TEXT: UNKNOWN WONDERS
  A Numenera compatible
  character options sourcebook
  by Fabio Passamonti
  Requires the Numenera corebook
  from Monte Cook Games
  
  2
  INTRODUCTION
  There are things known and there are things unknown, and in between 
  are the doors of perception.
  – Aldous Huxley
  This issue provides Numenera players and GMs with a choice of options 
  for better customizing characters. Unknown Wonders comes complete 
  with:
  New Character customization options -
  •
  Character Heritage feature
  •
  Seven Descriptors
  •
  Seven Foci
  New Technology -
  •
  Ten Cyphers
  •
  Five Artifacts
  BEYOND THE EDGE
  Beyond The Edge is a useful Numenera compatible digital resource for your roleplaying campaign.
  Every installment brings you in-depth characters, mortal perils and breathtaking locations. Each issue offers new game options, 
  creatures and thrilling adventures – everything you need to take your campaign beyond the edge…of the known world.
  Beyond The Edge is optimized for tablet and on screen reading.
  TABLE OF CONTENTS
  CHARACTER HERITAGE 
  3
  What of your heritage? What is and why is that 
  important?
  Heritage is your history. It is responsible for how 
  you came to be, it’s a large part of who and what 
  you are, and it can determine what you will become. 
  Heritage is a conglomeration of genes, decisions 
  and environmental factors that have personally 
  affected you, and continue to affect you.
  NEW CHARACTER DESCRIPTORS 
  5
  NEW CHARACTER FOCI 
  9
  NEW TECHNOLOGY 
  20
  
  3
  CHARACTER
  HERITAGE
  You	have	a	quasi	artificial	body,	but	how?	You	can	alter	your	phase	
  state and become ethereal, but why? You’re able to control beasts, 
  but	since	when?	A	proper	background	is	important	to	define	what	
  type of character yours is going to be: Did he learn esoteries to 
  ensure the safety of his kind? Or maybe she grew among a tribe 
  of biomechanical nomads, wandering the Beyond? Was he found 
  in the middle of a desert, untouched even through an Iron Wind 
  storm? Your heritage is the answer.
  Heritage is a new feature, introduced in Beyond The Edge: 
  Unknown Wonders.	 It	 defines	 your	 character’s	 origin,	 past	
  experiences and deepest motivations. Heritage is not a game 
  mechanic	per	se,	but	a	way	to	define	an	essential	and	informative	
  element of a character’s background. It may also grant lesser 
  game	benefits,	although	it’s	an	encouragement	to	make	a	deeper	
  connection with your character’s focus.
  Players (with the GM’s collaboration and approval, of course) 
  can easily create their own heritage, using the following guidelines.
  DESIGNING HERITAGES
  Designing a character heritage is a simple question. It’s three 
  questions in fact. Your character has a gift, a focus. He can control 
  the weather, or manipulate chances, but How? Why? And Since 
  When?
  How?: Answering this question helps determine the way your 
  character uses	his	focus.	Does	he	controls	flames	by	the	power	of	
  mantra chanting? Does he turn his very body cells into elemental 
  energy?
  Why?: Answering this question helps determine your 
  character’s focus origin. All nano can learn the Flash esotery (page 
  37 of the Numenera corebook), but not all attain this power in 
  the same way. Some spend years studying over dusty tomes in 
  remote libraries, while others are taught the right procedures 
  by an experienced master and others even learn how to control 
  the numenera, and tap their energies, from the teachings of their 
  ancestors.
  Since When?:	 Answering	 this	 question	 will	 influence	 your	
  character’s focus evolution, as well as his real knowledge about the 
  source of his powers. Was he always a cybernetic organism, or was 
  his	gift	to	fuse	flash	and	steel	the	result	of	a	biotech	virus?	Has	he	
  gained the power to became ethereal only after a lab disaster, or is 
  he one of the legendary ethereal gypsies, astral wanderers able to 
  move from one dimension to another? 
  Heritage Benefits: You may gain familiarity (page 111 of the 
  Numenera corebook) in one task, appropriate to your heritage. If 
  you chose to do so, you also suffer heritage drawbacks.
  Heritage Drawbacks: You have a disliking for one task.
  DISLIKING
  Disliking is basically the opposite of familiarity. If 
  you have a disliking for one task, you have a -1 to all 
  rolls regarding that task.
  
  4
  HERITAGE EXAMPLE
  Heir of the Ark-N:
  Liluye is a Mystic Nano Who Control Beasts.
  How?: She possesses a telepathic bond with them, augmented 
  by metal clamps on her temples, which appear to attune and 
  strengthen her empathy with animals .
  Why?: She came from a decivilized culture that emphasized 
  values around animal welfare.
  Since When?: She developed her gift studying under the 
  guidance of an expert, who also gave her a task to accomplish.
  Heritage Benefits: Liluye is familiar with Crested Runscale 
  handling, a type of beast she’s particularly fond of.
  Heritage Drawbacks: Liluye dislikes social interactions with 
  a	specific	tribe	of	abhumans,	that	live	near	her	lands	and	whose	
  cruelty to animals is abhorrent.
  Liluye comes from the vessel city of Ark-N, that lies in a remote 
  area of the world. Many arkanians share a special connection 
  – a quasi-mystic bond – with the beasts nourished among the
  city labs.
  Arkanian’s lore on living beings (especially on animals) 
  comes from advanced bio-engineering skills and science notions, 
  though none know it as such. Arkanians are the last scions of 
  a space-team, geneticists and biologists who travelled the stars 
  searching for – and studying – new species.
  Ironically, the Ark-N vessel (the fifth of nine spaceships, 
  although the number is now unreadable) was a returning 
  deep exploration vessel that crash-landed back to Earth, leaving 
  only a few survivors and a cargo of cryogenically frozen beasts. 
  The survivors found the Earth they left for centuries dramatically 
  changed in landscape and ecosystem. All they could do was try to 
  adapt themselves to the new environment and its perils, using the 
  few still functioning Ark-N5 technologies.
  As eons passed the spaceship Ark-N5 turned into a small 
  community: 
  the city of Ark-N (Ark·ɛn). The 
  original scientist of the ship 
  transformed 
  into 
  revered,  
  near mythical ancestors and 
  their knowledge on biology 
  and genetics devolved and 
  transformed into traditions 
  of animism and pervasive 
  superstitions. The arkanians 
  became 
  beast 
  tamers, 
  known for their unique, 
  embedded numenera. As her 
  honor-task to the revered 
  scientist-god, Liluye was 
  given the task of coming up 
  with a cure for the DHI, or 
  the “Double Helix Illness”, a 
  disease plaguing the beasts 
  of the city. 
  
  5
  NEW CHARACTER 
  DESCRIPTORS
  Here	 is	 a	 list	 of	 new	 descriptors	 to	 help	 you	 define	 your	
  character.
  CONTEMPLATIVE
  Through contemplation the soul may ascend 
  to understanding. You embrace moments of 
  meditation and are dedicated to a way of life 
  conducive to quieting the mind. This state of 
  calm centeredness is an aid to exploration of 
  meaning, purpose and values. Contemplative 
  practices help you improve focus and 
  and enhance creativity. Self-examination 
  improves your mental health, helps you to 
  think clearer and make better decisions and 
  boosts	your	confidence	and	self	esteem.
  You’re meditative, pensive and spiritual. You 
  have a tendency to think and act spontaneously 
  rather than from fears based on past experiences, 
  and you cast off all preconceptions.
  You	gain	the	following	benefits:
  Pensive: +2 to your Intellect Pool.
  Skill: You are trained in all tasks involving study, contemplation, 
  or mental concentration, including esoteries.
  Inability: You	 are	 wholly	 focused.	 The	 difficulty	 of	 tasks	
  involving perceiving deception is increased by one step.
  Initial Link to the Starting Adventure: From the following list 
  of	options,	choose	how	you	became	involved	in	the	first	adventure.
  1.
  You seek enlightenment or just a chance to grow stronger.
  2.
  You feel deeply connected to one of the other PCs.
  3.
  You believe one of the other PCs to be your lover (or perhaps a
  relative of yours) reincarnated.
  4.
  A vision guided you to this point.
  COOPERATIVE
  As the old saying goes, “one man can be a crucial 
  ingredient in an army, but one man cannot make 
  an army”. You’re the best comrade one could ever 
  ask for. You understand that no matter what 
  role you may play, you’re nothing without 
  your allies. You’re willing to give up anything 
  for	the	group,	sacrificing	whatever	it	takes.	
  You’ve no room for negativity and, when you 
  feel the urge to be right, you always take a 
  step back and try to look at the big picture.
  You’re helpful and reliable, encouraging and 
  upbeat.
  You	gain	the	following	benefits:
  Bulwark: When you throw yourself in front of 
  an attack to save a nearby comrade (page 101 of the 
  Numenera corebook), the attack you take doesn’t deal 1 
  additional point of damage. You still cannot willingly take more 
  then one attack each round in this way.
  Helpful: When you use your action to provide help to 
  another character attempting a task, if you don’t have training or 
  specialization in that task (or if the acting character already is as 
  trained or specialized as you), the acting character gets a +2 bonus 
  NEW DESCRIPTORS
  Contemplative
  Cooperative
  Fierce
  Mysterious
  Resourceful
  Sympathetic
  Wise
  
  6
  on the roll. (Normally, the acting character would gain a +1 bonus 
  on the roll instead.)
  Reliable: When you attempt a complementary action (page 
  101 of the Numenera corebook),	you	reduce	the	difficulty	of	the	
  action attempted by the other character by one step. In addition, 
  if you are one of three or more characters attacking the same foe, 
  you gain a +2 bonus to your attack. (Normally, you gain a +1 bonus 
  to your attack).
  Inability:	You’ve	feelings	of	inadequacy.	The	difficulty	of	tasks	
  involving charm, persuasion or deception is increased by one step.
  Initial Link to the Starting Adventure: From the following list 
  of	options,	choose	how	you	became	involved	in	the	first	adventure.
  1.
  It’s your duty to protect one of the other PCs.
  2.
  One of the other PCs is your best friend (or perhaps a relative
  of yours), and you blindly follow her.
  3.
  You led the group into a trap that a child could have seen, and
  you wish to atone for it.
  4.
  You were hired as a bodyguard by one of the other PCs.
  FIERCE
  Isn’t the Ninth Word to be reserved for menacing and dangerous 
  wild creatures, the violently intense, the threatening and the 
  savage? You’ve a savage and violent nature. You’re ferocious, 
  extremely intense or ardent, but also active and resolute.
  You’re	angry	and	always	ready	to	start	a	fight.	You	act	with	a	lot	
  of	energy	and	strong	feelings.	You	remain	firm	in	your	resolve,	no	
  matter what.
  Most likely you look frightening or grim.
  You	gain	the	following	benefits:
  Powerful: +2 to your Might Pool.
  Skill: You are trained in resisting mental effects.
  Skill: You are trained in all actions involving forcing someone 
  to do your will. 
  Skill: You are trained in all actions that involve avoiding 
  distractions	while	fighting.
  Inability: You’re too proud and have a loud harsh voice. The 
  difficulty	 of	 any	 tasks	 involving	 charm,	 persuasion,	 etiquette	 or	
  deception is increased by one step.
  Initial Link to the Starting Adventure: From the following list 
  of	options,	choose	how	you	became	involved	in	the	first	adventure.
  1.
  You forced your way into the mission.
  2.
  You seek vengeance on someone who has wronged you.
  3.
  You want to prove yourself in front of the other PCs.
  4.
  It’s a perfect occasion to improve yourself in all ways.
  MYSTERIOUS
  You’re inscrutable, secretive and ambiguous. You’re quiet and you 
  don’t start anything that doesn’t need to be started. The point is: 
  you	don’t	need	attention.	You	deflect	questions,	never	look	excited	
  or angry. You look at people directly in their eyes when talking to 
  them and with a piercing gaze.
  There	is	power	in	the	eyes,	and	your	powerful,	confident	gaze	makes	
  you a magnetic person. You can be a storyteller extraordinaire, 
  since you’ve learned legends and myths.
  You wear mysterious clothing like hoodies and long sleeves, and 
  of dark colors.
  You	gain	the	following	benefits:
  Skill:	 You	 are	 trained	 in	 all	 tasks	 that	 involves	 figuring	 out	
  puzzles, or recalling legendary people and items or noteworthy 
  places.
  
  7
  Skill: You are trained in disguising actions.
  Skill: You are trained in all interactions involving lies or trickery.
  Skill: You are trained in all esoteries or special abilities involving 
  illusions or trickery.
  Affiliate: You belong to a secret organization like the 
  Convergence or the Jagged Dream (page 222 of the Numenera 
  corebook) and you feel empowered by your connection to that 
  group. If you wish to create a new organization, you and the GM 
  should work out the details together. 
  Inability: You have a manner and a bearing that others may 
  find	 unsettling.	 The	 difficulty	 of	 any	 tasks	 involving	 positive	 or	
  pleasant social interaction is increased by one step.
  Additional Equipment: You have an extra oddity, determined 
  by the GM (page 314 of the Numenera corebook).
  Initial Link to the Starting Adventure: From the following list 
  of	options,	choose	how	you	became	involved	in	the	first	adventure.
  1.
  You are on a secret mission.
  2.
  You want to lay your hands on a secret tome (or map).
  3.
  One of the other PCs stole something from your organization
  4.
  You want to unveil an ancient mystery.
  RESOURCEFUL
  You are willing and able to adapt yourself. Your adaptability 
  combines	flexibility	with	versatility.
  You are capable of doing anything as long as you put your heart 
  and mind to it.
  When a challenging situation comes your way, you always try to 
  assess	and	define	the	problem	as	best	you	can.	You	know	that	you	
  have everything you need, because all the resources are within 
  you.
  You don’t try to control your energy; you channel it instead. 
  Perhaps you’re a leader that likes to be in total control of every 
  situation,	or	maybe	what	you	have	to	offer	and	how	you	fit	into	any	
  situation is your key to success.
  You	gain	the	following	benefits:
  Resourceful: +1 to your stat Pools.
  Flexibility: You’ve the attitude to adapt yourself. If you spend 1 
  XP to reroll a die roll, you get a +2 bonus to the new roll.
  Versatility: You’ve the ability to adapt yourself. At the beginning 
  of each day, choose one task to which you will adapt yourself 
  (other than attacks or defense). For the rest of that day, you get a 
  +1 bonus to any roll made concerning that task.
  Additional Equipment: You know your way around. As a 
  result, you have 10 extra shin.
  Initial Link to the Starting Adventure: From the following list 
  of	options,	choose	how	you	became	involved	in	the	first	adventure.
  1.
  You	fit	perfectly	for	the	mission.
  2.
  You	saw	profit	in	what	the	other	PCs	were	doing.
  3.
  An interested patron requested that you take part in the
  mission.
  4.
  Even though you dislike the task, it will bring you fame or
  money.
  SYMPATHETIC
  You’re	a	natural,	confident	speaker.	People	like	being	around	you.	
  You were born with the gift to enter someone else’s aura and 
  explore another person’s feelings and experience of life, on an 
  intimate level. You do this unconsciously. You know what it feels 
  like to be another person, so you’re great at relating to others. 
  You’re	someone	people	find	it	very	easy	to	talk	to;	it’s	hard	to	keep	
  
  8
  secrets from you.
  Sympathy is a psychic talent and you can use it to read other 
  people.
  You	gain	the	following	benefits:
  Mindful: +2 to your Intellect Pool.
  Skill: You are trained in all tasks involving positive or pleasant 
  social interaction.
  Skill: You are trained in all tasks involving sensing motives or 
  perceiving lies and trickery.
  Inability: You are sensitive, compassionate and affectionate. 
  The	 difficulty	 of	 any	 tasks	 involving	 threatening	 or	 coercing	 is	
  increased by one step.
  Initial Link to the Starting Adventure: From the following list 
  of	options,	choose	how	you	became	involved	in	the	first	adventure.
  1.
  You became very attached to one of the other PCs.
  2.
  In the recent past, one of the other PCs told you a secret you
  wished you had never heard.
  3.
  You started the whole thing and unwillingly involved the other
  PCs.
  4.
  You feel the urge to help the other PCs.
  WISE
  You possess discernment, judgment and discretion. You’re 
  judicious and prudent. You make solid decisions because you 
  always take your time. Most importantly, you learn from your 
  mistakes. Patient is one of your virtues, as well as modesty. You’re 
  trustworthy and steadfast.
  Wise people, like you, take risks in support of their goals, without 
  endangering themselves or harming others.
  You cultivate a beginner’s mind, and have grown in wisdom by 
  soaking up changes and new ideas. Most likely you’re middle-aged. 
  You	gain	the	following	benefits:
  Owlish: +4 to your Intellect Pool.
  Skill: You are trained in all tasks involving identifying or 
  assessing danger, lies, quality, importance, function, or power.
  Skill: You are trained in defense rolls to resist mental effects.
  Inability: You always take time to think before acting. The 
  difficulty	of	initiative	actions	is	increased	by	one	step.
  Initial Link to the Starting Adventure: From the following list 
  of	options,	choose	how	you	became	involved	in	the	first	adventure.
  1.
  One of the other PCs asked you to come along because of your
  wisdom. 
  2.
  You are the only survivor of a previous quest.
  3.
  You believed that the task is essential to the health of your
  community.
  4.
  A young relative of yours is one of the other PCs.
  
  9
  NEW CHARACTER FOCI
  Here is a list of new foci to make your character unique.
  ASKS THE SPIRITS FOR HELP
  You’ve mastered the ability to communicate with the deceased by 
  summoning their “shade” for the purpose of discovering 
  hidden knowledge. Others might consider you a 
  spiritualist or  medium. Although it may seem so, 
  your power has nothing to do with magic: you 
  have the gift of manipulating dead cells and 
  ectoplasm (a spiritual energy) through the 
  use of the numenera.
  While some cultures considered the 
  knowledge of the dead unlimited, the truth 
  is that individual “shades” knew only certain 
  things. The value of their counsel may have 
  been based on things they knew in life or 
  events that transpired close by after death.
  Death remains a taboo in most societies, so you 
  probably will face suspicion and mistrust from 
  those who share such suspicions.
  You might surround yourself with the morbid 
  paraphernalia of death, which often includes wearing the 
  deceased’s clothing or using elaborate body painting to look like 
  a reanimated corpse.
  Nanos are most likely to ask the spirits for help, calling themselves 
  witch doctors, shamans or channelers, but any type of character 
  may have this focus.
  Connection: Pick one other PC. Sometimes you unwillingly 
  host the spirit of a dead friend (or relative) of hers. It’s up to the 
  player of that character to decide her reaction to your powers.
  Additional Equipment: You have a small hourglass-shaped 
  oddity (page 314 of the Numenera corebook) that glows when 
  someone within short range dies.
  Minor Effect Suggestions: You gain +1 to your next Intellect 
  roll.
  Major Effect Suggestions: You immediately recover 
  1d6 Intellect points, or you may store two souls at a 
  time for the next 28 hours.
  Tier 1: Dead Witness (2 Intellect points). 
  You	 can	 “fix”	 the	 biological	 pigment	 in	
  photoreceptor cells of the retina like a 
  photographic negative. In other words, 
  you can stare into the eyes of a corpse and 
  see	 reflected	 there	 the	 last	 thing	 the	 dead	
  witnessed.
  The vision appears only in the eyes of the 
  corpse, and is visible to no one except you. 
  Action.
  Tier 2: Channeling (3+ Intellect points). 
  You gain knowledge from a dead being whose 
  corpse you touch, by allowing that being to express 
  itself through you (as a channel).
  You can “ask” a single question. Because you gain access to the 
  being’s memory, the being cannot answer questions it would not 
  have understood or known in life. This is not a real interaction, 
  therefore the dead being is “compelled” to answer. 
  You can ask an additional question for each additional point 
  you spend (determined when you begin). Action.
  NEW FOCI
  Asks the Spirits for Help
  Duplicates Himself/Herself
  Has a Shade Twin
  Is a Living Assimilator
  Manipulates Probability
  Morphs His/Her Body
  Tunes Emotions
  
  Tier 3: Summon Ectoplasm (See below). You execrate a 
  gauze-like substance from your body. You can use this spiritual 
  energy in one of two ways.
  Ectoplasmic Force (3 Intellect points). Your summon a 
  quasi-real ectoplasmic force that has an effective Might Pool of 
  10, a Might Edge of 1, and an Effort of 2, to move objects, push 
  against objects, and so on. You may wield a 
  weapon to attack through 
  this 
  ectoplasmic 
  manifestation 
  (an Intellect 
  roll), or use 
  the force 
  on 
  your 
  own body 
  to hover 10 
  inches 
  (25 
  cm) from the 
  ground. The 
  power 
  lasts 
  for ten minutes 
  or until its Might 
  Pool 
  is 
  depleted—
  whichever	
  comes	
  first.	
  Action.
  Ectoplasmic 
  Thrust 
  (3+ 
  Intellect points). You conjure 
  an ectoplasmic burst to push a 
  creature or object an immediate 
  distance in any direction you 
  wish.	The	target	must	be	your	size	or	smaller,	must	not	be	affixed	
  to anything, and must be within short range. The thrust is quick, 
  and	the	force	is	too	raw	and	unfocussed	to	be	finely	manipulated.	
  For each level of Effort applied, you can push one additional 
  creature or object. Action.
  Tier 4: Soul Hunger. When you kill a living creature, you may 
  “trap its soul” within your brain. While you store the soul of a 
  creature, you may add its level to your maximum Intellect 
  value or you can obtain one of its skills (chosen for 
  you by the GM). You may store only one soul at a 
  time. Enabler.
  Tier 5: Spirit Over Flesh. You are trained 
  in Might defense tasks. Plus, you are now 
  immune to disease, viruses, radiation and 
  mutations of all kinds. Enabler.
  Tier 6: Rigor Mortis (6+ Intellect 
  points). You cause chemical changes in the 
  muscles of a living target, causing its limbs 
  to	 become	 rigid	 and	 inflexible.	 The	 target	
  becomes nigh on immobile and can’t physically 
  move  for one minute. The target must be within 
  short range. For each level of Effort applied, you can 
  affect one additional living creature. Action. 
  DUPLICATES HIMSELF/HERSELF
  You’re a one man army.The connection between your mind and 
  body is close, powerful, and a valuable tool.
  Through intense spiritual or martial training, numenera or both, 
  you can instinctively create duplicates (a.k.a clones) of yourself to 
  help	you	fight,	act	in	combo	and	overwhelm	physical	threats.
  Asks the Spirits for Help
  GM Intrusions:
  Many people are frightened 
  to be around someone who 
  communicates with the dead, 
  or summons ghost-like entities. 
  Traditionally, black magic gives 
  creepy vibes, and people are prone 
  to burn sorcerers at the stake 
  (alive or not).
  
  11
  Despite the obvious combat advantage, clone techniques are 
  very versatile and useful in other, less violent, pursuits. Your 
  duplicates are quasi-real beings and – most of the time – they 
  last only a few seconds, so they cannot be attacked.
  Clones are an instantaneous self-defense mechanism 
  governed by your mind and body. You spontaneously 
  conjure them when you’re in need of immediate help. 
  If	struck,	they	disappear	in	a	flash	of	light,	a	puff	of	
  smoke,	or	a	shower	of	fine	dust.
  Your duplicates share your skills, Pools and 
  equipment. If a duplicate uses a cypher, you – 
  or one of the other clones – cannot use that 
  cypher (unless you have two of them). To 
  tell the truth, you’ve just used it. If a duplicate 
  spends points on an action, you subtract them 
  from the appropriate Pool.
  However – since clones can take different 
  actions – you can apply Effort on all of them, if 
  you choose to (and pay the appropriate cost), 
  and each duplicate has your Might, Speed and 
  Intellect Edge.For example, let’s say Azhon the 
  glaive has a Might Edge of 2 and an Effort or 
  2. If he uses Twin Strike to make two separate
  attacks, he can choose to apply one or two 
  levels of Effort on each attack, by paying 
  the appropriate (whole) cost.  
  So,	 first	 Azhon	 reduces	 the	 cost	
  of Twin Strike thanks to his Might 
  Edge, and pays only 1 Intellect point activating 
  it. He then apply two levels of Effort on his 
  attack, by paying 5 Might points. He does the same thing with his 
  duplicate, applying two levels of Effort on his attack, by paying 3 
  Might points (3 plus 2, minus 2 for the duplicate’s Might Edge). 
  Azhon subtracts from his stat Pools a total of 8 Might points and 1 
  Intellect point.
  Creating clones is physically and mentally taxing.
  Many glaives and jacks duplicates themselves.
  Connection: Pick one other PC. You have trained with 
  this character so much that if the two of you are within an 
  immediate	distance	when	a	fight	starts,	you	both	gain	a	+1	
  bonus to Initiative tasks. 
  Minor Effect Suggestions: The target is intimidated 
  and	flees	as	its	next	action.
  Major Effect Suggestions: You can immediately 
  take a second action 
  during this turn.
  Tier 
  1: 
  Double 
  Prowess 
  (1 
  Might 
  point and 1 Intellect 
  point). You instantly create 
  a duplicate of yourself within 
  immediate range, to help you in a physical 
  activity that require strength, power or 
  coordination (other than attacks or defense), 
  such as breaking down a door, breaking bonds, 
  lifting a weight, or starting a climb, leaping a 
  gap	or	balancing.	You	decrease	the	difficulty	
  of that task by one step. The duplicate lasts 
  only a few seconds. Enabler.
  Tier 2: Twin Strike (2 Might points and 
  1 Intellect point). You instantly create a 
  
  12
  duplicate of yourself within immediate range, to make two separate 
  attacks on your turn as different actions. The duplicate lasts only a 
  few seconds. You can’t use this ability in two consecutive rounds. 
  Enabler.
  Tier 3: Decoy Clones (3 Might points and 2 Intellect 
  points). You create two duplicates of yourself within short range. 
  The duplicates last for one minute. You mentally direct their 
  actions, and each one can do different things. If struck 
  violently, they disappear permanently. Action to 
  create.
  Tier 4: Dual Action (4 Might points and 
  2 Intellect points). You instantly create a 
  duplicate of yourself within short range, to 
  make two different actions on your turn. The 
  duplicate lasts only a few seconds. You can’t 
  use this ability in two consecutive rounds. 
  Enabler.
  Tier 5: Self-Knowledge. If you use Dual 
  Action to attempt complementary actions 
  (page 101 of the Numenera corebook), you are 
  considered trained in both actions. Enabler.
  Tier 6: Army Assault (5 Might points and 3 
  Intellect points). You instantly create six duplicates 
  of yourself within short range, to make six separate attacks 
  on your turn as different actions, but you move down one step on 
  the damage track. You can’t use this ability in two consecutive 
  rounds. Enabler.
  HAS A SHADE TWIN
  When you were a child, you and your friend used to play with 
  shadows, except – yours was alive.
  Many years later, your shadow remains your closest and most 
  dependable friend.
  You were born with the gift to make your two-dimensional 
  silhouette walk and act. It is your intangible twin, your guardian 
  angel. You’re never alone, except when you’re in complete 
  darkness. So, you probably keep some kind of light source with 
  you all the time.
  People call you shadow player or shadow 
  puppeteer, but your ability is no joke and far more 
  than a mere entertainment, as you draw upon 
  umbral powers to accomplish incredible tasks. 
  As you become more experienced, you can 
  even merge with your shadow to hide or gain 
  access almost everywhere.
  The shadow power can be channeled to 
  a variety of effects: control and manipulate 
  things from afar, assault unaware enemies or 
  move one’s self through shadows.
  Anyone – glaive, jack or nano – might have a 
  shade	 twin,	 although	 a	 jack	 likely	 benefits	 the	
  most from the shadow powers.
  Connection: Pick one other PC. You have learnt to 
  treat his shadow just like your own. While you’re within 
  short range of him, you may use his shadow to activate the 
  Umbrakinetic Control or Shadow Stabbing powers.
  Additional Equipment: You start with a major glowglobe 
  (page 82 of the Numenera corebook).
  Shadow Esoteries: If you perform esoteries, they make no 
  sound, and whatever visual displays they produce are shadowy. 
  Duplicates Himself/Herself
  GM Intrusions:
  Failure in a task can lower one’s 
  self-efficacy in taking other 
  actions.
  Instead of being of help, clones can 
  make things worse.
  
  13
  These alterations change nothing other than the appearance of the effects. For 
  example, a Flash esotery (page 37 of the Numenera corebook) is a silent burst 
  of shadows, a Barrier esotery (page 37 of the Numenera corebook) is a wall of 
  solid darkness, and so on.
  Minor Effect Suggestions: The duration of the effect is doubled.
  Major Effect Suggestions: The shadow of the target comes to life and 
  interferes with it, hindering its attack and defense rolls for one minute. As a result, 
  the	difficulty	of	your	defense	rolls	and	attack	rolls	against	the	target	is	reduced	by	one	
  step.
  Tier 1: Umbrakinetic Control (2 Intellect points). You can manipulate things by 
  affecting their shadows. You actually animate the shadow for one minute, and mentally 
  direct it each round, as long as there’s some kind of light source through which a shadow 
  might cast. Directing the shadow is an action, and you can command it only when you 
  are within short range. It never moves farther away from you than short range. Without 
  a command, the shadow simply stays still, waiting for your orders.
  The shadow is unsubstantial, so it can’t affect directly, or be affected by normal matter 
  or energy. It can only interact with the shadows of nearby items.Sometimes, you’ll 
  have to use a light source to create proper shadow paths to reach the items you wish 
  to manipulate (an Intellect task).
  For example, you can animate your shadow to operate a machine at short range by 
  “activating the shadow” of its switch or – if you’re behind a gate – to acquire the gate key, 
  providing you actually see it and the key casts a shadow. That item materializes  in your 
  hand at the very moment your “twin” brings its shadow back to you.
  The	GM	has	final	say	over	what	your	shadow	can	or	cannot	do.	Action	to	animate;	action	to	
  direct.
  Tier 2: Shadow Ally (3 Intellect points). You gain physical assistance from your “twin”. 
  You actually animate your shadow for one minute, and mentally direct it each round, as long 
  as there’s some kind of light source through which you can cast it. Directing the shadow is an 
  action, and you can command it only when you are within short range. It never moves farther away 
  from you than short range. Without a command, the shadow continues to follow your previous 
  
  14
  order. The shadow can grab, move, carry small objects (weighing 
  10 pounds [4.5 kg] or less) and attack. It’s a level 3 creature. If the 
  Shadow Ally dies, you immediately move down one step on the 
  damage track. Action to create; action to direct.
  Tier 3: Shadow Arms (3 Intellect points). When you wish, 
  you sprout two extra arms – shadowy but substantial – that last 
  for one minute. They can hold objects, wield weapons, hold 
  a shield, and so on. This power does not increase the 
  number of actions you can take in a round or the 
  number of attacks you can attempt. Enabler.
  Tier 4: Shadow Mimicry (4 Intellect 
  points). All the shadows look similar. For up 
  to	ten	minutes	you	can	appear	to	be	a	specific	
  individual (an Intellect action based on the 
  level of the character you want to mimic) 
  – someone roughly of your size – whose
  shadow has been “touched” by your Shadow 
  Ally in the previous 28 hours (treat this task 
  as an attack). Actually posing as someone else 
  carries its own problems. You should know 
  at least basic information about the individual; 
  especially	 difficult	 deceptions	 (fooling	 a	 lover	 or	
  close friend) require at least some familiarity with the 
  target in order to succeed. Action to mimic.
  Tier 5: Shadow Stabbing (5 Intellect points). You animate 
  your “twin” to immediately attack a foe through his shadow. You 
  make an attack with a weapon you’re holding, except that it is an 
  Intellect action. The attack ignores your foe’s armor, and deals an 
  additional 5 points of damage. Most of the time, this ability works 
  only for melee attacks. Enabler.
  Tier 6: Shadow Merging (8 Intellect points). You merge with 
  your shadow for one minute so that you can’t affect or be affected 
  by normal matter, energy or mental attacks. Likewise you can’t 
  attack, touch, or otherwise affect anything. However, you can’t gain 
  access to – or move through – areas of total darkness. While you’re 
  in this umbrageous form you’re specialized in sneaking tasks and, 
  as your action, you can move yourself vertically up to a short 
  distance. Action to initiate.
  IS A LIVING ASSIMILATOR
  You have the power to absorb inorganic matter 
  and release it when desired. Your physical 
  structure is like a living vault. Your cells 
  are like sponges, full of channels allowing 
  matter to circulate within.Actually, you feed 
  on matter. You can assimilate virtually any 
  item that is no bigger than half your size, and 
  then expel it from your body at will. The item 
  usually comes out through your arms and 
  hands, but sometimes it can be extruded from 
  your head, chest, or legs.
  Inside you there’s actually a void. Objects that 
  you	absorb	float	around	in	a	seemingly	endless	area,	
  much like the inside of a dimensional pocket. Through 
  practice and time, you may even use stored matter to heal or 
  enhance yourself, assimilate elemental energy or the numenera to 
  gain their powers.
  Absorbing matter can be very dangerous.
  Anyone – glaive, jack or nano – might be a living assimilator.
  Connection: Pick one other PC. In the recent past, while using 
  Has a Shade Twin
  GM Intrusions:
  There are no shadows in the dark.
  Superstitions surround shadow 
  ghost sightings, as many believe 
  they are “evil.”
  
  15
  your powers, you accidentally absorbed one of his personal 
  belongings. Oddly, you seem unable to release it from your body.
  Minor Effect Suggestions: For the next 28 hours, while you 
  have an item stored within your body you gain +1 to Armor.
  Major Effect Suggestions: You can immediately destroy an 
  item stored into your body and regain 1 Might point per level of 
  the item.
  Tier 1: Absorb Inorganic Matter (0+ Might points). 
  You can store in your body a total of item levels equal 
  to your maximum Might Pool. You must touch an 
  object to store it, and you can absorb only one 
  item at a time. Stored items are concealed 
  and	 you	 cannot	 use	 –	 or	 gain	 benefits	 from	
  – them. Absorbing an item costs you Might
  points equal to the item level (the level of 
  the	item	also	determines	the	difficulty	of	the	
  task). You can’t assimilate numenera. If you 
  assimilate more item levels then your Pool’s 
  maximum, the item is not absorbed and you 
  must	make	a	Might	defense	roll.	The	difficulty	
  of the roll is equal to the number of item levels 
  over your maximum you absorbed. If you fail the 
  roll, you take 5 points of damage and are unable to act 
  for one round. Action.
  Release Inorganic Matter (0+ Might points). You immediately 
  release an item stored within your body. Releasing an item costs 
  you Might points equal to the item level. If you wish, you can hold 
  the item in your hand just as you release it. Enabler.
  Tier 2: Consumption Healing. You can attempt a Might action 
  to destroy a level 3 or higher item stored within your body, and 
  make a recovery roll as your action. The level of the item determines 
  the	 difficulty	 of	 the	 task.	 You	 remain	 limited	 by	 the	 number	 of	
  recovery rolls you can make in one day. Action to consume.
  Tier 3: Inner Use. You	can	use	–	or	gain	benefits	from	–	items	
  stored within your body. For example, if you have absorbed a 
  glowglobe, you can use it from within and start glowing yourself. 
  If you have absorbed binoculars, you can simply view distant 
  objects, and if you have absorbed a book, you can directly 
  access its contents. This changes nothing other than 
  you don’t need to hold or manipulate an item to 
  use it. In the previous example, you still have to 
  devote	some	time	to	gain	the	benefit	of	a	book.	
  Enabler.
  Matter Fixing (0+ Might points): You 
  can use your physical structure to repair an 
  item stored within your body. Doing so does 
  not require tools or mundane materials; they 
  are fabricated from the very essence of your 
  form (it costs you Might points equal to the 
  item level). Repairing an item in this way is a 
  Might action and always takes half the creation 
  time.	While	your	body	fixes	an	item,	you	can	take	
  other	actions.	However,	healing	is	more	difficult	during	
  this period; all recovery rolls suffer a -1 penalty. Action.
  Tier 4: Absorb Numenera. You can use your powers to absorb, 
  release and consume numenera items. Enabler.
  Matter 
  Enhancement. 
  Absorbed 
  items 
  (mundane 
  or 
  numenera) function as if they were one level higher. Enabler.
  Tier 5: Metabolic Boost. You can boost your bodily functions 
  through ingested matter. Once each day, you can consume one item 
  Is a Living Assimilator
  GM Intrusions:
  Assimilatation of an unknown item 
  could prove foolish.
  Although recreated items may 
  be flawed or – worse – explode, 
  absorbing a lot of matter can also 
  lead to severe indigestion.
  
  16
  stored within your body to gain a bonus to your maximum Might 
  or Speed Pool equal to the level of the consumed item. Enabler.
  Specific Hunger. Select one type or material (wood, leather, 
  stone, glass, synth or metal). When you consume an item made 
  mostly of that substance to activate Consumption Healing, you 
  reduce	the	difficulty	of	that	task	by	one	step.
  Tier 6: Matter to Energy. You can attempt a Might action 
  to destroy a level 5 or higher item stored in your body, 
  and increase your Effort score by 1 for the next 28 
  hours. Plus, once each day you can consume items 
  stored within your body to gain a bonus to your 
  Might Pool equal to the sum of the levels of the 
  consumed items. These additional points can 
  be used only to apply Effort to rolls. Action to 
  boost Effort.
  MANIPULATES PROBABILITY 
  People refer to you as a fateweaver, as you 
  manipulate the wheel of chance. You’ve the 
  unique gift to alter probability, making unlikely 
  events happen or likely events to not. You can 
  cause or prevent good or bad luck, sudden hazards 
  or unexpected episodes. Thanks to the numenera, you 
  “weave”	 a	 flow	 of	 reality-disrupting	 force,	 which	 causes	
  perturbation	in	the	molecular-level	probability	field	surrounding	
  a target. Thus, unlikely phenomena will occur. Among which 
  are: the spontaneous failure of systems, devices, and objects, the 
  telekinetic-like	deflection	of	an	arrow	in	flight,	and	so	on.
  As you become more powerful, you learn to warp reality and 
  manipulate all kinds of probabilities, of expanding nature and scale. 
  This	includes	manipulation	at	a	quantum	level,	which	fluctuations	
  the underlying fabric of the material universe, and a metaphysical 
  level, which is basically the quantum equivalent in non-material 
  dimensions. This allows you to achieve virtually any effect, as long 
  as it isn’t absolutely out of the realm of probability.Jacks are the 
  most likely characters to be fateweavers, but nanos appreciate the 
  status in being referred to as a chance lord (or lady).
  Connection: Pick one other PC. Through a twist of 
  fate, this character is never affected by your powers. 
  You can choose whether or not you know this fact.
  Additional Equipment: You have an oddity 
  – two dice showing ever-changing numbers
  when you throw them.
  Minor Effect Suggestions: You gain a +1 
  bonus to all die rolls for one round.
  Major Effect Suggestions: You gain a +2 
  bonus to all die rolls for one round.
  Tier 1: Luck (1 Intellect point). Once 
  per round, when attempting a task, you can 
  increase your chance of success. You gain a +1 
  bonus to the roll. Enabler.
  Tier 2: Accelerated Chances (2 Intellect 
  points). You can predict the outcomes of certain 
  situations and what choices you should make when 
  confronted with those situations. Once per round, you can 
  instinctively assess the exact level of a particular task (in that 
  specific	instance),	before	attempting	to	do	it,	such	as	climbing	a	
  wall, sneaking by a creature or tinkering with an artifact. Enabler.
  Efficacy Manipulation (2+ Intellect points). One creature 
  you choose within short range gains a +2 bonus to its next die roll. 
  Manipulates Probability
  GM Intrusions:
  Trying to manipulate the odds of 
  your life could prove catastrophic.
  Fateweavers are generally 
  distrusted and thought to be liars, 
  if not insane.
  
  17
  For each additional Intellect point you spend, you can affect one 
  other creature. Action to manipulate.
  Tier 3: Tychokinesis (3 Intellect points). For the next ten 
  minutes,	the	difficulty	of	all	Speed	tasks	you	attempt	is	
  decreased by one step. Action to initiate.
  Tier 4: Curse Inducement (5 Intellect points). 
  You “jinx” a target within short range, causing its next 
  action to be a fumble, or causing it bad luck (page 328 
  of the Numenera corebook). You and 
  the GM 
  must work out the details of the 
  “jinx”. For example, you can use 
  Curse Inducement to make a target 
  drop (or damage) its weapon, to 
  mishandle an important object or to 
  cut	a	poor	figure.	Action	to	jinx.
  Tier 5: Probability Alteration (3 Intellect 
  points). You treat rolls of natural 19 as rolls of 
  natural 20. Enabler.
  Destiny Manipulation (3 Intellect points). 
  You ignore GM Intrusions due to rolling a natural 
  1. Enabler.
  Tier 6: Reality Warping (8 Intellect points). 
  It’s the ability to manipulate reality. You can cause 
  a	dramatic,	specific	and	unlikely	effect,	such	as	the	
  sudden melting of a metal weapon, the rapid rust of 
  inorganic	materials,	the	disruption	of	an	energy	field,	the	
  spontaneous	 combustion	 of	 any	 flammable	 substance,	
  the abrupt evacuation of air from a room, and so on. This effect 
  must occur within long distance of you. You must spend your 
  turn concentrating to cause an effect. If used offensively, when 
  in	doubt,	consider	this	power	to	inflict	6	points	of	damage.	The	GM	
  has	final	say	over	what	effect	can	be	caused	with	Reality	Warping.	
  Action to warp reality.
  MORPHS HIS/HER BODY
  Morphing one’s own body is the ability to manifest 
  animal traits like claws, gills or wings. You can do this as 
  an inherent genetic mutation or by means of numenera. 
  Although someone may call you a 
  shape-shifter, or skin-crawler – as 
  therianthropy is the most renowned 
  form of shape-shifting – your gift 
  has nothing to do with animism or 
  shamanism (still, you or others are free 
  to think otherwise). The truth is you share more 
  then a simple connection with the animal kind, 
  a psychophysical bond which grants you the 
  ability to partially transcend your physical form. 
  You may be the result of a lab experiment, the 
  heir of a genetically-enhanced blood line, or the 
  host of some nanobots created to mimic other 
  life forms. It’s your physical form that changes, 
  not your garments, so you prefer to wear loose 
  clothes to avoid being restricted when you morph. Any type 
  of character is likely to have this focus, but shape-shifting 
  powers are physically and mentally taxing.
  Connection: Pick one other PC. This character seems to 
  have a savage nature that boosts your shape-shifting ability. If he 
  stands	directly	next	to	you,	you	reduce	the	difficulty	of	morphing	
  actions by one step.
  
  18
  Minor Effect Suggestions: The duration of the self-morphing 
  is doubled.
  Major Effect Suggestions: For the next 28 hours, you can have 
  one more version of Lesser or Greater Beast Morphing in effect at 
  a time.
  Tier 1: Lesser Beast Morphing (See below). You have the 
  ability	to	morph	(a	difficult	3	Might	task).	By	morphing	you	
  bring feral traits to the fore, gaining useful abilities for 
  ten minutes. You can have only one version of this 
  power in effect at a time.
  This is what you can do:
  Beast’s Hide (1+ Might point). You 
  thicken, toughen or grow coarse hair upon 
  your skin and gain +1 to Armor. If you apply a 
  level of Effort to increase the duration rather 
  than	 affect	 the	 difficulty,	 Beast’s	 Hide	 lasts	
  for 1 hour. Action to morph yourself.
  Wild Stride (1 Speed point). When 
  you try to make a long move, you reduce the 
  difficulty	of	the	Speed	task	by	one	step.	Action	
  to morph yourself.
  Raptor’s Sight (1 Intellect point). You  can use 
  this power to see ten times as far as normal. Action to 
  morph yourself.
  Tier 2: Feline Vision (2 Intellect point). You add Feline Vision 
  to your Lesser Beast Morphing feral traits list. You can can use this 
  power to see in the dark. Action to morph yourself.
  Tier 3: Greater Beast Morphing (See below). This ability 
  works	like	the	first-tier	Beast	Morphing	ability.
  This is what you can do:
  Claws of Fury (3 Might points). You grow claws (or talons). 
  As	 a	 result,	 your	 unarmed	 attacks	 inflict	 1	 additional	 point	 of	
  damage. Plus, while climbing, your movement is not halved. Action 
  to morph yourself.
  Aquatic Shape (3+ Speed points). You grow gills, plus webbed-
  fingers	and	toes.	The	latter	are	an	asset	(one	step)	in	swimming	
  tasks.You can also breath underwater (you still have lungs, so 
  you can breathe normally above water). If you apply a 
  level of Effort to increase the duration rather than 
  affect	the	difficulty,	Aquatic	Shape	lasts	for	1	hour.	
  Action to morph yourself.
  Hound’s Senses (3 Intellect points). 
  You can use this power to gain the scent of a 
  hound (page 124 of the Numenera corebook). 
  Action to morph yourself.
  Tier 4: Venomous Fangs (4 Might 
  point). You add Venomous Fangs to your 
  Greater Beast Morphing feral traits list. You 
  can use this power to grow poison fangs. As a 
  result,	you	can	make	a	bite	attack	that	inflicts	3	
  point of damage. If you make a second successful 
  attack roll, your fangs also injects a poison that 
  inflicts	 4	 points	 of	 Speed	 damage.	 Action	 to	 morph	
  yourself.
  Tier 5: Sky Wings (5 Speed points). You add Sky Wings to 
  your Greater Beast Morphing feral traits list. You can use this 
  power	to	grow	feathered	or	fleshy	wings	on	your	back.	They	are	
  strong	enough	to	sustain	your	weight	as	you	fly,	but	you	can’t	take	
  others with you (unless they’re very small or slight creatures). 
  Action to morph yourself.
  Morphs his/her body
  GM Intrusions:
  People are afraid of shape-shifters.
  Feral traits may look like horrid 
  mutations.
  Losing control over morphing, 
  for example while in air or 
  underwater, may cause accidents.
  
  19
  Tier 6: Polymorphism. You can have up to three versions 
  of your Lesser or Greater Beast Morphing in effect at a time. In 
  addition, you are trained in morphing. Enabler.
  TUNES EMOTIONS
  You tunes other people’s emotions as you will, like a living tuning 
  fork. You can control feelings, moods and their affects, on living 
  creatures, by inducing coordinated sets of responses, 
  which may include verbal, physiological, behavioral, 
  and neural mechanisms.
  Maybe you secrete special pheromones, or 
  you have a pathokinetic numenera implanted 
  in your brain. You can exert a magnetic allure 
  which allows you to attract a large crowd, or 
  inspire unbearable dread and make your foes 
  flee from you in sheer panic. Your abilities 
  transcend bonds of gender, race, religious 
  belief or class, and can be used upon large 
  groups of people all at once. It is an highly 
  prized gift, both because of its versatility and 
  because of its subtlety. Though victims can resist 
  through force of will, most do not register use of 
  such powers upon them. Someone may consider you a 
  mind-slaver, but you prefer mood-bender.
  Glaive use this power to inspire dread and fear in their enemies. 
  Nanos	and	jacks	like	them	most	to	treacherously	gain	influence	
  over other people.
  Connection: Pick one other PC. For some reason, you seem 
  unable to affect his emotions. Plus, he makes you feel emotionally 
  unstable. If that character is standing next to you when you attempt 
  an	interaction	task,	the	difficulty	of	that	task	is	increased	by	one	
  step.
  Additional Equipment: You have an extra oddity, a thin curl 
  of	 brightly	 colored	 synth	 that,	 if	 you	 squint,	 appears	 to	 be	 fish	
  shaped. Heat from the palm causes the plastic to curl. Its claimed 
  the	 emotional	 state	of	the	 holder	causes	it.	 The	fish	might	 curl	
  only it’s head or tail, curl up completely, twist, or various other 
  changes.
  Minor Effect Suggestions: The next time you 
  attempt	to	influence	the	emotions	of	the	same	foe,	
  the	difficulty	of	the	task	is	decreased	by	one	step.
  Major Effect Suggestions: You gain a +2 
  bonus to tune emotions with your power for 
  the next 28 hours.
  Tier 1: Awe (2 Intellect point). You 
  inspire awe in living creatures that you 
  target within short range. Make an Intellect 
  attack roll against each creature you want 
  to affect. Success means the creature feels 
  favorably disposed toward you for ten minutes 
  (which counts as an asset in your favor, reducing 
  the	difficulty	of	any	social	interactions	by	one	step).	
  Action.
  Tier 2: Fervor (3 Intellect points). You incite great 
  zeal in living creatures that you choose within short range; each of 
  them gains a +2 bonus to its next die roll. Action to inspire fervor.
  Tier 3: Exhaustion (4 Intellect points). You cause a general 
  sense of physical exhaustion and lethargy in living creatures that 
  you choose within short range. Make an Intellect attack roll against 
  each creature you want to affect. Success means the creature feels 
  Tunes Emotions
  GM Intrusions:
  Emotions are complex tools. Trying 
  to swing one’s mood may cause 
  quite the opposite reaction.
  
  20
  fatigued	 for	 one	 round,	 during	 which	 time	 the	 difficulty	 of	 all	
  physical	tasks	it	performs	is	modified	by	one	step	to	its	detriment.	
  Action.
  Tier 4: Calmness (6 Intellect points). You inspire a state of 
  calm in those living creatures you choose within short range. Make 
  an Intellect attack roll against each creature you want to affect. 
  Success prevents the creature from attacking anyone or anything 
  for one round. Action.
  Tier 5: Dread (7 Intellect points). You engender unbearable 
  terror in living creatures that you choose within long range. Make 
  an Intellect attack roll against each creature you want to affect. 
  Success	means	the	creature	drops	anything	held	in	hand	and	flees	
  from you, in a random direction, for one minute. Action.
  Tier 6: Overwhelming Aura. You can use Awe, Fervor, 
  Exhaustion and Calmness to affect creatures within long range. 
  Enabler.
  UNKNOWN
  TECHNOLOGY
  Technological progress has merely provided us with more efficient 
  means for going backwards.
  – Aldous Huxley
  Here is a collection of brand new cyphers and artifacts to make 
  your Numenera campaign more interesting with new abilities for 
  characters.
  NEW CYPHERS LIST
  When giving new cyphers to characters, either choose from
  this table or roll a 1d100 for random cyphers.
  01-10 
  Bloodline Analyzer
  11-20 
  Disease Capsule 
  21-30 
  Emotion Wiper 
  31-40 
  Energy-Draining Bug
  41-50 
  Helper Clamps
  51-60 
  Liquid Wisdom
  61-70 
  Oneiric Reminder   
  71-80 
  Solipsistic Ink
  81-90 
  Synesthetic Inducer
  91-00 
  Voice Trapper
  
  21
  NEW CYPHERS
  Bloodline Analyzer (Anoetic)
  Level: 1d6+2
  Usable: Complex device, handheld device
  Effect: After one end is touched against a creature, the user can 
  learn details of the lineage of the touched creature. The user 
  detects the presence of any unusual elements (evidence 
  of mutation, for example). The user also can check for one 
  specific	 bloodline	 (a	 Xendalian	 bloodline,	 for	 example;	
  see the “Historical-Geographical Background” section of 
  Beyond the Edge#1: Buried Burden) and get a positive/
  negative response.
  Disease Capsule (Anoetic)
  Level: 1d6+2
  Internal: Pill
  Effect: When ingested, this cypher removes and contains 
  a disease, with a level equal to or less than the cypher 
  level, from the user. After containment of the disease, the 
  pill expels from the user’s mouth 1d6 hours later, and can 
  be safely kept for un unlimited time (it still counts as an 
  anoetic cypher). If administered to someone, an expelled pill 
  transmits the encapsulated disease. When found, it’s almost 
  impossible to tell a used disease capsule from a fresh one.
  Emotion Wiper (Anoetic)
  Level: 1d6 
  Internal: Pill or injection
  Effect: This cypher automatically balances the 
  mood of the user, by causing or channeling a counter response 
  to extreme emotions like depression, anxiety, aggression, 
  psychological stress, sexual arousal, jealousy, guilt or fear.
  Energy-Draining Bug (Occultic)
  Level: 1d6+2
  Usable: Small egg-shaped metal container
  Effect: When activated, this cypher turns into a tiny insect-
  like construct (a creature whose level is equal to the cypher 
  level)	 that	 immediately	 flies	 toward	 a	 target	 chosen	 by	 the	
  user within long range. The target must succeed in a Speed 
  defense roll to avoid having a random cypher drained. At 
  the beginning of the next turn – assuming the user is still 
  alive	–	the	bot	will	fly	back	to	him,	releasing	the	energy	
  stolen from the target’s cypher via its sting. The energy 
  restores the user an amount of points, to any stat Pools he 
  wishes, equal to the level of the drained cypher.
  Helper Clamps (Occultic)
  Level: 1d6
  Wearable: Two adhesive head clamps
  Effect: Enhance the cooperation between two living creatures 
  for one hour. When activated, each user must 
  wear one of the clamps on his head. 
  If they attempt a complementary 
  action (page 101 of the Numenera 
  corebook),	they	reduce	the	difficulty	
  of the action attempted by the other character by one step 
  (instead of gaining a bonus to their rolls).
  
  22
  Liquid Wisdom (Anoetic)
  Level: 1d6+2
  Internal: Ingestible liquid
  Effect: Gives the user a preternatural danger sense for one hour. 
  As a result, the user automatically senses ambushes or traps with 
  a level equal or less then the cypher level.
  Oneiric Reminder (Occultic)
  Level: 1d6+4
  Wearable: Headband or crystal placed on temple or forehead
  Effect: Stimulates the learning capacity of a dreamer. The user 
  must activate this cypher before sleeping, and then sleep for at 
  least ten hours, to regain any XP used in the previous 28 hours to 
  reroll die rolls, as if he had not spent them at all.
  Solipsistic Ink (Anoetic)
  Level: 1d6 
  Usable: Small vial of ink
  Effect: Half of the ink can be used to write a small message 
  (maximum 25 words). After a very short while, the text become 
  unreadable as its prints change into meaningless glyphs. The 
  other half of the liquid can be drunk by a subject. The ink embeds 
  powerful nanobot in the drinker’s brain, allowing him to decipher 
  the message hidden in the text.
  Synesthetic Inducer (Anoetic)
  Level: 1d6
  Wearable: Disk that must be held to forehead
  Usable: Pill or injection
  Effect: Allows the user to perceive the surrounding environment 
  through a synesthetic vision for one hour. As a result, this cypher 
  prevents all negative effects related to blindness, deafness, 
  anosmia, loss of touch or taste, as well as balance disorder.
  Voice Trapper (Occultic)
  Level: 1d6+2 
  Wearable: Bracelet or necklace
  Usable: Small handheld device
  Effect: Allows the user to speak with the voice of another creature 
  for	 ten	 minute.	 In	 order	 to	 function	 properly,	 this	 cypher	 first	
  needs to be activated and hear the creature talking for at least one 
  minute.
  
  23
  NEW ARTIFACTS
  NEW ARTIFACTS TABLE
  When giving a new artifact to a character, either choose from
  this table or roll a 1d100 for a random artifact.
  01-20 
  Flash Precognition Spectacles
  21-40 
  Oneiric Intruder
  41-60 
  Psychometric Probe
  61-80 
  Smart Sleeping Bag
  81-00 
  Technophobia Inducer
  Flash Precognition Spectacles
  Level: 1d6+2
  Form: A pair of thin synth or metal spectacles
  Effect: It takes one round to activate the spectacles. When activated, this device 
  gives the wearer the ability to see things seconds before they happen. This is an 
  asset in initiative and all Speed defense rolls.
  Depletion: 1 in 1d10
  Oneiric Intruder
  Level: 1d6+3
  Form: A small shapestone (page 77 of the Numenera corebook) canopic jar wired 
  to a pair of head clamps
  Effect: When activated, this device grants the user access to the dreams of another 
  living creature, who must be asleep (or unconscious) and connected to the artifact 
  for at least ten minutes. This procedure is called “dream-walking”. While in this 
  oneiric realm, the user falls in a coma-like state, unaware of his surroundings, and 
  
  24
  can gain access to the other creature’s knowledge, memories and 
  secrets. An Intellect task (level 4) with an initial cost of 3 Intellect 
  points	is	needed	to	access	any	specific	element	of	information.	The	
  user may end the connection at any time.
  Depletion: 1 in 1d20
  Psychometric Probe
  Level: 1d6+2
  Form: Gloves wired to a cobbled-together headband
  Effect: By activating the gloves, the wearer can obtain details of an 
  inanimate object’s previous owner. Objects store ingrained psychic 
  impressions of past ownership, especially where in the presence 
  of extreme emotional outpourings, such as love, anger, pain or 
  loss. The amount of information revealed depends on how well 
  the wearer rolls on an Intellect action. Such knowledge includes: 
  the makers, users, and even those who have in passing used the 
  object, and what has been done with it.
  Depletion: 1 in 1d10
  Smart Sleeping Bag
  Level: 1d6
  Form: A cocoon-like synth sleeping bag 
  Effect: This device grants the user +1d6 to his fourth recovery roll, 
  providing he sleeps in the device for ten consecutive hours.
  Depletion: 1 in 1d20
  Technophobia Inducer
  Level: 1d6+1
  Form: Long rod of metal and synth
  Effect: The user can attack a living target within short range, 
  engendering a strong fear of complex devices or numenera. The 
  difficulty	 of	 any	 action	 involving	 technology	 attempted	 by	 the	
  victim is increased by two steps. This effect lasts for one minute. 
  Multiple uses of this device on the same target only extend the 
  duration of its effect.
  Depletion: 1 in 1d6
  
  25
  CREDITS
  Author
  Fabio Passamonti
  Proofreader
  Paul Baldowski
  Graphic Designer
  Silvia Lucia Valori
  Beyond The Edge Logo design
  Roberto Pitturru
  Cover Artist
  Fabio Gorla
  Artists
  Toni Cittadini
  Fabio Gorla
  Roberto Pitturru
  Editorial Director
  Massimo Cranchi
  Beyond the Edge: Unknown Wonders © 2014 Wyrd Edizioni. All rights reserved. No part of 
  this work may be  reproduced in any form without written permission. 
  Wyrd Edizioni, via Mantegna 9, 65122 Pescara, Italy. www.e-wyrd.com info@e-wyrd.com
  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.
  BEYOND THE EDGE logo and HYDRA TEAM logo
  are trademarks of Fabio Passamonti.
  
SOURCE: textdata/thevault/Cypher System/Campaign Settings/Numenera/Third Party/Hydra/Beyond the Edge - Unknown Wonders.pdf