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Posts tagged ‘numenera’

Random GM Tip – Cypher Bad Guys

November 24th, 2020

In Numenera cyphers are one-use items scavenged from the ruined technology of an elder age. Often the utility of these items as perceived by the PCs will be only tangentially related to the item’s original function; the ultra-tech equivalent of ripping a laser out of a CD player and using to signal your squad mates. I’ve talked Sleepwalker - Arcana of the Ancients (Monte Cook Games)about cyphers at greater length in Numenera: Identifying Items, but the core concept is that they let the PCs do something cool once and then they’re cycled out for another cypher. Examples of cyphers include stuff like:

  • A metallic nodule that can be attached to an item, allowing one to telekinetically manipulate it with a paired rubber glove.
  • A disk-like device that shoots out paralyzing beams.
  • A set of goggles that can be used to perceive out-of-phase creatures and objects.
  • A metal amulet that surrounds the user in a field of absolute blackness.
  • A cannister dispensing foam that transforms metal into a substance as brittle as glass.

Now that you know what a cypher is, here’s the tip:

To quickly create a memorable bad guy, roll on the random cypher table in Numenera and have the bad guy do that as “their thing.” When the fight’s done, the PCs will be able to scavenge the matching cypher from their corpse.

For example:

  • A synthetic octopodal creature that telekinetically hurls large items at the PCs.
  • A slender ungulate with “antlers” that are metallic discs emitting paralyzing beams.
  • An invisible assassin droid that launches attacks from the out-of-phase interdimensional space where it lurks.

This technique works particularly well in Numenera because, as I discuss in Numenera: Fractal NPCs, creating NPCs in the Cypher System can be literally as easy as saying, “He’s level 3.” But then you can expand that to whatever level of detail you want (hence the “fractal” in “fractal NPCs”), which in this case would be adding the cypher-based ability.

However, you can achieve a similar effect in almost any system by simply grabbing an existing NPC stat block and slapping on the ability. (The only drawback is that scavenging may not be an assumed part of play in your game of choice, so you may lose that depth of experience unless you make a special effort to incorporate it.)

For example, if you wanted to make a tribe of orcs a little special, you might have them worship Glaubrau, Demon of the Nethershade. Take a standard orc stat block and then have them cloaked in absolute blackness. (The PCs can harvest their black blood to make an oily potion that imbues a similar effect.)

I’ve actually found myself using the Numenera cypher lists to achieve this effect across multiple systems, but there are often local equivalents. For example, random potion lists in D&D are somewhat more limited in their range of effect, but can work in a pinch. (If you’re running 5th Edition, however, you might just cut to the chase by grabbing a copy of Arcana of the Ancients, which adapts a whole slew of cool stuff from Numenera for your D&D game, including some random cypher tables.)

Cypher v. Fate

December 14th, 2019

Dresden Files vs. Numenera

I’ve talked about Numenera and the Cypher System it spawned quite a bit in the past, both here on the Alexandrian and elsewhere. Often what I’m talking about are the GM intrusions, which are one of the best and most innovative elements of the system.

When saying that intrusions are innovative, however, I’m not infrequently confronted by people demanding stuff like, “Have you ever read any Fate game at all?” It’s an ironic comment because it’s an accusation of ignorance which is, in fact, born from ignorance. But it’s happened often enough that I feel a need to just write up a definitive explanation that I can reference in the future.

First: Yes, I’m familiar with and have played (and run) Fate.

Second: Yes, both games feature a mechanic in which the GM offers a point of meta-currency to a player to achieve an effect which the player can cancel by spending their own meta-currency. But the similarity is superficial, in much the same way that saying “in Magic: The Gathering you play cards from your hand and in Dominion you also play cards from your hand” is a superficial comparison of those games.

Let’s break this down.

GM INTRUSIONS

I discuss the GM intrusions of the Cypher System in much more detail in The Art of GM Intrusions, but the short version is that the function of a GM intrusion is for the GM to say, “I’m going to do something that the rules don’t normally allow me to do.”

GMs will, of course, do this from time to time in any system. But there’s generally a limit. For example, if a GM’s response to a successful attack in a typical RPG was to say, “Yeah! And you hit the mammoth-saur so hard that your axe actually gets stuck in its side! And then it rears back and rips the axe right out of hands!” the players would generally say (or at least think), “This is bullshit.” Because punishing people for making a successful attack is bullshit; it’s a violation of the rules we’ve all agreed to abide by.

But hitting something so hard that your weapon gets stuck in it is actually pretty fucking badass. And what the GM intrusion mechanics basically let the GM say is, “Wouldn’t this be cool?” (by offering XP) and for the players to say, “Fuck yeah!” (by accepting the XP) or “No, I don’t think so,” (by spending an XP to cancel the intrusion) within the rules we’ve all agreed to abide by.

We could, of course, just chat this out without the mechanic, but (a) you can really say that about any mechanic in an RPG and (b) in practice, making it an explicit mechanic lubricates the interaction so that play doesn’t bog down on these points.

This simultaneously lets Monte Cook, the designer, keep the system streamlined by binning all the special case rules. The example he gives in the book basically boils down to, “The reason other games have attack of opportunity rules is to eliminate weird edge cases where turn-based combat creates odd and undesirable outcomes like being unable to stop someone from running past you because it’s not your turn. Instead of having a whole heap of special case rules trying to weed out those corner cases, the GM should just use the intrusion mechanic to deal with them when and if they’re important.”

Basically, any time the rules would discourage something awesome from happening or result in one of these weird edge cases due to their streamlined abstraction, the GM instrusion provides a mechanism for resolving it.

FATE COMPELS

Let’s compare this to Fate in which the GM can identify a specific Aspect belonging to a character and compel it by paying a Fate Point to the player. (And the player, in turn, can cancel the compel by instead spending a Fate Point of their own.)

As we’ve noted, the form of the mechanic is superficially similar. But the function of the mechanic has a completely different feature set.

I’ve been spending a lot of time with the Dresden Files RPG lately, so we’ll use that as our primary example. It includes two types of compels: Limitations and Complications. Limitations are the GM forcing the player to take a specific type of action (which, you’ll note, is not something that GM intrusions do at all). Complications are similar to one variety of GM intrusion (by introducing elements that are disadvantageous to the PCs during play), but note how the actual execution of the mechanic is almost completely inverted: Compelling an Aspect isn’t providing mechanical support for unanticipated edge cases; they’re explicitly the core rule by which Aspects (which are one of the primary ways of describing your character mechanically) are mechanically implemented.

Here’s one way to clearly perceive the distinction: If you took GM intrusions out of the Cypher System, nothing on your character sheet would change. If you took compels out of Fate, you’d have a whole bunch of negative-leaning Aspects on your character sheet without any mechanical hook for using them.

WHY DOES THIS MATTER?

Because the misapprehension that GM intrusions are supposed to be used like compels in Fate appears to be causing a lot of Fate players to misuse and dismiss one of the most useful innovations in RPG design in the last decade.

If you believe that GM intrusions are just “watered down compels from Fate” (as one Fate player told me), it means that you’re not only limiting your use of GM intrusions to one very tiny part of what they’re capable of, you’re also saddling the GM intrusion mechanic with an entire ethos (being the primary mechanism for leveraging character traits into play) which GM intrusions are not mechanically capable of robustly supporting (because, again, that’s not what they’re designed to do).

The opposite, of course, would also be true: If you tried to use Fate compels as if they were GM intrusions, the result would almost certainly be a very sub-optimal use of the Fate system. However, I don’t think I’ve ever seen this in actual play or online discussions, which is why my discussion here is primarily focused in the opposite direction.

Numenera: Fractal NPCs

September 16th, 2019

Numenera: Discovery - Monte Cook GamesOne of the things for which Numenera (and the Cypher system as a whole) is rightfully lauded is how easy it is for the GM to prep material for the game. The cornerstone for this is creating stats for NPCs: You can literally just say, “He’s level 3.” And that’s it. You’re done. By assigning that single number, you know everything you need to know in order to run the NPC.

(In this, Numenera is actually quite similar to older editions of D&D, where assigning a Hit Die to a monster was basically 95% of what you needed to do. But Numenera streamlines the process even further.)

This is nice for pre-game prep, but where it really empowers the GM is during play: If the PCs go somewhere unexpected, it’s trivial to keep up with them. If you have a cool idea for a creature, you don’t need to table it until you have time to stat it up. The creative act of adding a character to the game world is closely wedded to the act of realizing that idea mechanically.

Experienced GMs will, as they get comfortable with a system, figure out how to improvise stat blocks no matter how complicated they are: They’ll know the key stats they need to decide up front, and they’ll learn the various options well enough that they can sort of lay them in on-the-fly. For example, when I’m running D&D 3rd Edition I’ll jot down the skill point total for an improvised NPC and basically “spend” them when it feels appropriate for the NPC to have a particular skill. You can do something similar with spellcasters and their spell lists. What you can see here is that Numenera basically gives even brand new GMs the same ability that experienced GMs need to spend time mastering in more complicated systems.

So why would anyone choose a more complicated system? Why wouldn’t every game go with a simple “pick one number and you’re done” approach?

Because complexity can be leveraged to make the game cooler. It’s basically the same reason that every board game isn’t “roll 2d6 and race each other around a board with blank space.” Simulationists appreciate being able to make more detailed or consistent mechanical models. Gamists appreciate the variety of tactical challenges varied stat blocks can create. And so forth.

FRACTAL NPCs

Okay, so Numenera trades the advantages of complexity for the advantages of simplicity.

Well… not quite. Because this is where Numenera does something very clever, in a way that is often overlooked as people focus on its really fantastic “easy prep” features: When you’re statting up an NPC, you don’t have to stop after saying, “Level 3.” You can keep adding layers of mechanical detail. You could give a Numenera NPC as much detail as a D&D 4th Edition stat block — replete with differentiated skills and a grab bag of special abilities — and the system lets you seamlessly do that. (And, importantly, provides just enough mechanical structure so that these additional details are mechanically relevant.)

The way this works is that “level 3” remains the baseline for the NPC, and everything else is an exception to that baseline.

You can get a good sense of the different ways you can push (or choose not to push) the system by looking at the creature stat blocks in the core rulebook or the Ninth World Bestiary. But you can actually push it even further than that: You see value in having an NPC with a different rating in thirty different skills? You can do that. And just because you do it with one NPC, it doesn’t mean you need to do it with the next NPC.

I’ve come to think of this as the Numenera stat block being “fractal” in nature: The closer you look at it, the more detail you can see. And what’s interesting is that it can also be selectively fractal; you can look for more detail in one aspect of an NPC, while allowing other aspects of the NPC to simply default to a broader and simpler structure.

You may notice that this also neatly formalizes what the experienced GM described above is doing an informal fashion: Starting with a broad definition of what the character is capable of and then selectively adding detail (specific skills, specific powers, etc.) as desired and/or needed.

Numenera - Monte Cook Games

A couple days ago, in response to Numenera: The Aldeia Approach, Tomas mentioned that he was “still trying to find the right way to describe Numenera” to new and prospective players. This can be tricky, particularly if your players aren’t familiar with the source material Monte Cook is drawing inspiration from. (If you can only read one thing to grok Numenera, I recommend The Book of the New Sun by Gene Wolfe.)

My approach is to try to let the players appreciate how utterly incomprehensible the gulf between our world and the Ninth World is. That fundamental, existential mystery – that the history of the world is beyond human understanding, and yet that history inexorably shapes every facet of the world in which their characters live – is, in my opinion, the heart of what makes Numenera special.

So I structure my introduction to the Ninth World around five bullet points.

FIRST

The Ninth World exists one billion years in the future. Between now and then there have been eight mega-civilizations. These mega-civilizations are literally beyond our understanding. Our life here in the 21st century isn’t a mega-civilization; it’s barely a precursor to one of them. And the people of the Ninth World know very little about them as well. We know that one of them mastered time travel; another ruled over a galactic empire; another explored a multiverse of different dimensions. We also know that at least one of them wasn’t human and that, in fact, for a time there were no humans on Earth at all. (We also don’t know how or why humans came back.)

SECOND

To get some sense of what the mega-civilizations were like, look at the Clock of Kala. (At this point I’ll point at the map: I printed out a large, poster-size version of the map on vinyl. I either hang it on the wall or roll it out on the table, depending on the venue. But you can just as easily open the book and point.) It’s a massive, perfectly circular plateau several thousand miles across. Vast features of the landscape (on a scale larger than the tallest mountain) are utterly artificial extrusions from the dim recesses of a forgotten prehistory.

THIRD

But the Clock of Kala is nothing but a toy to these mega-civilizations. To give some sense of what they were capable of, consider that the planet Mercury is gone. The people of the Ninth World don’t miss it because they never knew it existed, but at some point in the past the entire planet was plucked from its orbit and they did something with it. What? We don’t know.

FOURTH

But the touch of the mega-civilizations can also be seen at the other end of the scale: Even the dirt beneath our feet is, in fact, artificial – particles of plastic and metal and biotechnical growths which have been eroded by incomprehensible aeons; each bucket of soil filled not with stone arrowheads, but with compact power supplies and the cracked crystals of ancient data storage devices.

FIFTH

Our game begins in the Steadfast. You can think of the Steadfast as a Renaissance civilization. But instead of rediscovering the technology of Ancient Greece and Rome, the Steadfast is rediscovering the technology of these mega-civilizations. This technology is known as numenera, which mechanically take the form of cyphers (items which can generally be used once) and artifacts (items which can be used repeatedly before breaking down). It should be understood that most of the time it can be assumed that people are NOT using these items the way they were originally intended; their original purposes are often completely enigmatical. But we can do the equivalent of finding a CD and using it as a mirror; or finding a cellphone and using its screen as a flashlight.

From here you should be able to pivot to a pertinent discussion of whatever location or other campaign frame you’re planning to use, whether that’s the Wandering Walk or an aldeia or something even more esoteric.

HOW MUCH WEIRD TO PUT IN THE GAME?

The ineffable mystery of the Ninth World’s history, unfortunately, seems to create some barriers in itself. The minute you quantify something or define its precise outline, the mystery ends and that which was engagingly enigmatic instead becomes pedestrian. The rulebook thus frequently emphasizes how important it is that the GM never allow the players to box the setting in like that.

Some have interpreted this advice to mean that the GM should just make everything random and inexplicable (which they naturally find frustrating). But that’s not the point. The point is that no matter how much you figure out, there will remain more that you don’t. This doesn’t render exploration or investigation pointless or without reward, any more than the fact that real world scientists haven’t completely solved the Grand Unified Theory makes the work of Newton or Galileo or Einstein pointless or without value.

There’s a Lovecraftian aspect here: The world (and the past epochs of the mega-civilizations) are fundamentally not comprehensible by mere humanity; and if we were to do what was necessary for us to truly understand them, we would no longer truly be human.

So how much weirdness should you, as the GM, put in the game? Too much and the game turns into random ramblings. Too little, though, and you end up with something pedestrian; something lack the essential spark that makes Numenera special.

The first thing to understand, perhaps, is that the amount of weird will vary by circumstance. There’ll be places with very little weird. And there will be places which are through the looking glass. That internal contrast is essential, actually, because it allows the “weird” to define itself.

With that being said, if you find yourself creating something for Numenera that feels a little too normal – something that you could just as easily find in a game of D&D or Star Wars or vanilla Traveller – take a moment to step back and figure out how to add at least a little dash of the weird. Take at least one aspect of it and think about how you can twist it; how the influence of the numenera could transform it.

The Aldeia Approach is actually a specific example of how you can do this: Basically you take a typical Renaissance village, add one piece of numenera, and ask yourself, “How does that change everything?” As you’re getting up to speed with the Ninth World, that kind of showcasing of a single weird aspect of the setting will take you a long way.

RUNNING WITH NUMENERA

I’m also asked with a surprising frequency why I spend so much time talking about Numenera here on the Alexandrian. As with most of the RPG-related stuff you’ll find posted here, it’s a reflection of what I’m actually running and playing at the table. I’m at 40+ sessions of Numenera and, honestly, my players just keep screaming for more. I literally can’t run it often enough to keep up with the demand.

So as long as we’re discussing how to introduce the game to new players, let me also talk about why, once you start, Numenera is a game you’re going to keep playing for a long time to come:

Numenera: Discovery & Destiny - Monte CookSimple Prep. Everything in the game basically boils down to assigning it a level. It literally can’t get any easier than that. But the great thing is that the system allows you to selectively do more detailed prep whenever you feel it’s necessary by assigning things additional levels specific to certain tasks or abilities. This sort of fractal complexity, where the game only becomes more mechanically complicated when you think the cost is worth the reward, is incredibly effective. You never feel unnecessarily bogged down by the rules; you also never feel limited by them.

Creative Lubricant. The entire system is designed around some simple mechanisms which encourage the GM and players to take creative chances. GM intrusions for example provide a safety net that allows the GM to take really big chances because the players have a streamlined mechanism for telling the GM that they’ve gone too far. Major and Minor Effects also get the players thinking creatively outside of the box.

Tremendous Support. The Numenera product line is phenomenal. There’s fantastic setting material, a multitude of scenarios, fabulous bestiaries, and even more amazing stuff on the way. (My prep for Numenera often consists of just flipping through one of the bestiaries and saying, “I wonder what will happen when they see one of those things?”)

The game also features a large dynamic range when it comes to PC abilities, which allows the game to shift its focus and content over the course of a campaign (which helps to keep things fresh). And I’m very much expecting this to become even more true with the greater emphasis being placed on PCs getting involved in managing communities, building organizations, and the like in the upcoming second edition of the game.

FURTHER READING
Numenera – System Cheat Sheet
Numenera: Calibrating Your Expectations
The Art of GM Intrusions
The Aldeia Approach
Fractal NPCs

Numenera 2: Discovery and Destiny

Numenera 2: Discovery and Destiny, the second edition of the game making the exciting promise of expanding its core gameplay to include developing local communities and rebuilding civilization in the ruins of the past worlds, is just around the corner.

One response that I’ve seen frequently to Numenera from GMs is that they can’t quite wrap their head around the setting: The core rulebook uses a combination of techniques for presenting the Ninth World, and for many people one or more of those techniques clicks. For others, they don’t. Or, worse yet, the combination of techniques is baffling in its own right. So what I’d like to do here is to focus on just one way of approaching the Ninth World. It’s not one that gets much attention in the core rulebook, so it might work for those who couldn’t find anything to latch onto in the core rulebook, and the focus on just one angle of approach might also be useful for those who find the totality of the Ninth World just a little too much to take in all at once.

Perhaps more importantly, as a GM I’ve found this particular angle — which I’m going to refer to as the Aldeia Approach — to be specifically valuable when it comes to creating cool scenarios for the setting. It’s kind of like a “default action” for the GM: The setting is capable of doing all kinds of other cool stuff, but if you’re ever at a loss for what to do next (or what your first step with Numenera should be), the Aldeia Approach will faithfully serve up something you can use.

A FEW BASICS

Before we dive into the Aldeia Approach, a few general words on grokking the Numenera setting.

First, it’s not a bad idea to read some of the fiction that Monte Cook cites as the primary influence for the game. Not just because it will help you tune into the milieu, but because it’s all really fantastic fiction that you should read in any case. I would direct your particular attention to:

Second, pay attention to how Cook has structured the setting to make it accessible to newcomers (particularly new players): The core of the setting described in the core rulebook is the Steadfast, where a Renaissance movement is reclaiming the lost technology of past civilizations the same way that Western Europe reclaimed the science and technology from Ancient Greece and Rome. The Steadfast very specifically resembles the real world Renaissance in both culture and civilization so that you can easily latch onto it as an entrypoint into the world.

As you move beyond that entry point — into an area of world literally referred to as the “Beyond” by residents of the Steadfast — you begin encountering larger and larger amounts of the weird. Exploring the Beyond is really the point where you start dipping your toes into the truly exotic bizarrity which the Ninth World can be. As you move even farther out into the world, you’ll start encountering the truly alien aspects of the Ninth World.

I’ve seen a number of people complain that the setting (by which they really just mean the Steadfast) is just “D&D with a patina of science fiction”. That’s not really true, because the Ninth World is fundamentally different from D&D. But it is true that both D&D and Numenera use a heavily fictionalized version of the Renaissance as a common starting point to provide something that’s easy-to-run and easy-to-understand. And you can, in fact, have entire glorious campaigns solely within the comfortable confines of the Steadfast. Nothing wrong with that. But there’s also nothing wrong with skipping the Steadfast entirely and jumping straight into the more outrageous aspects of what the Ninth World has to offer.

THE ALDEIA APPROACH

The word aldeia is another name for “village” in the Steadfast and the Beyond, and buried away in one obscure corner of the core rulebook is this text:

Around these claves [of Aeon Priests], small villages and communities known as aldeia have arisen. Each clave has discovered and mastered various bits of the numenera, giving every aldeia a distinct identity. In one, the inhabitants might raise unique bioengineered beasts for food. In another, people may pilot gravity-defying gliders and race along the rooftops of ancient ruins. In still another aldeia, the priests of the clave may have developed the means to stop the aging process almost entirely, making the residents nearly immortal, and some are no doubt willing to sell the secret — for a staggering price. Because the aldeia are remote and separated by dangerous distances, trade of these discoveries is occasional and haphazard.

So communities often have some form of numenera that they’re capable of exploiting. But that construction can also be inverted: Aldeia arise because there is an exploitable form of numenera in a particular region. They’re like technological mining towns; communities growing up around an economic resource.

And the Aldeia Approach basically latches onto that concept: If you’re wondering what to do with Numenera, you can’t go too far wrong by looking for an artifact or cypher and then asking, “What happens if an entire community is based around this?” In my experience, at least one (and usually several) playable scenario hooks will become obvious as you’re answering that question.

In terms of introducing the setting and building its complexity over time (for both the GM and the players), the Aldeia Approach is also an ideal way to launch a campaign: Frame the PCs as some form of itinerant wanderers, and simply have them encounter interesting aldeia in the course of their travels. When you feel like you’re starting to get a grip on things, move up to a small regional town: Such towns would be based around trade with several smaller aldeia, so list a half dozen or so prevalent numenera technologies the city has access to and think about what the resulting town looks like. (Maybe you even run an urbancrawl there.)

The Aldeia Approach is so robust that you can practically randomize it. For example, let’s combine the random numenera tables from Sir Arthour’s Guide to the Numenera (you could just as easily use the tables from the core rulebook alone) with S. John Ross’ Big List of RPG Plots (which I’ll just use in order for the sake of argument) and see what we end up with.

GOLD ‘NADO

Deployer (Atmospheric): “The device collects the most widely available atmospheric aerosols within long range (such as drit dust, water droplets, pollen, bacteria, or smoke). It brings these aerosols together in a whirling tornado that centers around the device itself.” An aldeia has figured out how to reverse engineer a deployer and produce them in a bespoke industry. In combination Numenera - Skysmasherwith specially designed filters, they’re used to mine surface gold. (Or perhaps something more exotic?) Combine with Any Port in the Storm: An unforeseen interaction between the deployers cause their “prospecting ‘nados” to collapse into a single, massive tornado which now threatens the aldeia. (Maybe this even happens with some regularity and the aldeia has gotten used to “battening down the hatches” when it happens?) The PCs are forced to take refuge… but the real danger is in whatever location they’ve taken refuge in.

The threat could be human in nature (a serial killer in a locked up inn, perhaps). But let’s pick a random page from the Ninth World Bestiary and see if we can end up with a threat: “A skysmasher arrives as a red blaze across the sky, leaving a trail of light and smoke. (…) Skysmashers live out most of their span in some useable above the sky, crashing down to solid groun only to spawn and lay eggs.” What if the skysmasher crash actually triggered the malfunction in the prospecting ‘nados? What if its eggs hatch very quickly after being brought to earth and begin trying to breach the PCs’ sanctuary?

THE KINGDOM’S HELM

Ocular Helm: “The wearer of this strange helm sees a variety of visual sensors, clarity enhancers, viewfinders, rangefinders, and other aids to sight.” Let’s say that there’s a great lake which is perpetually covered in a strange, silver-green mist. Navigating through this mist has proven virtually impossible using traditional means, but a set of island kingdoms within the mist control a limited number of ocular helms. The Elite Order of Helmsmen are charged with navigating the lake, guaranteeing Numenera - Ocular Helmthe security and prosperity of the islands. Better Late Than Never: Someone has stolen one of the ocular helms. The PCs are hired to track them down (or maybe there’s just a bounty and a bunch of people are trying to find it).

Another option: The PCs find an ocular helm in the course of some other adventure (probably while exploring some mouldering ruins). When the island kingdoms receive word of this, they can’t let the PCs keep it. It’s a huge security risk! But even if (some) of the kingdoms are willing to just make a generous offer, there are other factions in play that will just try to steal it from the PCs.

And another: Some strange technophage has destroyed the ocular helms controlled by the Elite Order. The kingdoms desperately need to secure another: Cue a heist in the great city of Qi, or maybe just a treasure hunt in pursuit of ancient rumors.

EXACTION EXHALATION

So I initially roll up Device Enhancer (Restorer), a cypher which can be attached to a different cypher or artifact and that device now restores a total of 4 points each time it is activated (in addition to its normal function) or 2 additional points if the device already restores points. So I roll again and I get Exalted Vapor, Numenera - Exalted Vaporwhich allows the user to inhale a potent chemical that restores 6 points to any pool. So what we end up with is a vapor which restores 8 points of Might when inhaled.

Let’s go with the obvious: A secluded village where special sauna chambers filled with strange vapors restore the afflicted to health. The exalted vapor cyphers that are placed in these chambers are created by a set of ancient machines held in caverns deep beneath the village.

Combine this with Blackmail: When the PCs arrive in the village, they are surprised to see it clutched by poverty and hardship. The wealth flowing into the saunas seems to just vanish into the vapor. Poking around, they discover that a murden has stolen a crucial numenera artifact which creates one of the reagents required for the exalted vapor. The murden is blackmailing the town into crippling payments and is threatening to destroy the irreplaceable device if they don’t comply.

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