character's
capabilities that occurred
in the course of the story,
such as if the PC made a
new device or learned a gift. I t m i ght be e n o u g h to buy a home o r a title, but Extra Effort: Yo u r Effort score i n creases by 1 .
new skill, isn 't a waste of that's n ot rea l ly t h e poi nt. The main benefit i s t h at Skills: Yo u beco m e tra i ned i n o n e s ki l l of you r
XP-it's what XP are for. the c h a racte r no l o n ge r need s to worry about the choice, oth e r t h a n attacks o r defe n se. A s descri bed
cost of s i m p l e eq u i p ment, l o d g i n g , food , a n d so on. in the R u l e s Overview, a c h a racte r tra i ned in a s k i l l
Th i s wealth co u l d mean a set a m o u nt-perh a p s 5 00 treats the d ifficu lty o f a re l ated t a s k as one step l ower
s h i n s-o r it co u l d bestow t h e a b i l ity to ignore m i no r t h a n n o rm a l . The s k i l l yo u choose fo r t h i s benefit can
costs, a s d ecided by the p l aye r a n d G M . be anyt h i n g yo u w i s h , such a s cl i m b i ng, j u m p i ng,
Artifact: The P C creates a n artifact that has a power pers u a d i ng, o r sneaking. Yo u can a l so choose to
of h i s choos i n g. If the item is fa i rly s i m ple, the G M be knowl ed gea b l e i n a ce rta i n a rea of l o re, s uch a s
can skip the crafting deta i l s and j u st say that after h i story o r geo logy. Yo u can eve n c h o o s e a s k i l l based
a period of time, the PC creates it. Fo r a n item that o n yo u r c h a racte r's special a b i l ities. Fo r exa m p l e, if
sign ificantly a lters gameplay-gra nti n g the character yo u r c h a racter can m a ke a n I ntel lect ro l l to b l a st an
vast te lepat h i c powers or givi n g h i m the a b i l ity to enemy with mental fo rce, you can beco me tra i ned
te leport at wil l-the G M m i ght req u i re d ifficult rol l s , i n u s i n g t h at a b i l ity, treat i n g its d ifficu lty a s o n e ste p
a co n s iderable a m o u nt o f t i m e , and rare, h a rd -to-fi nd l ower t h a n n o rm a l . If yo u choose a s k i l l t h at yo u a re
com ponents and m ateri a l s . a l ready tra i ned i n , you become s peci a l ized i n t h at
s k i l l , red uci n g t h e d ifficu lty of re l ated tasks by two
Character Advancement ste p s i n stead of one.
P rogres s i n g to the n ext t i e r i n volves fo u r ste p s . Other Options: P l aye rs can a l s o s p e n d 4 X P to
W h e n a c h a ract e r h a s s pe n t X P o n e a c h o f t h e fo u r p u rchase oth e r s peci a l o pt i o n s . Select i n g any of
ste p s , h e adva n ce s to t h e n ext t i e r a n d ga i n s a l l these opti o n s counts as p u rch a s i n g o n e of the four
t h e b e n efits o f t h at t i e r, b o t h fro m h i s c h a ract e r ste p s nece s s a ry to adva n ce to the n ext tier. The
t y p e a n d h i s c h a racter fo c u s . E a c h ste p c o s t s 4 special opti o n s a re a s fo l lows.
X P . T h e fo u r ste p s c a n be p u rc h a s ed i n a n y o r d e r, Red u ce t h e cost fo r wea r i n g armor. This option
b u t each ca n be p u rc h a s ed o n ly o n ce p e r t i e r. I n l owers the M i ght cost by 1 and l owers the S peed
ot h e r wo rd s , a c h a racter m u st b u y a l l fo u r ste p s red uction by 1 .
a n d adva n ce to t h e n ext t i e r b e fo re h e c a n b u y t h e Add 2 to yo u r recovery ro l l s .
Fighting moves, page 29 s a m e s t e p a ga i n . I f you ' re a gla ive, select a new fight i n g move. The
I ncreasing Capabil ities: You ga i n 4 n ew poi nts to fight i n g move m u st be from you r tier o r a lower tier.
Esoteries, page 35 add to yo u r stat Poo l s . You can a l l ocate the poi nts If you ' re a nano, select a new esotery. The esotery
a m o n g yo u r Poo l s h owever yo u w i s h . m u st be from you r tier or a lower tier.
Tricks ofthe trade, page 42 M ovi ng Toward Perfection: You add 1 to yo u r If yo u ' re a jack, sel ect a n ew trick of t h e trade. The
M i ght Edge, yo u r S peed Edge, o r yo u r I nte l l ect E d ge trick m u st be fro m yo u r tier o r a l ower tier.
(yo u r choice) .

1 12
LI M E NE
OPTIONAL RULES

CHAPTER 9

O PTIONAL RU L ES

GAMEPLAY OPTIONS s pe c i a l effect, if a n y, re s u lt s . Fo r exa m p l e , h itti n g


In a n attempt to keep the game re latively s i m p l e , a creat u re ' s tentacle t h at i s w r a p p e d a ro u n d yo u r
the rules i n the p rev i o u s c h a pter a re d e s i gned t o a l ly m i g h t m a ke i t e a s i e r fo r t h e a l ly t o e s c a p e .
be stream l i n ed , stra i ghtforwa rd , a n d e a s y to use. H itt i n g a fo e i n t h e e y e m i g h t b l i n d it fo r o n e
H owever, some p l aye rs a n d G M s m i ght d e s i re a bit ro u n d . H itt i n g a creat u re i n its o n e v u l n e ra b l e
m o re co m p l exity, es peci a l ly a s t h e game goes o n , in s pot m i g h t i g n o re A r m o r.
o rd e r to re m a i n e n gaged a n d c h a l l e n ged. I f you fi n d Knock Back: The foe i s kn ocked or fo rced back a
yo u rself want i n g more ro b u st rules o r m o re opti o n s few feet. M ost of the t i m e , t h i s effect doesn't m atte r
t o ta i l o r t h e g a m e , u s e some o r a l l o f the opti o n a l m uc h , but if the fight takes p l ace on a ledge o r
rules i n t h i s sect i o n . n ext to a pit of l a v a , the effect can b e
The G M i s the fi n a l a rbiter of which opti o n a l rules s i g n ifica nt.
a re ava i l a b l e i n t h e game. M ove Past: The c h a racte r can
m a ke a s h o rt move at the e n d of
TRADING DAMAGE FOR EFFECT the attack. Th i s effect i s u sefu l to
Yo u can d ecrease the a m o u nt of d a mage yo u i n fl i ct get past a foe g u a rd i n g a door, for
i n co m bat i n exc h a n ge for a s pecial effect t h at exa m ple.
i s u s u a l ly atta i n ed o n l y on a ro l l of 1 9 or 20. To Stri ke H e l d Object: I n stead
d eterm i n e the a m o u nt of d a mage yo u m u st sacrifice of stri k i n g the foe, yo u stri ke
fro m a s i n g l e attack, co n s u lt the fo l l owi n g table, a n d what the foe is h o l d i ng. To
add t h e a m o u n t fo r t h e d e s i red effect t o the fo e ' s d eterm i n e re s u lts, refe r to
l eve l . Fo r exa m p l e, if yo u w a n t t o i m pa i r a level 5 the rules for attack i n g o bj ects
m o n ster, yo u ' d h ave to sacrifice 1 2 poi nts of d a m age {page 98) .
fro m a n attack (7 p l u s 5) . The p l aye r can wait to Knock Down: The foe i s
d eterm i n e if h e h its before decid i n g whet h e r to trade kn ocked prone. I t c a n get
d a m age fo r a n effect. up on its turn if it w i s h e s .
Disarm: The o p ponent
Damage d rops o n e object t h at it is
Red uction Effect h o l d i ng.
H i n d e r/ D i stract I m pair: Fo r t h e rest
2 S pecific body part of the co m bat, the
3 Knock back d ifficu lty of all tasks
3 M ove past atte m pted by the foe
3 Stri ke h e l d object i s mod ified by one
4 Knock d own step to its detri ment.
7 D i sarm Stu n : The
7 I m pa i r o p ponent loses its
8 Stun n ext t u r n .

H i nder/Distract: Fo r o n e ro u n d , t h e d i fficu lty of


the opponent's act i o n s i s mod ified by o n e step to h i s
detri ment.
S pecific Body Part: The attacker stri kes a s pecific
s pot o n t h e d e fe n d e r ' s body. T h e GM d e c i d e s w h at

1 13
LASTING DAMAGE

Damage Type Description Other Effect


M i ght B roken arm U se l e s s arm
M ight M u scle d amage Difficu lty of all physical tasks is i ncreased by one step
M i ght T i s s u e d a mage D ifficu lty of a l l tasks is i n creased by two ste ps
S peed Torn ligament M ove at half speed; short move is no more than 25 feet (7.6 m) ; long move is no more than
50 feet (1 5 m)
S peed B roken leg Ca n n ot move without a s s i stance
I ntellect Concussion Difficu lty of all I ntellect actions is i ncreased by one step

PERMANENT DAMAGE

Damage Type Descri ption Other Effect


M i ght Seve red h a n d o r arm Self-exp l a n atory
S peed Pe rmanent l i m p M ove at h a l f speed; s h o rt m ove i s no more t h a n 25 feet ( 7 . 6 m ) ; l o n g m ove i s no m o re t h a n
5 0 feet (1 5 m)
S peed Seve red leg Ca n n ot move without a s s i stance
I nte l l ect M i s s i n g eye D ifficu lty of most or a l l physical act i o n s is i n creased by o n e ste p
I nte l l ect B ra i n d a m age D ifficu lty of a l l I ntel lect act i o n s is i n creased by o n e ste p
I nte l l ect B l i n d ness C h a racte r acts as if always i n co m p l ete d a rkness
I nte l l ect Deafn e s s C h a racte r ca n n ot hear

LASTING DAMAGE ALTERNATIVES TO POINTS OF DAMAGE


For a more rea l i stic s i m u lation of d a m age, the Someti m e s , a GM m i ght want to portray t h e d a n gers
GM can use a GM i ntru s i o n to i n d icate that d a m age of the N i nt h Wo rld in ways oth e r than poi nts of
suffe red by a p l ayer cha racter is " l ast i n g . " M ost of the d a m age. Fo r exa m p le , a particu l a rly n a sty d i sease or
time, t h i s d a mage i s descri bed as bei n g a concu s s i o n , wo u n d m i ght give a c h a racte r a wea kness or i n a b i l ity.
a b roken b o n e , a torn l i gament, o r severe m u scle or
t i s s u e d a mage. T h i s d a m age does not heal normal ly, Weakness
Edge, page 20 so the poi nts lost ca n n ot be rega i ned by u s i n g Wea k n e s s i s , essential ly, t h e oppos ite of E d ge. If yo u
Intellect, page 20 restoration rol l s . I n stead , t h e poi nts return a t a rate of h ave a wea kness of 1 i n I ntel lect, a l l I nte l l ect act i o n s
1 point per d ay of com p l ete rest (or 1 point per t h ree t h at req u i re yo u to s p e n d poi nts cost 1 a d d i t i o n a l
Stat Pools, page 2 0 d ays of reg u l a r activity) . U nt i l the poi nts a re restored , point fro m yo u r Poo l .
the d a m age h a s a secondary effect.
U s i n g l a st i n g d a mage i s particu l a rly a p p ropriate Inability
Inability, page 47 in cases where it wo u l d be an o bv i o u s co n s e q u e n ce, D a m age can a l s o i n fl i ct i n a b i l ities . As exp l a i ned in
s uch a s when a c h a racter falls a l o n g d i stance. I t the Descri ptors cha pter, i n a b i l ities a re l i ke " n egative
i s a l s o a p p ropriate fo r cha racte rs who a re a l ready s k i l l s . " I n stead of be i n g one step bette r at t h at k i n d
i m pa i red o r d e b i l itated . of t a s k , yo u ' re o n e ste p worse.

PERMANENT DAMAGE MODIFYING ABILITIES


S i m i l a r to last i n g d a m age, permanent d a m age i s Someti m e s , a p l aye r can u s e a s peci a l a b i l ity in a way
a s pecial situation adj ud icated b y the G M . Permanent t h at goes beyond its normal bo u n d s . S u c h c h a n ges
d a mage neve r heals normal ly, although the n u menera can be d o n e o n the fly. In some cases, it s i m ply costs
can re pair d a m age or re p l ace lost body parts. T h i s more poi nts to use the a b i l ity in a new way. I n oth e r
kind o f d a m age s h o u l d b e u sed spari n gly and o n ly i n cases, more c h a l l e n ges a re i nvolve d .
s pecial situations. Fo r any I nte l l ect a b i l ity w i t h a s pecific ra n ge,
yo u can i n crease the ra n ge by u s i n g more mental
LASTING OR PERMANENT DAMAGE e n e rgy. I f yo u spend 1 additional I nte l l ect poi nt,
AS DEATH REPLACEMENT yo u can c h a n ge t h e ra nge by o n e step-either fro m
The G M can use lasti ng or permanent damage as a s h o rt to long, or from l o n g to 5 00 feet (1 5 2 m) . Yo u
substitute for death. I n other word s, if a PC reaches 0 in all ca n ' t i n crease a ra n ge beyo n d 5 00 feet by spend i n g
of her stat Pools, she would normally be dead, but instead more points. A n y I nte l l ect a b i l ity t h at h a s a d u ration
you could say that she is knocked u nconscious and wakes (anyt h i n g more than a s i ngle action i n a s i n g l e
up with some kind of lasting or permanent damage. ro u n d) u s u a l ly l a sts o n e m i n ute, ten m i n utes, o r

1 14
LI M E NE
OPTIONAL RULES

o n e h o u r. By spend i n g 1 a d d i t i o n a l point of I nte l l ect, Acting While Under Attack


yo u can i n crease the d u ration by o n e ste p , so a n When a characte r is en gaged i n melee com bat,
a b i l ity t h at l a sts o n e m i n ute c a n be m a d e t o l a st ten d o i n g a nyth i n g other than fighti n g makes h i m
m i n utes. D u rati o n s can not be i n creased m o re t h a n more v u l nerable. T h i s i s true for PCs a n d N PCs. I f
o n e ste p. a characte r e n gaged i n melee takes a n action other
A p l aye r can m a ke a s peci a l ro l l to mod ify the than fight i n g, each of h i s opponents can m a ke a n
ra n ge, area, o r oth e r as pects of a n a b i l ity. The ro l l i s i m mediate extra attack. The o n ly exce ption to t h i s rule
always mod ified b y the stat i t ' s n o rm a l ly based o n . i s movi ng. I f the characte r' s o n ly action i s to move, he
The G M sets t h e d ifficu lty fo r t h e ro l l based o n t h e i s assu med to be movi n g slowly and ca refu l l y out of
degree of mod ificat i o n . L i ke any ro l l , the p l ayer c a n the fight, safely withd rawi n g from com bat.
u s e Effort, s ki l l , a n d a s sets to red u ce t h e d ifficu lty. Fo r exa m p l e , Toram has h i s back aga i n st a secu rity
G e n eral ly, t h e d ifficu lty fa l l s i nto o n e of th ree door wh i l e fight i n g two sat h o s h . l f h e tries to open Sathosh, page 256
catego ries: the door u s i n g its control term i n a l , h e i s taki n g a n
I m possible (mod ifyi n g a n a b i l ity to acco m p l i s h a n action oth e r t h a n fight i n g, a n d both sat h o s h get to
effect t h at h a s noth i n g t o d o w i t h i t s description o r m a ke an attack aga i n st h i m .
i ntent)
Formidable (mod ifyi n g an a b i l ity to do so meth i n g Modifying the Range o f Weapons
s i m i l a r t o t h e description o r i ntent, b u t c h a n g i n g If a c h a racte r with a ra n ged weapon wants to attack
i t s n atu re) a foe outs i d e the wea p o n ' s ra nge, h e can d o so, but
Difficult (mod ifyi n g an a b i l ity to do somet h i n g the d ifficu lty of the attack i s i n creased by two ste p s .
with i n the s p i rit a n d general i d e a o f the a b i l ity) G e n eral ly, t h e i n crease i n ra n ge does n o t exte n d
i nfi n itely. A c h a racte r u s i n g a weapon t h at h a s a
Fo r exa m p l e , say a n a n o k n ows t h e H over esotery s h o rt ra n ge can o n ly try to h it a ta rget t h at i s a l o n g Hover, page 3 7
a n d wants to m o d i fy its u s e i n t h e m i d d l e of a n d i stance away. A c h a racte r u s i n g a weapon t h at h a s
e n co u nter. I f h e wa nted t o u s e it t o b l ast s o m e o n e a l o n g ra n ge can t ry t o h it a ta rget u p to 200 fe e t (6 1
with fi re, t h at' s a n i m po s s i b l e t a s k (d ifficu lty 1 0) m) away with a d ifficu lty mod ification of two ste p s ,
beca u s e fi re h a s noth i n g to do with t h e a b i l ity. a ta rget u p to 5 0 0 feet ( 1 5 2 m) away w i t h a d ifficu lty
If he wanted to u s e it offe n s ively with i n t h e general mod ification of fo u r ste p s , a n d a ta rget up to 1 ,000
description of the a b i l ity, h e m i ght try to m a ke a feet (300 m) away with a d ifficu lty mod ification of
foe fly u p a n d h it its head on the ce i l i n g. H oweve r, s ix ste p s . Wea p o n s with ranges t h at sta rt out greater
t u rn i n g an a b i l ity t h at is n ot offe n s ive i nto an attack t h a n l o n g ra n ge m u st be adj u d i cated by the G M .
c h a n ges its n at u re, m a k i n g the task form i d a b l e Attacks with h a rd l i m its, s u c h a s the b l a st rad i u s
(d ifficu lty 7) . o f a n explos ive, ca n't be mod ifie d .
If he wanted to u s e it to m a ke a friend h over rather
t h a n h i m se lf, t h at ' s wit h i n the s p i rit a n d general idea Optional Major Effect
of the esotery. That's d ifficult (d ifficu lty 4) but n ot When a p l aye r' s ro l l wo u l d grant h i m a major effect,
u n reaso n a b l e . i n stead of taki n g the effect, he can choose to ro l l a
d6 a n d add the res u lt to t h e i n it i a l ro l l . T h i s option
Choosing to Roll m a kes it pos s i b l e to s u cceed at tasks with ta rget
Someti m e s , if a p l aye r s p e n d s poi nts o n a n action n u m be rs greater t h a n 20 without decrea s i n g t h e
(fo r exa m p l e, to a p p l y Effort o r to activate a n a b i l ity) , d i fficulty.
s h e m i ght want to toss a d i e eve n if there i s n o
c h a n ce fo r fa i l u re beca u s e a ro l l of 20 red u ces t h e WEAPON DISTINCTIONS
n u m be r of poi nts t h at n e e d to be spent. Wea p o n s h ave o n ly a few d i st i n ct i o n s-th ey a re
In addition, i n some s ituati o n s , particu l a rly in l i ght, m ed i u m , or heavy, a n d t h ey a re melee o r
co m bat, a ro l l of 1 7 o r h i g h e r i n d icates more d a mage ra n ged . H owever, yo u can a l so add t h e fo l low i n g
or a s peci a l effect. d i st i n ct i o n s .
I n these cases, p l ayers a re a l l owed to ro l l n ot to Slashi ng: Wea p o n s w i t h s h arp e d g e s , l i ke swo rd s
d eterm i n e s ucces s but to d eterm i n e whet h e r they a n d axes , a re s l a s h i n g wea p o n s . On a s u cces s fu l
ach i eve an above- a n d - beyo n d s ucce s s . H oweve r, h it, they i n fl ict 1 a d d i t i o n a l point of d a mage aga i n st
t h e re is ri s k i nvolved beca u s e if they ro l l a 1 , t h at an u n a rmored foe but 1 l e s s point aga i n st a n
res u lts i n a G M i ntru s i o n It does not necessarily armored o p po n e nt. The cl aws o f a creatu re m i ght b e GM intrusion, page 88
mean fa i l u re, although that's a n obvi o u s G M co n s id e red s l a s h i n g weapo n s .
i nt r u s i o n to u se. Stabbi ng: Wea p o n s with a poi nt, l i ke d agge rs,
s pears, a n d a rrows, a re sta b b i n g wea p o n s . When
a n attacke r u s i n g o n e ro l l s a 1 7 o r h i gher o n a

1 15
s uccessfu l attack, he i n fl icts 1 a d d i t i o n a l point i s a s s u med to m ove c l o s e r to t h e ta rget, so s l i d e
of d a m age beyo n d any bon u s d a m age normally t h e fi g u re s toget h e r. ) I f a c h a racte r wants t o m ove
granted by his ro l l . H oweve r, if h e ro l l s a 5 o r l e s s a s h o rt d i st a n ce , u s e t h e 1 0- i nch (25 cm) stri n g to
o n a s uccessfu l attack, h e i n fl icts 1 l e s s point o f m ea s u re fro m her start i n g poi nt to her i ntended
d a m age a s t h e weapon g l a nces o r grazes off the desti n a t i o n . I f t h e stri n g can reach t h at fa r, s o can
foe. A creat u re ' s poi nted teeth m i ght be co n s id e red she. Fo r long ra n ge, a n yt h i n g yo u can reach with t h e
sta b b i n g wea po n s . 20- i n c h (5 1 cm) stri n g i s i n ra n ge . S oo n , yo u ' l l fi n d
Crushi ng: B l u nt wea pons l i ke c l u b s a n d h a m mers t h at yo u can eye b a l l t h e d i sta n ces-prec i s i o n i s n 't
a re cru s h i n g wea p o n s , effective aga i n st eve n we l l t h at i m portant.
armored fo e s . Cru s h i n g wea pons i g n o re 1 p o i n t of
Armor, page 92 Armor, but t h ey i nfl ict 1 l e s s poi nt of d a m age aga i n st Size
u n a rm o red foes. The powe rfu l b a s h e s of a creat u re ' s I n some games t h at use m i n i at u re s , the s ize of the
fl a i l i n g tend ri l s m i ght be co n s i d e red cru s h i n g m i n i at u re ' s base i s i m portant. In N u m e n e ra , such
wea p o n s . p reci s i o n i s n 't nece s s a ry. H oweve r, it ce rta i n ly h e l p s
Reachi ng: A reach i n g weapon i s a l o n g m e l ee if l a rger creat u res h ave l a rger b a s e s , re p resenti n g
wea p o n , l i ke a l o n g spear, a p i ke , or a w h i p , t h at can t h at they take u p more room .
attack foes at a bit of a d i stance. Someone with a S peaki n g o f which, G M s a re free t o consider any
reach i n g weapon can h o l d attackers at bay ( u n l e s s appropriate creatu re "big." An appropriate creatu re
they a l s o h ave reach i n g wea po n s ) . Attacks aga i n st wou l d l i kely be one that is more than 1 0 feet (3 m) tall
someone with a reach i n g weapon a re mod ified by or 10 feet (3 m) long. Big creatu res don't have to move
o n e step i n t h e defe n d e r ' s favo r. I n ce rta i n s ituati o n s , their m i n iatu re when making a melee attack wit h i n
s uch a s c l o s e q u a rters fighti ng, a reach i n g weapon i m med iate d i stance. They c a n j u st reach that far.
m i ght be h i n d e red (th e wielder's attack d i fficu lty G M s can a l s o d e s i g n ate some creat u re s " h uge."
is i n creased by one step) , o r u s i n g such a weapon H u ge creatu res a re 20 feet (6 m) ta l l o r 20 feet (6
m i ght be i m po s s i b l e . The attacks of a very l a rge m) long. Fo r t h e m , i m med i ate d i stance i s a stri n g
creatu re o r one with l o n g a r m s m i ght be co n s id e red 4 i n ches (1 0 c m ) l o n g-o r fo u r s q u a res o n a grid
reach i n g wea pon s . a n d they d o n 't h ave to move to m a ke melee attacks.
As a rule of t h u m b , the m axi m u m n u m be r of
USING MINIATURES attackers t h at can attack a s i n g l e creatu re i s the s a m e
Some p l aye rs l i ke to use m i n i at u re s , co u nters, a s the n u m be r of figu res whose bases can fit a ro u n d
o r oth e r toke n s to re p resent t h e i r c h a racte rs, the creatu re. I n ge n e ra l , t h i s mea n s t h at l a rger
particu l a rly in a battlefield s it u atio n . M i n i at u res creat u re s can be attacked by m o re a s s a i l ants.
s h owi n g the l ocation of t h e PCs, N PCs, a n d terra i n
Margr, page 244 featu res can be u s efu l v i s u a l a i d s . They h e l p peo p l e Tactical Play
s e e who i s closest t o the door, wh ich m a rgr sta n d s When yo u u s e
where, a n d who wi l l be cru s h ed if the d a n ge ro u s ly m i n i at u re s , s o m e
wea k part of t h e cei l i n g caves i n . a s pects o f the game
become m o re i m portant,
Distance i nc l u d i n g ra n ge,
Ofte n , p l aye rs who u s e m i n i at u res a l s o u s e a grid to m ove m e nt, a n d s peci a l
re p resent d i stance. If yo u do t h i s , it' s probably best effects t h at m ove
to say t h at each 1 - i n ch (2 . 5 cm) s q u a re re p resents c h a racters. If a c h a racte r
about 5 feet ( 1 . 5 m) . S i m ply m ove yo u r figu re i s kn ocked back, move h i s m i n i at u re back 1 or 2
the right n u m be r of s q u a res; for exa m p l e, a s h o rt i nches (or s q u a res) , as a p p ropriate.
d i stance wo u l d be 1 0 s q u a re s . T h at m e a n s terra i n beco mes i m porta nt, too. If
H oweve r, a grid i s n 't nece s s a ry i n N u m e n e ra . a deep c h a s m i s nearby, the p l aye rs need to know
S i n ce most t h i n gs h ave o n e of t h ree po s s i b l e exactly where it is i n re lation to t h e i r figu res i n
Distance, page 89 d i st a n ce s-i m m ed i ate, s h o rt, a n d l o n g-t h at' s a l l case t h ey h ave t h e opport u n ity t o knock a fo e i nto
yo u need t o worry a bout. T h u s , yo u co u l d cut t h ree t h at c h a s m (or face t h at s a m e ri s k t h e m s e lves) .
l e n gt h s of stri n g : one 2 i n c h e s (5 cm) l o n g , o n e 1 0 Li kewise, t h i ngs to h i d e be h i n d , t h e l ayout of i nterior
i n c h e s (25 cm) l o n g , a n d o n e 20 i n c h e s (5 1 cm) c h a m bers, a n d so o n beco m e i m portant a n d m u st
l o n g . I f s o m et h i n g h a s i m med i ate ra n ge , stretch be d e p icted a l o n g with the m i n i at u res. M a ny peo p l e
the 2 - i n c h (5 cm) stri n g fro m the o r i g i n poi nt to enjoy p l ayi n g t h i s k i n d o f game o n a d ry-erase o r wet
see h ow far it goe s . Any c h a racter whose fi g u re i s erase s u rface so t h ey can d raw the featu res a n d p l ace
with i n 2 i n c h e s ( 5 c m ) o f a n o t h e r figu re c a n m a ke the fi g u re s right in the act i o n . S ketch i n g them on
a m e l e e attack a ga i n st t h at fi g u re . (T h e attacker paper works fine, too, as does u s i n g books, penci l s ,

1 16
LI M E NE
OPTIONAL RULES

or oth e r t h i ngs to re p resent ledges, wa l l s , a n d so stats ( n ot j u st M i ght a n d S peed ) . Keep i n m i n d t h at


fo rt h . A n d , of co u rse, terra i n p i eces can be u sed fo r jacks a l ready h ave t h e a b i l ity to choose w h i c h stat
extra fl avor. Some p i eces a re made of paper to keep t h ey h ave an E d ge i n , so u s i n g t h i s o pt i o n a l r u l e
them i n expe n s ive. decreases o n e of t h e advantages o f be i n g a jack.
L i n e of s i g h t a l s o becomes m o re i m portant, and if
yo u a l ready cut a stri n g to h a n d l e d i stance, it works Cypher Use
fo r t h i s p u rpose a s we l l . Pl ace the stri n g anywhere If a start i n g c h a ra ct e r s a c rifices o n e start i n g
on the base of t h e c h a racte r taki n g the act i o n , a n d s k i l l ( a p h y s i c a l s k i l l fo r a g l a ive, o r n u m e n e ra
stretch the stri n g towa rd t h e ta rget. I f t h e stri n g c a n t ra i n i n g fo r a n a n o) , he c a n u s e o n e m o re cyp h e r Cypher, page 278
be stretched t o any p a rt o f the b a s e o f the ta rget, the t h a n i s l i sted . Alternatively, if a c h a ract e r gives
attacker h a s line of s i ght. up o n e cyp h e r, h e ga i n s a n a d d i t i o n a l s k i l l of h i s
c h o o s i n g. E i t h e r way, n o m o re t h a n o n e cyp h e r
Possible Drawbacks s h o u l d be c h a n ge d .
The d own s i d e to u s i n g m i n i at u res is t h at the
exact i n g d eta i l t h ey offe r somet i m e s gets i n t h e way Nonvariable Abilities
of the G M ' s n a rrative contro l . For exa m p l e, without Each type h a s static, u n c h a n g i n g a b i l ities at t h e fi rst
m i n i at u re s , s h e can u s e GM i ntru s i o n to say, "Yo u tier t h at d o n ' t i nvolve any of the a bove as pects or
were sta n d i n g o n the trapdoor when it open s . " With any p l aye r choice. Fo r a fi rst-tier jack, those a b i l ities jack, page 40
m i n i at u re s , a p l ayer u s u a l ly knows exactly where h e a re " Practiced With Light a n d M ed i u m Wea p o n s " Nano, page 32
i s sta n d i n g a t any g i v e n moment. a n d " F l ex S ki l l . " For n a n o s , t h ey a re " Practiced With Glaive, page 26
Also, psychological ly, m i n i at u res seem to Light Wea p o n s " a n d " N u me n e ra Tra i n i n g . " Fo r
e n co u rage co m bat. If yo u p l ace a m i n i at u re o n t h e g l a ives , they a re " P racticed i n Armor" a n d " Practiced
game table re p resenti n g a n ew creatu re t h at the PCs With All Wea p o n s . "
h ave encou nte red , some p l ayers a s s u m e t h at t h ey A n y one o f t h e s e a b i l ities can be sacrificed t o ga i n
need to e n gage with it i n tactical co m bat rather t h a n tra i n i n g i n o n e s ki l l o f t h e p l aye r's choice.
ta l k t o i t , s n e a k p a s t i t , o r try some oth e r cou rse of
act i o n . Customizing Descriptors
U n d e r the n o r m a l r u l e s , each descri ptor is based o n
CHARACTER CUSTOMIZATION OPTIONS some mod ification of the fo l l owi ng:
N u m e n e ra cha racters a re easy to create, but some Some d escri ptors offe r +4 to o n e stat Pool a n d
p l ayers will want to cu sto m ize t h e m m o re t h a n t h e e i t h e r two n a rrow s k i l l s o r o n e b road s ki l l .
system i n it i a l ly a l lows. They can u s e the fo l l owi n g Oth e r descri ptors offer + 2 t o o n e stat Pool a n d
rules to s l ightly ( o r s i g n ifica ntly) c u stom ize t h e i r either th ree n a rrow s k i l l s o r o n e n a rrow s ki l l a n d o n e
cha racters p recisely a s they w i s h . A s a lways , the b road s ki l l .
GM i s t h e fi n a l a rb iter of which o pt i o n a l rules a re A b road s k i l l cove rs many a reas (such a s a l l
ava i l a b l e i n the game. i nteract i o n s) . A n a rrow s k i l l cove rs fewer act i o n s
(such as d eceptive i nteractions) . Co m b at-rel ated
Customizing Character Types s k i l l s , s u c h a s defense o r i n itiative, a re co n s id e red
The fo l l ow i n g as pects of the t h ree c h a racte r types b road s ki l l s in t h i s sen se.
can be mod ified at c h a racte r creation a s s u ggeste d . Rega rd l e s s , you can add a n add iti o n a l s k i l l if
Oth e r a b i l ities s h o u l d n o t be c h a n ged. it i s b a l a n ced by a n i n a b i l ity t h at i s e s s e n t i a l l y a
" n egative s ki l l . " Yo u can add oth e r n o n s ki l l a b i l ities
Stat Pools by eye ba l l i n g them a n d tryi n g to eq u ate them to t h e
Each character type has a starting stat Pool val ue. A va l u e of a s k i l l , if pos s i b l e. I f the d escri ptor see m s Stat Pools, page 20
player can exchange poi nts between h i s Pool s on a one lacking, add a b o u t t e n t o fifteen s h i n s o f a d d i t i o n a l Shins, page 77
for-one basis, so, for exa m ple, he can trade 2 poi nts of eq u i p m ent to b a l a n ce t h i ngs o u t .
M ight for 2 poi nts of S peed . H owever, no starting stat W i t h t h i s ge neral i nformation, y o u can custo m ize a
Pool should be higher than 20. Keep in m i n d that jacks descri ptor, but keep i n m i n d that a heavily cu sto m ized
get more starting poi nts than other characters get, and descri ptor i s n 't a descri ptor if it no longe r says
this option cou l d make them more potent. one t h i n g about a cha racte r. It's better to use t h i s
i nformation t o create a n e w descri ptor that fits exactly Edge, page 20
Edge how the p l ayer wants to portray the cha racte r. Might, page 20
A p l ayer can start with an E d ge of l in w h i c h ever Speed, page 20
stat h e w i s h e s . Beca u s e g l a ives start with a n E d ge
of l i n both M i ght a n d S peed , u s i n g th i s optio n a l
r u l e a l lows a g l a ive t o h ave a n E d ge o f l i n a n y two

1 17
The rules for customizing Customizing Foci Tier 5
foci are designed for At any tier, a p l aye r can sel ect o n e of the fo l l owi n g Lower-Tier Ability: Choose any Tier 1 , 2, 3 , or 4
players who like the idea a b i l ities i n p l ace of the a b i l ity granted by the tier. a b i l ity, a bove.
of a particularfocus but
M a ny of these re p l acement a b i l ities, p a rticu l a rly at Adaptive Field: T h a n ks to a d evice i m p l a nted
find that perhaps one of
the abilities that it confers the h i gher tiers, i nvolve bod i l y mod ification with in yo u r s p i ne, yo u n ow h ave a field t h at rad i ates 1
doesn 't quite fit their devices o r someth i n g s i m i l a r. i n c h (2 . 5 cm) from yo u r body. The field kee p s you
cha meter concept. at a co mforta b l e temperatu re; kee p s out d a n ge ro u s
Tier l rad i atio n , d i seases, a n d gases; a n d always p rovides
Self- I m p rovement: Yo u ga i n 6 new poi nts to d ivide yo u with b reat h a b l e a i r.
a m o n g yo u r stat Poo l s h owever you wish. E n a b l e r. Defensive Field: T h a n ks to a d evice i m p l a nted i n
Bringing the Pai n : You d e a l 1 a d d i t i o n a l point of yo u r s p i ne, you n ow h ave a fo rce field t h at rad i ates 1
d a m age with eve ry attack you m a ke. E n a b l e r. i n c h (2 . 5 cm) from yo u r body a n d p rovides yo u with
Skills, page 25 More Traini ng: Yo u ga i n an add iti o n a l s k i l l of yo u r +2 to Armor.
choice (not com b at o r d efe n se) i n which yo u a re n ot
a l ready tra i ned. E n a b l e r. Tier 6
Lower-Tier Ability: Choose any Tier 1 , 2, 3 , 4, or 5
Tier 2 a b i l ity, a bove.
Lower-Tier Ability: Choose any Tier 1 a b i l ity, a bove . Reactive Field: T h a n ks to a d evice i m p l anted i n
Offensive Com bat Traini ng: Choose o n e type of yo u r s p i ne, you n ow h ave a fo rce fi e l d t h at rad i ates 1
attack i n which yo u a re n ot a l ready tra i n e d : l i ght i n c h (2 . 5 cm) from yo u r body a n d p rovides yo u with
bas h i ng, l i ght b l aded , l i ght ra n ged , m ed i u m bas h i ng, +2 to Armor. In a d d i t i o n , if struck by a m e l ee attack,
m ed i u m b l aded , m ed i u m ra n ged , heavy bas h i ng, the field p rovides a backl a s h t h at i n fl i cts 4 poi nts of
heavy b l aded , o r heavy ran ged . You a re tra i ned in e l ectricity d a mage to the attacker.
attacks u s i n g t h at type of wea pon. E n a b l e r.
Defensive Com bat Traini ng: Choose o n e type of Drawbacks and Penalties
defe n s e task i n which yo u a re n ot a l ready t ra i ned: I n add ition to a l l the oth e r custo m ization o pt i o n s , a
M i ght, S peed , o r I nte l l ect. You a re tra i ned i n d efe n s e p l ayer can choose to take a vari ety of d rawbacks o r
t a s k s of t h at type. E n a b l e r. p e n a l t i e s to ga i n fu rt h e r advantage s .

Tier 3 Weakness
Lower-Tier Ability: Choose any Tier 1 or 2 a b i l ity, As n oted earl i e r, wea kness i s , essential ly, the
a bove. o p pos ite of E d ge. I f you h ave a wea kness of 1 in
N anotech H ealth: T h a n ks to an i njection of S peed , all S peed act i o n s t h at req u i re you to spend
a rtificial anti bod ies a n d i m m u n e defe n s e n a n o bots poi nts cost 1 a d d i t i o n a l point fro m you r Poo l . At
i nto yo u r b l oodstre a m , yo u a re n ow i m m u ne to any t i m e , a p l aye r can choose to give a c h a racter a
d i seases, viruses, a n d m utat i o n s of any k i n d . wea kness a n d i n exc h a n ge ga i n + 1 to h i s E d ge i n o n e
Fusion Armor: Yo u fi n d someone t o perform of the oth e r two stats. So a PC can take a weakness
s u rge ry o n yo u , and the p roced u re gives you of 1 i n S peed to ga i n + 1 to his M i ght E d ge.
b i o m etal i m p l a nts in major port i o n s of yo u r body. N o r m a l ly, you can h ave a weakness o n ly i n a stat
Armor, page 92 These i m p l a nts give yo u + 1 to Armor eve n when in which you h ave an Edge of O. Further, yo u ca n 't
yo u ' re n ot wea ri n g physical armor. h ave m o re t h a n o n e wea k n e s s , a n d yo u ca n 't h ave
a wea kness greater t h a n 1 , u n l e s s the a d d i t i o n a l
Tier 4 wea kness co mes fr o m a n o t h e r sou rce (such a s
Lower-Tier Ability: Choose any Tier 1 , 2, or 3 a d i sease o r d i s a b i l ity a ri s i n g fro m act i o n s o r
a b i l ity, a bove. co n d iti o n s i n the game) .
N anotech Resistance: T h a n ks to an i njection of
b i o l ogical agents a n d n a n o-defe n d e rs , yo u a re n ow I nabil ities
i m m u n e to p o i s o n s , toxi n s , or any k i n d of particu l ate I n a b i l ities a re l i ke " n egative s ki l l s . " They m a ke o n e
th reat, i n c l u d i n g the I ro n W i n d . You a re n ot i m m u n e type of task h a rd e r by i n crea s i n g t h e d i fficu lty by o n e
to viruses, bacte ria, or rad i at i o n . ste p . I f a c h a racter c h o o s e s to take a n i n a b i l ity, h e
Built-i n Weaponry: You find someone t o pe rform ga i n s a s ki l l of h i s choos i n g. N o r m a l ly, a c h a racte r
s u rge ry on you , and the p roced u re gives you can h ave o n ly o n e i n a b i l ity u n l e s s the a d d i t i o n a l
biomechan ical i m p l a nts i n you r h a n d s or eyes. The i n a b i l ity co mes fr o m a n o t h e r sou rce (such a s a
i m p l ants a l low yo u to fi re a bl ast of energy that i n fl icts d e scri ptor or from a d i sease or d i s a b i l ity a ri s i n g from
5 poi nts of d a m age with a ra nge of 200 feet (6 1 m) . act i o n s o r co n d itions in the game) .
There is no cost for you to use t h i s a b i l ity. Action.

1 18
LI M E NE
OPTIONAL RULES

OPTIONAL XP RULES
U s u a l ly, p l aye rs earn expe r i e n ce p o i nts by
m a k i n g d i scove ries o r t h ro u g h G M awa rd s . As
a n altern ative to t h at syste m , p l ayers can s u ggest
t h at ot h e r p l ayers earn X P . T h e GM ca l l s for
n o m i n at i o n s at the end of a n adve n t u re , and t h e
p l aye rs d i scu s s who d i d w h at, w h o came u p with
t h e best ideas, w h o h a n d led a p a rticu l a r s ituation
we l l , a n d so fo rt h . Eve ry c h a racte r sti l l rece ives X P ,
b u t t h e p l ayers d e c i d e w h o gets h ow m u c h .
Anot h e r option i s fo r a G M t o offe r XP t o t h e
gro u p between s e s s i o n s a n d l e t t h e m s p l it it u p
h owever t h ey fee l i s fa i r. Th i s method can b e used
with X P earned fo r d i scove ry o r t h ro u g h GM awa rd s .
Lastly, the gro u p c a n d e c i d e that experience
poi nts earned i n d ifferent ways a re s pent d i fferently.
One method is to declare that XP earned t h rough
GM i ntru s i o n i s ava i l a b l e o n ly for i m mediate,
short-term, and long-term uses, w h i l e X P awa rd ed
between sessions i s u sed for adva n c i n g in leve l s .
The advantage t o t h i s option i s that a l l characte rs
advance t h rough the s ix tiers at about the same
rate-an i m portant i s s u e for some p l ayers. Of cou rse,
a good GM can ach ieve th i s res u lt o n his own by
carefu l ly hand i n g out rewa rd s , and many gro u p s wi l l
d i scover wh i l e p l ayi n g that eq ual adva ncement i s n 't a n
i m portant i s s u e i n N u menera, but people s h o u l d get
to p l ay the game they want to pl ay.

Getting an Experience Point Advance


By i ntrod uci n g a story com p l i cation based on her
characte r' s backgro u n d , a p l aye r can start the game
with a sign ificant a m o u nt of XP (and can spend them
i m mediately if d e s i red, even to p u rchase levels) .
The G M has fi n a l a p p rova l ove r t h i s optio n , and it
s h o u l d be u sed only i n gro u p s that d o n 't i n s i st on a l l
characte rs h avi n g p recisely the s a m e powe r l eve l s .
T h i s story- based co ncept a l lows a p l aye r to create
exactly the characte r she wants at the outset at the
cost of b u i l d i n g i n a n a rrative com p l ication for herself. exc h a n ge for an adva n ce of X P t h at a l l ows h i m to
For exam ple, a player might want to start the game start at t h e second tier, with a l l t h e benefits of a
with a robotic companion or a beam weapon. U nder seco n d -tier cha racte r.
the normal rules, these options aren't available to a
begi n n i n g player, but she could find or build them given These story co m p l icat i o n s a re wort h an adva n ce
time (and perhaps after s pending XP) . With the optional of 4 to 6 XP:
rule, the character gets an advance XP amount that People find the character extremely u n l i kable. N o
can be u sed to "buy" the automaton or weapon, but i n matter what he says or does, i ntel l i gent creatu res a n d
exchange, she has an inability with all N P C i nteractions. a n i m a l s find h i m u n pleasant. A n y attem pt t o i nteract
As another exa m ple, l et' s say a p l aye r doesn't with creatures is treated as if it were one step more
want to sta rt by p l ayi n g a n ew, yo u n g n a n o-he d ifficult than normal. Fu rther, the G M should make a
wants to p l ay someone who i s older a n d more default a s s u m ption that a l l people treat the character
expe rienced . Alt h o u g h N u m e n e ra does n ot a s s u m e with d i staste and contem pt as a base l i ne.
t h at a l l start i n g c h a racters a re fres h yo u n g recru its, The c h a racte r h a s a bum leg. I t acts up eve ry n ow
the p l aye r' s vision doesn't q u ite sound l i ke a fi rst-tier a n d t h e n (at least o n ce per adve n t u re , a n d u s u a l ly
n a n o . So h e co mes u p with a s i g n ifica nt d rawback, o n ce per session) , a n d when it does, the d i fficu lty
s uch a s a severe add iction to a costly d rug, i n of a l l S peed tasks is i n creased by one step fo r h i m .

1 19
Inability, page 47 The c h a racte r h a s an i n a b i l ity with a s i g n ifica nt experi menter a n d re p l i cate the p roce s s . T h i s is a
task, such a s attacks, d efe n s e , move ment, o r major m i s s i o n a n d cou l d re s u lt i n a l o n g d e l ay i n
someth i n g of t h at n atu re. As a res u lt, t h e d ifficu lty c h a racte r adva ncement (effectively givi n g h e r a
of such tasks is i n creased by one step fo r h i m . boost i n powe r at t h e begi n n i n g of the game but
The c h a racte r h a s a n occas i o n a l ly d e b i l itat i n g n o boosts fo r a l o n g t i m e afterward) .
co n d ition, such a s a b a d back, a l co h o l i s m , eat i n g
i s s u e s , a n d so o n . Th i s p ro b l e m res u lts i n a RACIAL OPTIONS
s i g n ificant pena lty o n ce per s e s s i o n . The defau lt a s s u m ption is t h at a l l p l aye r c h a racters
The c h a racte r i s wanted b y t h e l aw a n d m u st a re h u m a n . H owever, the N i nth Wo rld is a stra n ge
keep a l ow p rofile. Th i s can ca u s e sto ry- based p l ace, a n d oth e r o pt i o n s a re ava i l a b l e , although they
co m p l i cati o n s rat h e r than mec h a n ical ones, but it s h o u l d be extre mely rare.
can m a ke life d ifficult fo r h i m at t i m e s .

Vatjellan and lattimors


The c h a racte r h a s a d efe n s e l e s s re l ative o r fr i e n d Visitants
are not the only visitant who i s often a t ri s k. Aga i n , t h i s i s n o t a mec h a n ical Vis itants h a i l fro m . . . e l sewh e re. They a re the
races in the Ninth World, i s s u e , but o n e t h at will affect h ow the c h a racte r desce n d a nts of trave l e rs who came to E a rth d u ri n g
but they are the most is p l ayed . At t i m e s , he wi l l h ave to stop w h at h e a prior worl d , w h e n i nterste l l a r-perh a p s eve n
common. Others live in i s d o i n g to h e l p the p e r s o n out of a j a m . A t oth e r i nte rga l actic-trave l was co m m o n p l ace. At some
more isolated orfarjlung t i m e s , t h e perso n ' s l i fe m i ght be truly i n jeopardy, poi nt, the trave l e rs we re m a rooned h e re, perhaps
areas and are not as well
known. co m pe l l i n g t h e PC to act i o n . beca u s e the civi l ization t h at s u p ported their
The c h a racte r m u st perform a regu l a r action t o tec h n o l ogy co l l a psed o r d i s a p peared . Somet i m e s
reta i n h i s a b i l ities. Fo r exa m p l e, e a c h morn i n g, h e v i s itants-particu l a rly the varj e l l e n ( s e e next page)
m u st "co m m u ne" w i t h a n u ltrapowe rfu l , a rtifici a l ly s u ggest t h at the E a rt h once served as the h u b of a
i n te l l i gent " god " who grants h i s powe rs. I f t h i s vast e m p i re of t h o u s a n d s of worl d s . H owever, there's
com m u n i o n i s d i stu rbed o r p reve nted , o r if t h e n o way to be ce rta i n of t h at, a n d it h a rd ly see m s
tra n s m i s s i o n i s b roken o r b l ocked , the PC does re levant now, a h u n d red t h o u s a n d or eve n a m i l l i o n
Examples ofvatjellen names:
n ot h ave acce s s to his powers t h at d ay. years l ater.
Vestiai Lagim
Malianoke The character m u st have a particu lar item to be able Rega rd l e s s of h ow t h ey got h e re , v i s itants now
Visixtru to use h i s abil ities. For exa m p le, he need s a power ca l l the N i nth Wo rld home. They h ave dwe l led on
Thrianelli cel l , a focu s i n g crysta l , or another object that ca n be E a rt h fo r a t h o u s a n d ge n e rat i o n s o r m o re and h ave
Lieos Kel lost, stolen, or destroyed. Perh aps, l i ke a power cel l , it l o n g fo rgotten any u s efu l knowl edge t h e i r a n cestors
Palianeir need s to be rep laced or recha rged from time to time. m ay h ave had about science, tec h n o l ogy, o r the
Stro/rushi
u n ive rse. I n stead , t h ey h ave a d a pted , biologica l ly a n d
These story co m p l icat i o n s a re wort h a n adva n ce of c u l t u ra l ly, to s u rvive i n t h e i r n ew home. T h e y know
1 2 to 20 XP: no oth e r l i fe a n d no oth e r p l ace, but they re m a i n
The c h a racte r i s wanted by t h e l aw a n d i s actively kee n ly awa re t h at they a re a t best t ra n s p l ants a n d at
p u rs ued by m u lt i p l e N PCs. Th i s i s n 't j u st a m atte r worst castaways .
of lyi n g l ow when s h e is i n tow n . I n stead , N PCs Visitants sometimes i ntegrate i nto h u ma n societies
wi l l s h ow up at the worst pos s i b l e t i m e s a n d i n the N i nth Worl d , but more ofte n they keep to
atte m pt to abd uct o r ki l l h e r. them selves i n their own small com m u n ities. They a re
The c h a racte r h a s a co n d ition such t h at the rel atively ra re com p a red to h u ma n s . I n fact, many
d i fficu lty of all tasks i nvolvi n g co m bat or N PC h u m a n s h ave n ever encou ntered a vis itant, and
i nteraction i s i n creased by o n e ste p . some d o n 't believe they exi st, d i s m i s s i n g them as
The c h a racte r h a s a truly d e b i l itat i n g co n d ition, ta l l tales o r the res u lt of n u men era-based deformities
such a s b l i n d n e s s , deafn e s s , be i n g cri p p l e d , seve re or tra n sformations. Alth ough vis itants and h u m a n s
d ru g ad d i ct i o n , a n d so o n . d iffe r greatly i n outlook and perso n a l ity, dwe l l i n g on
The c h a racte r h a s a d efe n s e l e s s re l ative o r friend the same worl d , faci n g the same d a n gers, and h avi n g
who (fo r some vital reason) m u st acco m p a n y h e r the same experiences has made it pos s i b l e for them t o
a t l e a s t 75 percent of the t i m e . S h e wi l l s p e n d u n d erstand each other and get along. M ost visitants
many act i o n s p rotect i n g t h i s p e r s o n i n stead o f s peak the same language as the h u m a n s that l ive
d o i n g w h at s h e ' d rat h e r be d o i n g. in the same region, although particu l a rly isolated
The c h a racte r' s a b i l ities rely on a ra re d ru g t h at i s com m u n ities h ave their own langu age, j u st as re mote
d i fficu lt t o o bta i n . Without a reg u l a r d o s e o f t h i s h u m a n gro u p s do. Vis itants ca n't i nterbreed with
s u bsta n ce, s h e i s v i rt u a l ly powerless. h u m a n s or with vis itants of another type.
The c h a racte r was experi mented o n a s a yo u n g P l ayers can create v i s itant c h a racters if t h e G M
ch i l d , which gave h e r powe rs a n d a b i l ities. N ow, to a l l ows it. A v i s itant's race i s h i s descri ptor, but h e
ga i n any n ew a b i l ities, she m u st find the o ri g i n a l can c h o o s e any c h a racte r type a n d focu s d e s i red .

1 20
LI M E NE
OPTIONAL RULES

Fo r exa m p l e , a p l aye r m i ght create a varj e l l e n g l a ive viruses a n d toxi n s t h at affect h u m a n s affect the
who Wo rks M i racles o r a l att i m o r jack who Wea rs varj e l l e n as we l l , although there a re ra re d i ffe re n ce s . Works Miracles, page 75
a S h ee n of I ce . Beca u s e v i s itant c h a racters ga i n T h e i r eye s i ght i s at l e a s t h a l f aga i n a s good a s a Wears a Sheen of Ice, page 73
m o re benefits from t h e i r raci a l type t h a n they wo u l d h u m a n ' s , but t h e i r heari n g is a bit worse. They h ave
fro m a conventional descri ptor, each carries m o re n o sense of s m e l l .
d i sadvantages as we l l . Vis itant cha racte rs a l so A s i d e fro m these physical c h a racte ristics, t h e
p resent ro l e p l ay i n g c h a l l e n ge s , so it' s reco m m e n d ed varj e l l e n s h a re s o m e general pers o n a l ity traits
t h at n ew p l ayers do n ot create v i s itant PCs. (th o u g h i n d ivid u a l s obvi o u s ly d i ffe r) . H u m a n s often
fi n d them co l d , p o n d e ro u s , a n d u n emot i o n a l most
Varjellen of the t i m e , but t h ey can be u n p re d i ctably wa rm,
Ta l l a n d a n g u l a r, the varj e l l e n wo u l d n ever be i m p a s s i o n e d , o r e rratic. G u a rded arou n d stra n gers,
co nfu sed with h u m a n s . They h ave a violet- red hue to the varj e l l e n a re free r with i nformation a n d cas u a l
t h e i r fl e s h ; b u l bo u s , ye l l ow-ca st, co ntra l ateral eyes; a behavior a m o n g t h o s e t h ey tru st. B ut ofte n , a
ta l l , t h i n crest atop t h e i r head; a n d a b road chest with varj e l l e n ' s trust is d ifficult to wi n .
two l i m b l i ke struct u res t h at open a cavity with i n t h e i r M a ny varj e l l e n enjoy worki n g with too l s a n d a re
chest. Th i s cavity p rotects t h e i r heart a n d p rovi d e s fasci n ated by devices of t h e past, t h o u g h t h ey ca re
t h e m acce s s to it a n d oth e r i nte rnal o rga n s . H u m a n s l ittl e for h i story in ge n e ra l , p referri n g to focu s on the
h ave l i kened a varj e l l e n ' s chest t o a cage w i t h doors p resent a n d t h e future . They a re d rawn to mystery
t h at can open a n d close. The varj e l l e n ca l l th is a n d exp l o rat i o n . The varj e l l e n enjoy v i s u a l a rts a n d
p rotected cavity their "cruci b l e . " H av i n g acce s s to m u s ic, but they h ave n o concept o f poetry
their own i nte rnal o rga n s p rovides the varj e l l e n with or p rose a n d d o n ' t care m u ch for sto ries.
a u n iq u e benefit. By gently m a s s agi n g a n d s u btly Although t h ey a re re l u ctant warri ors,
rearra n g i n g t h e i r o rga n s i n a m a n n e r u n d e rstood the varj e l l e n d o what they m u st to
o n ly by the varj e l l e n b ra i n , they ga i n control ove r p rotect them selves. They a re a l m ost
t h e i r enti re physical struct u re, mod ifyi n g t h e i r bod ies n ever the aggressors in physical
o n a ce l l u l a r l evel a s need ed. situat i o n s , but if nece s s a ry, t h ey can be
In oth e r word s , a varj e l l e n can m a ke itself faster, a s devi o u s o r ruth less as any h u m a n
stro n ge r, a n d eve n s m a rter when it need s to. But (aga i n , t h i s v a r i e s fr o m i n d ivid u a l

t h e re i s a p rice. To i n crease m u sc u l at u re of o n e to i n d ivid u a l ) . They va l u e


k i n d , a n o t h e r m u st be d i m i n i s hed. To i m p rove b ra i n eq u a l ity a n d fa i rness b u t
struct u re s , t i s s u e fro m e l s ewhere i n the body m u st m a y d e fi n e t h e s e concepts
be sacrifice d . When a varj e l l e n becomes s m a rter, it d i fferently
becomes s l owe r or weaker. When it becomes faster than
o r m o re gracefu l , it becomes less h a rdy o r less h u mans do.
i nte l l i gent, a n d so o n . The p roce s s of a lteration is The varj e l l e n
ca l l ed reforging. Va rj e l l e n can reforge t h e m se lves a n e e d fo r j u stice
m axi m u m of o n ce each d ay, a n d t h e p roce s s takes gives t h e m a deep
a l most a n h o u r. Yo u n g varj e l l e n who h ave j u st d e s i re to right wro n gs-
learned to reforge can do it i n h a l f the t i m e , but a s ve n geance is we l l
the b o d y a g e s , t h e p roce s s t a k e s l o n ger, so a n h o u r known a m o n g
i s ave rage. their kind.
Va rj e l l e n a re sexl e s s u n t i l t h ey w i s h ot h e rw i s e , Va rj e l l e n
at w h i c h p o i n t t h ey c a n a d o pt orga n s to ta ke o n wea r cloth i n g n ot u n l i ke
e i t h e r a m a l e o r fe m a l e g e n d e r fo r re p rod u ctive h u m a n garments, always
p u r p o s e s . O bv i o u s l y, o n ce a v a rj e l l e n has beco m e cove ri n g t h e i r cruci b l e .
p re g n a n t , s h e reta i n s fe m a l e c h a ra cte r i s t i c s u nt i l I n d ivid u a l s typ ica l ly pai nt,
s h e gives b i rt h a p p roxi m ately s i x m o n t h s l at e r. tattoo, o r oth e rwise d eco rate
H u m a n s a re i n ca p a b l e of d i s cern i n g a n y d i ffe re n ce t h e i r crest a n d head to exp re s s
betwee n t h e v a rj e l l e n w h o t a ke o n ge n d e r a n d t h e i r o w n perso n a l ity.
t h o s e w h o d o n ot . Varjellen Abil ities
Va rj e l l e n l ive 250 yea rs o r more a n d typ i ca l ly A l l varj e l l e n cha racters i n
re p rod uce o n ly once, always giv i n g b i rth to twi n s . N u m e n e ra h ave t h e fo l l owi n g
L i ke h u m a n s , they b reathe oxyge n , req u i re fo o d a n d a b i l ities:
wate r, a n d so o n . H oweve r, t h ey a re herb ivoro u s a n d Diminished: At fi rst tier,
ca n n ot d i gest meat. By h u m a n sta n d a rd s , they p refer yo u h ave 3 points, n ot 6, to
particu l a rly s p i cy food a n d very stro n g l i q u o r. M ost d ivide a m o n g yo u r stat Poo l s .

121
Reforgi ng: You can take an h o u r d u ri n g t h e d ay Effectively, a l attimor is two creat u res with one body.
to rea rra n ge yo u r cu rre nt stat Poo l s as yo u d e s i re, A typical l attimor sta n d s about 7 feet (2 . 1 m)
trad i n g poi nts between t h e m freely. Yo u h ave n o ta l l , with b road , s l o p i n g s h o u lders, powerfu l arms,
m axi m u m i n any Poo l , but l owe r i n g a P o o l to 0 and short legs. I t has two l a rge and widely spaced
m oves you d own t h e d a mage track as n o rm a l . eyes, p l u s fo u r s m a l ler eyes positioned h i g h a n d
Recovery roll, page 9 4 Slow t o Recover: E a c h recovery ro l l y o u m a ke c l o s e together. Although i t s entire body i s cove red
s u ffe rs a -1 pena lty. in b rown i s h - b l o n d , b l ack, or wh ite h a i r, the back of
Ski l l : You a re tra i ned in the n u menera. a l attimor h a s a fl at, d i scolored a rea, a l most l i ke a
Ski l l : You a re tra i ned i n vi s u a l ly perceivi ng. mass ive brui se. H u m a n s often th i n k the a rea vaguely
I nabil ity: The d ifficu lty of tasks i nvolvi n g h i story is resembles a bat or a n owl with outstretched wings.
i ncreased by o n e ste p . Closer i n s pection of the a rea reveals tiny wav i n g h a i rs
I nabil ity: The d ifficu lty of t a s k s i nvolvi n g poetry o r that a re a l most t h read l i ke-very different from the h a i r
o ratory i s i n creased by o n e ste p . on the rest o f the creatu re's body. These s m a l l h a i rs
I nabil ity: The d ifficu lty of t a s k s i nvolvi n g heari n g i s a re the outer man ifestation of the neem, although
i ncreased b y o n e ste p . by ad u lth ood , the fu ngus has worked itself i nto the
cel l u l a r struct u re of the m a i n body of the b u rs k.
Lattimor The synt h e s i s of b u rs k a n d neem i s i m pe rfect. The
A l attimor i s the res u lt of a sym biotic u n ion of two sym b i o s i s res u lts i n a s i n g l e creatu re with a s i n g l e
d iffe rent creat u res: a bursk (a l a rge, m u s c u l a r, h a i ry m i n d , ca l l ed t h e fugue state. Wh i l e the b u rs k a n d the
b i ped) and a neem (an i nte l l i gent fu n ga l creat u re) . neem a re e n h a n ced by t h e u n i o n-th e whole i s fa r
They come together i n synth e s i s to form a new being. greater t h a n t h e s u m o f the parts-somet i m e s t h e
two creat u re s operate i n d ependently. I n oth e r wo rd s ,
the l att i m o r exists i n a fugue state most of t h e t i m e ,
but somet i m e s either t h e b u rs k o r t h e neem i s i n
co ntro l . Fro m a h u m a n ' s point o f vi ew, t h i s c a n seem
l i ke a p sychotic m a l ady akin to m u lt i p l e pers o n a l ity
d i so rd e r, but to a l att i m o r, it' s s i m ply normal l ife .
The b u rs k a n d neem e a c h h ave i n d ivid u a l n a m e s ,
w i t h the u n i o n taki n g o n both n a m e s . Fo r exa m p l e, a
neem ca l l ed N a rlyen a n d a b u rs k ca l l e d Fes h m i ght
co m b i n e to create a latt i m o r ca l l e d N a rlye n - Fes h .
At a n y given t i m e , a l att i m o r m i ght b e i n a b u rs k
state, a neem state, o r (most co m mo n ly) a fugue
state. Typical ly, a b u rs k state i s more p ro n e to
aggres s i o n , co m b at, a n d physical activity. A neem
state i s conte m p l ative a n d conversat i o n a l . S h ift i n g
fro m state t o state somet i m e s h a p p e n s u n expected ly.
When the l att i m o r w i s h e s to c h a n ge state , t h e s h i ft
req u i res ca refu l co ncentrat i o n . The b u rs k state, be i n g