Numenéra Basics
How to play
- GM determines difficulty level and stat
- Add any hindrances (H) to the difficulty level
- Use skills (S) to ease (E) up to 2 levels
- Use assets (A) to ease (E) up to 2 levels
- Use effort (EFF) to ease (E) up to your effort cap.
- Target number is resulting level (L) x 3
- Pay any costs, then roll the D20. If you match or exceed the target, you succeed.
Details
- Some abilities have costs to use. Some actions may have initial costs. Effort costs 3 for the first level, and 2 for each additional level. Add all of the costs together, then subtract edge. This is how many points it will cost you from the appropriate pool.
- If the resulting level is 0 or less, you do not roll. Trivial tasks can not crit.
- Rolls of 19 get a minor effect. Rolls of 20 get a major effect. These effects only occur if the roll was a success. A roll of 20 on a L7 task still fails.
- Rolls of 1 cause a GM intrusion
Reminders
- Everyone can do everything that would be considered mundane. Training just makes it easier.
- Some actions (like healing others) will have special rules, but many will not. Just because there is no rule for it does not mean you can't do it. It just means it has no extra restrictions.
- Cyphers are everywhere, so use them. You can also salvage unwanted cyphers.
- XP is rewarded for discovery and completed quests, not for killing monsters. You do not have to be murder hobos.
XP
XP is more like a resource in this game than a goal. You do not all need to be the same tier, so if you want to spend XP on things other then tier options, go ahead. Here are some options:
- 1XP: Reroll
- 1XP: Ignore GM Intrusion
- 1XP: Player Intrusion
- 2XP: Limited Skill
- 3XP: Codify/Retcon
- 4XP: Tiering Options
- Anything that you can convince me fits the story.