You are on page 1of 13

TM

VERTICES
TABLE OF CONTENTS

Introduction 4

PART 1: LOCATIONS 5
Chapter 1: Exploring the Vertices 6
Chapter 2: Tando’s Ribs 9
Chapter 3: Canted Pipes of Vnaar 16
Chapter 4: Seven Cousins 24
Chapter 5: Fragrant Trap 31
Chapter 6: Blade Interstice 41
Chapter 7: Corpseflinger 50
Chapter 8: Temple of War 58
Chapter 9: Pulvinated Foam 68

PART 2: THE NUMENERA 73


Chapter 10: Cyphers 74
Chapter 11: Artifacts 77

PART 3: CREATURES AND CHARACTERS 79


Chapter 12: Creatures 80
Chapter 13: Rival Explorers 84

PART 4: ADDITIONAL RESOURCES 93


Random Settlement Generator 94
Glossary 96
INTRODUCTION

W
elcome to Vertices, a sourcebook location entries. Following this first chapter
full of new Ninth World locations are eight unique locations for PCs to explore,
your player characters (PCs) each with its own numenera quirks and
can discover and explore. Each of these treasures.
Datasphere, page 355 locations has a connection to the datasphere, Part 2: The Numenera describes new
the mysterious information network that cyphers and artifacts the PCs can find or
Abhuman, page 13
surrounds and permeates the world. salvage from these locations (or potentially
Specifically, each site is a vertice—a place anywhere else in the Ninth World).
where creatures from the physical world (the Part 3: Creatures and Characters gives game
real) can transcribe (upload or download) stats for new creatures (including a melting
themselves to or from the datasphere. The reptilian abhuman called a nalkor and three
PCs may not know that a particular location godlike voices) and a couple of dozen non-
is a vertice, or even what a vertice is. Their player characters (NPCs) that can be used as
reasons for visiting the place might be entirely allies, foes, or minions of the PCs.
unrelated, and the datasphere connection may Part 4: Additional Resources includes a
be a complete surprise and an opportunity to random settlement generator to help you
take the campaign in a new direction. quickly rough out a camp, fort, or village
The material in this book is enhanced if you where the PCs might rest and hear interesting
have Voices of the Datasphere, the sourcebook rumors, as well as a glossary of the datasphere
on the datasphere and its inhabitants. terminology used in this book.
However, that book is not required to use
this one, and you can enjoy all the locations
in these pages without knowing anything
This book introduces a lot about the datasphere other than the basic
of new game terms and information in Numenera Discovery and Numenera Discovery Numenera Destiny
in-world terms relating
what is explained here. On its own, Vertices
to the datasphere; be Throughout this book, you’ll see
sure to check out the details eight unique locations, plus additional
page references to various items
glossary on page 96. supplementary material you can add to any
accompanied by these two symbols.
Numenera campaign.
These are page references to
Numenera Discovery and Numenera
Destiny, respectively, where you can
HOW TO USE THIS BOOK find additional details about that rule,
This book is for you, the game master
ability, creature, or concept. Often,
(GM). To help you get started, here’s a quick
it will be necessary to look up the
summary of the material covered in this book.
reference to find information you
Part 1: Locations begins with an exploration
need. Other times, it’s not necessary,
of the unusual nature of these ruins (each
but looking it up can deepen your
is a vertice, a place with a connection to the experience and understanding of the
datasphere), the three powerful entities vying game and the setting.
for control of the sites, and how to read the

4
TANDO’S RIBS

DATASPHERE CONNECTION The pebbled material in the crack is


Nepp: level 4; Might
The Holographic Interaction room marrow, and the creature (a nepp) is slowly defense as level 6;
(area 2) has a constant live connection eating it. As long as nobody harms it or running, climbing, and
jumping as level 6;
to the datasphere, although it is not comes within striking distance of it, the
health 20; Armor 1;
currently enabled for transcribing. A nepp is content to ignore other visitors and damage inflicted 7 points;
character skilled at crafting numenera keep scouring the marrow out of the wall moves a long distance
each round; immune
could potentially upgrade that area into crack, which will take it another hour or so. to visual effects
an installation that can realscribe and If the exterior door to this chamber is open
datascribe creatures (doing so might when it finishes eating, it wanders out.
require disassembling a vertice at The miscellaneous debris in the room The yovoki have figured
another location and reassembling or is from creatures coming in and out or out how to open and
close the doors in
incorporating it here). The corresponding living here when the door opens on its this ruin, although it
datasphere frame looks very similar to own, and contains nothing of value. sometimes takes them
a few rounds because
the Holographic Interaction room, but is There are two dark panels here,
they can barely reach
just a part of some other node (in other corresponding to the ones on the the door controls.
words, that frame can be part of any node outside of the structure. Interacting
that’s useful for your campaign). with them (no roll needed) causes them

SITE LOCATIONS
The following are specific locations at
this site.

1. ENTRANCE CHAMBER
The door into this chamber isn’t visible
when closed. Characters can open or
close it by activating one of the two nearby
dark spots (panels) on the outside of the
ruin, causing the door to appear and iris
open. The door sometimes opens on its
own, remaining so for one to three days
at a time, which allows wild creatures,
yovoki, and curious visitors to roam about
the structure; many of the rooms on the
map are used as temporary lairs by these
creatures.
READ ALOUD
The inside of the ruin is made of the
same pale blue synth as the outside. The
walls curve sharply to meet the floor and
ceiling. On the north wall is a crack as
wide as a hand, with dark blue pebbled
material within it. The crack is partially
covered by the gently undulating form of
a brown, hairy rug-like creature. The entire
room smells vaguely of fresh meat. Leaf
debris, small animal bones, and other
natural items from outside litter the floor.

11
CHAPTER 4

SEVEN COUSINS
LEVEL 6

READ ALOUD controlling a nearby vertice and bringing


Because this ruin is a A cluster of huge boulders comes into many creatures here to use as test
mile above the ground, if view, floating at least a mile above the subjects (resulting in corpses piling up or
the ground itself is high
above sea level (on a hill ground and held in place by a haze that spilling off the side of the platform).
or mountain), characters matches the surrounding sky. Bright glass Etranv is fascinated by the stone-based
visiting the Cousins may
panels on the undersides occasionally anhedons and brings other stone-, crystal-,
get winded easily due
to the lower air pressure catch a glint of light. The boulders are flat or silicon-based life forms to this location.
and oxygen level. These on top, with buildings upon each of them. This usually results in heated battles for
characters are hindered
in all tasks, either due to A few smaller rocks drift around them like control of the site between various factions
a failed Might defense they swing on invisible ropes. of creatures (which the characters can take
task or a GM intrusion. advantage of if they’re careful not to draw
Titanothaur: a level 10 Overview: Seven flying stone islands high attention to themselves).
destructive creature of in the air are visible from the ground only Isijaan overrides the numenera holding
gigantic size; most are
easily 300 feet when the sun hits them at certain angles. the Cousins in place and sends them
(90 m) tall. For The structures are used as landing pads drifting, shakes them up and down, or
more information,
and a communications hub for anhedons flies them around in search of something
see The Ninth World
Bestiary page 126. making their way to the Ninth World, but big and dangerous to shoot at (such as
they have their own guardians and agenda. a titanothaur). They may instead strafe a
Consider placing Rumors: Miners in the outpost of few villages or cities until repelled with
this site south of Nomrom tell the tale of the gods who equal or greater firepower.
Dynafel in Iscobal.
placed seven great heroes—all cousins The Seven Cousins are a numenera
blessed by the numenera—in the sky to fortification that goes unnoticed most of
Dynafel, page 154 keep watch against enemies from the the time because of their location and a
stars. A nameless demigod split himself subtle cloaking field that blocks casual
Attractor, page 276
into seven shining diamonds to light the observation. They float a mile in the air and
Detonation (gravity), way to paradise. A six-fingered demon are hidden from view from the ground by
page 277
claws at the walls of its invisible cage. an illusory distortion field that mimics the
Gravity nullifier, Common Cyphers: Attractor, detonation nearby atmospheric color and texture. When
page 280 (gravity), gravity nullifier, reality spike, viewed up close, they look like flat stone
Reality spike, page 285
x-ray viewer boulders with structures built upon them.
Voices: Aorut studies how the mineral- The underside of each boulder appears
X-ray viewer, page 288 teleporter affects flesh creatures in the to be rough stone with occasional patches
Stronglass, page 94 hopes of learning how unsupported of lichen or similar growths. Several large
creatures (such as many bizarre stronglass panels stick out among these
Voices (Aorut, Etranv, datasphere entities) might be able rough shapes, absorbing power from
Isijaan), page 82 to survive in the real. This requires sunlight and projecting an antigravity

24
SEVEN COUSINS

To reach the Seven


Cousins, the characters
might use a flying
vehicle or similar
numenera, be teleported
here accidentally
or intentionally, get
pulled here due to a
malfunction in the
elevator in area 3, be
dropped here by a
flying beast using one
of the platforms as
a nest, and so on.

If the Cousins are used


(by someone other than
a voice) to attack any
settlements, it is likely
field that keeps the boulder from falling that are useful to the anhedons in their that a group of rival
explorers (particularly
to the ground. Dozens of fist-sized metal search for the Meeting of All Things. At Ee’al and Larren) will
nodules create a visual haze underneath any particular time, there are three to four come here to stop the
each boulder. From the ground, they look anhedons using various devices in this ruin. attacks, putting them at
odds with the anhedons
exactly like the ambient sky—cloudy, clear, When PCs arrive at this location, they (and potentially being
blue, twilight grey, and so on. However, probably see anhedons working at one or allies for the PCs).
several times per year, the rising or setting more of the platforms. These creatures See page 84 for more
on rival explorers.
sun hits the stronglass panels at just the are intent on what they’re doing and
right angle to create a twinkling effect probably ignore the PCs unless they call
that is visible from the ground as seven attention to themselves by making noise, Most people see only
distinct flashing objects high in the sky. attempting to salvage numenera from six bright spots, but
those with keen eyesight
The platforms are very stable, and most the structure, attacking the anhedons, or can make out that one
activity by human-sized characters can otherwise interfering with whatever they point is actually two
discrete objects. Some
barely make them vibrate. Only a level 7 are doing.
local villages use the
or higher effect that creates great force Every few hours, an anhedon lands on challenge of looking
(such as a detonation) is strong enough one of the boulders with a loud crash. The for the seventh spot as
a vision test for young
to shake or tilt them momentarily. new arrival usually spends a few rounds scouts and warriors.
conferring with others of its kind who are
present, then chooses its own tasks to
FOES FROM THE SKY work on. Some anhedons leave the ruin by
This site is frequented by anhedons—stony jumping off (and presumably landing on Anhedon, page 253
creatures known to fall from the sky. The the ground somewhere), but others vanish
Seven Cousins contain several devices (or appear) using the device in area 2.

25
Using a SUBDIMENSIONALIZER The user gains 3 Armor that protects
subdimensionalizer on a
Level: 1d6 against Intellect damage only. Attempts
creature that normally
exists in four or more Internal: Pill, ingestible liquid to affect the wearer’s mind are hindered
dimensions might Wearable: Temporary tattoo (hindered by two steps if the cypher is
temporarily weaken Effect: Makes the user subdimensional— level 7 or higher). The cypher lasts for
or negate some of the existing in fewer than the normal ten minutes per cypher level.
creature’s attacks and
defenses, assuming a human-familiar dimensions of height, About 10 percent of these cyphers provide
character could manage width, and depth—for one minute their protection to an immediate area
to target the creature per cypher level. The user appears to centered on the user.
with the cypher. It be a flat (two-dimensional) version of
functions erratically—or
not at all—against
themselves, like a painting, but is still VOICE INTERVENTION BEACON
creatures that already able to move, attack, and take other Level: 1d6 + 2
exist in fewer than actions. Instead of moving, the user can Usable: Handheld device
three dimensions. use the movement part of their action Effect: Calls the attention of a voice (a
Voice, page 82
to turn sideways relative to an observer powerful, or near-godlike, entity of the
so they appear to be a thread-thin line datasphere), allowing them to sense a
extending from the ground up to the short area around the user and intervene
Before its attention in
user’s height, giving them two assets on for a few moments. The user can specify
the area lapses, the
voice might tell the user stealth tasks to hide. The user can easily a voice they know, otherwise which voice
that it expects a favor or pass through narrow spaces (such as responds to the call is up to chance
service in exchange for the gap between a door and its frame) (perhaps a voice connected to a nearby
the help it provided. that are at least half their height. portion of the datasphere). The cypher’s
The user can make attacks with bladed signal is pleasing to the voice and they
weapons normally; all other attacks are are likely to respond favorably to the
hindered by two steps. The user’s bladed call (unless circumstances suggest
attacks ignore Armor up to the cypher’s otherwise, such as if the user is an
level. The user can only manipulate enemy of the voice or in combat with the
other two-dimensional objects. Anything voice’s minions).
the two-dimensional user drops reverts The voice can take one round worth of actions
to its normal three-dimensional state (two rounds if the cypher level is 6 or
after a round or two. higher). In the real, the voice’s actions
Subdimensionality is a fragile state for are limited to providing advice and
three-dimensional creatures; physical information (such as answering questions
Datasphere siphon, attacks against the user inflict as if the user had activated a datasphere
page 277 additional damage equal to half the siphon or providing tactical information
attack’s normal damage, rounded against the user’s foes) or sending a
Ravage bear, page 249
down (minimum 1 additional point). glimmer-like burst of information that
For example, a ravage bear attack that hinders foes in an immediate area by
normally inflicts 7 points of damage two steps. In the datasphere, the voice
A telepathic dampener inflicts an additional 3 points of has its full capabilities and can act in
can be used on a damage to the user. the user’s current frame as if they were
telepathic creature
directly present.
to limit its abilities
or by any creature TELEPATHIC DAMPENER The voice’s level for all abilities transmitted
to protect against a Level: 1d6 + 2 through the cypher is equal to the
telepathic enemy. Internal: Pill, ingestible liquid cypher’s level. In areas of the real
Wearable: Amulet, headband with poor datasphere connections,
Many telepathic Effect: Dampens the user’s telepathic activity or in datasphere nodes that are
dampener cyphers
have a quirk whereby
and presence. The affected creature shielded from external communication,
the user experiences cannot use psychic or telepathic abilities the voice functions as if two levels lower
“psychic tinnitus”—a unless their level is greater than the than the cypher.
constant ringing in the cypher level, and telepaths whose level is
character’s “mental ear,”
less than the cypher level cannot detect
hindering mental tasks.
the user as a living, thinking creature.

76
ARTIFACTS

CHAPTER 11

ARTIFACTS

T
he artifacts in this chapter add to BONE THICKENER
the assortment presented in other Level: 1d6 + 2
Numenera books. As with the Form: Synth belt with several buttons
cyphers in chapter 10, some of them may and dials
require a datasphere connection to operate Effect: This device augments the wearer’s
and may function erratically when away skeleton, strengthening and thickening
from a vertice. it for 28 hours. The wearer’s Might
Pool increases by 3, and their Might
Edge increases by 1 (or by 5 and 2 if the
RANDOM ARTIFACT artifact is level 7 or higher).
You can use this table to randomly select an Attacks that would break, weaken, or
artifact from those in this chapter. destroy the target’s bones are hindered
d100 Artifact by two steps. If the user experiences
01–10 Anhedon boots trauma (such as a hard fall) that would
break a bone or inflict similar lasting Lasting damage,
11–45 Bone thickener page 344
damage, the artifact prevents it but
46–65 Flesh magnet immediately requires a new depletion
66–75 Icon of war roll. The Bone Thickener can be used
76–00 Impossible boot mesh to immediately repair one or more
broken bones in a creature, but doing
so requires a depletion roll. It can even
ANHEDON BOOTS regrow missing or destroyed bones, but
Level: 1d6 + 1 doing so requires two depletion rolls.
GM intrusion: The
Form: Thick boots made of a flexible stone- Using the artifact causes slight, temporary
leap is off-target; if
like material cosmetic changes in the user’s the character fails a
Effect: The wearer can make gravity-assisted appearance due to the slightly enlarged hindered jump task,
leaps across impressive distances. The bones—a heavier brow ridge and they land some distance
away (equal to half
artifact is less accurate with short leaps. cheekbones, thicker joints, and so on. the distance jumped)
Jumping a very long distance is a level 1 Depletion: 1–3 in 1d20 (check each use) from their intended
task, a long distance is a level 3 task, and landing point.
a short or immediate distance is a level 5 FLESH MAGNET
task. Failing the task means the character Level: 1d6 + 4
crosses the distance safely but lands Form: Complex device with handles and a
prone. Because the artifact manipulates glass sphere on one side
gravity, jumping downward means the Effect: The device creates a beam of
wearer doesn’t take falling damage. force that can attract or repel flesh
Depletion: 1 in 1d20 (check each jump) within long range (very long range if
the artifact is level 8 or higher). As
an action, the user can move one

77
CHAPTER 13

RIVAL EXPLORERS

T
hese NPCs are specifically meant UNDERSTANDING THE
to be parallels to the PCs— LISTINGS
explorers who have similar Name: After each character’s name is
interests in exploration, discovery, and their level, with their difficulty number
salvage. You can use them as allies, listed in parentheses after that.
competitors, ambushers, agents of the
voices, or people who’ve gotten in over Appearance: A quick player-friendly
their heads and need rescuing—whatever description of the character. All of
is appropriate for your campaign. The these explorers are human unless their
PCs might meet them in a settlement appearance states otherwise.
near a ruin, either about to embark on a
Voices, page 82 salvage run, or having just returned from Nature: A short summary of the
a successful mission or tragic failure. character’s nature (personality,
Perhaps along the remnants of an old demeanor, and so on) to help you
Descriptor, page 53 road, trying to find something worth their roleplay interactions with them, and
while. Or trapped within a hibernation which of the three voices (if any) they are
field in a malfunctioning installation, known to work for or with. The first word
Descriptor, page 40 leaving the PCs to debate whether or not in each entry is also a PC descriptor
to awaken them. from Numenera Discovery or Numenera
All of these characters are presented Destiny—cheerful, loyal, tough, and so
Explorer Names as level 3 or 4 to make them suitable on. You can (but don’t have to) use that
Many people on modern allies or foes for low-tier PCs. You can descriptor to fill in other details about
Earth are named after
animals or plants, and adjust their levels to make them more the NPC (like giving them an inability,
it’s reasonable that in the useful for higher-tier play, either as how they met others in their group of
Ninth World, there are
friends or enemies of the PCs. The easiest explorers, or a piece of equipment they
NPCs named Ash, Colt,
Drake, Hawk, Heather, way is to increase or decrease all of the carry), or as a hook to encourage a player
Ivy, Rose, Willow, or Wolf. NPC’s levels by the same amount. For character with that descriptor to identify
Mineral-based names
like Amber, Clay, Crystal, example, to make Bovix more powerful, with an NPC explorer. For example,
Jade, and Pearl are also just increase all of his levels by 2, so his a gregarious PC and NPC might get
possible. Just remember creature level becomes 5 (and adding 6 along well, two tough characters might
that people in the Ninth
World aren’t speaking any to his health for the two additional see themselves as rivals, and so on.
21st-century language, creature levels), and his listed skills all Genders, species, and homelands for
so an NPC name like
become level 6. these NPCs are optional—you should
“Clay” or “Rose” is
actually a translation of change them if you need something
their name’s meaning different for your campaign.
in the Truth.

84
RIVAL EXPLORERS

Role: One word that explains the


character’s primary role in their group. NPC ROLE ICONS Any of these explorers
Offense characters quickly act to You can quickly identify NPCs based might be accompanied
on their roles using the icon in front by an additional
eliminate hostile creatures. Defense standard nonplayer
characters protect the group from of their name. character (page 263),
dangerous creatures and effects. such as a bandit, an
Offense Exploration explorer, or an Aeon
Exploration characters have skills or Priest. This other NPC
Defense Support
abilities for scouting, searching, and might be a bodyguard,
an expert advisor,
bypassing obstacles. Support characters
or even a prisoner.
have useful knowledge (such as ALLIFO 3 (9) Instead of an NPC, the
understanding or salvaging numenera), Appearance: Mature woman, somewhat explorer might have an
automaton or beast
abilities or equipment for healing, or unkempt, with silver hair, wearing blue companion that is one
interaction skills. Assume that any synth armor, and carrying a big axe level lower than the
character can fill in for a different role Nature: Persevering, serious, friendly; explorer’s level

but won’t be as good at it. Most groups doesn’t like people who are reckless
of explorers cover at least three of these or careless; has an almost religious GM intrusion:
roles. If one of these NPCs is associated respect for the numenera; likely to The rival explorer uses
a cypher or an ability
with a voice, any other NPCs in their work for Aorut as a leader of others that is appropriate for
group probably also work for that voice Role: Offense them and is especially
helpful in the current
(although they might only be doing it for Stats: Attacks as level 4; health 12; Armor situation, such as an
money or numenera, rather than loyalty 2; axe inflicts 4 points of damage attack, defense, sudden
to the voice). Equipment: Axe, 8 shins, detonation relocation, or healing.
(fire), tracer A hidden NPC, ally,
Stats: Any modifications for the character, or minion comes to
the NPC’s aid.
plus other game stats such as health (if
not the normal amount for their level),
Armor, and unusual combat information. Modification, page 223

Detonation, page 277


Equipment: A piece of signature
equipment used by the character, shins, Tracer, page 288

and suggested cyphers (use the number


of cyphers listed as their cypher limit.)
They’ll use their cyphers as needed and
may be interested in trading cyphers
with PCs, typically for other numenera,
interesting oddities, or (if desperate)
basic supplies like food and protective
clothing. Each NPC is also assumed to
have equipment appropriate for their
role and current circumstances (armor,
weapons, light tools, rope, and so on).

ALLIFO

85
RANDOM SETTLEMENT
GENERATOR

A
numenera ruin on its own can be 71–80 Near-human
an interesting place to explore. 81–00 Abhuman or other
Adding a social dynamic with a
nearby settlement—whether a village, clave, DEFAULT INTERACTION
camp, outpost, or similar—can make the This is the general attitude that the people
ruin even more memorable. Roll on the of the settlement have toward visitors.
following tables for quick inspiration about If the primary species of the settlement
a nearby settlement, disregarding any is different than that of the PCs, add 20
contrary results that can’t be explained with an to the roll; if the settlement is primarily
interesting backstory. Some results here (such abhumans, add an additional 30 to the roll.
as a kind of mutation or type of cypher being d100 Results
common) suggest rolling on the appropriate 01–10 Welcoming
table in Numenera Discovery or Numenera
11–25 Amicable
Destiny for more information. You can also roll
26–60 Neutral
on the Community Event Table for a current or
Whether the PCs seasonal situation at the settlement. 61–90 Cautious
find the ruin or the 91+ Hostile
settlement first can also SETTLEMENT TYPE
affect the experience
of exploring the ruin. d100 Results LANGUAGE SPOKEN
01–25 Village This is not necessarily the native language of
the settlement, but rather what language the
Many Rumors sections
26–40 Group of farmsteads
PCs need to use or learn in order to speak
associated with the ruins 41–50 Military camp
with the locals. Most human settlements
in this book include 51–55 Military outpost
one rumor associated
have a few people who know a little Truth
56–65 Bandit camp or Shin-Talk even if the general population
with a specific nearby
named settlement; you 66–70 Refugee/survivor camp uses some other language. For settlements
can use the information 71–75 Abhuman camp outside the Steadfast, add 20 to the roll.
in this chapter to fill 76–80 Abhuman village d100 Results
out the details for that
settlement so it’s unique 81–85 Horde 01–80 Truth
to your campaign. 86–95 Explorer camp 81–90 Shin-Talk
96–00 Clave 91–110 Odd dialect of Truth
111+ Local language unrelated to Truth
PRIMARY SPECIES
Community Event Table, This indicates what species most of the LOCAL RESOURCES
page 333 settlement’s population is. “Near-human” Roll once or twice to see what the
could be an offshoot of humanity or a human settlement’s primary resources are. Even
Horde, page 292
population where one or two mutations if the settlement isn’t able to trade with
(such as gills or a third eye) are common. others, these resources enable them to
d100 Results survive and thrive in this location. For a
Clave, page 12 01–65 Human short-term settlement such as a camp or
horde, add 40 to the roll.
66–70 Lattimor or varjellen

94
RANDOM SETTLEMENT GENERATOR

A long-term settlement (such as a 76–90 Labor


village or clave) survives on a mix of food 91–00 Numenera (oddities, cyphers,
resources—hunting, fishing, livestock, and and so on)
so on—even if it isn’t the primary resource
rolled. A short-term settlement (such as a GOVERNMENT AND LEADERSHIP
camp or horde) probably brought its own Roll once or twice to determine how the
food stores from elsewhere, relies on hunting settlement is governed and why the authority
or raiding, or might lack the resources to figures have power (settlements can be an
survive and be on the brink of starvation. even mix of two aspects, or primarily one
“Labor” could mean military strength or aspect with some influence from a second
a sellable workforce such as automatons, aspect). Abhuman settlements default to
beasts, or slaves. “Numenera” means oddities, whatever leadership that kind of abhuman has
cyphers, or other devices or processes. (margr are led by the strongest tyrant, sathosh Margr, page 240
d100 Results have family-based communities, and so on).
Sathosh, page 251
01–15 Crops d100 Result
16–25 Fishing 01–20 Council
26–35 Hunting 21–25 Democracy or republic
36–45 Livestock 26–40 Despot
46–53 Manufactured goods 41–50 Elders
54–55 Spices 51–60 Militaristic
56–60 Water 61–75 Monarchal
Installation, page 121
61–65 Herbs or medicine 76–85 Numenera expertise
66–75 Minerals 86–00 Religious

Organizations, page 215


QUIRK Mutations, page 398
Roll once or twice to find interesting quirks of the people or the settlement itself.
d100 Result
01 Abhorrent practice 31 Illusions or holograms 66 Shuns common
(such as cannibalism) 32–33 Installation, defensive numenera
02 Amnesia 34–35 Installation, offensive 67–68 Strange dreams
03 Bounty 36 Mirror images 69–70 Strange lights
04 Clones 37–38 Mutation, beneficial 71–72 Strange livestock
05–06 Compulsion 39–40 Mutation, cosmetic 73 Strong gravity
07–08 Crop circles 41–42 Mutation, distinctive 74–75 Subterranean location or
09 Cult connection
43–44 Mutation, harmful
10 Damages the ruin 76–77 Suspicious of one PC
45 Mutation, powerful
11 Dimensionally displaced 78 Teleporter
46–47 Nightmares
12–13 Drought 79 Temporally displaced
48–49 Odd smells
14 Dulled emotions 80–81 Tornados
50–51 Odd sounds
15 Earthquakes 82 Unaware of the ruin
52–53 Organization connection
16–17 Famine 83 Underwater
54–55 People are larger/smaller
18–19 Fear of the ruin than normal 84–85 Unusual food or drink
20 Floating 56 Plague 86 Unusual holiday
21 Flooding 57 Precarious location 87–88 Unusual plant
22–23 Frequent predators 58 Refuses to talk about 89 Volcano or other eruption
24 Frequent purge or the ruin 90 Warlike or aggressive
inquisition 59–60 Religious 91–92 Weak gravity
25 Geyser 61–62 Scavenges the ruin 93–94 Weird installation
26–27 Glimmers 63 Settlement abandoned 95–96 Weird music
28–29 Hallucinations 64 Settlement destroyed 97–98 Weird weather
30 Heightened emotions 65 Settlement preserved 99–00 Worships the ruin

95

You might also like