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Wanderers of the Ninth World

Newt Allar Fentyn Wyke Hollo Adventure
Newt The Explorer   Allar suspects that you were involved with pirates - perhaps even with the Jaekels of Aras Island. Someone asked you to join up with the other PCs. They told you not to ask too many questions, and that seemed fine to you. 
Allar The Doomed Newt saved your life, convincing the pirates to spare me, and now you're repaying that obligation by helping him with the task at hand. You have a strong emotional connection to Wyke (the only person you've met who can make me laugh) and when in his presence, you can change the color of the light you create. Repaying your obligation to Newt
Fentyn The Time Traveler You are the distant descendant of Allar. He served as a focal point for your travel and anchors you to the present.     You're afraid of what might happen if the other PCs fail. 
Wyke The Mad Entertainer Fentyn is your worst critic. Your abilities to help or inspire others don't function for him.  I was compelled by inexplicable intuition to join this group.
Hollo The Seer   You have developed a constant awareness of the distance and direction to Fentyn. You could not resist the urge to find the man, and try to understand the nature - and perhaps the meaning - of this connection.  You joined the party as the result of chasing a dream. You had visions of a man who was bound somewhat loosely to time, and you felt the need pursue that.

RULES

Basics

  • Numenera is almost completely player facing, which means the GM almost never rolls any dice.
  • Many things in Numenera have levels. They rate from 0 to 10.
  • When an action is taking against something with a level, it is turned into a difficulty. That means the level is multiplied by three. Equal or exceed this number and you succeed on the roll.
    • Attacking the level 3 enemy has a difficulty of 9
    • Disabling the level 5 trap is difficulty 15
    • Lifting the level 7 boulder is difficulty 21
  • Tests are always done with a D20
  • There are several ways to lower the level of a task
    • If you are trained, it is one lower
    • If you are specialized, it is two lower
    • Favorable circumstances, such as superior equipment or an advantageous position are called Assets. You can have up to two Assets on any given roll, each of which reduces the Difficulty by one step.
    • The PCs can use effort. That means they use points from their pool to make the task easier. The cost is 3 points for the first level decreased, and two for additional after that. You can use effort for a number of levels equal to your effort-rating (1 at tier 1). These must all come from the same Pool, which should be one that makes sense for the task at hand.
  • In addition to lowering difficulty, you can also use effort to increase damage by three points.
  • Edge: When spend points from your pools, reduce the cost of spends by the edge you have in that stat.
    • Your character uses his Thrust attack (1 might point), and 1 effort to lower the level of the task by 1. The cost is 4 might points, but sine you have an edge of 1 in might, the cost is 3.
  • In some rare instances there are modifiers to a roll. +1 or +2.

Special rolls

  • On any skill roll a natural 19 grants a Minor Effect, which is a nice little added effect coming from the action, such as a stylish flourish or slightly more advantageous situation.
  • On any Skill roll a natural 20 grants a Major Effect, which is a very nice added outcome, such as knocking a foe to the ground, gaining a huge advantage in battle, or learning a great deal of information.
  • On an attack roll, a natural 17 gives you +1 damage, 18 gives +2 damage, 19 grants +3 damage or a Minor Effect, and 20 adds +4 damage or a Major Effect.
  • On a roll of 20, the PC also regains all pool points spent on the action.
  • On a natural roll of 1, a free GM Intrusion is triggered.

GM Intrusions and XP

  • GM’s may elect to introduce a complication for a PC, by Intruding. This means the character has something bad happen to them at that moment, such as a fumble of an important object or a slowly breaking rope.
  • The player is given one XP for their troubles and another XP to give to another player of their choice.
  • A player affected by a GM Intrusion can reject it if they wish. They don’t get the XP for the Intrusion, and they must pay one XP they already had to accomplish this.

Combat

  • Combat is handled partly abstract.
  • Each round all PCs roll a Speed test to determine the initiative. If they beat the level of the opponent, they go before them, of they don’t they go after.
  • On their turn the character can attack an immediate target, move up to close range, or make a level 4 speed test to try to move up to long range. These are the basic actions, but don’t let them limit you. Your character might also have special actions.
  • If you are attacked, you may roll defense. If you fail, you suffer the damage rating of the attacker.
  • Defense is usually a Speed task, dodge or parry
  • A regular attack is usually might
  • If you gang-up on a target, you get +1 to the roll.
  • Armor is generally classified as light, medium, or heavy, providing 1, 2, or 3 Armor rating respectively. This number is subtracted from damage taken in most combat situations.
  • Shields take up a hand slot and subtract one from the Difficulty of a Speed Defense roll.

Damage and recovery

  • Damage is counted in two ways. Regular damage removes points from your pools, in combat points are nromally lost first from your Might Pool, then your Speed Pool, then your Intellect Pool.
  • Reaching zero in a pool will cause you to move down the damage track, which is the real indicator of how wounded you are. There are other combat effects that can also move you down the track:
    • Hale: Healthy.
    • Impaired: Effort costs one pool more for each level bought. And ignores most special rolls. Rolls of 17+ deal one extra damage.
    • Debilitated: No actions other than move can be taken. When a pool reaches 0, you are dead.
    • Dead: …
  • When you recover pool points, you regain D6+your tier.
    • The first time during a day you recover, it takes an action
    • The second time it takes 10 minutes
    • The third times it takes an hour
    • The fourth time it takes 10 hours. That usually begins a new day.
  • If you increase a pool from 0 to 1, you also move one level up the damage track
  • If none of your pools are 0, you can spend the recovery to move up the damage track
  • NPCs has health, and dies when it reaches 0
  • The damage you deal is based on your weapon at a flat right
  • You can also add three points of damage for each level of effort you aply.

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