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Sunday 21 July 2024

Numenera’s Destiny

Numenera Destiny changes the way in which Numenera Discovery is played and the why it is played. Set billions of years into the future after multiple, highly technological and advanced civilisations have risen and fallen, Numenera is a Science Fantasy roleplaying game of exploration and adventure in the very far future of the Ninth World. In the course of this adventure and exploration, the Player Characters discover secrets, protect communities, and recover and make use of the technologies of the past—Artifacts, Cyphers, and Oddities—to continue to learn and explore. Numenera Destiny, the companion volume to Numenera Discovery, provides a core motivation for the Player Characters, the means to support that motivation with new Character Types and mechanics, new Foci and Descriptors, rules for creating, supporting, and developing Communities, breaking down Cyphers and rebuilding them to new purposes, plus new organisations and creatures, and lastly four scenarios. This motivation centres on the Community. Where in Numenera Discovery it might be a place that the Player Characters simply pass through or come to rescue of, with Numenera Destiny, the Player Characters become part of that community. They protect it. They lead it. They develop it. They build a better future for themselves and the other members of the community, and in the process, they create rather than just scavenge.

Numenera Destiny begins with the new character options. The three new Character Types are the Arkus, the Wright, and the Delve. The Arkus is a natural leader, potentially head of a community, an army, or even a faith, but ultimately a charismatic and social Character Type. The Wright builds and crafts, able to interpret plans and devices found in the ruins of the past, and using ‘Iotum’, scavenged components, design and create cyphers, artifacts, and installations. They are more than mere scholars—they are doers. The Delve is the ultimate explorer of the ruins, but also highly skilled in extracting the ‘Iotum’ that the Wright needs to build. The Arkus begins play with ‘Demeanour of Command’ which forces others to listen to him when not in combat and is naturally a ‘Community Leader’, which increases a community’s rank when he is present. He has precepts which grant him an advantage when dealing with others, such as telling an uplifting ‘Anecdote’ or having a ‘Connection With an Organisation’. Later on, an Arkus can gain followers. The Wright is Trained in Crafting Numenera, and when actively working as a ‘Community Builder’, it improves a community’s infrastructure, is ‘Always Tinkering’ and can create new random Cyphers. He has Inspired Techniques like ‘Right Tool for the Job’, crafting temporary tools from Iotum, gain ‘Extra use’ from an installation or artifact without triggering a depletion roll, and ‘Scramble Machine’ for devices nearby. The Delve spends less time in a community than the other Character Types, and is Trained in ‘Salvaging Numenera’ and as a ‘Community Explorer’, improves its capacity to find resources, open new trade routes, and so on. He has ‘Delve Lore’, which includes ‘Find the Way’ when he is lost and ‘Familiarise’ which enables him to study a region and gain temporary benefits whilst there. Of the three new Character Types, Delve is actually the least interesting, especially at Tier One. Fortunately, the Type gets more interesting at higher Tiers.

It is notable that all three new Character Types have core Community abilities that get better as they improve in Tier. However, Numenera Destiny goes further by providing Community abilities for the three core Character Types from Numenera Discovery. Thus, the Glaive has ‘Community Defender’, the Jack has ‘Community Fixer’ which improves a community’s health or infrastructure Ranks, and the Nano has ‘Community Scholar’, which also improves a community’s health or infrastructure Ranks. Together this balances the old Character Types with the new, though the additions are not as interesting as those for the new Character Types, especially as the Community abilities for the Jack and the Nano are identical.

Numenera Destiny adds thirty-five new Descriptors. The majority of these are designed to support the three new Character Types. Thus, the ‘Articulate’ aids the Arkus who emphasises speech, ‘Beneficent’ is for the Arkus who wants to help, and ‘Civic’ is about working with the community. ‘Curious’ is for the Delve who wants to know more and ‘Risk-Taking’ if he pushes his luck. ‘Imaginative’ and ‘Industrious’ both suit the Wright. Of them all, it does feel as more of them support the Arkus rather than the other Character Types. Similarly, there are over thirty new Foci, and again many support the community and leadership aspect of Numenera Destiny, like ‘Imparts Wisdom’, ‘Shepherds the Community’, and ‘Wields Words Like Weapons’. There are fewer which specifically support the roles of the Wright and the Delve, though ‘Builds Tomorrow’ is exception for the Wright, whilst others such as ‘Adjures The Leviathan’, giving a character control over one of the horrors to be found in the ruins, ‘Dances With Dark Matter’ which grants substance and control of shadows, and ‘Emerged From The Obelisk’ which changes the character’s body structure from flesh to crystalline all support the strangeness to be found beyond the walls of the community in the Ninth World.

Not all of these character options presented in Numenera Destiny are necessarily new. For example, the Arkus and the Delve are similar to the Glint and Seeker Character Types respectively from Character Options 2, whilst several of the Foci and Descriptors originally appeared in Gods of the Fall and Expanded Worlds and other supplements. However, they have been adjusted and redesigned to fit the new edition of Numenera Discovery and the companion volume, Numenera Destiny. It is still possible to play using the earlier iterations or concepts of these Character Types and Foci and Descriptors, but the updated and redesigned versions are more interesting and supportive of the emphasis in Numenera Destiny.

Specifically for the Wright, Numenera Destiny provides detailed, but surprisingly simple salvaging and crafting rules. Anyone can engage in salvaging as they explore the Ninth World, but in the main, the Wright will be at an advantage over other Character Types when he does so. In addition to gaining Cyphers and shin (the catch-all currency of the Ninth World), a successful Salvage Task check will yield ‘Iotum’. This is the catch-all term for scavenged parts, which might be, “silvery canisters filled with colourless goo, or bubbling fluid contained within etched stronglass canisters the size of small houses.” Iotum are then used to construct all manner of devices and installations. ‘Iotum’ can be random items—and there is a table for that accompanied by descriptions of each ‘Iotum’ type—or they might be something that the Wright is looking for. This is particularly likely if the Wright is attempting to construct something from a specific plan. Determining if the scavenger has found the ‘Iotum’ he wants requires a second Salvage Task check. That then is all there is to the salvage rules with more detail devoted to the salvage found than the mechanics of finding it.

The crafting rules are more complex, but not by much. Whether an object or structure is commonplace or numenera, the latter meaning it will have abilities like a cypher or an Artifact, it has as an Assessed Difficulty representing how difficult it is to construct and how long it will take to complete. However, if a numenera object or structure, the Assessed Difficulty is higher. To actually craft an object or structure requires multiple Crafting Task checks, that is, one subtask for each level of the Assessed Difficulty. So, for a Level 3 Cypher, the player has to roll a Crafting Task at difficulty one, then difficulty two, and so on. This can be reduced by a Wright’s Training and abilities, but not Effort as that has an immediate rather than a prolonged use. The same mechanics are used for repairing items, making modifications, and more. The rules are backed with numerous plans, from wooden walls and stone keeps to waterskimmer and windrider vehicles. (Rules for vehicle combat are included in the appendix.) The new Cyphers include several that will help a Wright when crafting, such as ‘Crafter’s Eyes’, thick lenses that when worn provide informative diagrams that help with a construction task or helps the community like the ‘Hiding Alarm Nodule’ that when attached to a building sends it out of phase if it is struck by sufficient force, such as that which might occur during a siege.

A community itself has a Rank and several statistics. These are Government, its leadership and organisational structure; Health, representing the number of able-bodied occupants; Infrastructure, its buildings, roads, and so on; Damage Inflicted, the damage it can do against another community or a horde—either NPCs or beasts; Armour, which protects attacks by other communities or hordes; Modifications are abilities particular to the community which might be a unique building, NPC, or skill; and Combat, which consists of abilities similar to Modifications, but combat-related. It is possible that the values for all will change over time due to circumstances internal and external, and once it is large enough, it can conduct Community Actions. This might be to open up trade with another community, send the militia to the walls to defend against a horde, dealing with disasters, and so on. Here again, Numenera Destiny keeps things simple. A community with a higher Rank wins, whether that is in negotiating a trade agreement, withstanding an attack by a horde, or surviving an earthquake. That though is if there are no Player Characters involved. If there are, the different Character Types enhance the various stats for a community, the Player Characters can undertake some of the community actions, and the Player Characters can invest themselves in the community’s future. The Arkus can lead and speak for it, the Wright can improve and repair it, the Glaive can protect it, whilst the Delve, the Jack, and the Nano can support everyone’s endeavours.

The advice for both Game Master and players is that a community—whether is one that the characters have adopted or founded—is not simply there for the characters’ benefit. (If it is, it more likely to be based occupied and run by the Player Characters.) Whilst the Player Characters do gain from living in a community, the other inhabitants will gain also, and the interaction with the inhabitants will not be all one way, even if the Player Characters’ fostering of community places them in positions where it can direct its future. There are suggestions too on the types of adventures that can be run based around the adoption or founding of a community, as well as how a community might be laid out, and a lengthy list of long-term tasks that the Player Characters can undertake. Some are general like building up food or water stores, enhancing a community’s happiness, or even raising a child, whilst many others are specific to a Character Type. An Arkus could ‘Demonstrate Grace Under Pressure’ or ‘Cultivate Followers’, whilst a Delve would ‘Prospect for Iotum’ or ‘Find Specific Iotum’. Add in the table of random events and Numenera Destiny provides the means to run a campaign grounded in a community which could last years, both in terms of play and in the setting itself. The advice to that end is excellent.

As well as rules for creating and running communities, Numenera Destiny describes several actual communities of varying sizes that the Player Characters might encounter in and around the Steadfast, the starting area for Numenera, and then in the Beyond. They include a nomadic community that rarely stays in one place for more than a few years as the inhabitants follow the shambling mountain-like Dream Titans; an arcology that migrates up and down the Sea of Secrets off the coast of Steadfast; and a mountain city over which floats an enormous artifact called the ‘Changing Moon’, the façade and interior of which constantly changes and is the subject of study by scholars. There are several descriptions of smaller communities too, less detailed and intended to be used as ‘Starter Communities’ that the Player Characters can adopt, protect, and develop. All come with their own stats and they can just as easily be used as locations to be added to the Game Master’s campaign. Added to this are details of various organisations, including notable members, facilities, and benefits of membership. They include the Amber Gleaners, a network of scholars, explorers, delves, and other travellers who share knowledge of the routes and locations they discover with each other; the Order of Healing, a relatively new offshoot of the Order of Truth, whose members travel the Steadfast and the Beyond, offering healing and medical aid; and the League, an organisation of envoys that foster communication between communities and the benefits of civilisation, though some wonder if it has an ulterior motive…

Besides providing an array of new Cyphers and beasts and NPCs, again all of which are designed to support stories and adventures around communities—whether as allies, enemies, or hordes, Numenera Destiny includes four scenarios. ‘The Door Beneath the Ocean’ is a community-starter scenario as the Player Characters come to the rescue of refugees fleeing both an active volcano and a cruel slave keeper, and then decide where to establish a new home for them. ‘Trefoil’ gives the Player Characters the opportunity to go and hunt for a particular type of iotum, but the situation where it can be found is more complex than the rumours say it is. In ‘Red Plague’, the player Characters come to the aid of the village of Glaww whose inhabitants are suffering from a deadly disease, but to save them, they will benefit from the skills of a Delve and then a Wright. Lastly, ‘Terminus’ scales up, being designed for higher Tier Player Characters with plenty of playing background behind them and the time to build up a stock of resources. These are necessary when they discover a dangerous threat that is first a problem for their community and then the world. This fourth scenario is the least immediately useful, as its requirements are much higher, but the others work as good set-up for a community-based campaign.

Physically, Numenera Destiny is very well presented and put together. Although it needs a slight edit in places, the book is well written, and everything is easy to grasp. Above all, the artwork is excellent and this is a great looking book.

Numenera Destiny is not absolutely necessary to play Numenera Discovery. Yet Numenera Destiny offers so many great options in terms of what you play and how you play, taking a campaign in a different, more involved direction, and giving scope for the players and their characters to become more invested in the Ninth World, that ultimately, it really does feel as if it is definitely going to be wanted.

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