Numenera - Naval Encounters.pdf

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A Numenera Supplement For Players And GMs
Naval Encounters
Andreas Walters
Credits
Andreas Walters
Andrew Montgomery-Hurrell
Chuck Yelton
David Schirduan
Scott Robinson
Karl Larsson
Ross Bundy
Jeremy Land
Chris Howard
www.SaltWaterWitch.com
Lead Author
Contributing Authors
Editor
Cover Art
Interior Art
www.erenarik.artstation.com/
Eren Arik
www.filkearney.com
Fil Kearney
www.jeffbrown.artworkfolio.com/
Jeff Brown
http://altarior.deviantart.com/
Anja Nielsen
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.
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
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.
What You Need to Play
Table of Contents
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
Little Orpheon Annie
8
Adventure
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.
World in addition to covering trade and common trade goods you
may find in a typical vessel.
Ch 1: World of Trade
covers the role of vessels in the Ninth
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.
filled on a vessel and what skills are necessary to use them.
Ch 3: Roles on a Vessel
addresses the basic roles that must be
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-
Ch 6: Character Options
are you a player that Trades or
ing the crew, vessel vs. creature combat, and vessel vs. vessel combat.
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.
ture written by David Schirduan where the players will experience
an interesting vessel and crew.
Ch 8: Adventure, Little Orpheon Annie
is a short adven-
4
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