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Showing posts with label Numenera. Show all posts
Showing posts with label Numenera. Show all posts

Thursday, July 9, 2015

NUMENERA: JIHAD, "THE SHADOW TABLE"

This is the first chapter of the Numenera: Jihad campaign.

It starts with the "Numenera Main Theme," the fantastic "Restart" from DigitalRepublic.


Then, in the back alleys of Qi, two strangers sit in on a game of Triads.

A Triads board

Triads is a strategy/card game popular throughout the Steadfast.  Two to six players sit down at a hexagonal board divided into triangles.  Each player begins with 20 stones of a single colour.  In the first round, a coloured stone is placed at each of the corners of the twenty four triangles.  The colour of the stone is determined by each player drawing a numbered card, and the lowest card wins.  Once all the stones are placed on the board, play begins.  The object is to take control of as many triangles as possible by having your stones at each corner of it.  To seize control of a corner from another player, a wager is made and five cards are drawn.  Three cards are selected to create the lowest total possible (lowest always wins).  Once initial wagers are made, the opponents each have the choice of raising up to three times.  At the end of the final raise, both must show their hands or the loser surrenders.  Surrendering loses the initial wager and the corner, matching the final wager and losing costs the final wager and corner.  The game is player until one player controls the entire board or the other players run out of Shins to bid.

The game comes down to Jaxon Piaxxi (Level 2, Triads 3) and Beatrix, an Impulsive Jack Who Fuses Flesh and Steel.  When Piaxxi runs out of Shins, he wagers an acorn-sized crystal of pale blue, claiming it contains a map leading to treasure.  This is quietly confirmed by another player--Emerson, a Learned Nano Who Fuses Mind and Machine.  Emerson spots Beatrix the Shins to match Piaxxi's wager and the Jack comes out on top.  He collects the crystal and he and the Nano leave together to discuss how to settle their joint custody of it.

In the back alleys they are ambushed by Piaxxi's men, eight street thugs (Level 2, light weapons, no armour).  Outnumbered they start to fight.  Luckily for them, two passersby leap into the fray to assist them.

They are Lugar of the Marked Name, a Wasteland Glaive Who Knows Too Much and an unnamed Charming Nano Who Works Miracles.  The Wastelander had met the Nano just days before and enigmatically declared the Nano to be "the one I was sent to serve."  He has been following the Nano about since.  When the Wastelander spies Beatrix, he calls him by name (though they have never met) and jumps in to aid him.  

The thugs are defeated and introductions made.  The Wastelander, plagued by prophetic visions, has seen the others in his future.  Intriguingly, the acorn crystal responds to him as well, changing colours.  The Nanos analysis it, and discover it projects a hologram of an inverted pyramid, with coordinates spinning around it.  It lies somewhere off the coast...and 3000 meters above the surface of the sea.  It is called "The Shadow Table." They decide it might be worth seeking out.

As they head for an inn to plan, panic electrifies the streets.  The sky overhead darkens as if by eclipse, while bright flashes of heat lighting flicker and dance.  A smell of ozone fills the air, and static electricity seems to trickle over everything.  A voice speaks, simultaneously in both ears...to every man, woman, and child in Qi.  Possibly even the Steadfast...

I am in Truth he that is called Durranet VI, Keeper of the Keys of Saint Calaval, who Sought and Found the Truth.  I am the Father of the Steadfast, who has ascended to the Throne.  Let all who would Speak the Truth and Seek the Truth know me, and witness the Truth of these words.

O my Sons and Daughters, I am in fear.  The Eidolon of Those Who Went Before has shown me the Storm.  I have seen the Lightnings and heard the Thunders.  I have been torn by the howling Winds.  It rises in the North, O my Steadfast, across the fields of Cloudcrystals, it grows in the black hearts of those who reject the Truth.  It is a seed, a cancer growing in the minds of the Barbarians who cling to superstition and deny that great and glorious First Truth, the words that bring solace and comfort to all Mankind...Nothing Cannot be Understood.  The spirit worshippers, the Gaians, those who deny the Eidolon who raised Men from the Drit, they sharpen their swords, yea verily even now they sharpen them!  They assemble their legions, and they are coming for your children, your lands, your blessed Order of Truth.  Like a living darkness exhaled from the jaws of the Traducer they spread across the sky, blotting out the Light, the Sun, the Truth.  I say unto you, my Steadfast, they come out to extinguish that Holy Flame Saint Calaval returned from the Dying and Reborn Sun.

They come!  They come!  But to all of you I say in Truth, NOT ON MY WATCH.

O ye Nine Rival Kings, from Navarene to Milave, from the Sea Kingdom to imperial Pytharion, all of you who make your habitation between the Black Riage and the Secret Seas, lay aside all differences and be as One in the Truth!  One Body, One Spirit, One Kin, holy and pure and True.  Hear the call of the High Father Above to defend what is right and real.  Arm and armour yourself for the Crusade!  Raise your armies, ye Princes of Men, lift your weapons ye Knights, gather and form O Soldiers!  For night falls and the Sons of the Light must rage against it.  The Jihad is upon us for the sake of Truth!

The skies lighten, the words fall silent.  Life returns to normal, but all is changed.  The Amber Pope has never before spoken to the masses this way.  Who are these Gaians, these enemies of Truth?  

The characters ponder this, but also how to pursue their quest.  Are the two connected?  It would seem a stretch, but the Wastelander's strange visions urge him to think so.  They debate whom to turn to for aid...one of the Nanos has contacts in the Order of Truth, and they are always keen to sponsor investigations into new numenera.  And yet, under the laws of the Steadfast, the Order has the right to select any numenera recovered for itself from any expedition it sponsors.  This leads to the other alternative.

The Jack knows of a collector, an extraordinarily wealthy and reclusive man in Qi by the name of Drakoven.  The story goes that he sponsors expeditions for numenera all the time, and charges only one price.  Anything recovered must be given to him and "scanned" by a strange machine in his possession.  It is then returned unharmed to those who recovered it.  Darkoven seems interested in knowledge only.  

They go to him.

(This will turn out to be one of those choices that shifted the entire direction of the campaign)

Drakoven (Level 6, 7 regarding numenera) is a quiet, still man in simple black, neither overlarge nor imposing, but radiating a chill nonetheless.  He meets them and after examining the crystal reveals a portal in his possession.  He sets the coordinates to those in the crystal.  They have but to prepare and step through...

Once ready they find themselves on the base of a smooth, black, inverted pyramid, high above the seas.  On the centre of the the monolith is a door that opens every 39 seconds and stays open exactly 13 seconds.  They jump through.


The gravity reverses, so now down is up and up is down.  They are in the centre of a black metal labyrinth.  



Once inside they find a fearful anomaly...the interior will not conduct sound of any sort.  Not a word, not a tap, not a scream.  Navigating the maze to its centre, they find a large round room filled with smoky black quartz crystals, some are several meters high, others litter the ground.  It is a treasure trove.  They find several Mass Nodules, Disrupting Nodules, and Invisibility Nodules.  They even recover a Thought Storage Sphere.  Strangest of all, in the bones of a long dead explorer, they find a curious cube or carved brass the size of a fist.  Before they can investigate, the horror within the Shadow Table descends....

It is a Wraith, a thing of tenebrous shadow devouring living matter to exist in this dimension.  Level 5, Armour 2, Damage 4.  They must defeat it to survive...

  






  



  











Tuesday, July 7, 2015

NUMENERA: JIHAD (An Introduction)

Numenera: Jihad is a campaign set against the backdrop of the Amber Pope's call to war against the Gaians.  It follows the adventures of a group of Ninth Worlders at a time when politically and culturally the Steadfast is going through upheavals around them.  The campaign is constructed to follow the players' lead; in other words, though the Crusades are building up around them, the characters are not necessarily forced to get involved.  They are free to join the Holy War or to ignore it, to side with the Order of Truth or against it.  All choices have consequences.

And if you have no bloody idea what Numenera is, look here first.

For months leading up to the first game session, I have been dropping hints on my Facebook page.  Most of them concern the key players in the coming struggles; the pseudo-religious Order of Truth, the animistic Gaians, the shadowy Convergence, and the Angulan Knights.  Some of those teasers follow here;

THE ORDER OF TRUTH

I added one thing to the Order...a quasi "god."  In my conception, when Calaval entered the Amber Monolith it brought him to "the Throne," a citadel in the heart of the Sun.  There a disembodied intelligence, "the Eidolon," revealed itself to him.  It taught Calaval the language known as Truth, and claimed to have been a servant of the Men Who Went Before, the human masters of a previous world who were godlike masters of time and space, matter and energy, life and death.  The Eidolon further claimed to have raised the current, Ninth World humanity "from the drit," from genetic traces the First Men left behind.  It intends to help humanity reclaim its birthright, and sent Calaval back as the first Amber Pope to teach Truth and the core message, "Nothing Cannot Be Understood."


Go ahead, click to enlarge


THE GAIANS

In the lands of Lostrei, beyond the Cloudcrystal Skyfields north of the Steadfast, people follow a radically different faith.  They believe the Earth is alive and aware, they believe the inhabitants of the previous worlds all ascended into a state of "pure spirit" and merged with the Earth and Nature.  The Amber Pope and the Order of Truth have tried, unsuccessfully, to convert them.  Now they have declared a Jihad.  The question is, "why?"  Are the Gaians a genuine threat, as the Order claims, or is this merely a bid for power over the Nine Rival Kingdoms of the Steadfast?


THE CONVERGENCE

Depending on your philosophical outlook, they might be the Bad Guys or the ultimate Pragmatists, but the Convergence is a shadow fraternity of Nanos and sorcerers that shares the Order of Truth's vision of human ascension...but for themselves alone, not everyone else.  A secret society, they study the numenera and comb the ruins for the secrets of lost worlds, and are deeply suspicious of the Eidolon and the message it is selling.  



THE ANGULAN KNIGHTS

A warrior order of the Steadfast, they have taken the Order of Truth's teachings one step further.  The Men Who Went Before were like gods...not the abhumans, the mutants, or the Visitants.  Among the first to answer the call to Holy War, the power of the Angulans will wax strong as the Jihad progresses, and their quest to purge all genetic impurity from the world to prepare it for the Ascension of Man will reach frightening proportions.


In the next post, I will be putting up notes on the first scenario, a brief summary of play, and some other goodies.  Stay tuned.








Friday, December 19, 2014

NUMENERA IDEAS VOLUME 1: THE EIDOLON



The Eidolon is an optional element for Numenera campaigns, best suited for groups whose games lean towards medieval fantasy or quasi-feudal science fiction like Herbert's Dune.  It gives the quasi-religious Order of Truth (p. 222) something it didn't have before.  A god.  The degree to which this new element changes the Order is left entirely up to you.

One is the Eidolon and
One is Its Emissary,
One is the Path of Ascension.
One is Reality and
One is Truth,
One is the Mind which seeks it.

- from "The Litany of Truth"


What is it?

When Calaval entered the Amber Monolith (pp. 6-10) he found himself transported to an orbital station the Order now refers to as "the Throne."  He was not alone there.  Housed with the Throne was a powerful sentience field, a disembodied intelligence that immediately began trying to communicate with him by linking its consciousness with his.  The two minds were so alien to one another that communication seemed impossible.  In order to fulfill its function and establish contact, this intelligence had to completely rewrite its mental structure...and Calaval's as well.  The man Calaval was obliterated that day, as was the sentience he stumbled upon.  What emerged from the Joining were two entirely new beings; the Eidolon and the Amber Pope, each a mixture of the other's "programming."

Whatever the Eidolon's original function had been, it was now driven by a single purpose ripped from Calaval's extinct personality; Humanity must be bettered.  It returned the Amber Pope to the Ninth World, a human vessel that was now little more than an avatar of Itself.  Through this instrument It formulated and spread the teachings that eventually became The Way of Truth, a massive compendium of philosophy, language, and psycho-physical exercises meant to perfect the human organism.  Around these doctrines, the Amber Pope built his Aeon Priesthood and Order of Truth, and the movement spread like wildfire through the Nine Rival Kingdoms, uniting them through a common tongue and belief system.  And all the while, the Eidolon had Its Order scour the land for any numenera that could serve and improve the species.

The Eidolon recalled the Amber Pope at the end of his lifespan, operating now through the Priesthood and the Pope's successors.  For four hundred years it has pursued its goals down a variety of experimental avenues, including cybernetic, biomechanical, and genetic modification (The Cyrosian Circle), yogic and dietary practices (The Brotherhood of Rhun), and eugenics (The Miscegenites).  And, of course, throughout the Steadfast the instructions in The Way of Truth have provided an effective program of self-improvement and development for those who fully embrace them.  Regardless of its methodology, the Eidolon and the Order have always been consistently focused on finding ways to advance humanity.

In recent years, however, the Order of Truth has been taking an increasingly religious tone.  There are stories from the Beyond--apocryphal surely--of Aeon Priests leading villages in worship ceremonies, praying for abundant crops, fertility, and protection from disease.  There are even some stories of sacrifice, both animal and human.  In the Steadfast, meanwhile, Pope Durranet VI has instituted weekly Masses where Aeon Priests deliver sermons and lead the congregation in recitation of the Litany (part of The Way of Truth originally recited alone by devotees, at dawn and dusk, as a prelude to meditation). Further, the Amber Pope has founded a new organization, the Order of True Observance (also known as "Inquisitors"), charged with making sure the teachings of the Aeon Priests are being correctly followed.

All of this, along with the Holy War the Pope has called against the animistic Gaian sect, suggests a radical shift in the Amber Papacy's priorities.  Compliance, obedience, and uniformity seem to be replacing the search for truth and the collective betterment of humanity.  Is this the Order straying from the Eidolon, or has the Eidolon itself begun to regard itself as a god?

Who knows about it?

One of the first things a Gamemaster needs to decide before incorporating the Eidolon into a Numenera campaign is how widespread knowledge of the Eidolon's existence is.  Consider the following options;

Only the Amber Popes know.  The first Amber Pope had the "Throne  Portal" moved from the Amber Monolith to the Papal palace at the Durkhal.  Those in the Aeon Priesthood who know of its existence, and have seen it, have no idea what its function is since it is keyed to the Amber Popes alone.  Upon anointing his successor, the first Amber Pope secretly brought the Pope Elect through the portal with him, where his personality was reconfigured and slaved to the Eidolon just as his predecessor.  This has been done with each Amber Pope, making each and everyone of them an extension of the Eidolon.  However, because it is a two-way exchange, the personality of the Eidolon has mutated as well, its function and purpose altering over the centuries. As it acquires more and more human weaknesses, it is becoming increasingly paranoid, power-hungry, and jealous.

The Aeon Priesthood knows.  Part of the investiture of priesthood in the Order of Truth is revelation of the Eidolon's existence.  It is revealed as an incredibly ancient and immensely powerful sentience guiding the human race.  But the revelation comes with an oath of silence on the issue.  Most Aeon Priests regard the Eidolon as little more than a symbol; after all, an "eidolon" is by definition "an unsubstantial image or phantom; an ideal."  Those at the highest levels, especially within the Durkhal, know it is something more.  There is even a cabal, or conspiracy, that fears this alien being has too much influence over the Papacy and plots to do something about it.

The Aeon Priests are part of It.  As above, but investiture with priesthood opens a low-level link with the Eidolon.  The Aeon Priests are not, as their Popes are, avatars of the Eidolon, but this being is able to scan their thoughts and memories or use their eyes and ears to see what is in their vicinity.  This gives the Eidolon--if not omniscience--a kind of multiscience.  Further, the Eidolon may be able to implant ideas and suggestions into their heads.  Priests may even be able to manifest the Presence (see below).

Everyone knows.  This option is probably only viable for new campaigns, and not for GMs dropping the Eidolon into pre-existing ones.  In short, everyone knows about the Eidolon.  It is part of the Litany.  It's name is used to swear oaths ("By the Eidolon above!"), curses ("Eidolon turn its sight from you!"), and in greetings ("Eidolon be with you.").  It is universally acknowledged as the source of Steadfast language, law, and civilization.  This does not necessarily mean It is actually believed in; many seen the Eidolon as nothing more than the "ethos" of the Order.  Nor does it mean It is worshipped.  The degree to which It is worshipped and feared may depend on how you use the Presence (see below).

What can it do?

How powerful is the Eidolon?  What is it capable of? Here are a few options.

Manipulate.  With this option, the Eidolon is an incredibly powerful consciousness, able to think and plan at a level far beyond human comprehension, and it controls the leader of the Ninth World's largest socio-political organization.  Though the Eidolon wields no direct power, through the Order of Truth's immense influence it drives Ninth World humanity to accomplish its goals for it.

Empower.  Aside from being an incredibly powerful consciousness, able to think and plan at a level far beyond human comprehension, the Eidolon is able to focus its Presence around its followers.  Depending on your choices above, only the Amber Pope can manifest the Presence, or the Pope and the Priesthood can, or anyone in the Order of Truth can.

The Presence is nothing less than a local manifestation of the Eidolon itself, focused through Its conduit.  The Presence is always accompanied by a build-up of static electricity in the air, the scent of ozone, and an eerie sound just on the very edge of audibility that sounds like thousands of voices whispering, humming, or singing.  Enemies of the Order have reported the voices gibbering and screaming instead.  People describe a sense of awe and a pricking of the skin.

With the Presence comes the ability to perform miracles.  The most common sorts come from Foci like Bears a Halo of Fire, Focuses Mind over Matter, Rides the Lightning, or Works Miracles.  Others are possible.  NPCs can essentially manifest any Focus abilities up to a Tier equal to their Level - 1; for example, a Level 4 Aeon Priest could manifest Tier 1, 2, or 3 abilities.  It is important to note they cannot just do this whenever they like; they must call upon the Eidolon, have a desperate need, and must be using the power to further the Eidolon and the Order's interests.  In game terms, any invocation of the Presence and use of its miracles is a GM Intrusion.

Player characters can only call upon the Presence with the GM's permission (she is, in essence, playing the role of the Eidolon).  Depending on who can call upon the Presence in the GM's campaign, if the character is an Aeon Priest, or a faithful follower of the Eidolon, he can invoke the Presence with an Intellect roll against the level of the miracle he wants to invoke.  If successful, he may use the ability at double the pool cost.

For example, Hadrik is a Mystical Glaive Who Works Miracles, a sort of paladin loyal to the Order of the Truth.  On a mission for an Aeon Priest, he needs to use the Tier 4 "Flameblade" ability from the Foci Bears a Halo of Fire.  To do so he must roll Intellect 12 and spend 8 Intellect points from his pool (double the standard cost).

Smite.  The Eidolon is an Old Testament god.  Aside from the powers and abilities presented in the two options above, the Eidolon has access to powerful numenera--orbital satellites, nanomachine swarms, psionic talents, etc--that allow it to affect the weather, unleash plagues, or rain fire from the sky.  For whatever reasons It cannot do these things often, and relies on human agents most of the time, but when necessary the Eidolon can bring these powers to bear.

How can I use this?

There are several ways to use the Eidolon.  Here are some ideas for the different "flavors" of Numenera.

Post-Apocalyptic.  The planet should be dead.  One of the previous Worlds designed and built the Eidolon to maintain it, an intelligence overseeing swarms of nanomachines monitoring the ph of the soil, controlling weather satellites to ensure rains, keeping the planetary core active, etc.  But now the Eidolon has been reconfigured after joining with Calaval, ignorant of its previous duties, and one by one the control systems are failing.  Droughts are becoming more common as artificially verdant land changes back into desert, crops fail and wither.  Can the Eidolon be rebooted?  How can the planet be saved?

Quasi-Medieval.  The Eidolon has come to believe Itself to be a god.  Slowly it is retasking the Order of Truth into a true church, making certain the peoples of the Ninth World will obey and worship It.  The crusade against the heretic Gaians, and the Inquisition of the Order of True Observance, are just the start.  It has spent centuries infiltrating the Datasphere, weather control systems, the great machines at the planet's core, and now can unleash horrific disasters if not obeyed.  On the other hand, it does watch over and care for those who kneel before it.

Weird Horror.  The Eidolon is not what it seems.  How long this ultrarerrestrial has been imprisoned in the Throne, and by whom, none can say.  Perhaps millions of years.  It wants nothing more than to be freed.  The Amber Popes are merely mindless husks, their consciousness devoured...a fate that awaits the planet if It escapes.  It uses them as extensions of Itself, leading the Order to scour the world for the numenera that will unlock its cell.

Hopeful New World.  The Eidolon is essentially all that it seems.  It truly is obsessed with the betterment of humanity, and has been amassing knowledge of the numenera to help mankind survive.  Orders like the Miscegenites (aka the White Sisterhood) keep careful track of human bloodlines, arranging marriages to breed better and better people.  Meanwhile the Cyrosian Circle uses numenera to make people stronger, healthier, and more enduring.  These groups might even be close to producing a true Messiah, the first of a line of supermen who will ensure the destiny of the race.

Wednesday, November 19, 2014

NUMENERA; A REVIEW

1. When a distinguished but elderly scientist states that something is possible, he is almost certainly right. When he states that something is impossible, he is very probably wrong.

2. The only way of discovering the limits of the possible is to venture a little way past them into the impossible.

3. Any sufficiently advanced technology is indistinguishable from magic.

Arthur C. Clarke, "Hazards of Prophecy: The Failure of Imagination"




TOWARDS THE END OF THE 1960s, Arthur C. Clarke and Isaac Asimov were sharing a New York City cab.  Alongside Robert Heinlein, both were considered part of the Holy Trinity of science fiction writers, and often asked which of them was the best.  In the back of that taxi, the pair found an elegant solution, and the so-called "Treaty of Park Avenue" was drawn up between them.  Clarke would ever after insist that Asimov was the best, while Asimov would always insist his superior was Clarke.

Despite this, the two had their differences.  Asimov, for example, drew a firm line between "science fiction" and "fantasy."  The first, he insisted, was grounded in science and dealt with the possible.  The latter, centred purely in the imagination, dealt with the impossible.  But Clarke, perhaps in part as a play on Asimov's famous "Three Laws of Robotics" issued Three Laws all his own.  The first of these, I like to think, was a tongue in cheek jab at his friend and rival;  "When a distinguished but elderly scientist states that something is possible, he is almost certainly right. When he states that something is impossible, he is very probably wrong."  He finished with the famous and oft-quoted assertion that "sufficiently advanced technology" was indistinguishable from "magic."

No other role-playing game has ever embraced Clarke's point-of-view as deeply as Monte Cook's Numenera.



A bit like Clarke, by 2001 Cook found himself in a Holy Trinity of RPG designers.  Alongside Jonathan Tweet and Skip Williams he was tapped to design the d20 3rd edition of Dungeons & Dragons, writing the Dungeon Master's Guide.  If you weren't familiar with his name from Champions or Rolemaster, or from his days at TSR writing books for the Planescape line, you couldn't be a gamer and escape it in the wake of the d20 system's ubiquity.  Despite my own antipathy for the system, I liked Cook's work in it.  His translation of Chaosium's Call of Cthulhu might have been (to me) completely unnecessary, but he pulled it off brilliantly.  Likewise his take on White Wolf's "World of Darkness" was inspired.  By the end of the decade he was bit of an RPG "rock star," and it was no surprise that when he turned to Kickstarter to generate capital for a new project called Numenera, he raised more than 25 times his goal of $20,000.  Cook has that sort of name recognition and fan base, and Numenera is the perfect example of why he deserves it.

Depending on whether you lean towards Asimov or Clarke, Numenera is either a fantasy or a science fiction RPG.  Set a billion years from now, Numenera is about the peoples of the Ninth World.  At least eight previous worlds have risen and fallen back into obivion, each over a cycle of hundreds of millions of years.  Some of them left behind orbital satellites to bathe the world in a massive datasphere.  Some of them terraformed, and then re-terraformed, the planet.  Some of them were the centres of vast, interstellar empires.  Some of them mastered the fundamental laws of physics and played with them like toys.  Some of them created the nanotechnology that now invisibly swarms across the planet. Some of them explored other dimensions.  Some bioengineered new forms of life.  And several--if not most of them--were not even remotely human.



Now, inexplicably, humans have returned to the Ninth World, though no one can say from where.  Spread thinly across part of the planet in a quasi-medieval patchwork of kingdoms known as the Steadfast--and some in a wilder region known as the "Beyond"--the humans of the Ninth World dig through the ruins of the ancients collecting "numenera," a catch-all term for any and all of the wonders of the past.  They are guided by the Order of Truth, a "church" of sorts led by the Amber Popes and dedicated to improving the human condition by learning the secrets of the old worlds.

If you close one eye and look at Numenera from the right angle, this is all pretty generic fare.  Medieval kingdoms built on the bones of ancient, wondrous empires, bold adventurers combing dangerous, monster-filled ruins for treasures...we've seen this a thousand times before.  Even the three core character classes--the Glaive, the Nano, and the Jack--look pretty much the same as the Warrior-Mage-Rogue archetypes from other games.  Numenera looks the same as any fantasy RPG.  But shift a few steps an take a look again.  Suddenly Numenera starts to look like a post-apocalyptic future.  Move a bit further and it looks like weird horror.  From another angle, an almost Roddenberrian game of hope, wonder, and exploration.  It can be used any of these ways.  It is at its best when used in all these ways.

Which brings us back to Clarke's laws.  That desert hermit, mumbling to himself?  With hand gestures and incantations he can bring a rain of fire out of the sky.  Is he activating the clouds of nanotech machines swarming through the air?  Is it some form of pyrokinesis caused by a mutation in his brain?  Does he channel extradimensional energies?  In the end it is simpler just to call it what it is; "numenera," the same as the Doctor's TARDIS, the Monoliths from 2001, or the "killing words" of Dune.  This is tech so far beyond us it looks like magic.

So what is the game about, then?  How does it work?

Numenera is a game of discovery, where experience points are handed out for uncovering wonders rather than killing enemies.  It operates around a simple d20 roll and a difficulty scale running from 1 (ridiculously easy) to 10 (practically impossible).  When a character wants to attempt an action, the GM assigns a difficulty, and the player needs to roll equal to or above that difficulty x 3.  For example, a chasm might require a Difficulty 4 Might roll to jump across it.  Multiplying by three gives us 12, and the player needs to roll that number or higher.

What then about Difficulties of 7, 8, 9, and 10?  You can't beat those on a 20-sided die.

Characters have three core attributes; Might, Intellect, and Speed.  They also posses special abilities and skills.  Skills can lower a Difficulty one or two steps, reducing a Difficulty 5 task to 4 or 3.  Certain abilities and pieces of equipment can lower a Difficulty as well.  Or, the player can chose to use "Effort," spending points from his attribute pool to lower the Difficulty.  This can be risky, because your attribute pools serve as your "hit points" as well.  The amount of Effort you can spend, and how much you must spend, is ruled in part by your Tier (level).  A lower Tier character needs to spend more Effort to lower a Difficulty by a single step; a higher Tier character can spend less Effort to lower a Difficulty a step, and can lower Difficulties by multiple steps.  It is a simple, flexible, and very elegant mechanic.

Combat, incidentally, works the same way.  Your opponent has a level from 1 to 10, which determines the basic rolls you need to strike and defend against it (again, level x 3 modified by unique NPC features).  In Numenera, the GM never touches the dice.  All rolls are made by players.  Damage is fixed by weapon type (Light, Medium, or Heavy) and reduced by armour.  A roll of 17 adds +1 to damage, 18 adds +2, 19 adds +3, and 20 adds +4.  19s and 20s can trigger special effects as well.  Naturally, a character's abilities affect combat and damage as well.

One of the finest features of the game is that it is "player-facing."  The GM, as mentioned, never rolls dice.  Instead, Numenera uses a mechanic known as "intrusion."  The GM is allowed to make things "happen" that normally would be handled by a roll.  Do the palace guards hear the sounds of the player characters breaking in?  Does the ancient bridge collapse under the character's weight?  Does the device the character is carrying suddenly malfunction?  The GM can invoke any of these effects--any effect she needs to further the plot or make things more interesting--but for a price.  The character affected by the intrusion is given two experience points immediately...one to keep for himself, and one to award another party member for any reason.  Or, he can refuse the intrusion, and pay an experience point back to the GM.  Between this mechanic, and the ease with which NPCs and creatures can be extrapolated using the simple 1 to 10 scale, Numenera eliminates the heavy lifting other games saddle the GM with and lets her concentrate on moving the story along.

Character creation is another excellent feature of the game.  It basically works out to a simple sentence in which the player picks the noun, the adjective, and the verb; "I am a (adjective) (noun) that (verb)."

The noun is the easiest; it's the three "classes" I mentioned above.  There are the warrior Glaives, the mage-like Nanos, and the roguish Jacks.  Each gets special abilities to chose from each new Tier, as well as a base pool of points for Might, Intellect, and Speed.  Each archetype comes with options to personalise the character choice.  

The adjectives are things like "Charming," "Graceful," or "Strong-Willed" that bestow a package of bonuses, skills, flaws, equipment, and connections to the setting.

Finally, the verbs are things like "Bears a Halo of Fire," "Controls Beasts," "Explores Dark Places," or "Masters Weaponry."  These are professions, super-powers, or character motivations that grant a suite of additional abilities that increase each Tier, as well as a wealth of character shaping details and extras.  

Thus, a Numenera character might be "a Clever Jack that Works the Back Alleys," "a Rugged Glaive Who Howls at the Moon," or "an Intelligent Nano Who Commands Mental Powers."  These three lenses come together to create detailed and interesting characters.

What Cook gives us then is a streamlined and very modern "D&D" with an Arthur C. Clarke twist.  Much of what characters do--explore ruins, discover treasures, fight hideous creatures, navigate local politics--happens in other RPGs, but Numenera's focus never leaves the theme of wonder, of weirdness, of discovery.  Whether it is science fiction or fantasy depends on how the group approaches it, and it's unique setting allows the GM and players to shape the world to their tastes.  Already with a strong line up of supporting products, Numenera is a far future game with a bright future ahead of it.

Go see the Numenera page here.