Phillip McGraw. Numenera is an award winning science fantasy tabletop role playing game RPG set in the far distant future written by Monte Cook It has been translated into Italian German Spanish French and Portuguese. The Numenera corebook is the main rulebook. Its a page hardcover with color art, some of which weve previewed for you. This book gives you all the rules of the game as well as the Ninth World setting, GM advice, and even some adventures to get you started.
Were taking the lessons that I learned creating Ptolus and applying them here, so if you liked the way that book was presented and organized, youre going to like this book. Home [P. Phillip Keller [P. Vardeman [P. Halpin [P. They say there have been eight worlds before ours. Eight times the people of this Earth, over vast millennia, built their civilizations.
They reached heights we cannot even imagine now: they spoke to the stars, reshaped the creatures of the world, and mastered form and essence. They built cities and machines that have since crumbled to dust, leaving only their vast outlines and barest remnants. This is the Ninth World. The people of the prior worlds are gonescattered, disappeared, or transcended.
But their works remain, in the places and devices that still contain some germ of function. The ignorant call these magic, but the wise know that these are our legacy. They are our future. Push 2 I ntellect points : You push a creatu re or In addition, you ca n replace one of you r lower-tier tricks object an i m med iate d i stance i n any d i rection you with a d ifferent trick from the same lower tier. The M ight, S peed , or I ntel l ect for ten m i n utes. For example, you can't use t h i s trick to time.
H over 3 I ntellect poi nts : Yo u fl oat s l owly i nto Reload 1 Speed point : When u s i n g a weapon the a i r. O n ce yo u Expert Cypher Use: You can bear th ree cyp hers at h ave esta b l i s h ed contact, yo u can read the ta rget ' s a time. I f yo u choose a task Action t o i n itiate. Fourth-Tier jack Fo u rth-tier jacks h ave the fo l l owi n g a b i l ities: Feiren Quevas is a Ski l ls: Yo u a re tra i ned i n o n e task of you r choos i n g well-known jack who ot h e r t h a n attacks o r defe n se.
I f yo u choose a task sought the legendary yo u ' re a l ready t ra i ned in, you become s peci a l ized three keys of the Silver Door, the only entrance in t h at task. You ca n ' t choose a task yo u ' re a l ready to the massive numenera s pecial ized i n. Although he never re perto i re. I n a d d i t i o n , yo u can re p l ace o n e o f yo u r possessed all three keys l owe r-ti e r tricks with a d i fferent trick fro m t h e same at once, he did manage to uncover an artifact l ower tier.
Spray 2 Speed points : I f a weapon h a s t h e abil ity to fire rapid shots without reload i n g u s u a l ly cal led a rapid-fire weapon, such as the cra n k cross bow , Onslaught 2 I ntel lect poi nts : You attack a foe you ca n s p ray m u ltiple shots around you r target to u s i n g e n e rgies t h at a s s a i l either h i s physical form i ncrease the chance of h itti n g.
In either case, yo u m u st be able to 1 rou n d s of ammo or a l l the ammo in the wea pon, see yo u r ta rget. The d ifficu lty of a s h o rt-range, i nv i s i b l e ray of fo rce t h at i n fl i cts the attack rol l i s decreased by one step.
I f the attack 4 points of d a mage. I f t h e attack i s menta l , you i s successfu l , it deals 1 less point of damage than focu s yo u r mental e n e rgy to b l a st the thought normal. Fifth-Tier Jack yo u ' re a l ready tra i ned i n , you become s peci a l ized Fifth-tier jacks h ave the fo l l owi n g a b i l ities: in t h at task.
You ca n ' t choose a task yo u ' re a l ready Adept Cypher Use: Yo u can bear four cyp h e rs at a special ized i n. Tricks ofthe Trade: Choose o n e of t h e fol lowi ng tricks Ski l ls: Yo u a re tra i ned i n o n e task of you r choos i n g or a trick from a lower tier to add to you r repertoi re. I f yo u choose a task In addition, you ca n replace one of you r lower-tier tricks yo u ' re a l ready t ra i ned in, you become s peci a l ized with a d ifferent trick from the same lower tier.
If yo u r attack Anotherfamous jack is i s s u ccessfu l , it i n fl i cts 4 a d d i t i o n a l points of Crimson Tellach, an expert d a m age. Successive Attack 2 Speed points : If you take down She lost her hand in a a foe, you can i m med iately make another attack on battle with a jiraskar, but that same turn against a new foe with i n you r reach.
You can a solid light emitter that use this trick with melee attacks and ranged attacks. For example, you a re tra i ned when u s i n g an O n s l aught force blast beca use it's a physical attack, but not when u s i n g a n O n s l aught m i n d s l ice because i t ' s a mental attack.
Yo u a re tra i ned when attacking with a d eath ray e m itter beca use it co mes fro m a n u menera d evice, but not when u s i n g a cross bow beca use it's a m u ndane weapon. M astery With Defense: Choose o n e type of defe n s e task i n which yo u a re tra i ned: M i ght, S peed , o r I nte l l ect. Each t i m e yo u sel ect it, yo u m u st choose a d i fferent type of defe n se task. T h i s type o f armor norm a l l y red uces s pecial ized i n stealth a n d S peed defe n s e tasks.
To com pe n sate, J a mes chooses Practiced i n Armor, page 2 9 p resence o r position-attacki ng, perform i n g a n Practiced in Armor as one of his tricks of the trade, esotery, u s i n g a n a b i l ity, m ovi n g a l a rge o bj ect, which red uces both costs by 2 mea n i n g they both a n d so o n. Action to i n itiate o r selects S peed tasks. J ames i s very defensive m i nded. At As a fi rst-tier c h a racte r, first tier, he can spend 1 h i s Effort is 1.
Quarterstaff, page 80 q u a rterstaff a n d a d a rt th rower The focus also grants h i m a Dart thrower, page 80 fo r h i s wea p o n s. The staff i s a strange odd ity that i nvolves m ed i u m weapon t h at i n fl i cts 4 i m ages in a piece of glass. The d a rt t h rowe r is a wi l l use these abil ities to create a l i ght wea pon, so he d ecreases t h e d ifficu lty con artist character who is carefu l of attack ro l l s with it, but each s h ot i n fl icts a n d clever and backs u p h i s l ies o n ly 2 poi nts of d a mage.
The d a rt th rowe r with i l l usions. T h e d e scri ptor c h a n ges the G racefu l Stro n g way those cha racte rs go about eve ry act i o n. I t i s t h e adject ive of t h e sente n ce " I am an adjective noun who verbs. Descri ptors a l s o offer a few brief s u ggest i o n s of I nabil ity: You we re n ever good at studyi n g o r You can customize an existing descriptor or create h ow yo u r c h a racter got i nvolved with the rest of t h e reta i n i n g facts.
The d ifficu lty of any task i nvolvi n g a new one. For guidance, gro u p o n t h e i r fi rst adventure. Wi l led, Swift, and Tough. Choose one of them for Add itional Equi pment: Yo u 've m a n aged to ta l k you r character. Whether through fo l l owi n g l i st of optio n s , choose h ow you beca me seem i n gly s u pernatural mea n s or j u st a way with i nvolved i n the fi rst adventu re. Yo u convi n ced one of the ot h e r PCs to te l l you M ost l i kely, you ' re physically attractive or at least h i g h ly what h e was d o i n g.
You i n stigated the whole t h i n g a n d convi n ced t h e You probably pay attention to you r appearance, keeping others to j o i n yo u. You make friends easi ly. There is reward i nvolved , a n d you need t h e money. You u nd e rsta n d peo p l e , so you can i nvolvi n g physical perform i n g a rts. I nabil ity: You we re n ever good at studyi n g o r Yo u ga i n the fo l l owi n g benefits : reta i n i n g trivi a l knowledge.
Additional Equipment: You s e e through the schemes Skill: You ' re trai ned i n a l l actions that i nvolve of others and occasionally convince them to bel ieve remembering or memorizing t h i ngs you experience you-even when, perhaps, they should not. For exa m p le, i n stead of being good at reca l l i n g Shins, page 77 you r clever behavior, you h ave l 0 extra s h i n s. I n itial Li n k to the Starti ng Adventu re: Fro m the 1. Fro m afar, yo u observed t h at someth i n g 1.
You tal ked yo u r way i nto t h e situation beca u s e yo u idea, it p robably was. You be l i eved t h at the task m i ght lead to i m porta nt without yo u.
Yo u can't u s e hedge magic to h a rm a n other Skill: You ' re tra i ned i n th ree a reas of knowledge of creatu re o r o bject. The d ifficu lty others fi n d a bit u n n e rvi ng. The d i fficu lty of any of any task i nvo lvi n g charm, pers u a s i o n , or etiquette i s task i nvo lvi n g charm, pers u a s i o n , o r deception i s i n creased b y one step.
I n itial Li n k to the I n itial Li n k to the Starti ng Adventu re: Starting Adventu re: Fro m t h e fo l l owi n g l i st of Fro m the fo l l owi n g l i st of optio n s , choose h ow you Your descriptor defines your o pt i o n s , choose h ow you beca me i nvolved in the character-it flavors everything beca me i nvolved in t h e fi rst adventure.
Yea rs ways. Add itional Equi pment: You ca rry a n exp l o rer's Skill: You ' re tra i ned i n a l l act i o n s i nvo lvi n g pack. Ranged weapon, page 80 n u m e n e ra i s active i n s it u atio n s where its p resence I n itial Li n k to the Starti ng Adventu re: Fro m the i s n ot obvio u s.
Yo u m u st study an object or location fo l l owi n g l i st of optio n s , choose h ow you beca me closely fo r a m i n ute to get a fee l fo r whet h e r the i nvolved i n the fi rst adventu re.
H edge M agic 1 I ntel lect poi nt : You can perform 3. These talents h e l p 2. There is reward i nvolved , a n d you need the money. Yo u atte m pted to make the most sense, both mechanically steal from o n e of and narratively, to the oth e r PCs.
T h at change over the life of c h a racter ca ught yo u a character. You we re tai l i n g o n e character to change from being "charming" of the oth e r P C s fo r to being "tough " after rea s o n s of yo u r own , terrible circumstances which b rought yo u have befallen her. An N PC e m p l oyer the PC loses all former secretly paid yo u to benefits and gains those from the new descriptor.
You m ight have a large fra me and a cro s s i n g d i stances q u ickly but n ot always s m ooth ly. Tough characters freq uently h ave visible Yo u a re l i kely s l i m a n d m u sc u l a r. Armor, page 92 Poo l. Remember that characters are H ealthy: Ad d 1 to the Skill: You ' re tra i ned poi nts yo u rega i n when defined as m uch by what they're not in i n itiat ive act i o n s to yo u m a ke a recovery ro l l. Recovery roll, page 94 d eterm i n e who goes fi rst good at as by what they are good at.
Skill: Yo u ' re tra i ned i n in com bat. Skill: You ' re tra i ned i n Add itional Equi pment: ru n n i n g act i o n s. Yo u h ave an extra l i ght weapon. Light weapon, page 80 I nabil ity: Yo u ' re fast but n o t necessarily gracefu l.
I n itial Li n k t o t h e Starti ng Adventu re: Fro m the 1. Yo u r focu s gives y o u benefits when yo u create yo u r c h a racte r a n d each ti me you ascend to Bears a Halo of Fire Carries a Qu iver H owls at the M oon H u nts With G reat Skill the n ext tier.
I t ' s the verb of t h e sentence " I am a n Com mands Mental Leads adjective noun who verbs. A few fo c i offe r s l i ght alterations of Crafts U n ique Objects Rages Esoteries, page 35 esoteries or tricks for nanos and jacks. Each focus Employs M agnetism Rides the Lightn ing also offe rs s u ggestions to the GM and the p l ayer for E ntertai n s Tal ks to Machines pos s i ble effects o r consequences of rea l ly good o r Exists Partially Out Wears a Sheen of I ce rea l ly b a d d i e rol l s.
If an a b i l ity is labeled M atter Works M i racles Enabler, it makes other actions better or gives some Fuses Flesh and Steel Works the Back Al leys other benefit, but it' s not an action. An a b i l ity that allows you to bl ast foes with lasers is an action. An abil ity that grants you add itional damage when you make attacks is an enabler. You can use an enabler i n Although most of those who take up t h i s mantle t h e s a m e turn as you perform another action.
Al l you r sta rting gea r has a l ready been treated u n less you don't want it to be. Yo u leave scorch m a rks whereve r yo u go, el ectricity i n stead use fi re. For exa m ple, force b l asts material. I f yo u perform b u rst of fire. These a lterations change noth i n g except started it.
As another exa m ple, Barrier p rod uces a wa l l of often attack what they fl a m e. I n t h i s case, the a lteration changes fear. Tier 2: H u rl Flame 2 I ntel lect poi nts. W h i l e yo u r Tier 4: Flameblade 4 I ntel lect poi nts. Wh i l e t h e fl a m e l a sts, the weapon i n fl icts 2 Flash, page 37 Fiery Power. I f yo u d o n 't h ave either of those a b i l ities, Tier 5: Fire Tendrils 5 I ntellect poi nts.
When yo u wish this a b i l ity has no effect. As an action, yo u can use the. I n a rou n d where each. Each ten d r i l infl icts 4 poi nts of d a mage. If you d o n 't use the ten d r i l s to attack, u sed by the ta rget i s i n creased by one step. Yo u a re special ized i n m a k i n g that is you r general shape and s ize. It a rrows.
D i recting the servant i s an action, and you can Tier 4: Quick Shot. Without a com mand, t h e m i n o r or major effect, you can m a ke another attack servant conti n ues t o fol low you r previous with yo u r bow. Th i s attack re uses the same Effort a n d com mand. You a re s pecial ized i n m a k i n g and attack a nyone who comes with i n bows.
You a re special ized i n and deals l extra point of damage u s i n g bows. Action to create; action to d i rect.
Tier 6: Powerfu l Shot 2 M ight poi nts. S peed points spent o n the attack. Arrows that miss their With a keen eye a n d q u ick reflexe s , yo u can e l i m i n ate target strike unwanted targets. Bowstrings break. T h ro u g h p ract i ce a n d Powers GM Intrusions: yo u can m ove q u ickly when need e d. Connection: Pick o n e other P C t o b e t h e true friend looki n g at yo u , although yo u wear a crysta l o r jewel Some beings feed on the who gave you the excellent bow that you cu rrently use.
When you miss with someone who recogn ized yo u r a b i l ity, or you ca m e desired meal of all. Some peo p l e with mental powers-often ca l l ed Add itional Equi pment: You start with a we l l -made psyc h i cs o r p s i o n ics by o rd i n a ry fo l ks-a re secretive bow a n d two d ozen a rrows.
Connection: Pick o n e other PC. You have fo u n d that M ajor Effect Suggestions: The ta rget i s p i n ned in this character is particu larly tuned i nto you r mental p l ace with a n a rrow. While you ' re wit h i n short range of h i m , the two of you are always in telepathic contact, and he is never Tier l : Archer.
To be truly deadly with a bow, yo u harmed by you r Psychic B u rsts. You can spend poi nts Additional Equipment: You h ave a crystal or jewel fro m either yo u r S peed Pool or yo u r I nte l l ect Pool to artifact that, when worn aga i n st you r forehead or Mind Control, page 38 Mind Reading, page 37 a p p l y l eve l s of Effort to i n crease yo u r bow d a m age. I f you ' re ever Each l evel of Effort ad d s 3 poi nts of d a m age to a without the artifact, s u btract 5 poi nts from you r I ntellect s uccessfu l attack.
Pool ; the poi nts a re restored if you regai n the item. When the effect M ajor Effect Suggestions: Yo u can take another e n d s , the creat u re doesn't re mem ber be i n g co ntrol led action o n t h at s a m e turn. You a utomatica l ly ra n ge.
Each contact l a sts up to ten m i n utes. I f you apply a l eve l of Effort to i n crease t h e d u rat ion They can also "overhear" anyt h i n g said in the network, rat h e r t h a n affect the d i fficulty, t h e contact l asts fo r if they wi s h. Action t o esta b l i s h contact. The netwo rk l a sts until yo u Tier 2: M i nd Reading 2 I ntel lect poi nts. Yo u can choose to end it. If you spend 5 I ntel lect points, you read t h e s u rface thou ghts of a creatu re with i n can contact twenty creat u res at once, and for every 1 s h o rt ra n ge, eve n if t h e ta rget doesn't want yo u I ntel lect point you spend a bove that, you can add ten to.
O n ce yo u more creatu res to the network. These l a rger networks h ave esta b l i s h ed contact, yo u can read the ta rget ' s last for ten m i n utes. To say t h at yo u h ave a way with a n i m a l s a n d Most civilized communities n o n h u m a n creatu res doesn't begin to cover it. You b l ast m astery a n d com m u n i cation with beasts i s pos itively dangerous animals and waves of mental force i nto the m i n d s of up to t h ree u ncan ny.
They co m e to yo u fearless ly, a n d it' s n ot look warily on those who consort with such creatures. I ntel lect d a m age a nd t h u s ignores Armor. Tier 4: Use Senses of Others 4 I ntellect poi nts.
You can see, hear, s m e l l , touch , and taste t h rough the senses of a nyone with whom you h ave tele path ic contact. Yo u don't need t o s e e the ta rget, but you m u st know that it's with i n ra n ge. You r s h a red senses last ten m i n utes. Th i s effect lasts for t e n m i n utes. Once yo u h ave esta b l i s hed co ntro l , you m a i nta i n mental contact with the ta rget and sense what it senses. You can a l low it to act free ly o r ove rride its control on a case- by-case basis.
Action to esta b l i s h. Creatures, page s ize or s m a l l e r accompanies you a n d fo l l ows you r i n structions. Tier 2: Soothe the Savage 2 I ntel lect poi nts. Yo u I m proved Companion. The G M h a s fi n a l say CONTROLS GRAVITY Controls Gravity ove r what co u nts a s a n o n h u m a n beast, but u n less G ravity m u st h ave been q u ite a concern for t h e GM Intrusions: some k i n d of d ece ption i s at work, yo u should know peo p l e of prior epoch s beca u s e t h e re a re many pat h s Many people are whet h e r yo u can affect a creatu re before yo u atte m pt with i n t h e n u m e n e ra to control i t.
T h rough a q u i rk frightened to be around someone who controls to u s e t h i s a b i l ity on it. Losing command entities, ve ry i n te l l i gent creat u re s , a n d auto m ato n s or a co m b i nation of all th ree , you h ave learned to ofsuch powers could n ever co u nt.
With o n e foot p l a nted inadvertently send objects Com m u n ication 2 I ntel lect poi nts. You c a n in the d i stant past, you a re a mysterious i n d ivid u a l. The creatu re yo u r l ife h o n i n g yo u r odd, ancient talents.
Tier 3 : Mount. W h i l e yo u ' re gravity than a n other, but the powe r is rare. Additional Equipment: You have a pen-sized odd ity that tel l s the weight of whatever you point it at within Tier 4: Beast Eyes 3 I ntel lect poi nts. Yo u can sense short range. The weight is displayed on a small glass t h rough yo u r beast co m p a n i o n ' s senses if it i s wit h i n plate i n runes that only you can deci pher. Yo u c a n Tier 2: Lessening G ravity's Pu l l.
Th i s a lteration c h a nges Tier 4: Field o f G ravity 4 I ntel lect poi nts. When noth i n g ot h e r than the appeara n ce of the effects.
Yo u r Te leportation esotery Teleportation, page 3 9 attack t o fo i l i t. You create overland move m e nt, a flyi n g creatu re moves about a s i n g l e i m age of a creatu re o r o bj ect with i n 20 m i les 32 km per hour a n d i s n ot affected by i m med i ate range.
It l a sts for ten m i n utes, but if you want to GM Intrusions: phys ically u n d e r its own powe r fo r one m i n ute. Fo r each l evel of m a k i n g a creatu re a p pear to be wo u n d ed-yo u m u st things that someone has never seen before are not Effort a p p l ied, yo u can affect o n e additional creatu re. Action to create. The i m ages can move, but they wi l l n ever co m e co m p l etely clea n , but these m a rks Crafting, page 7 06 ca n ' t leave the a rea defined by the cu be.
A g l a ive needed. Tier 4: I l l usory Selves 4 I ntel lect poi nts. Yo u create Connection: Pick o n e oth e r P C. I f struck violently, they either d i sa p pear fi rst-tier crafts, a n d a n y normal item of l evel 1 o r 2 perm a n e ntly o r freeze moti o n less yo u r choice. You a l so h ave an Action to create. M a ke a n Tier 1 : Crafter. S u cce s s means the creatu re flees in terror M aster I dentifier. Tier 2: Tin kerer. O n e u s e of any create them.
The i m ages can move in the cube and a rtifact or o n e m i n ute of its co nti n u o u s fu n ction Crafts Unique Objects act i n accord ance with you r d e s i res. They can also i s i n creased by o n e l evel if yo u u s e it with i n the n ext GM Intrusions: act logica l ly such as react i n g a p p ropriately to fire m i n ute.
I f yo u s p e n d 4 a d d i t i o n a l I nte l l ect points, the Although created devices or attacks when you a re n 't d i rectly observi n g them. Yo u a re tra i ned i n t h e craft i n g mutation, rifts between o f you r creation. I f given a week those who know where to look. Whenever you u s e t h at yo u had i n the past.
M i nor Effect Suggestions: The d u rat ion of the effect i s d o u b l e d. Tier 5: I n novator. You can mod ify any a rtifact to give M ajor Effect Suggestions: An i m portant i t e m o n it d ifferent o r bette r a b i l ities as if t h at a rtifact we re the ta rget ' s p e r s o n i s d e stroyed. Tier 1 : M ove M etal 1 I ntel lect point.
Yo u can exe rt fo rce on meta l obj ects with i n s h o rt ra nge for o n e Tier 6: I nventor. A lapse E l ectromagnet i s m is a fu n d a mental fo rce in the o n. Tier 3 : Destroy M etal 3 I ntel lect poi nts. You Connection: Pick o n e oth e r PC.
T h i s c h a racter i n stantly tear, rip, or b u rst a metal object t h at i s i s yo u r worst critic. M i nor Effect Suggestions: Yo u enchant the ta rget, Act i o n. Tier 4: M agnetic Field 4 I ntel lect poi nts. When M ajor Effect Suggestions: The ta rget is fo reve r yo u w i s h it, a field of magneti s m a ro u n d you p u l l s favorably d i s posed towa rd yo u.
Tier 5: Com mand M etal 5 I ntel lect poi nts. The item m u st Tier 2: I nspiration. You can affect fri e n d s. I t e n d s if you metal object as the Destroy M etal a b i l ity. Failing to entertain can Rega rd l e s s of t h e form of the attack, it i s a n I nte l l ect Tier 4: Cal m 3 I ntel lect poi nts. T h ro u g h jokes, song, be worse than not having tried, as you often end action t h at d e a l s 7 poi nts of d a m age. Musical Tier 6: Diamagnetism.
Yo u magnetize any instruments break, paints n o n meta l l i c o bj ect with i n s h o rt ra n ge so t h at it can Tier 5 : A b l e Assistance. When yo u h e l p someone dry in their pots, and the be affected by yo u r oth e r powe rs.
Th u s , with M ove with a task, you always red uce the d ifficu lty of t h e words to a poem or song, M eta l , you can move any o bject.
And so on. Tier 6: M aster Entertainer. Yo u perform fo r the Losing your grip on benefit of others. With co ncentrat i o n , yo u can of existence for a time. G l a ives can u s e oth e rwise affect anyt h i ng. Yo u exp l o re the fo rebod i n g ru i n s and myste rious never to be found again.
Or loca l e s of t h e ancient eras, tra i ned i n s u c h activities at least, not to be found by Tier 1 : Wal k Through Walls 2 I ntel lect poi nts. You by those who h ave gone before yo u. Yo u ' re the the one who lost them. Eve n i n civi l ized enti rely t h rough t h e barrier. M ost l i kely, you wea r dark clot h i n g to help you blend i nto the blackness. On the other hand, you m ight wear Tier 2 : Defens ive P h as i n g 2 I ntel l ect poi nts.
Connection: Pick one oth e r PC. T h i s c h a racter h a s been yo u r advent u r i n g partner in p revious Tier 3 : Phased Attack 3 I ntel lect poi nts. Add itional Equi pment: You start with an exp l o rer's good wh i l e d o i n g i t. S o m e m i ght ca l l yo u a Explorer's pack, page 82 pack. I f yo u a l ready h ave one, yo u can i n stead take swas h b uckler or d a redevi l.
Yo u r e n e m i e s h ate Esoteries, page 35 Dark Esoteries: If you perform esote ries , they yo u , but yo u r a l l ies adore yo u. Flash, page 37 appeara n ce of the effects. Pe rhaps she i s a riva l , detri ment. Add itional Equi pment: You begin with a set of extre mely styl i s h clothes a n d a jewe led wea p o n. Tier l : Trai ned Explorer. Tier 2: Trai ned I nfi ltrator. Eyes Adj usted. Yo u can see i n total Tier l : Attack Flourish.
Tier 3: Slippery Customer. Tier 2: Quick Block. Yo u ga i n Tier 3: Acrobatic Attack 3 Speed poi nts. Th i s motion d ecreases t h e d ifficu lty of yo u r attack by one ste p. I f yo u ro l l a natural 1 7 o r 1 8 , you can Minor effect, page 88 Tier 5: Dark Explorer. You ignore penalties for any choose to h ave a m i no r effect rat h e r than deal extra action i n cl u d i n g fight i n g i n extremely dim l i ght d a m age.
Co m b i ned with yo u r Eyes red uced fro m wea ri n g armor. Adj u sted a b i l ity, you can act without pena lty eve n i n total d a rkness. I f you h ave move a ro u n d t h e battlefield at yo u r normal s peed a sou rce of l ight, you can use it to m a ke a melee a s if s u c h tasks were ro utine d ifficu lty 0. You ca n ' t attack aga i n st a ta rget. GM Intrusions: Act i o n. Looking silly, clumsy, or Tier 5: Block for Another.
Yo u know t h at style i s at least as i m portant a s near you. Choose one creatu re with i n i m mediate s u b stance. S peed defense actions by one ste p. Each left behind remnants. But most give a unique name to the legacies of the nigh-unimaginable past.
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