is a post-apocalyptic Science Fantasy
tabletop roleplaying game by veteran d20 System
developer Monte Cook
. Its development was funded through crowdfunding site Kickstarter
in August and September of 2012
, and the game was released on August 13, 2013. In April 2013, before the game was officially released, a separate Kickstarter campaign was run to raise money for the computer game Torment: Tides of Numenera
takes place on Earth, roughly a billion years in the future. In the time since, eight great civilizations have risen and fallen, with the setting being what is called the "Ninth World". Although the current civilization is, for most intents and purposes, barely at a medieval level, the eight previous civilizations have left behind innumerable technological artefacts — machines collectively called numenera
. To most people, the numenera are curious remnants of the past that are rarely understood, sometimes useful, often dangerous — and usually magic. In the Ninth World, the future is built with the bones of the past — a past that is mostly unknown, yet always present.
Unlike many tabletop games, which focus on the game aspect, Numenera
tends to focus more on the role-playing aspect. As the player's guide itself says, "The key to playing Numenera is the story. The way to 'win' this game is to come away with a great tale." Characters are created by having the player fill in three blanks in a simple sentence: "I am a (descriptor
) who (focus
)." The descriptor is an adjective that describes the character, the type is the character class, and the focus is a verb that also describes the character in some way. Each of the three variables have their own effects on the character; for instance, a Tough Glaive
who Rides the Lightning
gains various bonuses to defensive stats, is skilled at physical combat, and can control lightning in various ways. Every challenge in the game, including combat, is treated the same way mechanically: a d20 is rolled against a set difficulty level, and if the die beats it, the player succeeds at the task. The player can influence the difficulty level by expending Experience Points
or character stats, and the Game Master
can intrude on player actions and cause unforeseen difficulties; the intention is to allow storytelling to flow organically from the system in this way.
Has a website at Numenera.com
This game provides examples of:
- After the End: Set in a post-apocalyptic setting on Earth about a billion years from now. Because it's the Ninth Age, it's actually after eight ends.
- Always Chaotic Evil: The varakith, giant insectoid warriors which were believed to be mindless monsters until someone managed to translate their singing. The first song translated was a bloodthirsty chant that gloried in their slaughter of other races, and all the other translations of their speech confirmed that initial impression. Their culture views the world as a giant gladiatorial arena, and everyone else as foes to be overcome.
- The yovok are motivated primarily by the desire to kill for pleasure, and are so disorganized that the only way they get things done is by yelling at each other until one gets their way.
- An Adventurer Is You: From the official website:
"Player characters explore this world of mystery and danger to find these leftover artifacts of the past, not to dwell upon the old ways, but to help forge their new destinies, utilizing the so-called “magic” of the past to create a promising future."
- Applied Phlebotinum: Numenera come in four different types:
- Cyphers: Old devices that once served a purpose, perhaps as part of a larger machine. With a little jury-rigging, an adventurer can make it do something useful. They break down after use, and carrying too many at once can be bad for your health.
- Oddities: Devices that are useless for an adventurer, and may have no discernible function at all. Their supernatural/superscientific properties make them interesting to scholars and collectors, which makes them great Vendor Trash.
- Artifacts: Straightforward gear, like weapons, armor, tools, etc. Unlike cyphers, they're not likely to break down anytime soon. Most artifacts are jury-rigged from pieces of larger machines and modified for use as combat gear. Artifacts often invoke the maxim, "any sufficiently advanced technology is indistinguishable from a big gun".
- Discoveries: A catch-all term for numenera that are immediately useful, but not entirely suited to be used as adventuring gear. An example would be a functional underground mass transit network.
- A World Half Full: Sure, it's a Scavenger World After the End...er, eight ends, but you're going to reclaim the secrets of the past to save the future.
- Bears Are Bad News: Ravage bears are blind, tusked predators that can track you via smell and hug you to death.
- Big Creepy-Crawlies: The scutimorph, which look like twelve-foot-long centipedes that wrap themselves around trees.
- Bittersweet Ending: The Amber Monolith short story. Calaval discovers and activates a teleporter to an orbital station and finds the information he needs to join the Aeon Priests, but his beloved thuman Feddik dies of exposure to the Iron Wind during the journey to the eponymous Amber Monolith.
- Bizarre Alien Biology: Some of the strange flora and fauna of the Ninth World isn't just from scientific experiments from the past, but also because some came from other worlds or even other dimensions.
- Body Horror: Several monsters in the setting. Certain phenomena are known to mutate humans and beasts, almost always into freakish things with too many tentacles and orifices.
- Bow and Sword in Accord: The weapon proficiency systems of most games is cut down to "light, medium, and heavy." Starting Jacks and Glaives have this trope.
- Call a Rabbit a "Smeerp": Averted for most things, but very notable in the names of the character classes.
- Cast from Hit Points: All three classes (or 'types' as Numenera calls them) have access to this trope. Jacks and Glaives can avoid it to a degree, but Nanos are pretty much stuck. Getting carried away in combat can leave you vulnerable to a hard hit.
- Character Class System: Starts with the Fighter, Mage, Thief archetype and expands from it.
- Glaives: The Fighter, equally capable of being built as a heavily armored Badass Normal or a Fragile Speedster.
- Nanos: The Mage, who uses the power of numenera to work miracles.
- Jacks: The Thief, whose name comes from "jack-of-all-trades" and have a lot of tricks to make them the setting's skillmonkeys.
- Character Customization: The character creation process starts with picking your class, then picking descriptors (e.g. "clever, tough, strong-willed, or mystical"), then a build focus.
- Church Militant: The Order of Truth, called the Amber Papacy by its enemies.
- Critical Hit: On twenty-sided dice, any roll over a 17 in combat, or any 19 plus on any other task. Interestingly, the GM never rolls dice, so players are fairly safe from these.
- Citadel City: There are still fully functional satellites orbiting the Earth, only reachable by means of teleportation or space flight. Because of the Schizo Tech setting, a satellite sitting in orbit is functionally a nigh-impregnable fortress.
- In the short story "The Amber Monolith", the main character Calaval explicitly thinks of a satellite as a citadel.
- Clarke's Third Law: The setting is filled to the brim with lost technology that for most intents and purposes can be considered magical. Word Of God states that the setting was conceived with the Third Law as its basis.
- Dual Wielding: A full build focus, "Wields Two Weapons at Once".
- Expy: Given their all-concealing attire, their advanced technology, their penchant for invoking Vagueness Is Coming, and their sheer mysteriousness, the philethis are clearly copies of the Vorlons from Babylon 5.
- Feudal Future: The Steadfast, a collection of kingdoms that only share a religion between them.
- Fantasy Kitchen Sink: Through a lens of Science Fantasy, but definitely in force.
- Fighter, Mage, Thief: Glaive, Nano, Jack. Played with, since a Jack or Glaive can be a Red Mage or Magic Knight by picking the right descriptors and focus, and Nanos can subvert Squishy Wizard and be decent in combat.
- Future Imperfect: The tale of "Jack and the Beanstalk" has been distorted into a myth. A large tower is called the Beanstalk, and the locals have a legend about the giant returning in the future to get his revenge on Jack's descendants.
- Giant Flyer: Rasters and xi-drakes. Both are frequently tamed and used as flying mounts.
- Grey Goo: Out-of-control nanobots are mentioned as a hazard.
- A Red Goo variant is the Iron Wind, a kind of duststorm that will mutate anything it catches into a writhing monster.
- More generally, nanites have integrated themselves into the ecosystem. They are as common as bacteria or fungi, and most go without any notice.
- Hidden Automaton Village: The Weal of Baz is a hidden town for intelligent machines. It's carved out of a cleft in a cliff face, concealed by holograms and on constant guard by sentries. Occasionally, an organic that they deem worthy is given a token that allows them passage into the city, which includes access to their machine smiths and their truly enormous stockpile of spare parts.
- Left-Justified Fantasy Map: Played straight despite the continents having been joined together into one enormous Pangaea-like supercontinent. Presumably this will be filled in by future supplements.
- Luck Manipulation Mechanic: A core mechanic. Characters can spend points from their pools before rolling to make rolls more easily, and XP can be used to reroll critical die rolls as well as to level-up.
- Mecha-Mooks: Oorgolian soldiers. Like every advanced piece of tech in the Ninth World, their creators are long gone and their objectives are all but incomprehensible.
- Mother of a Thousand Young: They're prettier than most, but given their status as living extradimensional portals, Nibovian wives are this.
- Not the Intended Use: Quite a few numenera were intended for other purposes than the inhabitants of the Ninth World put them to. Examples include an explosive which was once a vehicle's power plant and a personal energy shield that was once reactor shielding.
- The Order: The Angulan Knights, which are dedicated to protecting humanity as a whole, unattached to any government or religion. Many believe they're the militant arm of the Order of Truth, but the Knights only have the Order's blessing to carry out justice, rather than anything more official. They routinely train xi-drakes as flying mounts.
- Our Orcs Are Different: Everything you need to know about Margr in five words: Tolkienian orcs with goat heads.
- Our Werewolves Are Different: For some reason, some technological strangeness creates what can only be called a bog-standard fantasy horror werewolf. Because... technology.
- Panthera Awesome: The Sarrak, which appears to be a panther with a sphere of energy for a head and mind control abilities.
- Ragnarok-Proofing: Millions upon millions of years have passed without maintenance, and all the insane supertech still works.
- Ravens and Crows: Murdens are raven-like abhumans whose telepathic ability seriously irritates any other sapient beings around.
- Razor Floss: Steel spiders can spin entire webs of it. Useful, if you can keep yourself from being shredded on it.
- Scavenger World: Much of the gameplay is about collecting tech from the previous ages, the titular Numenera. This can be anything from curios which glow green to Deflector Shields that shoot lightning at the enemy.
- Science Fantasy: The game is inspired by works like Gene Wolfe's Book of the New Sun. The setting, called by its inhabitants the Ninth World, mixes a society with medieval technology with technological artifacts left behind by the previous civilizations that have risen and fallen over the previous billion years. While Monte has said that he is grounding the game firmly in science (or at least science fiction), he has cited Clarke's Third Law to explain the presence of things that would otherwise be at home in a fantasy setting such as "wizards" (Nanos, whose powers are derived from cybernetic implants, extradimensional aliens, or other non-supernatural sources), "gods" (alien entities or ancient AIs), and floating cities (kept aloft by some sort of anti-gravity or repulsor tech).
- Schizo Tech: The civilizations in the game are roughly medieval but surrounded by advanced technology from Before the End.
- This can even exist within the one character - one of the three options for the source of a player-character's skill and talent is cybernetic augmentation. Meaning you could have a glaive who goes to town with a big battleaxe but where most of his talent comes from a variety of implants, either obvious stuff like mechanical limbs or subtle ones like nanites in the bloodstream to better conduct oxygen and regulate other biochemicals.
- Secret Circle of Secrets: The Gaeans, a secretive and mysterious cult believed to control the lands north of the Steadfast.
- Shock and Awe: Anyone who takes the Rides the Lightning character focus gets the ability to shock people with their touch, hurl lightning bolts around, the ability to fly and teleport using electricity, and a big sack of batteries.
- Space Elevator: The Beanstalk, in the northern section of the Beyond, is almost certainly one of these.
- Spider Tank: The dread destroyers are living versions of these, possessing brains and organs inside a self-repairing metal hull. They're sufficiently well-armed to be able to take out cities by themselves, can scale vertical surfaces, and move very fast in the water.
- Starfish Aliens: Some of the weirder creatures, like the travonis ul (a mass of tentacles with bulbous yellow eyes in the middle of each) and the erynth grask (wormlike sapients with four tentacles around its mouth and eight arms) are almost certainly extraterrestrial if not extradimensional.
- The Minion Master: A character who chooses Leads or Controls Beasts for their focus will have a small army of critters or NPCs following them around at high tier.
- Town with a Dark Secret: Queslin is a town on the Sere Marica that posts flyers advertising for workers throughout the Beyond. It's got the prettiest houses you'll ever lay eyes on, friendly and generous merchants, and a breathtaking view of the inland sea. None of which you'll ever see if you take a job there, since you'll be dragged into the salt mines, tied down, and force-fed saltfeed so that the leeches that will feed from your body will become savory enough for Queslin's masters to sell as snacks to nobles around the world.
- Toxic Phlebotinum: Carrying too many cyphers will kill you. Exactly how they will kill you is abstracted because there are so many different kinds of technology, and nobody knows enough science to determine the root causes for certain. A numenera could kill you with nuclear radiation, unchecked nanotech, psychic interference, alien laws of physics, or something as simple as lead-based paint.
- Tyrannosaurus rex: Jiraskars are T. rex-like creatures whose dim senses are augmented by their inborn ability to tap into the internet. Be afraid. Be very afraid.