Numenera Artifacts Oddities Collection 1.pdf

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ARTIFACTS & ODDITIES
COLLECTION I
BY MONTE COOK & BRUCE CORDELL
INTRODUCTION
ARTIFACTS & ODDITIES
Credits
Writers/Designers
Monte Cook &
Bruce Cordell
Lead Editor
Shanna Germain
Editor
George Ziets
Proofreader
George Ziets
Graphic Designer
Nissa McCormack
Artists
Dreamstime,
Kieran Yanner
Numenera
Editorial Team
Scott C. Bourgeois,
David Wilson
Brown, Eric Coates,
Ryan Klemm,
Jeremy Land,
Laura Wilkinson,
George Ziets
The Artifact and Oddity Collection I
is a companion to the
The Cypher Collection I,
another compilation of new
devices to use in your Numenera games. In this collection, you’ll find more than thirty brand new artifacts
that can be added into any campaign. Additionally, you’ll find nearly one hundred new oddities to delight and
confound your players.
ARTIFACT LIST
01–60
Use the artifact table
in the
Numenera
corebook
(page 301)
61
Crown of Eyes
62
Distance Imager
63
Extreme Lenses
64
Eye Spy
65
Foldable Coach
66
Handy Hollow
67–68
Instant Ladder
69
Interceptor
70
Monowhip
71
Mutation Mask
72–73
Obedient Rope
74
Printing Stylus
75
Probability Mantle
76
Projectile Drone
80
Smart Boots
81
Smart Cape
82–83
Smart Gloves
84
Smart Helm
85
Solid Light Bindings
86
Spider Harness
87
Spine Armor
88–89
Strangelight Torch
90
Thought Storage
91
Thunder Boots
92
Torment Wand
93–94
Tracer Nodule
95
Tunneling Gauntlets
96–Ultimate Grapnel
97–98–Vision Snake
99–Woodwind of the Broken
00–Yesterglass
© 2013 Monte Cook
Games, LLC
Numenera
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.
77–78
Skin of Fire Sloughing
79
Skin of Water Breathing
2
ARTIFACTS
Artifacts are the tech devices left over from the civilizations of the past. Compared with cyphers, these are
devices of a more permanent nature (unless they run out of power) with more straightforward applications—
weapons, armor, utility items, and so on. Still, they are rarely straightforward in actual use.
Crown of Eyes
Level:
1d6
Form:
Metallic circlet set with several crystal spheres
Effect:
It takes one round to activate the crown. When
activated, the crystal spheres separate from the crown
and fly around the wearer at immediate range for an
hour. The wearer can see anything the crystal spheres
can see. This allows the wearer to peek around
corners without being exposed to danger. This is an
asset in initiative and all perceiving tasks.
Depletion:
1 in 1d100
Extreme Lenses
Level:
1d6
Form:
Synth eye cusps
Effect:
The wearer can refocus her eyes to see up to
one hundred times farther than normal.
Depletion:
1 in 1d20
Eye Spy
Level:
1d6 + 1
Form:
Large synth sphere
Effect:
When activated, the sphere stores up to
28 hours of visual and audio information around
it. The sphere can “see” and “hear” as far as an
average human, and information is recorded from a
360-degree perspective around it. The information
can be replayed on the sphere itself when it is
activated again.
Depletion:
1 in 1d20
Throughout
this
supplement,
you’ll see page
references to various
items accompanied
by this symbol. These
are page references
to the Numenera
corebook, where you
can find additional
details about that
item, place, creature
or concept.
Distance Imager
Level:
1d6 + 1
Form:
Synth cube with a screen and a number
of controls
Effect:
When pointed at an enclosed structure within
1 mile (1.6 km), the screen shows the interior of
that structure, room by room. The user can “move”
through the structure (even through walls or other
barriers) at a speed of just 10 feet (3 m) per round.
One use of the item lasts for 10 rounds.
Depletion:
1 in 1d10
Foldable Coach
Level:
1d6 + 3
Form:
A chest that folds out into a self-powered coach
Effect:
It takes two rounds to fold the coach out of
its chest, whereupon it becomes a vehicle able to
seat up to five humans. The vehicle has six hard
synth wheels. When sealed inside, characters are not
visible to external creatures, but they can see outside.
Furthermore, characters inside gain +5 Armor to
all attacks made from outside the coach. Each time
it is set up, the coach responds to audible voice
commands from passengers, and can travel for up
to one hour per artifact level, with long movement
on roads and short movement on rough or difficult
terrain. It’s possible for up to four additional human-
sized creatures to ride on top of the coach while it
travels. When exhausted, the vehicle folds back into
its compact form, ejecting any passengers still within,
and can’t be used again for several hours.
Depletion:
1 in 1d20
For additional information
about artifacts, their uses,
discovery, and depletion,
see the Numenera
corebook, page 298.
“The Amber Pope, in his
decadence, travels about
in a foldable coach
to hide his movements
and insidious agenda.”
~Narada Trome, anti-
papist
3
Handy Hollow
Level:
1d6 + 2
Form:
A square piece of black cloth
Effect:
It takes one round to fold the black cloth
across a flat surface such as on the ground,
draped down a wall, and so on, to cover a 5
foot by 5 foot area (1.5 m by 1.5 m). The cloth
becomes a permeable passage through the
surface reaching up to 10 feet (3 m) through
solid material. The permeability lasts for
one hour and creates no instability in the
surrounding structure.
Depletion:
1 in 1d10
Monowhip
Level:
1d6 + 4
Form:
Hilt with connected red sphere
Effect:
Produces a 10-foot-long (3 m), hair-thin,
glowing white cord. The whip cuts through
any material of a level lower than its own, but
is dangerous to use. If used to attack, it is
a light weapon that ignores Armor of a level
lower than its own, but each attack requires
a depletion check. Furthermore, each missed
attack requires a difficulty 3 Speed defense roll
to avoid accidentally taking damage from the
retracting whip.
Depletion:
1 in 1d20
Harmful
Mutations, page 124
Beneficial Mutations,
page 124
Powerful Mutations,
page 125
Instant Ladder
Level:
1d6
Form:
Small lightweight rod
Effect:
When activated, the rod extends and produces
rungs so that it can be used as a ladder up to 28 feet
(8.4 m) long.
Depletion:
1 in 1d100
Mutation Mask
Level:
1d6 + 4
Form:
A leather facemask with a variety of synth
protuberances
Effect:
When worn, the mask conforms to the
wearer’s head, enclosing it. While wearing the
mask, the character can trigger a mutation by
spending an action fiddling with the mask. Over
the next few rounds, any previous mutations fade,
and a new mutation grows from the character. Roll
for a Harmful Mutation (1 on a 1d6), a Beneficial
Mutation (2-5 on a 1d6), or a Powerful Mutation
(6 on a 1d6).
Depletion:
1 in 1d100 (checked each day mask
is worn, and checked each time mutation
is changed)
Interceptor
Level:
1d6 + 2
Form:
Shoulder-mounted device
Effect:
When small, fast-moving physical objects
(arrows, thrown rocks, or other projectiles)
coming toward the device reach a distance within
immediate range, it fires bursts of energy that
destroy the projectiles if they are lower level than
the interceptor. Although the interceptor can fire
at multiple targets at once, depletion is rolled for
each use.
Depletion:
1 in 1d20
4
ARTIFACTS & ODDITIES COLLECTION I
Obedient Rope
Level:
1d6 + 4
Form:
A 50-foot (15 m) length of thin metallic cable
Effect:
This extremely useful, semi-intelligent
cable obeys the verbal commands of the user.
The cable can tie itself in knots and untie those
knots. It can become sticky to adhere to surfaces
(selectively—parts of the cable can remain
normal) or rigid (again, selectively). The rope
cannot move of its own volition other than to tie
or untie itself.
Depletion:
1 in 1d100
Projectile Drone
Level:
1d6 + 3
Form:
A 3-foot-tall (1 m tall) collapsible tripod with a
metallic projectile weapon mounted on top
Effect:
It takes two rounds to assemble and set up
this device. Once set up, it takes an action to activate.
When activated, this device follows whoever activated
it around for one hour on its tripod legs (movement:
short). If the user comes under attack, the drone fires
one shot per round at attackers within long range,
inflicting damage equal to the artifact level.
Depletion:
1 in 1d20
Printing Stylus
Level:
1d6 + 2
Form:
A thick stylus that produces quick-hardening
“ink” of varying firmness and strength, as desired
Effect:
The stylus can be used to draw three-
dimensional objects in midair. It takes a few
rounds to draw a piece of basic equipment,
like rope, a backpack, spikes, or even a sword
or shield. Upon completion of the drawing, the
user makes an Intellect roll against a target
number determined by the GM. The roll might be
modified by any skill the GM agrees is pertinent.
On a success, the item drawn becomes a real
piece of equipment.
Depletion:
1 in 1d10
Skin of Fire Sloughing
Level:
1d6 + 1
Form:
When not affixed to a creature, this looks like
a mass of diaphanous fabric. On a creature, it is
almost invisible.
Effect:
When stretched over a creature’s normal
skin, this organic material adheres and conforms to
its body shape. While wearing the skin, the creature
gains +5 Armor against damage inflicted by fire.
Depletion:
1 in 1d100 (checked each time the
character sustains fire damage)
“One wonders if, given the
existence of a skin of fire
sloughing, there might also
exist somewhere a skin of
age sloughing.”
~Visixtru,
varjellan philosopher
Skin of Water Breathing
Level:
1d6 + 1
Form:
When not affixed to a creature, this looks like
a mass of diaphanous fabric. On a creature, it is
almost invisible.
Effect:
When stretched over a creature’s normal skin, this
organic material adheres and conforms to its body shape.
While wearing the skin, the creature can breathe normally
both in air and underwater, and is not adversely affected
by extreme pressure or sudden changes in pressure.
Depletion:
1 in 1d100 (checked each day skin is used)
Probability Mantle
Level:
1d6 + 2
Form:
A multicolored cloak
Effect:
If the wearer fails a defense roll or attack roll,
she can call on the probability mantle for a second
chance (and another roll).
Depletion:
1 in 1d10
5
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