Fate of the Ninth World - A

conversion guide
17 April 2014
Warning! You should consider this guide as a beta version at best. You
are encouraged to read, play and comment this hack. I’m eager to hear your
feedbacks, so I can polish my work.
Please, read, play tests, and comment. Your feedbacks are precious and
very appreciated.
This guide is published under a Creative Commons Attribution-
NonCommercial 4.0 International license
This guide is publicly available thanks to the Numenera fan-use policy.
The Monte Cook Games logo, Numenera, and the Numenera 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.
Content on this site or associated files derived from Monte Cook Games
publications is © 2013-2014 Monte Cook Games, LLC. Monte Cook
Games permits web sites and similar fan-created publications for their
games, subject to the policy given athttp://www.numenera.com/fan-use-
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Use of Monte Cook Games’s trademarks and copyrighted materials
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challenge to those trademarks or copyrights. Materials on this site may not
be reproduced or distributed except with the permission of the site owner
and in compliance with Monte Cook Games policy given
at http://www.numenera.com/fan-use-policy/.
Fate of the Ninth World #1 -
16 April 2014
Let me clarify a few things.
First, I am a huge fan of Numenera. It is a great game, and a great setting.
The Ninth World is mysterious, compelling, weird, and enticing. I really
love how all of the books are written, in both content and style. Monte
Cook, Shanna Germain, Bruce Cordell: thank you so much for your work.
Next, I like the Numenera character creation process. It gives the player the
opportunity to build a competent and dramatic character. Essentially, your
character exists within one sentence. It’s really inspiring and gives an indie
savor to a streamlined, but nonetheless mainstream, D20 system game.
Last, I am a huge fan of the Fate system. I like the way it provides
streamlined and clever rules to build strong story driven and character
centered games. I must admit that I am more comfortable with
the Fatesystem than with the original Cypher system which
powers Numenera.
Despite what I could write elsewhere about the comfort zone, this
conversion guide exists for these reasons. I want to run games and
campaigns which take place in the Ninth World. And I want to run them
comfortably, because I want to give my best to the enticing weirdness of
this wonderful setting. I certainly don’t want to show hesitation, or to slow
down the game, because I am not very comfortable with some rules.
I want to thank the people who gave birth to Numenera, and the people
who gave birth to Fate. I love their work and their words. I want to thank
my wonderful players, for testing, for helping me to tweak and polish this
guide. And I want to thank the Fate and the Numenera communities for
showing their interest in my work.
I just hope that Monte, Shanna, Bruce, and all the kind people at Monte
Cook Games—not to mentionNumenera fans—won’t go ballistic because
of this guide.
I also hope that you will find this guide useful.
Fate of the Ninth World #2 - Legal
16 April 2014
This conversion guide should be considered a fan work published as is. If
the copyright holders think this book infringes anything, I will modify or
withdraw the offending parts of the text. Please, let me know.
The Fate powered Numenera conversion guide by Jean-Christophe
Cubertafon is licensed under a Creative Commons Attribution-
NonCommercial 4.0 International license
(http://creativecommons.org/licenses/by-nc/4.0/). This license may be
changed without prior notice.
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.
This work is based on Fate Core System and Fate Accelerated Edition
(found at http://www.faterpg.com/), products of Evil Hat Productions, LLC,
developed, authored, and edited by Leonard Balsera, Brian Engard, Jeremy
Keller, Ryan Macklin, Mike Olson, Clark Valentine, Amanda Valentine,
Fred Hicks, and Rob Donoghue, and licensed for our use under the
Creative Commons Attribution 3.0 Unported license
This work is based on the Fate System Toolkit (found
at http://www.faterpg.com/), a product of Evil Hat Productions, LLC,
developed, authored, and edited by Robert Donoghue, Brian Engard,
Brennan Taylor, Mike Olson, Mark Diaz Truman, Fred Hicks, and
Matthew Gandy, and licensed for our use under the Creative Commons
Attribution 3.0 Unported license
Wild Blue by Brian Engard appeared in Fate Worlds Volume One: Worlds
On Fire – Copyright © 2013 Evil Hat Productions, LLC. All rights
Two-column Fate by Rob Donoghue appeared on his blog: The Walking
Mind (http://walkingmind.evilhat.com/2014/03/12/two-column-fate/).
Fate of the Ninth World #3 - Rules
16 April 2014
This conversion guide is based on Fate Accelerated Edition. All the rules
you may find in this nifty little book are applicable here. Nonetheless, there
is some tweaks and exceptions, mainly inspired by the Fate System Toolkit,
by discussions with the Fate community, and by articles from top-
notch Fate gurus.
On invocation and compel
You know that aspects are the heart and the soul of Fate. To summarize,
they’re the smartest method for describing lots of game elements:
characters, places, props, scenes; they form the basis of the fate point
economy; invoking an aspect gives you a control over your story; compels
are awesome when you need to inject drama into a scene, or just want to
throw a wrench into the players’ plans.
So, in short, GM Intrusions are compels. Nonetheless, you should pay
attention on how you formulate your compels. GM intrusions tend to be
peremptory, much more than Fate players are used to playing with. As a
reminder, GM intrusions tend to introduce a mechanical
complication, Fate compels tend to introduce a story complication. You
should not use GM intrusions as is, but instead, think about how interesting
a story twist or complication will be.
Scaled Invocation. (see Fate System Toolkit page
Scaled invocation provides mechanical advantage for invoking aspects that
apply particularly well to a situation, as well as it penalizes for invoking
aspects that apply tenuously.
Tenuous invocations only barely apply to the situation at hand. If an
invocation is tenuous, you can only use it for a reroll.
When you make a relevant invocation, you’re invoking something that
clearly applies to the current situation without requiring too much
justification. It gives you exactly what an invocation normally would—a
+2 or a reroll.
A perfect invocation is one that perfectly suits to the situation, clearly the
right choice in that instance. When you invoke a perfect aspect, you
automatically succeed on your action, no roll necessary. If you invoke after
the roll, just ignore your roll. If you need to know how many shifts you
generated, assume you generated 1. This does mean you can invoke a
second aspect to succeed with style, if it’s relevant. The exception here is
an attack. When you invoke a perfect aspect on an attack, you don’t have
to roll. Instead, your attack is set at your skill rating plus 3. Thus, if you
were attacking with your Good (+3) Fight and invoked a perfect aspect,
your effort would be a Fantastic (+6), which your opponent can then
defend against. If you’ve already rolled, and invoking a perfect aspect
would get you a better result, take your result and add 1 to it.
On actions
Create an Advantage when creating or discovering aspects:
 Fail: Don’t create or discover, or you do but your opponent (not you)
gets a free invocation.
 Tie: Get a boost if creating new, or treat as success if looking for
 Succeed: Create or discover the aspect, get a free invocation on it.
 Succeed with Style: Create or discover the aspect, get two free
invocations on it.
Create an Advantage on an aspect you already know about:
 Fail: No additional benefit.
 Tie: Generate one free invocation on the aspect.
 Succeed: Generate one free invocation on the aspect.
 Succeed with Style: Generate two free invocations on the aspect.
 Fail: Fail, or succeed at a serious cost.
 Tie: Succeed at minor cost.
 Succeed: You accomplish your goal.
 Succeed with Style: You accomplish your goal and generate a boost.
 Fail: No effect.
 Tie: Attack doesn’t harm the target, but you gain a boost.
 Succeed: Attack hits and causes damage.
 Succeed with Style: Attack hits and causes damage. May reduce
damage by one to generate a boost.
 Fail: You suffer the consequences of your opponent’s success.
 Tie: Look at your opponent’s action to see what happens.
 Succeed: Your opponent doesn’t get what they want.
 Succeed with Style: Your opponent doesn’t get what they want, and
you get a boost.
There are four basic actions that cover anything you do in the game.
Create an Advantage
Creating an advantage is anything you do to try to help yourself or one of
your friends. The target of your action may get a chance to use the defend
action to stop you. The advantage you create lets you do one of the
following three things:
 Create a new situation aspect.
 Discover an existing situation aspect or another character’s aspect
that you didn’t know about.
 Take advantage of an existing aspect.
You use the overcome action when you have to get past something that’s
between you and a particular goal. Taking some action to eliminate or
change an inconvenient situation aspect is usually an overcome action. The
target of your action may get a chance to use the defend action to stop you.
Use an attack when you try to hurt someone, whether physically or
mentally. The target of your attack gets a chance to use the defend action to
stop you.
Use defend when you’re actively trying to stop someone from doing any of
the other three actions. Usually this action is performed on someone else’s
turn, reacting to their attempt to attack, overcome, or create an advantage.
You may also roll to oppose some non-attack actions, or to defend against
an attack on someone else, if you can explain why you can. Usually it’s
fine if most people at the table agree that it’s reasonable, but you can also
point to a relevant situation aspect to justify it. When you do, you become
the target for any bad results.
On rolls and difficulties
Characters (see Characters) come with approaches (as defined in FAE)
and domains. When a character does stuff, you describe the action. Then
you decide on the relevant domain and your approach. You roll dice and
add the sum: Domain + Approach, against the ladder +1–when talking
about difficulties, Fairbecomes +3, Fantastic becomes +7, and so on.
In Numenera, you could see levels and tiers to describe the overall power
of something: a character, a creature, an object, a capability. As a rule of
thumb, the base difficulty of a roll is the tier of the capability or the level
of the creature, the numenera, plus one. You choose a domain and an
approach, remember.
For example, a Jack tries to use Transdimensional Weapon (a fourth-tier
Trick of the Trade) to give a weapon the possibility to harm an opponent
which is out of phase. The difficulty of the roll will be +5 (Great + 1), with
Cerebral (it’s a nano-magic trick) + Careful (it’s a delicate operation). If
successful, the Jack creates an advantage that gives his weapon the aspect:
Span into other dimension.
Choose domain and approach
When describing your action, you have to think about the domain relevant
to the action, and how you’ll perform that action. The description of each
domain and each approach should guide you. Your first instinct is probably
to pick the action that gives you the greatest bonus,. But it doesn’t work
like that. You have to base your choice of domain and approach on the
description of your action, and you can’t describe an action that doesn’t
make any sense. Circumstances constrain what domain and what approach
you can use.
But, for a given action, you could find several combinations. If these
combinations are all relevant, it’s just a matter of style. For example, two
characters play chess, mechanically it’s a contest. The first character
chooses to roll Cerebral + Forceful, the second chooses Combative +
Careful. Two styles of play: the first plans aggressive moves, and the
second defends and fights for every single piece.
On stress and Conditions
Each character has two stress tracks: a mental stress track and a physical
stress track. Each track has three stress boxes. As usual, you can absorb a
number of shifts equal to the number of the box you check: one for box 1,
two for box 2, three for box 3.
You may also take one or more conditions to deal with the hit, by marking
off one or more condition slots. You can reduce that stress by 1 if you
check off a fleeting condition, by 2 stress if you check off a sticky
condition, or by 4 stress if you check off a lasting condition. You can
check off as many conditions as you’d like for a single hit. Each character
starts with two fleeting conditions, two sticky conditions, and two lasting
So, there are three kinds of conditions: fleeting, sticky, and lasting. A
fleeting condition goes away when you get a chance to catch your breath
and calm down. A sticky condition stays checked off until a specific event
happens. A lasting condition sticks around for at least one whole session,
and require someone to overcome an obstacle with a passive opposition of
at least Great (+4) before you can start to recover from them. Lasting
conditions have two check boxes next to them, and you check them both
off when you take the condition. When recovery begins, erase one check
box. Erase the second one (and recover from it fully) after one more full
session. You can take a lasting condition only if both of its check boxes are
Once you’re suffering from a condition, that condition is an aspect on your
character sheet like any other. In this way, conditions are a lot like
consequences—you can invoke them, and they can be invoked or
compelled against you. As with a consequence, when you take a condition,
someone else can invoke it against you for free once. See Fate System
Toolkit page 18.
Fate of the Ninth World #4 -
17 April 2014
Characters, in the Ninth World, are created using the standard FAE way.
You should make sure that your character has a reason to interact and
cooperate with the characters the other players are making.
1. Write two aspects: a high concept and a trouble.
2. Write another aspect.
3. Give your character a name and describe their appearance.
4. Choose domains and approaches.
5. Set your refresh to 3.
6. You may write up to two more aspects
7. Detail your focus by choosing two stunts and a cost
8. Choose stunts if you wish, or you may do that during play. If you
start with more than 3 stunts, other than faces stunts, reduce your
refresh accordingly.
Your character is defined, in the first place, by his aspects, between three
and five, including his high concept and his trouble.
High concept
As in Numenera core rulebook, a character is completely defined by one
sentence: « I am a … (descriptor) … (type) who … (focus) ». This
sentence will be the character’s High concept. It provides a role in the
group and the society, some roleplaying indications and mechanical
elements, such as stunts and unique power.
Actually, this sentence will be sufficient to start playing. You know almost
everything you need to know about your character to start exploring the
Ninth World. But, there is mechanical stuff behind the words.
The Descriptor provides three mechanical effects. It provides justification
for fictional actions. It can be invoked as your high concept. It grants
access to stunts related to its domain.
Justification for fictional actions tells what you can do without going to the
dice, most of the time at least. For example, if you are charming, you tend
to attract attention from people. You just have to describe it. When things
become demanding, the GM should consider that you’re invoking your
high concept, so you’ll have to resort on Fate points.
When invoking your high concept descriptor, you certainly want to reroll,
or get a bonus. But you should also consider to invoke for effect in a
freeform way (i.e. Not as detailed in Fate System Toolkit page 12, where
the effect is defined during character creation), which is more interesting.
For example, if you arecharming, give the GM a Fate point, and the
beauty you just met won’t long resist your flirting.
Charming. You may use stunts and invoke for bonus or effect related to
positive social interactions, and abilities that influence the minds of others.
Clever. You may use stunts and invoke for bonus or effect related to
trickery and lies, and also to dangers, or lies detection, quality identifying
and assessing. Do not confuse with the approach. You should rename it
« cunning ».
Graceful. You may use stunts and invoke for bonus or effect related to
balance and careful movement, or involving physical performing
Intelligent. You may use stunts and invoke for bonus or effect that involve
remembering or memorizing things you experience.
Learned. You may use stunts that reflect your expertise and knowledge in
several, if not numerous, areas of knowledge.
Mystical/Mechanical. You are trained in identifying and understanding
the numeneras. You may access to a stunt or invoke for effect that grants
you the use of Hedge magic (so you could perform small tricks). And you
may use any stunt related to numeneras.
Rugged. You may use stunts and invoke for bonus or effect involving your
nature knowledge and understanding, including natural plants uses, animal
training, hunting.
Stealthy. You may use stunts and invoke for bonus or effect related to
stealth, obviously, but also related to trickery, or even illusion.
Strong. You may use stunts and invoke for bonus or effect related to raw
strength uses.
Strong-Willed. You may use stunts and invoke for bonus or effect related
to mental resistance, or that involve extreme concentration.
Swift. You may use stunts and invoke for bonus or effect that involve
speed and quick actions.
Tough. You may use stunts and invoke for bonus or effect related to your
physical resistance.
Your character could be a glaive, a nano, or a jack. Each offers a different
role in a group, virtually an ecological role. Mechanically, the character’s
type indicates what a character can do, her skills particularly. The
character’s type gives access to stunts relative to your occupation. You
may find inspiration inNumenera core rulebook for building.
If you do not want to stay archetypal, you might consider to be more
specific in the character’s type. For example, a glaive can be a crusader. A
nano can be an Aeon priest, and a jack can be a traveling merchant.
Glaives are the elite warriors of the Ninth world. Their skills are tied with
combat, war, military training, tactics, battles, military logistics, command.
Nanos are called mages, wizards, sorcerers, witches, but the common-term
is nano-sorcerer. Their skills are tied with knowledge of the mysteries of
the past, understanding of the nanotechnologies, manipulation and
alteration of the reality.
Jacks are jacks of all trade, resourceful intrepid adventurers. Their skills
are tied with everything that comes in mind, from combat to nano-sorcery
through entertainment, con artistry, or whatever. Jacks don’t focus on one
skill or tactic exclusively.
Your focus makes your character unique. The focus gives you powerful
benefits when you create your character and also when you reach an
appropriate milestone. Unlike Numenera, you don’t get a special
connection with another player character when choosing a focus, but your
focus comes with a cost instead — in fact, a focus is mechanically similar
to a power from Wild Blue in Fate Worlds Volume 1 - Worlds in Flame.
Focus may be improved during appropriate milestones.
A focus gives you an advantage, but at a cost. The advantage provides
justification for fictional actions, provides two stunts worth of benefit, and
can be invoked as with all aspects. The cost, which should related to the
focus but it is not mandatory, provides justification for fictional actions,
provides context and limitation for the focus, and can be compelled as if it
were an aspect.
Justification for fictional actions is the most important thing that a focus
does. It tells what you can, or can’t do, without going to the dice, most of
the time at least. The GM may ask for a roll if the situation is actually
demanding. For example, if you exist partially out of phase, then you can
walk through walls. You just have to describe it. The focus tiers should
give you some inspiration to justify fictional actions.
Creating specific focus stunts follows the standard rules (see Fate
Core page 88). With a focus though you have four shifts of effect rather
than just 2. You can spend them all on the same thing, but you don’t have
to. For example, if you master defense, you may get a +2 to flashily parry
an attack and a +2 to quickly evade an arrow; or you may get a +4 to
carefully use your shield as an impenetrable wall. The tiers should give
you some inspiration to create focus based stunt.
Each focus is described by its advantage (its name), an overall description,
and examples of costs and stunts. You should refer to Numenera corebook
for further developments.
You are encouraged to create your own focus (and I’ll be glad if you mail
me your creations).
Bears a Halo of Fire
You can create a sheath of flames around your body.
 Cannot hold flammable material with bare hands.
 Water makes me uncomfortable, and can even harms me
 Because I bear a halo of fire, I can inflict +4 damages with a flaming
melee weapon.
 Because I bear a halo of fire, once per session I may invoke a fire
servant (distribute +4 among one to six approaches) for one scene.
Carries a Quiver
The archer is a skilled combatant, deadly in any fight.
 Cannot wear more than a light armor
 Must make my own arrows
 Because I carry a quiver, I can get a +4 bonus when I Carefully aim.
 Because I carry a quiver, once per combat, I can name a target, being
a enemy, a rope, a bullseye, or whatever, and hit it on a successful
Commands Mental Powers
You can harness the power of your mind to perform deeds.
 Cannot hide your thoughts when I’m connecting another mind
 Hear the superficial thoughts of people around me
 Because I command mental powers, once per session, I can control
the actions of a creature (including humans) for a limited time.
 Because I command mental powers, once per session; I can establish
a telepathic network between up to ten creatures(including humans) I
Control Beasts
Your mastery and communication with beasts is positively uncanny.
 Cannot fit really well with civilized humans
 Cannot harm a non-aggressive beast
 Because I control beasts, I can calm an aggressive nonhuman beast
while I focus all my attention on it.
 Because I control beasts, once per session, I can summon a horde of
small animals to help me during a scene.
Masters Defense
Protecting yourself is obviously important in dangerous situations, and you
are particularly good at it.
 Cannot attack flashily
 Must use a shield
 Because I master defense, I get a +2 bonus when flashily parry an
attack and a +2 bonus when quickly evade a ranged attack.
 Because I master defense, I get a +4 bonus when carefully use my
shield as an impenetrable wall
The character’s trouble is the thing, an aspect actually, that always gets her
into trouble. It could be anything that makes the character’s life
If you have difficulties to find a good trouble that ties you with the Ninth
World, you could look at the Glaive connection, Nano connection, and
Jack connection tables in the Numenera core rulebook. You should find
some ideas for your character.
It is important to note that the cost of the character’s focus doesn’t count as
your trouble.
Three additional aspects
Now compose another aspect. It could be your typical background as
described in the Numenera core rulebook, along with your character’s type
description. Or, it could be something really important or interesting about
your character.
Then, you should create one or two more aspects. These aspects might
describe your character’s relationship with other player characters or with
an NPC. Or, it might describe something especially interesting about your
If you prefer, you can leave one or both of these aspects blank right now
and fill them in later, after the game has started.
You could also consider using a simplified version of the Phase Trio,
detailed in Fate Core to compose your aspects. See Fate Core page 38.
The five domains describe the type of activity you perform during your
 Cerebral: The action essentially takes advantage of the power of the
brain: memory, long-term scheming, nano-sorcery.
 Combative: The action is relative to fights, to challenges, but also to
willpower, and will to overcome difficulties.
 Communicative: The action is relative to interpersonal interactions.
 Material: The action involves the manipulation of objects, the use of
hardware. It includes crafts, creation and modification of objects,
including the numeneras.
 Natural: The action is relative to the environment, to fauna and flora,
to weather, to geography, to geology… It also englobes travels, and
survival skills.
Each domain is rated with a bonus. Choose one at Fair (+2), two at
Average (+1), and two at Mediocre (+0).
There are six approaches that describe how you perform actions.
 Careful: A Careful action is when you pay close attention to detail
and take your time to do the job right.
 Clever: A Clever action requires that you think fast, solve problems,
or account for complex variables.
 Flashy: A Flashy action draws attention to you; it’s full of style and
 Forceful: A Forceful action isn’t subtle—it’s brute strength.
 Quick: A Quick action requires that you move quickly and with
 Sneaky: A Sneaky action is done with an emphasis on misdirection,
stealth, or deceit.
Each approach is rated with a bonus. Choose one at Good (+3), two at Fair
(+2), two at Average (+1), and one at Mediocre (+0).
A new character’s refresh starts at three and is reduced by one for each
stunt after the first free you choose. So, a character may start with three
stunts for free. Stunts from the character’s focus are not accounted for
during creation process. In the end, a character may begin the game with
up to five stunts: three regular stunts, and two focus based stunts.
You might choose your stunts during play instead of creating them during
character creation.
Finishing touch
You’re almost done.
Read carefully the description of your character’s type in
the Numenera core rulebook. You should note your starting equipment,
and any relevant elements. Then ask the GM a number of starting cyphers
and oddities.
Character advancement follows the rules described in Fate Accelerated
Edition. In addition, you’ll find specific rules for the special skill and the
Minor milestone
A minor milestone usually occurs at the end of a session of play, or when
one piece of a story has been resolved.
After a minor milestone, you can choose to do one (and only one) of the
 Switch the ratings of any two domains.
 Switch the ratings of any two approaches.
 Rename one aspect that isn’t your high concept.
 Exchange one stunt for a different stunt.
 Choose a new stunt (and adjust your refresh, if you already have
three stunts).
Also, if you have a lasting condition with only one box checked, you can
clear it and recover from it fully.
Significant milestones
A significant milestone usually occurs at the end of a scenario or the
conclusion of a big plot event (or, when in doubt, at the end of every two
or three sessions).
In addition to the benefit of a minor milestone, you also gain both of the
 If you have a lasting condition that’s been around for at least two
sessions, you can clear it.
 Raise the bonus of one domain or one approach by one.
Major milestone
Major milestones should only occur when something happens in the
campaign that shakes it up a lot—the end of a big story arc, the final defeat
of a main NPC villain, or any other large-scale change that reverberates
around your game world.
Achieving a major milestone confers the benefits of a significant milestone
and a minor milestone. In addition, you may do all of the following: * Take
an additional point of refresh. You may immediately use to purchase a
stunt if you wish. Or, you may strengthen your focus by adding a +2 bonus
to a focus stunt, or broaden your focus by purchasing a new focus stunt. *
Rename your character’s high concept (optional).
Fate of the Ninth World #5 -
17 April 2014
In the Ninth World, the numenera is a term that refers to anything that
seems supernatural and that comes from the prior ages of the Earth. There
are three types of numenera: cyphers, artifacts, oddities and other devices.
This guide won’t detail all the cyphers and artifacts that you can find in
the Numenera book. But instead, it will detail conversion guidelines.
Cyphers are one-use. The characters frequently discover and use them.
Cypher danger
Cyphers are unstable, and can be dangerous when gathered together. If a
character carry a lot of cyphers at any given time, she exposes herself, and
her companions, to dangerous consequences. The GM could tell that you
suffer a sticky condition, or the GM likes crunchy things, he could roll on
the Cypher Danger table from the core rulebook (page 279).
Consider that each character can carry up to three or four (Nano and
Mechanical/Mystical) cyphers at any given time. Remember that occultic
cyphers count as two cyphers for this purpose.
Describing a cypher
In Numenera, a cypher is described by a simple stats block:
 Level: the cypher level
 Type: internal, wearable
 Usable: its form
 Effect: what it does
A cypher will still be described with the same block stats. The level would
seems irrelevant with Fate, but in fact it could be influence the effect.
The interesting thing with a cypher is what it does. A cypher can have an
immediate effect: cure a disease, explode. Or a cypher can create an
advantage, or it can help to overcome an obstacle by granting a bonus. The
conversion is pretty straightforward.
Adhesion Clamps: Grants the aspect perfect climber to the holder.
Disrupting Nodule: Grants the aspect burst of nanites to the attached
weapon (inflicts such a pain that the target loses his next action).
Intellect Enhancement. Gives a +2 bonus to any Clever actions.
Living solvent. As described in Numenera.
Rejuvenator. Unchecks all the stress boxes to one random track.
Artifacts are much more complex devices. They will be described by more
complex stats. But yet, by using the Fate fractal, the conversion is pretty
 Level: relevant with some effects.
 Quirk: a requirement or side-effect that could be compelled.
 Effect: description of the effect – action, bonus, advantage,
 Depletion stress: a stress track, if relevant. When all boxes are
checked, the artifact is depleted.
 Condition: Lasting: Depleted
Depleted artifacts can sometimes be recharged, which involves materials,
time, knowledge and skill.
Following are few examples.
Chameleon Cloak
This artifact is a very thin, lightweight, transparent cloth formed into a
cloak. When activated, the device takes the colors and textures of
everything around the wearer. This effect grants the aspect Chameleon, and
can be invoked during a scene.
Multidimensional Blade
This artifact is a straight bladed weapon with a large haft with a few
controls on it. When activated, the blade exists on many levels of reality at
once.It harms creatures that can be affected only by transdimensional
Fate of the Ninth World #6 -
17 April 2014
It is not about to convert all the creatures described in the corebook and the
supplements. This is to give meaningful conversion rules. (Note: There
were inspired by Dungeons of
Fate,http://slyflourish.com/dungeons_of_fate.html, by Mike Shea)
A creature will be defined by a few stats:
 Level: the level of the monster represents the overall challenge. It is
the bonus for all the creature’s actions. Keep the original level.
 Instinct aspect: This is the core drives that spur the monsters to
action. What makes them take risks and chances? What do they care
enough about to get in fights with the players about? The instinct
aspect is the original motive. The GM can invoke the instinct aspect
as usual, except that the creature add +3 instead of +2. See Fate
System Toolkit page 156.
 Stress track: A monster has a stress box for each level it has. Each
of these stress boxes can absorbs an incremental amount of stress
from one for the first box to the monster’s level for the last box.
For some creatures, you’ll want to give them special abilities. Such
abilities could easily be turned into stunts and they are often really
powerful. In that case, you may add a weakness. If you add a lesser
weakness, you must still pay a fate point at the start of the scene in which
the monster uses the power, but if you add a greater weakness, you don’t
have to pay any fate points at all to use the stunt. See Fate System
Toolkit page 157.
You should read carefully the description of the creatures
in Numenera books. They are full of details and provide nifty clues to
enrich interactions and combats.
Following are few examples.
See Numenera page 236.
 Level: 6
 Instinct aspect: Hungers for flesh
 Stress track: 6 boxes
Nibovian Wife
See Numenera page 251.
 Level: 3
 Instinct aspect: Seduction for reproduction, defense of its ―offspring‖
 Stress track: 3 boxes
See Numenera page 255.
 Level: 5
 Instinct aspect: Seeks power
 Stress track: 5 boxes
 Ability: Regeneration.

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