TEXT: Naval  Encounters
  A Numenera Supplement For Players And GMs
  Andreas Walters
  
  Credits
  Lead Author
  Andreas Walters
  Contributing Authors
  Andrew Montgomery-Hurrell
  Chuck Yelton
  David Schirduan
  Scott Robinson
  Karl Larsson
  Ross Bundy
  Editor
  Jeremy Land
  Cover Art
  Chris Howard 
  www.SaltWaterWitch.com
  Interior Art
  Eren Arik
  www.erenarik.artstation.com/
  Published By
  Ninth Realm 
  Publishing
  Legal
  Copyright © 2014 by Metal Weave Designs. MetalWeaveDesigns.com.
  All rights reserved. This book or any portion thereof may not be reprinted, published 
  or distributed without the author’s permission. This product was created under license 
  from 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.
  Fil Kearney
  www.filkearney.com
  Jeff Brown
  www.jeffbrown.artworkfolio.com/ 
  Anja Nielsen
  http://altarior.deviantart.com/ 
  
  Author’s Note
  The Cypher System is the perfect choice to run any sort of ves-
  sel-based campaign or encounter. With the simplicity and flexibility 
  of actions, combat, and difficulty levels, a naval encounter could be 
  as simple or sophisticated as you (the GM) wish.
     When attempting to apply a naval concept to Numenera, you are 
  left with a lot of choices and can easily get lost between the myriad 
  ideas and options. In this supplement, I hope that you will find a 
  number of methodologies that will suit your needs to handle vessels 
  of any kind; ranging from artifacts that provide personal transport to 
  encounters involving fleets of vessels taking battling over the skies 
  and seas.
     In this supplement, the term “naval” is used as a general categori-
  zation of any sort of object that can transport people or cargo through 
  the use of a propulsion mechanism (be it laboring creatures, alche-
  my, or numenera). This definition leaves GMs free to manipulate the 
  content laid forth in this supplement as they see fit to best suit their 
  campaigns, play styles, and player preferences.
     In addition, attached to this supplement is the free-to-the-public 
  Naval Perils, which will provide you with locations, creatures, and 
  sample vessels that you can use in any sort of campaign, even one 
  that doesn’t involve ships.
     I hope you enjoy the content that is laid forth in this supplement 
  and Naval Perils. So get ready to sail the skies, sands, and seas, and 
  delve into the vessels of the Ninth World.
  -Andreas Walters
  What You Need to Play
  This is a supplement to the Numenera tabletop roleplaying game; you 
  only need the Numenera core rulebook to play. This book also refer-
  ences creatures listed in the Numenera Bestiary. Both of these books 
  can be found at your friendly local gaming store, online at
   http://www.montecookgames.com/shop/
  Or through Monte Cook Games’ DriveThroughRPG store.
  
  1 
  World of Trade
  Common Goods
  Luxury Goods
  Complexity of Shins
  2
  Styles of Play
  3
  Roles on a Vessel
  4
  Navigating the Wolrd
  Ecosystems
  Perilous Terrain
  5
  Battlestations
  6
  Your Own Vessel
  7
  Character Options
  Descriptors
  Foci
  8
  Adventure
  Little Orpheon Annie
  Table of Contents
  
  Introduction
  Vessels provide a valuable asset to any developing society and civ-
  ilization. As the city’s ability to send and recieve goods expands, its 
  people benefit from the quick spread of ideas, wealth and innova-
  tions. These may be angles you wish to explore in your campaign. 
  However, before you do so, you should determine how your players 
  will interact with the transportation options that are available around 
  them. This book will provide insights for GMs at every level of in-
  volvement. 
  Ch 1: World of Trade covers the role of vessels in the Ninth 
  World in addition to covering trade and common trade goods you 
  may find in a typical vessel. 
  Ch 2: Styles of Play discusses various ways a GM could involve 
  vessels into their campaigns, ranging from merely as transportation 
  or setting flavor to a fully immersive, vessel-bound campaign. 
  Ch 3: Roles on a Vessel addresses the basic roles that must be 
  filled on a vessel and what skills are necessary to use them.
  Ch 4: Navigating the Wolrd, over the great skies and wide 
  seas. The journey is always perilous but this chapter can inform you 
  of what to look for, on your journey.
  Ch 5: Battlestations talks about naval battle concepts, includ-
  ing the crew, vessel vs. creature combat, and vessel vs. vessel combat.
  Ch 6: Character Options are you a player that Trades or 
  Follows the Stars? or maybe you are Vesselborn and carry a cypher-
  board.
  Ch 7: Your own Vessel explains how to handle players obtain-
  ing, developing, and enhancing a vessel of their own in their travels.
  Ch 8: Adventure, Little Orpheon Annie is a short adven-
  ture written by David Schirduan where the players will experience 
  an interesting vessel and crew.
  4
  
  5
  
  6
  1
  World of Trade
  The Ninth World economy is composed of complex trade networks 
  and markets. Some kingdoms have established currencies while oth-
  ers have none. As a majority of the residents of the Ninth World are 
  subsistence farmers, they tend to live without currency, relying upon 
  the barter of Common goods.
     As the general wealth of an area rises, trade can be conducted 
  through a less cumbersome medium, such as a shins or a currency. 
  These mediums are tied to a relative value, sometimes standardized, 
  other times with perceived valuation. 
  In the Ninth World, two types of commodities can be found: Common 
  Goods and Luxury Goods.
  Common Goods
  These items are usually generated locally and revolve around day-
  to-day use and needs. This is the staple of smaller villages and mar-
  ketplaces. These goods may consist of tools, food, cloth, and utility 
  numenera. Each, having their own diverse textures, appearances 
  and flavors, that vary across regions and cultures. In smaller centers, 
  these items are often bartered locally, although if close to an urban 
  center, more goods can be produced to sell at the market, either 
  brought by a farmer, trader, or importers. 
     There are instances where a common good can become a luxury 
  good, but is not true for all common goods. For this to occur, the 
  good must travel a sufficient distance from its origin, where someone 
  who now perceives the good sees it as a luxury commodity. This has 
  its inherent risks, as the farmer or merchant would have to transport 
  the subsistence good long distances, risking perishability and dan-
  gerous travel. 
     Common goods may include, meats, spices, grain staples, building 
  materials, fabrics and even utility Numenera. Its also important to 
  note, that these goods may only be common to certain regions of the 
  nith world and will not be avaliable in every town or city the players 
  may encounter. 
  Messing with Shins
  Although a farmer may receive currency or shins for selling his grain 
  in an urban center, it is most likely that those earnings would be imme-
  diately spent on artisan tools or perhaps a farming tool from the Aeon 
  Priests who prefer to work in currency or shins.
  
  7
  Below are some of the more frequently available goods that can be 
  found throughout the Steadfast:
  Item 
    Cost
  Notes 
  Aian Ice Stone, Cubes 
    4 shins
  Aian Ice Stone, Chest 
    15 shins
  Aian Ice Stone, Brick 
    6 shins
  Ancuanian Ink 
    3 shins
  Ancuanian Ink, Rare 
    12 shins
  Aneen, Mount 
    40 shins 
       Bestiary pg 231
  Benthic Worm Paste  (1 Vial) 
    8 shins
  Blood Barm Food Sacks (1-Liter)   6 shins
  Calorie Clay (1 Week) 
    10 shins 
  Fermented Allyen (1 Jar) 
    2 shins
  Fluid-Formed Bricks (25 bricks)   10 shins
  Gallen, Livestock 
    45 shins  
       Bestiary pg 12
  Heshon Shells, Cup 
    2 shins
  Heshon Shells, Vase  
    8 shins
  Heshon Shells, Rare 
    20 shins
  Jasgin Flour (1-lb Bag) 
    4 shins
  Kudzu Vines (5 ft) 
    6 shins
  Laak, Pet 
    35 shins 
       Corebook pg 243
  Lingle Palm Fruit 
    1 shin
  Pickled Ithsyn Eggs (6 Eggs) 
    3 shins
  Pickled Ithsyn Eggs, Secret Recipe 16 shins
  Pytharon Breads (1 Loaf) 
    2 shins
  Rangel Berry, Bushel 
    1 shin 
  Rangel Berry Wine (1 Bottle) 
    15 shins
  Rangel Berry, Jam (1 Jar) 
   
    2 shins
  Rubar, Livestock 
   
    25 shins
  Rubar, Salted & Smoked (1 lb) 
    4 shins 
  Seskii Pet 
   
    45 shins 
       Corebook pg 258
  Seskii Pet, Trained  
    60 shins
  Seskii Pet, Guard 
   
    100 shins
  Shuil Livestock 
    55 shins 
       Corebook pg 151
  Shiul Meat (5-lbs) 
   
    10 shins
  Shatter Light (4 Gems) 
    5 shins
  Titanothaurs Salted Foot (1 lb) 
    5 shins 
       Corebook pg 126 
  Varjellen Nori (10 Sheets)  
    3 shins
  Yol Cheese (3-lb Square) 
   
    10 shins 
       Bestiary pg 12
  Yol, Livestock 
    45 shins
  
  8
  Aian Ice Stone
  Mined in the Aian Ice Pit, these stones radiate a coldness 
  around them. Locals have several uses of these stones 
  depending on their sizes, the smaller ones are typically 
  used to keep liquids and beverages cool. Larger stones, are 
  used as a building material for homes and occassionally for 
  food-chests, keeping meats fresh for an extended time. 
  Ancuanian Ink
  Every full-moon, a massive number of fluid-filled sacs 
  wash up on the beaches of Ancuan. Inside the ‘sacs,’ are a 
  variety of colored fluids which are used as inks and dyes.
  Some inks have special qualities and are highly sought out.
  Benthic Worm Paste
  In the marshlands and mudflats, pink and finger-sized 
  worms leave behind a sticky secretion. When crushed and 
  boiled down to a paste, it can be used as a strong glue that 
  works wet or dry. 
  Blood Barm Food Sacks
  The Blood Barm use some of its stored liquid as food for its 
  developing young. This liqiud is highly nutritious, and if 
  the supply is there, often accompanies one meal a day.
  Calorie Clay
  Gray, sticky and dry, this edible clay is mined from the bed 
  of the Sere Marica (see the Divided Sea). When mixed with 
  warm water, it dissolves into a nutrient poor mush. It is 
  typically used by slavers as a cheap and easy food source.
  Fermented Allyen
  Allyn is a poisonous, quickly sprouting fern that can be 
  identified by its distinctive red pollen. To make the plant 
  edible, it is fermented and mixed with spices to create a 
  spicy yet distinctive flavor. For locals, this is a local staple, 
  but many outsiders consider it too strong a dish, while a 
  minority of outsiders find it an acquired, exotic taste.
  Ancuan
     pg 166
       Corebook
  Blood Barm 
     pg 232
       Corebook
  The 
   Divided Sea
     pg 192
       Corebook
  Aian
     pg 164
       Corebook
  
  9
  Fluid-Formed Bricks
  These strange interlocking bricks are made in a small city 
  northwest of the Sheer. To create the bricks, water from 
  a nearby lake is poured into a numenera device and left 
  overnight. The next day, the shell of the brick solidify cre-
  ating a translucent yet solid brick with the strength of hard 
  synth. 
  Heshon Shells 
  Commonly found in estuaries and mudflats these crusta-
  ceans are known for their beautiful and diverse shells. Each 
  shell has a unique design and no two shells are the same. 
  The shells are used as vials or cups, and some have grown 
  big enough to be used as pitchers or even vases.
  Jasgin Flour 
  A grain crop that grows in the cooler plains of Milave. Its 
  tiny seeds can be ground into an orange flour which is 
  used to bake a regional flat-bread, known as Lahoh, which 
  is typically consumed with honey and various herbs.
  Kudzu Vines
  A common survival food of the deep jungles. These leafy 
  vines can be cut and squeezed to exude a sweet juice. 
  Locals make sure they always have a few vines wrapped 
  around them, for you will never know when you will find 
  water next. 
  Lingle Palm Fruit
  Fruit of the Lingle plam, this hard, mauve fruit has a tough 
  shell. Its flesh is blue and yields an acidic juice that grants 
  its consumer a strong sense of smell for the next few hours.
  Pickled Ithsyn Eggs
  During the mating season Ithsyn produce enormous quan-
  tities of bright blue, fist-sized eggs. Locals collect these ex-
  cess eggs and pickle them so that they can be easily stored 
  and consumed at a later time. Everyone who prepares 
  these eggs has their own special brine recipe. Some recipes, 
  even have recieved the attention of wealthy merchants.
  The Sheer 
     pg 214
       Corebook
  Milave
     pg 163
       Corebook
  Ithsyn
     pg 241
       Corebook
  
  10
  Pytharon Breads
  From flat breads to sweet pastries; these breads are easily 
  recognizable from their blue color and distinctive flavor. 
  The creation of the flour is a trade secret; however, it is 
  still traded to the neighboring kingdoms.
  Rangel Berry
  Is a small, red, clustered berry that is commonly found 
  throughout the Draolis Empire in almost any form the 
  berry can be processed, from wines, ciders, jams and juic-
  es. Those who are away from their homes may seek out 
  rangle berry beverages to remind themselves of home. 
  Although the farther from home, the more rare Rangle 
  Berries become.
  Rubar, Salted & Smoked
  Typically a food eaten by fishermen, travelers and the 
  poor, salted rubar is known to go unspoiled for months. 
  Some chef’s in Navarene have started to use the Salted 
  Rubar as a grated garnish or special ingredient, adding a 
  more rustic flavor to their famous dishes.
  Shatter Light
  Mined from the Black Riage, these blue gemstones are 
  commonly seen adorning the garb of delvers. When 
  thrown against the ground, the gemstone shatters and the 
  fragments glow with the brightness of a small campfire, 
  lasting four hours. 
  Titanothaurs salted foot
  In the center of the village of Maglet near the city of Lhau-
  ric, stands a Titanothaurs foot. Since it always regenerates 
  any meat that is cut from it, it has become an endless sup-
  ply of food. The villagers cut slices from it, and salt them 
  before they are exported.
  Varjellen Nori
  The Fire Wrap is a turquoise seaweed with orange veins 
  that grows in warm waters. Once collected and dried, it 
  is used to wrap and cook a variery of foodstuffs. This is 
  most commonly found in Varjellen cooking, and has been 
  noted to be quite spicy.
  Lhauric
     pg 196
       Corebook
  Rubar
     pg 255
       Corebook
  Pytharon 
   Empire 
     pg 161
       Corebook
  Draolis 
   Empire
     pg 148
       Corebook
  Black Riage 
     pg 177
       Corebook
  
  11
  Numenera as a traded commodity
  Numenera can be considered both common and luxury commodities. In 
  many cases, numenera infiltrates everyday life. These would be seen as part 
  of everyday routines and would be traded as common goods. Other numen-
  era, particularly those with unique, specific, or exotic effects can be perceived 
  as luxury items and traded as such. This means that the value of numenera 
  objects remains consistent across societies and their perceived need and value 
  of the device, making a stable financial investment for reselling elsewhere.
  Luxury Goods
  These items are not centered around everyday activities and are 
  usually consumed or collected by those who can purchase them. 
  This provides a relative sense of wealth and prestige within a society 
  or class. These commodities can usually only be grown, crafted, or 
  created in certain regions, usually giving an inherent wealth to that 
  area. The further the luxury good travels, the more value the item has 
  due to scarcity. This only remains true as long as the region accepts 
  or understands that that item is a luxury item; otherwise, its value 
  becomes nothing. 
     Shins are considered a luxury good in the Ninth World economy. 
  Although commonly used as a substitute currency, not everyone 
  accepts shins as a form of payment or compensation. In regions with 
  a standardized currency, depending on the strength and prevalence 
  of that currency, the value of a shin may vary, sometimes valued 
  greater than the currency, other times less. Local farmers may hold 
  onto a few shins to trade with in hard times, but they prefer to trade 
  in common goods and other luxury commodities whose values are 
  better judged.
     Luxury goods could include objects that are either rare, exotic or 
  superior, such as: spices, advanced building materials, pets, medi-
  cine, numenera or delicacies. Below are some of the more ideas of 
  luxury goods in the Ninth World:
  
  12
  Amnesia Pipeweed
  A popular choice for pipe smokers; this pipeweed allows its smokers 
  to relax and discuss practically anything. Their secrets, their troubles 
  or their sorrows, all know that everything is forgotten during a good 
  amnesia smoke. 
  Bio Crystal Prosthetics
  Carved by master graftsmen in the Beyond, they are made in the 
  shape of arms, legs, hands and feet. With the correct surgical pro-
  cedures, these crystal limbs can completely relace a missing limb, 
  though it comes at a hefty price.
  Item 
  Cost
  Notes  
  Amnesia Pipeweed (1 lb)  
  40 shins 
  Bio Crystal Prosthetics (Per Limb) 1,000 shins
  BioMech Mogigrapihis Bird 
  200 shins 
       Bestiary pg 12 
  Carved Ravage Bear Tusks  
  650 shins
  Cavot Medallions (Count 6) 
  25 shins 
       Corebook pg 375 
  Cephalopod Shins (Count 12) 
  40 shins 
  Cold Desert Glass (3x5ft Pane) 
  125 shins 
  Dried Astraphin Root (1-Vial) 
  100 shins
  Espron, Trained 
  650 shins 
       Corebook pg 184
  Frilled Baul, Guard 
  1,200 shins 
       Bestiary pg 55
  Dynafellian Cloth (Cloak) 
  95 shins
  Dynafellian Cloth (Full Outfit) 
  500 shins
  Dynafellian Cloth (50 yrd bolt) 
  350 shins
  Milavian Pearl Powder (1-Vial) 
  45 shins
  Mouth-Moving Statues (1 Statue) 60 shins
  Naspin Oil (1-Vial) 
  80 shins
  Queb, Trained 
  600 shins
  Queb, Warmount 
  1,800 shins
  Raster, Trained 
  800 shins
  Raster, Warmount 
  1,500 shins
  Shanu Pet 
  100 shins 
       Bestiary pg 113
  Snow Loper fur Cloak 
  150 shins 
       Bestiary pg 259
  Steel Spider Strands (30ft spool) 220 shins 
  Synth Weaver 
  85 shins
  Transparent Seskii 
  2,000 shins
  
  13
  Carved Ravage Bear tusks
  In the Black Riage there are a few scattered tribes who re-
  vere the Great Ravage Bear for her power and ferocity. To 
  please their God, the tribes hunt her cubs, eat their flesh 
  and wear their fur, to become more like the bear itself. 
  These tribes are famous for their eloquent tusk carvings. 
  The tribes choose only to trade with familiar traders, who 
  have earned their respect and trust; only they are allowed 
  to buy the carved tusks in exchange for numenera, that 
  can bolsters and improves the prowess of the tribe. In 
  more civilized lands, the tusks are worth a hefty sum 
  amongst collectors who have a taste for the exotic.
  Cephalopod shins
  Traded by the cephalopods (see Eldan Firth), these shins 
  are slices of rare coral laced with a clear synth core. It 
  appears that they vale different colors of coral differently. 
  White, so far, has been the most common, although, some 
  traders rumor trades including black or red shins.
  Cold Desert Glass
  When the Iron Wind passes through the cold desert it 
  leaves behind thin sheets of cracked, multi-colored glass. 
  Despite its appearance the glass is extremely durable 
  and used for a wide variety of uses from cutting boards, 
  sculpture to window panes. But what is truly valued from 
  the glass is its property of shifting crack formations and 
  color combinations. Many will gaze into the fractals of 
  Cold Desert Glass as one would contemplate life looking 
  into a fire.
  Eldan Firth
     pg 171
      Corebook
  Cold Desert
     pg 208
      Corebook
  Ravage Bear
     pg 254
      Corebook
  Black Riage
     pg 177
      Corebook
  
  14
  Dried Astraphin root
  There are many cure-all hoaxes that pass around the 
  Steadfast kingdoms. However, Astraphin root is a proven 
  remedy for many simple ailments. The problem is,  As-
  traphin root is hard to find and deadly to collect, and so it 
  comes at a great price. 
  Dynafellian Cloth
  There are many fine fabrics found in the Steadfast, but 
  none as desired as true Dynafellian cloth, attracts tiny 
  glimmers from the datasphere that twirls around you in 
  beautiful patterns. If you need to make a stylish or fash-
  ionable entrance, its best to do so in Dynafellian Cloth.
  Milavian Pearl Powder
  The reefs off of Milave’s coast are abundant with oysters 
  that bear multiple pearls. When powdered and turned 
  into a paste, it has been found to have a strange effect on 
  skin. When applied, it tightens the skin, making a person 
  look fresher and younger, a highly desired product from 
  the ladies of the Southern Steadfast.
  Mouth-Moving Statues
  The city of Rachar exports this strange oddity. It is un-
  known how they are created, but these synth heads can 
  learn phrases of text, making excellent doorbells and or 
  icons that quote popular sayings of Truth.
  Rachar
     pg 160
      Corebook
  Milave
     pg 165
      Corebook
  Dynafel
     pg 159
      Corebook
  
  15
  Naspin Oil
  To those who can afford it, naspin oil is used to relieve 
  stress and escape ones troubles. This small vial of green 
  liquid laced with orange globules may taste bad at first, 
  but immediately upon consumption it sends the mind 
  of the drinker into a realm of the datasphere where ev-
  erything feels good. Here the weather is warm and sum-
  mery, and the user is joined by others who have imbibed 
  the naspin oil. Drinkers only remain in the realm for 4 
  hours, and most users try to return as soon as possible. 
  Often the acquiring of naspin oil becomes not a matter 
  of if one can afford it, but if one is willing to prioritize its 
  happiness over other life necessities.
  Steel Spider Strands
  Seconds after a Steel Spider weaves a strand of its famous 
  thread, spinners only have a few seconds to harvest it 
  before it hardens. Each spool is a small proximity vac-
  uum, which keeps the strands from solidifying, when 
  pulled away from the spool; the strands begin to dry only 
  seconds after being drawn, requiring quick work from the 
  craftsmen. Many nobles use the strands as an extra layer 
  of household protection, while some sculptors use the 
  fibers to weave complex and intricate designs and filigree.  
  Synth-Weavers
  Sold in clear synth cubes; the wealthy fawn over these 
  tiny blue insects. These rare insects create thin strands of 
  synth and weave random faces in their cells. Some be-
  lieve that it is good fortune when a Face-Weaver makes a 
  portrait of your face. Those who are superstitious, believe 
  that you are marked for death. 
  Transparent Seskii
  Sometimes a seskii is born with a strange mutation; its 
  flesh is completely transparent. This creates both a shock-
  ing and engrossing sight, as all the internal organs and 
  veins are visible. Having such a seskii as a pet, is a status 
  symbol of extreme wealth and status, as only a few are 
  known to exist.
  Steel Spider
     pg 256
      Corebook
  Seskii
     pg 258
       Corebook
  
  16
  The Complexity of Shins 
  GMs can use shins in a variety of ways in their home campaigns. One 
  can follow the lead of the Numenera core rulebook by keeping shins 
  a useful abstraction. If you and your players are not likely to enjoy 
  keeping track of specific currencies, there is no reason to complicate 
  matters by tracking any specific types of shins or other currencies. 
  However, there are many potential stories based on the nature of 
  shins as heterogeneous (that is, not standardized) collections of beads 
  and baubles. Any political authority that strives to unify a region 
  will seek to standardize the currency. This will facilitate trade within 
  its region while consistently signifying its authority over and with-
  in each transaction. Characters entering such a region may be quite 
  surprised to learn that most of their shins are not acceptable for any 
  trade—and, in fact, any trade in non-local shins may be illegal. This 
  could force characters to look for methods for earning (or stealing) 
  the official local currency.
     Even within a region without a single political authority seeking 
  to standardize currency, the lack of consistency in the definitions of 
  shin can lead to (hopefully interesting) conflict. It is assumed that in 
  the absence of a standard definition of currency, most traders accept 
  anything that could pass for money. Two characteristics that are im-
  portant in this regard is that any shin needs to be durable and porta-
  ble. This could be a shiny rock or button-sized wafer of plastic. No-
  tice that each is easy to slip into a pocket and is not going to change 
  shape over time. This would make each object potentially useful 
  currency. In the base rules, each could be accepted as a shin. 
     One could encounter a trader, though, who has more specific ideas 
  on what shins should look like. Maybe a woman running a boarding 
  house refuses to take any shin that is transparent. To her, opacity is 
  a characteristic of legitimate currency. The same rules may not apply 
  even over the next hill where transparent plastic piece are accepted. 
  These are exactly the sorts of conflicts that a standardized currency 
  seeks to avoid—and the problem inherent in any realm where such 
  standardization is impossible. To emphasize, though, it is entirely 
  possible to ignore these complications and assume that the absence 
  of a single political authority has led to the emergence of informal 
  but reliable norms of what counts as a shin and what does not. In this 
  case, the prejudicial boarding house would be under pressure from 
  everyone with whom she trades to accept the emergent norms. 
  
  17
  
  18
  
  19
  2
  Styles Of Play
  Vessels can be a useful tool for GMs to change the direction or scen-
  ery of a campaign. When a player enters a vessel, the possibilities of 
  what new destination they can reach, becomes endless. No longer 
  confined to mere walking, they can now sail away on the ocean, or 
  fly away at bliding speed. This chapter looks at a variety of ways that 
  you could use vessels in your campaign, from simply using vessels 
  as an interesting way to get from one location to another, or as the 
  centre piece of an entire campaign. The choice primarily depends on 
  how important you believe the trip is, and if the events that occur on 
  the voyage play into the overall story that you are trying to tell.
  Only Transportation
  As many travelers say, the experience is more important than the 
  journey. In this option, players would use vessels merely as a means 
  of getting to a new, far-away, location. It is unlikely that the players 
  would purchase their own vessels, but rather, utilize the diverse and 
  weird array of options available to them. Encounters that characters 
  interact with should be minimal. Despite the simplicity of this meth-
  odology, the flavor should not be diminished and should reflect the 
  weirdness of the Ninth World both respectively and descriptively. 
     This option should be used if you don’t want to take away from the 
  current story. In addition, some players are easily distracted, who 
  can easily sideline a story from the main adventure, if that is your fo-
  cus to drive the main plot. This method would eliminate these poten-
  tial distractions and keeps the story moving smoothly, much like the 
  fast-travel mechanic found in several popular video games. 
     Encounters should be rare, but not out of the realm of possibility. If 
  you choose to challenge your players with an encounter, they should 
  be mechanically light and directed toward the immediate threat. 
  This would mean that the vessel would serve as a scene or backdrop, 
  providing little more than a source of GM intrusions or narrative 
  direction. .
  
  20
  Mixed-Vessel Use
  The story that leads its characters to embark into the unknown to 
  continue their quest. This is a great way to give a campaign, a need-
  ed change of scenery without hindering the flow of the story. Per-
  haps the PCs discover an numenera vessel, defend a merchant ship 
  or smuggle illegal goods over the kingdom border. Either way, the 
  players are now in charge of their own vessel, (most likely a tem-
  porary reward/scenario). PCs could be part of the ships company 
  in-arms or perhaps at the command of the vessel. Much like “Just 
  Transportation,” the ship will primarily be used from getting from 
  location-to-location. However, the likelihood of combat, upon the 
  vessel will almost be guaranteed. Whether it’s on board the ship or 
  a naval encounter, players can experience the same level and type 
  of encounters provided by the Vessel-Centric Campaign, although it 
  would be unlikely that the PCs would invest experience points into 
  ship upgrades if they are aware that the vessel scenario is only tem-
  porary.
  
  21
  Full-Immersion
  In this style of play, characters should expect that a major portion of 
  their campaign will aboard of a vessel in some way, shape or form. It 
  may begin with the PCs being recruited for a great voyage. Perhaps, 
  they are enlisted into the service of a Redfleeet captain or aiding the 
  Aeon Priests recover hidden treasures burried beneath the waves. 
  There are many reasons to take a vessel, and all the more reasons to 
  make it a fun and unique aspect to your campaign. Encounters will 
  happen everywhere, whether its on deck, inside the brig, or around 
  the vessel. Pull from your favorite vessel bound stories, whether they 
  are space pirates of the future, pirates of the colonial seas or explor-
  ers of the unknown deeps. The vessel that your party receives will 
  become a pivotal asset to the flow of the game. If the characters are in 
  control of their own vessel, they may be eager to seek out able-bod-
  ied, and skilled crewmembers
     When your characters have their own vessel, they will become 
  invested in such, looking to outfit it with the finest of goods, arma-
  ments, numenera shins can buy. Treat this as you would any player 
  home or castle, meaning that you should not destroy their vessel 
  unless it plays a pivotal role in the story’s plot. 
  
  •
  A Golden Nyx approaches the PCs, beckoning to them
  to follow her.
  •
  A great storm encompasses the vessel. Once the storm
  settles, the PCs are unable to discern their location or
  where the nearest land is.
  •
  A sentient species from the undersea wishes to trade
  with the City of Bridges, but something seems amiss.
  •
  A teleportation numenera fails, and you end up in the
  brig of a vessel, next to mutant slaves.
  •
  An airship may offer a rattling trip from Uxphon to
  Hidden Naresh to those who can pay in emeralds.
  •
  An artifact has been discovered that grants its users
  gills, allowing them to breathe in the undersea.
  •
  An artifact seems to be pointing out toward the sea.
  Where could it lead?
  •
  Facestealers have commandeered a trade vessel laden
  with luxury goods. Unfortunately, no one knows until
  a player stumbles upon a body that looks like one of
  the crewmen.
  •
  It is rumored that a particular merchant is smuggling
  a good that is forbidden by the king. Infiltrate his
  crew, and catch him in the act.
  •
  Legend tells of a great city of numenera that was lost
  beneath the waves.
  •
  The captain has agreed to bring you aboard the ship.
  However, despite your urgency, the vessel must make
  a supply drop at a small town that is far off the in-
  tended path. Is it an ambush?
  •
  The Rainmaker has been spotted above the oversea.
  Story Hooks
  Rainmaker 
       Naval Perils
  Golden Nyx
      Naval Perils
  City of Bridges
     pg 145
      CoreBook
  Uxphon
     pg 176
      CoreBook
  Hidden Naresh
     pg 178
      CoreBook
  Dej’meir
     pg 91
      Ninth World
        Assassins
  22
  
  23
  •
  The trip over the Black Riage is dangerous, but Kaelos
  pays well. What could she possibly want up here?
  •
  There is a great creature that can carry a number of
  people vast distances, but it requires a special fruit to
  do so. Unfortunately, the fruit is rare and difficult to
  find.
  •
  There is numenera in the city that is capable of trans-
  porting the players. Recently, it has been acting errat-
  ically, and only one person has returned, saying the
  device isn’t working properly.
  •
  You have been tasked to raid a Gaian Shipyard.
  •
  You have been sent by the City of Bridges to travel to
  the other side of the great ocean to see what treasures
  await.
  •
  You have befriended one of the crew, but the captain
  does not like to take guests aboard. The crew member
  says there are a number of shipping containers the
  party could hide themselves in.
  •
  Your crew discover a stowaway varjellen child who is
  heir to a powerful and aggressive tribe.
  
  24
  3
  Aboard the Redfleets
  The Redfleets currently have the largest organized fleet that the 
  Steadfast has known. This massive fleet is in constant recruitment 
  to fill any variety of roles and not limited to ship building and 
  crew-functions. In this chapter you will uncover the typical organiza-
  tion of a Redfleet crew and hierarchy. Although this is the most com-
  mon organization; it is in no way the only organization that has been 
  seen on the Oversea. Other kingdoms, cultures and organizations run 
  their ships quite differently, from democratic tasking , despotic cap-
  tains, to numenera-created hive minds. The possibilities are endless.
  Captain
  The leadership role of the vessel. Sometimes democratically elected 
  by the crew, the captain is commonly looked upon with respect as a 
  knowledgeable leader of men who is skilled in navigation. During a 
  chase or in a battle, the captain’s power is absolute and he can dis-
  cipline anyone who disobeyed his orders. He also has life or death 
  power over anyone taken prisoner. Outside of battle, the captain 
  usually delegates most of the everyday tasks to the first mate or other 
  junior officers. Captains have training in tactical knowledge, persua-
  sion, and navigation skills.
  First-Mate
  Commonly picked by the captain himself, the first mate (or quarter-
  master) serves as her right hand. When the vessel is not in a chase or 
  a battle, the first mate makes the day-to-day decisions and maintains 
  the vessels’ logs and records. She distributes rations, work, prizes, 
  and punishments. In addition, she takes part in all battles, often 
  leading the attacks herself. If the crew were to successfully comman-
  deer a ship, the first mate would leave the captain’s ship and take on 
  the role of captain on the newly acquired ship. If the captain dies for 
  any reason, it is most likely the first mate to take the captain’s place. 
  Those who serve as a first mate or quartermaster are most effective 
  when trained in mariner, tactical knowledge, and persuasion and 
  negotiation skills.
  
  25
  Navigator 
  The second-most-respected role of the crew, for their lives are in his 
  hands, the navigator directs the vessel’s course, looks after the maps 
  (if any), and maintains the various instruments and numenera used 
  for navigation. A veteran navigator is experienced at identifying 
  numenera hazards and, usually, avoiding them. In combat, the nav-
  igator works to position the ship both defensively and offensively, 
  working to give the crew the best shot while not granting that op-
  portunity to his enemies. Navigators tend to benefit the most from 
  training in navigation, perception, and geography.
  Deck Nano
  Despite many common suspicions and myths, having a nano as a 
  member of the crew can be invaluable, especially if the vessel has 
  some sort of numenera element to it. If the vessel is an artifact of the 
  past, a deck nano may be required to operate and maintain the power 
  output to keep the vessel moving. If the vessel has an enhancement 
  (see pg 55)  installed on it, the deck nano is responsible for maintain-
  ing and activating this device. In addition to these roles, a deck nano 
  will aid the navigator in identifying and analyzing numenera haz-
  ards and with the use of instruments and calculations. The deck nano 
  benefits from having a diverse collection of skills and knowledge of 
  the numenera.
  
  Gunner
  Commonly the glaives of the ship, these individuals specialize in 
  the ranged armaments of the vessel. Although most ships have few 
  weapons, this does not limit the crew from possessing personal pro-
  jectile arms which are quite useful when engaging in parallel deck 
  battles. In addition to their common crew duties, gunners are respon-
  sible for maintaining the mounted projectiles and ensuring that the 
  ammunition for those weapons are well kept, stocked, and stored. 
  Gunners benefit best from perception (spotting vital targets and lis-
  tening to direction and orders), training or specialization with ranged 
  weapons, and balance (for maintaining aim).
  Surgeon 
  A valuable asset to any vessel that is not capable of docking, a sur-
  geon has experience dealing with most injuries and amputations, and 
  usually knowledge of sickness and diseases. Surgeons benefit the 
  most from training in biology, medicine, and occasionally numenera 
  to better identify and treat unique cases and conditions.
  Musicians
  Anyone who can play an instrument or a popular tune is highly 
  valued. The musicians supply music for jigs, a shanty during work 
  hours, and even play before and during battles, blaring out martial 
  tunes, nautical favorites, or simply loud noise to inspire the crew. 
  Musicians benefit from musical knowledge.
  Cook
  Cooking is usually the assignment of a disabled crewmember who 
  earns his stay by preparing food that won’t make the crew sick. 
  Although there have been some numenera found that can produce 
  food, they are inconsistent and will probably fail at some point, so 
  having a good cook is always a good idea
  Darien
  Expert hunters and wilderness survivalists who have earned their 
  place amongst the vessel’s crew, especially on long voyages to dis-
  tant lands, Darien are not known for their extensive vessel experi-
  ence; rather, they are kept for their survival skills when the vessel 
  arrives in a new land. Some vessels conscript the service of Sarrace-
  nians (see Corebook pg 226) to serve as Dariens aboard their vessels.
  26
  
  27
  
  28
  4
  Navigating the Wolrd
  The best thing about working in the theatre of the mind is that you 
  can take your players anywhere. This means that while your players 
  exploring, they can experience and discover the great wonders, in-
  cluding the invisible lakes and cloudcrystal skyfields to name a few. 
  On their way, your players also encounter perils, as no one has gone 
  there before. 
  Environments
  As a GM, describing the setting is very important to establishing the 
  mood and flavor of that scene, encounter or adventure. While aboard 
  vessel, the environment becomes this mood and flavor of your ad-
  venture, whether you are navigating a hovercraft through a foggy 
  bog, or propelling a mechanical strider through a marsh of koudi 
  reeds. 
     If you are unfamiliar with aquatic ecosystems and ecology, the 
  internet is your best friend for research and inspirations. When plan-
  ning out the environment for your party to explore and experience, 
  it is highly suggested that you research these ecosystems in-depth. 
  Discover their morphology, flora and fauna (and potentially create a 
  few of your own) and taylor each so that it holds its own distinct look 
  and feel. You will find after some research that when further devel-
  oping your story, crafting encounters, manufacturing interactions 
  and planning GM intrusions this research will pay off. 
     Although some ecosystems will emerge naturally, others may be 
  simulated or perpetuated through the means of remnant numenera. 
  As a GM of the Ninth World, you are able to create weird parallels 
  and interactions between ecosystems that would otherwise be natu-
  rally impossible. Take note that by blending ecosystems and adding 
  time to the equation, you will have unique and interesting adapta-
  tions and evolutions. 
     For instance, a two-way portal between the jungle and the un-
  dersea, allows creatures of the undersea to evolve to and adapt to 
  the jungle. You may find, forest crabs, tree-preying octopus and 
  shore-preying angler fish. Another example could be A Sahara des-
  ert next to a glacial tundra. The border of these lands would result 
  in lush oasis, as creatures of the Sahara would slowly evolve to have 
  thicker fur/hair as they adapt to the colder weather of the tundra.
  
  29
  Environments 
  to Research 
  links provided
  Archipelago
  Atoll
  Coral Reefs
  Chaparral
  Esturary
  Fynbos
  Glacial Tundra
  Grasslands
  Guyot
  Kelp Forest
  Mangrove
  Peat Bog
  Sahara
  Glacial Tundra
  Caverns
  Unique Aquatic Ecosystems
  Abyssal Depths
  In the far depths of the Undersea, lie the abyssal depths. 
  It is said that an underwater canyon near Hitcher’s Firth 
  (see “Rachar” Corebook pg 160) leads directly into its depths. 
  Those who explore its depths and can peer through the 
  darkness discover a silty wasteland of Numenera spread 
  throughout the oceans depths. Although most numenera 
  present are non-functional, some still may still be active or 
  waiting to be awakened.
  Bogs
  Home of Engineered Viral Hosts (See Bestiary pg 44) and 
  Flesh Pups (See Bestiary pg 53), mosses and fungi; bogs are 
  typically land massess that have become waterlogged and 
  decomposed over time to form a mucky, nutrient-poor 
  landscape. Anything that travels through a bog should be 
  careful not to slip or get stuck in the muck of this decaying 
  land.  
  
  30
  Tropical Oceans
  Created through layering, natural growth, water-level change or 
  uplift, there are various island-chains that are scattered across the 
  Corare Sea (see Corebook pg 170). These ocean waters are clearer and 
  warmer than any known sea and are coveted for its bountiful re-
  sources. However, these warm waters are also home to Lorubs (see 
  Bestiary pg 77) and Uuagrans (see Bestiary pg 129).
  Fjords
  Commonly mis-identified as bays, fjords are massive canyons, which 
  cut right into the mountainside, filling with water from the undersea. 
  Within the canyon, the water is deeper than the connecting Under-
  sea, creating a partially-protected ecosystem where life flourishes 
  within the depths. Here, Dabirri (see Bestiary pg 33) are known to 
  make their homes, preying on those who dwell near its shores. If 
  there are multiple adjoining canyons, the area joining the bays are 
  often filled with thousands of rock islands, some large and mountain-
  ous others rocky reefs, each posing a navigational threat to passing 
  vessels.
  Marshes
  Located near streambeds and lakes, these lands are consistently 
  flooded with water, regardless of the source. Due to the constant 
  flooding, the soil is nutrient rich and is capable of supporting an 
  abundance of creature and plant species, most notably Mesomeme 
  (see Corebook pg 246) and Rhogs (see Bestiary pg 107). The shallows 
  and shoreline of these marshes are typically covered in koudi reeds, 
  cattails and other grasses and reeds. 
  Swamps
  Much like marshes, swamps are capable of supporting woody plants 
  and trees, harboring mangroves and colonies of Golthiars (see Bestiary 
  pg 59). Being able to support sparse forests, Callerails (see Corebook pg 
  234) are also known to make their dens, deep in the swamplands.
  Underground Water-bodies
  From underground caverns, channels and lakes, the underground 
  can provide a countless horrors and a plethora of exploration adven-
  tures. The underground can function as any surface campaign, in 
  addition to any elements you may imagine, seasons, creatures, trees, 
  plants, ruins and who could forget Erynth Grasks (see corebook pg 240) 
  and Entropes (see Bestairy pg 46).
  
  31
  Unique Terrestrial Ecosystems
  Alpine Tundra
  High altitude, cold weather and frequent winds these tree-less hills 
  are what Snow Lopers (see Corebook pg 259) call home. Populated 
  with various shrubs and grasses and rock outcroppings, these lands 
  are covered in snow a majority of the year. When the snow fades, the 
  hills become a lush green, featuring small flowers that can only be 
  seen for a few months. 
  Chaparral
  Known for their hot and dry climate and nutrient-poor, silty soil; 
  these shrub lands and sparse-forests are home to the Flying Elchin  
  (see Bestiary pg 54), who use their powerful legs to travel between 
  meals and escape brush-fires. Although typically peaceful can be 
  quite dangerous. Although these lands receive little rainfall, its soil 
  absorbs little water, making a flash-flood a likely hazard. In addition, 
  the dry air makes lightning storms far more common than other eco-
  systems, which contribute to the frequency of brush fires, an import-
  ant cycle in the regions re-seeding cycle. 
  
  32
  Coastal Dunes
  When you are walking amid sandy hills patched with Arenia (a dry 
  grass) and other small shrubs, you know you are walking amoung 
  the coastal dunes, and you can be confident you are near a body of 
  water. This is where the largest population of Shanu (see Bestiary pg 
  113) is known, making their homes in compacted sands. This land 
  isnt the best for agriculture, however, many of the shrubs bear edible 
  fruits and the waters are bountiful with various fishes.
  Montane Forests 
  High up in the plateaus and mountains are pockets of life. Here, a 
  unique forest thrives that is adapted to high altitudes, low oxygen 
  and high humidity. Reciving moisture from passing clouds, that act 
  as a thick passing fog, Tetrahydras (see Corebook pg 262) choose to 
  roost in these heights, flying down to the plateau’s slopes to hunt for 
  food.
  
  33
  Prairies 
  Found in temperate climates these plaines are comprised either flat-
  lands or rolling hills. Dominated with tall grasses the Queb (see Bes-
  tiary pg 101) stalk their prey here, capable of moving silently though 
  the sea of swaying grass preying on the grazing herds of Aneen (see 
  Corebook pg 231). 
  savanna
  Home to shorter grasses than the praries, these plaines are known for 
  their high-heat, low rainfall and rugged terrain. Typically flatter than 
  and populated with various shrubs and sparse trees, the area is scat-
  tered with rocky outcroppings, canyons and waterholes. Here, Ferno 
  Walkers (see Bestiary pg 52) are known to prey upon herds of Griffalo 
  (see Bestiary pg 61). It has also been noted that Margr tribes (see Core-
  book pg 244) live in scattered tribes across the Savanna. 
  Taiga
  Commonly known as a snow forests, as these areas tend to experi-
  ence long winters. When winter is afoot,  there is little else that sur-
  vives the forest, as a thick blanket of snow covers the area. Durring 
  the springs and summers, small grasses, shrubs and other seasonally 
  flowering plants. Mammals both small and large thrive in these areas 
  which makes hunting ideal, though where large mammals live, large 
  predators, such as the Ravage Bear (see Corebook pg 254), thrive. 
  Tropical Rainforests 
  Known for their high-heat and high-humidity, these dense forests  
  are the home of some of the most creepy and dangerous creatures, 
  the Blood Feast Ticks (see Bestiary pg 26) and Xiomarches (see Besti-
  ary pg 137). Roads through the rainforest are sparse and constantly 
  overgrown, leaving wheeled transport practically impossible, rather, 
  locals tend to utilze legged vehicles or aquatic vessels to navigate the 
  dangerous forests. If traveling on foot, smoke will be your best friend 
  in the dark, though a fire is hard to start with the constant rains.
  Xeric Shrublands
  These shrublands are deserts that  have the ability to harbor more 
  life. Typicallly these would include various flora that have adapted 
  to accomedate hight heat, nutrient poor soil and practically no abun-
  dant water source. Typically these lands are furnished with cacti, 
  dwarf trees and tough, waxy shrubs. Found amung the brush are 
  Desert Laak (see Corebook pg 243), Ithsyn (see Corebook pg 241) and oca-
  ssionally (and more dangerous) Cragworms (see Corebook pg 236).
  
  Aerial Terrain
  Gravity-Flux Zones
  In these zones, gravity can be unpredictable. In a matter of seconds, 
  gravity can shift from reverse gravity, heavy gravity to null gravity. 
  Most tend these regions, except those who are interested in perfect-
  ing their control over gravity. Otherwise, this is a natural hazard for 
  any creature or vessel. 
  Selective-Gravitation Fields
  While gravity usually pulls all things down, in a selective-gravita-
  tion field, that oppressive force seizes to affect only particular things. 
  A famous example of this would be the Cloudcrystal Skyfields (see 
  Corebook pg 174). Other known observations of this phenomena, in-
  clude mutants, laaks and boulders. 
  Rumor says that one of the seven sacred Sarracenian sites (see Corebook 
  pg 226), lies south of Beoth (see Corebook pg 150). It is said that it is a grove 
  where thousands of blossoms and lotus flowers float in the air.
  Low-Gravity Space
  These regions are under a constant low-gravity effect. In a low-grav-
  ity space, small plants and critters (and ocassionally larger creatures) 
  have adapted to these zones, growing larger and longer. However, 
  after such evolution occurs these creaturess can no longer leave the 
  space, unable to support their forms in a normal gravitational envi-
  ronment.
  Independent Gravity Nodes
  Along the Black Riage, it has been observed that a number of hover-
  ing boulders have their own independent gravitational pull. Explor-
  ers have found that they are capable of jumping from stone to stone, 
  shifting gravity to the nearest stone with each jump. When. Some of 
  these stones have attracted their own independent ecologies, collect-
  ing various critters and unique plant-life.
  34
  
  35
  Perilous Terrain
  acciperanean Glaciers
  Aerial • Aquatic • Terrestrial
  These flying glaciers float hundreds of feet above the ground, absorb-
  ing the waters that lie beneath it. This effect creates a reverse water-
  fall that is dangerous for anything beneath it, as creatures and vessels 
  alike will be lifted towards the glacier, and added to the massive icy 
  mass. If the glacier drifts to warmer climates, it’s only a matter of 
  time before the melting outpaces the glacier’s ability to absorb water, 
  eventually causing it to disappear into nothingness. 
  Calling Sphagnum Clusters
  Aquatic • Terrestrial • Underground
  When this moss develops its sporophytes, it transmits a unique 
  signal that draws creatures towards it. Although it seems to have no 
  effect on mutants, it causes everyone else to veer off-course, toward 
  the clusters without a second thought or realization to what had 
  happened. Mutant raiders use these as lures to travelers into an easy 
  trap.  
  DeathWaters/SkyDeath
  Aerial • Aquatic • Terrestrial • Underground
  There are sections of water and air where the molecules no longer 
  function as they should. This results in birds being unable to fly and 
  ships no longer able to float, spelling danger for any traveler.
  Fire Fountains
  Aerial • Aquatic • Terrestrial • Underground
  These springs are capable of shooting jets of liquid fire hundreds of 
  feet into the air. The sheer heat and speed of the fire is so great that it 
  could punch a hole straight through an unlucky vessel. After the gy-
  ser blows, it is soon followed by a rain of solidified fire-rock, which is 
  still searing hot. Aeon priests speculate that this phenomenon is the 
  primary contributor towards the creation of new islands and moun-
  tains.
  Fountain Gyre
  Aquatic
  Appearing like a dome of raining water, the inside of these gyres are 
  dangers to unseasoned sailors. Inside the beautiful falling waters is 
  a viscious inverted whirpool, which lifts anything that passes under 
  the rain-wall, spinning it violently until it is shot off the top to plum-
  met back into the waters
  
  Gas Membranes
  Aerial • Aquatic • Terrestrial • Underground
  Thin bubble-like membranes containing various types of gasses, 
  seep through the ground. If underwater, and a vessel is popped, the 
  collapse of the bubble (and even the release of the gas) could prove 
  deadly to any swimmer or underwater vessel nearby.
  36
  
  37
  Glimmer Storms
  Aerial • Aquatic • Terrestrial • Underground
  In some areas, the connection to the datasphere is so strong that the 
  physical world gets bombarded with reconfiguration and render-
  ing. The result is solid light storms that rewrite the nanites present, 
  altering the environment completely. Suddenly, bolts of solid light 
  can create massive pillars of marble, glass or synth. It has even been 
  rumored that some entities hidden in the datasphere have escaped 
  their digital bonds, manifesting in the physical world.
  Liquid Land 
  Terrestrial • Underground
  Pockets of earth that are saturated with dynamically shifting nanites. 
  When a vessel or creature steps onto an area that is composed of 
  Liquid Earth, it is as if they unknowingly stepped into a pit. Victims 
  that fall into this glitch, experience a dark cloudy water where could 
  predators reside.
  Memromictic Ecosystems
  Aerial • Aquatic
  In these ecosystems, the various layers of water or air have separated 
  and do not mix. These bodies typically have low flow-rates (or ones 
  that are not strong enough to mix) and are usually home to a host of 
  extremely dangerous bacteria, viruses and nanites. The deepest layer, 
  contains no oxygen and remain relatively undisturbed, as there are 
  only a few things that can survive such conditions.
  Skate Surfaces/Zones
  Aerial • Aquatic • Terrestrial • Underground
  An area composed of frictionless synth that could span hundreds 
  of feet to several miles. If a creature or vessel enters a Skate Surface, 
  they will continue traveling in that direction until they reach the oth-
  er end of the skate surface. To change direction, characters must use 
  other means to alter their direction.
  Wrapping Sargasso
  Aquatic
  Wrapping sargasso is one of serveral types of sargasso that can be 
  found. This particluar type begins as a small patch of floating kelp, 
  slowing growing a taproot until it can reach and anchor on the sea-
  floor. At that point, it can begin to hunt. When an unfortunate crea-
  ture or vessel pass over the sargasso, its wraps its’ tendrils around its 
  prey and drags it underwater. There it will slowly absorb nutrients 
  from its prey, only reappearing once it has fully consumed its meal.
  
  38
  
  39
  5
  BattleStations
  There is nothing more exhilarating than a naval battle. Close-quar-
  tered combat, siege weapons firing in short proximity, and all the ac-
  tion confined a vessel’s deck. The primary goal of a confrontation is 
  to commandeer the target vessel and its goods. Vessels in the Ninth 
  World are still expensive and time consuming to produce which 
  makes them valuable assets. If left with no other option (or in some 
  war cases) captains will have no choice but to sink their target vessel.
     When running an naval battle, it is up to the GM to determine how 
  many factors they wish to incorporate into the encounter. For some 
  GMs, they may want to take into account every aspect of the battle, 
  including counter-positioning, crew commands and vessel health. 
  Other GMs, may take a simpler approach, utilizing the deck as a 
  battlefield backdrop and utilizing GM intrusions to simulate siege 
  weapons and vessel damage.
  Types of Engagements
  Vessels vs. Creature(s)
  If a creature from the undersea engages the players’ vessel, it would 
  be easiest to handle the fight as if the deck were a stationary piece 
  of terrain. This does not necessarily remove the characters’ ability to 
  utilize positioning, vessel weapons or simply to run away.
  Vessel vs. Vessel
  The most common goals of a vessel battle is to (1) commandeer the 
  vessel, (2) obtain the goods stored aboard the vessel or (3) sink the 
  vessel. When running an encounter between vessels, be sure to keep 
  in mind what the goal of the two groups are. As they will play a large 
  role in the tactics of the attacking group.
  PCs vs. Vessel
  Vessels can come in every shape and size, each having their own 
  stregnths and weaknesses. That said, final judgement is always left 
  to the GM. In most cases it really depends on the size of the vessel. If 
  the vessel is a small personal-transport vehicle, a melee attack could 
  potentially cause some serious damage to the vehicle. However, if 
  the vessel were anything larger, most ranged and melee directly 
  against the hull would most likely be ineffective, unless the PCs are 
  targeting a specific part of the ship (ie. mast, rudder, engine, sails, 
  legs ect..).
  
  40
  Managing Crews and Combat
  Combat between vessels can become quite tricky when you start to 
  try and manage more than five crewmembers on each side. Though 
  it could be possible for you and your players to micro-manage every 
  unit, it would slow and disctract your players from the encounter 
  and campaign at hand. 
  Narrative Control
     One potential mechanism to better manage crew combat is purely 
  through narrative means. The players, would then have a series of 
  objectives to accomplish, such as capture or kill the enemy captain 
  and first mate or to disable the vessel’s numeneric enhancement. To 
  make things more difficult, you could set a countdown die, which 
  would determine how many crewmembers are left alive, or the time 
  where the battle turns in the favor of the enemy. 
  Crew As A Creature
  A more involved method of handling crew battles is to assume the 
  crew is a creature of it’s own. This way, the two opposing crews can 
  combat eachothers and the PCs can join the fray. This can also be 
  used to represent military ranks or other large scale battles.
  CREW TEMPLATE
  Level: Base individual + modifiers (see Level Modifications)  
  Health: The health of the crew is a mixture representing the total 
  health of the individual units and the unity of the group as a whole. 
  There are circumstances where the number of individuals in a crew 
  only effect the HP and not its level.
  Attacks: The crew is not restricted on the number of attacks, al-
  though they can only attack a creature once per turn, unless the base 
  individuals attacks states otherwise. 
  Armor: Same as base individual, can be modified.
  Movement: Same as base individual, can be modified. 
  Modifications: Same as base individual, can be modified.
  Damage: Base individual + 1 per five individuals
  Battle of the Masses: In cases where a crew engages in combat with 
  another crew, they are both considered a single individuals for at-
  tacking and receiving damage. When crews attack eachother they 
  
  41
  will always hit. However, when a lower level crew attacks a higher 
  level crew, they deal only half-damage (before armor)
  Few against the Many: Single-target attacks delivered by an individ-
  ual against the crew can only deal as much damage equal to the an 
  individual crewmembers health. If the attack can affect multiple 
  targets, such as a cleave, multi-attack, or area-effect estory (such as 
  flash) the crew takes full damage.
  Level Modifications
  There are a number of factors that could swing a crew’s level to turn 
  the tides of battle. Simple things such as moral may be an
  PCs should be able to perform actions or goals which could alter the 
  tides of battle. These potential modifirs could include:
  ● Size of crew
  ● Skill or additional training of individuals
  ● Leadership/Moral
  ● Training of organizational tactics
  ● Superior/Inferior Equipment
  ● Defensive/Offensive Advantage
  ● Cyphers or Artifacts at the disposal of the unit
  ● Other Factors (ie, use of a numenera war machine or artifact)
  
  GM Intrusions
  While for some, the journey is the goal, most people travel on vessels 
  to reach a destination. Even with proper navigation, travel can be 
  dangerous, and there are several perils which can lead your vessel to 
  ruin. 
     During play, long-distance are often be skipped, but this is a 
  missed opportunity. Below are a list of GM intrusions to use during 
  travel. While they there is always one character who is the target of 
  the intrusion, the consequences of it may affect the entire crew, and 
  their vessel. Such is the way when someone share a vessel, the failure 
  of one’ harms everyone. Still, disgrace and blame, is for the failing 
  character alone. 
     It is the GM’s decision how cruel she wants to be when using GM 
  intrusions. Sometimes the consequences are immediate, other times 
  a character may avoid disaster with a successful roll. GM intrusions 
  are not also just a way for the GM to impose failure on the characters, 
  but can also be used to create new directions for the ongoing story.
  Deck-Combat Intrusions
  •
  The deck gets splashed with a slippery compound.
  •
  You get your feet tangeld in the ropes.
  •
  A mast/sail falls onto the battling deck below.
  •
  One of the crewmen unleash a powerful cypher upon the deck.
  •
  The crew no longer adhere (or can hear) the captain’s commands.
  •
  An unexpected explosion occurs at the bow of the vessel.
  Land-Based Intrusions
  •
  While the PC was driving, the vessel gets stuck in some sort of
  difficult terrain
  •
  The PC was tasked with navigating, but the vessel encounters a
  chasm, or some other type of impassible terrain
  •
  The vehicle runs out of fuel, a type of fuel the characters didn’t
  even know it needed
  •
  A previous owner of the vessel has hunted the PC down, and
  now demands it back
  •
  The vessel has contracted some type of virus, and its integrity is
  slowly deteriorating until a cure is found
  42
  
  43
  Oversea Intrusions
  •
  A creature from the undersea appears.
  •
  Your propulsion system fails.
  •
  An environmental hazard manifests.
  •
  The weather begins to flux and extreme conditions manifest.
  •
  You enter unexpectedly enter into shallow waters.
  •
  Your vessel collides with an unseen object.
  •
  The vessel begins to ignore controls and takes a new course
  •
  A shoal of fish appear and begin eating away at the vessel.
  •
  Someone falls overboard, and is in the need of rescue.
  •
  The navigation fails, now its all manual direction.
  •
  The rudder is stuck and can’t turn until someone takes a look.
  •
  A crewman develops the ability conjur fire, but cannot control it.
  Undersea Intrusions
  •
  The vessel enters a field if lava vents.
  •
  The weight of the water around you that your vessel begins to
  buckle under the pressure
  •
  The vessel is in danger of colliding with air bubbles. If the vessel
  does, they bubbles pop and collapse instantly. The collapse is
  more and more dangerous the deeper you are.
  •
  The vessel comes close to a Vortex Void. The size of these whirl-
  pools vary and their appearance is unexpected
  •
  The characters’ vessel suddenly begins to leak
  •
  The characters suddenly realize they are much deeper than they
  thought
  •
  Huge fish, the size of the vessel, believes the vessel to be the lead-
  er of the flock, and starts following it around
  •
  The vessel suddenly enters a strange underwater field, causing all
  gravity to disappear
  •
  Suddenly a large amount of cyphers are released from the ocean
  floor below. They make the ocean glow like gold, as well as inter-
  act with the cyphers the characters carry in unexpected ways
  •
  Parts of the vessel is starting to turn organic, imitating the crea-
  tures that has surrounded it for so long
  •
  The pressure outside is causing loose bolts to be fired into the
  crew compartment. Everyone must make a level 5 defense roll, or
  suffer 6 damage
  
  44
  Airborn Intrusions
  •
  Unexpectedly you begin to lose altitude
  •
  Large birds starts to throw themselves against the hull of the ves-
  sel. If it doesn’t stop, they might bring it down
  •
  The vessel enters a thunderstorm. Just one of those bolts of light-
  ning might cause irreparable damage
  •
  One of the crew members falls of the ship, and may plummet to
  his death if he isn’t saved
  •
  The vessel enters a Marble-Manifest Storm. It is a seemingly nor-
  mal storm, but has lightning strikes of solid light. When the bolt
  hits something, a pillar of solid light remains, usually for several
  minutes before fading away
  
  45
  6
  Character Options
  Descriptors
  Vessel-Born
  You were born at sea, in one of the many ships which sail along the 
  western coast of the Steadfast. While most in the Steadfast call one 
  of the nine kingdoms home, you and your kin live in the oceans, and 
  rarely set foot on land. Most spend their entire lives at sea, and when 
  they do come ashore, they care little about the established borders of 
  the Steadfast.
     Whether you travel the sea for a simple love of the open water, or 
  restlessness, you would never enjoy the monotony of land-based 
  living. You were probably raised in a large sea-barge, as the seafar-
  ing people usually live together in such, though you may have left, 
  preferring to survive at sea alone.
  You gain the following benefits: 
  Steady: +2 to your Speed Pool
  Skill: You are trained in all skills related to operating a vessel.
  Skill: You are trained in the knowledge of the ocean, including 
  how to survive there and the creatures in it.
  Skill: You are trained in either balance or swimming.
  Initial Link to the Starting Adventure: From the following list of 
  options, choose how you became involved in the first adventure:
  1. You step ashore and accidently stumbled upon the other PCs.
  2. The ship you usually travel on was broken, and you were look-
  ing for a spare part. You thought the adventure might lead to it.
  3. For some reason you had been exiled from your home vessel,
  and were in desperate need of company.
  4. Having spent your life at sea, you were curious about land. The
  other PCs seemed like a nice group to explore with.
  Hybrid
  Amongst the thousand of fishing villages along the coast of the 
  Steadfast there are a few which has made dark pacts with monsters 
  who live deep under the sea. You were raised in such a village, and 
  the pact was an important part of your upbringing.
  
  46
     The pact you are cursed by was made hundreds of years before you 
  were born, but it has cruel influences affects you and the other villag-
  ers even today. The demands the pacts place upon the villagers are 
  many, but entail worshipping the sea monsters and cross breeding. 
  Unlike most, you have escaped your cursed home, though you have 
  not escaped the curse in your blood.
  You gain the following benefits: 
  Unnatural Stregnth:  +2 to your Might Pool.
  Hybrid: Gain the Increased Lung Capacity mutation (Corebook pg 124).
  Skill: Your unnatural toughness makes you trained in might de-
  fense.
  Inability: There is something unwholesome about you which other 
  humans finding disturbing and disgusting. The difficulty of all 
  tasks related to social interaction is one step higher.
  Initial Link to the Starting Adventure: From the following list of 
  options, choose how you became involved in the first adventure:
  1. You have asked too many questions, and has thus been driven
  out of your home village. Looking for company, you found the 
  other PCs.
  2. The elders in your village believe one of the other PCs is a
  descendant of someone in the village, you have been tasked with 
  following the PC around.
  3. You have discovered that your village is doomed. You are
  desperately trying to find ways to improve yourself, so you may 
  protect it in the future, if there ever is a need.
  4. The deep ones under the sea whisper to you in your sleep. They told
  you to help the PCs, and wait for further messages.
  Weathered
  You have braved the elements. Whether it is the highest mountains, 
  the wild sea, or some other inhospitable place, you have seen the 
  worst of weather, and lived. Now you are like the oldest tree in the 
  wood, gnarled and quietly majestic.
  You gain the following benefits: 
  Tough: +2 to your Might Pool
  Skill: You are trained in all tasks related to surviving in extreme 
  weather or conditions.
  Never Stops: When you use a recovery to move up the damage 
  track, you also regain up to two Might Points.
  Accustomed To Bad Weather: When you suffer damage from the 
  environment, it is reduced by two, to a minimum of 1.
  
  47
  Initial Link to the Starting Adventure: From the following list of 
  options, choose how you became involved in the first adventure:
  1. You thought the PCs looked weak, and might get killed with-
  out you.
  2. You have seen the worst nature has to offer, and you wanted to
  see if monsters were tougher.
  3. One of the other PCs has heard about your ability to survive
  nearly anywhere, and thought you might be a useful person to 
  bring along.
  4. One of the other PCs saved your life when you got in over your
  head, you intend to repay your debt.
  
  Foci
  Follows The Stars
  When there are no landmarks visible, you have the stars to navigate 
  by. You may travel on the open ocean, or other places where the 
  landscape stretches on forever, but the stars guide your way. You 
  have spent your entire lived following the direction they give, and 
  the stars are starting to tell other secrets than just the right way.
  It is mostly nanos who follows the stars, but some glaives and jacks 
  do so to, if they require the guidance.
  Connection: Pick one other PC. You followed a star, and it led you 
  to the character. You don’t know why the PC is important, but you 
  follow him nonetheless.
  Minor Effect Suggestion: You restore 2 points to your Intellect Pool.
  Major Effect Suggestion: One of the enemies you are fighting be-
  comes stunned.
  GM Intrusion Suggestion: You become overwhelmed by the com-
  plexity of the current situation and how it relates to the sky. You 
  become stunned for one round.
  Tier 1
  Guided by the Stars: If you can see the stars, you always know 
  which way is north. Enabler.
  Night Eyes: You are unaffected by low light conditions. Enabler.
  Tier 2 
  Strength of the Stars: Under a stary sky, usually meaning outside 
  and at night, you roll two D20 when performing tasks, and use the 
  better result. Enabler.
  Sky Eye: Regardless of where you are, you can always see what the 
  sky above you looks like. Enabler.
  Tier 3
  Rightly guided (3 Intellect Points): Pick a destination, for the rest 
  of the day you will always know if you are going in the right direc-
  tion and if a particular path will get you closer to your target. This is 
  equally effective at sea, in the desert, in mazes or dungeons. Enabler.
  Tier 4
  Protected by the Stars: Once per session you may re-roll a 1 rolled on 
  a task. Enabler
  48
  
  49
  Tier 5 
  In the Stars (4 Intellect points): Your knowledge of the stars’ po-
  sitions give you some ability to predict the future. When taking an 
  action, you may use this ability to see if the intended action will have 
  a negative consequence for you. You will also get a basic knowledge 
  of why the action has dangerous consequences. Enabler.
  Tier 6 
  When the Stars are Right (8 Intellect Points): Your ability to under-
  stand the ways of the moving lights above helps you predict the most 
  opportune moment to pursue a specific goal. After describing what 
  you want to accomplish, you roll 2D6. The result is how many days 
  from today the best time to work against your goal is. On that day, 
  you get a free asset to all non-combat tasks. Enabler.
  
  50
  Lives Underwater
  Though history, the ocean has had a strange attraction on many peo-
  ple. The ocean provided a livelihood, and attracts many to live beside 
  it, on it, and in some cases air-filled environments under it.
     Unlike them, you are born with the ability of living fully in the 
  ocean. Not completely human, the water offers you a second life sus-
  taining environment. You are at you most powerful underwater, but 
  while you have spent most of your life in the depth of the sea, it has 
  also given you an unique perspective on the surface world.
     It is mostly jacks that chose to live under water, but many glaives 
  and nanos do so to if they have the ability.
  Connection: Pick one other PC. The character contacted you in your 
  home. The PC impressed you with tales of the surface world, and 
  you decided to come along.
  Minor Effect Suggestion: You restore 2 points to your Speed Pool.
  Major Effect Suggestion: One of the enemies you are fighting be-
  comes stunned for one round.
  GM Intrusion Suggestion: You suddenly get the feeling you are 
  being suffocated. You are stunned for one round.
  Tier 1
  Evolved for Water: You have evolved, or devolved, into surviving 
  under water. You have the Aquatic mutation (see Corebook pg 127).
  Tier 2
  Agile as a Fish: You are trained in swimming and initiative actions. 
  Enabler.
  Rubar-Bond: You develop an uncanny connection with a Rubar (see 
  Corebook pg 255). This particular Rubar is adapted to survive both 
  land and sea environments and will serve you faithfully in your jour-
  neys. If killed, it will take up to two months to find a suitable replace-
  ment that you can bond with.  
  
  51
  Tier 3 
  Three-Dimensional Perspective: You become trained in speed de-
  fense. Enabler.
  Tier 4 
  Fights Like an Eel: You get an asset when attacking creatures that 
  has a lower initiative than you. Enabler.
   Tier 5
  A Perfect Water Creature: You suffer no penalties for undertaking 
  actions under water. Enabler. 
  Familiar with the Sea: You are trained in all tasks pertaining to or 
  interacting with the sea. Enabler.
  Tier 6  
  At-one with the Sea (5 Speed Points): For the next twenty minutes 
  you can swim 25 miles per hour. During this time, water-based crea-
  tures will not hurt you, unless you attack first. Action 
  Water of Life: You double the amount of pool points regained when 
  you are submerged in water. Enabler.
  Trades
  While wealth is usually a by-product of adventuring, for you adven-
  turing’s sole reason is to give you more to sell. You explore new loca-
  tions and numenera only to find loot, for which your market eagerly 
  awaits.
     In your opinion, the adventure is just the beginning. The fun begins 
  when you return and can sell all the stuff you looted.
  A life of trade is most appealing to a jack, but many glaives also take 
  this path. Especially one that is getting more fond of loot than fight-
  ing.
  Connection: Pick one other PC. The character has been a favored 
  costumer for some time. When you decided to go adventuring, the 
  person was a natural choice to go with.
  Minor Effect Suggestion: You unexpectedly find something worth a 
  2d6 shins.
  Major Effect Suggestion: You find a random cypher, which you can 
  either loot or buy depending on the situation.
  GM Intrusion Suggestion:You realize that one of your posessions is 
  worthless. One of your cyphers turns out to just be a piece of junk.
  Additional shins: You start with 15 extra shins.
  
  52
  Tier 1
  Trader: You are trained in all social tasks which includes any negoti-
  ating and haggling. Enabler.
  Tier 2
  Appraiser: You instinctively known the value of any object you find. 
  Task related to identifying numenera is one level lower. Enabler.
  Tier 3
  Trade connections (2 Intellect Points): Once per session you may 
  access your trade network. You roll for a random cypher, which you 
  may buy for 15 shins. Action
  Tier 4
  Master Trader: You are specialized in negotiations and haggling. 
  Enabler.
  Eye for Value: Whenever you find a random amount of shins, you 
  roll  an additional dice of the same type, and remove the lowest re-
  sult. Enabler.
  Tier 5
  Salesman’s Eye: You always know what the highest price someone 
  will offer for an item, and the lowest price they are willing to accept 
  when selling. Enabler.
  Always Best Price: All purchases you make are at a 25 percent re-
  duced cost. Enabler
  Tier 6
  Esoteric Trade Connections: Once per session you may spend an 
  XP to get the opportunity to buy a random artifact for 30 shins. You 
  don’t an XP for acquiring this artifact. Action.
  Heart’s desire (5 Intellect Points): You know what non-unique object 
  a person desires the most right now. Action.
  
  53
  7
  Your Own Vessel
  Some characters look to a vessel as the best form of a player home. It 
  comes with you on your voyages, it can be armed, and most impor-
  tantly it carries your stuff. If you are looking to provide your players 
  a vessel, either as a player home, a campaign element or a GM re-
  ward, look no further.  
     In this chapter you will find vessels that will come in various types, 
  shapes and sizes, all with customization options. There are three 
  notable types of vessels that can be found, they are the Falchions, the 
  Daggers and the Cyphics.
  Falchions
  These vessels represent the might of naval power, usually the most 
  armed and seemingly dangerous of vessels you could encounter. A 
  Falchion could be dreadnaught pirates or the amber flagship. 
  Health: 70
  Armor: 
  Weapons: 2 Ballistae (6 damage); 1 Heavy Ore Lugger (8 damage)
  Type Perk: The deck is armed and designed in a manner that is effi-
  cient for defending the vessel from attacks. When the resident crew is 
  fighting upon this deck, increase the crew level by one. 
  Cargo Capacity: Medium  
  Speed: 7 knots
  Numeneric Capacity: 1
  Daggers 
  These ships tend to be smaller than most, however they have the best 
  of both worlds. due to their armor, cargo size and speed, they make 
  good smuggling or trade ships, of even quick assault vessels.
  Health: 50
  Armor: 2
  Weapon Damage: 2 Ballistae (6 damage)
  Type Perk: Vessel speed is not hindered by cargo load
  Speed: 10 knots
  Cargo Capacity: Large (this reduces to medium when two or more nume-
  neric enhancements are installed)
  Numeneric Capacity: 3
  
  54
  Cyphics
  These Vessels are probably the weirdest of the vessels, as they are 
  cobbled together from various artifacts and pieces of numenera. 
  Some may even be whole ships preserved from the past ages. 
  Health: 40
  Armor: 1
  Weapon Damage: 1 Heavy Weapon (6 damage)
  Crew Perk: Reduce the DL of activating a Vessel Enhancemet by 1 step
  Speed: 8 knots
  Cargo Capacity: Large
  Numeneric Capacity: 3
  
  55
  Numeneric Enhancements
  Some creative nanos have discovered that various pieces numenera, 
  usually the larger pieces could be affixed to various points on their 
  vessels. With the  mobility and sturdiness of a vessel these artifacts 
  could see could see beneficial use. These affixed numeneric devices 
  can have various effects, ranging from offensive and defensive, uses 
  to environmental and travel benefits. Each one is highly valued and 
  hence well protected. It is unlikely that the ship the PCs receive will 
  have a numeric enhancement already installed. Rather its a mission 
  for the PCs to find enhancements.
  Installation
  Installing a Numeneric enhancement is always a tricky business, you 
  could get it installed by a professional, who are usually found on the 
  Amber Floatilla, Kaparin, or even in the City of Bridges. This may 
  come at a cost and a month of down time, but at least it will be done 
  properly. If you choose to do it yourself, you will require the normal 
  hoists and various numeneric devices and two months of time (typi-
  cally a Difficulty Level 6 task) to insure proper installation. 
    Numeneric Enhancements may be located on any part of the ship, 
  which is also dependent on its function. Becoming a common target 
  of boarding parties and offensive strikes.
  Activation
  In most cases the captain will order the activation of the numeneric 
  device, although this is not always the case. If the players want to 
  activate a numeneric device, they must be located at the device, and 
  begin the activation sequence, involving moving around, activating 
  various numeneric processes and pressure releases in proper order. 
  Each device requires a number of Use Numenera skill successes prior 
  to activation. This means that multiple PCs can work together to 
  shorten the number of rounds it would normally take one individual 
  or a PC to activate alone. For NPC ships this would be the number of 
  rounds for the Nanos onboard to activate the device. 
  
  Vessel Enhancements
  Atmospheric Bubble (3 successes DL 5)
  This device is usually a tall device is usually attached to the observa-
  tion deck of the vessel. When activated and without impeding move-
  ment, a bubble forms around the entire vessel, containing breathable 
  air and protecting the vessel and its crew from harmful gasses and 
  projectiles. The bubble functions as a shield with 3 armor and 10 hit 
  points. Once the bubble is broken, the atmosphere is released. This 
  ability can only be activated once per day.
  Automated Defenders (4 successes DL 4)
  A three pseudo-intelligent autonomous machines have been placed 
  upon your vessel. When activated they spring to life and defend the 
  vessel from attackers. They will also respond to orders directly giv-
  en by the Captain of the vessel. Each machine is considered a level 4 
  creature, with a short distance flying capability.
  56
  
  57
  Autonomous Control (3 successes DL 4)
  The ship takes on its own sentience, acting and thinking on its own 
  accord, relieving the navigator of his post. During the designated 
  captain, has a constant two-way communication with the ship. It 
  follows the commands of the captain, even while he is not onboard. 
  This ability lasts for 1 day, and takes 1 day to recharge.
  Big Beam Generator (5 successes DL 5)
  A massive numeneric device, probably used for tunneling or major 
  mining uses. Now has been affixed to the ship, this device creates a 
  massive beam of energy, dealing 10 damage to anything in its path, 
  ignoring armor. This ability can only be used once every 14 hours 
  due to the massive energy draw on the batteries.
  Dimensional Storage (2 successes DL 3)
  A Dimensional Rifting technology is installed in the ship; this could 
  be concealed to make use for the transportation illegal goods or 
  just to make more room. When activated the rift is maintained for a 
  week. After that time, the rift closes and all thats inside is lost, even if 
  reactivated. It takes another week after the rift closes to recharge the 
  device.
  Extreme Heat Sink (4 successes DL 4)
  An odd numeneric device thats exposed to the elements outside the 
  vessel; with some device that remains in contact outside the vessel. 
  When activated the device will freeze any water that it directly pass-
  es over, freezing ocean water, clouds and even the water found in 
  drit. 
  Fog of War (3 successes DL 6)
  The ship vaporizes any water around it (whether it be sea, air or 
  ground water) creating a heavy fog around you. Both you and your 
  opponent within a long distance are considered blind when inside 
  the cloud.
  Iron-Cage Harpago (2 successes DL 4)
  Installed on the side of a vessel; this device is to be activated when 
  run aside a ship. Upon activaton, iron pikes launch into the parallel 
  vessel, dealing 5 damage (ignoring armor) and preventing the vessel 
  from breaking away with normal means. The beams can be recalled 
  with the single flip of the recall switch, and redeployed up reactiva-
  tion
  
  58
  Nano’s Fire (2 successes DL 6)
  This odd device looks like a giant telescope affixed with various lens-
  es, prisms and knobs. When aimed at a target (typically by the Deck 
  Nano) if the target is made of a combustible material, it bursts into 
  flames quickly spreading. This fire will not be put out by convention-
  al means, it can only be put out using drit or sand. 
  Rear Boosters (3 successes DL 3)
  Commonly installed at the back end of the vessel. The speed of the 
  vessel is increased 50%. This effect lasts for 30 minutes and can be 
  used 3 times a day. If used during a ramming action, the vessel deals 
  50% more damage.
  Storm Generator (4 successes DL 6)
  Installed upon the vessel is a piece of numenera which summons a 
  great thunderstorm around it. Once the storm has set, the device can 
  direct a beacon that calls lightning strikes down upon the targeted 
  area. The lightning strikes creatures and objects in the area at ran-
  dom, causing damage, mayhem and starting fires. 
  Temporary Drive Shift (2 successes DL 7) 
  The ship has a unique numenera device, which when activated can 
  temporarily change the travel phase of the vessel. Air and Space 
  vessels can travel on land and water. Sea vessels can travel in air or 
  on land. Land vessels can travel in the air and on water. At the GM’s 
  discretion a ship may change to travel by space or time. These chang-
  es last for 14 hours, this ability cannot be used again until its power 
  source is fully recharged. Recharging  takes 2 days. 
  Warp Jump (4 successes DL 5)
  A unique warp device, usually installed somewhere near the center of 
  the ship. When activated; it phases the ship from one location to an-
  other location at a maximum distance of a quarter-mile in the direction 
  of the activator’s choosing. Great for evading boarding actions and a 
  stylish way of getting out of port. This ability can be used twice a day.
  
  59
  8
  Little Orpheon Annie
  This is a one- or two-session adventure, depending on how your 
  group plays and how you want to handle things. There’s an overall 
  structure to this adventure, but feel free to move events around and 
  adjust as you see fit. This isn’t really an investigation game, but more 
  of a choose-your-own adventure. It’s possible that the players may 
  “solve” what is going on, but it’s more about dealing with the obsta-
  cles and surviving the trials.
     The tone of the game is inspired by the movie Clue, where the mur-
  derer and motivation are determined at the end of the story rather 
  than the beginning, retroactively justifying what happened. It’s fairly 
  light-hearted and silly. Change whatever you don’t like, and alter 
  things as you see fit.
  Hook
  The party needs to hitch a ride on a vessel. Here are a few ideas:
  •
  They need to travel quickly up along the coast.
  •
  They are trying to reach a mysterious island.
  •
  They are trying to earn some cash on the side.
  •
  They have been captured and are being transported as cargo.
  Facts About the Ship
  •
  The Anastasis is one of the rare vessels that easily travels above
  and below the surface of the water. The masts retract into the
  deck, and the openings are self-sealing. It takes about five min-
  utes to transform from a sailing ship to a submarine.
  •
  The ship is controlled by a sentient machine intelligence, nick-
  named Annie, that has decided it likes the captain and usually
  complies with what the captain wants. The captain (or whoever
  wants to control the ship) has to convince her to go anywhere
  and do anything. Crew members are assigned to help motivate
  the ship by making repairs and modifications, basically obey-
  ing Annie’s every whim.
  •
  Made up of three decks, top to bottom: The poop deck (covered
  with water when a submarine), living quarters/mess, and the
  engine/storage hold.
  
  Crew Members
  Captain (Agnes) Silver (level 4; level 5 for leadership tasks)
  Silver hates being called by his real name and is teased about it con-
  stantly. He is blustering, proud, and always bragging to others about 
  his exploits, real or not. While he usually he portrays himself as the 
  ultimate slacker, he is capable of being a competent commander 
  when needed.
  Hans and Frans (level 3, level 5 for strength-related tasks)
  Two large brothers hired for their muscle. Beating either one of them 
  in a test of strength will earn their respect and their assistance. Annie 
  likes to make them lift and move things for her
  Sutren (level 3)
  He is the businessmen and merchant of the ship. He handles a lot 
  of the paperwork, jobs, and financial stuff. He is likely the one who 
  recruited or agreed to transport the players
  Whitly (level 1)
  Cabin boy. The younger cousin of Silver, Whitly gets stuck with all 
  the crappy jobs on board the ship.
  Jostu (level 3, level 4 for perception tasks)
  The cook and organizer. He handles the cargo manifests, crew ro-
  tations, scheduling, and anything else related to organization. He 
  is meticulous and observant, usually covering for Silver’s lapses in 
  attention.
  Add more or fewer characters as you see fit. Don’t include too many 
  people, or your players won’t be able to keep track. Make sure each 
  character gets a number, and use that number when you roll for who 
  is murdered.
  The Anastasis has a voyage of six to ten days ahead of her, going 
  around several dangerous obstacles. Luckily, the members of the 
  crew know how to handle these obstacles, and there shouldn’t be too 
  much of a problem.
  60
  
  61
  The Problem
  Every night, someone on the crew is murdered. Follow the steps 
  below every day:
  1. As the day comes to an end, Annie tells everyone to return to
  their cabins, and locks them inside for the rest of the night. (The
  door is level 6 to break open, level 7 to open without alerting
  Annie.)
  2. Roll 1d6 (depending on how many crew members you have) to
  see who is killed that night. If the result is someone who already
  died, reroll.
  3. Roll 1d6 to determine how they are killed:
  1 - Fried by an electrical pulse
  2 - Eaten alive by nanite nerve gas
  3 - Injured as if dropped from a great height, although they don’t
       appear to have been moved.
  4 - Room was filled with water
  5 - Their body is simply missing and can’t be found.
  6 - They were turned inside out and died shortly afterward.
  4. Annie admits that it was most likely her but claims she doesn’t
  remember who convinced her to kill that person or why. She
  recommends that everyone talk it out. Initiate a counseling ses-
  sion/investigation. Annie refuses to return to shore or end their
  journey early. Convincing her to do so is a level 7 task, and may
  require some numenera or favor. Even then, it might take a few
  days to reach the shore.
  Motivations
  Annie doesn’t have a sense of morality, instead choosing to do what-
  ever interests her at the time. The reasons for surviving crew mem-
  bers are different, and only chance will determine who followed 
  through with their plan (usually the last one alive):
  •
  Silver is starting to become romantically attracted to Annie and
  wants to run away with her alone, traveling the seas and embark-
  ing on strange adventures together. He asked the others to leave,
  but they insisted on staying and threatened him if he turned An-
  nie against them. So he and Annie worked together to kill them
  off.
  •
  Hans has a map to a mysterious island that holds clues to Annie’s
  origins and past. However, when he tells this to Annie, a secret
  part of her programming is renewed, and she begins to kill off all
  but Hans, since she needs him to reach the island.
  
  62
  •
  Frans is tinkering with some of Annie’s technology when the
  strange necklace that he always wears seemingly unties itself and
  falls into the machinery. After that, Annie begins acting strangely
  and starts killing everyone. Frans happens to be the last surviving
  member.
  •
  Sutren is actually a member of the Convergence who has con-
  vinced Annie that she will play an important role in the future of
  humanity and must covertly return to a nearby port controlled by
  the Convergence. No witnesses must remain.
  •
  Whitly is just a little bit crazy. He’s sick of being ignored and
  made fun of. Annie misinterprets his childish grumblings and
  complaining as intent to murder and decides to help the under-
  dog accomplish his goal. Whether Whitly is happy or mortified
  about this depends on how the game is going.
  •
  Jostu is an old Aeon Priest who is familiar with numenera, being
  a nano himself. He doesn’t trust Annie and asks her to return
  manual control to the ship. She decides that the best way to han-
  dle his mistrust is to prove that she’s the only one he CAN trust;
  she tries to frame different crew members as the killer every
  night, using the reasons above
  Voyage Itinerary 
  Day 1
  The Anastasis leaves port to smooth winds and no problems. The 
  party is assigned quarters and gets to meet the crew and make some 
  basic introductions. 
  Day 2
  The crew awakes to the first dead body. Panic, anger, accusations, 
  and investigations occur
  Day 3
  The crew wakes up to the second dead body. Silver knows of a way 
  to get past an obstacle in the sea. If he is dead, then the obstacle dam-
  ages the ship and the players on it. Avoiding the obstacle is a level 
  7 task. It inflicts 5 points of damage and breaks one random held 
  cypher per player.
  Day 4
  The crew wakes up to the third dead body. More anger, more inves-
  tigations. The ship is set to meet with another vessel to resupply and 
  
  63
  get food, arranged through friends of Hans or Frans. If Hans or Frans 
  is dead, then no one knows the details of this meetup, and the crew 
  begins to heavily ration supplies. Tempers rise, and the Might pool of 
  everyone on board is reduced by 5 until they can re-supply and get 
  food.
  Day 5
  The crew wakes up to the fourth dead body. A Convergence ship 
  masquerading as a supply vessel pulls up alongside the Anastasis. 
  If Sutren is dead, then he cannot talk down the other Convergence 
  members, and the will try and take the ship by force (five Agents: 
  Level 4, Armor 1)
  Day 6
  The crew wakes up to find the fifth dead body. Motivations are 
  revealed, secrets told, and Annie decides that she doesn’t want the 
  players to be witnesses. The survivor may either fight with the play-
  ers or against them, depending on their motivations.
  -     -     -
  In between the events listed above, Annie gives the players chores. 
  You can give your players one or two tasks per day as needed to pad 
  out the adventure (make up your own, or choose from below):
  •
  Write 1d10 haikus on the walls (make your players actually write out
  haikus in person).
  •
  Sing their favorite songs (make each player sing a song).
  •
  Test this numenera (give an unidentified piece of numenera and force
  the players to activate it).
  •
  Read her a story with voices and inflections (pick 10-15 pages from
  a nearby book and tell the players to take turns reading it).
  •
  Tell her a story of their past exploits.
  •
  Answer five riddles (chosen at random).
  •
  Challenge them to make a dice tower at least seven dice tall.
  •
  Have players describe themselves in 140 characters or less.
  •
  Tell Annie ten jokes.
  •
  Teach Annie how to dance
  •
  Make a human pyramid.
  •
  Play poker with her.
  Feel free to add more random tasks.
  
  Annie
  Annie cannot be defeated with normal attacks but can be disabled 
  by doing damage to the ship or specific parts of her numenera. She 
  has six ports in the storage hold that can be destroyed to sink her (10 
  health each). She also has four terminals that can be hacked and over-
  ridden (terminals are levels 3, 4, 5, and 6 to hack).
  She will attack with the following (she should attack players once for 
  every two to three actions the players take):
  •
  Fill rooms with water (level 4 task to hold breath for several minutes)
  •
  Zap players with electrical bolts (level 6 Speed defense task to dodge,
  inflicts 6 points of damage)
  •
  Nerve gas (inflicts 4 points of damage per round for three round level 5
  to resist)
  •
  Reverse gravity, tossing the players into bulkheads and objects
  (level 5 Speed task to keep balance, inflicts 4 points of damage, or 6
  points of damage if tossed into something dangerous)
  Convincing her to stop attacking the players and let them live is a 
  level 7 task and may require a favor, some numenera, or other bar-
  gaining tool.
     The players may have to swim to a nearby island or get picked 
  up among the wreckage after destroying Annie. Honestly, it’s up to 
  you if they crash on an island, or are stranded in the middle of a sea 
  or picked up by slavers, etc. This could be a good hook to your next 
  adventure.
  64
  
  65
  Non Player 
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  Naval Encounters
  A  Numenera  Supplement
  Knowledge of the Ninth
  A Numenera Publisher
  Submerge yourself and set sail into the sands, sky, sea and 
  even into space! Naval Encounters provides you with a 
  comprehensive look at how to insert vessels of any kind into 
  your campaign. This book will be an asset to any 
  voyage-based campaign.
  Set sail into the Ninth World and discover what awaits!
  • New character customization options
  • Ecosystems and lands for you to explore
  • Ship options and improvements
  • Trade and luxury Goods in the Steadfast
  • Campaign seeds worthy of their own bounty
  This is a rules accessory for Players & GMs
   and requires the Numenera Corebook 
  
SOURCE: textdata/thevault/Cypher System/Campaign Settings/Numenera/Third Party/Metal Weave Designs/Naval Encounters.pdf