01 - Core Rulebook.pdf
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60165 KB
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BY MONTE COOK
CREDITS
Writer/Designer
Monte Cook
Rule Developers
Monte Cook and Sean K. Reynolds
Additional Writing
Shanna Germain
Lead Editor
Shanna Germain
Editor
Ray Vallese
Proofreader
Michele Carter
Cover Designer and Lead Artist
Kieran Yanner
Graphic Designer
Sarah Robinson
Artists
Samuel Araya, Helge Balzer, Mark Buhalo, Chrom, Florian Devos, Sara Diesel, Dreamstime.com, Jason Engle, Kali Fitzgerald,
Guido Kuip, Eric Lofgren, Patrick McEvoy, Jeremy McHugh, Brynn Metheny, Michael Perry, Roberto Pitturru/Fabio Passamonti, Scott
Purdy, Lee Smith, Matt Stawicki, Mark Tarrisse, Keith Thompson, Prosper Tipaldi, Cory Trego-Erdner, Shane Tyree,
Bear Weiter, Adrian Wilkins, Kieran Yanner
Cartographer
Christopher West
Alpha Playtesters
Shanna Germain, Ray Vallese, Colin McComb, James Bell, Erik Mona, Danica King, Sean Reynolds, Stan!, Hyrum Savage
Dedicated to JD Sparks ( Jay Peterson), who journeyed with me all through the lead-up to Numenera, helping to form my view on science fiction,
fantasy, and everything that is cool about wild and wonderful ideas.
© 2013 Monte Cook Games, LLC
N
UMENERA
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
1
NEW WORLD, NEW GAME
Dreaming of the Future
The Amber Monolith
2
3
PART 6: THE NUMENERA
4
6
4
275
276
278
298
314
PART 1: GETTING STARTED
Chapter 1: Welcome to the Ninth World
Chapter 2: How to Play Numenera
11
12
15
Chapter 17: Technology
Chapter 18: Cyphers
Chapter 19: Artifacts
Chapter 20: Oddities & Discoveries
PART 7: RUNNING THE GAME
Chapter 21: Using the Rules
Chapter 22: Building a Story
Chapter 23: Realizing the Ninth World
319
320
340
354
PART 2: CHARACTERS
Chapter 3: Creating Your Character
Chapter 4: Character Type
Chapter 5: Character Descriptor
Chapter 6: Character Focus
Chapter 7: Equipment
19
20
26
47
52
77
PART 8: ADVENTURES
Chapter 24: Adventures Overview
Chapter 25: The Beale of Boregal
Chapter 26: Seedship
Chapter 27: The Hidden Price
Chapter 28: Three Sanctums
365
366
367
379
385
390
PART 3: PLAYING THE GAME
Chapter 8: Rules of the Game
Chapter 9: Optional Rules
83
84
113
PART 9: BACK MATTER
PART 4: THE SETTING
Chapter 10: Living in the Ninth World
Chapter 11: The Steadfast
Chapter 12: The Beyond
Chapter 13: Beyond the Beyond
Chapter 14: Organizations
399
400
402
403
411
412
414
129
130
136
174
213
222
Appendix A: Character Creation Walkthrough
Appendix B: Bibliography and Resources
Appendix C: Kickstarter Backers
Glossary
Index
Numenera Character Sheet
PART 5: CREATURES & CHARACTERS 227
Chapter 15: Creatures
Chapter 16: Non-Player Characters
228
269
5
6
7
8
9
3
Any sufficiently advanced technology is
indistinguishable from magic.
~Sir Arthur C. Clarke
DREAMING OF THE FUTURE
I
’m a dreamer. I’ve had a lot of dreams. But for twenty years, two dreams of mine have stuck with me, no
matter what else I was doing or what I was working on. Projects came and went, but these two dreams
always hovered in the background.
The first was a roleplaying game system where players got to decide how much effort they wanted to put into
any given action, and that decision would help determine whether their action would succeed or fail. This would
be a simple but elegant system where sustained damage and physical exertion drew from the same resource (so
as you became wounded, you could do less, and as you became exhausted, you were easier to take down). Where
your willpower and your mental “power points” were the same thing, and as you drew on your mental resources,
your ability to stave off mental attacks waned. And where it was all so integrated into the character that it was easy
to process and keep track of. But most of all, I dreamed of a game system that was designed from the ground up
to be played the way people actually played games, and to be run the way that game masters really ran them.
The second dream that stuck with me was a world that fused science fiction and fantasy, but not in the usual
mixed-genre sort of way. Instead, it was a place that felt like fantasy but was actually science fiction. Or perhaps it
felt like science fiction but was actually fantasy. Could I achieve both at once? The well-known quote from Sir Arthur
C. Clarke that “any sufficiently advanced technology is indistinguishable from magic” seemed to lie at the heart of
this concept. In my mind, I envisioned strangely garbed priests chanting well-rehearsed prayers and invocations,
using sacred instruments and making precise gestures, but then we realize that the instruments are technological
in nature, and some of the gestures are actually fingers playing over buttons or sections of a touchscreen....
But that was all twenty years ago.
Time passed. I worked on hundreds of projects for different companies—including my own. I never
completely forgot about those ideas, but they mostly faded away into the recesses of my mind.
Then, I was lying in bed one night about a year ago, and in my mind’s eye I saw two figures pulling tattered cloaks
around themselves to ward off the chill as they walked. The two trudged across a grey landscape, wary with each step.
And as this scene receded, I saw that the terrain they crossed was a massive gear, and the landscape was in fact an
unbelievably huge and ancient machine. The key to this scene, I realized, was that the figures were in no way part of
this terrain—perhaps they didn’t even understand the concept of the machine—but they were accustomed to it. It
was a part of the world they lived in as much as mountains, rivers, and forests are a part of ours.
All at once, I knew that it was time to create this game and this setting that had been brewing in my
consciousness for twenty years. It was time to create
N
UMENERA
™.
At the time of this writing, I have worked as a professional game designer for twenty-five years. I’ve written articles,
adventures, sourcebooks, and roleplaying game settings (along with short stories, novels, scripts, and comic books).
4
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Inne pliki z tego folderu:
01 - Core Rulebook.pdf
(60165 KB)
Ninth World Guidebook.pdf
(23624 KB)
Cypher Deck.pdf
(11556 KB)
Character Options.pdf
(7682 KB)
02 - Players Guide.pdf
(6787 KB)
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