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Numenera: Technology Compendium: Sir Arthour’s Guide to the Numenera PDF

162 Pages·2014·7.32 MB·English
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TTEECCHHNNOOLLOOGGYY CCOOMMPPEENNDDIIUUMM SIR ARTHOUR'S GUIDE TO THE NUMENERA BBYY MMOONNTTEE CCOOOOKK TTEECCHHNNOOLLOOGGYY CCOOMMPPEENNDDIIUUMM SIR ARTHOUR'S GUIDE TO THE NUMENERA CREDITS Writer/Designer Monte Cook Additional Writing Bruce R. Cordell, Shanna Germain, Rob Schwalb Creative Director Shanna Germain Editor & Proofreader Ray Vallese Cover Artist Kieran Yanner Graphic Designer Sarah Robinson Artists Brenoch Adams, chrom, Dreamstime.com, Jason Engle, Erebus, Guido Kuip, Eric Lofgren, Patrick McEvoy, Mike Perry, Roberto Pitturro, Lee Smith, Hugo Solis, Prospero Tipaldi, Shane Tyree, Cathy Wilkins, Ben Wootten, Kieran Yanner Monte Cook Games Editorial Team Scott C. Bourgeois, David Wilson Brown, Eric Coates, Gareth Hodges, Ryan Klemm, Jeremy Land, Laura Wilkinson, George Ziets © 2014 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 INTRODUCTION: SIR ARTHOUR HIMSELF 4 USING TECHNOLOGY IN YOUR NUMENERA GAME 6 THE NUMENERA Cyphers 27 Artifacts 98 Oddities 145 ITEMS BY CATEGORY 153 INDEX 158 INTRODUCTION: SIR ARTHOUR HIMSELF T he Torein family was preparing to move to a new home in a land that would allow them “prosperity equal to their standing.” House Torein had dwelt in the Crumbling Waste too long. While the fields that had once been a vast, ancient city had served as profitable scavenging grounds—cypher gathering had been the main source of income for Torein, and the house’s sifters and cobblers were among the best in Matheunis—nothing could grow there. Discoveries and device troves became fewer and fewer with each year. Young Arthour Torein regretted leaving this realm of lore and technology, and he had no interest in farms. Thus, he sat in the back of one of the moving caravan’s wagons and sulked as they made their way to the first of many safe bases of operation that house agents had established along the road. All roads in the Ninth World were dangerous, and Arthour’s father, Renault, fretted over his family’s vulnerability. The attack, however, came from within. The very wagons that carried the Torein family, their servants, and all their possessions rose up, wood and steel flowing and flexing like flesh and muscle. People cried out that demons had possessed the vehicles. That sorcery from the wilderness had befallen them, and that some dark curse would be their deaths. Even as the cries of crushed servants and dying guards rose around him, Arthour knew that what he was seeing was molecular control, the result of technology and science. He knew that it would have required a complex and lengthy process performed well ahead of time. It had to have started before they left. Arthour tried to flee, but one of the animate wagons, standing like a humanoid giant with massive fists now red with blood, struck a blow that sent the young man flying into the dirt. Arthour awoke days later, the only survivor of the massacre. He will not tell you what happened next. He does not relate how he survived in the wilderness, or how he spent the next six years tracking down those that had betrayed his family and took their wealth. He will not speak of how he learned to use his knowledge and affinity with the numenera to become a weapon of vengeance. Today, he will speak only of his later years, having settled down in the southern 4 SIR ARTHOUR’S GUIDE TO THE NUMENERA INTRODUCTION reaches of the Steadfast and built one of the greatest laboratories anyone has ever seen. How his library of books about the numenera—many of which are penned by his own hand—has few rivals. How an entire university has grown around his home, although the classrooms and students are all but ignored by him so that he can focus on his research and experiments. Some say the blow that Arthour took to the head made him “not quite right.” Others put the blame on an early life filled with violence and vengeance without pity. Whatever the case, he is perhaps the Ninth World’s greatest expert on the numenera, flaws and all. The technology compendium you hold in your hands is a collection of cyphers, artifacts, and oddities for use in any and all Numenera games. It supplements and greatly expands upon the items found in the Numenera corebook. Before we get to those, however, the first chapter describes some of the various types of numenera that can be found in the Ninth World and how they might be used in a game—not just as equipment and items for characters, but as the basis for encounters and adventures. It is a starting point for those interested in the impossibly advanced science of the prior worlds. Like the man it is named after, this guide is informative and more than a little dangerous. 5 TECHNOLOGY COMPENDIUM CHAPTER 1 USING TECHNOLOGY IN YOUR NUMENERA GAME “The numenera, as most call it, shapes every aspect of our lives. It is the solution to all our problems, but the source of many dangers if we are not careful. Only the most learned and intelligent among us should tamper with it. Oh, uh, now where did I put that container of flesh-reshaping nanobots?” ~Sir Arthour T he very name of the game, Numenera, can go well beyond things that we can even comes from what the people of speculate are possible. Throughout this the Ninth World call the incredible For the sake of examination, this chapter book, you’ll see page technologies of the past (and the effects that breaks down the types of technologies into references to various technology has on the world). Thus, in many categories. These are not comprehensive or items accompanied ways, technology is literally the name of the definitive. Instead, they are meant to be inspiring by this symbol. These game. While the obvious expression of the and thought-provoking. The chapter also are page references numenera comes from cyphers, artifacts, presents ideas and suggestions for discoveries to the Numenera and oddities, which this book is filled with, and encounter or scenario starting points corebook, where you it’s worth taking a step back to look at the dealing with the various types of numenera. can find additional bigger picture. How can incredibly advanced details about that ELECTRONICS technology shape locations, adventures, item, place, creature, creatures, and characters in the Ninth World? The buzz and whir of unknown devices. A few or concept. It isn’t In other words, in this chapter we look at the flashing lights near a glass panel glowing with necessary to look up forest rather than the trees. mysterious symbols. The smell of ozone and the referenced items The chapter is written for the game master metal. An arc of blue lightning. in the corebook, but (GM) and from the point of view of someone “Electronics” is a terribly inadequate word. doing so will provide in the 21st century, as opposed to someone We use it, however, to cover any sort of useful information for in the Ninth World. Still, it avoids overusing basic device that requires power (although character creation and terms that wouldn’t be used in the Ninth it’s possible that the power is not electric at gameplay. World, except where called out. Instead, in all). It’s certainly not a Ninth World term. the margins you’ll find “search terms.” These Instead, Ninth Worlders might say “powered are real-world, cutting-edge technological device,” but that term might be too broad. terms that can start you on your journey of In the end, for the purpose of examination learning more about some of the topics in the of technologies, “electronics” means any Look for this symbol chapter. You don’t have to know a thing about device that uses energy that isn’t mechanical throughout the book holographic data storage to have crystals with (energy associated with the motion and for real-world science weird powers in your campaign. However, position of an object, such as that of pistons, and technology search if you’re interested, you might find further gears, and so on). A voice communicator, an terms. Delving into research informative and perhaps inspiring. energy weapon, a climate-control device, and these topics can further It’s difficult to think of something that a holographic image projector would all fall inspire your gameplay. would be magical that can’t be replicated with into this category, as would many, many other advanced technology. Things like telepathy, devices. In many ways, this is the “everything precognition, shape changing, teleportation, else” category, covering the most basic types or telekinesis are possible via technological of devices, but also including some amazing speculation of the 21st century. The numenera tools and weapons. 6 SIR ARTHOUR’S GUIDE TO THE NUMENERA USING TECHNOLOGY The archetype of this category would be so much as brushes up against them. This Electric energy is a handheld device of synth or metal with is not so much of a problem in a standard carried by free electrons buttons and a screen, or perhaps a screen exploratory mission, but if a fight or other from a source to a with touch-activated controls. It might be action-focused encounter (like a chase) occurs load. Also, it is the a palm-sized handheld device, a rod with amid these walls, it might be hard to avoid potential energy of control studs, a bracelet, a large device with touching them (the occasional Speed defense a stationary charge. multiple complex control arrays, or a weird roll would be appropriate, with the difficulty Other types of cube with controls hidden behind sliding based on the situation, not the level of the energy include (but panels. It could also be something very small, wall). are not limited to): like a ring that’s activated by brain waves, The walls might also be transparent or mechanical, sound, vocalizations, or gestures. translucent, allowing explorers to see what gravitational, thermal, Not all devices of this nature are hard discoveries lie on the other side, close but still chemical, radiant, and metal objects or soft, smooth plastic. A out of reach—or, conversely, what dangers or nuclear. communicator, light source, or energy shield other weirdness lie ahead. projector could be a cloth headband, a patch on a shirt, or the shirt itself. An energy Mind-Reading Defenses: Electronics can key weapon, a sonar range finder, or a teleporter into brain waves just like any other kind of could resemble what a 21st-century person transmissions, allowing for automated defenses might think of as a “temporary tattoo”—an in an ancient ruin that react to intruders in an electronic device that adheres to the skin and uncomfortably intimate way. The obvious way is controlled by brain waves, body heat, or to do this is to have detectors that sense the simple muscle action. presence of intruders by their thoughts, or have Slugspitter, page 311 slugspitters or hunter/seekers fire at where the Energy Walls: The interior (or a portion of target plans to move rather than where it is Hunter/seeker, the interior) of an ancient complex might use (increasing the difficulty of the target’s Speed page 287 energy walls rather than walls composed of defense tasks by two steps). matter. In addition to being effective barriers, More invasive defenses might include such walls might be dangerous to touch, analyzing memories and projecting realistic inflicting their level in damage on anyone who hologram “visions” of great horror or shame, 7 TECHNOLOGY COMPENDIUM or new scenes of loved ones in danger, particularly nasty weapon might selectively drawing the intruder into a trap or a reverie increase gravity and apergy on the same Search Terms: types from which she cannot escape. Only an target, ripping it apart as half is crushed to the of energy, flexible Intellect defense roll allows a character to ground and the other half flies into the air. electronics, e-textiles, ignore such things. Carefully manipulated gravity could silicon tattoo grafts dramatically increase the range of a physical Subject-Sensitive Tools: Designed for who- ranged weapon (like an arrow or a slug from knows-what reason, a complex scanner a slugspitter). For example, an arrow could fly conducts automated activities based on some toward its target under the effects of reduced element of a subject who enters a locale gravity, and then significantly increase gravity created in a prior world. This means that at the last moment to bring it down with even when one person enters the area, tools build greater force. Tracing the trajectory of such him a form-fitting suit of advanced polymers, a missile would reveal an arc nothing like a but when his friend comes along, she is conventional arrow’s path. bombarded with radiation designed to alter A gravity shield could ground such attacks her DNA in a specific way—but since she is before they reach their target by rapidly and not the subject the machine was designed for, dramatically increasing gravity’s pull. Such it has a very different effect, harming or even a shield would also be harmful to those mutating her. attempting to charge through it in close- quarters combat. FUNDAMENTAL FORCES Search Term: apergy Smooth, curved synth panels with the pale glow Gravity Alteration Tunnel: If explorers pass of touch-sensitive symbols embedded within through a long, round tunnel, the orientation them. Lights growing in intensity as a low hum of gravity could shift subtly as they make their slowly becomes a high-pitched whine. The hairs way along. At the end, they might be standing on your neck and arms standing straight as the on the “ceiling” without realizing that anything tingling of energy starts deep in your gut and had changed. spreads outward. For our purposes here, the term Transport Tube: In a large, mostly buried “fundamental forces” describes technology ancient complex, explorers might find a that harnesses things we normally think of as maze of tubes. Through sheer manipulation simply being a part of the natural landscape of of gravitic forces, someone (or something) the universe: gravity, magnetism, sound, light, entering a tube can be carried to a designated and time, primarily. Such technology can seem destination, as if propelled along in a (far to be the most godlike sort of numenera, more low-tech) pneumatic tube. If one had keeping floating cities aloft, making an encounter in such a tube, either with a foe impossibly twisted mountains rise into the air, or with some obstacle (such as an onrush of or changing the very orbit of the Earth itself. debris that got caught up in the tube system going the opposite way), that encounter would Zero gravity, page 98 GRAVITY be handled using the zero-gravity rules. Control over gravity means, of course, the ability to float or fly through the air, perhaps MAGNETISM indefinitely. However, it also means the ability More than simply pulling at metal objects, to increase and decrease the perceived weight magnetism is a versatile force that can be of objects. In a way, then, it’s a complete harnessed in many ways. Magnetism is a part control of motion through space. of the electromagnetic spectrum, of course, In the Ninth World, Aeon Priests and but that concept is likely lost on many Ninth scholars use the term “apergy” to mean World scholars. To them, magnetism is its the opposite of gravity. A floating platform own separate force. uses apergy to push against and ultimately Search Terms: rail overcome gravity so that it can hover in Electromagnetic Ghosts: It’s worth gun, high EMF effects, midair. mentioning that extremely intense fields of Faraday cage Gravity can be increased rather than electromagnetic energy can have varied and lessened or negated. An object can be made adverse effects on creatures and objects. to crush itself under its own artificially inflated For example, if deep in the wilderness some weight as the force of gravity is increased. A travelers came upon a structure like an obelisk 8

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