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Edge of The Sun

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86% found this document useful (7 votes)
2K views162 pages

Edge of The Sun

Uploaded by

lucas
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Manuel Dennis - md3@xocomp.

net - 439619
TM

EDGE OF THE SUN

Manuel Dennis - md3@xocomp.net - 439619


CREDITS


Designer Bruce R. Cordell
Creative Director Monte Cook
Managing Editor Shanna Germain
Editor/Proofreader Ray Vallese
Art Director Bear Weiter
Cover Artist Federico Musetti

Cartographer
Hugo Solis

Artists
Jacob Atienza, Bruce Brenneise, Vincent Coviello, Biagio D’Alessandro, Michele Giorgi, Alexander Gustafson,
Raph Lomotan, Anton Kagounkin Magdalina, Federico Musetti, Mirco Paganessi, Angelo Peluso,
Roberto Pitturru, Scott Purdy, Riccardo Rullo, Nick Russell, Martin de Diego Sádaba, Sam Santala,
Audre “Charamath” Schutte, Joe Slucher, Lee Smith, Ben Wootten, Kieran Yanner

© 2021 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.

Printed in Canada

Manuel Dennis - md3@xocomp.net - 439619


TABLE OF CONTENTS

Introduction 4

PART 1: STELLAR ENGINES 7


Chapter 1: Engine of the Gods 8
Chapter 2: Problems at the Edge 18

PART 2: THE SETTING 27


Chapter 3: Reaching the Sun’s Edge 28
Chapter 4: Exploring the Engine 31
Chapter 5: Exploring the Halo 53
Chapter 6: Mapping the Engine 57

PART 3: THE NUMENERA 71


Chapter 7: Cyphers 72
Chapter 8: Artifacts 77
Chapter 9: Augmechs 84

PART 4: CREATURES 101


Chapter 10: Creatures 102
Chapter 11: NPCs 123

PART 5: ADVENTURES 125


Chapter 12: The Sun Doth Move 126
Chapter 13: Waking the Mega 155

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INTRODUCTION

W
elcome to the sun’s edge, where Meanwhile, the entities that reside on the
architects of the prior worlds Engine are not concerned with Earth or any
built an engine without equal. of the other children of the sun. Their entire
An engine designed to move the entire solar world is the Engine, an associated structure
Halo, page 53 system—the sun and all its children—out called the Halo, and for some creatures
Plasmar, page 116 of the way of a looming hazard hurtling (such as the plasmars), the sun itself.
through space. This peril—call it the Unfortunately, events in the last few
Viridian, page 22 Viridian—threatened such an immense centuries have endangered everything
swath of interstellar void that nothing short the builders of the Engine made safe. The
of wholescale evacuation had any chance of special fires in the Engine’s heart that
Even though the Engine successfully saving the solar system. accelerated the solar system through the
no longer burns, the sun Thus, the Engine of the Gods (as some void fell cold. These and other problems
retains the velocity it had
obtained up until the
call it) was built to do just that: accelerate now loom starkly. Perhaps residents of the
Engine malfunctioned. the sun, and thus everything else in the solar Engine can rally to the cause. Then again,
system “glued” to it by gravity, to safety over it may be that the player characters will
a hundred-million-year period of time. This be called on to provide aid, once they are
“The Sun Doth Move,” engineering feat likely numbers among the convinced that the sun should move.
page 126 greatest undertakings of the prior worlds, Even if you don’t want to put PCs on
since it not only resulted in the sun surfing the hook for restarting the Engine of the
just ahead of a catastrophic spatial inversion, Gods, the structure makes an exciting and
but also continually siphons just enough unique location for exploration and other
Chapter 3: Reaching the material from the sun to avoid the gradual adventures. While some might reach the
Sun’s Edge, page 28 warming that would otherwise heat the inner sun’s edge via “standard” methods such
planets enough to kill off normal life. as by flying there on a starship, others
Chapter 9: Augmechs, The Engine of the Gods isn’t generally could learn how to pilot augmechs via
page 84 known by humans in the Ninth World. Even telepresence or other control methods,
those who study the skies and note the enabling them to move through and on the
rapid pace of the sun compared to other Engine in prosthetic bodies. In addition to
stars consider it normal, having no other providing them with agency on the Engine,
situation to compare it to. Even before the augmechs protect PCs from the deadly heat
Chapter 2: Problems Engine’s fires were dimmed (see chapter 2), and radiation that such close confines to a
at the Edge, page 18 it accomplished its job for time out of mind. star otherwise entails.

“Behold: an engine vast beyond imagination, one so magnificent that only the gods
could have conceived of and built it.”
~Phius Livic

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INTRODUCTION

So welcome to Edge of the Sun. As arrivals, NPCs to help PCs understand


amazing a mechanism as it undeniably is, what’s going on, and lots of places to
the Engine of the Gods is in urgent need of explore. Chapter 5: Exploring the Halo is Chapter 5: Exploring
repair. in keeping with chapter 4, but provides the Halo, page 53
options for exploring the ring of material
surrounding the sun that helps keep the
HOW TO USE THIS BOOK Engine fed (at least, when everything is
If you’re looking for some direction on how working properly). Finally, Chapter 6: Chapter 6: Mapping
to digest the material in this book, look no Mapping the Engine provides a random the Engine, page 57
further. map-generating system specifically designed
for the Engine, useful for when PCs get lost,
Part 1: Read Chapter 1: Engine of the Gods go exploring, or otherwise want to see what Chapter 1: Engine of
for specifics on what the Engine is, how lies at the other end of a framework strut. the Gods, page 8
it works, who built it, and why. Chapter 2: Chapter 2: Problems
Problems at the Edge picks up immediately Part 3: Chapter 7: Cyphers and Chapter at the Edge, page 18
describing the ways in which the Engine 8: Artifacts provide useful and protective Chapter 7: Cyphers,
isn’t working the way it was meant to devices for PCs exploring the realm of the page 72
after so many millennia, and the various Engine (dangerous for beings of flesh), Chapter 8: Artifacts,
unsettling repercussions. including many devices that actually page 77
require the radiant energy of the sun. Chapter 3: Reaching the
Part 2: Chapter 3: Reaching the Sun’s Edge Then in Chapter 9: Augmechs, options Sun’s Edge, page 28
provides specific options for getting the are provided for PCs to control, pilot, or Chapter 9: Augmechs,
PCs to the Engine of the Gods. In Chapter even inhabit by telepresence a variety of page 84
4: Exploring the Engine, a variety of specific specialized automatons called augmechs, Chapter 4: Exploring
locations on the Engine are described, which are ideal for operating in the extreme the Engine, page 31
complete with options available for new environment of solar space.

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Chapter 10: Creatures, Part 4: Chapter 10: Creatures describes
page 102 all manner of creatures—many of them
automaton or biomechanical, though not
all—that PCs may encounter on the Engine. Numenera Discovery Numenera Destiny
Chapter 11: NPCs, In Chapter 11: NPCs, two very important
page 123 Throughout this book, you’ll see page
characters are detailed, one of which could
references to various items accompanied
be an important ally to the characters, and
by these two symbols. These are page
the other a long-term nemesis. references to Numenera Discovery and
Numenera Destiny, respectively, where
Chapter 12: The Sun Part 5: In Chapter 12: The Sun Doth Move, you can find additional details about
Doth Move, page 126 PCs can explore the central problem facing that rule, ability, creature, or concept.
the malfunctioning Engine of the Gods Often, it will be necessary to look up
in a massive adventure stretching from a the reference to find information you
tiny village on Earth to the edge of the sun, need. Other times, it’s not necessary,
culminating with the characters attempting but looking it up can deepen your
to restart the Engine and begin moving the experience and understanding of the
Chapter 13: Waking sun again. Finally, Chapter 13: Waking the game and the setting.
the Mega, page 155 Mega is a standalone adventure where PCs
must find, revive, then pilot a particularly
massive augmech in order to fight off a
“titanothauric” threat named Suneko.

In the margins of
this book, you’ll find
occasional search
terms accompanied by
this symbol. These are
real-world, cutting-edge
technological terms that
can start you on a journey
of learning more about some
of the ideas described. It’s
not necessary to look them up;
however, if you’re interested,
you might find further research
informative and perhaps
inspiring.

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PART 1:
STELLAR ENGINES

Chapter 1: Engine of the Gods 8


Chapter 2: Problems at the Edge 18

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CHAPTER 1

ENGINE OF THE GODS

O
nce, the sun was destined to TRUE NATURE
destroy its children. If nothing OF THE ENGINE
were done, it would swallow all Player characters are unlikely to discover
the planets nearest to it and eject the rest the existence of the Engine of the Gods,
into the infinite darkness. Already, the sun’s the threat it was built to protect everyone
nearest child—the planet Mercury—is long from, and how they can participate in fixing
gone. But not because it was eaten by the it all in one go. The full magnitude of the
sun. At least, not directly. situation is best revealed in parts, each of
Most humans in the Steadfast and the which is an exciting reveal in and of itself.
Beyond never thought to question the sun’s A guided example of this technique for
presence high in the sky. Even most Aeon revealing the Engine of the Gods to PCs is
Order of Truth, Priests who make up the Order of Truth provided in the adventure “The Sun Doth
page 215 usually have other, seemingly more pressing Move.” But as the game master, you need to
tasks. That disregard wasn’t the case, know all the relevant information up front.
however, for an Aeon Priest named Chevara,
who learned the truth. THE ENGINE OF THE GODS
Chapter 12: The Sun As described in chapter 12, Chevara MOVES THE SUN
Doth Move, page 126 learned that some power of the prior People of a prior world who’d mastered
worlds intervened in the sun’s natural aging form and essence—call them the
process. Doing so required a big-as-worlds Architects—identified an approaching
engineering project, one that likely required celestial disaster. The scale of this problem
raw material far in excess of what Mercury transcended mere supernova or gamma ray
alone could have provided. bursts. Instead, a fundamental inversion in
It’s true. Something lingers at the very spacetime itself was identified, a flaw that
edge of the sun. Something vast, artificial, spread ever outward from its inception.
and ancient. Presumably, it’s the reason that Earth’s solar system was in its path.
the sun’s luminosity and size has remained Later, this “flaw” came to be known as
Moving the sun with relatively steady, even as civilization after the Viridian.
stellar engines civilization on Earth rose and fell. And as So the Architects built the Engine of the
Chevara also learned, this structure had Gods. The Engine is a massive mechanism
an even larger purpose: to accelerate the with so many fail-safes and self-repair
solar system away from an insidious cosmic routines (and once, dedicated repair crews)
Viridian, page 22 anomaly called the Viridian. that it ran for millions of years, propelling

Glory to those who re-sculpted the sustaining earth and the life-giving sun.
~excerpt from The Catechism of Lore

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ENGINE OF THE GODS

the sun through space. Because gravity ring around the sun, called the Halo. Once Chapter 5: Exploring
holds every piece of matter in the solar the Halo lifts material from the sun, it’s the Halo, page 53
system in thrall to the sun, the solar system gathered by the Engine. Propulsion Jet, page 50
moved right along with it, including Venus The Engine in turn converts the gathered
(locally called Urvanas), Mars (locally called material in a confined interior space, There was once a small
Naharrai), Earth, and all the rest. fusing it so that the energy released from planet close to the
sun called Mercury
In a very real way, the Engine of the Gods the propulsion jet becomes a tremendous (among many other
turns the entire solar system into a colossal, stream of particles emerging at an names), making Earth
gravity-bounded craft moving through appreciable percent of light speed, making the third from the
space. Over the last several hundred million it an amazing thruster. sun, but that world is
long gone, probably
years, the solar system has traveled far A second stream of magnetically tuned dismantled to help build
beyond the region it first orbited within the particles is directed in the opposite the Engine and Halo.
galaxy of its origin. direction of the jet, toward the sun itself.
This beam of energy from the repulsor jet Repulsor jet, page 49
THE HALO FEEDS THE ENGINE pushes the sun and keeps the entire Engine
In order to fuel the Engine, material from from simply plunging into the great ball of
the sun must be remotely lifted from the fusing plasma and burning up. “As the repulsor jet goes,
sun’s surface. This is accomplished by an From the perspective of a human, the so goes the Engine.”
~Engine saying
uncountable number of special machines resultant acceleration of the sun is too slow
and associated structures orbiting in a tight to notice. But over geological time, the

In a very real way, the Engine of the Gods turns the entire solar system into a
colossal, gravity-bounded craft hurtling through space.

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An important side effect of the Engine’s use keeps the Earth temperate enough
to host humans of the Ninth World.

Engine has given the sun an appreciable THE ENGINE AND


velocity. (Not so fast that a regular Ninth HALO ARE INHABITED
Unfortunately, rogue World human would notice that the stars in The primary Engine body is inhabited
communities have the night sky are visibly streaming past, but by beings (mostly automatons and
developed, like cancers.
Ravvle are among the
fast enough that those who study the stars biomechanicals), as are parts of the Halo
worst offenders. They know that new stars are always becoming (though a few on the Engine often think of
steal, kill, and disrupt the visible, while older stars eventually fade the Halo as a magical place, where ghosts
tasks of other creatures, away; some even understand that this is of the Architects still wander). Once, the
thinking that their
piracy has no greater because the sun is moving with respect to vast majority of creatures on the Engine
consequence. Even worse the other stars.) When the Engine is on, the were solely concerned with the herculean
are the pruthastans, acceleration is constant, though minuscule. task of keeping its mechanisms in repair.
who fully understand
Still, the acceleration of the active Engine is Over hundreds of millions of years, their
that what they do
will have catastrophic sufficient to keep ahead of the Viridian. concerns have broadened, blurred, or in
consequences. Which is some cases, shifted completely. Many that
exactly what they crave: a COOLING AN AGING SUN were once simple-minded automatons
meeting with the Viridian
and an end to all things.
The fuel requirements of the Engine of the have awakened to intelligence and agency.
Gods dwarf the needs of any other machine Others, already possessed of self-aware
Ravvle, page 118 by several orders of magnitude, an amount sentience, gradually evolved different
Pruthastans, page 117 so large that it isn’t comprehensible to priorities, or in some cases, simply forgot
most humans. On the other hand, the sun’s their original purpose. Examples include the
Lliran, page 111 volume is so immense that, again, regular reverent lliran, the forgetful wraiths, and the
Wraith, page 122 people have a tough time visualizing it. morbid splines.
Spline, page 119 Fuel for millions of years of Engine use Some residents continue some aspect of
is minuscule compared to the amount their original repair duties, if only because
available. However, the siphoning of excess it’s a way of life for them. However, its
material has had the positive effect of purpose might be shrouded in ritual, the
decreasing the sun’s mass just enough task could be a little-understood duty that
to cause it to burn through its expected is handed down, or in some cases, the
lifetime more slowly. Thus, the period when maintenance could occur when a group is
it would have otherwise heated up too wise enough to see that their tasks benefit
much to continue to comfortably support the environment of the Engine.
life on the many planets orbiting the sun Many of the various creatures on the
has been delayed. Engine get along with each other reasonably
The Engine is why, in fact, the Earth is well, having to cooperate to achieve their
Wrawn, page 39 temperate enough to host humans of the tasks. For instance, in the city of Wrawn,
Ninth World. Without it moderating the sun’s different creatures, often with unaligned
evolution, things would have grown hotter motivations, mix, trade, and even live near
than the biosphere could comfortably handle each other.
over the last few hundred million years. The Most inhabitants of the Engine are suited
Engine Living Conditions, Engine of the Gods has saved the Earth to the vacuum, radiation, and heat, the “living
page 13 (and other children of the sun) twice over. conditions” created by an open-framework
Of course, now that the Engine has fallen structure so close to the sun. However,
Overheating Hazards, cold, overheating has become a problem some sealed areas of the Engine do provide
page 20 once more—though a more immediate protection against the elements, as well as
Problems at the Edge, concern is that the Viridian is closing the a breathable atmosphere. In these sections,
page 18 lead the sun previously enjoyed. creatures more akin to many that live on Earth

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ENGINE OF THE GODS

are sometimes found. A few humans have Today, most plasmars have little to do
even made the long trek through the void to with the Engine, though there is a plasmar
the Engine—though more often than not, embassy in Wrawn. Likewise, a few plasmar
they did so without realizing where they were cities have heavily shielded facilities that
going, and now they’re stranded in a sealed entities of the Engine and the Halo can
area, incapable of moving between sections or briefly visit, though of course leaving those
returning to the more forgiving biosphere of facilities proves almost instantly lethal, so
Earth. (Hopefully, PCs who physically venture few visitors make that journey.
to the Engine will be forewarned enough to In addition to plasmars and gaurns, other
carry special protective cyphers and artifacts.) forms of life swim and burrow through the Cyphers, page 72
outer layers of the sun, though few would be Artifacts, page 77
THE SUN IS ALSO INHABITED readily recognizable as life, given that most
At least two intelligent life forms inhabit the have bodies of magnetically defined plasma.
sun itself; plasmars live in cities constructed A standout is the flux worm, a vast beast Plasmar, page 116
of magnetic field lines on the sun’s surface that estivates in the heart of a star for eons
chromosphere layer, and gaurns flit about before emerging to blast off toward another, Flux worm: level 10;
in the corona. Though both are self-aware, different star to start the cycle anew, though immune to heat,
pressure, and radiation
gaurns are far less concerned with the for reasons that are not immediately clear. up to stellar scale
trappings of civilization than plasmars.
Indeed, gaurns may be original inhabitants Gaurn, page 108
of the sun’s surface that evolved naturally, MEASURING TIME
while plasmars are likely creatures that ON THE ENGINE
were engineered by the prior worlds and Residents of the Engine have unique words
introduced to the sun’s environment, for indicating periods of time. Equivalent
possibly as part of a strategy for tempering terms for seconds, minutes, and hours are
its increasing heat. close enough to their Ninth World equivalents

In addition to plasmars and gaurns, other forms of life swim and burrow through
the outer layers of the sun, though few would be readily recognizable as life.

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that these terms have a similar meaning having a bottom in the directionless void of
on the Engine. Not so for terms measuring space confuses residents).
longer periods based on planetary and lunar
movement. Given the lack of planetary context Starward. A direction toward the dome-like
on the Engine, measurement of time in structure situated halfway along the cylinder
days, months, and years is unusual. Instead, of the Engine, on “top.” Most residents
Control Center, page 51 residents use the following. know that this is the fabled Control Center,
Cycle: About twenty hours. a moon-sized bump with a beacon at its
Rotation: About thirty-two cycles. crown that shines like a star.
Deca: Equal to about ten years on Earth.
Sinistral. A direction defined as the opposite
of dextral, and in the direction of the
DIRECTIONS ON cone-like matter intake orifice called the
THE ENGINE sinistral intake.
Residents use two methods for indicating
directions on the Engine. One is general. Sternward. A direction defined as opposite
The other (called ICS) is exacting. of sunward. The Engine, being roughly
cylindrical, has one end closer to the sun and
GENERAL DIRECTIONS one end pointing away, which is sternward.
Propulsion Jet, page 50 Dextral. A direction defined as the opposite The end itself, which contains the propulsion
of sinistral. The Engine, being roughly jet, is sometimes called the stern.
cylindrical, has two cone-like matter intake
orifices nearer the end facing the sun, Sunward. A direction, obvious by its name,
but opposite each other, like two ears on opposite of sternward. Sometimes the end,
Repulsor jet, page 49 opposite sides of a human’s face. The one which contains the repulsor jet, is called the bow.
on the left side (when facing sunward) is
the dextral intake. INTRAENGINE COORDINATE SYSTEM
The Engine Map Supplementing the use of general directions
Generator (page 58) Hullward. A direction defined as opposite of is a much more precise location system
doesn’t make explicit use
of ICS, but it does rely in
starward. No structure or other noticeable called the Intraengine Coordinate System
part on understanding external feature is visible on the hull (or (ICS). ICS allows anyone to specify a
how directions work as visitors might call it, the “bottom” of location on the Engine. It assigns each
on the Engine. the Engine, though thinking of the Engine 10-foot (3 m) cube on the Engine and Halo

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ENGINE OF THE GODS

a unique address consisting of four strings round. However, at the point where they
of information. Each cube’s ICS address should die, they instead fall unconscious
never changes. Someone familiar with ICS and remain so for about a minute. If they
and how the addresses are assigned could are rescued during that time, they can be
find their way to the exact location specified. revived. If not, they die.
For example, ~d9wTbx—yB3o2DksI—
szNxfpN—2OjtP5MBY is a specific location NORMAL ENGINE
in the city of Wrawn: the entrance to the HEAT AND RADIATION Wrawn, page 39
Cathedral of Brilliance. Limited sections of the Engine and the Cathedral of Brilliance,
However, ICS doesn’t work for objects in Halo provide protection from the sun’s heat page 42
the Halo because they’re constantly orbiting and radiation. Those are rare, and even
the sun and moving position relative to one their interior environments are sometimes
another. endangered if the sun unexpectedly flares.
Generally, anyone on the Engine or Halo

ENGINE LIVING CONDITIONS CONSTANT SOLAR DOSE


The vast majority of the Engine consists
The Engine’s construction is “open
of an open framework of struts and cables Strut, page 59
plan” in the sense that there are
encrusted with machines, devices, pocket Cable, page 60
few walls or enclosed corridors; it’s
chambers (spaces located inside a strut), Pocket chamber, page 60
mostly struts, conduits, cables, and
and module chambers (structures stuck Module chamber, page 67
structural elements that creatures and
externally to a strut or cable). Entities moving
automatons adhere to and move along.
about these areas must withstand constant
Those not in a specially shielded area
vacuum, heat, and radiation, as well as a Radiation exposure
take 3 points of damage per round (on
variety of other environmental hazards. can range from so mild
average) from heat and radiation from that a person suffers no
the sun. This doesn’t usually rise to the additional symptoms
VACUUM level of a hazard for native creatures afterward to so severe
Vacuum is normal for the Engine, as to cause sickness that
and automatons of the Engine; to them, is fatal within days.
which is why the preferred method of
it’s just normal.
communication is a variety of invisible
machine channels able to reach at least a
RADIATION SICKNESS
very long distance through the radiation
Anytime a PC suffers more than 15
near the sun, and sometimes farther.
points of ambient radiation damage
Even short-term exposure to vacuum is Vacuum exposure GM
during a ten-hour period (such as from
lethal for creatures without protection or intrusion: The character
a cumulative solar dose of radiation), goes temporarily blind,
a biology (or mechanism) that protects
they risk acquiring acute radiation which is only relieved a
them. When a regular creature is exposed few minutes after normal
sickness (introduce as a GM intrusion).
to vacuum, air trapped in the body expands, atmosphere is restored.
Acute radiation sickness is a level 8
and water in the body tissues vaporizes.
disease that drops them one step on
This leads to tearing in the lungs and
the damage track for each day they
gross swelling of the body, including the
fail a Might defense roll until they
eyes, leading to temporary blindness. The
expire, or until the sickness is cured
rapid escape of air and water vapor causes
by a palliative or special intervention.
the mouth and lungs to feel as if they’re
Radiation sickness is so invasive that a
freezing solid. However, this lasts only a few
character doesn’t automatically move
rounds, because then the creature passes
up one step on the damage track with
out. After that, gas expelled from their
a regular recovery roll. Instead, they
bowels and stomach causes a mess, though
must succeed on a Might task as part
that’s the least of their problems.
of the recovery roll to gain the benefit
In terms of game mechanics, an
of restored Pool points and one step’s
unprotected character in vacuum moves
relief on the damage track.
one step down the damage track each

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who is not in a protected environment, in a by concerned automatons, the characters
Sunsuit, page 82 protective suit (such as a sunsuit artifact), can plan ahead, preparing strategies to deal
Augmechs, page 84 or piloting an augmech is subject to this with the cyclic impacts.
constant solar dose. Another way to introduce a hazard
is as a surprise GM intrusion, whether
GRAVITY it’s triggered by a player roll or one you
Despite being mostly hollow, the Engine instigate as the GM.
is massive enough that it has the low
gravity of a small moon. The Halo, which ENGINE HAZARDS TABLE
is composed of many millions of much d100 Hazard
smaller bodies in orbit around the sun, has 01–20 Blowout
effectively zero gravity. PCs who are present
21–30 Locusts
via an augmech don’t really notice, because
the artificial prosthetic bodies are calibrated 31–40 Extreme solar weather
for low gravity or zero gravity. However, if 41–50 Engine damage: non-navigable
PCs are physically present on the Engine, 51–60 Engine damage: leak
the difference affects them. 61–70 Engine damage: berserk
Low Gravity: Weapons that rely on weight, automatons
such as all heavy weapons, inflict 2 fewer
71–80 Engine damage: ejection warning
points of damage (dealing a minimum of 1
Low or zero gravity GM point) unless the user is trained in low-gravity 81–85 Debris from impactors
intrusion: A misjudged maneuvering. Short-range weapons can 86–90 Thrust instability
jump uses too much
force (the character takes
reach to long range, and long-range 91–00 Viridian hazards
damage when they hit an weapons can reach to very long range.
unexpected bulkhead or Zero Gravity: All physical tasks are BLOWOUT
other obstruction) or too hindered. Short-range weapons can reach Blowouts are most catastrophic in the rare
little force (the character
ends up stranded in the to long range, and long-range weapons can pressurized chambers that contain breathable
middle of an open area). reach to very long range. air, because anything inside is at risk of
being expelled into the vacuum. However, a
blowout-like malfunction could also occur
HAZARDS OF THE ENGINE if a tank, fusion chamber, or other sealed
The bulk of the Engine and the Halo were vessel situated in any part of the Engine
never built with the needs of humans or similar gives way and begins to vent its contents.
creatures in mind. Searing heat and radiation A blowout can cause immediate damage;
are the norm, as previously described. treat it like a level 5 detonation with an
Many other hazards also exist, some area of effect at least a short range in
simply because many locations are open radius, though the radius could be much
to vacuum. Other hazards result from wider. Creatures affected who fail a level 5
malfunctions of ancient devices. Anyone Speed defense roll could be thrown a long
moving about the Engine will face one or distance, leading to more damage when
more of these hazards during their trip. they impact another structural element, or
You can introduce a hazard in multiple causing them to be thrown off the Engine
Ejection Warning, ways. One might be as a pre-identified (see Ejection Warning).
page 16 threat that requires attention. For example, Knock-on effects of a blowout could
background heat and radiation (described require all sorts of mitigation if it occurred
hereafter) is something PCs just need to in a location important to PCs (such as a
deal with, because that’s the nature of the pressurized section) or could result in the
Engine. Or a substation in the Halo might emergence of a leak.
detonate, resulting in its orbiting pieces
constantly pelting an area of the Engine EXTREME SOLAR WEATHER
with small, lethal metallic bodies. If the PCs Sometimes the sun acts up, producing
are apprised of this situation beforehand an unusual number of spots and flares.

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ENGINE OF THE GODS

Engine malfunction is normal and expected. Mitigation and repair soon


follow. It’s only if a cascade of failures occurs that the Engine’s primary
purpose is threatened.

During this period, the constant solar dose unfamiliar route include the attendant risk
increases to 5 points of damage each round of becoming lost, and of encounters with
from heat and radiation from the sun. strangers who might be unfriendly.
However, this can go higher, endangering
even creatures and augmechs that can Leak: Whenever the Engine is damaged,
shrug off normal conditions. Generally, there’s a chance that it manifests as a
such extreme solar weather also damages discharge of fluid, powder, or a collection
a variety of subsystems, which can lead to of complex parts or components that spills
additional hazards later. from one area into another not meant to
contain it. In the area where a leak is found,
ENGINE DAMAGE the escaped substance is usually pooled,
A section of the Engine suffers minor piled, or adhering in a thick coat, potentially
or major damage, requiring repair, one that continues to spread if the leak
replacement of parts, or—if the damage is is ongoing. PCs who encounter the leak
extreme enough—the routing of functions may try to bypass it or repair it, as normal.
around the “dead” section. (Sections The only question is whether the leak is
designated as dead are subsequently dangerous (which is the GM’s decision).
jettisoned into the sun.) This damage is as If a leak is dangerous, any tasks
serious as you require for the purposes of associated with avoiding or defending
creating an interesting story. against its effects are level 5, on average.
If the damage is potentially repairable, it Often, characters must risk exposing
might be as simple as a couple of difficulty 5 themselves to a leak in order to continue
crafting numenera tasks (for repair), or the moving along their route.
same plus the acquisition of iotum that can Iotum, page 107
be found only in some other location. Berserk Automatons: A variety of different
If the damage is too extreme for a simple automatons can be found scuttling
repair by a few people, PCs might have to about the Engine. Many have specific
engage the help of a nearby conclave of maintenance functions for which they
other entities (such as the gaurn, whose are highly specialized. Whole classes of
repair-in-a-ritual ways could be brought to those exist as nanites too small for regular
bear). Or the PCs might just have to route creatures to notice, unless they act up (such
around or run from areas of damage in as those stored in the Control Center). Accessing the Control
extreme cases or if time is pressing. Larger automatons with more generalized Center, page 149
Engine damage options to consider maintenance and repair functions are also
include the following. common on the Engine and in the Halo.
Some of those have evolved minds and
Non-navigable Section: The damage has cultures, such as the splines. Spline, page 119
closed off a normal route through the Some automatons continue to try to act
Engine (probably by severing a cable according to their programmed purpose.
network stretching across an otherwise A few, old and perhaps damaged, can go
open space, causing the network to berserk. Berserk automatons can take Berserk automaton:
collapse). This wide collapse requires a variety of shapes and sizes, and they level 5; Armor 3, two
attacks per turn
creatures that want to go through the react violently to anything new in their
area to find another route, possibly environment, such as PCs trying to put a
following one across cables or struts not stop to their rampage.
previously traveled along. Dangers of an

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rhythmic vibration transmitted through the
ENGINE LEAK INSPIRATION TABLE struts—creatures in the affected section
If you’re looking for inspiration for what PCs encounter when have about ten minutes, if that, to get clear.
they happen across a leak, roll on or choose from the following When time is up, the entire section is flung
table. from the Engine, deploys small reaction
jets, and flies itself into the sun to be
d10 Leak Component scrapped.
1 Thick red powder molecular adhesive (level 5), Ejected sections can be as small as a
activated if touched or trod upon. single machine or as large as several dozen
miles in diameter.
2 Hundreds of tooth-sized, many-sided metallic shards;
Creatures finding themselves in a section
dangerous if trod upon or fallen into.
to be ejected have three options: accept
3 White putty-like solid; if interacted with, it sizzles their fate, run for it, or try to convince the
and burns away (potentially clearing the leak, or embedded intelligences to reconsider and
potentially further damaging the Engine). send out repair parties instead.
4 Millions of frozen biological samples, thawing in the Running for it, from the PCs’ perspective,
heat, boiling in the vacuum. requires a couple of successful Speed-based
5 Translucent tiny machines with many legs, crawling tasks (base difficulty 5) to make it to the
everywhere. edge of the affected area, assuming they are
6 Liquid that infuses objects or creatures, making them not delayed by some third party.
shake and vibrate for minutes or hours. Convincing the emergency mind that
manifests within the to-be-ejected section
7 Shattered dark red glass; strange vistas and other
requires a PC to find a control surface and
scenes are visible in the shards.
make contact, then succeed on a couple
8 Thick black oily goo. of persuasion tasks (base difficulty 5), and
9 Panes of stacked (and tumbled) blue-tinted glass that possibly agree to take on a task.
is fragile; light takes minutes, hours, days, or even One reason an embedded intelligence
years to move through it, depending on the pane. might consider scrapping an entire
10 Water; boils away in the vacuum nearly as quickly as it section is because it feels that the native
leaks out. automatons have become compromised
with free will and are not adequately
fulfilling their repair duties. PCs would have
Ejection Warning: Automatic decision-making to promise to intervene in some way to save
intelligences embedded in the Engine the section.
(Ninth Worlders might think of them
as minor spirits of the datasphere) DEBRIS FROM IMPACTORS
sometimes decide that a damaged area is Over the millennia, loose material has
too compromised to save, and figure that collected in a sort of junk belt around the
it’s easier simply to fashion whole new sun, despite the best efforts of automatic
sections. The decision process is opaque intelligences and special automatons
to lesser creatures of the Engine, and created to prevent just such an occurrence.
sometimes feels arbitrary. Across deep time, even higher-order
Arbitrary or not, when the alarms fail-safe systems can and do degrade.
sound—a combination of flashing purple Half-completed subsections, broken
lights and a thudding, repeating three-pulse spacecraft, and ejected subsections of the

An ejection warning manifests as a combination of flashing purple lights and a


thudding, repeating three-pulse rhythmic vibration transmitted through the struts
of the affected section.

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ENGINE OF THE GODS

Under certain circumstances, repair automatons change their behavior, multiply,


and go on a grand tour of one or more sections of the Engine, “ingesting”
everything and everyone they encounter.

Engine that failed to burn up in the sun Instability could cause a momentary
make up most of this debris field, which is hiccup in the fusion process that creates the
more closely packed than it should be. Minor thrust, resulting in an Engine-wide shudder,
collisions are common, and larger collisions, a sudden spasm of forward movement,
though less common, are quite dangerous. a secondary problem (such as a leak of
When a collision occurs, it’s usually coolant or other vital material), and so on.
from a body that is already partly broken In the short term, PCs might be subject
into many smaller pieces, each of which to physical damage on a failed Might Thrust instability GM
becomes a danger in its own right. Thus, defense roll (base difficulty 3). If the intrusion:
The character must
a debris storm can last several minutes to instability is a one-time issue, it’s probably succeed on a difficulty
several hours, during which time the threat something they don’t need to worry about, 6 Speed defense roll or
remains high. unless a third party asks them to look into drop an important item
When an imminent collision is detected, a it. Ongoing instability is a problem for every or piece of equipment,
which, given the
warning sounds in the affected section—red creature on the Engine, and could augur a lattice-like openness of
flashing lights and a thudding, repeating far worse danger. the Engine, becomes lost.
two-pulse rhythmic vibration transmitted
through the struts. Often, the warning LOCUSTS
comes only after the impacts begin. Rarely, a kind of madness afflicts a class of
Creatures on the Engine or the Halo repair automaton found all over the Engine,
during a debris storm should find shelter, normally so benign they have no name; Pocket chamber, page 60
which might mean retreating deeper into they are simply referred to as repairers.
the Engine or, if they’re lucky, finding a However, under certain circumstances— Debris storm GM
pocket chamber, which can withstand circumstances that the embedded intrusion: The PC
is knocked off the
anything short of massive impacts that tear intelligences of the Engine are at great pains Engine on a failed
away the strut they’re located within. to discover—they change their behavior, Speed defense roll.
In addition to inflicting 20 points of multiply, and go on a grand tour of one or
damage and moving a PC one step down more sections of the Engine, “ingesting” Locust, page 112
the damage track, an impact could trigger a everything and everyone they encounter.
temporary blowout, and possibly cause the These locusts could become a reason that a Locust GM intrusion:
emergency embedded intelligences of the section of the Engine is marked for ejection The PC interacts
with a minor repair
Engine to eject the damaged section. This rather than repair. bot in an accidental
“trifecta” of unfortunate circumstances is fashion that instigates
exceptionally rare, but given enough time, VIRIDIAN HAZARDS a change and causes
anything is possible. An intelligent cosmological danger known it to alter its behavior,
becoming a locust.
as the Viridian has been pursuing the solar
THRUST INSTABILITY system for hundreds of millions of years. Viridian, page 22
This Engine hazard first requires the Engine If the Engine is broken, the Viridian gains
to be doing its job (which might not be ground. As it draws near, its influence creates See page 23 for a
the case if using the scenario presented in unique hazards by warping living things. selection of Viridian
hazards.
chapter 2). However, even if the Engine is not
currently accelerating the sun, the thruster Chapter 2: Problems
might wake for brief periods before going at the Edge, page 18
dark again, creating the same sort of issues
that an instability in thrust might cause.

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CHAPTER 2

PROBLEMS AT THE EDGE

T
he Engine of the Gods was built To realize the problem, the PCs need to
to move the sun, and with it, the find clues and put it together for themselves,
entire solar system. Unfortunately, or have someone else reveal it to them.
the Engine is malfunctioning. The Either path leads to the conclusion that the
consequences for this failure are many. Engine of the Gods needs repair (as occurs
Chapter 12: The Sun A significant longer-term issue is that the in the adventure “The Sun Doth Move”).
Doth Move, page 126 sun will burn hotter, gradually destroying life
on Earth and other children of the sun.
Viridian, page 22 More pressingly, if the sun doesn’t continue EVIDENCE OF MALFUNCTION
accelerating, the Viridian will catch up. Yes, Though most humans of the Ninth World
Chevara, page 123 the sun and solar system have a significant are oblivious, a few have correlated
Solar research: level velocity thanks to the Engine firing periodically observations of the problems at the edge of
6; usually requires a over the previous few million years. But the sun with solar observations, behavioral
few days per task and
access to individuals
that acceleration has ceased completely, shifts in creatures and natural phenomena
and archives, and/or a leaving the sun coasting on its momentum. on Earth, and an increase in the prevalence
method of questioning Unfortunately, the Viridian continues to of specific types of hazards. One such
the datasphere accelerate and is closing the gap. researcher is the Aeon Priest Chevara,
working alone in her clave, who was always
something of a solar aficionado. However,
any scholar with the proper equipment,
access to the datasphere, and a desire to
understand and observe the sun could
piece together the following, assuming
they conduct a series of successful solar
research tasks.

SUN BRAID IS GONE


Old records—including paintings of
the sun more than a few hundred years
old, as well as more sophisticated visual
records—almost always depicted the sun
with a small linear smear of brightness, like
a tiny tail or braid. Written accounts from
the same earlier periods that touched on
the topic referred to this as the sun braid
(or alternatively as the sun cowlick or sun
tail). What it actually was, vanishingly few
of these records ever wondered. However,
a determined sun braid research effort

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PROBLEMS AT THE EDGE

Without the intervention of the prior worlds, the sun would warm over deep time,
eventually becoming hot enough to boil the Earth’s oceans.

uncovers that the braid grew gradually less any additional analysis, comparison with
obvious over the course of fifty years, and visuals from a few hundred years ago, or
hasn’t been visible at all for about the last information to the contrary, PCs probably
two hundred years. don’t immediately understand that the
structure is failing to do its job. But a little
ENERGY SIGNATURE “ALTERATION” additional research along any of these lines,
Various individuals and groups that enjoy combined with one or more other separate
documenting the natural world have lines of evidence, allows a concerned
previously chronicled alterations in the character to reach a momentous conclusion.
growth of life on Earth, one that plants in
particular seem to respond to. Common CONCLUSION: THE
wisdom among naturalists is that the ENGINE IS BROKEN
sun’s energy signature has been altered NPCs may present the characters with
within the last ten years. However, others the fact that the Engine of the Gods is
think this alteration goes back much broken. Alternatively, they could reach this
further. Additional research reveals that conclusion themselves, after personally
this alteration has to do with some kind of researching related topics. It’s possible that
inversion in reality that is far from the sun PCs who lack NPC aid will not correlate the
but growing closer all the time. various problems with a broken Engine.
Examples of this effect include the If that happens, you as the GM can let
appearance of the predatory jesanthum, the players know that there is an insight
the alien astraphin monoliths, dangerous to be had regarding information they’ve
modifications to the dream sallow, and likely gained. If the PCs want to follow up on your
many others that have gone undetected, as comment, they can choose to spend 2 XP.
noted under Viridian Hazards. Only one character has to do this. Viridian Hazards, page 23
If an insight is gained, describe in broad
CLIMATIC SHIFT strokes how the PCs suspect that an ancient
Many effects have already occurred because structure known as the Engine of the Gods,
of the gradual warming that started poised at the very edge of the sun, is broken,
almost two hundred years ago. Most of and has probably been broken for about
these effects are too subtle to notice over two hundred years. In that time, the sun
the normal lifetime of a regular human. gradually kindled brighter, and more weirdly,
However, in the last decade, the effects the sun’s energy signature has been altered
of warming temperature have piqued the due to the effects of some outside force.
interest of those who keep records. They’ve
identified several examples, including
increased incidence of extreme weather, SUN BURNING HOTTER
rising sea levels, droughts, invasive pests, Left to its natural evolution, the sun would
and most worrisome, increased activation have warmed over the span of the prior
of the iron wind, as described under worlds, and by the time of the Ninth World,
Overheating Hazards. it would have been so hot that the Earth’s Overheating Hazards,
oceans would have started to boil away. page 20
DIRECT OBSERVATION In fact, it would become so hot that liquid
OF THE ENGINE water would be impossible on the surface.
Those with access to devices able to observe This long-term process normally requires
the Engine of the Gods in real time see a millions of years to notice. The Engine
huge structure of the prior worlds. Absent stopped moving the sun only a few hundred

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Only scholars (including years ago, and thus ceased continually Viridian is safely distanced mitigates the
Aeon Priests) specifically sipping material from the sun in a way that severity and frequency of these hazards.
looking for a connection
can likely discern that the
kept it cool. A rebound effect occurred, Until then, the PCs (and everyone else in
hazards resulting from causing the sun to begin to burn hotter the Ninth World) have these problems to
rapid climatic shift and almost immediately. Having been held so deal with.
an approaching Viridian long from its natural evolution, the rebound Overheating hazards include instances of
have a definitive cause,
and are not just regular effect (multiplied by the approaching extreme weather like tornados, hurricanes,
unrelated events of the Viridian) is accelerating the heating such that heat waves, and most worrisome, increased
Ninth World. However, the uptick has become noticeable over the activation of the iron wind. Longer-term
it’s also possible to make
span of mere decades instead of epochs. overheating hazards include rising sea
this linkage after an
accidental find in the levels, droughts, and invasive pests.
datasphere. For example, OVERHEATING HAZARDS The danger from extreme weather usually
the Aeon Priest named During unrelated adventures in the Ninth peaks over a period of minutes to hours,
Chevara (page 123)
made this connection
World, the PCs may encounter any of the then subsides until the next instance.
after spending years seemingly random hazards described PCs could be caught out in an episode of
studying the sun. below. However, they’re not as random extreme weather and just try to survive the
as they might first seem. All the hazards event. If they live in a larger community
noted here (and probably many more not threatened by the weather, they might try
indicated) are a result of the sun burning to extend their protection to the population
Community tasks any brighter and accelerating climate change. by attempting community tasks to mitigate
PC can attempt, They begin to occur more and more often, the threat.
page 310
which, at minimum, might make the PCs
suspicious that something about the Tornado: Typically a level 5–7 weather
environment is changing. event, a tornado engulfs an area a long
Luckily, since the rebound in solar heating distance across each round, destroying
is due in no small part to the approaching every structure of its level and lower, and
Viridian, fixing the Engine so that the inflicts its level in ambient damage on

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PROBLEMS AT THE EDGE

everything else. A tornado typically takes


about 1d6 + 2 rounds to pass any particular
fixed point before it moves on. PCs in a
tornado without shelter (or whose shelter
has just been ripped away) can attempt
a Might defense roll each round, or take
the indicated damage and be moved an
immediate distance in a random direction.
Even on a successful defense roll, the PC
still takes 2 points of damage from blowing
debris. If PCs fail a Might defense roll twice
in a row, they take additional damage equal
to the tornado’s level from piercing shrapnel
and are stunned on their next turn.

Hurricane: As a tornado, with the added about. Iron wind is a little-understood


threat of drowning. Instead of taking phenomenon where wind moves with a
Iron wind, page 135
additional shrapnel damage for failing two mind of its own, tearing at flesh, objects,
Might defense rolls in a row, the PC begins and structures, and often enough, altering
to drown because they’ve been pulled them. Some places are more prone to iron
underwater. Escaping to the surface (and wind activity than others. Unfortunately,
air) requires that the PC succeed on a Might with the residue of the prior worlds literally
roll as their action. Every three rounds everywhere, the iron wind can also spring
with no air moves a PC one step down the up almost anywhere if activated by an
damage track. extreme weather event.
Each instance of iron wind can manifest
Heat Wave: Usually a level 2–4 event, differently from other episodes. That’s just
a heat wave inflicts its level in ambient one reason it’s so pernicious. For example,
damage every ten hours on every creature an instance of iron wind might be level 4
susceptible to high heat in an area several and manifest as a miniature cloud of green
miles in diameter. Heat waves last about mist. A creature touched by the mist takes
three days on average. A PC can attempt 4 points of Speed damage each round as
a Might defense roll during each period its body begins to warp and alter. The effect
to take no damage. If two Might defense ends when the creature successfully resists
rolls in a row are failed, the PC is treated with a Might defense task; however, if the
as if dazed for one hour afterward. While iron wind instance is still manifest, the
PCs remain in the area affected by the creature could be subject to the damaging
heat wave, damage taken from it can’t be transformation once again.
regained as points to their Pools through
the use of healing tasks or recovery rolls. Long-term Hazards: Long-term hazards
from overheating—such as rising sea
Extreme Iron Wind: As horrible as extreme levels, droughts, and invasive pests both
weather can be, in the Ninth World there minor and major—are dangers that unfold
is an additional component to worry over months or years. They can destabilize

Overheating hazards include instances of extreme weather like tornados,


hurricanes, heat waves, and most worrisome, increased activation of the
iron wind. Longer-term overheating hazards include rising sea levels, droughts,
and invasive pests.

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Over the last two hundred years, the Viridian has almost caught up with the
quarry—the solar system—that it had so long pursued.

communities small and large. PCs could suffered a mishap. Unfortunately, altered
Long-Term Tasks, attempt long-term tasks to assuage these fundamental constants of existence itself
page 324 threats. Better yet, once they realize the began spreading outward. The more it
underlying issue, the characters could crystalized actuality around it into a new
attempt to fix the broken Engine of the Gods. conformation, the faster it grew.
From the outside, this rapidly expanding
region at first resembled a detonation, but
THE VIRIDIAN one that burned normal space as fuel. When
Why was the Engine of the Gods built by the the Architects detected it, they assumed
Architects in the first place? Largely because the worst: a new universe was overwriting
of the Viridian. The exact nature of the Viridian their universe. They began constructing the
is confused by layers of misunderstanding. Engine of the Gods, hoping to flee to the
Those who first learn of it usually do so while edges of existence itself.
trying to understand the sun’s altered energy However, the Viridian’s rapid period
signature. According to surface records that of inflation slowed dramatically. Yes, it
can be pulled from the datasphere, in ages continued growing, but the growth pattern
past someone or something altered the sun changed. It began growing “toward” the
to save the Earth from its increasing radiance. solar system where the Architects observed
The process introduced an unknown energy it, almost like mold grows in the direction of
that changed some of the plant life that fed an increased concentration of food.
on sunlight. Over time, these alterations This behavior suggested a new danger:
gave way to real intelligence, like that of the inverted spacetime itself was aware
the innocuous-appearing astraphin, a leafy, that it was being watched. Moreover,
flowering, and occasionally carnivorous something within it was able to reach
plant found in mountainous regions. across the intervening light years to affect
However, that account is full of half-truths life in the solar system. Plants seemed most
and omissions. susceptible, but the Architects deduced
The real situation is that in ages past, a that the closer the Viridian came, the more
prior-world civilization found a threat to the kinds of life it would likely affect, up to and
entire solar system that they couldn’t deal with including biomechanical life, automatons,
directly. Because they detected the danger and even intelligences in the datasphere.
millennia before it fully manifested, they While building the Engine, the Architects
decided to flee in the comfort of their own tried sending envoys into the Viridian to
solar system rather than evacuating. They built gain more information about their enemy.
the Engine of the Gods to escape the Viridian. All were swallowed and lost. They tried
setting up fire breaks, like fences across
NATURE OF THE VIRIDIAN reality, which were overwhelmed by the
According to records normally inaccessible advancing alien region. They tried to
in the datasphere (because they’re relegated communicate directly with the intelligence
to older layers and require a more in-depth of the Viridian, but were ignored.
interrogation), the Viridian originated in the Ultimately, the Architects finished the
prior-world civilization that fell immediately Engine and fled, eventually accelerating
before that of the Architects. An experiment fast enough to stay ahead of the Viridian’s
conducted down in the quantum foam at growth and influence.
a “safe” distance of several hundred light Everything was fine for millions of years.
years from the solar system, designed The Viridian was forgotten. Then the Engine
to create a local change in reality’s laws, failed and died.

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PROBLEMS AT THE EDGE

“The Viridian’s chase of the solar system through the universe doesn’t seem to
make sense. If it were merely hungry, it would’ve presumably settled for any
number of less-mobile solar systems it passed. Following ours so steadfastly
indicates some sort of galactic obsession. As if the Viridian had a score to settle.”
~excerpt from Chevara’s journals

Over the last two hundred years, the to bring down victims and defend itself:
Viridian has caught up with the quarry—the the astraphin monolith. Each astraphin
solar system—that it had so long pursued. monolith bears a single crystalline eye able
And though the encroaching region of the to emit force beams. This leafy, flowering,
Viridian will take at least another decade to and occasionally carnivorous plant is found
reach the solar system, which is drifting but in mountainous regions, and more recently,
no longer accelerating, already its influence on the Engine.
on living things is once again being felt.

VIRIDIAN HAZARDS
During unrelated adventures in the Ninth
World and on the Engine and associated
structures, the PCs may encounter any
one of the following seemingly random
hazards. However, they’re not as random
as they might seem at first. All the hazards
noted here (and probably many more not
indicated) are a result of the influence of
the approaching Viridian. Over time, their
frequency increases, potentially raising PC
suspicions that something peculiar and
wide-ranging is happening. Dealing with
each situation as it arises is fine, but only by
fixing the Engine will the PCs finally put an
end to these Viridian-enabled hazards.
Viridian hazards include the creation and
spread of warped creatures (often plant-
based), including jesanthum, astraphin
monoliths, dream sallow (found mostly on
Earth and other children of the sun), and
murder blooms. As the Viridian continues
catching up, more extreme influences are
encountered on the planets of the solar
system and on the Engine, including green Astraphin monolith:
dreams, green mimics, and verdant rust. level 6; health 30;
Armor 4; hovers
immobile above
Astraphin Monolith: Floating, immobile overgrowth; 200-foot
obelisks of stone serve as remote sentinels (60 m) energy ray
for a series of intelligent roots that grow inflicts 6 points of force
damage, 4 points of
on the ground beneath. The roots, despite Intellect damage (ignores
being the controlling intelligence somehow Armor), or paralyzes
seeded by the Viridian, are nameless. Most target on failed Might
defense roll; for more
prey fails to understand that, and refers
details, see The Ninth
to the creature only by the tool it uses World Bestiary, page 21

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Often, “green mimics” disappear on a mysterious errand, never to be seen again.
Other times, entire small communities are made up of those who survived the
green dream disease, eager to welcome travelers.

Dream sallow: level 5; Dream Sallow: These treelike predators Green Mimic: Sometimes those who seem
Armor 3; immobile; consume the minds of thinking creatures. as if they will die of green dream disease
short-range spore halo
forces creatures to
Branches covered with broad, pale green recover on their own, after a few weeks of
succeed on an Intellect leaves droop from the rounded crown of unshakable sleep, before malnutrition does
defense roll or fall asleep; this great tree, whose roots seem as strong them in. When they wake, they are jittery,
victims continue to and tough as tower foundations. A pleasant confused, and forgetful. However, after a
make defense rolls each
round hindered by one scent, soporific and flowery, drifts from the day or two of recovery, they seem almost
cumulative step; rootlets sallow. A look beneath the drooping branches back to normal, save for a tracery of tiny
consume those who reveals the remains of previous visitors, all of emerald threads that sometimes appear on
never wake; for more
whom seemingly died in their sleep. their skin.
details, see The Ninth
World Bestiary, page 37 Some people say those who’ve recovered
Green Dreams: People in the Ninth are not who they seem. That they’ve been
World (and other living creatures across mentally replaced with something far more
the solar system) begin complaining of inimical. No one really wants to believe
the same dream: an iridescent emerald such warnings, because that would mean
Green mimic: as original chamber filled with exquisite fractal their loved one not only failed to survive a
creature, plus ability growths constantly evolving and changing, terrible disease, but has been replaced with
to communicate with
other Viridian-spawn
creating a breathtaking vista that’s hard someone who knows everything they knew,
to look away from. However, afflictions but with completely different motivations. Is
come after waking: fever, headaches, joint it all just hysteria?
Green dream disease: pains, confusion, and poor coordination. Probably not. Often, “green mimics”
level 5; victim must Those afflicted just want to go back to disappear on a mysterious errand, never
make Might defense
roll each ten hours or
sleep, back to their wonderful “green to be seen again. Other times, entire small
all tasks are hindered dream.” Unfortunately, many of those who communities are made up of those who
one step (cumulative experience the dream more than a few survived the green dream disease, eager to
effect); three failed times never wake up again. welcome travelers.
defense rolls before three
successes drops victim A green dream can be treated as a
into a sleep from which disease, one that is psychically mediated. Jesanthum: A decade ago, no one had
regular means cannot ever heard of jesanthums, but now they’re
wake them (so most
prolific enough to be a common cautionary
waste away and die)
tale among travelers. Maybe they colonized
Jesanthum; level 4; from a previously isolated island where such
health 18; Armor 1; growth is rampant, or perhaps an explorer
barbed tongue lash
inflicts 5 points of
discovered a particularly loathsome ancient
damage and, on failed seed bank. Or, most worryingly of all,
Might defense roll, perhaps the sun’s altered energy signature,
impales target, hindering one that plants seem to respond to, has
its attacks and making
the jesanthum’s attacks become even stronger.
on it automatically
succeed until target Murder Blooms: As the Viridian approaches,
escapes; for more details,
it seems as if literally any plant can suddenly
see The Ninth World
Bestiary, page 68 develop beautiful new buds, even if not
normally a flowering plant. These buds
swell in size until finally a flower unfolds.
Unfortunately, the flower flaps its petals,
takes to the air, immediately joins with any

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PROBLEMS AT THE EDGE

nearby fellows, and begins devastating all expands, and the character moves one step
non-plant life nearby. Remarkably hardy down the damage track (which can’t be
for their size, murder blooms are starting alleviated until the rust is treated). Murder blooms, page 114
to terrorize more and more areas in the
Steadfast, the Beyond, and other places
where plants grow in the solar system. ENGINE MALFUNCTIONS
Three contributing reasons led to the
Verdant Rust: Previously, most long-distance primary malfunction of the Engine of the
effects of the Viridian targeted living Gods: lapsed maintenance, materials
creatures, especially plants. Unfortunately failure, and an ongoing conspiracy against
for automatons and creatures who fuse the Engine. If the first two issues were
flesh and steel, that’s no longer true. In the meaningfully addressed, the Engine’s
epochs that the Viridian has been expanding numerous overlapping self-repair
through space, vectoring after the fleeing mechanisms would reactivate, reigniting
solar system, its expanding size has also the great celestial jet within just a few days.
increased its capabilities. However, a quicker and longer-lasting
Verdant rust seems like regular rust, solution for fixing the Engine would be to Verdant rust: level 4
appearing on the surface of various metals eliminate the conspiracy. It’s through the
as tiny flakes, though instead of being conspiracy’s actions that many mechanisms
orange-brown, they are green-brown. remain suppressed, contributing to the
If such rust appears on an inanimate other malfunctions. And as long as the
object, such as an Engine structural strut conspiracy lasts, other repairs are
or bulkhead, it can slowly grow over time eventually undone.
until some threshold is crossed, at which
point it suddenly accelerates its growth LAPSED MAINTENANCE
rapidly, disintegrating objects composed Even with self-repair mechanisms in place
of materials of its level or lower. In truth, (including the continued activities of the
verdant rust is a component of the lliran), a complex piece of machinery such Lliran, page 111
Engine’s malfunction. as the Engine requires maintenance. Such
Against automatons and other creatures duties were split between several different
comprised of substantial amounts of metal, classes of mechanisms. Many of them have
verdant rust presents as a green-brown forgotten their original function over the
rusty lesion. Treating the lesion requires a epochs, evolving in unforeseen ways and, in
successful understanding numenera task some cases, even gaining a sentience lacked
to identify the issue as a patch of “sour” by their ancestors.
nanobots, followed by a successful crafting Examples include splines and wraiths. Spline, page 119
numenera task to sacrifice a cypher, creating If at least one tribe of wraiths or one Wraith, page 122
a treatment that will neutralize the patch community of splines (or better yet, one
when applied (which takes a few minutes). large group of each) could be reminded of
Left untreated, an automaton is eventually their vital function in regard to the Engine’s
consumed by the rust. health, it would count as meaningfully
A PC automaton or one who fuses flesh addressing the malfunctions. Convincing
and steel must succeed on a Might defense a group to take up what is probably mostly
roll every ten hours. On a failure, the rust forgotten techniques, suppressed lore, or

The most efficient way to repair the Engine would be to stamp out the conspiracy
that contributes to all the other malfunctions. The root of that conspiracy is the
Viridian, which can’t be eliminated. However, Denizen, the Viridian’s agent on
the Engine, is more accessible.

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Ademar: level 6; genetic memory would require aiding the Ademar has been working for the last five
tasks related to the creatures in regaining that knowledge. The years on assembling an “anti-Viridian
numenera as level 8
knowledge is likely buried in old systems, field generator” designed to filter out the
Anti-Viridian field the datasphere, or a vault somewhere. region’s emanations. But its work has been
generator (installation) Before or concurrent with that, of course, hampered by the very thing it is attempting
Level: 9
Effect: Field prevents
the PCs would also have to succeed on to nullify.
Viridian influence on a series of positive interaction tasks with Some aid by the PCs or other interested
the engine for one year. someone in a leadership position in either parties could go a long way toward finishing
Depletion: Automatic group. Some groups may be more open to the machine. In addition to various minor
finding a meaningful purpose, such as the needs, the thing that has especially stymied
splines. Wraiths may be harder to convince. Ademar is the lack of an important iotum
Cosmic foam, page 115 component: 1 unit of cosmic foam. (Cosmic
MATERIALS FAILURE foam is a special component of the fabric
Even in the face of renewed maintenance, of existence itself, ideal for crafting objects
some functions of the Engine are failing that can transcend time, dimension, space,
because its underlying components are and other constants of physical law.)
dissolving more quickly than automated
fabrication printers can replace the parts. CONSPIRACY AGAINST THE ENGINE
Even a multi-redundant system like the Under other circumstances, restarting
Engine suffers in the face of the malignant Engine maintenance or filtering out verdant
verdant rust. Individual cases of verdant rust would probably be enough to turn
rust are troublesome, but of course, the rust things around and save the solar system.
Denizen, page 124 affects the entire Engine and the Halo, too. However, a woman named Denizen is
Treating individual cases using a sacrificed actively working against the Engine’s
cypher is one thing. Dealing with the chances because she wants the Viridian
outbreak on the scale of the whole Engine is to catch the solar system. She enjoyed her
an entirely different matter. One way to treat greatest triumph a few hundred years ago
it would be to restart the Engine and wait when she managed to stop the Engine in
for the solar system to accelerate beyond the first place. Since then, she and others
the reach of the approaching Viridian. But filling out her organization—including
Freedom Society, page 51 even if that becomes possible because the Freedom Society—have successfully
maintenance is restarted and the conspiracy managed a holding action through various
against the Engine is destroyed, a lag time activities, lies, and, in some cases, the
of several weeks or longer is likely. culling of those who made any noticeable
Thus, a complementary solution would be headway in reversing the situation.
to temporarily insulate the Engine against Finding Denizen and imprisoning her or
the long-range effect of the Viridian. This otherwise dealing with her, then sending
could be done in a number of different out new instructions to her far-flung
ways, as suggested by someone with organization, would effectively put an
exceptional knowledge of the numenera, end to the conspiracy against the Engine.
by making a query of the deep layers of Uncoordinated activities of creatures like
Pruthastan, page 117 the datasphere, or by finding someone pruthastans would continue, but without
who is already attempting to do just that. a head to direct their actions, their effect
In this latter case, an automaton called would fall by an order of magnitude.

A malicious entity known as Denizen is actively working against the Engine’s


chances because she wants the Viridian to catch the solar system.

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PART 2:
THE SETTING

Chapter 3: Reaching the Sun’s Edge 28


Chapter 4: Exploring the Engine 31
Chapter 5: Exploring the Halo 53
Chapter 6: Mapping the Engine 57

Manuel Dennis - md3@xocomp.net - 439619


CHAPTER 3

REACHING THE SUN’S EDGE

A
bare handful of people in the Ninth THE AUGMODROME
World know that the Engine of the Located deep under Earth’s surface is a
Gods exists. The few who have even crumbling ruin of the prior worlds. At its
a passing familiarity with the name—such heart is a dome-like structure of silvery
as among those who study the stars— translucent synthsteel.
gained their knowledge from a scattering of
old records, sculptures, or visual starfields Thrones of Otherwhere: Under the dome,
called up from the datasphere that include several chair-like devices protrude from
the name, though without much context. the floor, forming a rough circle facing
The name is usually assumed to be fanciful, outward. The devices are only the most
or wrongly assumed to be another name prominent of a clutter of other ancient
for the sun itself. Only an in-depth dive into machines that mostly lie in wreckage. Each
old records, ones that reach back through “chair” is associated with several umbilicals
the prior worlds, will eventually put a designed to connect with whatever creature
determined researcher on the track to learn sits in the seat, but recognizing that is a
Chapter 1: Engine of the basics of what is described in chapter 1. difficulty 5 understanding numenera task.
the Gods, page 8 (A successful difficulty 7 understanding
numenera task reveals that the chairs might
TRAVELING TO THE ENGINE allow someone who is seated to control
Various methods can be used to reach the some distant piece of machinery.)
Engine, should a character be motivated
to go. Specific examples include travel by Fixing the Thrones: Success with that task
prosthesis, travel by direct transference, and also makes it obvious that the whole place
travel by spacecraft. Other means certainly is without power and in need of repair.
exist beyond the methods described here. Those who want to use the chairs must
locate a power source. Potential sources
TRAVEL BY PROSTHESIS include an installation of level 6 or higher
Monopole, page 113 One of the safest and easiest ways a designed for that purpose, a monopole, or
character can “go” to the Engine is by attempting to cobble something together
Chapter 9: Augmechs, using an augmech resting in a crèche using a functioning artifact of level 7 or
page 84 on the Engine via a telepresence or higher, sacrificing it to the cause (but
Telepresence, page 86 datapresence controller located on Earth. only on a successful difficulty 8 crafting
Datapresence, page 87 The Augmodrome is an example of a numenera task).
telepresence option the PCs could discover.
Defeat the Defender: Returning power
to the facility allows each of the chairs to
Augmech throne, page 78 act like an augmech throne, each keyed
to one or more augmechs located in an
Augmech crèche, page 85 augmech crèche on the Engine of the

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REACHING THE SUN’S EDGE

It’s one thing to travel to the sun’s edge to explore. It’s another to survive the
heat, vacuum, and radiation encountered there.

Gods. However, unless a countermeasure One direct transference method would be to


is found and neutralized, a defense system find a facility that folds space, allowing the PCs
fires up, waking a cyclops augmech from a to step through a portal on the Ninth World Cyclops, page 92
nearby crèche. Controlled by an automaton and step out on the Engine. Installations and
intelligence, the defending cyclops ceases artifacts that provide this sort of instantaneous
its attacks if characters flee or if an access are rare. Characters might have more
enterprising PC manages to rekey one of luck finding a direct transference method
the augmech thrones to take control of if they learn of, then travel to, the Celestial
the cyclops, which requires a successful Beacon. (If you run the adventure “The Sun Chapter 12: The Sun
difficulty 7 understanding numenera roll. Doth Move,” the characters may gain the Doth Move, page 126
benefit of a transference method called an
TRAVEL BY DIRECT TRANSFERENCE Empyrean Coach.) Empyrean Coach,
A potentially dangerous but relatively page 143
quick way to travel to the Engine is via THE CELESTIAL BEACON
a mechanism that directly transfers the Broken chunks of land drift high above the
characters to their destination. Such a Sea of Secrets, each containing a portion
transference method usually requires the of an ancient ruin. The central floating
PCs to make arrangements prior to their mass holds a two-pronged tower that
departure for protective gear; a sunsuit or brackets empty space most of the time. Sunsuit, page 82
something similar will be necessary once But sometimes the twin towers frame a
they arrive. beam of scintillating energy that shines up

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into the void, some say to signal one of the opportunities and potential discoveries.
lost civilizations of the prior worlds (thus They also gain unrestricted use of the basin,
its name). According to rumors told by which for some might be the only reason
crew who’ve seen the floating ruin drift by they’ve come.
high overhead, the beacon is guarded by a
fearsome monster that swallows intruders Traveling via the Quicksilver Basin: If the
whole. But, the legends continue, those who understanding numenera task for the
get past the monster can steal its hoard. basin is successful, a character can set the
What that might be, exactly, the legends mechanism to deliver everyone who jumps
do not specify. However, scholars of the into the basin before the next scheduled
numenera believe that the beacon is beam emission to a preset location on the
Nardan Flesh Shelter, actually a method of rapid transport, not Engine of the Gods (such as Nardan Flesh
page 36 a signal at all. Shelter). Otherwise, those who jump into
the basin hoping for the best are simply
Many-Chambered Facility: Characters who jettisoned into space, to a spot where a
wish to learn the secret of the beacon will station orbiting another planet in the solar
have to devise their own means of reaching system once existed.
the flying ruin. Those who do discover that The transport coats cargo and travelers
the central mass below the twin towers in a fast-setting anesthetizing substance,
does indeed contain a facility of many putting them into a stasis-like state, then
chambers and corridors, much of which lies ejects them at an appreciable fraction of
in wreckage. Chambers near the edge have the speed of light on the propulsive beam
synsthsteel windows that allow a safe view toward their target. The travel time passes
of the great sea below. instantly for those being moved, but in
fact it takes hours, days, or even longer,
Quicksilver Basin: A central chamber depending on the destination. If propelled
with dozens of side chambers contains a to a facility able to receive them, travelers
great basin 30 feet (9 m) in diameter filled and cargo are decelerated and brought out
with languorously sloshing silvery fluid. of stasis, whereupon they can investigate
A control surface on a pedestal overlooks their new location.
the basin. Every ten hours or so, the fluid
suddenly boils, with an appreciable portion TRAVEL BY SPACECRAFT
escaping through a vent in the ceiling. In their travels, experienced characters
This occurrence coincides with the beacon are likely to have come across at least one
becoming visible on the ruin’s exterior. vessel capable of crossing the void to other
Making sense of the situation requires worlds. If so, they may still have access to
a successful difficulty 6 understanding the craft, or they may know where to go to
numenera task, and requires about ten procure such a vehicle, or possibly even
minutes of interacting with the control have the means to make one. Examples of
Fiery ascender, surface pedestal. a spacecraft the PCs might procure from
page 173 elsewhere or try to fashion themselves
Voidglider, page 178
Half-Living Custodian: Whether the include a fiery ascender and a voidglider.
investigator succeeds or fails, the guardian Travel by spacecraft has the advantage of
ascribed to the location wakes, emerging giving the characters some agency, allowing
Callerail: level 7; from one of the side chambers. A creature them to journey in relative safety, and letting
health 30; Armor 3; of fused organic and inorganic substances, them leave at a time of their own choosing,
batters foes for 7 points
of damage; can absorb
the guardian (a callerail) is 15 feet (5 m) tall unlike most direct transference methods.
weapons from attacks and keeps the basin safe from any who do Those who travel to the Engine of the
made against it; for more not give it a special clearance code. Gods by spacecraft can discover an invisible
details, see Numenera If the callerail is destroyed or pacified, machine channel that guides them into a
Discovery, page 228
explorers can poke into other side port on the Engine as they get close, called
Tranquility Port, page 35 chambers, which contain salvage Tranquility Port.

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EXPLORING THE ENGINE

CHAPTER 4

EXPLORING THE ENGINE

T
he main body of the Engine of the however; each cavity contains numberless
Gods is a colossal construct the size smaller metallic cables, synth braiding, Cable, page 60
of a planet. Unlike a solid planet, filaments, and other connecting structures
the Engine is honeycombed with interior that all manner of devices are connected
space, save for a solid cylindrical core. To to. Chambers attached as modules are
the extent that the construct is inhabited, sometimes found along struts and cables,
the residents live within these monstrous or as pocket chambers within a bounding
cavities bounded by struts, called “reaches.” strut. A majority of the chambers have long
Most reaches are sparsely inhabited or have since been breached or repurposed from
no single group or individual that claims whatever the Architects intended, but many
control over them. remain pristine.
Likewise, the numberless array of Reaches, if recognized at all, are
reflective structures and their shepherding designated by some characteristic, such as
control units that draw up and deliver fuel where a reach is located within the Engine,
from the sun to the Engine’s mouth are, what group (if any) claims ownership of
technically speaking, components of the the area as its territory, how it came to
Engine. But when residents think of this be ruined (or refurbished), and so on.
surrounding structure at all, either they Conceptually, reaches of the Engine are
tend to dismiss it as “just” the Halo, or they similar to the kingdoms of the Steadfast Halo, page 53
think of the Halo as a place where spirits of on Earth, though rather than being spread
the Architects roam. across two dimensions, they occupy three.
Reaches number in the hundreds of
thousands. (The Halo, despite its size, is
REACHES OF THE ENGINE generally considered a single reach.) If a
The reaches—the empty spaces created reach has a formal name, it’s likely because
by the larger framework—are loosely it is controlled by a particular group of
bounded by thick struts that form the intelligent creatures, be they automatons, Strut, page 59
underlying frame of the Engine. Reaches biomechanical entities, or, far more rarely,
are usually hundreds of miles in diameter. creatures of flesh who have found ways to
Through them, the heat and radiation protect themselves from the conditions of
from the sun flow freely, and vacuum the Engine.
reigns. Reaches are not really empty,

Conceptually, reaches of the Engine are similar to the kingdoms of the


Steadfast on Earth, though rather than being spread across two dimensions,
they occupy three.

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ENGINE RESIDENTS appears quite similar), or engaged in a
The Engine is fully inhabited, but almost dreary activity to pass the time. Passing the
none of the residents are human. (The only time until what, no spline seems to know.
concentration of human presence is the Having evolved self-aware intelligence over
Sanctuary, page 49 colony of Sanctuary.) Instead, creatures more the epochs, they’ve lost easy access to
suited to the conditions—usually automatons their original purpose: Engine repair. That
or biomechanicals—are rampant. hollowness haunts them.
Lliran, page 111 Lliran are encountered throughout Many splines can be found in Wrawn.
the Engine, usually performing one of a But if the splines can be said to have their
Shudder, page 46 seemingly countless number of sacred own reach, it is the Shudder, where Engine
rituals to glorify the construct. They have processes are so compromised that the
forgotten how their rituals were started, but whole framework and attached cabling
their ceremonies often include all kinds of constantly shakes.
Wraith, page 122 ancient repair protocols (though lliran see Wraiths are a wilder, more savage group
their rituals as worship, not repair). Their of creatures that exist in tribes all across
continued activity in this regard keeps the the Engine, but especially in the Halo.
Engine from breaking down completely. The Weirdly, wraiths are biological in nature,
center of Engine worship for the lliran is in but so wildly modified by the numenera
Wrawn, page 39 the holy city of Wrawn, which has developed (or, as the wraiths believe, specifically by
into one of the largest metropolises of any the Architects) that they hardly resemble
reach; it’s so large, it is considered its own anything else alive. According to wraith
reach. Many different groups live there, at folklore, they were derived from an ancient
the sufferance of the lliran. species that is long extinct. However,
Spline, page 119 Splines are also common creatures of should any human from the Ninth World
the Engine, though when encountered, ever appear on the Engine, the wraiths react
these automatons are most likely inactive with consternation. Apparently, humans
in a sleeplike state, brooding (which resemble the long-extinct race that the

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EXPLORING THE ENGINE

Most creatures encountered on the Engine are automatons, some


are biomechanical, and a small fraction are some variety of flesh, though
never something as fragile as human skin (unless protected by a
vacuum- and radiation-proof suit).

wraiths believe were their forebearers. biomechanicals have begun a long slide
While some wraiths might choose to accord toward failure. This has created resource
humans special status because of this gaps, which means creatures that previously
similarity, others react violently, believing got along sometimes skirmish. Tensions
humans to be deceivers of some sort. continue to rise as the Engine remains unlit.
Other intelligent beings are littered This situation is exacerbated by Denizen Denizen, page 124
across the Engine, including plasmars. and her many servitors, including several Plasmar, page 116
Plasmars are actually native to the surface who unknowingly work toward her ends as
of the sun. On the Engine, they tend to members of the Freedom Society. Sowing Freedom Society, page 51
conduct themselves peacefully, though can lies and discord, they attempt to further
become territorial if threatened. They also weaken bonds between allies, erode trust
can become dangerous if they fear that a of legitimate authorities, and otherwise
creature might disclose their presence and muddy the situation to create a fog of war in
location back to the “Solar Regime” that which good decisions are difficult to make.
they fled from. As an example, a major conflict between
Some entities of the Engine are two warring tribes of wraiths turned the
dangerously unstable. Pruthastans fall into once-peaceful reach of Gaussian Swale into Pruthastan, page 117
this category. They are seen as creatures of a dangerous “wilderness” where anyone Gaussian Swale, page 47
strife and misfortune—or, even more simply passing through is seen as a legitimate
put, as demons. They’re intelligent but seem target, just in case they’re actually spies
intent on destroying the Engine, or at least working for the other side.
keeping it in a state of disrepair. Other conflicts simmer on the edge of
Finally, countless predators have becoming just as bad, though diplomacy and
evolved on the Engine (or colonized it) careful investigation of the root causes could still
over deep time, such as Engine parasites, defray them. Ultimately, and not unexpectedly, Engine parasites, page 105
lightning mourns, heliodurans, and many these conflicts can only really be solved if the Lightning mourns,
others. After the Engine malfunctioned underlying malfunction is addressed. page 110
and switched off, the problems posed by Heliodurans, page 109
predators only worsened.
Generally speaking, residents are EXPERIENCING THE ENGINE
sometimes friendly to other creatures of the First-time visitors to the Engine might
Engine (and to visitors), and other times they experience the scene described below when
violently defend their territory, viewing others they finally get close enough to the sun to
as potential sources of loot or even food. pick it out of the glare.
Characters who travel to the Engine will Traveling to the Engine,
first experience it according to the specific page 28
ENGINE CONFLICTS method they used. For instance, PCs who
Conflict is not a normal situation for the travel by spacecraft will likely get a wide
Engine. If it were, the entire machine would view, and PCs who travel via instantaneous
have long ago failed and fallen into the teleportation or who wake up a prosthetic
sun. On the other hand, conflict is on the augmech body already located on the Engine
rise. Thanks to the Engine’s malfunction, may first experience it from a proximity view.
all sorts of secondary systems that would If you find it helpful, read aloud or
normally clear vermin, clean surfaces, paraphrase the following text to describe
and provide energy for automatons and the situation as the PCs first experience

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the Engine, from a wide view while they on Earth that grants them command of
Augmechs, page 84 are (maybe) still farther away, then from a augmechs in a crèche on the Engine, they
proximity view when they are closer. could attempt to move their new prosthetic
Crèche 17, page 37 bodies from Crèche 17.
READ ALOUD
WIDE VIEW
Countless invisible machine channels ping, MOVING THROUGH
chatter, and sometimes roar, eliminating THE ENGINE
the silence that vacuum would otherwise The open, three-dimensional nature of the
enforce. The sun screams into those Engine offers a different experience than
channels, just as it blazes with incandescent the confines of a regular structure or vessel.
light. Innumerable tiny dark specks Normally, corridors and chambers channel
surround the sun like a fat, faint halo. an explorer’s options in a mostly predictable
A single, far larger structure—one as big fashion. On the Engine, an explorer could
as a small planet—hangs dangerously near choose to jump off in any direction, thanks
Low Gravity, page 115 the sun’s turbulent face. Obviously a made to the low gravity. On the other hand, there
thing, the structure is cylindrical but highly is some gravity gently tugging everything in
ornamented with secondary edifices and the Engine toward the inmost core of the
massive machines. fusion chambers.
This means that most creatures tend
PROXIMITY VIEW to follow the natural “lanes” made by the
Struts, page 59 The planet-sized structure at the sun’s major struts creating the latticework, or
Cables, page 60 edge is not solid. A latticework of pull themselves along the cables that hang
gargantuan struts binds airless hollows between struts. Most creatures native to the
spreading away in every direction, through Engine have a method of sticking securely
which sunlight and radiation blaze. Each to these structural elements, a mechanism
strut, easily several miles in diameter, inherent to their extremities, which grants
bristles with machinery, conduits, and boxy, two assets to any task to resist being moved
modular structures. Likewise, the hollows off a strut or cable. (Augmechs enjoy a
van der Waals force are not completely empty; metallic cables similar ability to “stick” to things.)
gecko stretch like fine webbing between the
struts, which in turn support diverse
secondary structures. ERYTH
The reach of Eryth is located on the
Hullward, page 12 First-time visitors might engage outermost hullward edge of the Engine. Eryth
automatic docking procedures from a once hosted many gargantuan hangars—
salvaged spacecraft, and thus be guided to connected to the gridwork of struts in vast
Tranquility Port, page 35 Tranquility Port (in the reach of Eryth). Or structural module chambers—where vessels
Module Chambers, they might use a direct transfer method to of all sizes and purposes put in and set
page 67 reach the Engine, which could also deposit forth. Most of those hangars are long empty,
them in Tranquility Port, or more safely except for Tranquility Port. Otherwise, few
into an out-of-the-way flesh shelter, such intelligent beings now live in this lonely
Nardan Flesh as Nardan Flesh Shelter. Or, if the PCs are reach. Predator creatures and devolved
Shelter, page 36 lucky enough to find a control method automatons, however, are all too common.

Each strut, easily several miles in diameter, bristles with machinery, conduits,
and boxy, modular structures. Likewise, the hollows are not completely empty;
metallic cables stretch like fine webbing between the struts, which in turn support
diverse secondary structures.

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EXPLORING THE ENGINE

LEARNING ABOUT THE ENGINE The information alludes to the fact that
Characters who physically travel to most residents of the Engine don’t realize
the Engine, either in the flesh or in an their home had a specific purpose; they’re
augmech, can attempt to “plug in” to just living in an environment they regard
the colossal machine and try to learn as normal. While they may understand
something about the situation from the it’s a made thing (many of them are
Engine’s many systems. Doing so is a automatons, after all), they don’t get that
two-step process. First, the character it and they have a greater purpose. This is
can attempt a difficulty 5 understanding one of the reasons the Engine continues Understanding
numenera task to locate a control surface, to malfunction. numenera, page 27
an interface arch, an umbilical port, or Additional information PCs could learn
some other method of coaxing information includes general directions for places they Directions on the
from the Engine’s systems. If they are might want to travel to within the Engine, Engine, page 12
successful, they gain limited access. from minor hangars on the skin to the
From there, a PC can query the systems central city-reach of Wrawn. (With some Wrawn, page 39
to gain a basic understanding of the effort, PCs might eventually discover a
Engine and its purpose: to move the sun. method of reaching and getting inside the
Simultaneously, the PC encounters all all-important Control Center.) Control Center, page 51
kinds of system warnings that the Engine is Anytime a PC fails a roll, the interface
malfunctioning, has been malfunctioning flickers out or otherwise disengages, and
for at least a couple of hundred years, the character will have to find a different
and continues to accumulate new issues. spot at least a few miles away to attempt
A character who succeeds on a series of another connection. In addition, the
difficulty 5 understanding numenera tasks power surge from disengagement could Chapter 1: Engine of
the Gods, page 8
could, with the right questions, learn draw attention from predators or other
much of what is described in chapter 1 dangerous creatures. Chapter 2: Problems
and chapter 2. at the Edge, page 18

Eryth includes several locations of note, The port constantly uses several invisible As with any reach on
including sites where visitors coming to the machine channel beacons to broadcast the Engine, areas not
explicitly detailed here
Engine may initially find themselves, due to information designed to lead anyone can be generated using
the working docking beacon in Tranquility approaching the Engine from space to the the system described in
Port. Other locations include Nardan Flesh cube. Docking is relatively easy because of the Chapter 6: Mapping
Shelter and Crèche 17. beacon, because entry isn’t barred by a force the Engine (page 57).
field, and finally because automatic docking
TRANQUILITY PORT mechanisms help the travelers put in, no
This boxy structure is a synthsteel cube matter what kind of spacecraft they’re using.
16 miles (25 km) on a side. It’s attached, If PCs enter Tranquility Port on foot from The low microgravity of
module-like, to an exterior Engine strut. the Engine, looking to steal a spacecraft, the Engine tugs anything
not moving under its
One cube face is mostly open, a “mouth” after some assessment they realize that one own power toward
that long ago lost power to the force field could be repaired over several weeks using the Engine’s center.
that would normally seal it against vacuum. parts from other craft. Doing so requires
(A series of successful difficulty 5 crafting a series of successful difficulty 7 salvage
numenera repair tasks could right this, if the tasks, in which parts and iotum from more Repaired spacecraft:
PCs are motivated, once they have a chance damaged craft are scrounged, followed by level 4; holds crew of up
to ten; interplanetary
to explore the structure more fully.) a couple of difficulty 8 crafting numenera range only; unreliable
Within the debris-littered area are tasks to repair the chosen vessel. The systems increase GM
the crumpled corpses of several broken repaired spacecraft would allow them to intrusion range for all
spacecraft, some still hanging in dock, move about the Engine and the Halo with tasks to 1–3 on a d20
others lying along the starward surface. full agency and alacrity. Starward, page 12

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Greeted by Karium: Regardless of how NARDAN FLESH SHELTER
newcomers arrive, they are soon greeted A flesh shelter is a place where living creatures
Lliran, page 111 by a lliran named Karium. Pitted and old, who need breathable air, pressure, and
Karium: level 3, crafting Karium has salvaged one of the control protection from ambient radiation and heat
numenera tasks as level chambers in Tranquility Port and claims the can survive for an arbitrary amount of time,
6; health 12; Armor 1
(Armor 5 against heat,
entire port as their own. Most of their time assuming everything in the shelter functions.
radiation, and effects is spent gazing out the open mouth of the Most flesh shelters exist as a kind of
of vacuum); heavy tool port, which faces away from the sun, giving pocket chamber located along one of the
attack inflicts 3 points them a great view of the stars. many struts composing the Engine. A flesh
of damage; can trigger
a level 6 detonation or Karium tries several invisible machine shelter entrance is well marked and obvious,
long-range ray every channels in an effort to communicate since the Architects apparently designed
other round from with newcomers, offering greetings and them to be emergency shelters for a certain
surrounding devices, or
an invitation to talk. If the invitation is variety of fleshy living creature (probably
more dramatic effects
with a minute of effort accepted, they usher visitors into their now long extinct). Luckily, humans can take
refurbished home, offering a variety advantage of them too.
Pocket chamber, page 60 of refreshments. For automatons, Nardan Flesh Shelter is similar to other
biomechanical beings, and augmechs, the flesh shelters in most ways. However, it is
lliran’s refreshments include tiny glowing unique in that it’s occupied by a strange
cubes that provide a small top-up charge to automaton named Nardan, self-proclaimed
their systems. God of the Engine.
Spacecraft weapon If Karium is threatened by visitors, they
systems: level 7; fires up use a device to activate the weapon systems SHELTER ENTRY
to three very-long-range
particle beams per action,
on one of the nearby spacecraft, which prior Neon-yellow flashing paint creates a series
each inflicting 7 points of to activation looked completely dead. of converging circles, like a widening ripple,
damage (ignores Armor) Karium plies friendly visitors with on the inset airlock entrance. (An audible
questions, asking after their origins, their ping broadcast on all machine channels
Paramedic, page 95 purpose, and what they think of the lliran’s also creates a signal that can be picked
home. If visitors succeed in charming up for several hundred miles.) Easily
Characters who visit the Karium, the lliran grants them a boon, understood physical controls open an
Nardan Flesh Shelter whether that’s aid in repairing a craft, airlock dozens of feet across, which in turn
don’t notice a specific
need to recharge their
directions to the nearest flesh shelter or allows entry into the pressurized interior.
augmechs. However, if to Crèche 17, or some other help related to
they top off their charge, what the PCs request. Generally speaking, SHELTER INTERIOR
they have an asset on Karium’s aid counts as two assets to one The interior is separated into six chambers
physical tasks for about
an hour afterward. specifically related task. connected in a line, one to the next,
beginning with the entry chamber linked
to the airlock. The interior is pressurized
with breathable air and is protected against
normal external heat and radiation. Except
for the entry chamber, the rest of the flesh
shelter is suited for creatures of up to 9 feet
(3 m) in their longest dimension. Larger
creatures (and some augmechs) could fit,
but it would be a squeeze.

Entry Chamber: Large empty bays are


designed to allow five augmechs to plug in
and recharge here. One slot is already in
use by a paramedic augmech. The augmech
is unclaimed, and would require minor
repairs before it could be piloted or
otherwise controlled.

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EXPLORING THE ENGINE

Decontamination Chamber: A series what the other one thinks, or what it does
of arches fills this long chamber. When when in control of the body. Usually, a Arch, decontamination:
movement is detected within immediate personality switch is triggered by damage, level 5
range, the arches spew a fine mist of an unexpected event, or GM intrusion.
medical nanites that can interface with flesh, Nar and Ardan despise each other. Each
biomechanical, and purely machine-based pretends the other doesn’t exist, but if
forms. It’s impossible to walk through the visitors question either personality about
chamber and avoid the arches. Any creature the other, each tries to gain the visitor’s
walking through gains a free one-action aid in excising the other from its mind.
recovery roll. Those walking through could Generally speaking, efforts to harm one
choose to attempt an Intellect task to personality also harm the other, though
interface with the nanites. On a success, more sophisticated visitors might be able
they gain access to a menu of additional to come up with a method for separating
services that include cleaning, a shine, the two or mending the fractured mind into
anti-corrosion film, and so on. (Some of a single whole. Doing so creates an ally.
these choices inflict damage on creatures of Otherwise, Nardan remains unreliable at
pure flesh.) best, and dangerous if Ardan is angered
(which is easy to do).
Refreshment Chamber: Hundreds of
transparent synth cylinders line the walls, Comfort Chamber: Carpeted on all surfaces Synth cylinder: level 2
filled with colorful fluids, mist, dust, or with dark, plushy material, and filled with
kibble-like solids. Various protuberances tranquil tones that most creatures find
similar to tables fill the center of the soothing, this chamber is suited for sleep or
chamber. If a character figures out how meditation. Additional cavities include an
to operate any given cylinder, it dispenses assortment of sleep comforts, some of which
a fist-sized portion of the material it are recognizable, like blankets and pillows.
contains. In general, each cylinder A connected chamber contains a variety
contains something a being of flesh or a of hard, smooth surfaces and machines, as
biomechanical will find nourishing. A few well as reflective surfaces. Someone who
also contain ports for umbilicals where succeeds on a series of Intellect tasks can
automatons could plug in. discern that the chamber can be used as a
In practice, finding something nutritious shower and a toilet, and provide all manner
that is palatable and not poisonous can be a of grooming assistance.
bit of a challenge. However, if the PCs gain Locked stores
the services of Nardan, the automaton can Stores: This chamber is locked; Nardan can door: level 7
guide them. unlock it for visitors who make a friend of
the automaton. The storeroom contains a Emergency automaton:
Nardan’s Chamber: Most flesh shelters variety of junk in various states of disrepair level 2; healing tasks as
level 5
contain an emergency automaton to provide (and it serves as a great salvage source
aid for those requiring comforts. This for the numenera). In addition to anything Sunsuit, page 82
flesh shelter is no different. However, the else characters might be able to pull out of
automaton here has evolved a bifurcated the chamber, each PC can find (or have a Nardan: level 4, healing
sentience and, over thousands of years, has cooperating Nardan fetch) a sunsuit in tasks as level 5; switches
between opposing
come somewhat unmoored from reality. their size. personalities randomly
This roughly human-sized emergency
automaton, self-christened as Nardan, has CRÈCHE 17 Security lockout: level 6;
an identity issue. Sometimes it speaks as This bunker-like facility is made of green overcoming the lockout
by talking to machines
Nar, other times as Ardan. Nar is a helpful, synthsteel and affixed to one of the Engine’s or using similar means
courteous personality, while Ardan is a struts. Physically gaining entry requires requires three successes
pompous, bitter personality that thinks overcoming a security lockout. One level before six failures,
it is one of several “gods” that control of Crèche 17 holds several augmechs in or it resets and the
difficulty increases by 1
the Engine. Neither personality knows a powered-down state. On a separate

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Crèche 17 is a level 6 level located beneath (also protected by a understands that the Serene Sleeper is not
facility. The interior security lockout), a control chamber holds real, but given the spline need to find some
protects occupants
from environmental
telepresence augmech control systems, one purpose to life, promotes the religion as a
heat and radiation, but for each augmech stored in the crèche. means to save them from themselves. The
otherwise is normally Though the population of self-aware Liturgist is not stupid or cruel, but it puts
open to vacuum. creatures in Eryth is low, it’s not zero. A the needs of its congregation first.
Telepresence, page 86 group of twenty-some splines have If the PCs physically arrive and try to take
Augmech Control, adopted Crèche 17 as a temple to an control of the augmechs, they may make
page 84 invented deity they call the Serene Sleeper. enemies of the splines unless they can
Spline, page 119 When the splines who follow this liturgy convincingly put a religious spin on their
enter the crèche once every few days (they presence or inspire the splines in some
know how to bypass the security lockout), other way.
they each perform part of a connected Should the PCs arrive by suddenly
ritual, one after the other, at the foot of becoming embodied in the augmechs, most
each metallic form inside. The splines of the splines are amazed and perhaps
Liturgist: as spline believe the augmechs are avatars of the awestruck. The Liturgist will understand
(page 119), plus Serene Sleeper, and that their rituals help what’s really going on, but if the controllers
diplomacy and
persuasion as level
keep the avatars propitiated and, of course, play along and don’t threaten the basic
8; headband artifact sleeping. They call themselves the Cult of belief structure of the Cult of the Serene
makes long-range the Serene Sleeper. Sleeper, it probably won’t denounce them as
electrostatic attacks The leader of this group of worshipers “demons” who are possessing the sacred
that inflict 8 points
of Intellect damage is a spline simply called the Liturgist. It avatars and must be destroyed.

REACH OF ERYTH HEARSAY THE WEIRD OF ERYTH


Augmech Raiders: A group of augmech-controlling The Green Sphere: An orb of unknown emerald
bandits plagues Eryth, predating any creature they material bounces through the reach, always hitting a
come upon, not for their belongings, but seemingly strut or module chamber at the correct angle to keep
purely for sport. Their leader is someone called Mefin, it rebounding through the area. Analysis indicates that
a man using a telepresence control method from the it is 79 feet (24 m) in diameter. Those who get near
safety of a noble’s keep in the Steadfast. He and his discover that the invisible machine channels most
fellow bandits don’t understand exactly what they’re creatures in the Engine depend on for communication
doing or that their activities are causing harm and are degraded.
structural degradation to the Engine; they just think
it’s fun. Dangerous Salvage: Risk-taking salvagers understand
that along any given length of strut, buried machines
Orders of a God: A summons has gone out through and systems lie under the metallic cladding. Those
the machine channels, seeking a champion for the with the means and desire to risk it all can try
Ardan, self-proclaimed God of the Engine. Ardan to peel back the cladding to access these riches.
has promised a bounty of riches to anyone willing Sometimes high-level iotum is recovered, as well as
to eradicate its hated foe—the “soft-spoken, unholy salvageable cyphers and artifacts. But doing so risks
lying devil” named Nar. triggering automatic Engine defenses, which could
be as dramatic as Halo-focused particle beams that
A Good Ship: According to a traveling wraith tribe, a disintegrate whatever they touch.
working spacecraft put into Tranquility Port, but no
one disembarked. That was a few years ago, and the Symbol Spire: Protruding from an area where several
situation remains unchanged. struts come together is a tower of transparent
synthsteel. Anytime light is shone into the interior of
the edifice, it is refracted onto a nearby surface, where
it forms a strange, rune-like symbol. The symbol is
never the same one twice.

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EXPLORING THE ENGINE

Augmechs: The following augmechs are READ ALOUD


found in Crèche 17, though some are in PROXIMITY VIEW
need of serious repair. A massive city of glowing cubes, towers,
• Artificer (page 90) domes, and spheres is strung across half
• Bloodfist (page 91) a dozen separate spiderweb-like networks
• Cyclops (page 92) connected through the same central point.
• Interlocutor (page 94) Bounded by massive struts hundreds of
• Paramedic (page 95) miles apart, the city extends not only in
• Speedstar (page 96) two dimensions, but three. The largest
• Turtle (page 97) structures are huddled around the core, lost
in a blaze of blended light. Out along the
edges, it’s possible to resolve hundreds of
WRAWN spacecraft—or possibly huge automatons—
Wrawn was never meant to be a city. jetting through the vacuum, intent on
The Architects couldn’t have imagined myriad strange machine tasks.
that their service automatons and other
systems would eventually largely forget The city is truly immense in scale,
their original purpose, or in some cases difficult to take in with just a glance, or even
become self-aware, and develop behaviors protracted observation. Each constituent
analogous to those of living creatures. And cable of the “web” extends through the Cable, page 60
like living creatures, the biomechanical and reach at a different angle. The roads of
automaton life of the Engine gathers in Wrawn are these cables, each crowded with
communities. The largest of these is Wrawn, module chambers and thick with entities Module chamber,
so immense it is effectively an entire reach streaming along them, often not even page 67
in its own right. touching the cables but instead gliding Reach, page 31
along next to them, using the lines as
guides.

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The Architects couldn’t have imagined that their service automatons and other
systems would eventually largely forget their original purpose, or in some cases
become self-aware, and develop behaviors analogous to those of living creatures.

The population of Wrawn likely exceeds smooth shards of muddy crystal in which
a billion self-aware entities, many of them a glimmer of gold light gleams, tiny green
Lliran, page 111 automatons. Lliran make up a goodly metallic boxes with etched lines that form
portion of that population. The city grew out strange patterns, cylindrical tubes of a soft
Maintenance pods of a single maintenance pod, one like many but resilient material that sparks with static
contain a variety of parts, others still scattered about the Engine. electricity, and so on. (Io can also be used
components, iotum,
and in some cases,
However, this particular pod evolved into when crafting numenera.)
lliran in hibernation a religious center over millennia. During
(or long dead) who can this period, the lliran maintenance crew GETTING AROUND WRAWN
potentially be activated developed a series of rituals meant to Wrawn, given its tangled density, is difficult
to deal with a particular
Engine emergency. propitiate the Engine spiritually as well as to travel through quickly. Most creatures
mechanically. As more time passed, the move under their own power; however,
center attracted more and more lliran, as those willing to part with 1 unit of io can
Crafting, page 117 well as entities of nearly every other kind rent a flet.
that live on the Engine, the Halo, and in a
Iotum, page 107
few cases, emigrants from the sun’s surface. Flet: This vehicle comes in many models,
Io, page 111 Generally, newcomers are directed to the but a flet generally has the shape of a
Cathedral of Brilliance and told to find an 30-foot (9 m) diameter sphere, which
Expounder. Hundreds of Expounders work serves as the cabin. A nest of extendible
Flet: level 2; moves up in the Cathedral at any given time, and if legs, some jointed, others tentacular, and
to a very long distance appeased with appropriate decorum and many simply articulating cords, provide
each round after
spending several rounds
respect, they will answer questions about physical motive power, allowing the vehicle
getting up to full speed Wrawn and the godhood of the Engine. to treat any obstacles of the city as useful
grips for propelling it forward in almost any
CURRENCY IN WRAWN direction. A flet can be manually controlled
Io is the preferred currency used in Wrawn, or simply instructed on where to go with
General directions, when they don’t simply barter. Shins have general directions or, better yet, ICS. Even
page 12 no value. Thanks to the wide use of io, it is in a quickly moving flet, crossing Wrawn
ICS, page 12 devalued in comparison to what it is worth from one edge to the other could take
in the Ninth World. Generally, a character several hours.
has as much purchasing power in Wrawn
using 1 io as they’d have with about 10 shins JURISPRUDENCE OF WRAWN
in the Steadfast. Lliran make up the city’s leadership, which
Io is found embedded within most is known as the Jurisprudence. There is a
numenera objects and structures. Like the strong element of the spiritual in everything
word “shin,” io is a sort of catch-all term the Jurisprudence does, reflecting lliran
for a variety of basic kinds of iotum. As attitudes about the holy nature of the
such, it comes in many forms, but each can Engine. The Jurisprudence is composed of
easily be held in the palm of the hand— 254 members (including a few non-lliran),

Supplementing the use of general directions is a much more precise location


system, called the Intraengine Coordinate System (ICS). ICS allows anyone to
specify a location on the Engine or in the Halo.

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EXPLORING THE ENGINE

“We can be sure our beloved Interpreter is standing today in the heights of the
Cathedral of Brilliance, that they see us and bless us in the name of the Engine.”
~Catechism of the Jurisprudence

who gather every ten cycles in a great The Morality: The Jurisprudence empowers A cycle is a unit of time
dome, one of several module chambers and certifies a group of lawkeepers called about 20 hours long.
making up the Cathedral of Brilliance. A the Morality. Unlike the Jurisprudence, the Cathedral of Brilliance,
variety of different schools exist within the Morality contains many splines looking page 42
Jurisprudence, each of which is concerned for meaning. Morality officers (called Spline, page 119
with making sure their own particular “morals”) have wide latitude when it comes
interpretation of the doctrine of the Holy to questioning random entities, whether
Engine is followed. This makes getting new that be naive visitors or longtime residents.
policies enacted quite difficult. The questions are about the subject’s
Anyone who wishes to address the recent activities as well as their attitudes
Jurisprudence or the Interpreter must agree regarding the Engine. It is an offense in
to a Trial by Mending in the Cathedral Wrawn to disrespect the Engine. But unless Trial by Mending, page 43
of Brilliance. (The same Trial is used to an entity goes out of its way to dismiss the
determine the fate of accused criminals and divine nature of the Engine in the presence
a whole host of other things.) of a moral, there’s not much chance
of a random check leading to an arrest
Interpreter: Interpreter is the title given to (assuming the check doesn’t uncover truly Interpreter: as lliran
the speaker of the Jurisprudence, a lliran illicit activity). Those who find themselves (page 111); halo
artifact grants three
of immense authority whose decisions can under arrest are brought to the Cathedral of assets on all tasks
sway the entire body. The Interpreter is Brilliance for Trial by Mending.
known by the halo-like flurry of machines In addition to lawkeeping, the Morality is
that constantly surround and protect them. also charged with general maintenance and
The current Interpreter of Wrawn upkeep of Wrawn. It’s not uncommon to
believes the Engine’s present inactivity is see a group of morals working on a module
divine will. Since the Engine is not active, chamber, power line, foundational cable,
it obviously prefers that. Other schools or other device, all the while chanting via
of the Jurisprudence attempt to convince machine channels a sacred liturgy to the
the Interpreter to consider alternative most high Engine. When so employed, these
narratives, such as that evil has invaded the normally dour splines seem almost ebullient.
Engine and should be actively stamped out.
A few schools suggest that appeasing the The Fist: Sometimes the Morality isn’t
Engine requires a return to certain ancient sufficient to deal with a problem. Then the
“repair rituals” that have fallen out of favor. Fist is called, made up of a squadron of
The Interpreter could potentially be augmechs featuring a couple of bloodfist Augmechs, page 84
swayed by sensible arguments, were it not models. The controllers are located in a Bloodfist, page 91
for their friend and confidant, Denizen. As module chamber adjacent to the Cathedral of Denizen, page 124
long as Denizen (who in Wrawn goes by the Brilliance, a bunker-like structure hardened
alias “Pure messenger”) remains someone against attack or extreme solar flare.
the lliran and especially the Interpreter
trust, meaningful progress toward repairing WRAWN LOCATIONS OF NOTE
the Engine will be difficult to achieve. Wrawn contains areas and personages of
(Of late, Denizen only appears in Wrawn particular importance (especially to visitors),
as an instance of herself, controlling an including the Port of Wrawn, the Cathedral
automaton that roughly resembles her, and of Brilliance, the Stacks, and others.
enjoys similar stats and abilities.)

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Module chamber, page 67 PORT OF WRAWN Beacon House: A flashing module chamber
A boundary strut hundreds of miles in of prodigious size midway along the port
length serves as the Port of Wrawn. For strut (and visible for a great distance
Port of Wrawn vehicle, the most part, the kinds of vehicles that in either direction) is an establishment
typical: level 2 have put in at the port are fairly crude offering a variety of entertainments as
conveyances, fine for moving creatures well as refreshment for automatons and
that don’t care about pressure or ambient biomechanicals. It is also large enough to
radiation and heat around the Engine and admit most augmechs. The entertainments
Halo. But they are not especially reliable for usually involve customized music, while the
trips away from the Engine. That’s not to refreshments are power charges and, for
say there are not a few giant, unmoving those able to enjoy them, edibles. Libation
hulks that are—or were—just such craft. and libation-like alternatives are also on order.
Many of these are skeletal, having been For example, in Beacon House (and
salvaged over and over again across huge likely other places in Wrawn), a libation
spans of time to nearly nothing. A handful called a Magtonic is popular for its
PCs present via augmechs with still-functioning defense systems ability to provide an electrifying kick to
can experience the full keep would-be salvagers at bay, and their automatons and biomechanicals. The
effect of a Magtonic
or similar libation if
contents are a mystery. Magtonic isn’t consumed, but instead held
using telepresence or Traffic along the strut is sparse. Not in a manipulator. Squeezing the Magtonic
datapresence control. as many creatures from other reaches triggers its electromagnetic wizardry. Beings
visit Wrawn as newcomers might expect. of pure flesh feel only a static discharge when
Demographics of the Engine just work holding the coppery red-glowing sphere of
differently. However, there are some entities a Magtonic, but more mechanical beings
from other reaches, especially lliran, who report a feeling of elation and disassociation.
travel to Wrawn every few decas (a deca is (Overuse causes system blackouts.)
Flesh shelter, page 36 about equal to about ten Earth years) on A back room in Beacon House has flesh
religious sabbatical. Enough come in at shelter amenities, as well as a bar where
any given time so that the port strut isn’t various intoxicants can be had. Those same
completely deserted, usually. intoxicants are available in the rest of the
Besides llirans taking a religious trek, establishment, but “fleshers” often don’t
creatures from other parts of the Engine, have an easy way to pass those substances
the Halo, or (rarely) the sun’s surface come into their protective suits to be consumed.
to Wrawn to trade. Others come seeking Beacon House has many hosts, all nearly
asylum. And a few arrive via spacecraft from identical-looking automatons that have
73LL1N: level 6; Armor 5 other planets and star systems (possibly the same name: 73LL1N. 73LL1N usually
having first put in at Tranquility Port). Which quips that it is the only real 73LL1N, and
Tranquility Port, page 35 is why Morality patrols sweep spirally up that all the others are imposters. Or that, of
and down the strut every rotation, just them all, it is the best one. However, what
to keep an eye out for newcomers who one 73LL1N knows, all know. In addition
might be dangerous or simply not spiritual to serving drinks, 73LL1N is a great source
enough to be welcome in the holy city. of information, answering characters’
Those designated as risks to spirituality by questions. However, 73LL1N has just as
the Morality are told to consider staying on many questions about the “distant land” of
the strut and avoid heading deeper into the the Steadfast. Her curiosity about cyphers
city, lest they face a Trial by Mending. from the Steadfast is a precursor to her
Pocket chamber, page 60 A fair number of the pocket chambers strong desire to one day explore that part of
along the port strut act as control stations Earth herself.
for nearby docking mechanisms (about
half of which are broken) as well as CATHEDRAL OF BRILLIANCE
warehouse-like spaces that are either empty Near Wrawn’s core is a multifaceted
or filled with strange cargo, forgotten eons structure composed of a dozen module
earlier. chambers that are miles wide, obviously

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EXPLORING THE ENGINE

designed to create a sense of awe and why the Engine isn’t running, they say “As
spectacle in anyone who sees it from the Interpreter has decreed, the Engine rests
the exterior. The Cathedral provides until it is no longer tired. Divine will cannot
many important services in Wrawn, be thwarted.” (However, some Expounders
including religious services, within the may see things differently, despite public
overwhelmingly large series of internal adherence to the party line.)
spaces. At any given time, there are usually An Expounder will also set up a meeting
at least a few active spiritual services. with those who wish to address the
Jurisprudence or the Interpreter, by dint of
Spiritual Services: Moving through the setting up a Trial by Mending for petitioners.
Cathedral without the gain turned down on
whatever an individual uses for audio invites Trial by Mending: One variety of spiritual
deafness from the collective roar of praise. service differs from all the others: the
Most of the ceremonies conducted in the Trial by Mending. One miles-wide
Cathedral have no underlying practical use module chamber of the Cathedral is a
for Engine upkeep, though hints of the kind three-dimensional arena-like space. The
of repair function a ritual developed from chamber’s edges are often crowded with
might be noticed by someone proficient in citizens of Wrawn who are physically
crafting numenera. present, watching the various active trials in
Any given service is led by a priest-like the central area. (For every citizen present,
being (often a lliran, but not always) known thousands more view the trials via a special
as an Expounder. Expounders usually glow machine language channel that includes Expounder: level and
white, signifying the pure white flame of visual pictures as well as audio.) The central abilities as underlying
creature type; one asset
the Engine (back when it was burning). space is more than large enough for dozens to tasks related to Engine
Expounders also serve as guides (spiritual as of trials to be undertaken concurrently, each and Wrawn knowledge
well as temporal) to newcomers to Wrawn judged by an Expounder glowing “trial red”
and are willing to answer questions. If asked instead of white.

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Those on trial are faced with a mechanism, HYPERMARKET
sometimes no larger than themselves, other A three-dimensional web of open-vacuum
times hundreds of feet in diameter. To the stands and module chambers forms
uninitiated, it may seem like the setup for Wrawn’s Hypermarket. As it stretches nearly
a fight. Instead, the trial is to see whether a hundred miles in every direction, it’s easy
the accused can demonstrate a spiritual to become lost in the Hypermarket. Most of
awareness sufficient to put them on the what’s for trade isn’t immediately obvious
right side of the Holy Engine by fixing the to humans fresh from the Ninth World.
mechanism’s malfunction. Among less noticeable wares are all sorts
In a simple trial, the accused must succeed of parts, components, iotum, oddities, and
on one or two understanding numenera what could be considered fully functioning
tasks equal to the level of the repair task, as cyphers, artifacts, installations, vehicles,
set by the GM. Especially challenging trials and limited automatons. Almost anything
Repairing Damaged to repair damaged objects or structures can be purchased in the Hypermarket, if the
Objects and Structures, can also be set, in which case many more right seller can be found. Usually, finding
page 122
understanding and crafting tasks must be what one seeks is made easier thanks to a
made over a longer period of time. gaggle of tiny spherical whisperbots that flit
Whisperbot: level 1; Those who succeed in mending are everywhere, offering to guide buyers to a
flies a long distance judged worthy, which means that whatever distant seller.
each round
accusation was made against them is Places of business in the Hypermarket
dismissed. However, sometimes trials are include Cladderjack and the Core.
given to those who are not accused, but
rather who wish to show their worth to the Cladderjack: This salon features racks and
Jurisprudence so their arguments carry racks of empty automaton bodies, custom
more weight. plating options, and a variety of colorful
Those who fail a Trial by Mending are designs that can be printed upon an
ostracized from Wrawn, commanded never automaton, biomechanical, or any sort of
to return on pain of destruction. artificial covering. (“Printed” designs include
moving images, as well as three-dimensional
Holy Training: Those who wish to enter a ones that hover.) Upgrades can transform
life of divine service can enroll in religious the style of a customer, and could even
school held in the Cathedral. A small increase Armor by +1. The cost for the
A rotation is about fraction of all the residents of Wrawn latter service is somewhat expensive,
seventy 20-hour-long have taken such instruction at one time running to 500 io; other services are more
periods, roughly
equivalent to two
or another. A two-rotation-long course in the 10 or 20 io range. Cladderjack is
Earth months provides an open-minded student not only operated by a rogue instance of 73LL1N
with instruction on the liturgy of the Engine, from the Port of Wrawn.
73LL1N, page 42 but also with training in understanding,
Port of Wrawn, page 42 crafting, or salvaging numenera. The Core: Whisperbots tell anyone who’ll
If desired, holy training can be treated listen that the Core provides “secure
as a long-term task requiring about two power core replacement, guaranteed safe!”
Long-term Tasks, months of Earth time. Interested buyers who follow the whisperbot
page 324 miles deeper into the Hypermarket discover
Kelna, a human proprietor in a bulky sunsuit
Sunsuit, page 82 in the depths of a hangar-like shop. Kelna
Kelna: level 4; all
numenera tasks as level 7

Rumors say that scavenging gangs evade the Morality in the heart of
the Hypermarket, targeting lone shoppers to break them down and sell
them for parts.

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EXPLORING THE ENGINE

offers repairs and maintenance, including in Wrawn, that can still give the sense of
certain rare iotum, as well as the power innumerable insects milling everywhere or
core replacement service (which grants any in great streams, at least from a distance.
automaton, biomechanical, or augmech an The Stacks actually interpenetrate the
asset to all physical tasks for the next week). Hypermarket and vice versa, and you know
Kelna says she emigrated some twenty years when you’re leaving one and entering the
ago from another location on the Engine other chiefly because whisperbots suddenly
called Sanctuary, where she was born. She appear, trying to lure whoever will listen to a Sanctuary, page 49
can give PCs who find her a perspective on distant shopping opportunity.
the Engine from a human’s point of view. Characters who come to Wrawn and wish
And she’s happy to; she hasn’t seen another to stay awhile can usually find an open
human in years! She can also provide pod, including those that offer flesh shelter
directions to Sanctuary. amenities, though “open” doesn’t mean
unclaimed, so rent or service is expected
STACKS in return.
The “Stacks” refers to the majority of
Wrawn, where inhabitants of the city reside PLASMAR EMBASSY
in countless module chambers strung like Located both upon and within a spherical
beads along the cables woven across the chamber module covered with black
reach. Most emerge from their pods only cladding, the Plasmar Embassy serves as
occasionally, but with a billion entities a redoubt for plasmars seeking refuge on Plasmar, page 116

WRAWN HEARSAY and then selling the loot at a discount.


Freedom Society Wants You: A group of Legitimate shop-owners are interested
lliran and other entities of the Engine in hiring those able to find and eliminate
has set up a shop in the Hypermarket, these so-called “merch jumpers.”
taking applications for membership in
the Freedom Society. According to some WEIRD OF WRAWN Freedom Society, page 51
rumors, the Freedom Society abhors the Alarming Vibrations: An unmoored
religious fervor so common in Wrawn. module chamber from some other part
They say it rots the mind, and have more of the Engine crashed into Wrawn. So far,
than once rescued those slated for Trial by no one has been able to break through
Mending, claiming that the rite is barbaric the amazingly resilient walls to see what’s
and should be banned. The Morality, once inside. From time to time, the chamber
uncertain of the Freedom Society, more shakes and bucks as if something large
and more has come to see its beliefs and inside is seeking escape.
actions as those of a foe.
Coming to Life: One of the dead hulks
Drahq Hunters: Two wraiths calling encrusting the Port of Wrawn—presumably Wraith, page 122
themselves “drahq hunters” are in Wrawn an ancient spacecraft—has recently Drahq, page 104
to buy supplies for what they call the hunt started showing signs of life, displaying
of the deca. Each wraith bears some kind mysterious lights and initiating previously
of trophy taken from a slain “monster” of unrecognized self-repair functions.
the Engine. In addition to supplies, the
two are looking for a group of freelance Vacuum Fungus: Purplish spores of a
hunters to help them capture a most never-before-seen fungus have been
dangerous prize. found growing in the shade of several of
Wrawn’s module chambers. It doesn’t
Hypermarket Threats: Some sellers seem overtly dangerous, but its growth
are unscrupulous, essentially running rate is concerning, as is the question of its
their shop by stealing from other shops unknown origin.

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the Engine, but also as a convenient place OTHER REACHES
for those hoping to engage the services of a AND KEY SITES
plasmar. (As beings that are, literally, living The Engine’s immense size (it’s as large as
packets of sunstuff, they can venture into a planet) gives rise to an equally immense
almost any extreme environment and suffer number of distinct reaches and several
no harm.) significant locations. This book has the
Most plasmars of the embassy prefer to space to detail only a few. However, the
Engine Map Generator, remain on the exterior of the great sphere, Engine Map Generator is a great resource
page 58 on the side where the radiation from the for producing an amazing array of content
sun can be soaked in directly. The bulk of for filling out already-described locations or
them claim to be refugees from a war they creating brand-new ones.
will not say more about. A few are in Wrawn
for personal reasons or trade, or are just SHUDDER
“passing through.” The reach of Shudder is located
Core Fusion Chambers, If a plasmar could be convinced of the immediately adjacent to one of the core
page 49 truth of the approaching Viridian, it would fusion chambers. Even though the Engine
Viridian, page 22 probably try to help stop the sun from being produces no visible jet, something’s
caught by the pursuing intelligent inversion happening inside the astronomically large
in spacetime. However, most plasmars fusion chamber, something so violent that
seem caught up in their own drama the associated reach has come to be known
regarding internecine strife in the sun’s by the way the entire region constantly
chromosphere. shakes. Usually, the vibration is damped
by the strut and cable framework making
up the Engine’s body, but in this particular
reach, some unfortunate interplay of
material harmonics magnifies rather than
damps the perturbation.

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EXPLORING THE ENGINE

The reason the repulsor jet still functions, despite so many other Engine systems
falling into disrepair, is mainly due to one creature: Meshala. Meshala is lord of
Gaussian Castle.

A large population of splines inhabit materials failure exists throughout the reach Spline, page 119
Shudder. They perceive the constant shaking of Shudder. If Surzen could rally the city of Materials Failure, page 26
as some kind of cosmic punishment Vronus to its cause, that would go a long
meted out to them by a possibly vindictive way toward being a meaningful repair of the
universe. The largest concentration of Engine itself.
splines live in a transparent, conical-shaped Unfortunately, other forces are at work in
module chamber called Vronus. Vronus. Efforts by Denizen and the Viridian
indirectly (and directly, as in the case of
VRONUS, SPLINE CITY Nurz, described hereafter) are the cause of
Vronus is attached to a strut that directly backsliding among splines who find peace
adjoins the fusion chamber. About half in a purpose related to repair.
of the splines who inhabit Vronus rarely
stir from tiny chambers inside the city, RAVVLE POD
preferring to remain alone with their A colony of ravvle live in a large pod Ravvle, page 118
dark thoughts. But a goodly proportion hanging off the same strut as Vronus,
participate in a dreary parade each cycle to about 10 miles (16 km) away and not clearly
the exterior of the city, alone or adhering visible as a threat. But threat it is; the ravvle
in random groups, to regard the blank inhabiting the pod prey on Vronus. And
face of the fusion core chamber, feeling its thanks to the direct efforts of Nurz, a spline Nurz: As spline
shuddering in a so-far vain hope to find agent of Denizen, the ravvle preferentially (page 119), plus all
deception tasks eased
meaning in their existence. predate splines who take up repair projects
outside the city. So even when Surzen
Surzen: A spline named Surzen and a small successfully organizes a work group and Surzen: As spline (page
group of its acolytes come to the surface sends them toward an obviously broken 119), plus all positive
interaction tasks eased
of Vronus each day, following the parade. mechanism in Shudder, a ravvle raiding
Surzen uses this time to exhort its fellows party eventually targets them. Often, there
to action, rather than bleak acceptance of are no survivors. And when some splines
bland existence. That’s because Surzen is do make it back, they think twice about
one of the few in the city who understands listening to Surzen again. If Nurz were
that its kind was once integral to Engine found and neutralized, the ravvle threat
maintenance. would decrease for a time, at least until
The spline racial ennui, Surzen believes, Denizen turned another agent.
is not merely a reaction to losing their
purpose, but in fact evidence of enemy GAUSSIAN SWALE
action. What enemy, Surzen isn’t sure. The The reach known as Gaussian Swale lies
automaton would be willing to entertain sunward, intersecting the front-facing
hypotheses, and possibly provide aid should repulsor jet that keeps the Engine from Repulsor jet, page 49
someone draw its attention to the existence falling into the sun. As it happens, this
of Denizen and the influence of the Viridian. repulsor jet still operates, unlike the larger Denizen, page 124
In the meantime, Surzen knows one thruster jet to sternward. That’s obvious Viridian, page 22
thing: when it manages to pry a spline to anyone who understands the Engine’s
from its ideation on gloom and get it to mechanics and takes a moment to think
work on a project, especially one relating to about it, since the Engine isn’t orbiting
fixing something, that spline experiences the sun, yet somehow retains its position. Lapsed Maintenance,
peace. Evidence of lapsed maintenance and From most places in Gaussian Swale, the page 25

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“Some said the Engine was folly. They’re long gone. Yet the Engine remains,
despite its age. I’m partly responsible for that. Don’t tell me we should start over
Ambassador: level 6
and create something better. I’ve spent epochs fixing what’s broken.”
Artifixes are powerful
~Meshala, self-proclaimed defender of the sun
beings able to create
creatures and objects
of force simply by
emission of the jet is not quite visible in the Meshala, who wields control over local
concentrating, but range of visible light that humans usually reality, making him incredibly dangerous—
Meshala is even rely on for sight. or, potentially, a powerful ally.
more potent than the The reason the repulsor jet still functions, Meshala maintains a strangely Earth-like
handful of others of
his kind that remain despite so many other Engine systems “castle” in Gaussian Swale. The gates are
in the solar system. falling into disrepair, is mainly due to one guarded by “ambassadors,” silver-blue
creature: Meshala. Meshala is lord of beings shaped like floating pillars with
Meshala: level 8, Gaussian Castle. heads of burning translucent flame around
understanding and an eyelike core. These ambassadors are not
crafting numenera as
level 9; health 54; can
GAUSSIAN CASTLE true creatures in and of them themselves,
bend reality to his will The reach of Gaussian Swale is not unique but rather mental projections of Meshala.
within short range, in that a single entity claims the entire Visitors granted entry into the castle
usually creating discrete territory as its own. However, no other discover many more ambassadors within.
objects (or beings) of
silver force as needs reach is controlled by something quite like Beings of flesh are probably more interested
require; each such act to find that the castle interior is pressurized
temporarily drains 1 with breathable air, is protected from
point of his health
heat and radiation, and enjoys gravity like
that found on Earth. Many other earthly
amenities are also available to guests,
including opportunities for food and
rest. But before any of those can be had,
newcomers are escorted into Meshala’s
presence, which is in a tower with an
impressive view of the repulsor jet firing
into the sun’s wide face.

Meshala: Most of Meshala’s visitors see


only a silvery cannister that serves as
his protective shell, carried about by his
ambassadors. (His true form is large,
somewhat bulbous, and loosely fleshed,
pocked with eyelike warts. Meshala is a
creature known as an artifix.) His purpose
is nothing less than the maintenance
and defense of the sun. Powerful as he
is, he’s only managed a holding action
against the depredations of time. Every
few cycles, Meshala dispatches a group of
ambassadors to various sub-control pods
around the circumference of the repulsor
jet to scrub away vermin; chase off wraiths,
ravvle, or other degraded servitor creatures;
and of course do maintenance.
If the PCs are granted an audience with
Meshala to beg his aid, odds are good

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EXPLORING THE ENGINE

they’ll gain it if they are trying to keep the their own devices, they’d eventually wreck
Engine (and thus, the sun) safe. Meshala the repulsor jet. If that were to happen,
knows about the approaching Viridian, it wouldn’t take long for the Engine to be
but he does not know there’s an active finally consumed by the sun.
conspiracy on the Engine. And he’ll need The repulsor jet relies on fuel collected Conspiracy Against
some convincing that such a thing could from the sun, which also still feeds the the Engine, page 26
be true, because that means it happened Engine. If the systems of the Halo were The Halo Feeds the
under his watch, which he doesn’t initially compromised, the sub-control pods have Engine, page 9
want to admit. Even godlike beings hate enough collected fuel to keep the Engine’s Halo, page 53
being wrong. position for only a few cycles, at most.
Any aid granted to characters by Meshala
includes a place to eat and rest. In addition, CORE FUSION CHAMBERS
the artifix creates a special ambassador for The heart of the Engine is a series of
the PCs, one with all of his understanding massive cylindrical chambers enmeshed in
of and ability to repair the numenera, that a surrounding framework of struts at the
will accompany the characters on their Engine’s core. Once, incredible energies
adventure. He may offer additional aid, were generated inside, capable of moving
depending on the situation. the sun and pulling a gravity-bound solar
system behind it.
REPULSOR JET The expanse of the core fusion chambers
A marvel of ancient tech, this sun-facing is massive, extending through nearly all the
edifice extends from the main body of reaches of the Engine. For the most part,
the Engine like a many-pronged spear. the blank cylindrical faces of the fusion
Emitted from the end is a stream of chambers are inaccessible. However, the
magnetically tuned particles, responsible network of access tubes that run through
for counteracting the pull of the sun’s the struts also exist along the skin of the
immense gravity, keeping the Engine in fusion chambers. When several access
place without relying on orbital mechanics. tubes come together, the resulting depot
This repulsive particle jet is visible only forms a pocket chamber within the walls
to those able to see deeply into the of the fusion chamber. Sometimes these
electromagnetic spectrum. pocket chambers contain sub-control Reach, page 31
pods (which have similar characteristics Access Tube Terminal,
Sub-Control Pods: Dozens of sub-control and issues as those along the repulsor jet, page 69
pods are distributed around the though are not defended by Meshala). The Pocket Chamber, page 60
circumference of the jet. Each is essentially pod known as Sanctuary is unique in that it
a module chamber fitted with an access that is inhabited by humans. Module Chamber,
leads directly into an adjacent portion of the page 67
jet’s interior, revealing long shafts of metal, SANCTUARY
crystal, and other materials, all surrounded This pocket chamber is cramped and loud,
by control machinery. Sometimes these filled with cobbled-together installations
sub-control pods are infiltrated by various that a group of forty-some humans rely
creatures infesting the Engine, such as the on to live. They constantly salvage parts,
aptly named Engine parasites, but also components, and iotum from their forays Engine Parasite, page 105
more dangerous creatures like freecyclers beyond Sanctuary (in the precious few Freecycler, page 107
or, in the worst case, a pruthastan. If left to working sunsuits they own between them) Pruthastan, page 117

If more creatures on the Engine were aware of the repulsor jet’s vital importance
to the structure’s continued existence, perhaps they would aid the lone artifix
keeping it in working condition.

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to keep alive the machinery that feeds them, PROPULSION JET
provides protection against radiation and Far larger than the repulsor jet, this
heat, and pressurizes the air around them. monument to the prior worlds extends
It’s not comfortable or safe, but it’s a life. sternward, obviously designed to expel vast
energies. Those energies were once created
Keesa: The leader of Sanctuary is a woman within the fusion chambers, which are now
whose lower body is entirely mechanical. mostly cool. When active, the tongue of
Called “The Commander” by the others, flame was so bright and long that it was
Keesa: level 5, tasks Keesa is a pragmatist. She was born in visible even from Earth, for those who knew
related to running Sanctuary, like all the others still living. where to look and what they were looking at.
Sanctuary as level 7;
Armor 2
According to stories passed down by their As with the repulsor jet, sub-control pods
parents and grandparents, the people are distributed around the circumference of
Sub-control pods, came to this place (which they also call the propulsion jet, though mostly near where
page 49 the Engine) through a “hole in space” that the jet adjoins the sternward fusion chamber.
closed up after them, separating them from Each pod is essentially a module chamber
their people. fitted with an access that leads directly into
Keesa and the others here have a lot of an adjacent portion of the jet’s interior,
down-and-dirty knowledge regarding nearby revealing long shafts of metal, crystal, and
areas, especially as relates to dangers that other materials, all surrounded by control
can be expected and the kind of salvage machinery. Whereas the sub-control
they can find. That’s probably not much pods on the repulsor jet enjoy regular
use to more sophisticated characters. maintenance by an artifix named Meshala,
Meshala, page 48 However, the Sancturans have something of the propulsion jet control pods are far
incredible value, something their ancestors more likely to have suffered long-term
salvaged long ago and that many others degradation thanks to the actions of
Helioduran, page 109 have sought without any luck: a Control invading creatures, such as heliodurans,
Lightning mourn, page 110 Center key. lightning mourns, ravvle, and of course
Ravvle, page 118 Keesa keeps the Control Center key on a pruthastans. In addition to these threats,
Pruthastan, page 117 metal chain securely fashioned around one one of the sub-control pods has been
wrist. It looks like a black glass bead that overrun by splines, lliran, and wraiths and
sometimes flashes red. Keesa uses it to given the name Freedom Point.
open paths into locations that are otherwise
locked. It would take much for her to even FREEDOM POINT
consider letting someone else borrow it, let This many-sided module chamber—
alone take it, since the access it provides refurbished as a community from a
is probably the only reason the Sancturans sub-control pod—features huge openings
remain alive. However, she might agree to on all the faces, allowing its residents
accompany characters looking to enter the the freedom to see in almost every
Control Center, assuming they help her out direction. Most of the automatons and
with a favor first. biomechanicals that reside in Freedom
Point believe themselves to be on the side

“In the time of our grandmothers’ grandmothers, our people came to the Engine.
They should have died. But their determination and skill saw them through. They
held on. More than that, they built Sanctuary. We owe everything to them. We
owe everything to each other. Sanctuary continues to hold us in its life-giving
embrace only because of our daily sacrifices. We thank our ancestors, but we also
thank each other.”
~Keesa, leader of Sanctuary

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EXPLORING THE ENGINE

“Don’t do what others expect of you; do what you like. Don’t compare yourself
to others; that’s an insult to who you are, or who you could be. Fight for what
you believe; fight for freedom! And if you want to shine like the sun itself,
you must burn twice as hot!”
~Typical sayings of Freedom Society members

of what’s best for everyone. They profess side of the Engine, with a beacon on top
that all should throw off the shackles of old that shines like a star. This is the Control
programming, ignore the wisdom of their Center. Gaining entry is only possible for
elders and so-called experts, and be free. someone who has one of the very few
Nearly all of them belong to the Freedom remaining keys. (Denizen has one; so does
Society, headquartered in Freedom Point. Keesa.)
The Control Center is detailed as part
Freedom Society: The rank and file of the of the endgame in the adventure “The
Freedom Society are mostly lliran, splines, Sun Doth Move,” under Accessing the Accessing the Control
and wraiths. Many have the fervor of the Control Center. Center, page 149
newly converted. They regularly go on
“freedom missions” organized by team
captains, where they attempt to disrupt
evidence of Engine repair, manufacturing,
and other upkeep activities. They do this
in the name of freedom, espousing ideals
that may seem reasonable on their surface,
but which all ultimately come down from
a self-serving, power-mad entity called
Denizen. A few sometimes realize Denizen, page 124
they’ve been taken in by Denizen, and
that Denizen has a hidden agenda.
But most, having thrown in their
lot and chosen their team, refuse to
consider they might be in the wrong.
Freedom Society members carry a green
shield on their person, either displayed
on a body screen, scrawled on a metallic
carapace, or as in the case of team captains,
carried like banners. If questioned about
their goals, a Freedom Society captain Freedom Society
talks about “liberating those imprisoned by Captain: as lliran, but
level 6; may be able to
ancient directives that no longer have any summon a pruthastan
meaning.” They also ask, “Why go through (page 117) as ally
these maintenance tasks each day when the
Engine seems fine as it is?”

CONTROL CENTER
A dome-like structure is situated halfway
along the cylinder of the Engine. Most
residents know that this is the fabled
Control Center, visible as a moon-sized
bump at the midpoint of the starward

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OTHER REACHES AND Unexpected Salvage: A spacecraft
KEY SITES HEARSAY spiraling in from the outer solar system
Stuttering Repulsor: A component in the crashed into the Engine, warping one
repulsor jet is damaged. Even with the strut and severing several cables.
regular maintenance it receives, unless Enterprising wanderers salvaged the ship,
the part is replaced entirely, the repulsor releasing beings of pure golden energy
jet will switch off. And as the repulsor that say they come from the future.
goes, so goes the Engine.
Parasite Swarm: The scourge of Engine
Freedom Society Infiltration: Surzen has parasites is worse than ever, suggesting a
uncovered worrying clues that some new source for the creatures, possibly in
among the splines in Vronus may secretly an otherwise little-visited reach.
be part of the Freedom Society, a group
that proclaims to want to help the splines, THE WEIRD OF OTHER
but whose beliefs usually plunge a spline REACHES AND KEY SITES
into an even deeper depression, or make Another Key: Everyone knows that the
one a violent fanatic. original keys granting access to the
Control Center are long lost, and stories
Missing Pods: In the last few decas, some of creatures gaining entry are mythical.
of the sub-control pods on the repulsor However, according to an automaton
jet and the propulsion jet have simply named Raef, evidence of one of these keys
disappeared. Some residents believe this being stored in the Halo has just been
happened after a previously undiscovered uncovered.
function for travel was unlocked by
salvagers. Perhaps that’s true, but a few Machine Infection: A strange lethargy has
pods were probably destroyed by ravvle. come upon many of the biomechanicals
and automatons in the outer reaches,
Sunspot Surge: According to a wraith who are normally immune to and thus
“shaman,” the sun is on the verge of ignorant of such things. Those affected
entering a new cycle of horrific sunspots, also feel strangely cold and suffer
which will raise the ambient radiation data stream interruptions (similar to
to levels above the threshold that many hallucinations) featuring a somehow
residents of the Engine can withstand. ominous green haze.
Flesh shelters may offer biomechanicals
and automatons protection that normally Shadow in the Sun: From some vantage
only flesh beings need. points, a weird dimness has been
observed on the sun’s surface. The
Fungal Hazards: Strange growths dimness moves around, but never in a
of fungus and plants have been on way that can be predicted.
the uptick. Such growths are usually
only dangerous because they clog up Disquieting Transmissions: The machine
installations that produce needful things, channels used by the residents of the
or they coat a surface in such a way that Engine have a new entrant, one that is
it disrupts the normal method residents being transmitted from an unknown
have of adhering. Worse, however, are new location. The communication seems to
fungus and plant growths that animate to consist almost entirely of hammering,
become actively dangerous. cracking, and smashing. A few claim to
be able to discern a rhythm in the noise.
Could it be a message?

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EXPLORING THE HALO

CHAPTER 5

EXPLORING THE HALO

T
he Halo is a swarm of immense could attempt to manually gain control of
mirrors arranged in a ring orbiting the mirror with a successful understanding
tightly around the sun, plus a much numenera task, but such attempts are
smaller number of Halo control stations, hindered by two steps due to mechanisms Halo Control Stations,
each of which shepherds a subset of the in place designed to prevent tampering. page 54
mirrors. The primary purpose of the Halo Control of an individual mirror, whether
is to feed the Engine. This region is flooded granted locally or through a nearby Halo
with radiation and heat from the sun, which control station, provides pointing capability
means the living conditions are just as as well as a limited capacity for movement. Engine Living Conditions,
fraught for terrestrial beings as in other If someone were determined enough, they page 13
Engine locations, unless noted otherwise. could use a mirror as a vehicle, though
Someone with even a basic knowledge of attempting to move through the mirror
the numenera who gains access to one swarm can be tricky, especially if a Halo
of the Halo control stations can deduce control station resists the attempt to
that the Halo selectively focuses reflected remove a mirror from its fleet. As a vehicle,
radiation and light back at the sun. The a mirror could easily reach any other mirror
resultant reaction lifts materials from the or control station in the Halo. Going to
sun’s surface, which is taken up by great the Engine is also possible, though tricky,
intake valves in the Engine. because most mirrors do not possess
Currently, ninety percent of the mirrors a mechanism to quickly bleed off the
are randomly focused; only some actually immense orbital velocity every mirror has
provide fuel to the Engine, just enough to in relation to the stationary Engine, which
maintain the repulsor jet that keeps the means those trying to steer one to the Repulsor jet, page 49
entire structure from falling into the sun. If structure usually succeed only by crashing.
the Engine fusion chambers and connected
propulsion jet were to restart, the mirrors Polishers: At any given time, a Halo mirror
would automatically adjust to provide hosts a small fleet of polisher automatons Polisher automaton:
enough fuel, assuming no malfunctions. that resemble transparent beetles, each level 5; Armor 2; Armor 5
against heat, radiation,
about 10 feet (3 m) in diameter. They keep and effects of vacuum
the mirror surface free of debris, replace
HALO MIRRORS azure steel tiles in the rare instances that
Each Halo mirror measures dozens of that’s required, and otherwise manage Halo mirror: level 5
miles in diameter, roughly proportioned like upkeep of the object. They also defend their
a dinner plate. The reflective side is tiled mirror from intruders.
with azure steel segments. The back side Azure steel, page 112
is crisscrossed with metallic threads and Internal Spaces: Every Halo mirror contains
devices. Normally, these devices listen for a cavity protected from the radiation and
instructions sent by the closest Halo control heat that floods through the vacuum
station. Someone who physically visits one so near the sun, though they are not

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pressurized. Entrances are clearly marked own right. Over time, many have developed
on the exterior. Each internal space has a idiosyncrasies and even personalities,
Flesh shelter, page 36 minimal and normally offline flesh shelter taking on names and “hobbies” that are
(which could be activated to create pressure not part of their original spec. A few have
Pocket chamber, page 60 and breathable atmosphere), as well as abandoned their roles entirely. Some
a small store of replacement azure steel had different original purposes for being
Halo control station: tiles used by the polishers. A subset have part of the Halo—such as the Citadel of
level 6 additional features, similar to the variety of Radiance—whereas others have simply
options presented for pocket chambers. fallen into disrepair.
The Citadel of Radiance
is a Halo control station Interacting With a Station: Because each
that is beginning to fail,
if it hasn’t already. It
HALO CONTROL STATIONS station has some degree of self-awareness,
features a transference A subset of the objects making up the Halo approaching and entering one is far easier
dimensional portal are control stations. They communicate for characters who handle the task as a
leading to a location with each other and with neighboring mirror series of diplomatic challenges rather
on the surface of the
Ninth World. For more components via invisible machine channels. than as if entering a structure or ruin.
information, see The This communication represents a hideously Certainly it’s possible to do the latter,
Vortex, page 14. complex orbital dance designed to keep either because the PCs are ignorant of the
the mirrors and stations from crashing into invisible machine channels a station uses to
Most Halo control each other, and more importantly, to keep communicate, or because of belligerence or
stations transmit a reflection focus on specific spots on the a compelling reason to ignore the station’s
locational beacon on
an invisible machine
sun’s surface despite the rapid velocity of desires. In such a case, the station rallies all
channel, which provides each underlying component. its defenses to fend off the intruders.
a method for finding a Each control station is several dozen
particular station among miles in diameter (or more), but in effect, Station Defenses: Most Halo control
the vast number of
moving components. each one is an individual automaton in its stations have batteries of particle beam

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EXPLORING THE HALO

The Halo control stations orbit the sun just as the mirror segments do, so a
spacecraft disembarking from the Engine must make up the difference in velocity
between the fixed Engine and the speeding Halo components.

weapons capable of reaching for many marked on the exterior. Most stations
miles, depending on the station’s state of include the following specific chambers.
repair. If vehicles or creatures approach a Control Room: As the structure’s name
station from the exterior without permission suggests, Halo control stations feature a
and aren’t shielded from perception, large control room. Each station, which is
the station attacks. Vehicular combat essentially a giant automaton, normally Vehicular Combat,
rules apply, especially if the intruders are runs these processes itself, but the control page 405
approaching in a spacecraft. Lone creatures room remains. Someone who succeeds on
without a spacecraft stand little chance a couple of understanding numenera tasks
against a station in a straight-up fight. could take control of the fleet of Halo mirrors
Besides exterior defenses, most control that are within that station’s purview.
stations also employ guardian automatons However, control isn’t handed over Guardian automaton:
within their interior, depending on the without negotiation. If characters attempt to level 4; Armor 3; Armor 5
against heat, radiation,
station’s state of repair. These automatons simply seize control, they come under siege and effects of vacuum
deal with internal threats, usually in groups from a large group of guardian automatons.
of four. Station Manufactories: An automated
factory can be powered up to produce azure
Station Personality: Most stations evince steel tiles in order to replenish the stores
by-the-book, no-nonsense personalities. kept by various mirror segments. Powering
But some are playful, curious, cruel, up requires explicit permission of the
despondent, and so on. Most are motivated station, and requires that solar particles be
by their primary responsibility. Some, collected in a deployable dish-shaped net.
however, have taken up additional goals, and A full collecting run takes a few months,
have partly reconfigured their interiors to but it’s often possible to do a partial run to
accommodate them. For instance, the station create a few units of azure steel in a day.
called Kularkesh has taken up gardening. Other Chambers: Many contain various Kularkesh, page 56
A station can see through any of its machines and devices in disrepair that,
guardian automatons and speak with its at minimum, could probably be salvaged
own voice (through an invisible machine for numenera. A subset have additional
channel). Alternatively, most any interior features, similar to the variety of options
surface of a station can also speak with presented for module chambers, or as Module chamber, page 67
the station’s voice and provide sensory generated by rolling a few times on the Chamber Features
information to the station about what’s Chamber Features Table. Table, page 62
going on in any compartment. That’s not
to say a station is omniscient regarding all
the chambers that lie within it. Something HALO LOCATIONS
significant must happen to draw a station’s The following two locations detail an
attention to a particular point within itself. individual Halo mirror with a trapped
explorer, and a Halo control station with a
Internal Spaces: Every station has many gardening hobby.
interior chambers. As with the mirrors, a
large number of these are protected from MIRROR SEGMENT 9X*P5MBY!0
the radiation and heat that floods through This Halo mirror (designated 9X for short)
the vacuum so near the sun, though they seems outwardly like a standard version.
are not pressurized. Entrances are clearly However, a repeating message transmitted

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over an invisible machine channel leads The botanical chamber on Kularkesh
those who interpret the signal as a call for is a dozen miles (19 km) in diameter,
help to this particular mirror. pressurized, and a radiation- and heat-free
Hyber, page 80 An active hyber (an artifact that zone where fleshy beings can easily survive.
encompasses contents in stasis) contains The artificial environment resembles a
a biomechanical creature. If the hyber is rainforest and is rich with life, including
deactivated successfully, the creature within small animals and insects. However, lately a
wakes. It is a type of automaton known scourge of deadly plant and fungus creatures
Monitor, page 113 as a monitor. How things proceed at this have begun to take over, killing everything.
point is a bit touch and go, as the monitor These growths are consistent with those
Viridian Hazards, page 23 is disoriented and confused. It initially described under Viridian Hazards.
mistakes those who wake it as enemies. It’s In the short term, those seeking to
Greenish crystal up to the characters involved to deescalate end the issue discover that a greenish
shard: level 6 if they can. Otherwise, if not stopped, crystal shard embedded at the heart of
the monitor attempts to steer the mirror the disturbance in the botanical chamber
segment directly into the sun, but save itself produces a transdimensional resonance.
by jetting away. If the shard is destroyed, the acceleration
If calmed, the monitor instead proves of the Viridian’s influence is severed. But
grateful, in its own way. At first, it produces ultimately, the only way to restore the
a few random cyphers for the PCs. Later, it chamber completely is to start the Engine
appears when the characters could use an again and speed the sun and solar system
ally in an encounter. away from the approaching threat.

KULARKESH THE HALO HEARSAY


The station known as Kularkesh is Station Politics: The various Halo
desperate to understand what’s gone stations must communicate on some
wrong in its massive botanical level to coordinate the mirrors in
chamber, which it has tended their keeping. As with any community,
for thousands of years factions among the stations have
without incident. To gain emerged based on differences of
help, it packed limited opinion that, to a non-station, seem
versions of itself into especially esoteric. On the other hand,
several dozen guardian the stations that have abandoned their
automatons, then charges are considered to be criminals.
used its manufactory
to create craft capable THE WEIRD OF THE HALO
of reaching various Solar Worms: An intrusion of burning,
points on the Engine wormlike tendrils has been found
and even the planets growing on hundreds of mirror
farther out into the components. These intrusions are
solar system. resistant to the polishers that normally
Should anyone meet one deal with such things. Whenever
of these envoys and agree to automatons and biomechanicals get
help, it arranges passage close, they begin to suffer mechanical
back to Kularkesh (either glitches until they back away.
using the same craft it
came on, or finding a way
to activate augmechs
that lie in storage on the
station for the interested
parties to use).

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MAPPING THE ENGINE

CHAPTER 6

MAPPING THE ENGINE

E
dge of the Sun describes many set MAPPING THE HALO
locations in chapter 4 and chapter 5, As described in chapter 5, the Halo is Chapter 4: Exploring
as well as in the adventure in chapter composed primarily of great mirror sections the Engine, page 31
12. But the Engine of the Gods is a massive of azure steel, which are embedded with Chapter 5: Exploring
structure the size of a small planet, and minimal command-and-control functions the Halo, page 53
far more of it is described only in general to allow for pointing for best reflectivity. Chapter 12: The Sun
terms in this book, leaving it up to GMs Scattered between them are orbiting control Doth Move, page 126
to create encounters and locations to suit stations, responsible for shepherding
their needs. To help with direct inspiration, the mirror sections. Finding these
this chapter presents the Engine Map unfixed points at any given time requires
Generator for creating routes through the a connection to the invisible machine
vacuum-swaddled, strut-framed reaches of channels, with the hope that the desired
the Engine. module is broadcasting a beacon.
Thus, mapping the Halo using the
deterministic method provided in this
MAPPING THE ENGINE chapter isn’t really viable. Instead, if
The Engine of the Gods is essentially characters want to find a control station,
a massive space station, one primarily they must attempt a level 7 understanding
composed of vast interstitial spaces. numenera task, presuming they first have a
Sometimes PCs can get a general idea of method for accessing the invisible machine
where they need to go by tapping into a channels (such as those provided by most
nearby device connected to the Engine, but augmechs). If successful, they can get a fix
the route between their starting point and on a variety of stations.
their ending point isn’t known. Other times, Reaching any point in the Halo from
they might simply wander the Engine, the sun requires a spacecraft or a direct
hoping to find interesting discoveries. Any transference method. The Halo control
time characters move through the structure, stations orbit the sun just as the mirror
there is an opportunity for exploration. segments do, so a spacecraft disembarking
The system provided here is designed from the Engine must make up the
to allow you to generate mapped routes, difference in velocity between the fixed
complete with new locations and Engine and the speeding Halo components.
encounters, on the Engine of the Gods. However, once the PCs reach a station,
You can use it during a game session, they can gain control of a large portion
generating a route and map of an area of nearby mirror fragments. You can also
on the fly. Alternatively, you can create a generate additional interesting features for
mapped route ahead of time to help set the the station by rolling a few times on the
stage for a larger adventure. Chamber Features Table. Chamber Features Table,
page 62

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The system presented here—the Engine Map Generator—is tuned to work best
with the structural features of the Engine of the Gods, but it could be adapted to
generate encounters for nearly any prior-world facility.

ENGINE MAP GENERATOR map resembles a single line with features


To use the Engine Map Generator, choose noted along the length at discrete points. Of
a place on the Engine to begin mapping. A course, since struts are not corridors or roads,
good place to start is an already-keyed site. but three-dimensional cylindrical buttresses,
For example, one of the noted locations you should note the position of each feature
Eryth, page 34 is Eryth, a reach described in chapter 4. If around the strut’s circumference.
you’re using the adventure in chapter 12, the
PCs might decide to explore in a direction MAKING CALLS,
you haven’t prepared for. This system will INTERPRETING RESULTS
Given how big and long inspire new locations and encounters. Despite the fact that random dice play a
most struts are, it’s Alternatively, you can just start wherever. central role in the mapping process, the
possible that an entire
new map you generate
A random strut is the best place to begin, system presented here is not designed to
could stretch just a few anywhere along its length. It’s up to you be fully deterministic. The tables are meant
miles along a single strut. where the strut is located relative to other as a robust guide and flavorful inspiration
noted Engine locations. for creating interesting situations and
Whatever the situation, the process is encounters for characters exploring the
the same. Engine of the Gods. However, it falls to
• Choose a direction along the strut you’ll you as the GM to interpret the results and
be generating results for, then roll on the modify them as necessary to create logical
Struts Table, page 59 Struts Table. This table offers a random and fun maps.
way to determine where along the strut For example, if you’ve already determined
to place features. through previous rolls that an area contains
• To determine what features to place, roll a particular feature of a specific size, then
Engine Feature Table, on the Engine Feature Table. a nearby feature that overlaps the same
page 60 • If some other kind of result is indicated, area along the strut can’t simultaneously
either map it directly, or roll on the be there. At least, not without some
indicated table. interpretation. You have several options.
If you have a copy of Jade Reposition Through Rotation: Because each
Colossus: Ruins of the Note that you don’t have to roll strut has a circumference of several miles,
Prior Worlds, you could
adapt the Numenera
immediately to see the exact nature of a it’s easy to rotate the result along the curve
Ruin Mapping Engine generated feature; you can come back later, so that even though both features lie at the
presented in that book or never generate the specifics of the feature same distance from an arbitrary point along
as a companion system (if the characters never look to see what it is). the strut’s length, they don’t overlap. This is
to supplement the
Engine Map Generator. Sometimes a feature indicated on the probably the best method.
Engine Feature Table calls for a roll on Overlap: Maybe the feature you just rolled
a secondary table. For example, say you does exist contiguously with the previously
roll on the Engine Feature Table, and your rolled feature. Many times, it’s not an issue.
result is “pocket chamber.” When you For instance, in the case of a strut and a
look up the pocket chamber description, cable overlap, there’s no reason the cable
you discover an associated section that couldn’t simply be connected to the strut.
provides instructions on how to generate Likewise, if a creature abode is generated,
the specifics of the chamber. it probably intersects one or more cables,
Many Engine struts stretch hundreds of is associated with a chamber, or has some
miles before reaching a joint, where several other feature that the creatures have figured
struts come together in a nexus. Thus, a given out how to exploit for their own gain.

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MAPPING THE ENGINE

Change or Ignore It: If nothing else works, fraction of the unrelenting glare of the
remember that the map generator serves sun. Under very close scrutiny, the metal
you, not the other way around. Change the resembles a variety of hardened, metallized
feature to something that makes sense, or foam.
just ignore the result and move on.
Congratulations. You’ve just begun Procedure: Roll or choose a result on the
mapping the Engine of the Gods. Struts Table. Each result indicates the
distance traveled along a strut before
MAKING CONNECTIONS TO another new feature is encountered. PCs
KNOWN LOCATIONS following a spiraling path move one third
If the characters are trying to find less far along the strut’s length, but can
their way to a specific location or survey its entire outer circumference as
reach that is known (like many of they travel along it. Whenever a feature is
the areas described in chapter 4), indicated, roll on the Engine Feature Table Chapter 4: Exploring
random feature generation can’t to determine what is found. the Engine, page 31
possibly get them there. Instead, look Unless the result is a joint, continue
at the relative distances and direction rolling on the Struts Table for the separation
already mapped, and decide whether between additional new features farther
the characters are close enough to the along the strut, as necessary or desired.
site they’re seeking for a connection to Tailor the maps
STRUTS TABLE generated to your needs,
plausibly be made on the map you’re using judgment and
generating. If so, at some point along d10 Feature Separation Along Strut common sense to curtail
the map, stop rolling and make a 1 50 feet (15 m) to next Engine or adjust the results
as necessary to ensure
newly generated feature the sought-for feature an interesting series of
location. 2 100 feet (30 m) to next Engine locations. In effect, use
feature the generator as a guided
series of design prompts
3 1,000 feet (300 m) to next Engine to get the most out of it.
STRUT feature
Struts are the largest component of the 4 2 miles (3 km) to next Engine Strut: level 7
latticework that forms the open, feature
three-dimensional framework of the Engine. 5 5 miles (8 km) to next Engine
They not only help define borders between feature
various reaches within the Engine, they 6 6 miles (9.5 km) to next Engine
are akin to highways or wide corridors, in feature
the sense that by traveling along a strut,
7 7 miles (11 km) to next Engine
one eventually finds interesting secondary
feature
structures, new avenues to explore,
creatures, and so on. 8 8 miles (13 km) to next Engine
Any given strut is miles in diameter. This feature
means that PCs traveling along the length 9–10 9 miles (14.5 km) to next Engine
of a strut may not notice any given feature feature
unless they take a spiraling route, as if
following the imaginary stripes on a candy ENGINE FEATURE
cane, as they move along. If characters do Roll on this table whenever you wish to
so, their reward is about three times the generate an Engine feature. These features
number of features rolled for any given are usually located along a strut or cable.
length of strut, though they only travel
about one third as much distance down the
length as the xi-drake flies.
To casual observation, struts appear to
be dark metal, capable of absorbing a small

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ENGINE FEATURE TABLE POCKET CHAMBER
Page Purpose-built chambers in a hollow within
d100 Engine Feature Reference the immense struts of the Engine are
01–20 Cable 60 common.
If a pocket chamber result is rolled on the
21–58 Pocket chamber 60
Engine Feature Table, the characters find
59–75 Creature 66 an accessway on the strut’s exterior, usually
76–82 Module chamber 67 appearing as a circular vault-like door
83–90 Access tube terminal 69 some 25 feet (8 m) in diameter, complete
91–00 Hazard 70 with a control surface or physical controls.
Like prior-world ruins found elsewhere, it’s
difficult for explorers with merely
CABLE human-level expertise to determine the
Cable: level 6 Cables connect distantly located struts original purpose of the pocket chamber.
along much thinner intermediary lengths (or Despite that, explorers can sometimes
to other cables, which are in turn connected discover useful things.
to distantly located struts). Cables provide
a secondary structural component to the LIGHT
Engine. They also offer a large amount of Unless noted otherwise, pocket
additional surface area for the placement chambers are usually dark.
of installations, other machines, storage
vaults, and other needful things. Thus, each
cable is like a much thinner, flexible strut. As Procedure: To generate a pocket chamber,
with struts, sections along a particular cable roll once on the Chamber Condition Table
might be colonized or coopted by entities and once on the Pocket Size Table.
inhabiting the Engine. Next, determine contents. About 15
If a cable result is rolled on the Engine percent of the rooms discovered are empty;
Feature Table, the endpoint of a 10-foot (3 m) however, if you determine that one isn’t
Chamber Features Table, diameter metallic braid of synthsteel is empty, roll on the Chamber Features Table
page 62 found bolted along the strut. The other end to populate it with interesting and weird
extends inward, reaching toward the center things.
of the Engine. Last, roll percentile. About 15 percent
(01–15 on d100) of pocket chambers
Procedure: To randomly generate what might connect to another pocket chamber (and
be attached to the cable, use the Struts so on from there). Generally, the conditions
Table and the Engine Feature Table, adapting in the first pocket chamber are the same
and interpreting the results as necessary to as for the second, but with different
establish points of interest along a 10-foot features. However, you could roll a separate
(3 m) diameter cable instead of connections condition for each connected pocket
along a much more massive strut. chamber if desired.
For starters, interpret all pocket chamber Pocket chambers are generally spherical
results (spaces normally located inside the in shape. They usually also contain insets,
cylindrical length of a strut) as if they were cubbies, basins, nooks, and so on. It’s not
module chambers (attached structures necessary to explicitly detail the room’s
with internal space). If the result is a joint, shape to describe the situation to the PCs,
a nexus of cables is reached (rather than but the GM can do so if desired.
a nexus of struts), all connecting to a
synthsteel donut-shaped ring about 100 feet
(30 m) in diameter.
For the most part, results that make
sense along a strut also make sense along
a cable.

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MAPPING THE ENGINE

CHAMBER CONDITION TABLE POCKET SIZE TABLE


d20 Chamber Condition d20 Pocket Size
1–2 Sealed with working airlock; 1–2 Closet-sized*
interior is pressurized with 3–6 15 feet (5 m) across*
breathable air that renews itself 7–15 30 feet (9 m) across**
3–4 Sealed with working airlock; 16–18 50 feet (15 m) across Pressurized chambers
interior is pressurized with are safe for beings
19 60 feet (18 m) across
breathable air, but air-renewing normally unable to
mechanism is fragile 20 90 feet (27 m) across survive on the Engine,
*Too small for augmechs (page 84) providing relief not only
5–17 Unsealed, open to vacuum, from vacuum, but also
**Uncomfortably tight for augmechs
but if sealed and air-renewing from environmental
mechanism repaired, could damage from the sun’s
heat and radiation.
be pressurized; salvage tasks CHAMBER FEATURES
hindered The chamber features described here are
18 Vault door missing, making provided as inspiration, and the GM can
airlock useless; open to vacuum; develop them into a full encounter should PC
salvage tasks hindered explorers attempt to interact with a device.
19 Sealed with working airlock, but All effects, task difficulties, and defenses
claimed and repurposed by a triggered by pocket chamber features are,
creature; roll on Creature Table on average, level 6, but feel free to vary that. Creature Table,
For example, to figure out what a particular page 66
20 Burned out completely by some
past disaster; roll on Engine device or machine does, a character Engine Hazards Table,
Hazards Table; salvage tasks probably has to succeed on a difficulty 6 page 14
hindered by two steps understanding numenera task.
Generally, features of a pocket chamber—
such as devices and machines found

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within—are integrated into the room and 09 Temporal decelerator; activity
can’t be removed without destroying them. in room takes ten times as long
They might be inset, emerge from a wall or from POV of anyone outside
floor, or be powered by something else in
10 Temporal accelerator; activity in
the chamber. (Exceptions are possible, if
room takes one tenth as long
PCs employ ingenuity.)
from POV of anyone outside
Any chamber that has a feature can
Salvaging, page 108 probably be meticulously salvaged, or 11 Seed repository from previous
quickly salvaged for one or two cyphers and epochs of vegetation long extinct
1d10 shins. on Earth and other planets
12 Displays mostly
CHAMBER FEATURES TABLE incomprehensible symbols that
d100 Chamber Feature fluctuate over time; on successful
understanding numenera
01 Machine extrudes arbitrary
task, a user can obtain some
lengths of 1-inch (2.5 cm)
comprehension:
diameter synthsteel strands
d10 Information Shown
02 Machine braids thinner
synthsteel strands into cable-size 1 Sun “weather” and status
braid 2 Halo orbital dynamics
03 Machine extracts all liquid from 3 Engine structural status
specified object or volume placed 4 Engine thruster status
Viridian, page 22 on/in adjoining receptacle 5 Viridian proximity
04 Machine sears to ash any object 6 Spline population centers
placed on/in adjoining receptacle 7 Lliran population centers
05 Free-floating translucent spheres, 8 Crèche locations and
each filled with quivering yellow status
gel
9 Viridian “infection” spots
Pruthastan, page 117
06 Machine displays other parts of on Engine (pruthastan
the Engine, Halo, or sun surface activity, usually)
07 Device causes vibration of 10 Solar system’s projected
arbitrary frequency in object or path through universe
volume placed on/in adjoining
receptacle 13 Breathable air and pressure
08 Fluid storage, roll for variety: generation; connects to adjoining
Access Tube Terminal, access tube terminal in the strut
page 69 d10 Fluid
14 Tissue sample repository from
1 Fresh water
previous epochs of life extinct on
2 Salt water Earth and other planets
3 Methane (super cooled) 15 Flesh regenerator; allows PCs
4 Iron (molten) free recovery rolls on successful
5 Acid tasks to use installation
6 Pesticide/fungicide 16 Flesh generator; if provided
7 Heavy water tissue sample, can grow a clone
body part (or entire body)
8 Ethanol
17 Flesh recompiler; infects flesh
9 Mercury
with nanovirus that converts pure
10 Programmable nanite
flesh to biomechanical flesh over
slurry
several days, after which subject
gains 3 Armor against radiation
and heat

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MAPPING THE ENGINE

18 Racks of thousands of crystal 33 Map of the Engine showing


ampules filed with mostly current vehicle ports with
degraded nanites spacecraft in dock (most records
19 Temporal apparatus are millennia out of date)
(malfunctioning) physically ages 34 Crèche-like chamber containing
nearby creatures one day per dozens of powered-down level 1
minute cleaning automatons
20 Flesh illuminator; creature gains 35 Crèche-like chamber containing
a spot on skin/surface that glows dozens of powered-down level 4
with bright light at will defense automatons
21 Fossil collection, mostly of weird 36 Control surface for directing an
starfish-like creatures in slate Engine-mounted particle beam
with oddly human eyes defense system with erratic
22 Control surfaces provide reliability
augmech remote control from a 37 Protein extrusion machine, Augmech, page 84
crèche located elsewhere adjustable to a wide variety of
23 Umbilical ports provide augmech viable consumables; erratic
telepresence control from a reliability
crèche located elsewhere 38 Trash compactor; cleaning
24 Umbilical ports provide augmech automatons deliver trash,
datapresence control from a and later it’s compacted and
crèche located elsewhere jettisoned into sun
25 Crèche containing a 39 Racks containing 1-foot (30 cm)
single augmech in need of cubes of frozen water, each
refurbishment and repair bearing a unique symbol (a
26 Crèche containing a single number)
working augmech 40 Racks containing metallic pods,
27 Installation that puts living each filled with red crystal
creatures in state of hibernation residue; if rehydrated, wraith Wraith, page 122
forms
28 Installation that puts anything
into stasis through local slowing 41 Machine that dehydrates a living
of time creature placed on/in adjoining
receptacle, forming residue
29 Leaking psychic energy reservoir
makes a character believe they 42 Device exerts extreme gravity able
are an automaton tasked with to trap those unable to pull away
some ancient directive 43 Pressurized, temperature-controlled
30 Reflective surfaces seem to show flesh shelter (see Nardan Flesh Nardan Flesh Shelter,
Shelter) page 36
viewer and surroundings with
visual flicker that constantly
changes small aspects of the
image; pandimensional energy is
strong in chamber
31 Map of the Engine on the macro
scale; with some fiddling, could
get detailed, real-time views
32 Map of the Earth; with some
fiddling, could get detailed,
real-time views

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Direct transference, 44 Direct transference facility aimed 49 Scintillating symbols on crystal
page 29 at one of the following locations, display can upload knowledge
which usually has a similar directly into viewers’ minds:
facility pointing back to the initial d10 Knowledge Transferred
location, though it may require 1 One Engine malfunction
repair:
2 Sun’s increasing
d10 Transference Destination temperature
1 Another part of Engine 3 Viridian’s approach
2 Halo 4 Location of a crèche
3 Ruin on Earth 5 Location of a direct
4 Ruin on Mars (Naharrai) transference device
5 Cloud city on Venus 6 Asset on next Intellect task
(Urvanas) 7 Location of an artifact
6 Ruin on the moon 8 Location of a cypher cache
7 Ejection into the sun 9 Songs splines like to sing
8 Adjustable location 10 Plasmar weakness
9 Toward Viridian (acts as an asset in any
10 Toward a defunct space interaction or combat)
station in outer solar
50 Hoop duplicates one piece of
system
equipment passed through it
45 Doll-like synth versions of various 51 Hoop coats whatever passed
Engine-native automatons and through it in matte black coating;
biomechanical creatures creatures risk suffocating until
46 Displays strange fiery structures they can clear covering from
on sun’s surface (possibly mouth and/or nose; others
Plasmar, page 116 plasmar cities) blinded/deafened/sense deprived
47 Displays fixed on the Engine city until coating cleared
Wrawn, page 39 of Wrawn 52 Medical machine heals creature
48 Scintillating symbols on crystal but sometimes adds vestigial limb
display act as fascination traps, 53 Floor whispers in unknown language
until victims can look away 54 Gooey yellow fluid sluggishly
flows in complex series of
transparent tubes
55 Device with five handle-like
controls; if all grabbed, a shudder
shakes entire span
56 Machine covered in complex
pattern of pulsating spots, going
from flat to convex and back again
57 Device permanently imbues
object with additional mass (up
to ten times as much as normal)
58 Device translates all languages
spoken, including machine
languages, to language of listener

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MAPPING THE ENGINE

59 Window-like pane looking out 72 Scuttling automatons draw


on realm of ever-changing together, becoming a single
fractal designs dangerous threat
60 Window-like pane looking 73 Vapor fills the chamber, arising
down on surface of vast sea from the unmoving form of an
of silvery fluid unknown creature
61 Purple column hums and 74 Metallic plate on the wall vigorously
rumbles, sometimes dropping attracts cyphers to its surface
leaf-like scales of synthsteel 75 Device overcharges nearby
62 Cracks in the outer surface of cyphers, increasing level by +2 or Anything that affects
the chamber imply degraded detonating them an automaton or
chamber integrity biomechanical creature
76 Screen flashes the faces of nearby will usually affect an
63 Automatons fall immobile creatures, then displays detailed augmech (page 84).
in chamber; biomechanical map of their recent travels
creatures’ tasks are hindered 77 Screen is mostly static,
64 Light sculpture duplicate of sometimes clears to form image
explorer forms and asks for of potential future
clearance code 78 Machine tries to sort all objects
65 Orrery-like mechanism, broken according to size
66 Two eyelike orbs gaze 79 Boxing machine; attempts to
independently; if gaze locks on containerize nearby creatures
single target, petrification begins and objects
67 Wide surface dyes anything 80 Iotum repository Iotum, page 107
placed on it bright red 81 Device blends two creatures into
68 Machine attempts to extract a single whole (results not always
power supply (or organ) of viable)
nearby creatures 82 Device creates two creatures
69 Machine gradually freezes from a single creature (results
objects (and creatures that don’t not always viable)
move away) to absolute zero 83 Device shrinks objects or creatures
70 Machine sprays a fine grit of 84 Mechanism incorporates a cypher
nanites over target; the nanites carried by a creature into its body
behave as follows: 85 Mechanism produces different
d10 Nanite Behavior melodies over various
1 No effect communication channels
2 Try to eat target 86 Jumble of textured metallic cubes
3 Glow in the dark sealed in extra-secure vault
4 Replace/add weird eyes 87 Memory-affecting machine erases
5 Replace/add tentacle last few minutes of experience

6 Melt equipment 88 Machine recharges a depleted


artifact
7 Form a new cypher
89 Machine depletes a working artifact
8 Form a new artifact
90 Device quizzes creatures on
9 Enhance sense of touch
arcane maintenance schedule
10 Grant +1 Armor for Engine
71 Machine dispenses an oddity Oddities, page 304

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91 Malfunctioning device transfers pressure-less environment. Any number of
machine virus to nearby human NPCs might have been squatting in
automatons or biomechanical a spacecraft that some other entity found
creatures and used to travel to the Engine, leaving
them stranded. And so on.
92 Synthsteel column holds
slithering lines of emerald goo
Procedure: Roll on the Creature Table. Use
93 Transparent panes create mazelike the Environment section of the creature’s
path across chamber, currently entry to decide how many creatures of the
trapping a random creature specified kind are encountered.
94 Crèche containing an augmech
piloted by a malicious datasphere CREATURE TABLE
sprite d100 Creature Encountered
95 Racks holding library of prosthetic 01–04 Chytrid
manipulating limbs (including a
05–09 Drahq
few fleshy human hands)
10–14 Engine parasite
96 Huge manipulating arm acts
15–18 Flesh buster
erratically
19–22 Freecycler
97 Exit seals after entry, creating a trap
23–26 Gaurn
98 Translucent cube tumbles at
27–30 Helioduran
chamber’s center
31–34 Lightning mourn
99 Shaft of brilliance imparts regular
35–38 Lliran
Earth gravity to any creature that
enters it (most of the Engine 39–42 Locust
experiences low gravity) 43–46 Monitor
00 Temporal glitch forces creatures 47–50 Murder bloom
to repeat previous few minutes 51–54 Phantom architect
until they can escape 55–58 Plasmar
59–62 Pruthastan
63–66 Ravvle
CREATURE 67–70 Spline
Creatures encountered on the Engine and 71–74 Strut ooze
Chapter 10: Creatures, Halo are primarily those described in chapter
75–76 Suneko (titanothaur)
page 102 10. Use the Interaction and Use sections of a
77–79 Wraith
creature’s entry to inspire its reaction to the
PCs and what it might be up to. 80–00 If you have Numenera Bestiary
Results on the Creature Table provide 3, roll a d6 to determine which
an option for using creatures presented random encounter table to roll
in other Numenera products. If such on (otherwise, ignore this result,
a creature is encountered, adapt its and reroll or choose from options
circumstances so they make sense in the 01–79 above):
context of the Engine. For some creatures, d6 Random Encounter Table
adaptation will be minimal. For example, 1 Exploring Ruins (Table A)
Disassemblers, the appearance of disassemblers or other 2 Exploring Ruins (Table B)
page 233 automatons on the Engine doesn’t require 3 Existing in the Fringes of
Ravage bear, page 249 much adaptation, if any. On the other hand, Civilization (Table A)
if a ravage bear is indicated, perhaps it 4 Existing in the Fringes of
Laak, page 239 wandered into a transference device and Civilization (Table B)
now is stuck in a pressurized chamber. 5 Exploring the Night
If laaks are indicated, maybe this variety
6 Uncovering an Area Where
has been somehow modified to exist in a
Nothing Should Live

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MAPPING THE ENGINE

MODULE CHAMBER
Module chambers are distinguished from LIGHT
pocket chambers because they exist as Unless noted otherwise, module
separate structures (“modules”) attached chambers have portholes or other
along a strut or tethered to a cable rather transparent sections, allowing the light
than as compartments inside a strut. of the sun to illuminate the interior.
If a module chamber result is rolled on
the Engine Feature Table, the characters Procedure: To generate a module chamber,
observe the external structure from a very roll once on the Chamber Condition Table Chamber Condition
long distance away or even farther. It’s (pocket chambers and module chambers Table, page 61
usually easy to find an array of entrances on use the same table to determine condition)
the module’s surface, ranging from those as and once on the Module Size Table. Module Size Table,
small as a circular vault-like door some Next, determine contents. About page 68
25 feet (8 m) in diameter, to vast force-field 25 percent of the modules discovered
controlled gaps (when sealed against are empty of anything but detritus and
vacuum) a few thousand feet across that are wreckage; however, if you determine that
suitable to be used as docks for incoming one isn’t empty, roll on the Module Features
spacecraft. Smaller entrances typically Table to populate the chamber with
feature control surfaces or physical controls. interesting and weird things. (The Module Module Features Table,
Module chambers are almost always Features Table has several unique options, page 68
much larger than pocket chambers, since but also refers back to the Chamber Chamber Features Table,
their construction was not bounded to a Features Table.) page 62
strut’s interior cylindrical shape. Often, Last, see if the module is alone or
module chambers are constructed of connected to another one. About 10 percent
synthsteel. Most include portholes or larger of module chambers connect to another
transparent sections at regular intervals. module chamber or—if you prefer and
the module is attached to a strut—to a

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Module chambers are securely attached to the strut (or series of cables). However,
in disasters of sufficient magnitude, a module could become detached. If heroic
methods are not quickly employed, the detached module falls into the sun.

pocket chamber. Generally, the conditions Any module that has a feature can
Salvaging, page 108 in the first module chamber are the same probably be meticulously salvaged, or
as for the second, but with different quickly salvaged for one or two cyphers and
features. However, you could roll a separate 1d10 shins.
condition for each connected module
chamber if desired. MODULE FEATURES TABLE
Module chambers are usually boxy d100 Module Features
or rectangular. Sometimes they are one 01–08 Spacecraft port or vehicle depot,
massive open space, and other times they usually long abandoned and
are broken into smaller sections, especially mostly filled with wreckage
those 10 or more miles across. except for the spacecraft or
vehicle rolled on the following
MODULE SIZE TABLE table; vehicles are adapted to
d20 Module Size work along struts or cables;
1–2 2,000 feet (600 m) across sealed ports feature a working
3–6 1 mile (1.5 km) across force field covering a large gap
7–15 5 miles (8 km) across that would otherwise be open to
space:
16–18 10 miles (16 km) across
d10 Port Features
19 100 miles (160 km) across
Hover disc, page 174 1 Hover disc dispensary
20 200 miles (320 km) across,
reroll, and add distance to 2 Fiery ascender
Fiery ascender, page 173
previous result 3 Burrower (moves in struts)
Burrower, page 171
4 Flyer
Flyer, page 174 5 Planetary escape pod
MODULE FEATURES
Planetary escape pod, The module features described here are 6 Terapede
page 176 provided as inspiration, and the GM can 7 Junkwing

Terapede, page 177


develop them into one or more encounters 8 Voidglider
should the PCs attempt to explore inside. 9 Battle flyer
Junkwing, page 176 All effects, task difficulties, and defenses 10 Roll twice more; apply
triggered by module chamber features are, both results to port/depot
Voidglider, page 178
on average, level 6, but feel free to vary that.
Battle flyer, page 170 For example, to figure out what a particular 09–16 Depot for legion of strut and
device or machine does, a character cable repair automatons (level 3),
probably has to succeed on a difficulty 6 usually inactive
understanding numenera task. 17–24 City; 50% chance to be
Generally, features of a module abandoned and mostly filled with
chamber—such as devices and machines wreckage; otherwise pressurized
Creature Table, page 66 found within—are integrated into the room and inhabited; roll on Creature
and can’t be removed without destroying Table to determine current (or
them. They might be inset, emerge from a former) primary inhabitant
wall or floor, or be powered by something
else in the chamber. (Exceptions are
possible, if PCs employ ingenuity.)

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MAPPING THE ENGINE

25–33 Control substation; provides ACCESS TUBE TERMINAL


those interested in accessing Access tubes exist within almost every
control over Engine functions strut. Not normally visible except at specific
two assets to all such tasks, depots, the tubes form a vast internal
but defenses usually act up to network reaching throughout the Engine.
prevent unauthorized access Someone knowledgeable about access
tubes—and who knows which ones are
34–42 Industrial manufactory; 50%
functional and which to avoid—can move
chance to be abandoned and
about the Engine nearly at will, getting from
mostly filled with wreckage;
one point to another within just a few hours.
otherwise tended by workers
If an access tube terminal is indicated on
(who probably tend the machines
the Engine Feature Table, characters find
out of habit, not knowledge);
an entrance, usually appearing as a circular
roll on Creature Table to
cavity some 40 feet (12 m) in diameter, Travel capsule: level
determine nature of workers; the 6; each “car” of
open to vacuum. Inside is a wide chamber
manufactory’s primary output the capsule can be
pierced by a 200-foot (60 m) tube extending
is as follows, usually spread out individually pressurized
in either direction parallel to the strut in
between massive, module-filling
which it’s embedded. Two metallic rails
machines; machines that produce
extend down the tube in either direction,
iotum require constant tending: Iotum result table,
lying on opposite sides of the tube. page 110
d10 Manufactory Specialty Each terminal usually has at least
1 Strut sections one travel capsule in the depot, which Responsive synth,
page 111
2 Braiding cables is a cylindrical, train-like vehicle with
3 Responsive synth plating several separate “cars.” Travel capsules, Apt clay, page 111
4 Apt clay blocks if understood and operated correctly,
race along one of the rails toward a Bio-circuitry, page 112
5 Bio-circuitry reams
predetermined destination, which can be set Synthsteel, page 112
6 Synthsteel ingots either within the control cabin of a capsule or
7 Pliable metal foam from a control kiosk in the terminal. Pliable metal, page 112
8 Mimetic gel canisters About 20 percent of terminals on the
Mimetic gel, page 112
9 Amber crystal facets Engine are burned out, empty of anything but
wreckage, and require some repair before a Amber crystal, page 112
10 Protomatter canisters
travel capsule can safely traverse its length.
Protomatter, page 112
43–66 Maintenance pod containing a In addition, about 20 percent of terminals
variety of parts, components, have acquired inhabitants. For these, roll on
iotum, and several biomechanical the Creature Table to determine what kind
beings (such as lliran) or repair of creature (or creatures) have colonized Lliran, page 111
automatons in hibernation/stasis the space. Repair automaton:
that can potentially be activated level 3, tasks related
to Engine upkeep and
to deal with an Engine emergency Setting a Destination: Though many repair as level 5
67–00 Roll on the Chamber Features inhabitants of the Engine use general
Table; roll several times as needed directions to get around, those with a Chamber Features Table,
to fill a wider space, or assume deeper understanding of the numenera page 62
that except for one or two areas of know that many of its components, General directions,
interest, the rest of the modules including the access tube network, use a page 12
are empty of anything but detritus specific coordinate system known as the
and wreckage Intraengine Coordinate System, or ICS. This Intraengine Coordinate
system assigns every 10-foot (3 m) square System, page 12
on the Engine a unique four-coordinate
address, which means it’s possible to
specify exactly where one wishes to go.
Figuring this out (and finding the address of

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the desired destination) requires a couple of ACCESS TUBE TRIP
level 6 understanding numenera tasks. DISRUPTION TABLE
Once a destination is set and the “Go!” d100 Disruption
command is input, the travel capsule races 01–85 No disruption.
off through the open tube on one of the two
86–90 Obstruction. On a failed Speed
metallic rails. If nothing adverse happens,
task to quickly take manual
the capsule reaches the destination in
control or reroute the travel
minutes or hours, depending on how far
capsule, a grazing strike inflicts
away it is (or how many times the capsule
6 points of damage to everyone
must reroute). The ride is utterly quiet and
aboard. On a triggered GM
smooth—again, barring any disruptions—
intrusion (if a 1 is rolled), the
as the capsule first accelerates and then
travel capsule is destroyed.
decelerates through the airless tube using
magnetic levitation. 91–00 Creature. On a failed Intellect
task to notice in time, a creature
Trip Disruptions: Like everything on the hidden aboard another car of
Engine, the access tube network is no the travel capsule launches an
longer in perfect working order. If you ambush attack when travelers
wish, choose one of the following are most vulnerable; roll on the
disruptions or roll randomly to determine Creature Table.
if anything happens. If something does
disrupt a trip, present the occurrence as a
GM (group) intrusion. HAZARD
Engine Hazards Table, The indicated area is compromised with a
page 14 hazard; roll on the Engine Hazards Table.

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PART 3:
THE NUMENERA

Chapter 7: Cyphers 72
Chapter 8: Artifacts 77
Chapter 9: Augmechs 84

Manuel Dennis - md3@xocomp.net - 439619


CHAPTER 7

CYPHERS

M
Cypher side effect GM any cyphers associated with radiation near the sun. If a normal cypher is
intrusions: Gravity the Engine of the Gods and its used, the GM intrusion range for the cypher
fluctuation, nearby device
is triggered, old recording
structures are much like cyphers is 1–3 instead of 1. If a GM intrusion is
begins to play, a monitor found in other locations. A few new general triggered, the cypher is likely to generate an
(page 113) is summoned, cyphers are described in this chapter, but odd effect instead of the intended one, or (if
unexpected detonation, most of the new cyphers presented here are the GM desires) the intended effect plus a
invisible machine
channels light up like a intertwined in some fashion with life at the weird side effect.
beacon, encapsulating edge of the sun.
force field, and so on
AUGMECH CYPHER USE
Augmechs, page 84 PREFERS EXTREME If a PC controls an augmech, especially if
Telepresence, page 86 SUNLIGHT doing so via telepresence or datapresence,
Datapresence, page 87 A subset of the cyphers in this chapter were they can make use of cyphers normally,
not only designed to operate in the harsh in most cases. The GM may determine
conditions near the sun, but actually require that some cyphers are not usable due to a
them to operate, drawing vitality from the logical incompatibility that can’t be bridged,
radiant energy. Such cyphers have a “Prefers but generally, PCs in prosthetic bodies
Extreme Sunlight” tag in the Effect line of should be able to use the cyphers they
their entry. If such a cypher is not used while find. Even so, sometimes when augmechs
Equipment Use, page 88 bathed in the radiation and heat near the use equipment, a related task is hindered
sun, the GM intrusion range for the cypher because augmechs are larger than humans.
is 1–4 instead of 1. If a GM intrusion is
triggered, the cypher may simply fail to work
(but not be burned out); however, the effect FINDING CYPHERS
could be as varied as normal and burn the Cyphers on the Engine of the Gods are
cypher out, as the GM determines. found normally. Mechanically speaking,
Finding and Identifying
Cyphers, page 274 finding and identifying cyphers in any given
location works the same way as it does in
CYPHER SUNLIGHT the Ninth World. Ultimately, it’s up to the
DEGRADATION GM whether a particular source can be
For many Ninth World Cyphers that work fine under normal salvaged for cyphers.
cyphers, an equivalent conditions may be more likely to
cypher exists on the
Engine of the Gods that
malfunction in the extreme heat and
produces the same effect,
but the cypher requires
extreme sunlight.

Using items of the numenera while constantly being bombarded with radiation
hot enough to burn flesh risks item malfunction.

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CYPHERS

CYPHER TABLE
When giving cyphers to characters, choose from this table or roll d100 to select randomly. GMs should not be
afraid to generate
d100 Cypher 46–50 Magnetic grip helm cyphers randomly.
01–05 Augmech crown 51–55 Mask of machine speaking Sometimes giving a
character something
06–10 Augmech handset 56–62 Penumbra glove no one expected
11–15 Biting glove 63–70 Skin of phasing leads to the most
interesting situation.
16–20 Breather 71–75 Spatiotemporal reset
21–25 Cling skin 76–80 Spline coder
26–30 Engine eyes 81–85 Sun shield
31–35 Engine reset 86–90 Sun shroud
36–40 Eye of mind speaking 91–00 Vacuum protector
41–45 Helpful thread

A SELECTION OF CYPHERS AUGMECH HANDSET


AT THE EDGE OF THE SUN Level: 1d6 + 2
Usable: Handheld device studded with
AUGMECH CROWN strange devices; a “hand controller”
Level: 1d6 + 3 Effect: User can remotely control a keyed Remote Control, page 86
Wearable: Head-covering helm studded with augmech for up to 28 hours. All
strange devices non-routine actions attempted by the
Effect: User can use telepresence to controlled augmech are hindered by two
remotely control a keyed augmech for steps. The user must be able to see the
up to 28 hours (or up to 140 hours if the augmech to effectively control it with the
cypher level is 7 or higher). device.
If the cypher is level 6 or higher, the user
can control the augmech without seeing
it directly (instead, the user sees what
the augmech sees through a display
projected by the hand controller).
Furthermore, the user can be hundreds
of thousands of miles away from the
augmech without losing control.

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BITING GLOVE ENGINE RESET
Level: 1d6 + 1 Level: 1d6 + 2
Wearable: Three-fingered biomechanical Usable: Handheld device
glove Effect (Prefers Extreme Sunlight): Produces
Effect (Prefers Extreme Sunlight): When a pulse attack that renders all devices
first worn, the cypher inflicts 1 point and machines directly associated with
of damage as the glove constricts and the Engine within a 2-mile (3 km) radius
makes a connection. For the next 28 inert for one minute. The pulse does not
hours, while the glove remains active render automatons or biomechanical
and worn, any task requiring the wearer beings associated with the Engine inert,
to hold or manipulate an object is but it stuns them for a couple of rounds,
hindered. During the same period, during which they are unable to take
the user can extend short, needlelike their turns.
synthsteel teeth from the glove as part
of another action. While the teeth are EYE OF MIND SPEAKING
extended, the wearer’s unarmed melee Level: 1d6
attacks inflict additional damage equal Usable: Small metallic disc
to the cypher level. Effect: When applied to a wearer’s head,
the disc immediately unleashes
BREATHER microfilaments that enter the brain.
The breather also Level: 1d6 After five minutes, an eyelike milky orb
mitigates other negative Wearable: Mask opens in the center of the disc. For the
effects of vacuum on
biology, including the
Effect: For 28 hours, the wearer can breathe next 28 hours, the wearer gains a sixth
effects of zero pressure. normally, even in a vacuum. sense, allowing them to see all creatures
with minds within long range limned in
CLING SKIN a glowing aura. This allows the wearer
Level: 1d6 to gauge a creature’s relative mental
A cling skin cypher does Wearable: Thin wrap of mirror-reflecting strength (its level) and see its silhouette
not confer protection material that completely covers wearer’s even in otherwise lightless conditions,
against vacuum; a
wearer subject to damage
skin or if the wearer’s line of sight is
in a zero-pressure Usable: Mirror-reflective pill blocked. The wearer can attempt mental
environment also needs Effect (Prefers Extreme Sunlight): For 28 communication with a creature they can
a breather or some other hours, the wearer gains Armor equal to sense, but the target can refuse contact.
sort of protection.
the cypher level that protects against fire
and radiation damage. HELPFUL THREAD
Level: 1d6 + 2
ENGINE EYES Usable: Injector
Level: 1d6 Effect: Injects a tiny wormlike thread that
Wearable: Lens worn over eyes visibly travels just beneath the user’s
Effect (Prefers Extreme Sunlight): For 28 skin. For the next 28 hours, the helpful
hours, the wearer gains two assets thread can communicate telepathically
on Engine tasks, including tasks for with the user. The helpful thread
accessing systems, repairing systems, remembers everything that happens to
finding directions, and so on. (The effect the user, can have limited conversations
grants a single asset to tasks related regarding the user and their experiences,
to identifying, using, and otherwise and generally makes an ideal sounding
interacting with non-Engine numenera.) board for the user. The helpful thread
provides an asset to Intellect tasks.

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CYPHERS

MAGNETIC GRIP HELM asset to all tasks related to tracking,


Level: 1d6 + 1 salvaging, communicating, attacking,
Wearable: Head-covering helm studded with or defending against machines. During
strange devices this period, the wearer can attempt to
Effect: Once the helm is activated, the take command of a machine within
wearer can exert force on metal objects short range that they can sense. An
within short range for up to one hour. affected machine obeys the wearer’s will
The force exerted is approximately for one hour, or until the wearer tries
equal to the strength of a fit, capable, to command a different machine or the
adult human. The wearer can use it to machine breaks free of the control in
slowly move or push off from metal some fashion.
objects, and so on. This force lacks the
fine control to wield a weapon or move PENUMBRA GLOVE
quickly, so in most situations, it’s not a Level: 1d6 + 2
means of attack. Wearable: Six-fingered black metal gauntlet
Effect (Prefers Extreme Sunlight): When
MASK OF MACHINE SPEAKING first worn, the cypher inflicts 1 point
Level: 1d6 + 1 of damage as the glove constricts and
Wearable: Mask makes a connection. For the next 28
Effect: Once activated, this mask covers hours while the glove remains active
the wearer’s face, neck, arms, and and worn, the wearer can extend a
hands with a silvery-gold tracery that light-eating shadow to cover a weapon
pulses with threads of light. For the they wield as part of another action. The
next 28 hours, the wearer gains an shadow dissipates if the wearer stops
holding or carrying the weapon. While
the shadow cover persists, the weapon
inflicts additional cold damage equal to
the cypher level.

SKIN OF PHASING
Level: 1d6 + 4
Wearable: Thin wrap of glistening material
that lies itself across large sections of
wearer’s skin
Effect (Prefers Extreme Sunlight): Once
the wrap is activated, the wearer gains
control of their phase state for 28 hours.
The wearer can slowly pass through
physical barriers at a rate of 1 inch (2.5
cm) per round (minimum of one round
to pass through any barrier). They can’t
act on or perceive anything until they
pass entirely through the barrier. Force
fields repel movement, returning the
wearer to the point of entry.
Alternatively, the wearer can change their
phase when they make a Speed defense
roll, which is eased. Each time they do
so, the remaining duration of the cypher
drops by one hour.

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SPATIOTEMPORAL RESET VACUUM PROTECTOR
Level: 1d6 Level: 1d6 + 2
Usable: Handheld device Internal: Subdermal implant
Effect (Prefers Extreme Sunlight): A target Wearable: Bodysuit, belt
in long range is effectively regressed Usable: Injector
in time to the same state it was in at Effect: Keeps the user alive in vacuum for
the beginning of its previous round. 28 hours by protecting against extremes
Anything it experienced personally of heat and cold and eliminating the
is wiped away, including benefits need to breathe for the duration. If the
conferred, damage dealt, and memories cypher is level 6 or higher, it also grants
accumulated, up to and including a 5 Armor against environmental heat and
catastrophic effect, such as death. No radiation of the kind generated close to
other creature is affected by the reset. the sun.

SPLINE CODER
Level: 1d6
Wearable: Mask
Effect (Prefers Extreme Sunlight): For 28
hours, the wearer has two assets on all
Spline, page 119 interaction tasks with splines.

SUN SHIELD
Level: 1d6
Wearable: Device-studded belt or sash
Effect: For 28 hours, the wearer has 5
Armor against damage from vacuum,
heat, and radiation.

SUN SHROUD
Level: 1d6 + 3
Wearable: Cloak of translucent fabric
Effect (Prefers Extreme Sunlight): When
the cloak is activated, the wearer’s
body is shrouded in flames for up
to one hour. The fire doesn’t burn
the wearer, but it automatically inflicts
fire damage equal to the cypher level
on anyone who tries to touch or
strike the wearer. While
the shroud is active, the
wearer also gains Armor
equal to the cypher level
that protects against fire and
radiation damage from
other sources.

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ARTIFACTS

CHAPTER 8

ARTIFACTS

A
rtifacts are rare treasures of the conditions, increase the depletion range by
Engine of the Gods that grant 3. For example, if the artifact would normally
multiple uses until depleted. As deplete on a roll of 1 on a d6, d10, d20, or
with cyphers and most objects, the artifacts d100, it instead depletes on a roll of 1–4.
in this chapter often have specific uses
associated with the Engine, though several
can be used anywhere on the Engine or the AUGMECH ARTIFACT USE
surface of Earth to gain their benefit. If a PC controls an augmech, especially if Augmechs, page 84
doing so via telepresence or datapresence, Telepresence, page 86
they can make use of artifacts normally, Datapresence, page 87
PREFERS EXTREME SUNLIGHT in most cases. A GM may determine that
A subset of the artifacts in this chapter were some artifacts are not usable on a For many varieties of
not only designed to operate in the harsh case-by-case basis. However, unless a Ninth World artifacts,
an equivalent artifact
conditions near the sun, but actually require logical incompatibility exists that can’t be exists on the Engine of
them to operate, drawing vitality from bridged, PCs in prosthetic bodies should be the Gods that produces
the radiant energy. Such artifacts have a able to use the artifacts they find. Even so, the same effect, but
“Prefers Extreme Sunlight” tag in the Effect sometimes when augmechs use equipment, the artifact requires
extreme sunlight.
line of their entry. If such an artifact is not a related task is hindered because
used while bathed in the radiation and heat augmechs are larger than humans. Equipment Use, page 88
near the sun, the GM intrusion range for the
artifact is 1–4 instead of 1. If a GM intrusion
is triggered, the artifact may simply fail to FINDING ARTIFACTS
work (but not deplete). Finding artifacts on the Engine of the
Gods is essentially the same as finding
cyphers. They can be found in the
ARTIFACT SUNLIGHT possession of other creatures, salvaged Salvaging, page 108
DEGRADATION from various systems and equipment that
Artifacts that work fine under normal exists across the Engine, or created in an
conditions may be more likely to deplete Engine manufactory or by an augmech
in the extreme heat and radiation near the artificer. Mechanically speaking, finding, Artificer, page 90
sun. If a normal artifact is used under these identifying, and using artifacts in any

Finding, Identifying,
and Using Artifacts,
page 289
“A voice is coming out of this ring. I thought it was a sun demon, at first. But the
more it talks, the more I think it might be the Nano who gave us this ring in the
first place. Who can know?”
~Grandpa Iron

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ARTIFACT TABLE
When giving artifacts to characters, choose from this table or roll d100 to select randomly.
d100 Artifact 50–53 Renewal pod
01–04 Augmech controller 54–58 Scanner automaton
05–09 Augmech throne 59–62 Sentinel set
10–13 Autarch actuator 63–66 Speaking ring
14–17 Courier automaton 67–70 Stun saber
18–21 Dimensional modulator 71–74 Sunsuit
22–25 Exohand 75–78 Tool of the gods
26–29 Flit 79–82 Universal cutter
30–33 Gravity adapter 83–86 Universal pack
34–37 Hand scanner 87–90 Upgrade module
38–41 Hyber 91–96 Vortex projector
42–45 Mechanic 97–00 Whatsoever case
46–49 Molecular joiner

Technically, the given location works similarly to how it AUGMECH THRONE


augmech throne and does in the Ninth World, with the caveats Level: 1d6 + 4
autarch actuator are
installations, but that
regarding the volatile environment already Form: Recliner-like immobile chair with
distinction is only described. Ultimately, it’s up to the GM lowerable head-covering helm
important for characters whether a particular source can be salvaged Effect: An augmech throne requires that the
who try to craft one. for artifacts; sometimes a given piece of user spend a few rounds settling into the
equipment, a defeated augmech, or a larger reclining chair and activating it before
Installations, page 154 system has nothing to offer. they can attempt to control an augmech
within solar system range using the
Telepresence, page 86 telepresence control method.
A SELECTION OF ARTIFACTS An augmech throne is usually found keyed
AT THE EDGE OF THE SUN to a particular augmech, or with one of
several options available in an augmech
AUGMECH CONTROLLER crèche anywhere in the solar system.
Level: 1d6 + 4 Once control is established, the user can
Form: Handheld device with viewscreen control the augmech for up to ten hours
Effect: An augmech controller allows a user per use. A user of the augmech throne
to control an augmech within very long can’t sense their regular body; they feel
range for up to 28 hours per use, using as if the augmech is their body.
Remote Control, page 86 the remote control method. Augmech Depletion: 1 in 1d20
controllers of level 7 and higher can
control augmechs within 100 miles AUTARCH ACTUATOR
Using an augmech (160 km), using the screen to orient Level: 1d6 + 4
controller is an imprecise the user with the augmech’s location. Form: Free-standing portal with associated
method of control, and
without training, all
Level 10 augmech controllers can devices
actions taken by the control an augmech found anywhere in Effect: An autarch actuator requires that
user-controlled augmech the solar system. the user spend one round activating
are hindered by two steps. An augmech controller is usually found the artifact, and another round entering
keyed to a particular augmech, or with it. From the perspective of an external
one of several options available in a observer, the user disappears. From
Augmech crèche, page 85 nearby augmech crèche. the user’s perspective, they become an
Depletion: 1 in 1d10 augmech. This sense of transformation

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ARTIFACTS

is provided through datapresence are delivered within 1d6 + 2 days of being Datapresence, page 87
control. Once a user goes through the dispatched, though objects subject to ill
portal, no one else can enter it until the effects from high gravity (like most life
user abandons control of the augmech forms) are crushed in transit. Courier
(and, in most cases, returns through the automatons of level 7 and higher can
portal). transport objects of up to human size in
An autarch actuator is usually found keyed a stasis field that keeps them safe from
to a particular augmech, or with one of high gravity and vacuum, at least during
several options available in an augmech the transit.
crèche anywhere in the solar system. Depletion: 1 in 1d20
Once control is established, the user can
control the augmech indefinitely. The DIMENSIONAL MODULATOR
user has no normal body during a control Level: 1d6 + 3
session; their body is the augmech’s. If Form: Marble-sized crisscross shape of
the autarch actuator is destroyed while unknown material
a user is controlling an augmech, the Effect: A target within immediate range
user in their augmech body suffers no loses their dimension of breadth
harm. However, returning to their own (which folds into a higher dimension),
body will require finding another similar rendering them as flat as paper. The
artifact or a vertice. target adheres to whatever surface it was Vertices, page 87
Depletion: 1 in 1d20 (check per control attached to, set upon, or standing upon,
session, no matter how long or short) and resembles particularly realistic
art. An affected creature enters stasis. One out of every four
COURIER AUTOMATON While in stasis, it is unable to take pruthastans (page 117)
carries a dimensional
Level: 1d6 + 2 actions, doesn’t age, and is immune to modulator.
Form: Cylindrical automaton about the size damage and effects. It remains in stasis
of a human indefinitely, or until the user returns the
Effect (Prefers Extreme Sunlight): Carries a target’s missing dimension by using the
message or a physical object across large artifact again, or the artifact depletes.
distances, usually around the Engine, but Depletion: 1 in 1d10
it could be dispatched to other planets.
The courier’s ability to accelerate high
gravities means that messages or objects

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EXOHAND Objective gravity is ignored as long as it
Level: 1d6 is not more than 10 G. Nothing except
Form: Oversized armlike device the user, who must wrap the belt around
Effect (Prefers Extreme Sunlight): A user themselves—or around an object whose
can spend a few rounds attaching an mass can’t exceed about that of ten
exohand to themselves, a willing ally humans—is adapted to the chosen
or follower, or a fixed location. Once gravity gradient. Changing the gravity
connected, the artifact functions as orientation and gradient is equivalent
a perfect prosthetic arm and hand to moving an immediate distance, so a
(either as an additional limb, or as a user could redefine their personal gravity
replacement for a lost one if the user and take a normal action.
attaches it to themselves or an ally). Depletion: 1 in 1d20
The exohand can reach up to 20 feet
(6 m) on telescoping struts. While HAND SCANNER
attached to a character, it adds 4 points Level: 1d6 + 2
to their Might Pool. If attached to a fixed Form: Handheld device
location, the exohand has 10 Might Effect: Provides two assets and one
Free level of Effort, points, and the user can control it while free level of Effort to any perception,
page 103 they are within long range and spend analysis, or related task enabled by the
their action concentrating. device’s multiple sensors, which are
Depletion: 1 in 1d20 (check each month capable of interrogating all aspects of
of use) the environment within short range, up
to the artifact level. Analysis requires
FLIT one round to complete. Hand scanners
Level: 1d6 + 2 of level 7 and higher can be worn like
Form: Chair-like device glasses.
Effect (Prefers Extreme Sunlight): Provides Depletion: 1 in 1d100
the user with full mobility in low- and
zero-gravity environments using a HYBER
variety of means as conditions allow, Level: 1d6 + 3
including tiny jets, magnetic thrust, Form: Metallic pod large enough to hold
and where possible, retractable wheels. subject; for artifacts of level 7 and
Flits of level 6 and higher include an higher, a metallic band that can be fitted
assortment of retractable tools that over head
grants the user an asset to any physical Effect (Prefers Extreme Sunlight): Induces
task whose level is equal to or less deep hibernation in living creatures,
than the flit’s. Flits of level 7 and higher including biomechanical creatures, as
include a ray emitter that the user can well as many self-aware automatons.
use in combat to target a creature within The hibernation lasts for a specified
long range, inflicting damage equal to period, usually a minimum of ten days
the artifact level on a successful hit from up to about a hundred years, during
an x-ray burst. which the subject is effectively dormant,
Depletion: 1 in 1d20 (check per week of use) requiring no food, water, or air, and
having 3 Armor against radiation, heat,
GRAVITY ADAPTER and damage inflicted from vacuum.
Level: 1d6 + 1 Fail-safes can be set to bring a user out
Form: Belt-like strip of silvery material of hibernation, including loud noises,
Effect (Prefers Extreme Sunlight): The user movement, someone addressing the
can choose to feel zero, low, or stronger user, or other triggers. Users find
gravity of up to 1 G (the amount of themselves extremely well rested after
gravity felt on the Earth’s surface) at each use.
whatever orientation they choose. Depletion: 1 in 1d100

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ARTIFACTS

MECHANIC SCANNER AUTOMATON


Level: 1d6 + 2 Level: 1d6 + 2
Form: Bulky luggable device Form: Cylindrical automaton about the size
Effect (Prefers Extreme Sunlight): If of a human
connected to a target via an umbilical, Effect (Prefers Extreme Sunlight): Travels
the mechanic eases any healing to an indicated location—usually
task made on an automaton or somewhere on the Engine, but it could
biomechanical creature (and for be dispatched to other planets—and
mechanics of level 7 and higher, surveys the area as if the user was
creatures of mere flesh as well). This physically present. (The automaton
use does not require a depletion roll. arrives at the location described within
An alternate, more extensive use for the 1d6 + 2 days of being dispatched.) The
mechanic is to provide a free ten-minute survey provides two assets and one
recovery roll. free level of Effort to any perception,
Depletion: 1 in 1d20 (check for each analysis, or related task enabled by the
recovery roll) device’s multiple sensors, which are
capable of interrogating all aspects of
MOLECULAR JOINER the environment within short range, up
Level: 1d6 + 3 to the artifact level. Analysis requires one
Form: Handheld device round to complete, at which point the
Effect (Prefers Extreme Sunlight): Creates scanner automaton returns to the user.
a seamless, nearly unbreakable bond Depletion: 1 in 1d20
between any two touching physical
surfaces of up to 1 foot (30 cm) in SENTINEL SET
diameter within immediate range. The Level: 1d6 + 3
level of the joined materials cannot Form: Metallic band that can be fitted over
exceed the artifact level. head
If blending two substances that are reactive, Effect (Prefers Extreme Sunlight): User
a detonation occurs. If joining edges of can activate an augmech from a Augmechs, page 84
a wound or rupture, bleeding or leakage nearby crèche. The augmech remains
can be stopped. active for up to ten hours per use. It
Depletion: 1 in 1d20 is not directly controlled by the user
(nor is it amenable to being piloted). Piloting, page 86
RENEWAL POD Instead, the augmech is controlled by
Level: 1d6 + 2 a temporary personality synthesized by
Form: Bulky luggable device the datasphere; treat the augmech as if
Effect (Prefers Extreme Sunlight): This controlled by a generally friendly NPC.
mobile (though awkward) device Depletion: 1 in 1d20
includes handles to make transport less
burdensome. If an artifact depletes, SPEAKING RING
the renewal pod can be attached to it Level: 1d6
via an included umbilical and renew Form: Metal hoop that can be worn as a
the artifact. However, it works only if ring or badge
the target artifact depleted because it Effect (Prefers Extreme Sunlight): User
ran low on power, which is not always can speak to others who also have a
obvious. speaking ring, as well as to augmechs
Depletion: 1 in 1d6 and many other machines using a
special digital radio channel that
can reach hundreds of miles—and
sometimes if conditions are right
(such as if the signal is picked up and
transmitted via some other means,

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usually through the datasphere), it SUNSUIT
can reach a hundred thousand miles Level: 1d6 + 2
(160,000 km) or more. Form: Heavy suit with helmet and gloves
A secondary function allows the user to ask Effect (Prefers Extreme Sunlight): Serves
the datasphere a question, and get a as light armor and keeps the user alive
very short answer if the user succeeds in vacuum for one week per use by
on an Intellect roll against a difficulty protecting against extremes of heat
assigned by the GM. The more obscure and cold and providing breathable and
the answer, the more difficult the task. survivable pressure for the duration. In
On a failed roll, feedback or perhaps addition, the suit grants 5 Armor against
a defense from the datasphere itself environmental heat and radiation of the
inflicts 4 points of Intellect damage on kind generated close to the sun. Sunsuits
the user (ignores Armor), and the ring of level 7 and higher allow the wearer to
depletes. Action. operate as if under normal Earth gravity
Depletion: Depletes on a failed attempt to if so desired (turning this effect on or
question the datasphere off requires an action), or normal to any
surface with low and zero gravity.
STUN SABER Depletion: 1 in 1d6 (Roll for depletion for
Level: 1d6 + 3 each full week of use. If depleted, suit
Form: Handheld device similar to a regains function after spending 28 hours
bladeless sword hilt in an area of extreme sunlight.)
Effect (Prefers Extreme Sunlight): Produces
a 3-foot (1 m) blade of snapping
electricity that cuts through any material
whose level is equal to or less than its
own. Can be wielded either as a medium
weapon in one hand (4 damage) or as a
heavy weapon in two hands (6 damage).
It ignores 3 points of a target’s Armor,
except from force fields.
Depletion: 1 in 1d20 (check per minute of use)

TAKING DAMAGE IN A SUNSUIT


Effects of Vacuum
Taking damage while protected from
An unprotected character
the effects of vacuum, heat, and
in vacuum moves one radiation in a sunsuit requires one
step down the damage additional defense roll, but only on a
track each round. At the GM intrusion. On a failure, the suit
point where they should
die, they instead fall breaches and begins to spew precious
unconscious and remain air, heat, and pressure into the void.
so for about a minute. If Sunsuits can self-repair the puncture
they are rescued during
within a round or two. But during
that time, they can be
revived. If not, they die. any round in which a suit is leaking,
all tasks are hindered as the spray of
venting atmosphere jerks or even spins
the character around, and the character
suffers environmental damage from
heat and radiation during that period.

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ARTIFACTS

TOOL OF THE GODS UPGRADE MODULE


Level: 1d6 + 2 Level: 1d6 + 1
Form: Handheld device similar to a Form: Pack-like device
bladeless sword hilt Effect (Prefers Extreme Sunlight): User
Effect (Prefers Extreme Sunlight): Useful attaches the pack to their body and
in a wide variety of circumstances, the activates the upgrade module on their
tool generates an invisible field that turn. The pack explosively distributes
can extend the user’s reach by up to nano-threads deep into their body,
a short distance, allowing for normal “upgrading” it by effectively granting
manipulation of the surroundings, or for them five augmech shifts, which are Augmech shifts, page 88
fine detail work such as attempting to distributed as the GM wishes. However,
pick a lock, unscrew a hidden bolt, and the upgrade is lethal, burning out the
so on. All such tasks are eased by one user and killing them within a few
step (or two steps if the artifact is level 7 weeks, whether they are an automaton,
or higher). Manipulating the field means a biomechanical creature, or made of
the tool can be used for analysis, as a mere flesh. If applied to an augmech, the
microphone, for tracking movement in module simply drops off again, unused.
range, or even as a beam weapon that Depletion: Automatic
inflicts force damage equal to the artifact
level in a short-range ray. VORTEX PROJECTOR
Depletion: 1 in 1d20 Level: 1d6 + 2
Form: Handheld device similar to a
UNIVERSAL CUTTER bladeless sword hilt
Level: 1d6 + 2 Effect (Prefers Extreme Sunlight): Treat as
Form: Bulky luggable device with cutting head a long-ranged heavy weapon that emits A character who uses
Effect (Prefers Extreme Sunlight): This tiny slugs that burrow through regular a vortex projector on
a group of foes could
mobile (though awkward) device armor (except Armor provided by force attempt to attack up to
includes handles to make transport less fields). Vortex projectors of level 5 and four of them with one
burdensome. If the user applies the higher can make the primary attack, and action; however, the
cutting head for several rounds, it can as part of the same action, make up GM intrusion range on
the last ricochet attack
cut through almost any solid material. to three additional ricochet attacks on would be 1–7 on a d20.
In materials whose level is equal to or targets within short range of the original
less than the cutter’s level, it can create target. Each ricochet attack successively
a cut that is 10 feet (3 m) long and 1 foot increases the GM intrusion range by 2. If
(30 cm) deep. For materials whose level a GM intrusion is triggered, the ricochet The universal cutter is
is higher than the cutter’s level, but no attack hits something other than what too awkward for most
creatures to use as an
higher than level 9, it can create a cut the attacker intended. effective weapon.
that is 1 foot (30 cm) long and 1 foot
(30 cm) deep in about a minute. WHATSOEVER CASE
Depletion: 1 in 1d20 (check per minute of use) Level: 1d6 + 1
Form: Backpack-like container of silvery
UNIVERSAL PACK material
Level: 1d6 + 1 Effect (Prefers Extreme Sunlight): User can
Form: Backpack-like container of silvery cause the case’s smart matter to convert
material itself into nearly any object or piece of
Effect (Prefers Extreme Sunlight): Complex equipment of an equal or lower level,
dimensional folding allows for an excluding artifacts and cyphers. The
arbitrary number of objects to be stored replicated object can be converted back
inside, as long as they fit in the pack’s to its base state as a separate action.
3-foot (1 m) diameter mouth. Depletion: 1 in 1d20
Depletion: 1 in 1d20 (check each day the
pack is used)

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CHAPTER 9

AUGMECHS

T
he Architects of the Engine required However, by far the mightiest tools
mighty tools to build, service, repair, created by the Architects were the
and protect their amazing creation. augmechs.
Many persist to this day. In the traditional
sense, physical objects of all sorts can be
“There is no greater found in the many workshops of the great AUGMECHS
thrill than taking over structure. In a figurative sense, “tools” in Augmechs are artificial bodies a character can
an augmech directly,
controlling it as you
the form of automatons, biomechanical temporarily use. Augmechs grant users an
would control your creatures, and even a few flesh-enrobed entirely different shape and suite of abilities
own body.” descendants of servitor species left behind than they normally have. Often, an augmech
~Carsis Than, recent can still be found in the Engine and Halo. can be controlled remotely, which allows a
discoverer of an
augmech crown character’s actual physical body to remain
AUGMECH LOCATIONS protected while the augmech is active.
Bloodfist, page 91 The majority of augmechs are Some augmechs, like the bloodfist,
ensconced in crèches on the Engine are designed for combat. Others, like
Infiltrator, page 93 of the Gods, waiting for users to bring the infiltrator, are perfect for getting into
them to life. However, a few can be small places without notice. Most have
found elsewhere, including several a single specialty, but a couple have two
Cyclops, page 92 resting in silent stasis on Earth. If a specialties, like the cyclops that can either
GM decides to include augmechs in snipe or protect a nearby ally. The full
a terrestrial adventure, it’s worthwhile number of constructed augmechs stored
keeping in mind that allowing PCs in crèches across the solar system is not
Augmech Model, page 87 unrestricted access to an augmech known. However, most fall into one model
in the Steadfast, for instance, could category or another, each with their own
unbalance things. Consider using strengths and weaknesses. (According to
mitigation strategies, such as calling clues in the datasphere, there is a singular
The Mega, page 99 for depletion rolls and requiring regular model of augmech called the Mega. Unlike
infusions of high-level iotum to prevent other augmechs that require only one user,
malfunctions. several characters are required to activate
Iotum, page 107
An unused augmech is inactive in its and use the Mega.)
crèche, which itself is usually hidden. Characters can access augmechs in a
Anyone who physically discovers a variety of ways.
crèche usually also finds one or more
control methods. If an augmech is
roused from stasis by use of a control AUGMECH CONTROL
method, it may be just fine. Then again, Four broad augmech control methods exist.
after a sleep of a million years or more, Characters are usually not in a position to
sometimes minor repairs are required. choose which method they use; instead, it’s
a function of what method they find during

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AUGMECHS

Augmechs grant users an entirely different shape and suite of abilities than
they normally have.

the course of their explorations. The four AUGMECH CRÈCHE


methods of control are as follows. When a control method is found, it is
• Remote control usually keyed to at least one augmech that
• Piloting (cockpit control) rests in a powered-down, stasis-like state
• Telepresence in a facility called a crèche. Crèches exist all
• Datapresence across the Engine and the Halo. A few may
exist at other sites in the solar system.
Regardless of the particular control Sometimes a particular control method
method, the installation or device found provides a user the option to choose among
that allows a creature to take over an several augmechs resting in the same
augmech is keyed to at least one augmech crèche. For instance, when first activating
of a particular model, such as a cyclops or a telepresence control device, the user
a weaver. might be given a choice between a cyclops, Weaver, page 98
bloodfist, infiltrator, and paramedic.
FINDING A CONTROL METHOD
When a device that offers control of an CHOOSING AN AUGMECH
augmech is discovered, PCs may not When a device gives a choice between
realize it unless someone else provided multiple augmechs, the information
instructions along with the machine. provided to a PC is sparse. They learn each
Otherwise, the characters must identify it augmech’s name and a high-level summary
and figure out how to use it. Identifying of its general role.
a control method is based on Intellect Making the choice is as simple as picking
and modified by skill in understanding one augmech and establishing control of
numenera. The GM sets the difficulty of it, as described hereafter for each kind of
the task, but it is usually equal to the level control method. (After control is established
of the control method. (Various control for a new augmech, the first few actions still
method cyphers and artifacts are presented require an Intellect roll to control it.)
in chapter 7 and chapter 8, respectively.) Once a choice is made, a user can later Chapter 7: Cyphers,
It takes fifteen minutes to three hours, the change to a different augmech, assuming page 72
same as if identifying an artifact. the others haven’t since been claimed by Chapter 8: Artifacts,
Even if a control method has been other controllers and left the crèche. page 77
identified, using it still requires an Control methods usually have the
Intellect action—at least for the first few capacity to be keyed to additional augmechs
actions taken. Using a control method is not part of the original list of choices. But
disorienting the first time, regardless of doing so requires specific knowledge of
the type of method. Whether controlling a the augmech to be added, as well as a
massive body with a handset or suddenly successful understanding numenera roll
finding oneself in an entirely new body, whose difficulty is equal to the level of the
confusing options are everywhere. The GM augmech to be keyed.
sets the difficulty of the task, but it is usually When an augmech is first wakened from
equal to the default level of the augmech its crèche after control is established, it
(not the control device). However, once a usually takes about a minute for it to fully
PC gets the hang of operation, routine tasks power up and emerge, assuming it hasn’t
no longer require Intellect rolls to initiate. sustained damage and require repair.
Luckily, self-repair functions for resting
augmechs are robust.

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REMOTE CONTROL control method’s name, a user rides in
Remote control for an augmech is the a special compartment in the augmech,
Some cockpit control least effective control method and one directly integrated into the machine. Not
mechanisms aren’t part that doesn’t count as having a prosthetic every augmech has a cockpit, but many do.
of the augmech. Instead
they operate more
body, but sometimes it’s the only thing Piloting is an ideal control method if the
like a remote control, available to a character. Augmech remote character has no other way to control the
but with far better, controls usually appear as handheld devices machine.
cockpit-like control. with a screen and a control surface that a Piloting an augmech is easier than
creature must manipulate with their hands. remotely controlling one. Instead of
Augmech handset, Examples include the augmech handset and being hindered by two steps, a character
page 73 the augmech controller artifact. without augmech training or specialization
Augmech controller, Sometimes, a user must be able to see has an inability in all Speed- and Might-
page 78 the augmech being remotely controlled and based tasks, attacks, and defense rolls the
be within a few miles of it. Some remote augmech attempts while directed by the
control devices allow a user to be much user. (As with remote control, the inability
farther away, relaying on the screen what doesn’t come into play for routine tasks.)
the user sees from the perspective of the Piloting requires that a user spend their
augmech. It depends on the device found. turns actively controlling the augmech if in
Remote control through a handheld device the midst of a complex situation, such as
is an imperfect process. It requires that a combat, a repair task, an interaction task,
user spend their turns actively controlling and so on.
the augmech, even if they are attempting a Any turn the user spends not controlling
routine task that doesn’t require a roll (such the augmech is a turn in which it continues
as simply moving the augmech forward). moving and/or acting as it did in the
However, if in the midst of a complex previous round.
situation, such as combat, a repair task,
an interaction task, and so on, rolls could TELEPRESENCE
be required. In this case, all Speed- and Telepresence is an amazingly effective
Might-based tasks, attacks, and defense rolls control method for using augmechs,
attempted by the augmech (as controlled fulfilling the promise of having a prosthetic
by the user) are hindered by two steps. body. An augmech telepresence control
(Augmechs possess limited self-control device appears either as a device worn
Augmech crown, page 73 mechanisms, which is why routine tasks are on the head, such as an augmech crown
not hindered.) cypher, or a larger device that the user
On the other hand, the character could reclines upon or within, such as an
Augmech throne, page 78 spend their turn attending to a more augmech throne artifact.
immediate need, even dropping the remote By design, a telepresence control device
control or setting it aside at a moment’s can be located hundreds of thousands of
notice, without requiring an action to leave miles away from the augmech(s) keyed to
a cockpit or concentrate on relinquishing it, even across an entire solar system. In
telepresence or datapresence control. some cases, a telepresence device and the
Any turn the user spends not controlling associated crèche of augmechs could be
the augmech is a turn in which it continues located in the same place.
moving and/or acting as it did in the Telepresence control of an augmech, once
previous round. active, makes a user feel as if they have a
completely new body: the augmech keyed to
PILOTING (COCKPIT CONTROL) the device, wherever that augmech is.
Piloting an augmech has some positive and Telepresently controlling the augmech
negatives compared to remote controlling is no different than when a user takes
one. In some ways, piloting an augmech actions in their own body. In effect, the
is like operating a vehicle, but one of user gains a prosthetic body and can use
advanced complexity. As suggested by this its abilities as if their own. If the user ends

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AUGMECHS

the control session by spending their turn transcribe creatures and objects into and
concentrating on disengaging, they wake up out of the datasphere.
in their own body. A few special-case vertices are described
The user’s real body enjoys no in this book, such as the aforementioned
particular protections from harm during autarch actuator. It’s a special case
a telepresence session. It enters a light because while it transcribes a PC into
state of hibernation, during which its need the datasphere, it then allows the user to
for air, food, and water is decreased by an telepresently control the augmech from the
order of magnitude. If the user’s body takes datasphere itself. More information about
damage, the user telepresently controlling how people enter and leave the datasphere
the augmech may not even notice; they is described in Voices of the Datasphere. But
must succeed on a difficulty 3 Intellect the direct connection between the mind
defense roll to realize that something is of the user and the prosthetic body of the For more information
wrong. If a third party separates a user augmech is already established, requiring about the datasphere and
vertices, see the Monte
from a telepresence device, the user finds no additional knowledge by the user, or Cook Games book Voices
themselves propelled back into their body, even the realization that they’re being of the Datasphere.
and they must succeed on a difficulty 3 hosted by the datasphere.
Might defense roll or descend one step on
the damage track. WHAT IF I DON’T HAVE VOICES
OF THE DATASPHERE?
DATAPRESENCE The Numenera book Voices of the
Datapresence control is just as effective as Datasphere details transcribing into the
telepresence in giving a user the illusion datasphere and exploring its regions.
of possessing a prosthetic body. It has But you don’t need it to use Edge of
one additional major benefit: the user’s the Sun. Unless you want the PCs to
body enjoys far more protection during the find methods for controlling augmechs
session. An augmech datapresence control by exploring the datasphere, you can
is usually provided via a specific installation simply present them with one of the
that the user “enters,” such as an autarch datapresence control mechanisms Autarch actuator,
actuator artifact. From an outside page 78
in this book. In the same way that
perspective, the user’s body disappears. characters usually don’t understand
It doesn’t reappear until the user gives up how a cypher or artifact works, the
control of the keyed augmech by spending method by which datapresence control
an action concentrating on disengaging. works can remain similarly opaque.
During the period of control, the user
has no physical body that can be attacked,
age, grow hungry, and so on. Even more
impressively, if the device that enabled the AUGMECH MODELS
user to datapresently control an augmech Several dozen distinct augmech models
is destroyed, the user isn’t necessarily hurt. exist. Each model was created by Architects
However, to regain their original body, of the prior worlds to fulfill a particular
they may have to explore the realm of the need on the Engine or Halo. Thus, any
datasphere to find a different exit point able given augmech shares many characteristics
to reconstitute their form. (including its name) with other augmechs
The user doesn’t have to understand of the same model. A substantial number of
how datapresence works to gain the augmechs of the same model are scattered
benefit of a device or machine that offers across the Engine and Halo.
this method of control. But those with
greater understanding may recognize
a datapresence control device to be a
special-case vertice. Vertices are locations,
installations, or devices with the ability to

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MECHANICS OF CONTROL RECOVERY ROLLS
The following pages present a variety of When a PC controlling an augmech makes
Recovery roll, page 111 augmech models. Almost all could be a recovery roll, the standard rules apply. PCs
activated and used by a character who can add recovered points to whichever Pool
finds an associated control device. When they choose, whether that’s one of their
an augmech is not under control by a own Pools, or one of the augmech’s Pools.
character, it usually stands idle or follows Regardless, the number of recovery rolls a
some preprogrammed but very simple PC has available to use each day remains
standby behavior. the same, as does the bonus +1 point per
Regardless of other differences, all tier regained (and any other bonuses the PC
character-controlled augmechs can might enjoy).
communicate, both over speakers and in
a vacuum, over a broad range of invisible DAMAGE TRACK
machine channels accessible to other Whether an augmech is impaired or
augmechs and many other machines. debilitated depends on the state of its
Pools, just as if it were a PC. While under
Regardless of the control AUGMECH POOLS a PC’s control, an augmech can make
method, a PC uses the PCs use the Might and Speed Pools recovery rolls as if a normal character. If all
Might and Speed Pools
of the augmech they
associated with the augmech they’re of its Pools go to zero, it is destroyed. At
are controlling (not controlling for all Might and Speed tasks, that time, assuming the PC has points left
their own) when the defenses, and attacks the augmech in their personal Pools, control ends, but
augmech attempts a attempts. The PC uses their own Intellect the character survives.
Might- or Speed-based
task, defense, or attack. Pool for Intellect tasks and defenses (and If the PC’s real body becomes impaired or
attacks, if any are noted) the augmech debilitated, the augmech continues to act
attempts. normally (if it has points in all its Pools),
Because augmechs use points in Pools up to the point where the PC’s real body
as if they were PCs, they do not have a level is killed. At that point, the augmech either
like creatures or objects. They accomplish goes limp or reverts to base programming,
tasks, defenses, or attacks (or fail at them) which usually has it find the crèche from
by a roll of the dice, if the action they’re which it emerged and return itself to stasis.
attempting is not routine. The difficulty
for such tasks can be modified by a PC EQUIPMENT USE
spending Effort from an augmech’s Might Augmechs controlled by PCs can use
or Speed Pool, or from their own Intellect equipment, including cyphers and artifacts,
Pool. Depending on the augmech, a as if they were the characters themselves.
controlling PC gains a benefit from a built-in That said, many augmechs are substantially
augmech shift, as described hereafter. If larger than most PCs, so some equipment
attacking, a PC can choose to spend Effort sized for characters might require
to increase damage rather than decrease adaptation. Alternatively, the augmech’s use
difficulty, as normal. of the equipment could be hindered.
A level equivalent is provided in the margin
of each augmech entry. This is useful if the AUGMECH SHIFTS
augmech is encountered while controlled by Augmechs are stronger, tougher, and faster
an NPC, or if a PC finds an inactive augmech than regular creatures, especially those of
and wants to access it or key it to a control living flesh. They come with larger Might
method. Note that the level equivalent or Speed Pools than most characters
already takes into account the augmech have, which those controlling an augmech
shifts possessed by the augmech. can take advantage of. However, simply
bumping up stat Pools or Edge doesn’t fully
represent this dramatic increase in power.
Instead, those controlling an augmech
enjoy 3 augmech shifts.

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AUGMECHS

Augmech shifts are like permanent levels AUGMECH SHIFTS: REWIRING OPTION
of Effort that are always active. They don’t Instead of using the specified power shifts
count toward a controlling character’s for a given augmech model, you could
maximum Effort use (nor do they count as allow a character to rewire the augmech (a
skills or assets) when the PC is using an several-hour process, requiring a difficulty 4
augmech ability with a shift. They simply understanding numenera task for success).
ease a task by an indicated amount, as Under this rule, the character assigns their
noted in each model’s description. three augmech shifts as desired. A character
Each shift eases a specified task (except could divide up their shifts among multiple
for shifts that affect damage or Armor, as augmech options, or put all three in one
indicated in the augmech description). category. Once assigned, the shifts are
Applying 2 shifts eases the task by two permanent unless the character rewires
steps, and applying 3 shifts eases the task the augmech again. If a character later
by three steps. establishes control with a new augmech,
For example, a character finds an even one of the same model, it begins with
augmech with all three shifts configured for the base augmech shift configuration.
strength. Whenever the character-controlled
augmech lifts something heavy, smashes CHALLENGING A PC
through a wall, or throws an object, the IN AN AUGMECH
task is eased by three steps before applying With augmech shifts at play, situations
Effort, skill, or assets. Thus, all difficulties will arise where it will be impossible for
from 0 to 3 are routine for them. They low-level foes, like a lone locust, to hurt a Locust, page 112
smash through level 3 airlocks as if they PC controlling an augmech. That’s okay.
don’t exist. There are different ways you can handle
Augmech shifts ease tasks that fall into it. Allow the augmech to wade through
specific categories, which include (but are the lesser threats easily; you don’t even
not necessarily limited to) the following. need to play it out using mechanics.
Accuracy: All attack rolls Alternatively, use a GM intrusion now
Dexterity: Movement, acrobatics, and again to represent a malfunction,
initiative, and Speed defense the lone locust finding others and
Espionage: Speed defense rolls, stealth becoming a higher-level swarm, the
tasks, talking to machines appearance of a higher-level augmech
Furtiveness: Perception, stealth, and controlled by an NPC, and so on.
initiative tasks
Healing: One extra recovery roll per shift
(each one action, all coming before other
normal recovery rolls), but which normally AUGMECH MODELS
apply only to the augmech’s Pools, not the This chapter provides stats for the
PC’s Pools following augmech models:
Intelligence: Intellect defense rolls and all • Artificer, page 90
knowledge, science, and crafting tasks • Bloodfist, page 91
Power: Use of a specific power, including • Cyclops, page 92
damage (3 additional points per shift) but • Infiltrator, page 93
not attack rolls • Interlocutor, page 94
Resilience: Might defense rolls and Armor • Paramedic, page 95
(+1 per shift) • Speedstar, page 96
Single Attack: Attack rolls and damage (3 • The Mega, page 99
additional points per shift) • Turtle, page 97
Strength: All tasks involving strength, • Weaver, page 98
including jumping and dealing damage in
melee or thrown attacks (3 additional points
of damage per shift) but not attack rolls

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ARTIFICER
Standing about 12 feet (4 m) tall, the artificer model features a dozen grasping
mechanisms, ranging from two massive arms for holding large objects all the way down
to slender manipulators capable of fine detail work. The artificer also sports an insect-like
If not controlled by a metallic compound eye with thousands of smaller light-sensitive components, allowing it
PC, treat the artificer to focus on work at a variety of different scales.
as a level 7 creature
with 25 health.
Anyone who controls an artificer discovers several new channels of information
containing a variety of numenera plans for cyphers, artifacts, and installations. Even if the
Character-controlled controller doesn’t understand the plans, they can initiate auto-construct programs inducing
artificers don’t follow the the artificer to begin crafting.
same rules as PC Wrights.
Motive: As controlling character; if NPC-controlled, usually to craft numenera
Environment: Engine or Halo
Might Pool: 15
Numenera Plans, Speed Pool: 15 (Edge 1)
page 135 Intellect Pool: As controlling character
Damage Inflicted: 5 points
Crafting, page 117
Armor: 1; Armor 5 against environmental heat and radiation
Iotum, page 107 Movement: Short
Modifications: Three augmech shifts to intelligence (easing Intellect defense rolls and
Iotum Result Table, all knowledge, science, and crafting tasks by three steps); grants training to crafting
page 110
numenera tasks.
Combat: An artificer usually carries a few combat-related level 5 cyphers (generally, acid
GM intrusion: On detonations) in case they’re forced into a fight. They can also use their large arms
a failed difficulty 7 to batter a foe for 5 points of damage.
crafting task, the crafting
project is ruined.
Obviously, combat is not this augmech model’s strength. Instead, a
controlling character can access an array of plans of up to level 6 for
building various devices of the numenera. Most of the cyphers
described in this book, for instance, exist as plans in the
artificer’s datastore. The GM may decide to add further
cyphers, artifacts, and installations. If a particular plan isn’t
stored in the artificer, its datastore may know where on the
Engine to look for a copy. Likewise, many common types
of iotum and other parts are contained within the artificer,
but if it doesn’t have what it needs, it probably knows where
to look.
Once a numenera crafting project is initiated, the
artificer automatically produces it within 1d10
hours, assuming it isn’t destroyed or the
controlling character is forced to take
a different action.
Interaction: As controlling character.
Use: The PCs need an object of
the numenera, and an artificer
augmech may be the fastest way
to obtain it.
Loot: An artificer can be broken down and
salvaged for 1d6 cyphers, two or three
results on the Iotum Result Table, and
maybe an artifact.

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BLOODFIST
Vividly blue and red, a bloodfist is an automaton-like creature obviously constructed for
conflict. Over 20 feet (6 m) tall, its impressive size makes it one of the larger augmechs,
and that doesn’t even include its long tail set with serrated blades. Its wide mouth always
yawns with a robotic predator’s rictus.
Bloodfists have a built-in cockpit, partly visible as a glassy dome on their back. If not controlled by a
Those who control a bloodfist by telepresence or datapresence note that some influence PC, treat the bloodfist
as a level 8 creature
of the augmech seems to seep back through the interface, making the controller more likely with 30 health.
to try brute force as an answer to any given challenge.
Motive: As controlling character; if NPC-controlled, usually to fight
Environment: Engine or Halo
Might Pool: 30 (Edge 1)
Speed Pool: 15
Intellect Pool: As controlling character
Damage Inflicted: 10 points
Armor: 3; Armor 2 against electrical attacks; Armor 5 against environmental heat and GM intrusion: The
radiation controlling character
must succeed on a
Movement: Short; short when leaping in low gravity difficulty 7 Intellect
Modifications: Two augmech shifts to punch attack, easing the attack by two steps and defense roll, or suddenly
inflicting 6 extra damage (already figured into Damage Inflicted); one augmech shift to attack the creature
resilience, easing Might defense rolls and increasing Armor (already figured); positive they were trying to
negotiate with due to the
interaction tasks attempted by controlling character are hindered. subconscious influence of
Combat: The bloodfist’s primary attack is its punch, which inflicts 10 points of damage. the bloodfist augmech.
Alternatively, the bloodfist can attempt a “shield slam”
attack, which inflicts 4 points of damage and stuns the
target so that they lose their next turn. A bloodfist can
attack with both fist and shield on its action, but
both attacks are hindered.
In addition, a bloodfist can project four
electric darts at targets within short
range as their action. On a
hit, a target takes 2 points
of damage per dart each
round from the electrical
discharge, until they
spend a round picking
the dart out of their body
(one round per dart, if
struck by more than one).
Interaction: As controlling
character (see
Modifications).
Use: A rival organization has
unearthed a crèche containing
a bloodfist. But the cockpit is
damaged, so they haven’t found a viable
control method—at least, not yet.
Loot: A bloodfist can be broken down and salvaged for
1d6 cyphers and an artifact.

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CYCLOPS
These hovering augmechs have a large mechanical eyelike cavity that they can focus on a
target to achieve one of two effects: either a massive discharge of energy meant to snipe
distant targets, or a more localized energy discharge that offers some degree of additional
protection to a nearby ally.
If not controlled by a A cyclops contains not only an internal cockpit for a potential controller, but also a small
PC, treat the cyclops pressurized cabin for up to three other human-sized creatures, which is able to sustain life
as a level 7 creature
with 25 health.
support for several months before needing to recharge. Access to the cockpit and cabin is
through the central eye.
Motive: As controlling character; if NPC-controlled, usually to fight
Environment: Engine or Halo
Might Pool: 15
Speed Pool: 30 (Edge 1)
Intellect Pool: As controlling character
Damage Inflicted: 8 points
Armor: 2; Armor 5 against environmental heat and radiation
Movement: Short when flying
Modifications: Two augmech shifts to furtiveness, easing
perception tasks, stealth tasks, and initiative tasks by two
steps; one augmech shift to energy blast, easing the attack
roll and inflicting additional damage (already figured into
Damage Inflicted).
Combat: The energy blast extends up to very long
range, assuming direct line of sight, and
eases stealth tasks to surprise targets
more than a long distance away. Anytime
a cyclops attacks with surprise, or
attacks before a target has acted in the
encounter, the 8 points of force damage
it normally inflicts increases to 15 points of
damage for that attack. Thereafter, its energy
blasts inflict 8 points of damage against
targets aware that a sniper is near.
Alternatively, as its action the cyclops can envelop a
target within short range in a force shield that grants the
GM intrusion: The target +3 Armor against damage. The character-controlled
controlling character cyclops must spend its turn each round maintaining (or
must succeed on a
difficulty 5 Intellect
renewing) this effect.
defense roll, or a glitch Interaction: As controlling character.
in the augmech’s Use: A sniper attacks the PCs from a distant location with an
systems causes it to energy blast. The weapon? An NPC-controlled cyclops.
randomly teleport to
a location unknown Loot: A cyclops can be broken down and salvaged for 1d6 cyphers
to the character. and an artifact.

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AUGMECHS

INFILTRATOR
Perfectly reflective, other times perfectly camouflaged or even actively displaying false
coloration and patterns, these silvery machines can move almost soundlessly. Only about 7
feet (2 m) long, infiltrators generate a personal gravitational field such that they can hover
in place or fly to their destination without need for putting down legs. However, they can If not controlled by a
extend small mechanical arms or umbilicals for stealthily accessing other systems. PC, treat the infiltrator
as a level 7 creature
The infiltrator is too small to contain a cockpit, so controlling one by piloting is with 20 health.
impossible. On the other hand, since the infiltrator is about human-sized, it could, in
theory, control a larger augmech by entering the other augmech’s cockpit.
Motive: As controlling character; if NPC-controlled, usually to craft numenera
Environment: Engine or Halo
Might Pool: 12
Speed Pool: 30 (Edge 1)
Intellect Pool: As controlling character
Damage Inflicted: 4 points
Armor: 1; Armor 5 against environmental heat and radiation
Movement: Short when flying
Modifications: Three augmech shifts to espionage, easing Speed defense rolls, stealth
tasks, and talking to machines.
Combat: An infiltrator usually seeks to evade notice, let alone combat, but if forced to fight, GM intrusion: An
it can employ several tricks, the first of which is a short-range invisible gravity fist that unexpected feature of the
environment ends the
can pummel a target for 4 points of damage. Alternatively, it can exert finer control current use of invisibility.
over the gravity pulse and try to push
a target within short range up to 20
feet (6 m) with a successful Might roll
by the controlling character. In the low
gravity of the Engine or Halo, this could
repel the target out of combat range.
Mainly, the infiltrator relies on its ability
to become effectively invisible for
up to ten minutes at a time when it
uses an action. While invisible, the
augmech is specialized in stealth and
Speed defense tasks (in addition to
the benefits provided by its augmech
shifts). This effect ends if the augmech
does something to reveal its presence
or position—attacking, using an ability,
moving a large object, and so on.
Interaction: As controlling character.
Use: The PCs discover that a component
they need is locked down in a
well-defended place. They need a
burglar to get in and get out with
the goods.
Loot: An infiltrator can be broken down and
salvaged for 1d6 cyphers and maybe an
artifact.

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INTERLOCUTOR
About 9 feet (3 m) tall, the chassis of this augmech model is usually unadorned and
simple, though individual augmechs might be decorated in colors or symbols associated
Wrawn, page 39 with a particular group or faction. For instance, a trader in Wrawn typically relies on an
interlocutor whenever it needs to interact with potential or existing clients, and it has
If not controlled by a PC, painted its augmech in iridescent reds with a prominent series of symbols that translates to
treat the interlocutor “Ask about the amazing sales!”
as a level 6 creature
with 20 health.
An interlocutor enhances and expands the oratorical and persuasive talents of its
controller. These augmechs are most often used to broker deals, negotiate treaties, and
attempt to find peaceful solutions to conflicts.
In a pinch, the interlocutor cockpit also provides additional protection if the controller is
physically present.
Motive: As controlling character; if NPC-controlled, usually to negotiate
Environment: Engine or Halo
Might Pool: 22
Speed Pool: 22 (Edge 1)
Intellect Pool: As controlling character
Damage Inflicted: 4 points
Armor: 1; Armor 5 against environmental heat
and radiation
Movement: Short
Modifications: Three augmech shifts to
diplomacy, easing interaction tasks
by three steps and easing Intellect
defense rolls by three steps.
Combat: An interlocutor is built for
talking, not fighting, but it can
batter a foe for 4 points of damage
if need be. These models are much
better at influencing situations
toward peaceful resolutions or
bringing an ongoing fight to an early
close, though sometimes doing so
requires bluffs, bluster, or outright
falsehoods.
Interlocutors have one additional surprise
they can bring to bear about once
per hour: creating an electro-sonic
feedback loop able to stun all selected
targets within short range (even in a
vacuum) so they lose their next turn
GM intrusion: The on a successful Might attack by the
psychic interface with the interlocutor.
interlocutor, necessary for
the controller to gain the
Interaction: As controlling character.
Intellect-based benefits Use: While attempting to take down an
of the augmech, shorts enemy stronghold, the PCs are greeted by an
out, inflicting 3 points interlocutor that attempts to convince them that
of Intellect damage and
preventing the PC from they are working under incorrect information.
accessing the augmech Loot: An interlocutor can be broken down and
for at least one round. salvaged for 1d6 cyphers and maybe an artifact.

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AUGMECHS

PARAMEDIC
This bulky, white machine stands about 15 feet (5 m) tall and about half that around, with
the barest humanoid form. The paramedic can walk or hover as the situation warrants. In
addition to a couple of larger manipulators, it can extend a variety of smaller tools, medical
instruments, or umbilicals specialized for repairing other augmechs and machines, as well If not controlled by a
as for healing any living creatures it has internal files for. PC, treat the paramedic
as a level 7 creature
In addition to a cockpit, the paramedic has two cramped cavities into which it can pop with 25 health.
wounded creatures and store them in stasis for up to several months. Those in stasis do
not suffer further harm from wounds or diseases, if any, while they remain encapsulated.
Motive: As controlling character; if NPC-controlled, usually to aid allies
Environment: Engine or Halo
Might Pool: 22 (Edge 1)
Speed Pool: 22
Intellect Pool: As controlling character
Damage Inflicted: 4 points
Armor: 1; Armor 5 against environmental heat and radiation
Movement: Short when flying
Modifications: Three augmech shifts to restoration, easing healing tasks by three steps and
providing three additional recovery rolls a day, which the augmech can save for itself, or
dole out to other augmechs or living creatures.
Combat: Though not kitted out for fighting, a bulky paramedic can inflict 4 points of
damage with an arm slam. They prefer to support allies. Thanks to their onboard
systems, they can restore 5 points of health (or points to a Pool of the controlling
character’s choice) to an adjacent target, as long as the paramedic takes no damage GM intrusion: A
during the round (it acts in initiative order if using this medical reagent
reservoir in the augmech
automatic healing option). begins leaking. Until a
If forced to, a paramedic can use onboard successful difficulty 7
chemicals to create an repair task is completed,
electrostatic spray that numbs all healing tasks are
hindered by two steps.
the senses of living machines
and creatures alike, stunning
all such beings within
immediate range on a
successful attack so they
lose their next turn. Each use
of this ability uses up one of
its three extra recovery rolls for
the day.
Interaction: As controlling character.
Use: Someone the PCs need to talk to
is stored in one of the stasis cavities
of an augmech that is nowhere to be
found.
Loot: A paramedic can be broken down and
salvaged for 1d6 cyphers and maybe an
artifact.

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SPEEDSTAR
The lines scratched in surfaces left behind by the blindingly fast passage of a speedstar are
often mistaken for some kind of signal, writing, or purposefully scribed trail meant to be
If not controlled by a followed. But if traced to their endpoint, the only thing one is likely to find is either a dark
PC, treat the speedstar crèche, where many great automaton-like entities rest in stasis, or an active speedstar,
as a level 7 creature
with 22 health.
which can go many different ways, depending on the controlling intelligence. The worst
possible outcome is that the speedstar’s controller feels like displaying its lethal swiftness
by tearing into new targets.
Speedstars are about 12 feet (4 m) long, not including their tails—the barbed,
razor-sharp ends of which they use to such lethal effect while speeding.
Motive: As controlling character; if NPC-controlled, usually to escape consequences of
run-by attacks it might make
Environment: Engine or Halo
Might Pool: 15
Speed Pool: 30 (Edge 1)
Intellect Pool: As controlling character
Damage Inflicted: 6 points
Armor: 1; Armor 5 against environmental heat and radiation
Movement: Very long; long when leaping in low gravity
Modifications: Three augmech shifts to dexterity, easing movement tasks, acrobatics,
initiative, and Speed defense.
Combat: The primary way a speedstar attacks is by running up to a long distance and
passing a victim at maximum speed while slashing with their trailing tail, which inflicts
4 points of damage on up to three targets along the augmech’s path. The combination
of high speed and the bladed barbs combine to cut through most standard Armor
(though not Armor provided by a force field effect).
Usually, a speedstar can attack and move far enough away from a victim in the open
latticework of the Engine to avoid being attacked in turn. However, a speedstar can
choose to concentrate its attacks on a single creature instead of making a run-by attack.
Free level of Effort, When it does, the controlling character can apply a free level of
page 103 Effort to the attack to reduce the difficulty or increase
damage. On a hit, the target also bleeds (hydraulic
fluid, power, blood, or what have you) for 1 point
of damage each round until it spends a turn
patching itself up.
Interaction: As controlling character.
Use: An inactive speedstar was
caught in a stellar
web strung between
two struts. If it could
be retrieved,
perhaps it could
be controlled. But
what strung the
GM intrusion: web?
A mechanism strips; Loot: A speedstar can
until the PC succeeds
on a difficulty 7 repair
be broken down
task, the augmech’s and salvaged for
speed is reduced to long 1d6 cyphers and
(from very long). an artifact.

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AUGMECHS

TURTLE
Able to roll on any surface, including struts, walls, and ceilings, and even in full gravity,
turtle augmechs are about 20 feet (6 m) in diameter. Though not particularly fast, they are
hard to stop once they get rolling, and little gets through their thick protective plates. In
fact, a turtle is built first for protection, which serves its secondary role as a mobile listening
and observing post.
The internal cockpit of a turtle is cramped. However, anyone inside is well protected. Escape pod: level 5;
Should the turtle itself ever be disabled, the cockpit (if crewed by a pilot) is ejected in a tiny flies a very long
distance per round for
escape pod that jets away from the danger. up to ten rounds
Motive: As controlling character; if NPC-controlled, usually to observe
Environment: Engine or Halo
Might Pool: 30 (Edge 1) If not controlled by a PC,
Speed Pool: 15 treat the turtle as a level
7 creature with 25 health.
Intellect Pool: As controlling character
Damage Inflicted: 4 points
Armor: 5; Armor 7 against environmental heat and radiation GM intrusion: Severe
Movement: Short (moves on any surface in any orientation) damage reduces the
turtle’s Armor by 1
Modifications: Two augmech shifts to resilience, easing Might defense rolls by two steps point until it is repaired
and increasing Armor (already figured); one augmech shift to use the Detect and (a process taking
Observe ability. several minutes and a
Combat: A turtle can slam into a foe in immediate range, inflicting 4 points of damage. successful difficulty 5
Intellect-based roll).
Mainly, it soaks up damage with its high Armor. However, about once every hour, a
turtle can release a force detonation from its surface, stored within internal
kinetic reservoirs, that inflicts 7 points of damage on all creatures within
immediate range.
The turtle controller can use its Detect and Observe ability whenever it
pays the Might cost.
Detect and Observe: (4+ Might points): The turtle sends out a force
pulse finely tuned as a probe. Turtle systems detect all
creatures—living, automaton, and augmech—within
long range, even if they are behind cover, though
not if they are behind a force field. The detection
reports each creature’s general location
(to within an immediate range). If the
controller spends another Might point,
they can observe events in the vicinity of
one detected creature’s location for up to
one minute. Action; action per round to
observe a target.
Interaction: As controlling character.
Use: Whenever the PCs make a plan, their foe
seems to know about it, almost as if they
were being secretly observed.
Loot: A turtle can be broken down and
salvaged for 1d6 cyphers and an
artifact.

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WEAVER
Weavers can produce a whitish caulking material that can be spun out in lacy webs, thick
cables, or adhesive patches capable of sticking even massive struts of the Engine together
Artificer, page 90 until such time as an artificer or some other entity arrives to create a more permanent fix.
Though similar in conception to a spiderweb, a weaver web is stronger, more durable, and
Weaver web: level 6 fundamentally smart material capable of repairing itself if cut.
These many-legged augmechs stand 15 feet (5 m) high and are capable of sticking to
A weaver can selectively nearly any surface in order to apply their webbing where needed. Besides being used for
choose how adhesive to repair, weavers can deploy their webs to catch thieves, neutralize enemies, blind foes, and
make a given strand or
section of its webbing,
so on, making them extremely useful in a conflict.
even after spinning it, Motive: As controlling character; if NPC-controlled, usually to spot-repair broken struts
because the webbing Environment: Engine or Halo
is a smart material. Might Pool: 22
Speed Pool: 22 (Edge 1)
If not controlled by a Intellect Pool: As controlling character
PC, treat the weaver Damage Inflicted: 5 points
as a level 8 creature
with 25 health.
Armor: 2; Armor 5 against environmental heat and radiation
Movement: Short; short when climbing
Modifications: One augmech shift to healing, granting an extra recovery roll; two augmech
shifts to attack rolls made with weaver webbing.
GM intrusion: The Combat: A weaver can slam a foe with one of its limbs for 5 points of damage in a pinch.
augmech’s reservoir However, its ability to spin webs is probably a better asset in a fight.
containing web
constituents is damaged,
The weaver can explosively produce a volume of web capable of entangling all creatures it
requiring repair before chooses within a sphere a short distance in diameter, centered on a point within long
the character can range. A target is entangled, unable to move or take physical actions, if the weaver
spin webs again. succeeds on a Speed-based attack. A target remains entangled until it can escape with
a successful difficulty 6 Might-based roll, until the webbing
is destroyed (it has 18 health and regains 2 health per
round), or until the weaver chooses to release them.
If the weaver desires, it can cause the webbing around
one target to squeeze for 5 points of damage
each round the target remains entangled,
though it must concentrate on the
target as its action each round.
Weavers can attempt to create simple
objects using their webbing, lay
sticky traps, create tow lines, and
likely be useful in many other ways
that creative augmech controllers
can devise.
Interaction: As controlling character.
Use: Ancient strands of smart material entomb
a component required for a task. Finding
a weaver that can command the smart
material would be one way to release it.
Loot: A weaver can be broken down and salvaged
for 1d6 cyphers and an artifact.

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AUGMECHS

THE MEGA
The Mega is a special augmech of enormous size. Only a single model was ever
constructed—thus its name, “the Mega.” Special rules apply for controlling it. The claim that only
The metallic surfaces of the Mega vary between iron grey, rust red, and silvery expanses a single mega-class
model exists can be
almost as reflective as mirrors. Various limbs and weapon extensions bristle across the confirmed by questioning
massive body, which stands well over 300 feet (90 m) when in a full-gravity environment. the datasphere.
Though it has no true head, a cavity burning with glowering red energy serves as a focus.
Weapon pods across the Mega’s back and extending from its limbs compete for attention. If not controlled by
The Mega has a well-protected internal cockpit with control surfaces suitable for three PCs, treat the Mega
as a level 10 creature
human-sized controllers. In addition to the cockpit, it has an extensive internal complex with 100 health.
consisting of several distinct chambers. (These chambers are detailed in the adventure
“Waking the Mega.”) Waking the Mega,
Anyone controlling the Mega from one of the surfaces in the cockpit is subject to page 155
mental feedback in the form of strange dreams. Information from the Mega’s datastore is
apparently somewhat corrupted, and controlling characters are subject to several nights
of vivid dreams thereafter, in which they recall battling—as the Mega—a vast green entity
far larger than even the giant augmech. Sometimes, those dreams affect characters while
they’re still controlling the Mega.

CONTROLLING THE MEGA


Unlike other augmechs, the Mega can be controlled only via piloting within an internal Piloting (Cockpit Control),
cockpit; neither telepresence nor datapresence control is available. page 86
Another difference is that the Mega requires three pilots working in concert to fully
control all its functions. If only two pilots are available for control, all tasks attempted by
the Mega are hindered. If a single character attempts to control the augmech, all tasks are
hindered by two steps.

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If three pilots and/or controllers are available, each can independently take a turn, as if
they were the sole controller of the Mega. All the pilots share the Mega’s Might and Speed
Pools, but use their own Intellect Pools normally. The upshot is that if the Mega has three
pilots, it can take three turns during a single round. The three controllers should try to
coordinate their actions. Since each one controls the Mega’s movement on their own turn,
there is a chance that the Mega’s actions during the round could seem to be confused. For
instance, if the first controller causes the augmech to jet toward a threat, and the second
controller decides that the Mega should flee or move toward some other objective instead,
they could end up wasting a round. Such an occurrence is a good lesson for the controllers,
who may decide to act with better coherence in later rounds.
The three controlling characters must draw upon the Mega’s single Might and Speed
Pools for any Effort they may wish to use.
Since each controller uses their own Intellect Pool for actions attempted, even if the
augmech’s Might and Speed Pools are exhausted (and the augmech is treated as if
Debilitated, page 110 debilitated), the Mega is still “alive” as long as at least one PC controller retains points in
their Intellect Pool.
Finally, the Mega has five augmech shifts that PC controllers can take advantage of,
instead of the three that regular models enjoy.
Motive: As controlling characters; if NPC-controlled, usually to fight
Environment: Engine or Halo
Might Pool: 50 (Edge 2)
Speed Pool: 30 (Edge 1)
Intellect Pool: As controlling characters
Damage Inflicted: 20 points
Armor: 5; Armor 10 against environmental heat and radiation
Movement: Short; long when flying
Modifications: Two augmech shifts to slam attack, easing the attack by two steps and
inflicting 6 extra damage (already figured into Damage Inflicted); two augmech shifts to
gamma-ray blast, easing the attack by two steps and inflicting 6 extra damage (already
figured into Damage Inflicted); one augmech shift to resilience, easing Might defense
rolls and increasing Armor (already figured).
Combat: When the Mega slams a foe, which can be any creature within long range, it
inflicts 20 points of damage. If all three controlling characters use this ability, the Mega
could make up to three such attacks on its turn.
In addition, the Mega can target a foe up to a very long distance away with a gamma-ray
blast, though this attack can be used only once on each of the Mega’s turns (so only
one controlling character can use it during a given round). The target, as well as every
creature along a line between the Mega and the target, takes 10 points of damage from
the blast and is dazed on their next turn. Even if a particular creature is missed, it still
GM intrusion: takes 5 points of damage.
Uncoordinated control Once during any ten-hour period, the augmech can use its Mega Fury attack, which
of the Mega has a
bigger impact than it
requires that all three controlling characters use their action to trigger it. Each must also
seemed at first, and an contribute Pool points to the ability’s cost.
enemy takes advantage, Mega Fury (5 Intellect points): This ability triggers multiple gamma-ray blasts against up
systems overload, or to five targets (as well as anything along the lines between the Mega and each target).
some other mishap
occurs that inflicts 7 Actions of all three controllers during the same round.
points of damage to all Interaction: As controlling characters.
the controllers in the Use: Finding and activating the Mega is the only thing standing between safety and a
cockpit, or 3 points on
ravaging titanothaur.
a successful difficulty
5 Might defense roll. Loot: The Mega can be broken down and salvaged for 3d6 cyphers and 1d10 artifacts.

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PART 4:
CREATURES

CHAPTER 10: CREATURES 102


CHAPTER 11: NPC s 123

Manuel Dennis - md3@xocomp.net - 439619


ALETHIN GORLAN
CHAPTER 10 5 (15)

CREATURES

T
he creatures in this chapter live in or entries always list a creature’s health, even
on the Engine of the Gods, the Halo, when it’s the normal amount for a creature
or the sun itself, or they are closely of its level.
associated with those locations. Though For more detailed information on level,
many of these creatures have an origin in health, combat, and other elements, see
Understanding the a particular region, over time many have the Understanding the Listings section in
Listings, page 222 wandered, so that in most cases, any of Numenera Discovery.
them could be encountered just about
anywhere in the locations described in CREATURES BY LEVEL
Edge of the Sun. Engine parasite 2
The Engine also hosts a variety of
Locust 2
creatures from other locations in the solar
system that have, over the millennia, made Lliran 3
their way to the construct and stayed (or at Plasmar 3
least their descendants have). This means Lightning mourn 4
the GM is free to use any creature from the Murder bloom 4
Ninth World as a potential encounter on the
Spline 4
Engine or its environs, assuming a rationale
for its presence is possible. For example, it’s Wraith 4
reasonable that the PCs might encounter a Chytrid 5
Philethis, page 247 philethis, a sarrak, or even an anhedon. Gaurn 5
Ravvle 5
Sarrak, page 250
Flesh buster 6
UNDERSTANDING THE Freecycler 6
LISTINGS
Anhedon, page 253 The most important element of each Helioduran 6
creature is its level. You use the level to Strut ooze 6
determine the target number a PC must Monitor 7
reach to attack or defend against the Drahq 8
opponent. In each entry, the target number
Pruthastan 8
for the creature is listed in parentheses after
Phantom architect 9
its level. The target number is three times
the level. Suneko (titanothaur) 10
A creature’s target number is usually
also its health, which is the amount of
damage it can sustain before it is dead
or incapacitated. For easy reference, the

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CREATURES

CHYTRID 5 (15)
Chytrid evolved from simpler kinds of fungus, but number among the lucky few that
developed an extensive array of adaptations allowing them to survive the harsh radioactive
environment of the Engine, as well as various systems meant to exterminate such growths.
In its torpid state, a chytrid appears as a series of silvery metallic nodules encrusting a
metallic strut or expanse of wall. Most observers don’t even realize what they’re seeing.
However, chytrids become active when they sense the vibration of movement near Usually only a single
them. Then large, many-legged bodies unfold from the nodules, revealing themselves as chytrid is active at one
time, even if near a
dangerous hunters. Their mirrorlike surfaces are more than mere camouflage; they can field of other chytrid
reflect the ambient sunlight to create beams intense enough to short out the visual senses nodules. In this way,
of living creatures and automatons. each individual avoids
Not very intelligent, chytrids hunt whatever comes their way. That said, when one finds competition with its
fellows if potential food
a working device able to relay information, they may record ancient messages on them in should happen along.
pulses of light. (Most of these messages are in languages no longer spoken by anyone or
anything still alive.)
Motive: Hungers for flesh
Environment: Engine or Halo
Health: 25
Damage Inflicted: 6 points
Armor: 2; Armor 5 against heat, radiation, and effects of vacuum; Armor 10 against all
damage if in inactive form
Movement: Short; short when climbing GM intrusion: A second
Modifications: Stealth tasks as level 6 when chytrid emerges from its
fungal state of estivation.
not moving; attacks and Speed defense
as level 6 due to visual glare
Combat: A chytrid can use its legs to slam
up to two foes next to each other,
inflicting 6 points of damage with each
leg. Instead of physically attacking, a
chytrid can focus and amplify reflected
sunlight into a burning beam that targets
a creature within long range, inflicting 6
points of damage. It can also accomplish
other things with its ability to generate
and shape light, including:
Blind all targets within immediate range
for about a minute if they fail a Might
defense task.
Induce a seizure in one living creature within
short range that lasts for one minute on
a failed Might defense task.
Interaction: Characters who can generate
light and use it to signal a chytrid might
be able to open communications, though
it is only about as intelligent as a dog.
Use: While investigating strange flashes and
reflections up one arc of the Engine, the
PCs find a miles-wide field of reflective
globular growths encrusting a section.

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DRAHQ 8 (24)
A solar storm is a disturbance on the sun that can affect the entire solar system, reaching
all the way to Earth. Sometimes these storms birth self-aware entities of knotted magnetic
force churning with rage, plasma, and metal-fusing induction. A drahq resembles a flare,
miles long, with an interior “skeleton” of twisted magnetic field lines, creating a creepy,
clawlike body limned in plasma.
Drahqs can move under their own power, independent of the storm that created them.
Usually they prey upon other entities that live in the upper layers of the sun. Sometimes
they’re drawn to the nearby Engine, where they delight in causing as much destruction as
possible, especially among automatons and biomechanicals sensitive to magnetic attacks.
Motive: Delights in destruction
Environment: Engine and Halo (and sun’s surface)
Health: 40
Damage Inflicted: 12 points
Armor: 3 (see Combat)
Movement: Very long when flying
Modifications: Perception as level 9; Speed defense as level 3 due to size
Combat: A drahq can scour an area up to a very long distance away with violent magnetic
flux, inflicting 12 points of damage to all creatures in an area up to a short distance in
diameter. Automatons and biomechanicals (as well as augmechs, or even fleshy beings
in bulky protective suits) in the area must also succeed on a Might defense roll if they
are touching a solid metallic surface. Those who fail are fused to the surface and can’t
move until they break free (inflicting 8 points of damage to themselves in the process).
In areas of particularly strong energy fields (strong enough to damage regular creatures),
drahqs regenerate up to 10 points of health per round and can double or triple
their maximum health. If encountered directly on the surface of the sun, they can
increase their health by an order of magnitude, rendering them effectively immune
GM intrusion: On a to the immense damage that would otherwise destroy most other life (except for that
failed Might defense roll, engineered to live on the sun).
the character is effectively
blinded by the drahq’s
Interaction: A drahq possesses the instincts and intelligence of a predatory creature, and
attack, as mechanisms will attempt to flee back to the sun if faced with a credible threat.
that normally provide Use: The PCs are asked to deal with a marauding drahq by someone who the characters
sight or similar sensing want a favor from in return.
abilities short out.

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CREATURES

ENGINE PARASITE 2 (6)


These silvery insect-like creatures, composed of metallic wires and wafers, range in size
from too small to see to 1 foot (30 cm) in diameter. They emit short pulses of violet-colored
light in needle-thin rays to sense and sample their environment. Self-assembled or evolved
on the Engine of the Gods over several hundred million years, Engine parasites are vermin
that all other creatures on the structure have learned to hate.
Despite taking steps to avoid an infestation, residents of the Engine may learn they have
Engine parasites only when a swarm boils up from a crack in the cabling or seam in the
deck plating after being agitated by some other disturbance. If that disturbance is combat
or another dire emergency, Engine parasites thrown into the situation make everything
worse.
Motive: Defense, harvest numenera materials necessary to self-replicate
Environment: Engine or Halo
Health: 6
Damage Inflicted: 3 points
Armor: 1; Armor 5 against heat, radiation, and effects of vacuum
Movement: Short; short when climbing
Modifications: Speed defense as level 4 due to size
Combat: Only large Engine parasites—those about 1 foot in diameter—are a danger to
other life forms, and can intensify their light sources enough to inflict 3 points of
damage on a creature within immediate range. When four or more parasites coordinate
their attacks, treat the attack as if made by a single level 4 creature that inflicts 5 points GM intrusion: The
of damage, and on a failed difficulty 4 Might defense roll, the attack holds the target Engine parasite flashes
its light attack directly
in place until it can escape. A held target automatically takes 5 points of damage each into the character’s eyes,
round, or more if other Engine parasites in the area pile on. Targets may also be blinded blinding them until they
as described in the GM intrusion. succeed on a difficulty 4
Interaction: By and large, Engine parasites behave like social insects, though some people Might-based roll as their
action. The roll to regain
claim that large numbers of them have acted with greater intelligence and forethought sight is hindered by two
than mere unthinking insects should be able to manage. steps for augmechs and
Use: A swarm of Engine parasites floods into the hold and makes off with an important other automatons, as the
light is tuned specifically
device, dragging it into the crevices and walls of the area.
to damage those systems.
Loot: Swarm nests often contain a few valuable cyphers or working pieces of equipment.

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FLESH BUSTER 6 (18)
Flesh busters are composed of a volume of nanites able to shape themselves into forms of
roughly human size. They take on human form only if they encounter humans they deem
to be in a zone of the Engine they are not authorized to enter. Such regions are essentially
any locations that are not specifically designed to maintain a temperate environment and
breathable air, which a flesh buster calls a “quarantine zone.” So, from the perspective of
Flesh shelter, page 36 a flesh buster, any kind of life it discovers outside of flesh shelters and similar quarantine
zones is an infection that is its duty to eliminate, be it mold, fungus, or humans.
Flesh busters attack their prey by injecting them with pellets of flesh-eating nanites.
Those who succumb simply turn to dust and blow away on the solar wind.
Motive: Eliminate unauthorized life
Environment: Almost anywhere on the Engine (though usually not in temperate, regulated
zones)
Health: 22
Damage Inflicted: 6 points
Armor: 1; Armor 5 against heat, radiation, and effects of vacuum
Movement: Short
Modifications: Stealth tasks as level 8 due to ability to mimic nearly any object or creature
Combat: A flesh buster’s touch inflicts 6 points of damage (ignores Armor) and infests the
GM intrusion: The target with a small quantity of flesh-eating nanites. The target must succeed on a Might
nanite load injected by defense roll on their next turn or descend one step on the damage track. The target
the flesh buster mutates,
and the character is no
must continue attempting Might defense rolls on their turn or fall additional steps
longer immune to the on the damage track. If the target succeeds on a Might defense roll, the nanite load is
creature’s next touch. neutralized. If a target is killed from this effect, their body is turned to ash, but their
equipment is unharmed.
A target who succeeds on a Might defense roll is
immune to the flesh buster’s nanite touch for the
next several hours.
Interaction: A flesh buster can reorganize itself to
speak using any number of methods or languages
(including using its voice to speak the Truth). It is
difficult to dissuade from doing what it believes to be
its duty, but a flesh buster can usually be convinced
that a life form wandering beyond a temperate zone
might be trying to improve the Engine, instead of
just another instance of infection.
Use: A route from one part of the Engine to another is
being predated by a flesh buster.

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CREATURES

FREECYCLER 6 (18)
Like flies to a dead corpse, freecyclers always seem to know when an Engine component
has had its day. Then they move in, dissect it, “consume” it, and (assuming everything goes
well) extrude a waste stream that includes usable parts and components into their lairs.
Sometimes those lairs are maintenance pods that exist at various locations around the
Engine. Other times, when a freecycler has gone rogue, it’s more like the lair of a biological
creature.
Whatever the ultimate destination of a freecycler’s stream, they are dangerous entities,
especially for automatons, biomechanical creatures, and augmechs. In the sensory stream
of many freecyclers, the only thing separating an active automaton from one suitable for
trash collection and recycling is a meeting with their cutting arms or severing lasers.
Motive: Recycle machines
Environment: Almost anywhere on the Engine or Halo, alone or in pairs
Health: 35
Damage Inflicted: 9 points Iotum, page 107
Armor: 3; Armor 5 against heat, radiation, and effects of vacuum
Movement: Short; short when flying GM intrusion: The
Modifications: Understanding numenera as level 7 character attempting to
use a cypher, artifact,
Combat: During its action, a freecycler can bring to bear three sawlike spinning blades or other device against
on targets within immediate range, each inflicting 9 points of damage. Alternatively, a the freecycler risks
freecycler can target a creature up to a very long distance away with lasers that inflict losing it, unused, when
9 points of damage on a hit, and on an additional failed Might defense roll, blind the the creature snatches
it and tries to recycle
creature. Blinded creatures can choose to use their action attempting to blink away (or it on the spot.
otherwise repair) the effect by succeeding on a Might-based task.
If a single target is struck by all three of a freecycler’s blade attacks, they must succeed
on a Might defense roll or be stunned and unable to take actions. Each round a
creature remains stunned, it automatically sustains damage from
three spinning blade attacks, which for the purposes
of Armor is treated as a single attack instead of
separate ones. A stunned creature can throw off
the effect with a successful Might defense roll on
its turn, the only task it can attempt.
Interaction: Freecyclers are barely
self-aware, and use
what intelligence they
have to pursue trash
collection and recycling.
They may negotiate if
convinced that helping
another creature will lead
them to a prize.
Use: The PCs require a rare
component. Various leads point
them to a freecycler in the vicinity
that may have it.
Loot: An inactive freecycler can usually
be salvaged for a couple of cyphers,
possibly an artifact, and iotum.

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GAURN 5 (15)
These massive creatures formed of magnetic field lines are mostly mouthlike vortex—and
surrounding mouthparts—that serve two functions. One is to sing in x-ray frequencies that
are beautiful beyond anything most people have ever heard, but which is lethal to most
other creatures not protected against the medium in which the music is transmitted. But
to gaurn and other entities of the sun, the sound is a form of communication, connection,
and celebration.
The other function of the mouth is, of course, to eat. Gaurn feed on other entities of the
sun, gaining sustenance from breaking down bodies of magnetic flux and plasma. In the
rare instances that a gaurn leaves the sun’s corona and ventures into “the Cold,” they have
been known to try to eat regular matter and flesh, but only as a last resort.
Most gaurn are fickle, unconcerned with the laws of other creatures, and dangerous
Gaurn range in size because of that, though a few have developed a persona of self-control in order to interact
from 10 feet (3 m) in with plasmars as well as entities of the Engine.
diameter to well over
100 feet (30 m).
Motive: Hungers for complex concentrations of magnetism and plasma
Environment: Usually in the sun’s corona, but can exist in less extreme environments, such
as the Engine or Halo
Health: 27
Damage Inflicted: 8 points
Armor: 2 (see Combat)
Movement: Very long when flying
Modifications: Speed defense as level 2 due to size
Combat: A gaurn can flash a target up to a long distance away with withering x-ray radiation
that inflicts 8 points of damage. In addition, creatures without Armor that protects
against radiation (or those wearing armor not insulated against radiation) must
succeed on a Might defense roll or suffer 3 points of ambient radiation damage. Those
that die from this damage are
consumed and swallowed by
the central maw, torn apart
and integrated into the gaurn.
Creatures that failed their initial
Might defense roll must make
it again every minute, or suffer
another 3 points of damage.
(Treat this as an instance of
Radiation sickness, radiation sickness.)
page 13 Interaction: If communication can
be opened, gaurn are flighty
and irresponsible, as a rule.
However, they are enthralled
by all forms of song, and
some sort of exchange of
songs might go far in earning
one’s cooperation.
Use: Although gaurn can be
encountered randomly,
GM intrusion: The sometimes they can be lured
character is dazed, which by song to serve as unwitting
hinders all their actions,
while they suffer from
guards or attackers on behalf
radiation sickness. of a third party.

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CREATURES

HELIODURAN 6 (18)
Although not natives of the sun like plasmars or gaurn, heliodurans are still one of the Plasmar, page 116
most radiation-resistant creatures known to exist. Presumably engineered from life that Gaurn, page 108
was already classified as extremophile—something able to withstand a variety of harsh
conditions—a helioduran is a reflective, crested insect-like organism able to reach lengths
of 100 feet (30 m) or more. Usually, it bathes in the full light of the sun on Engine struts
and Halo components that receive full exposure, gaining a substantial portion of its energy.
However, a helioduran needs to supplement its diet with living matter and rare metals,
which means it is an equal opportunity predator of both automatons and creatures of flesh.
The vacuum-adapted helioduran can spook its prey into immobility when it flashes them
with a blast of stored radiation and light.
Motive: Hungers for radiation, flesh, and rare metals
Environment: Engine and Halo
Health: 32
Damage Inflicted: 12 points
Armor: 2; Armor 20 against damage from heat and radiation; Armor 5 against effects of
vacuum
Movement: Short; short when climbing
Modifications: Hides on sunlit struts as level 7; Speed defense as level 5 due to size
Combat: A helioduran slithers along major Engine struts or large structures of the Halo,
soaking in the sun while waiting in ambush for any mobile prey that happens by. When
it attacks, it flares with radiation and light that stuns all creatures within long range that GM intrusion:
were not aware of the helioduran, but that have direct line of sight to it. Ignorant targets The helioduran
bites a stunned foe,
that fail a Speed defense roll to look away are stunned for two rounds and blinded for automatically hitting
three, and those who were and ignoring Armor.
aware of the helioduran and
succeed on their defense roll
are unaffected.
Whether its prey is stunned or
not, the helioduran slithers
forward to attack, even
launching itself through
open space to reach distant
prey. Its bite inflicts 12
points of damage.
Interaction: Heliodurans might
ignore potential prey if
they are not hungry, but
otherwise they act like smart
predators with animal-level
intelligence.
Use: On an expedition to repair
a component of the Halo,
the PCs encounter a field
of bathing heliodurans that
are blocking the light the
component needs to help
lift fuel into the Engine’s
mouth.

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LIGHTNING MOURN 4 (12)
These biomechanical winged insects about half the size of humans are like vermin,
seeking out shorts and other instances of extreme electrical activity. Whether the activity
is a malfunction of a mechanism or installation or merely the result of normal operation,
lightning mourns absorb the excess energy and siphon it off to ground. In the frenetic
environments of the Engine, this often has the result of, if not fixing a damaged machine,
at least shutting it down long enough that some other resident can come along and fix it
before it burns itself out. However (as is true for so many other creatures of the Engine),
in the intervening millions of years, programing drift has made lightning mourns far less
selective. They’re just as likely to go after fully functional devices that use electricity as those
that have an issue. That includes automatons, biological creatures that use devices, and
GM intrusion: A piece even components of the Engine.
of the character’s Motive: Siphoning electrical current
equipment, usually a
device such as a cypher or
Environment: Anywhere machines function
artifact, is targeted. The Health: 12
character must succeed Damage Inflicted: 4 points
on a Might defense roll— Armor: 1; Armor 20 against damage from electricity; Armor 5 against heat, radiation, and
which is hindered—or
the item loses power, effects of vacuum
possibly for good. Movement: Short; long when flying
Modifications: Perception tasks to detect electrical
activity as level 7
Combat: Lightning mourns attack by firing one
javelin-like spear each round at a target within
short range. Each javelin trails a net of thin
metallic wires. On a hit, the attack inflicts 4
points of damage and the target must succeed
on a Speed defense roll or become entangled and
unable to take physical actions until they succeed
on a Might task as their action. Each round a
creature remains entangled, it automatically
suffers 4 points of ambient damage, or 8 points
if it is an automaton. In addition, automatons
that normally have any sort of automatic health
regeneration lose that ability while entangled.
Sometimes, a lightning mourn attacks a creature’s
equipment rather than the creature itself; see the
GM intrusion.
Interaction: Lightning mourns have animal-level
intelligence, but they might give up one source of
electricity in exchange for the offer of something
even more energetic.
Use: An infestation of lightning mourns in an Engine
substation risks rendering the entire region
subject to being ejected from the structure by
command and control intelligences.
Loot: A lightning mourn’s form can usually be
salvaged for a cypher.

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CREATURES

LLIRAN 3 (9)

“O Engine, almighty Keeper of the Eternal Promise, in unity with


the Halo, all glory and honor is yours, keeping us safe from the
ever-encroaching Viridian.”
Hazards of the
~ from a lliran ritual Engine, page 14

Lliran are everywhere on the main body of the Engine. Which is lucky, because their rituals, Lliran are biomechanical
which glorify the “world” (the Engine itself), are vital components in keeping the overall beings, with living
flesh fused with
structure in general repair. As broken down as some regions have become, it would be far automaton-like
worse if not for the eternal, sacred efforts of the lliran. components.
Their culture is highly formalized, putting reverence for the Engine ahead of everything
else, even their own safety. If lliran notice a leak, blowout, or other hazard of the Engine, Wrawn, page 39
most of them would not think twice about sacrificing their own lives to do what they can to
effect a repair. GM intrusion: Before the
However, that’s not to say the lliran do not value their own lives. It’s just that they believe negotiation continues,
the lliran displays a
that any that give their life for the Engine become saints, and are taken up to live with the record of the character
Architects in the Halo. The center of Engine worship for lliran is in the holy city of Wrawn. salvaging numenera
Motive: Defense, repair of the Engine (as part of ritual worship) from the Engine, and
Environment: Engine demands recompense.
Health: 12
Damage Inflicted: 3 points
Armor: 1; Armor 5 against heat, radiation, and effects
of vacuum
Movement: Short
Modifications: Crafting numenera (especially as
relates to repair) as level 6
Combat: Lliran use heavy tools at hand in a fight,
though with their knowledge of Engine systems,
a lliran can usually trigger a level 6 effect similar
to a detonation or a ray emitter after spending
a round working at any regular surface in the
Engine. With a minute of work, they could
achieve other, more elaborate effects, up to and
including jettisoning a section of the Engine into
the sun—possibly even the section the lliran is
in, if it believes that is in the best interest of the
structure.
Interaction: Lliran are cautious with strangers they
meet, especially those who have a history of
dealing damage to the Engine. Lliran can access
a record of such actions, and any damage is
considered a debt. Malefactors can pay off their
debt by aiding lliran rituals.
Use: PCs in danger while moving through a failing
section of the Engine encounter a group of lliran
priests conducting a ritual of repair.
Loot: A lliran always has a couple of tools, some of
which may seem like oddities, and at least one
cypher.

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LOCUST 2 (6)
Countless varieties of automaton move about the Engine and the Halo, each conducting
some minor service for the overall health of the system the way that insects participate
in the ecosystem of a living biome. Normally, they ignore creatures and automatons with
greater agency, and they are likewise ignored. They scuttle on magnetic limbs, flit on reactor
mass, or slide snakelike with tiny digits holding them to the surface.
However, on rare occasions, an electronic madness afflicts these “repairers” and changes
their behavior. They multiply far beyond their normal limit and go on a grand tour of one or
more sections of the Engine, ingesting everything and everyone they encounter, becoming a
Hazards of the Engine, true hazard of the Engine.
page 14 Motive: Hungers for flesh, components, iotum, and raw matter in a pinch
Environment: Anywhere on the Engine or Halo, usually in groups of no fewer than a dozen,
often many times that
Health: 6
Damage Inflicted: 2 points
Armor: 5 against heat, radiation, and effects of vacuum
Movement: Short; short when flying
Modifications: Speed defense as level 3 due to size
Combat: Locusts stab, bite, electrify, or otherwise use their specialized body parts—usually
meant to repair the Engine—to cause harm instead. Most often, four or more can act
in concert to become a swarm, acting as a single level 4 creature that inflicts 5 points of
damage.
A swarm may also attempt to pilfer the PCs’ cyphers. If a
PC is damaged by a swarm, they must also succeed
on a difficulty 4 Intellect defense roll or lose one
cypher from their possession.
If a swarm is left on its own, it strips an
area of other machines and devices
in about ten rounds of activity, then
moves en masse to a new section of
the Engine.
Interaction: Locusts are not
usually intelligent and do not
communicate, though a rare few
can exhibit intelligent behaviors
and advanced motives for a time.
As repairers, these automatons
seem normal. It’s only when their
behavior trips and they become
locusts that they become
non-communicating threats.
Use: The characters, looking for a
pressurized section of the Engine
where they can rest, witness a
troop of repairing automatons go
GM intrusion: The locust from normal behavior to locust
uses a cypher—possibly behavior after a triggering event.
the one just pilfered
from the character—
Loot: A cypher or oddity can usually be
on the character. salvaged from a defeated locust.

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CREATURES

MONITOR 7 (21)
Monitors are a residual population of biomechanical creatures created by the Architects,
charged with keeping various aspects of the Engine in working order. Epochs later, the
population is much reduced, and installations still able to produce fresh versions are
themselves forgetful and in need of repair. As such, monitors are more like ghosts than
inspectors, watching in silence for the most part. However, for reasons not always obvious
to others, monitors may stir into action upon noticing a defect in the Engine, and attempt
to rally other nearby entities to repair the issue, or punish those responsible for creating the
problem in the first place.
Monitors usually act alone, possibly retreating into the datasphere via a vertice for Vertices, page 87
decades at a time before reappearing. But when the need arises, many monitors may work
in concert to deal with a particular issue or threat.
Motive: Enforcement of Engine protocols (sporadically) GM intrusion: Just when
Environment: Engine and Halo, usually alone it seems as if the monitor
is on the character’s
Health: 33 side, the character does
Damage Inflicted: 12 points something that risks
Armor: 3; Armor 5 against heat, radiation, and effects of vacuum engaging the monitor’s
Movement: Short; short when flying Engine-protection
functions, to the
Modifications: All numenera tasks as level 8; perception tasks as level 9 character’s detriment.
Combat: When forced to act, a monitor can deploy changeable
smart-matter flesh fists or blades to batter or slice up to four foes
within short range, or grab them and hold them in place until
they can escape. The monitor can squeeze caught foes,
inflicting 12 points of damage each round until the foes
can escape. If a monitor focuses all four attacks on
one creature, treat it as a single level 9 attack that
inflicts 15 points of damage, and if attempting to hold
the target in place, the Might task to escape is as if
against a level 9 opponent.
Monitors usually deploy their smart-matter flesh to enact
repairs. Once every other round, they can convert their
flesh into nearly any object or piece of equipment
of up to level 5, excluding artifacts but including
cyphers. Apparently, monitors can generate a
nearly infinite supply of the substance, given
enough time and while they remain in the
energy-rich area near the sun.
Interaction: Characters can use language to
negotiate with monitors, or use invisible
machine language while in the airless
void, especially if an aspect of the Engine
requires repair.
Use: The PCs’ conflict with some other
group rouses a monitor to check on the
damage they inflicted to the Engine.
Loot: A few cyphers can be salvaged from a
deceased monitor. Sometimes, a monitor may
gift a PC with a cypher created from their
smart-matter synthesizers.

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MURDER BLOOM 4 (12)
Insect-like in shape, these beautiful and deadly flowers come in various emerald, ruby, and
sapphire shades. But when the blooms flap their wings and take flight, it is almost certainly
to kill the observer and convert their remains to fresh fertilizer.
Murder blooms are These dangerous creatures arise mysteriously from plants of almost any kind, developing
on the rise, a hazard from buds that are uncharacteristic for the plant they appear on. When the flower unfolds
instigated by the
approaching Viridian.
from the bud, it flaps its petals, meets with any nearby fellows, and begins devastating all
non-plant life nearby with poisonous stingers. Even a single sting can create a runaway
Viridian Hazards, page 23 allergic reaction in a target that ends suddenly in a detonation of blood and flesh—perfect
fertilizer for more murder blooms.
Motive: Hungers for flesh
Environment: Near plants
Health: 15
Damage Inflicted: 4 points
Armor: 1
Movement: Short when flying
Combat: A murder bloom’s bite inflicts 4 points of damage, but its sting is what living
things should avoid. A sting inflicts 4 points of Speed damage (ignores Armor) from
poison. If the victim fails a Might defense roll, a runaway allergic reaction occurs,
inflicting 2 points of damage the first round, 4 points the next, 8 the next, and so on,
until the victim succeeds on a Might defense roll on one of their subsequent turns or
until they die, at which point they literally explode.
Four murder blooms can act as a single level 6 creature inflicting 6 points of damage
whose toxin requires a difficulty 6 Might defense roll to resist. Each bloom must be
attacked singly as normal.
The blooms are hindered by smoke or other strong fumes, and retreat from it. They are also
inactive in non-natural light.
GM intrusion: A Interaction: Murder blooms act as large, aggressive, hungry insects. However, in the
higher-level Viridian- presence of other Viridian-touched creatures, they gain a semblance of intelligence,
touched creature
appears, such as a
enough to follow the commands of more intelligent spawn of the Viridian.
pruthastan (page 117). Use: A trip to the botanical garden becomes a harrowing experience as the flowers animate.

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CREATURES

PHANTOM ARCHITECT 9 (27)


Half composed of metal and half of fluid nanites held in a cradle of invisible force, phantom
architects are sometimes witnessed moving along a strut or wandering through a station in
the Halo. Most other beings give them a wide berth, because their name alone suggests an
important lineage. If indeed these creatures are echoes of the Architects themselves, how
could they be anything but disappointed at what has become of the Engine?
Phantom architects don’t seem to have lairs—or, at least, not physical ones. Instead,
they are somehow physically printed from special devices (which some call vertices), and Vertice, page 87
remain for only a little while before returning to whatever non-realm they came from.
If a phantom architect ever manifests near a pruthastan, the phantom does everything Pruthastan, page 117
within its power to utterly destroy the pruthastan, demonstrating a brutal instinct to
eradicate them.
Motive: Defend the Engine
Environment: Engine and Halo
Health: 50
Damage Inflicted: 13 points
Armor: 4; Armor 10 against heat, radiation, and effects of vacuum
Movement: Long when flying Pocket chamber, page 60
Modifications: Speed defense as level 7 due to size
Combat: In addition to being able to make two battering
attacks each round, inflicting 13 points of damage
per strike, a phantom architect can employ its
deep connection with the Engine to create a
variety of effects. These include raising an
arbitrary number of level 5 long-range laser
weapon turrets (one each round), opening
previously undetected pocket chambers,
creating force field barriers, and so on.
Essentially, a phantom architect has a
sort of remote control of nearby Engine
devices and machines, including those
lying inactive beneath a strut plating
or just out of sight along a length of
cable.
Interaction: Generally, PCs must do
something destructive to get the
attention of a phantom architect,
though that could lead to a
conflict. However, sometimes
a phantom architect decides
that characters could be useful in an
obscure repair project, and it sets the PCs
on a task in return for something they want,
popping up display screens out of a nearby
Engine component to communicate visually. GM intrusion: The
Use: When the PCs accidentally destroy a piece of character is sucked
into a nearby pocket
Engine equipment, a phantom architect appears. chamber and (on a
Loot: A defeated phantom architect can be salvaged failed Speed defense
for several cyphers and a couple of artifacts. roll) trapped when the
entrance fades away.

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PLASMAR 3 (9)
Plasmars are tall, space-black humanoids swaddled in magnetic skins of luminous plasma.
They’re intelligent “phenomena” that sometimes appear in areas or times of energy
Unlikely as it seems, discharge. Many dwell in massive arcing cities on the face of the sun itself, though several
a small population inhabit the Engine in small communities built up around energy sources.
of plasmars survives
on Earth, dwelling in
Plasmars can be strongly territorial, especially if they believe that visitors risk disrupting
subterranean tunnels their energy fields.
around active volcanoes Motive: Territory, defense, knowledge of undiscovered areas emitting energy fields
and in areas that Environment: Areas rich in energy, preferably electromagnetic
generate the sort of
energy fields the creatures Health: 12 (see Combat)
depend on to survive. Damage Inflicted: 4 points
Armor: 1 (see Combat)
Movement: Short; long if a plasmar chooses to “ride the lightning” and appear in another
area within a larger (or connected) energy field, though this kind of movement requires
a plasmar’s entire turn
Combat: Plasmars attack with a fiery plasma touch or short-range bolt against a single
target that inflicts 4 points of damage. A plasmar can augment an attack, both easing it
and increasing the damage to 8 points each time it saps 1 point of health from itself or
a willing plasmar ally.
A plasmar within short range of an immobile energy field regenerates 1 point of health per
round.
In areas of particularly strong energy fields (strong enough to damage regular creatures),
plasmars regenerate up to 10 points of health per round and can double or triple their
maximum health. If encountered directly on the surface of the sun, they can increase
their health by an order of magnitude, rendering them effectively immune to the
immense damage that would
otherwise destroy most other
life (except for that engineered
to live on the sun).
Plasmars view the world Interaction: Plasmars are wary of
differently than regular strangers. They speak either by
living creatures do,
since they need energy
magnetic induction directly
fields the way that other to each other, or by causing
creatures need air. metallic objects nearby to buzz
with sounds that mimic regular
language.
Use: While exploring the Engine
of the Gods, travelers come
upon a plasmar caught
between energy sources,
GM intrusion: A slowly starving.
plasma blast fired by Loot: Sometimes plasmars
a plasmar hits a PC
and destroys one of the
give a level 7 plasma
character’s cyphers, detonation cypher as a gift
chosen by the GM. If the (or leave one behind if they are
cypher is a detonation, discharged).
it also explodes.

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CREATURES

PRUTHASTAN 8 (24)
Entities of strife and misfortune, the pruthastans were introduced to the Engine from
somewhere else, possibly even a parallel dimension where the Engine failed and the
Viridian caught up to the solar system. Viridian, page 22
Others believe—based on a datasphere disclosure—that the pruthastans may have been
among the Architects of the Engine. Obviously not those who were responsible for saving
everyone, but instead the criminals, the thieves, and the failed leaders whose backward
policies would have led to calamity if they had not been exiled into an artificial prison
dimension.
Whether new to this continuum or having finally escaped confinement, pruthastans are
loose on the Engine and the Halo, and even seem capable of troubling those able to live
on the sun’s surface. Insane and slavering for a taste of reality, they regard all the creatures
of the Engine—whether automaton, flesh, or biomechanical—as something to be eaten.
Apparently, they gain sustenance not only from material they ingest, but also from the
terror their acts inspire.
Motive: Hungers for any living or mechanical thing; can also consume emotions, as well as Dimensional modulator,
any kind of rude matter, and if nothing else is at hand, possibly even spacetime itself page 79
Environment: Engine, Halo, and the sun
Health: 33 GM intrusion: After
Damage Inflicted: 10 points striking the character,
the pruthastan also
Armor: 3; Armor 10 against heat, radiation, and effects of vacuum destroys or devours
Movement: Long; long when flying a small piece of the
Modifications: Perception tasks as level 10 character’s equipment.
Combat: A pruthastan prefers to use exotic
weaponry, if available. For instance, about
one in four carries a dimensional modulator.
Otherwise, a pruthastan’s slam inflicts 10
points of damage and also requires the target to
succeed on an Intellect defense roll or suffer 1
additional point of Intellect damage each round.
This ongoing psychic leakage continues until
the target succeeds on an Intellect-based task to
withstand the fearful intrusion into their mind.
Interaction: Pruthastans consider all other creatures to
be nothing more than food. And they love to play with
their food.
Use: A pruthastan with a plan—rather than just one causing
trouble by eating whatever it comes across—might well
prove to be the powerful mastermind behind any number
of world-ending plots.
Loot: Pruthastan lairs are littered with trophies of past
feedings, which could include a handful of cyphers
and an artifact or two (including a dimensional
modulator). However, a hungry pruthastan could eat
any and all of this.

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RAVVLE 5 (15)
Ravvle prefer the stark shadows to the direct searing sunlight. Black as space themselves,
a lone hunter or ravvle raiding party slips up on unsuspecting biomechanical creatures
and automatons in order to destroy them, then salvage useful loot from their remains.
Sure, they could salvage similar components from mute Engine mechanisms making up
their environment, but there is no sport in raiding unintelligent devices. Ravvle glory in the
thrill of the hunt, often taking trophies from defeated foes to adorn their own bodies if they
cannot directly incorporate or ingest it.
Ravvle fight among themselves constantly for power, position, and salvage rights for
recently downed prey. However, those who bear trophies of mighty enemies are sometimes
given first pick. Even among ravvle, there is a sort of honor.
Ravvle are about 12 feet (4 m) tall, ebony skinned, and when they wish to show
themselves, they glow with angry red spots like tiny dying suns.
Motive: Hungers for salvage (especially cyphers and artifacts) from automatons and
biomechanical creatures
Environment: Engine and Halo, alone or in three-ravvle raiding parties
Health: 20
Damage Inflicted: 6 points
Armor: 4; Armor 5 against heat, radiation, and effects of vacuum
Movement: Long when flying
Modifications: Speed defense as level 6 due to quickness; perception and stealth tasks as
level 6
Combat: When a ravvle raiding party sees something they desire, they jet toward it. A
single ravvle attempts to grab and immobilize a target who fails a Speed defense roll
by wrapping many arms and other limbs around it.
On subsequent rounds until the target is able
to escape (a hindered Might task, due
to all the arms), it repeatedly injects
an oily acid that inflicts 6 points of
Speed damage (ignores Armor) as it
breaks down all kinds of advanced
materials, from flesh to synthsteel.
A ravvle regains a number of points
of health equal to the level of the
cypher, artifact, or similar device that
it absorbs into itself on its turn.
Interaction: Ravvle communicate via a
private invisible channel, but can adjust
their speech to a channel that most
other creatures on the Engine can hear.
Sometimes they make demands before
Wraith, page 122 attacking, enjoying the fear their threats
engender. However, even if they are
GM intrusion: Instead given what they want, they may still
of attacking separately, attack.
one of the other ravvles
also injects a grabbed
Use: Just as the characters seem to
character, inflicting be getting somewhere in their
an additional 6 points negotiations with a tribe of wraiths
of Speed damage or other intelligent species on the
(ignores Armor).
Engine, ravvle pirates attack.

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CREATURES

SPLINE 4 (12)
Protected by metallic red carapaces about 12 feet (4 m) in diameter, most automatons of
this kind are not motivated by much. Splines spend most of their hours lost in morbid,
sullen thoughts. They sometimes congregate with others, attempting to find some purpose
in community and helping their fellows. Some achieve success. However, it wouldn’t be
wrong to characterize this “species” of machine as dreary and, often enough, welcoming
the end of their own pointless existence.
Ages ago, the splines were once mindless automatons integral to various Engine repair In spline culture, it’s
tasks. Over time, they evolved minds and culture, forgetting their purpose. That dearth considered passé and
childish to want to
gives many a hollow feeling that only a few ever manage to fill. Those that turn their talents fix things. How that
to repair, especially maintenance of their environment, are usually the most fulfilled in any meme got started is
gathering of splines. anyone’s guess, but it
Motive: Usually to be left alone to dwell on dreary thoughts probably grew out of
an earlier epoch’s effort
Environment: Anywhere on the Engine or Halo to gain independent
Health: 12 thought by distancing
Damage Inflicted: 4 points themselves from their
preinstalled program.
Armor: 1; Armor 5 against heat, radiation, and effects of vacuum
Movement: Short
Modifications: Tasks related to repairing the numenera as level 7
Combat: If forced to defend themselves, splines can produce a cutting electro-force blade
that can slice through almost anything,
including armor (except for armor
reinforced by force fields), inflicting 4
points of damage. If two or more
splines are next to each other
and allied, one can choose
to use its action to repair a GM intrusion: The
damaged spline for 10 health cutting implement
degrades the character’s
that round. Armor by 1 point on a
Interaction: Most splines are failed Might defense roll.
gruff, angry at being pulled
from their internal thoughts,
and unwilling to indulge the
desires of others, especially
non-splines. However, if
this initial reluctance can be
overcome, most splines can be
lured into almost any situation
by awakening their desire to fix
machines.
Use: The PCs are told that a nearby spline
can fix their sunsuit or augmech.
However, the spline they find is a
moody, angry individual without any
desire to help.
Loot: A few cyphers can be salvaged
from a deceased spline.

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STRUT OOZE 6 (18)
Strut ooze is a very specific manifestation of rogue nanites that clump together like a great
dark slick of oil that turbidly boils and sparkles, usually on struts along the circumference
facing directly away from the sun. Sometimes it forms great treelike structures connecting
Strut ooze resting two different surfaces. Strut ooze is not quite as resistant to heat and radiation as many
patterns are not unlike other Engine natives. Usually, it remains quiescent, so much so that most natives don’t go
how moss grows more
thickly on the sides of
too far out of their way to avoid a patch.
trees in the Ninth World But occasionally, a solar flare, sharp vibration, unexpected play of light, or even unfamiliar
that get the least amount chatter over the invisible channels that the strut ooze can apparently “hear” can rouse it.
of sun; in the northern That’s when the ooze animates, becoming aggressively inquisitive. It interrogates targets by
hemisphere, that’s the
north side of the tree. absorbing them and breaking them down to base chemicals, not as food, but in the pursuit
of analysis.
Motive: Hungers for information
Environment: Engine
Health: 23
Damage Inflicted: 7 points
Armor: 1; Armor 3 against heat, radiation, and effects of vacuum
Movement: Short
Modifications: Grabbing and holding as level 7
Combat: The strut ooze animates and can batter foes with its pseudopods of dark, oily
substance, attacking up to two targets within immediate range, or one target within
long range by ejecting an oily projectile.
On a hit, the oil clings and attempts to infiltrate a target who must succeed on a Might
defense roll. If they’re successful, the oil fails to find purchase. If unsuccessful, the
target takes 7 points of Speed damage (ignores Armor) every round until they succeed
on a Might defense roll. Meanwhile, the strut ooze is free to make additional attacks on
a target already taking damage. Successful additional attacks don’t inflict more damage;
instead, each one cumulatively hinders the target’s Might defense roll by one additional
step.
GM intrusion: The The ooze absorbs the oily residue of a target that is destroyed by the process.
character must succeed Interaction: Natives might not take pains to avoid strut ooze, but they try not to provoke
on an Intellect defense
roll or be inundated
it. If some method of communication could be established, any given strut ooze has
with so much detailed detailed information on almost every other creature, and many individuals, that it has
physiological knowledge previously absorbed and analyzed. A potential method of negotiation is offering a new
of past victims of object or creature that it can scan in return for other information.
the strut ooze that
they are stunned on Use: An automaton in Wrawn is looking for someone to venture to a dark pool in a nearby
their next turn. pocket chamber. Upon investigation, a “lake” of strut ooze is found.

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CREATURES

SUNEKO (TITANOTHAUR) 10 (30)


Suneko is a mindblowingly gargantuan creature, a unique instance of a larger class of apex
predators called titanothaurs. Thus, “Suneko” is a proper name.
In appearance, Suneko is lithe, like a great snake nearly 500 feet (150 m) long. Its body is Appearances of colossal
so hot that its skin glows like red coals, a halo around its head blazes like the sun’s corona, creatures like Suneko are
rare events that usually
and its eyes are akin to beaming searchlights. don’t last for more than
When Suneko appears, it is attracted by artificial structures, the more densely situated a few days. In that
and elaborate the better, which it seeks to batter to rubble or, better yet, incinerate. sense, they’re akin to
Motive: Destruction hundred-year storms and
at least as destructive.
Environment: Usually near communities containing many high structures
Health: 140
Damage Inflicted: 15 points (see Combat)
Armor: 7; Armor 30 against fire and radiation damage
Movement: Long; very long when flying
Modifications: Speed defense as level 8 due to size and speed (unless in combat against a
similarly colossal foe, then as level 10) Chapter 13: Waking
Combat: Any creature or object within short range of Suneko must succeed on a Might the Mega, page 155
defense roll each round or suffer 5 points of damage from
sun-hot plasma (which ignores most Armor, except for GM intrusion: Despite
Armor from force fields); this effect requires no insulating Armor or other
protections, the character
action by the titanothaur. Suneko can bite and tail fighting Suneko begins
lash the same or two different targets within to burn for 5 points of
long range as its action, inflicting 15 points of damage from sun-hot
damage with each strike. plasma each round
until they succeed on a
Instead of biting or tail lashing, it can make a Might defense task to
rampaging attack that inflicts 15 points smother the flame.
of damage plus an additional 5
points of sun-hot plasma damage
on everything within short range.
Even those that avoid the attack with
a successful Speed defense roll take 5
points of damage from the rampage.
About once per minute, Suneko can also emit
twin rays of plasma from its eyes in a
focused beam that can reach as far as
the horizon, which from its height above
the ground (assuming the surface of
the Earth) is about 22 miles (35 km). The
twin eyebeams inflict 30 points of
sun-hot plasma damage, which ignores
most Armor except Armor from a force
field.
Suneko regains 10 points of health per
round, or twice that in a region of heat
or radiation that is damaging to other
creatures. If Suneko dies, it could be
revived again many years later if left in a
hot, fiery place.
Interaction: Suneko seems to be a creature
of pure destruction.
Use: See the adventure “Waking the Mega.”

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WRAITH 4 (12)
Wraiths are living creatures capable of existing in the vacuum of space by directly
metabolizing high-energy charged particles that are abundant in the void, especially close
to the sun. According to wraith lore, the Architects derived them from living creatures
similar in form and mind to humans. Even if that could possibly be true, they seem utterly
alien in body in the present. Wraiths sometimes conceal themselves in layers of shroud-like
tissue, and other times they reveal themselves as wispy, elongated things of glowing red
plasma.
As with many other entities encountered in the Engine and the Halo, wraiths can function
and work without issue in the sun’s never-ending light. However, wraiths are not a cohesive
group; different tribes live all across the Engine, though most of them haunt the Halo.
Some are certainly a threat to other creatures, while others (such as some encountered in
Wrawn, page 39 the city of Wrawn) might see humans as somehow sacred, having been the model from
which the wraiths were created by the Architects.
Whatever else motivates a group of wraiths, most are proficient in some capacity in
repairing various functions of the Engine and the Halo, and they understand that a threat to
GM intrusion: The either is a threat to everything.
attacked character must Motive: Varies with individual or group
also succeed on a Might
defense roll or take
Environment: Anywhere near or in the Engine and Halo
an additional 3 points Health: 15
of ambient damage Damage Inflicted: 6 points
and contract radiation Armor: 10 against damage from fire and radiation
sickness (page 13).
Movement: Short when flying
Modifications: Perception and stealth tasks as
level 7; understanding, crafting, and salvaging
numenera as level 8
Combat: Wraiths can unfold from their concealing
shrouds and attack with radioactive limbs to
deal 6 points of Speed damage from ionizing
radiation (ignores most Armor) or, if available,
cyphers or artifacts that inflict damage. Some
can direct ionizing radiation as long-distance
attacks, though doing so costs the wraith 1
point of health.
Interaction: Wraiths communicate by an invisible
channel that many machines can also
connect to. They react to outsiders differently
depending on the particular group the PCs
find. For instance, a particular wraith might be
considered a sage by others, and encountered
as an urbane purveyor of knowledge. Others
may be more dangerous.
Use: A ragged band of wraiths that have forgotten
their history is encountered in a shuttered,
unused section of the Engine. At first, they try
to kill anyone that finds them, wanting to keep
their presence a secret.
Loot: Some wraiths carry valuable items and
equipment.

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KARNA’S ETERNAL RETURN
NPCS

CHAPTER 11

NPCs

PHIUS LIVIC 4 (12)


Always lost in conversation with an unseen other, muttering and nodding, listening then
speaking, Phius Livic is a scholar of the numenera who never goes anywhere quietly, though
he’s rarely loud, either. Until he becomes caught up in the events described in chapter 12,
Phius moves about, buying books and—after reading them—selling books, and looking for
sources of knowledge that go beyond the printed word.
Having lost his eyes to a ravage bear attack when he was young, Phius relies on a device
that whispers an ever-unfolding description into his ears, even going so far as to read
books written in any language Phius cares to try. To him, it’s all the Truth, because that’s
what the mechanism speaks.

CHEVARA
A fail-safe function in Phius’s visor imprinted the mind of Chevara (the Aeon Priest
who originally gave him the device) upon the death of the priest’s physical body. Able to
interact with the world only through Phius as an intermediary, Chevara convinced him to
become her partner in saving the world from the Viridian by reigniting the Engine of the
Gods, as described in chapter 12.
Motive: Books, knowledge, companionship; to save the Ninth World
Environment: Almost anywhere books can be found, until events of chapter 12 unfold
Health: 24
Damage Inflicted: 4 points
Movement: Short
Modifications: Most Intellect-based tasks as level 6; stealth tasks as level 2 due to
constant murmuring
Combat: Phius is unable to effectively defend himself physically. However, the
mechanism invested with Chevara’s mind can produce a short-range sonic blast
that inflicts 4 points of Intellect damage (ignores Armor) on a target creature
and everything next to it. Chapter 12: The Sun
Interaction: Phius never quite looks at who he speaks with, and his eye sockets are always Doth Move, page 126
hidden behind a visor in any event. But he is friendly and engaging, though most of
his conversations are interrupted with side questions he asks of the mechanism that GM intrusion: Phius
describes the world for him (normally inaudible to others). notices something about
the character that
Use: Phius inquires after rare books but has recently had a revelation about the imminent other people never do,
end of all things. He seeks others to help him travel to Qi so he can warn the Amber and that perhaps even
Pope of the danger associated with the breakdown of a prior-world mechanism at the the character hadn’t
sun’s edge—something Phius calls the Engine of the Gods. realized (because the
mechanism saw it and
Loot: Phius’s mechanism is built into his visor, but it could be salvaged for a few cyphers. described it to Phius).

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DENIZEN 7 (21)
The woman known as Denizen is highly modified with the numenera, fusing flesh with
various living devices native to a “prison plane” called the Liminal Shore that she claims
to have escaped in her childhood. Given that most of her other claims prove to be lies, it’s
probable that her origin story mixes as much falsehood with truth.
Freedom Society, page 51 Since her arrival on the Engine well over two hundred years ago, Denizen has been driven
Viridian, page 22 to bring it offline, going so far as to create an organization among the natives called the
Miash, page 139 Freedom Society to help her achieve these ends. Publicly, she describes her aims as helping
Interpreter, page 41 liberate those imprisoned by ancient directives that no longer have any meaning. Why go
Wrawn, page 39 through these maintenance tasks each day when the Engine seems fine as it is? Secretly,
Pruthastan, page 117 however, she wants the Viridian to catch up with the solar system. She has various agents
Accessing the Control (such as Miash, first counselor to the Amber Pope, and an instance of herself that counsels
Center, page 149 the Interpreter in Wrawn) that work toward her aims around the solar system. In addition,
she has a pact with the pruthastans, who sometimes aid her.
Denizen can infect Currently, Denizen has taken over the Engine’s Control Center.
automatons with Motive: Achieve union with the Viridian
instances of her mind,
resembling a glob of
Environment: Anywhere on the Engine
nanite protoplasm Health: 33
adhering somewhere on Damage Inflicted: 8 points
or in the device. Such Armor: 4; Armor 5 against environmental heat, radiation, and effects of vacuum
instances are deployed
around the solar system. Movement: Long
Modifications: Persuasion, deception, and understanding numenera tasks as level 8
GM intrusion: The lie Combat: Denizen (and some of her instances) wears nanite battle armor that provides
Denizen tells confuses an 4 Armor and restores 5 points of health per round. It also provides needful objects,
ally of the character into
inaction for a few rounds.
including weapons. For instance, she can project tiny energy orbs at up to three targets
within long range each round. Each energy orb inflicts 8 points of acid damage. The suit
can also become effectively invisible (easing her
stealth tasks by two steps) if she crouches and
doesn’t take any actions. It grants her the ability
to fly a long distance each round for up to ten
minutes. Finally, it can provide nutrition and
filtered water, or even create a small pressurized
bubble capable of sheltering up to three
other human-sized creatures. It’s effectively a
wearable manufactory.
Interaction: A consummate liar, Denizen always
tries to befriend strangers, especially capable
ones. In so doing, she hopes to mislead
them into helping her. She reveals her true
plans only if forced to, or if confronted with
incontrovertible evidence of her actions.
Use: The PCs are in trouble, but Denizen shows
up and helps them, then introduces herself as
a friend—and someone who knows a lot about
the Engine.
Loot: Denizen’s living combat suit might be
salvageable, but it is essentially controlled
utterly by a strange sentience extending from
the Viridian.

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PART 5:
ADVENTURES

Chapter 12: The Sun Doth Move 126


Chapter 13: Waking the Mega 155

Manuel Dennis - md3@xocomp.net - 439619


CHAPTER 12

THE SUN DOTH MOVE

“T he Sun Doth Move” is an


adventure that can begin almost
anywhere in the Ninth World. It is
wrap-up (and XP awards) presented for a
given part. For example, if the first session
in part 1 ends just as the PCs discover Phius
suitable for higher-tier characters, though in the hothouse, consider giving them each
it could be adjusted for middle-tier or even 1 XP for at least having gotten that far. When
beginning characters by easing all tasks by they finally do finish all the encounters in a
two or three steps, respectively. given part, provide the full award indicated
there as well.

SYNOPSIS
The adventure is laid out in four parts. BACKGROUND
Part 1: The Rescue describes a small The situation setting the stage for this
Phius Livic, page 123 village where a scholar named Phius Livic adventure is described in Chapter 1: Engine
is desperate for aid. If the characters rescue of the Gods and Chapter 2: Problems at the
Chapter 1: Engine of him from virulent growths infesting a clave, Edge. To summarize, prior-world architects
the Gods, page 8 the scholar reveals an even greater threat, built an engine to move the solar system
one so vast it endangers everything on the away from a threat, and their creation was
Chapter 2: Problems planet if his warning is not heeded: the doing its job until the last few hundred years,
at the Edge, page 18 Viridian is coming. when the Engine of the Gods broke down.
Part 2: The Journey includes a series of About ten years ago, an Aeon Priest
Viridian, page 22 encounters for those who decide to help Phius named Chevara began to notice evidence
travel all the way to Qi, where the Order of that not all was right with the sun. As it
Truth must be warned of the coming threat. happens, celestial phenomena was her
If convinced of the need for intervention favorite topic of study. She came across old
Evidence of by being given compelling evidence of records suggesting that the sun once had
Malfunction, page 18 malfunction, the Order provides a method of a tiny “braid” that had not been seen for
travel from Earth to the very edge of the sun. so long that everyone had forgotten it was
Part 3: The Engine details how the ever a feature. Unfortunately, an accident
characters can empower themselves to killed Chevara’s physical body. Only by dint
effectively become agents for change of an unexpected side effect did her psyche
on the structure that is malfunctioning, survive the event, within an artifact she’d
which requires that they find and inhabit previously provided to a friend and traveling
Augmechs, page 84 prosthetic bodies called augmechs. scholar: Phius Livic.
Part 4: Reignition depicts challenges the With her words to guide him, Phius
characters must overcome to restart the continued Chevara’s work, finally piecing
Engine of the Gods, which include finding together enough evidence to come up with
Denizen, page 124 and defeating Denizen. the broader picture. Collecting a few physical
samples of the effects of the approaching
Number of Sessions and Bonus XP: This Viridian was all Phius and Chevara needed
adventure will likely take about eight sessions to confirm their hypothesis, and provide a
to complete, plus or minus a few. Because of strong case to the Order of Truth in Qi.
that, consider providing 1 or 2 additional XP Collecting that final piece, however,
to the PCs at the end of each session, even turned out to be more fraught than the two
if the characters haven’t reached the had expected.

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THE SUN DOTH MOVE

PART 1: THE RESCUE


In the process of helping the village of Otaki flowers of every kind—at least, it usually
with its troubles, the PCs meet the scholar does. Depending on when the PCs arrive,
Phius Livic. they may see that no one is running the
cart and the remaining lonely blooms are
ADVENTURE HOOKS wilted and dying. Nearby sellers say Lanard
The PCs could become involved in this didn’t show up for market hours; see
adventure in one of the following ways. Village Gossip.
Each PC might have a different hook, Newcomers in Otaki are not completely
share some hooks among them, or out of the ordinary; the clave on the edge
merely get caught up in the situation as of town draws travelers every few months
it unfolds. looking to obtain cuttings of scarlet leaf.
Local Made Good. One or more of the Townsfolk are happy to direct the PCs
PCs grew up in Otaki. They are returning in that direction. If characters ask after
home after a long absence, during which Chevara, they’re given the sad news that she
time they grew in experience and ability. passed on some years ago. Her friend Phius
The PCs may have family in town that now tends the “Hothouse” (a term they use
they haven’t seen in years. If so, one interchangeably with the clave) on account
character’s relative might be Lanard the of all the weird plants that grow inside.
flower seller. A broad-shouldered woman named
Seeking Rare Components. If the Marana is the acknowledged leader of Marana: level 4; Armor 2;
Otaki. She mediates disputes, keeps order, greatsword attack inflicts
PCs are involved in long-term play or 6 points of damage
regularly seek hard-to-find iotum, they and leads in the defense of the village
might have heard of a substance called against any threats.
“scarlet leaf” that can be had only in Iotum, page 107
the distant village of Otaki, where a VILLAGE GOSSIP
clave specializes in its growth. People in Otaki love to talk about the
Solving a Mystery. The PCs may have weather, crops, and the highlights of a game Claves are small
already discovered hints in previous that many of the younger locals play called cloistered groups of Aeon
adventures that something is wrong “crateball.” Two topics might be of interest Priests in the Beyond.
with the sun. To find out more, they to the PCs. If this adventure is not
First, something’s not right in the clave. set in the Beyond, the
need to track down the acknowledged cloister isn’t technically
expert, an Aeon Priest named Chevara, No one will approach it ever since Lanard
called a clave; it might
whose focus is the sun and the stars. the flower seller failed to return from there be referred to as a
The PCs determine that she lives in a a few days ago. The clave is where Lanard semblage instead, or
clave in the village of Otaki. collected some of her most impressive merely “the Hothouse.”
specimens thanks to the terrarium located
inside. Likewise, no one has heard from
Phius Livic (the caretaker since Chevara
the Aeon Priest died) either. Something
OTAKI bad must have happened inside. Out of an
Otaki is a small village with a population of abundance of caution, Marana posted a
about 220 people. It’s far from any large city. “Dangerous—No Entry” sign out front.
The small farmer’s market in the center of Second, a stranger covered in wrappings
the village is daily attended by at least a fifth and a dark cloak and hood came to town
of the population, who browse the carts that several weeks ago, also asking about
contain grains, fruits, roots, small caged Chevara. When the stranger was told
vermin, meats cooked to order, and candies. about Chevara’s death over a year prior,
A few sellers specialize in dried fish, which they seemed confused. Then they paid an
are brought in from a distant village over obscene amount of shins for the exclusive
the mountains. Others sell crafts, clothing, use of a shack from a farmer named Mern.
and simple but needful things. According to Mern, the stranger asked not
A cart owned by Lanard the flower seller to be disturbed. That was a few weeks ago,
contains gorgeous arrangements of striking and according to Mern, the stranger hasn’t

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Stranger automaton: emerged since. He’s wondering if maybe he The stranger automaton may power up if
level 6; health 33; shouldn’t go and check on things, but he’s PCs attempt to talk to it. The automaton is
Armor 3; twin long-range
disintegration beams
too afraid. Especially with the trouble at the not sophisticated. It refers to itself as “this
each inflict 6 points Hothouse also making people edgy. one.” It reiterates its purpose, up to a point,
of damage If characters inquire about the clave including the name Denizen. However, it
(or Hothouse) and spend a little time doesn’t know who Denizen is, nor where
ingratiating themselves, they can eventually Denizen can ultimately be found. If asked
learn that Chevara’s death was accidental. why it wanted to find Chevara, it indicates
She was up on the clave’s exterior doing that it is to deliver a message, the contents
some work when a rainstorm blew in. of which are encrypted. (The message turns
She slipped off, struck her head, and that out to be a secret directive for the stranger
was that. Not long after, her friend Phius automaton to immediately kill Chevara.
showed up and took over the place. That Breaking the encryption is a task hindered
was several years ago. It was during his by two steps.)
tenure that the Otakans started calling the If the PCs encounter the automaton before
clave the Hothouse, because he’s the one checking out the clave, it follows them, either
who introduced all the plants. traveling with them (if the characters allow it)
or trailing after them later.
MERN’S SHACK If the PCs don’t check out Mern’s shack
Located just outside of town on Mern’s first, the stranger automaton surprises
farmstead (which includes a house where he them while they are investigating the
and his family live with a variety of livestock), situation in the clave. Its systems note
Mern’s shack: level 2 Mern’s shack is a rundown wooden structure the activity there, and it wakes and heads
hardly larger than an outhouse, with no that way.
windows and a single door.
The door is barred from the inside. If it is THE HOTHOUSE CLAVE
forced open, the characters find a humanoid The clave, visible from most locations in
completely wrapped in clothing, sitting in Otaki, appears as a smaller structure of
a corner with its legs pulled up to its chest. yellowed synth (the foyer) abutting a much
The stranger doesn’t initially respond to larger dome constructed of dark metal
queries. and crystal (the terrarium). The crystal is
That’s because the stranger is actually an translucent, not transparent, but warm,
automaton in a powered-down surveillance sunlike glows sometimes shine through it
state. Though apparently “dead,” its at night.
systems are recording everything in the
vicinity of the clave. It was dispatched FOYER
Foyer: level 5; attempts to Otaki to find Chevara, courtesy of a The foyer has no windows and only a
to pick the locking datasphere-coded override instruction from single door, also of yellowed synth. No one
mechanism or break
the door are hindered
someone named Denizen. The override comes to the door if anyone knocks upon
instruction wiped away everything else, it. The door is locked with some kind of
Denizen, page 124 including what its purpose was before. Not mechanism.
particularly imaginative, the automaton If characters gain entry, they discover
simply decided to wait when told of the a many-roomed space that appears well
Aeon Priest’s death, just in case Chevara lived in, with a few books on celestial
somehow showed up anyway. phenomena, pillows scattered about on

“This one seeks Chevara. This one has been informed that Chevara is no more. So
this one waits. The directive to seek Chevara outweighs all other prior purposes.”
~the stranger automaton

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THE SUN DOTH MOVE

couches, dishes and cups on the tables, and Given several hours of effort, someone
so on. Mechanisms and control surfaces are trained in understanding numenera could
mixed indiscriminately through the space. reconstruct the research Chevara started and
Whoever lives here (not present when the Phius Livic finished from the records stored
PCs first enter), they obviously enjoy flowers in the devices in the chamber. However,
and other plants, which are potted in every Phius will gladly tell characters this tale
corner, hanging from the ceiling in small directly, if they rescue him. He’s in the
planters, and lying in various states of terrarium (as is Lanard the flower seller).
dissection across small tables.
At first glance, it seems the foyer TERRARIUM
combines living quarters and plant A sealable entrance, currently closed, leads
research. However, those who succeed on from the foyer to the terrarium, which is a
a difficulty 4 understanding numenera task dome of translucent crystal hosting riotous
realize that most of the mechanisms in the plant growth. Brilliant flowering plants,
chamber were once used for measuring hanging vines, trees, shrubs, reeds, and all
and characterizing distant locations, using manner of intricate leaf shapes cover this
something called a “celestial scope” located wide space. Weirdly, the plants are rooted
in the adjacent “observing dome.” in the wreckage of an array of numenera
devices. At the chamber’s center, something
bright gleams through the trunks and
PHIUS “SEES” VIA HIS VISOR leaves: the celestial scope.
From the PCs’ perspective, Phius
responds to his environment as if he Dangerous Situation: Phius Livic and Phius Livic, page 123
can see it normally. In fact, his visor Lanard are trapped at the center of the Lanard: level 2, tasks
constantly whispers an ever-unfolding terrarium in a maintenance cubby at the related to trade and
description of his surroundings into flower arranging as level 4
base of the celestial scope. A flock of several
his ears. He’s so used to the experience
dozen murder blooms has them pinned Murder bloom, page 114
that he takes in his environment at
essentially the same rate as sighted down. The threat may not be immediately
creatures. But those close to him can obvious to characters first arriving on the
sometimes overhear the whispers. scene. The murder blooms initially appear
as just more beautiful flowers that come

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in various shades of emerald, ruby, and in the terrarium, which means the murder
sapphire. But when these flowers flap their blooms are always active.)
wings and take flight, they swarm and buzz The lower section has a small maintenance
like murder hornets. and operation cubby, which currently
Each murder bloom is a challenge to an contains the missing Otaki resident and
average human, so the swarm of several Phius. They are weak from hunger and
dozen blooms (about forty in total) might thirst, but not dead because they’ve been
be something the PCs retreat from, then able to steal out, grab a fruit or two from a
come up with a plan for dealing with. For nearby tree, then get back to safety before
example, murder blooms are repelled by the murder blooms can reach them. Sooner
smoke and inactive in the dark. or later, this will go badly for them. They’re
A complicating factor is the appearance already on the edge of incapacitation.
Mern’s shack, page 128 of the automaton stranger from Mern’s Exterior controls (covered in vines) could
shack. It may at first seem an ally that can be uncovered and accessed, though doing
help the PCs deal with the murder blooms, so would require a few rounds for clearing
which attack it, too. However, when the growth, then a round to understand the
opportunity presents itself, it tries to kill numenera quickly enough to turn off the
Phius Livic (introduce as a GM intrusion). scope. If it’s night outside, this might be
just the trick for dealing with the murder
Celestial Scope: This great mechanism is blooms. The automaton stranger is a
cube shaped, about 40 feet (12 m) to a side. different matter.
Celestial scope: level 7; The upper section of the celestial scope is
provides real-time image crystal, while the lower portion is metallic CONFERRING WITH PHIUS AND CHEVARA
of distant objects in the
solar system and galaxy
and set into the ground. The upper section If Phius is saved and nursed back to health,
displays a brilliant image of the sun, as he describes his situation to the characters,
bright as the real thing, when it’s night in beginning with how a “version” of Chevara
the Steadfast. (This makes it constantly light is with him always, talking to him through

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THE SUN DOTH MOVE

“Yes, yes, I know. I’ll say it just that way. ‘Travelers, you will not only have our
thanks; you’ll have the thanks of the entire world if you agree to ward Phius Livic on
his epic quest bearing a message to the Amber Pope, a message of doom for all the
world unless the Engine of the Gods is reignited!’”
~Phius Livic, relaying Chevara’s plea

his prosthesis. And through him, Chevara noticed. Or if they did, they were silenced
has a dire warning for the PCs, as well as an by a mysterious force before anything
appeal for aid on the grandest scale. Phius could be done about it. (If no PC makes
and Chevara ask the characters to safeguard the connection, an NPC will wonder if
Phius on a trip to Qi so he can meet with the stranger automaton’s attack could be
the Amber Pope and present the evidence of related. In fact, it is.)
approaching disaster. If the PCs require more knowledge of
Chevara, she can relate through Phius
Talking With Phius Livic: Phius often has the broad outlines of what is described in
conversations with the mental image stored chapter 1 and chapter 2. That said, she does Chapter 1: Engine of
in his visor, which seems to the uninitiated not know why the Engine malfunctioned the Gods, page 8
as if the man is talking to himself. He’s a or any details about the conspiracy against Chapter 2: Problems
quiet, inward-looking person by nature, but the Engine other than that there seems to at the Edge, page 18
Chevara is always after him to look at this or be a secret organization in the Ninth World Engine Malfunctions,
that, or tell someone something significant. suppressing research into the sun, one page 25
Which is why Phius often begins a sentence that’s been around for some time. (The Conspiracy Against
with “All right, I’ll tell them!” or “You want details of this conspiracy will become more the Engine, page 26
me to look where?” clear as this adventure plays out.)
Phius doesn’t resent Chevara; he has With Chevara’s death, Phius took over her
immense gratitude toward her. He just needs research, which had reached the “gathering
prodding to move from one issue to the next, physical evidence” stage. One of the side
and Chevara is not afraid to provide it. effects of the approaching Viridian is that
it has a malefic influence on plants. So
The Warning: Phius relates that a great Phius finished the effort that Chevara had
mechanism rests at the edge of the sun, started, which was to plant a variety of
something he calls the Engine of the Gods. sensitive crops in the observatory and bathe
Built by one of the prior worlds, the Engine them—not just in light from the unfiltered
protected the world for time out of mind sun through the dome, but all night long,
from two different threats. too, using sunlight from the celestial scope.
One lesser threat is the aging sun itself, Chevara hoped this double dose of the
which will eventually heat the world past its Viridian-tweaked sun would create physical
ability to host life—or would have, if not for changes in the plants.
the past efforts of the Engine. She was correct. The murder blooms,
The other threat is more serious and however, proved far more dangerous than
pressing. The main focus of the Engine was either Chevara or Phius was prepared for.
to push the sun and solar system away from On the other hand, assuming Phius
a cosmic mistake, an intelligent inversion survives, he takes a single restrained
in spacetime called the Viridian, that has murder bloom (which can be scavenged
marked the sun as its prey. The Engine kept from the fight aftermath) in a special
the sun well ahead of this expanding front planter, carefully packs it up in a stasis pod,
of altered, inimical physics. and readies it for a trip to Qi to present to
The problem is, the Engine malfunctioned the Amber Pope.
about two hundred years ago. And no one

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The Appeal: Chevara and Phius Livic both If the PCs invest any time in the village
ask the PCs to aid in seeing him across the of Otaki, they may have made other
land—a dangerous journey at the best of acquaintances besides Lanard, such as
Marana, page 127 times—to the headquarters of the Order the leader, Marana. If the village was made
of Truth, all the way in Qi. Seeing as how aware of the threat of the murder blooms in
things played out in the clave, it’s apparent the Hothouse, and if the PCs subsequently
Qi, page 144 that Phius needs protectors at minimum, or solve that problem, the Otakans are
better yet, capable allies committed to the especially grateful. They give the PCs food,
same cause. small gifts (including a couple of oddities),
Will the PCs agree to help? and a place to stay for as long as they like.
If it’s made known that Phius Livic and
the PCs plan to head out on a long journey,
PART 1 WRAP-UP foodstuffs good for an extended trip are
The PCs each earn 1 XP if they save Phius prepared for them.
Livic, 1 XP if they save Lanard the flower In addition, a young starry-eyed woman
Sansifar: level 3; Armor 2; seller, and 2 XP if they agree to help Phius named Sansifar asks to join the group. She
spear or bow inflicts journey to Qi and present his case to the says she wants to see more of the world,
4 points of damage
Amber Pope. In addition, Phius will show and that she’s good with a weapon. The PCs
the PCs to a cache of the numenera that can take her up on the offer or not. If they
he and Chevara previously salvaged from decline, she may follow after them, secretly
Cyphers, page 272 the clave, which includes five cyphers. (The if possible. (If the PCs leave on a vehicle,
PCs can try their hand at salvaging the she may attempt to stow away on it.)
clave themselves, if they wish, and pull out
another couple of cyphers, or possibly some
Salvage, page 108
other salvage.)

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THE SUN DOTH MOVE

PART 2: THE JOURNEY


The Journey (part 2) covers the PC’s trip are traveling in a water craft or a flying
from Otaki to Qi (Overland Trip), their craft, adapt any of the optional encounters
attempt to arrange an audience with the provided here that seem like the best fit.)
Order of Truth (Meeting the Amber Pope), The PCs generally know where to find Qi. Meeting the Amber
and hopefully, with the Amber Pope’s aid, a Of course, that doesn’t mean they know Pope, page 135
method for quickly traveling to the edge of of a road that safely bypasses the weird
the sun (Trip to the Edge). landscapes and dangerous ruins, not to Trip to the Edge, page 141
mention other habitations of humans and
ADAPTING THE MATERIAL other creatures. Unless you can precisely
The PCs may have their own ideas calculate how long it should take them to
about traveling to the Engine of reach Qi based on their method of travel,
the Gods. For instance, instead of indicate that the trip will last about a week.
petitioning the Order of Truth for help,
which is Chevara and Phius Livic’s plan, ENCOUNTERS ALONG THE WAY
the PCs may know of a spacecraft, If in an overland vehicle, the PCs are most
a world gate, or even a vertice that likely to have unexpected encounters when
they’re confident would work without
they stop moving to rest (or to recharge
the need to involve others. In this case,
the vehicle). Otherwise, one of the optional
they might head in a different direction
entirely. Adapt the material in part 2 encounters noted here could happen at any
to that scenario as seems useful, and time (and, in the case of Chevara’s Plea,
ignore the rest. even after the PCs reach the Engine). The
For example, the Overland Trip more time the characters spend traveling,
encounters apply to nearly any trip the the more encounters they potentially have.
PCs make across the Ninth World. The Include at least one of these encounters, or
Meeting the Amber Pope section, on one you make up—even if it’s just seeing
the other hand, is fairly specific, though something weird—each time the PCs travel
it might be used with changed names, overland for more than a few days.
in part, if the PCs ever have to petition a The two encounters related to Viridian
powerful entity for aid. Trip to the Edge
effects on plant life might actually precede
might contain details different from the
the adventure, serving as a catalyst for the
method of travel the PCs have in mind,
but the requirements for survival on the PCs’ curiosity about weird sun effects and a
Engine remain the same. reason for seeking the sun expert Chevara.
However, Chevara and Phius believe On the other hand, Sky Stain might happen Sky Stain, page 135
that the Order of Truth can provide after the PCs reach the Engine and, while
additional resources the PCs probably looking away from the brilliant sun, notice
lack, and they continue to point this the weird stain in the vacuum of space.
out for as long as it seems they might
convince the characters that building a HARROWERS
larger team is a smart move. A group of three humans riding stilters— Stilter: level 4; moves a
red and white striped creatures with thin long distance each round;
rearing attack inflicts
legs—confronts the PCs. They are dressed 6 points of damage
OVERLAND TRIP in ragged, pieced-together bits of road-
The way to Qi is far; you may know stained clothing. They call themselves
exactly how far, if you’ve sited Otaki at a harrowers and demand that the characters Harrower: level 5
specific point on your Ninth World map. offer them tribute. The PCs may notice that while high on gable
fruit; level 2 normally
Regardless, it should be a trip of at least all of the harrowers have green stains about
several hundred miles, so that even if the their mouths. If asked about it, they grin
PCs have a vehicle that’ll shorten the trip, fiercely, revealing equally stained teeth. They
some stopovers are likely. (If the characters say they are “fortified with gable fruit.”

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The harrowers are essentially brigands, are visible in some exposed cliff faces.
but they’ve been driven into a strange frenzy A faint transdimensional energy is also
due to the fruit they’ve been consuming. A associated with the wall. The PCs aren’t sure
lightly growing green fungus infests their if simply walking through the wall would be
rations (and infects any new rations added), dangerous. Certainly, wildlife nearby seems
Gable fruit infection: and they call the result gable fruit. When to avoid doing so. Tossing stones or other
level 4 under the effect of the altered food, humans objects through doesn’t have a noticeable
are stronger and faster, a lot more talkative, effect on the tossed item.
and mentally ill in a way that drives them Going around the wall will add a few days
toward violence. The harrowers who’ve to the characters’ trip.
accosted the PCs have been eating the If the PCs pass through the wall, select
infected food nonstop for several months. one character to make an Intellect defense
Dealing peacefully with the harrowers is roll (introduce as a GM intrusion). On a
difficult, because even if the PCs offer failed roll, the target disappears. Though it’s
tribute, the frenzied humans don’t actually not immediately clear what has happened,
care. It’s just a pretext for their eventual the character is transdimensionally
attack. (If a harrower could be non-violently deflected into another parallel timeline.
neutralized, then prevented from eating They reappear, as if finishing walking
any more gable fruit, they would revert to a through the wall, a full minute later,
much more peaceful state and wonder why from the perspective of everyone who
they are so far from their stilter ranch.) got through without incident. From the
If the PCs defeat the harrowers and get affected PC’s perspective, one moment
a sample of the gable fruit, Phius and they were passing through the wall, and
Chevara claim some for themselves to the next, they were encased (like an insect
examine. PCs who eat any food found in in amber) in red crystal that seemed to go
a harrower’s bag risk becoming similarly on forever. They didn’t need to breathe,
affected. When Phius and Chevara’s analysis they didn’t feel warm or cold; they just
is complete, they caution against eating were. Time seemed to forget itself. Then,
it and describe the strange fungus, which after an interminable period, the PC found
they are pretty sure is more evidence of the themselves completing the transit, the
Viridian. Phius takes a sample, adding it memory of their time away already fading.
Red Crystal (Artifact) as a complement to the restrained murder The only souvenir of their unexpected trip is
Level: 2 bloom he keeps as evidence. a red crystal embedded in their flesh, either
Effect: Adds 2 points to in their forehead or in the palm of one hand.
wearer’s Intellect Pool. WALL OF LIGHT
Depletion: 1 in 1d6 A shimmery wall made of nothing but air CHEVARA’S PLEA
(check whenever Intellect is faintly visible rising from the ground into At some point while Phius is deeply asleep,
Pool is drained)
the sky. The discontinuity seems to extend his visor lights up, projecting the image
for miles. It’s possible to see the terrain of a woman in the garb of an Aeon Priest.
Wall discontinuity: through the discontinuity, though hazed Chevara appears before one or more
level 7 with multicolored residue like an oil slick. characters who are awake (or the image
Chevara, light A successful analysis of the wall by PCs wakes a PC if none are available). She
projection: level 5 for with the means to do so reveals that it is introduces herself and asks if the PC is
nonphysical tasks
akin to a minor fault in existence, like faults willing to talk in confidence.

“We are harrowers! We ride where we wish, take tribute wherever we want,
and put the fear of demons in whoever stands against us. Because our strength
is equal to demons!”
~typical greeting of a harrower

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“My appreciation would know no bounds if you excised my mind from this device
after we conclude this business. Existence is meaningless if that existence will not
eventually conclude. Everything we love is dear to us because we understand that,
eventually, it will all pass away.”
~Chevara

If the character assents, Chevara explains boundary is still some ways behind the
that she is very much invested in traveling drifting solar system.
to the Engine and putting things right, if Above and beyond his concern about the
it’s possible to do so. However, she has a stain, Phius is chagrined as well. If the PCs
favor to ask in return, if the characters are notice and draw it out of him, he explains
successful in their venture. She says that that had he known that a physical, visible
having her consciousness downloaded sign of the Viridian would appear “in the
into the device she’d created for Phius has iron-winded sky,” he wouldn’t have spent
allowed her to continue her study of the sun, so much time trying to force-grow and
the Engine of the Gods, and the approaching gather a Viridian-influenced plant sample
Viridian. And that’s been vital, important as physical evidence.
work. But her existence has become a hollow That may be as far as this encounter
continuation of her previous self. Days pile goes: a visible sign that things are changing.
up even as eternity beckons, making her However, if a PC has some means to reach
actions and thoughts seem pointless. further, either psychically or perhaps through
If the characters fail and the Viridian a cypher-mediated channel to ask questions
catches the sun, well, she expects the worst. of the datasphere, there is a chance that the
But if the characters succeed, she wants Viridian notices the direct observation. The
the PC to promise to erase her from Phius character must succeed on a difficulty
Livic’s visor. Phius almost certainly won’t 5 Might task or gain a psychic disease known
agree to it; he loves her. The PC, however, as green dream. The disease manifests as Green dream, page 24
could convince Phius to do it, she’s sure, a sudden chill that passes, only becoming
adding their voice of reason to her own more serious after the PC goes to sleep.
request when the time comes.
Whether the character agrees or disagrees
makes no difference at this juncture, MEETING THE AMBER POPE
though if Chevara chooses to reveal a In this section of the adventure, the PCs
light projection of herself again, she may have a chance to explore Qi, should they
mention it in passing. wish. When they’re ready, they’re greeted by
an Aeon Priest named Mecula, who leads
SKY STAIN them via a dimensional shortcut through
One evening, one PC spies something new an extra-dimensional citadel to the Amber
in the sky: a sort of faint stain, greenish Pope’s palace. There, they first meet an
and hazy, like a nebula. Anyone with any archbishop, who they must convince to
knowledge of the stars understands that it’s let them meet the pope. If they succeed in
a new phenomenon. meeting the pope and convincing him of the
If Phius Livic is told about the faint danger facing the world, the Order of Truth
image—or if he hears the PCs discussing provides aid, information, and a method for
it—he listens to Chevara describe it through the PCs to travel to the edge of the sun.
his visor. Then he nods, indicating that it’s
almost definitely another characteristic of NAVIGATING QI
the approaching Viridian. Somehow, it has Eventually, the PCs’ journey ends at the Qi, page 144
the means to reach out and affect things, edge of the city of Qi in Draolis. Without
Draolis, page 144
despite the fact that its growing physical contacts or someone else to arrange an

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audience with the Order of Truth (and, as possibly take care of personal business
Phius seems determined to do, talk to the before moving to a phase of involvement
Amber Pope himself), the process might that might not allow them to divert later.
seem daunting. Even to those outside And if a PC has a contact in the Order of
the order, his position looms large, and Truth (which is certainly true if a character is
Membership Benefits, the pope is the face—as remote and a member of the order), they discover that
page 216 impersonal as that may be—of the order to Chevara has already made initial contact,
almost everyone. as described hereafter under Greetings. But
Depending on their experience in the additional influence the PC provides
large cities, the PCs may be somewhat through their connection helps prioritize
overwhelmed by the massive city of Qi or Chevara’s request.
take it in stride. Qi is an exception when One way or another, the PCs eventually
it comes to large masses of people living head into the Durkhal.
together, compared to the isolation the Ninth
World normally imposes on people. But as THE DURKHAL
it serves as the seat of the Order of Truth, The Durkhal complex at the heart of Qi is
many of its citizens enjoy greater access to almost a city unto itself—a vast sprawl of
life-improving systems and devices than the libraries, laboratories, warehouses, living
average villager who regards it all as magic quarters, and administrative buildings. At
and Aeon Priests as sorcerers. the center of the complex is the holy palace,
serving as residence and office of the Amber
ARRANGING FOR AN AUDIENCE Pope. More than a thousand people work
Phius Livic says there’s no reason not to and live within the Durkhal. However, the
head to the Durkhal immediately, make their characters are greeted even before they
demands to see the Amber Pope, and hope reach the complex.
for the best. The PCs may agree and let him
take the lead. Greetings: If the PCs allowed Phius Livic
Alternatively, they may disagree, believing to take the lead on arranging things, they
that they need to, at minimum, buy some might be surprised that upon entering Qi,
supplies, rest up after their journey, and they are fairly quickly greeted by an Aeon

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THE SUN DOTH MOVE

“You are expected. I have reviewed the claims made by our old associate, Chevara,
and I find them compelling. But your journey to an audience with the Amber
Pope himself is not finished. Before that can happen, you must also convince an
archbishop of the Order of Truth that such an audience is necessary.”
~Mecula, Aeon Priest

Priest named Mecula and several acolytes dimension. Mecula leads the characters Mecula: use Aeon
with large placards reading “Chevara of through a citadel containing all manner Priest stats
Otaki Clave” who are apparently scanning of weird things that he merely moves past
the crowd, looking for someone. (Phius without explanation (including energy Aeon Priest, page 264
seems just as surprised.) blisters, stuffed creatures of immense size,
If the PCs tried to arrange a meeting spinning cubes hanging in the air, and
with a contact within the Order of Truth many, many more weird objects). Several
themselves, this greeting should not come Aeon Priests work in the Citadel of the
as a surprise. That’s because their contact Conduit, and the PCs get the sense that the
informs the PCs that they have been waiting place is quite large.
for the PCs and Chevara to arrive for some If PCs ask and succeed on an interaction Access rights to the
time. Chevara has access—through Phius task, Mecula explains as they go that the Citadel of the Conduit
require a person to
Livic’s visor—to invisible machine channels citadel is a secret fortress in a parallel have a specific kind
that allow her to communicate with nearby dimension. Only certain people have access of nanobot in their
devices and other compatible numenera. rights to enter. A doorway can be opened bloodstream, activated
She’s been sending out requests for an only within Qi and a small area outside by thinking a precise
combination of thoughts.
audience ever since they got in range of of it. Because the distances in the citadel
Qi. And if the PCs were at all involved don’t correspond to the distances between
in requesting an audience through their destinations in Qi, it is possible to use the
own contacts, that was enough of a fortress as a shortcut to parts of the city.
clincher to bring the characters into the Mecula quickly leads them through a
fold and at least introduce them to an periphery corridor to another wall,
archbishop important enough to make the where he repeats the procedure,
determination whether their entreaty should which opens a doorway into, he
be allowed, and if so, in as timely a manner explains, the palace.
as Chevara wishes.
If the PCs didn’t involve themselves, HOLY PALACE OF
Mecula wants to put them and Phius up in THE AMBER POPE
housing for visiting Aeon Priests for a few Mecula leads the characters and
days, while things are sorted out. However, Phius from their shortcut into what
a couple of successful interaction tasks he explains is one of the many wings
could speed Mecula’s decision to move of the pope’s grand palace. This
things forward. structure is a triumph of design,
and the PCs probably see only
Citadel of the Conduit Shortcut: When small parts of it. The hallways
Mecula is ready to advance the petition for an are wide and high, made of
audience, he directs the PCs and Phius a short polished marble-like stone
distance to a seemingly blank wall and makes and lit with indirect lighting.
a complex hand gesture. A doorway phases Great pieces of art are
into existence and he ushers them through, displayed in alcoves inset
indicating that he’s taking a “shortcut along the hall.
through the Citadel of the Conduit.” Mecula takes the PCs a
Through the doorway is what is obviously few dozen feet to a closed
an “otherspace,” some kind of artificial door set with thin metal

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“I’m not the one you have to convince; I’m just making sure you’re not here as
enemies, with some desperate story designed to get you in front of the Amber Pope
so you can attempt to assassinate him. Though I warn you that if you were assassins,
you’d find our pope a difficult mark.”
~Nadret Lann, archbishop of Draolis

wires. Even as he approaches, a mechanical not previously divulged, Nadret sighs


eye opens on the door and blinks. “Yes?” and nods. He explains that he and other
comes a voice. archbishops have received similar reports
The Aeon Priest pushes open the door of weirdness around the Steadfast and the
and leads them into a chamber that is small Beyond related to strange plant growths,
and cramped with dozens of oddities, and though no one’s put everything together like
not a few half-dissembled devices. It smells Chevara, Phius, and the PCs seem to have
strongly of oil and burst insulation. A man done. Maybe they’re onto something. He
elbow deep in a crafting or repairing project doubts it, given “everything else,” but it’s
looks up. He is ordinary looking but wears not up for him to decide; he’s not the pope.
many devices in the forms of rings with (If the PCs ask, he doesn’t explain what he
mechanical eyes, resembling the one on his means by “everything else,” other than to
outer door. say that they will see when they get their
“Well?” says the man. “Spit it out. I’ve got audience.)
a Zhev shortage to manage, among many He asks Mecula to guide the characters
other things.” to the Amber Pope’s audience chamber,
Nadret Lann: level 6, Mecula introduces the PCs to Nadret indicating that he’ll see to an audience
perception and Lann, archbishop of Draolis, and asks within the hour.
understanding numenera
as level 7; uses an artifact
the characters to make their case. Nadret
that inflicts 6 points of continues to work on fixing his device as he AMBER POPE’S AUDIENCE CHAMBER
damage and sometimes listens to whatever the PCs have to say and Mecula leads the characters from the
painfully reshapes the glances at whatever evidence they present, archbishop’s chamber, through what
target’s body into a
cat-sized aneen-like not reacting strongly one way or the other, seems like miles of the same wide and
creature except maybe to grunt a few times. At one high polished hallways, set with art
point he swears “Calaval’s eyes!” when he and oddities of every kind displayed in
drops a repair tool, which clatters loudly. alcoves along the hall, and finally to a truly
Aneen, page 225 resplendent set of double doors, which
Nadret’s Test: When the PCs wind down, glide open with a touch.
Nadret asks if they’re done. He then asks if Revealed is a colossal chamber, smoothly
they’d like to declare any secrets that might oval and featureless like the interior of a
be germane to their meeting with the head giant pearl, shining with a nacreous glow
of the Order of Truth, or if they’ve lied or that banishes all shadows—except for the
otherwise misrepresented themselves. center of the chamber, where the light fades,
Assuming the PCs are able to handle that creating a spherical absence of light. The PCs
question, he finishes his task, then uses are first to arrive. Mecula asks that they stand
a couple of his rings with the mechanical along one side and await the pope’s arrival.
eyes to closely study them. (PCs sensitive
to esoteries may realize he’s using an Court Jurors: Next to arrive after the PCs
enhanced scan-like feature on them. If they are three humans, each wearing a sash
want to resist the scan, they can attempt a displaying a symbol of the order. Mecula
Court juror: level 6; difficulty 7 Intellect defense roll.) says they are court jurors whose job is to
tasks relating to memory, Assuming the PCs are not secret keep an accurate record of everything that
record keeping, and
communication as level 7
Gaian spies, Convergence magisters, or happens in the audience chamber, provide
something else worrisome that they have interpretation if not everyone present

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THE SUN DOTH MOVE

communicates the same way, and, if need potential problems with the sun. Miash
be, serve as bailiffs should someone talking attempts to create a believable counterpoint
to the pope become aggressive. to any narrative the PCs present to argue
their position.
Miash, First Counselor: After the jurors
enter, another human walks into the Durranet VI, Amber Pope: Finally, a man
audience chamber. Her body is entirely enters from the opposite end of the
wrapped in lengths of yellow cloth, except chamber, simply walking out of the wall. He
her unlined, expressive face. Before Mecula wears shining garments of scarlet, white,
can tell the PCs who she is, the newcomer and gold, and a peaked cap that emanates a
approaches them and introduces herself as complex aura. Everyone comes to attention,
Miash, first councilor to the Amber Pope. and the court jurors formally announce Miash: level 7;
Miash seems open, genuine, and friendly. the man as Durranet VI, the Amber Pope. persuasion, deception,
and understanding
Mecula and the jurors immediately respond Durranet is wise and has great knowledge numenera tasks as level 8
positively to her. of the numenera and a comprehensive
Miash has risen to an ascendant position understanding of human psychology, Durranet VI, Amber
over the last decade, having helped history, and politics. His mind is already Pope: level 6; Intellect
defense, attacks made
steer the order out of several dangerous made up about the warning the PCs bring, with esoteries, diplomacy,
situations. Many, including the pope, have but he knows that listening to new evidence knowledge (history,
come to trust her take on difficult issues. on a previously settled topic can’t hurt. psychology, and other
Despite her good advice on so many The pope greets the travelers, then says, fields), persuasion,
resisting trickery, and
other topics, Miash has soured the pope on “On the advice of Archbishop Nadret, I understanding numenera
any alarming news regarding changes to the have agreed to hear your presentation, as level 7; health 24;
sun and plant life. Most of the order accepts as I have been told that you possess new Armor 3; special combat
options (see page 140)
her judgments on this subject, given her evidence to support a long-debunked claim.
other successes. Which means that the Please proceed.”
fact that the PCs have managed to get an Unless the PCs step in, Phius Livic,
audience with the pope is something of a speaking for Chevara, presents the same
fluke; others with similar warnings have not warning he gave to the characters when they The Warning, page 131
gotten this far. first spoke with him in Otaki. That warning
Secretly, Miash is an agent of Denizen. describes Chevara’s discovery of the Engine Denizen, page 124
In fact, she is a mental “instance” of of the Gods, the problems it was built to Chapter 1: Engine of
Denizen, downloaded into an automaton solve, and the fact that it is malfunctioning. the Gods, page 8
body, though one that seems fully human, He decides not to go into his conspiracy Chapter 2: Problems
at least outwardly. Underneath the layers hypothesis, unless the PCs insist. at the Edge, page 18
of fake skin, the Miash body is similar in In addition, Phius presents new evidence, Engine Malfunctions,
some ways to the stranger automaton, including the murder bloom sample he page 25
but far more sophisticated and able to gathered. He also points out the strange new Conspiracy Against
pass as human—especially with a copy of stain in the sky’s appearance, which can’t be the Engine, page 26
Denizen’s mind (which is a glop of sticky ignored. Certainly, it heralds something dire. Stranger automaton,
protoplasm adhering to the machine under (The pope waves at the well of darkness at page 128
the wrappings) providing good ideas in all the center of the chamber, which resolves as
areas except when it comes to addressing a numenera device capable of viewing distant

“Felicitations and warmest greetings! It’s not often we get complete strangers in the
court of the Amber Pope. It’s clear that you’re extraordinary people. And unless I miss
my guess, your knowledge and experience are broad and deep, probably equal in many
ways to that of the Aeon Priests of the order. I’m so happy to make your acquaintance!”
~Miash

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objects. He adjusts it until it shows the very • The Ninth World is full of dangers of
blot Phius describes.) the prior worlds, and weird growths and
Everyone listens quietly; however, one PC mutations are nothing new. We don’t
notices that Miash seems to roll her eyes need to invoke some massive construct
when talk of the Viridian comes up (present pushing the sun around to explain it.
as a GM intrusion). • Miash has personally looked into all
After the PCs and Phius conclude, the these claims many times, at the pope’s
pope turns to Miash. “What do you say to request, and found them to be false.
this new evidence?” As everyone knows, Miash doesn’t do
shoddy work. But to be on the safe side,
The Counter-Argument: Miash stands, she would be happy to begin a new
smiles, and gives a statement that makes investigation.
the following points.
• How could something so monumental SPECIAL COMBAT OPTIONS
as the Engine of the Gods exist, and OF THE AMBER POPE
the Order of Truth not know about it Durranet is always accompanied by
before now? protectors, such as the court jurors,
• Lately the Gaians have been spreading who would lay down their lives for
lies and propaganda to weaken the him. In addition, his esoteries and
Steadfast; clearly, these claims— equipment are mainly used to keep
obviously believed by these brave but him out of harm’s way or escape a
naïve souls—are just that. dangerous situation. They grant him
Armor and resistance to Intellect-
based attacks. His peaked cap is an
artifact that prevents most people from
remembering details about specific
encounters with him. He can make a
force or fire blast attack at long range.
As an action, he can use any of the
following abilities:
Command: The target follows his
verbal commands for up to one minute,
as long as they can see him.
Daze the Crowd: All actions taken by
designated targets within an immediate
area are hindered for ten minutes.
Fly: For one hour, he can move
through the air as effortlessly as walking.
Jaunt: He instantly moves to a known
location within 5 miles (8 km).
Know: Once per hour, he can tap
into the datasphere and get a general
answer about one question.
Override Numenera: He activates or
asserts control over a cypher or artifact
within short range so it obeys him for
one minute. The creature using the
object can attempt to regain control on
its turn once each round.
Paralyze: One target within short
range is held motionless for two
rounds, unable to take physical actions.
Scan: Ascertain one valuable bit of
information or secret about a target
creature or object within long range.

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The Debate: The PCs are expected to hold gracious to the bitter end, saying she wishes
their voices until after Miash speaks, the PCs no ill will, but maybe it would be
enforced with a stern glance by the Amber better for everyone if they gave up on their
Pope. But after that, the floor is open to wrong-headed campaign.
debate. The characters can attempt to If the PCs remain certain that Phius Livic
convince the Amber Pope that what they say and Chevara are correct, then it behooves Convincing the Amber
is true and action is required. them to find a way to reach the sun’s edge Pope: level 6; the PCs
must succeed on four
Each time the PCs make an interaction themselves. Researching such means is not difficulty 4 interaction
roll to aid their argument, it is useful if they impossible, and indeed, Qi is a great place tasks to convince the
have a specific convincing point to make. to do that work. The characters can take on pope of the problem
Possible points include the following. the research tasks described under Preparing against the advice of
Miash; if the PCs fail
• Just because we didn’t find it before to Head Sunward hereafter, though it takes four tasks before they
doesn’t mean it can’t exist; we’re always much longer, they’re not given protective succeed on four, they
finding new wonders of the prior worlds. gear, and they’re not provided with other lose the argument
• Check your viewing device and scan the members of a repair crew. Chapter 3: Reaching the
edge of the sun. What do you see? If the PCs lose the argument and Sun’s Edge, page 28
• There is a conspiracy, as Miash says, resorted to violence in the process, they
but one actively hiding the threat, not face imprisonment and trial for (as it’s later “It’s decided. We shall
manufacturing false danger. And Miash, spun) attacking the Amber Pope. If it comes send a repair crew to the
Engine of the Gods. I can
under the best possible interpretation, to that, the characters will need some sort think of few better suited
has been fooled. of outside intervention to free them. than you, who, risking
• What would it hurt to apply the resources Pope Convinced. If he hasn’t already done everything and in the
of the order to send a repair crew to the so (because of an earlier argument), the face of what the order
believed, traveled here to
sun, just to be on the safe side? Amber Pope spends a few moments fiddling warn us of our doom.”
• Starting a new investigation into whether with the viewing pool at the center of the ~Durranet VI, the
a massive threat to everything exists audience chamber, until the Engine of the Amber Pope
or not would take months or years; we Gods is revealed, hanging before the face of
don’t have that long. the sun. He vows that a repair crew will be
sent to the Engine, and nominates the PCs
Concluding the Debate: Events play out as a core component of that group.
differently depending on how well or poorly If Miash has not been unmasked, she
the PCs argued the case. pretends to be surprised by the revelation
Wild Card Events. The PCs might become of the trouble and seems to come around,
so suspicious of Miash that they attempt to vowing to do everything she can to make
pierce her deception (that she is a human right her earlier mistaken belief.
being), hoping to win the argument by
unmasking her as part of the conspiracy. If
they do this by attacking her, the PCs have TRIP TO THE EDGE
a round or two to expose her as a machine Once the Amber Pope is convinced of the
before they are targeted by the court jurors, problem, things swing into motion quickly.
Mecula, and the Amber Pope himself—plus If the PCs accept his nomination to be part
summoned guards and alerted Aeon Priests of the repair crew, they’ll join in some of the
of all kinds in the following rounds. preparations.
If the PCs do unmask Miash, they need
only succeed on a single interaction task to PREPARING TO HEAD SUNWARD
convince the pope that things are not what Over the next several days (or weeks, if
they seem and that his trusted councilor the PCs need time to take care of personal
has been part of the problem. matters), the characters are directly involved
Pope Unconvinced. If the PCs lose the in—or appraised of the results of—several
argument, the pope concludes the audience different lines of preparation. In addition to
by walking out through the back door. the preparations noted hereafter, the Order
Miash gives a consoling smile, acting of Truth offers each PC up to three cyphers

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of their choice of up to level 5. The order has constant hazards. The repair crew will need
an impressive library of the numenera. protection. Thus, the order provides every
Sun shield, page 76 crew member with a couple of sun shield
Breather, page 74 Basic Engine Research: With the resources cyphers and breather cyphers, which will
of the Order of Truth behind an inquiry into grant protection for a few days.
the Engine, it takes only a few days (or less,
if PCs with expertise pitch in) to lay out the Better Protection: Given the Engine’s size,
broad outline of the information already a couple of days’ worth of protection won’t
uncovered by Phius Livic and presented be enough to complete the repair. However,
as evidence to the Amber Pope. That also research reveals that nodes referred to as
allows other avenues of research and “flesh shelters” are located around the
preparation to unfold. structure. One is located extremely close
to Tranquility Port, in a position noted on
Travel Target: Research uncovers a site on the repair crew’s map. According to relayed
Tranquility Port, page 35 the Engine called Tranquility Port that is datasphere inquiries, each such shelter
designated as a place for traveling craft contains facilities for biological beings,
Sunsuit, page 82 to put in, the way ships on water put in at as well as spare artifacts called sunsuits
ports in the Steadfast. The port is noted on that can provide several weeks’ worth of
the repair crew’s map. protection while active on the Engine.

Protective Gear: Research reveals that no Acquisition of Augmechs: Research also


atmosphere exists in most regions of the reveals the existence of the “perfect tools for
Engine, and the sun’s radiation and heat are Engine repair,” mysterious objects known

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THE SUN DOTH MOVE

only as augmechs. Characters who find that involves verbal invocation and fiddling Augmech, page 84
sunsuits may be satisfied with their ability with devices each carries.
to move about the Engine, but should they A portion of the golden fluid rises up
wish to further leverage their skills, locating and builds itself into a shell—an Empyrean Empyrean Coach: level 8
a depository of augmechs is recommended. Coach—around the crew. The inside is
Unfortunately, no query made from Earth is smooth like an egg’s interior, but soft.
able to determine the nearest depository on A single porthole provides a view to the
the Engine, nor even exactly what augmechs exterior. Once the shell fully forms, it
might be. If the characters want these tools, becomes a rapid direct transference capsule
they’ll have to look for some when they that brings everyone inside it from Qi to
arrive on the Engine (and hopefully find the Engine of the Gods. Inside the coach,
Crèche 17). travelers can breathe and act normally, and Crèche 17, page 37
are protected from external threats.
Repair Crew: In addition to the PCs, others From inside the capsule, subjective
are named as part of the repair crew. The transfer time is about an hour.
PCs might learn their identities beforehand
at a reception; otherwise, characters find Gift From Miash: If Miash wasn’t exposed
out during their leave-taking. and destroyed, she plants an extreme Extreme Detonation
The other members include a wright detonation cypher on Sarma. About midway Level: 10
named Sarma, the Aeon Priest Mecula, through the hour-long transference, a PC Effect: Explodes in
and Miash (if she was not unmasked as a notices a strange red glow leaking from the a 1-mile (1.5 km)
radius, inflicting 10
traitor; if she was, another Aeon Priest is edges of Sarma’s pack (present as a GM points of damage on
sent in her place). Phius Livic and Chevara intrusion). From this point, the PCs have everything in the area.
will also be coming along, all else being about three rounds to defuse or otherwise
equal, plus any other NPCs who have mitigate the explosion. Otherwise, it Sarma: use Wright stats
become part of the group or who the GM disables the coach midway between Earth Mecula: use Aeon
wants to include. and the Engine, leaving the repair crew Priest stats
tumbling and exposed to the void.
Repair Plan: Unfortunately, only so much Miash does this even if she is part of the Wright, page 286
research is possible about the Engine from repair crew; she sees herself as expendable,
the Earth. The repair crew’s first job after being only an instance of Denizen. But she
reaching the Engine is to determine what doesn’t give up her masquerade to stop the
Aeon Priest, page 264
has caused the malfunctions. Once those PCs, should they find the detonation before
are identified, their charge is to deal with it goes off or mitigate the damage it would
each issue as necessary. So it’s an agile otherwise do. If the PCs keep her with them, Malfunction, page 25
plan, to put the best face on it. there will certainly be many more ways she
can attempt to kill off the repair team.
Travel Method: The Amber Pope provides
the repair crew with something called
an Empyrean Coach, which is a direct PART 2 WRAP-UP Direct Transference,
transference method of travel that the pope The PCs each earn 1 XP if they convey Phius page 29
himself has used to move great distances, Livic to the Amber Pope so he can make his
including once to the moon. presentation, 1 XP if they sway the pope to
act, and 2 XP if they agree to become part of
LEAVE-TAKING BY EMPYREAN COACH the repair crew and travel to the Engine of
When the PCs are ready, they are conducted the Gods with the mission to fix it.
into one of the many basement levels of the
palace, to a room filled to ankle depth with
golden fluid that moves and ripples under
its own power. The repair crew is asked to
stand at the chamber’s center. Three Aeon
Priests surround them, then conduct a ritual

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PART 3: THE ENGINE
The Engine (part 3) covers the characters’ in the Amber Pope’s viewing pool. It rapidly
arrival on the Engine, their accrual of increases in size as the coach approaches.
important survival gear, and any efforts they Refer to the read-aloud text under
Experiencing the Engine, make to understand the situation and come Experiencing the Engine. (The Empyrean
page 33 up with a plan of action. This part also Coach has access to invisible machine
provides guidance on encounters they have channels, which it broadcasts audibly inside
while moving about the Engine. Ultimately, it the vessel.)
outlines a process characters can undertake
that will put them in a position to restart the Arrival: The coach zeroes in on a boxy
Part 4: Reignition, Engine, as described in Part 4: Reignition. structure that is a synthsteel cube 16 miles
page 149 (25 km) on a side, which is attached to an
Tranquility Port, page 35 exterior Engine strut; this is Tranquility Port.
ARRIVAL IN PORT Refer to the full port description for details
TRANQUILITY about the area.
Assuming the Empyrean Coach was not The coach passes through the open gate
detonated along the way, its journey to the (following some kind of invisible machine
Engine takes about an hour. The coach beacon) and puts down on an open pad,
shudders as its tremendous velocity slows one of the few not holding the corpse of
several minutes prior to arrival. Characters an ancient, broken spacecraft. A series of
who gaze out the porthole see the vast face tones sound in the coach, counting down
Engine Living Conditions, of the sun, a solar halo that wasn’t visible from 10. When the count concludes, the
page 13 from farther away, and the Engine they saw Empyrean Coach dissolves gently away in a
haze of dust, leaving all passengers exposed
to vacuum (though not explosively).
Anyone not using a cypher, artifact, or other
protection against the normal Engine living
conditions is immediately afflicted.

Greetings: As noted under the Tranquility


Port description, newcomers who survive
their arrival are approached by Karium, a
pitted, ancient-looking automaton who tries
several invisible machine channels to open
communication.
In addition to the aid Karium offers
all newcomers (including directions to
the nearest flesh shelter, which PCs are
probably concerned about finding), the
automaton can also help with the following.
Ignorance of the Conspiracy: Karium can
help orient newcomers to how an Engine
resident sees the world. They have not
heard of the Viridian, and are surprised to
learn that the characters think the Engine is
broken and should be firing. They do recall
stories that the Engine once burned with
a light nearly as bright as the sun, but that
was before Karium’s time. If the PCs want

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THE SUN DOTH MOVE

to learn more about the Engine, Karium allow the PCs to bypass Wrawn, if their
believes they’d be best served by heading to query method is powerful enough. For
Wrawn (which it will provide directions to). instance, if the characters have a cypher Wrawn, page 39
In Wrawn, it says, the characters can receive of at least level 6 (such as a datasphere
wisdom in the Cathedral of Brilliance. siphon) that allows them to ask the
Datasphere siphon,
Ask the Arch: Karium grants the PCs one datasphere a question, and they succeed page 277
more boon: it shows them how to evoke on the associated use roll, they can learn
an answer arch. The automaton touches a that one of the four Control Center keys Cathedral of Brilliance,
floor surface, and an arch rises. Using it, the is held by someone named Keesa in the page 42
PCs can attempt to learn about the Engine. community of Sanctuary, which is located Keesa, page 50
Karium says that maybe the characters can along the repulsor jet. Learning About the
make more sense of it than Karium has ever Engine, page 35
been able to. Gameplay Timing: A journey to Wrawn Sanctuary, page 49
and the subsequent encounters are likely Repulsor jet, page 49
to require one or more additional game
HOW DO WE REPAIR sessions. That may be fine for your game;
THE ENGINE? this is already a long adventure. But if
The repair crew’s goal is to restart the you’d rather keep things moving, consider
Engine, which means the characters likely providing the PCs with a means to quickly
ask some variant of “How do we repair the locate a key, such as the one in Sanctuary.
Engine?” to everything they meet, including If you’re particularly concerned about time,
the answer arch that Karium evokes. you could dispense with the need for a key
When they successfully quiz a creature altogether, allow the PCs to travel directly to
or system, the answer provided is usually the Control Center (after they learn about
twofold, describing the many instances it), and give them other options for getting
of lapsed maintenance and materials inside (such as overcoming a lockout, Lapsed Maintenance,
failure. (Most systems and creatures don’t similar to the one described for Crèche 17). page 25
understand that there’s a conspiracy against Materials Failure,
the Engine, because that knowledge is kept page 26
secret by its members.) ENGINE ENCOUNTERS Crèche 17, page 37
If characters drill down to figure out the best Anytime travelers move farther than a Conspiracy Against
way to deal with maintenance and materials few miles between any two points on the the Engine, page 26
issues, they learn about the existence Engine, they may chance upon something
of something called the Control Center. of interest (assuming the travelers are not Accessing the Control
Apparently, all functions of the Engine can be already familiar with the route). Thus, as Center, page 149
controlled from there. (Residents know the the characters move from Tranquility Port
name and can point it out, even thousands to other locations, they are likely to have
of miles away through the framework of the encounters along the way. You can use the
struts. It is a dome-like bump halfway along Engine Map Generator to inspire those Engine Map Generator,
the cylinder of the Engine, with a beacon on encounters or randomly generate them. page 58
top that shines like a star.) In addition, characters making up the
Any queries about the Control Center repair crew face one other overarching style
always come back to one thing: those who of encounter: those related to the specific
wish to enter must have a key. Queries threat by Denizen and her agents. Denizen, page 124
to Engine systems and to most residents
turn up nothing in regard to a key location. SURREPTITIOUS SPYING
Residents advise the PCs to seek Wrawn, Denizen has taken over the Control Center
where many things can be learned, and uses the monitoring mechanism there
specifically (as Karium suggested) the to scan for threats. Eventually, she finds the
Cathedral of Brilliance. PCs and begins to monitor them. The PCs
Queries about the location of a Control may be entirely unaware of this; however,
Center key made by other means could give them a chance (presented as a GM

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intrusion) to notice—with a successful TRAVEL OPTIONS
perception task—a swiveling camera eye, a During the course of this adventure, the PCs
passing drone stopping and following, and will have to move here and there around
so on. Although it may be beyond them to the Engine, which is a structure more than
figure out who is watching, they may get the 3,000 miles (4,800 km) long. Except for
feeling that something is definitely doing so. the flesh shelter and the crèche, which are
This is how Denizen is able to engineer relatively close, journeys by foot or augmech
various conspiracy encounters the PCs have will take at least a month, if not more.
that are not Miash-related. (It also enables Alternatively, they could revitalize one
Desperate Ploy, page 152 Denizen’s last-ditch desperate ploy if none of of the decrepit craft in Tranquility Port.
Tranquility Port, page 35 her other attempts neutralize the repair crew.) If successful, they could fly through the
framework (or around the edges, for safety)
CONSPIRACY ENCOUNTERS with relative quickness and cut journey
If Miash is still part of the repair crew, she lengths to mere days. The PCs may have
attempts to secretly sabotage the characters additional options, depending on the
whenever she can get away with it. For cyphers, artifacts, or vehicles that they may
instance, if she is responsible for tethering already possess or have the ability to craft.
a character to a strut for safety, she cuts the
line. If she is entrusted with finding out an
important detail, she twists the information. AQUIRING SUNSUITS
And so on. If the opportunity presented could FROM A FLESH SHELTER
Preparing To Head reasonably lead to the quick death of one or During their preparations before leaving Earth,
Sunward, page 141 more members of the repair crew, Miash will it was suggested that PCs find a flesh shelter
even reveal herself as an enemy to pull it off. to acquire longer-lasting sun protection than
If Miash was dealt with previously, other the few cyphers that were provided to them.
agents of Denizen are active across the If the characters decide to follow that
Engine. Their constant activity is the biggest advice, they already have an idea of where to
part of the problem. Either way, the repair find the nearest flesh shelter to Tranquility Port.
crew’s arrival via an Empyrean Coach (Alternatively, Karium can direct them there.)
Nardan Flesh was marked by Denizen, who has all the The closest one is Nardan Flesh Shelter,
Shelter, page 36 instruments of the Control Center at her and reaching it requires the characters to
Moving Through the disposal, and thus begins a campaign of move through the Engine along a strut for a
Engine, page 34 surreptitious spying. She dispatches various distance of about 10 miles (16 km). Refer to
agents (of increasing power each time, the full flesh shelter description for details
should characters best the previous one) with about the area.
Automaton: level 6; instructions to take the repair crew down. As described in the Nardan Flesh Shelter
health 33; Armor 3; twin section, the emergency automaton Nardan
long-range disintegration
beams each inflict 6
Automatons: Two humanoid automatons has identity issues. If the PCs can appease it, it
points of damage completely wrapped in layers of cloth— offers them each one sunsuit from its stores.
which look remarkably similar to the
Sunsuit, page 82 stranger automaton met all the way back in
Otaki—waylay the repair crew. AQUIRING AUGMECHS
Splines, page 119 FROM CRÈCHE 17
Splines of Freedom: A group of five As another part of their preparations
Pruthastan, page 117 red-carapaced automatons (splines) who before leaving Earth, it was suggested that
Pruthastan Note: If the make up a far-flung cell of the Freedom PCs improve their odds of success on the
PCs haven’t exchanged Society are activated and sent to intercept Engine by accessing tools described as
their regular bodies for
augmechs (page 84) in
the repair crew. augmechs from a crèche.
Crèche 17 (page 37) and If the characters decide to follow that
they are not at least Pruthastan Menace: A bizarre creature of advice, they already have an idea of where
tier 5, the pruthastan matter and energy (a pruthastan) attacks to find the nearest crèche. (Alternatively,
encounter may be too
tough to survive. the repair crew. Nardan can direct the repair crew there.)

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THE SUN DOTH MOVE

The closest one is Crèche 17. Reaching it want to be part of something—anything, Crèche 17, page 37
requires that characters move through the really. And if the PCs present a good-enough
Engine along a strut for a distance of about case (or a grand-enough lie), they can
500 miles (800 km)—too far to travel if the potentially get the splines on their side.
PCs have only a few days’ worth of protection Characters who use the telepresence
from the high-radiation vacuum environment. control chairs associated with the crèche to
Hopefully, they’ve acquired sunsuits or control augmechs must leave their actual
something similar. Refer to the full crèche bodies behind in Crèche 17. Those bodies
description for details about the area. are potentially vulnerable, so it would be
best for the PCs to make some kind of deal
Cult of the Serene Sleeper: As noted in the with the splines, who can act as caretakers
Crèche 17 section, a cult of splines and their of the PCs’ actual bodies while they control
leader the Liturgist use the crèche as their prosthetic ones. The Liturgist, page 38
temple. Unless the PCs want to fight the
cult, they will have to sneak in, make a deal
with the Liturgist, or come up with some TRAVELING TO WRAWN
other strategy to claim the augmechs. The If the characters lack access to powerful
PCs may not realize it at first, but splines divinatory numenera to find a Control

“You threaten the peace I’ve brought to the hearts and minds of these splines who
revere the sleepers. Tell me, for what reason—and it had best be a grand reason—
should we disrupt our comforting rituals?”
~The Liturgist

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Center key, they may be forced to travel to who can be found in the community of
Wrawn, page 39 Wrawn, on the advice of Karium or others, Sanctuary. With that information in hand,
and petition the Cathedral of Brilliance for aid. the PCs can navigate to that location on
Refer to Wrawn’s entry for a full their own.
description of this mega-city. The PCs
have as many opportunities for distraction
there as they would in any metropolis, SEEKING SANCTUARY
and probably more, since Wrawn is likely If the PCs discover that they need a key to
bigger than anything the characters have enter the Control Center, they may learn that
Sanctuary, page 49 previously seen. However, if they’ve come to one is held in Sanctuary. If the characters
the city, it’s likely because they want answers find their way to the pocket chamber
Cathedral of Brilliance, from the lliran in the Cathedral of Brilliance. that houses that community, refer to the
page 42 Sanctuary entry for full details.
Keesa, page 50 Petition the Cathedral of Brilliance: The As noted under Keesa’s description, she
Expounder, page 43 characters eventually find an Expounder won’t just give away her treasured key to
willing to hear their case (possibly after anyone who asks. The PCs will have to
73LL1N, page 42 73LL1N, a helpful automaton, makes the convince her somehow that their need
introduction). The Expounder says that trumps all other priorities. If the characters
if the characters are willing to undergo are the ethical sort, they can try to get Keesa
Trial by Mending, page 43 a Trial by Mending in the Cathedral, and to at least accompany them to the Control
they succeed, they will be given access to Center and use the key for them. But only if
an oracle that can answer any question they first do a favor for her.
put to it, no matter how obscure or secret.
However, if the characters fail in their trial, Keesa’s Favor: A dangerous fungal
they will be treated like any other failures, growth is advancing in fits and starts, one
punished like the criminals they are now silvery metallic nodule at a time, toward
judged to be. Sanctuary. A group of ten individual
Chytrid, page 103 growths—chytrids—has already sprouted
Cathedral Oracle: If the characters succeed up unexpectedly inside the community. That
in their trial, they are ushered into a chamber area has been evacuated, but Keesa fears
containing a massive floating spherical the worst. If the PCs clear out the nodules,
Oracle: level 9, tasks device, which is the Oracle, and asked to she agrees to accompany them to the
related to knowledge submit their question. The characters are Control Center.
as level 10
granted a single question for the whole Before that, she offers them a place to
group, so they should make it count. rest (whether they are present in the flesh
They probably ask for the location of an or need time to unplug from their augmech
accessible Control Center key. If so, they control chairs). She also offers each PC a
are appraised of someone named Keesa couple of random cyphers from her stocks
before they head to the Control Center.
Finally, if the PCs don’t have a vehicle
capable of quick travel, she offers them
Hover disc, page 174 hover discs (modified for use by augmechs,
if necessary).

PART 3 WRAP-UP
The PCs each earn 1 XP if they found and
claimed an augmech, 1 XP if they uncovered
the conspiracy led by Denizen, and 2 XP if
they find a key (or some other means) to
enter the Control Center.

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PART 4: REIGNITION
Reignition (part 4) is where the characters indicated that there seemed to be an
enter and explore the Control Center for the instability within the Control Center. He
Engine of the Gods. Before they can start doesn’t know what it is. But he offers the
putting things right, they must clear out aid of his ambassadors to the characters if
Denizen and her forces, which currently they allow him to continue observing; he is
control the strategic stronghold. as concerned with the health of the Engine
as they are, if not more so.

ACCESSING THE Opening the Door: If the PCs have the key,
CONTROL CENTER it’s easy to open the door. Otherwise, it’s
Visible from many places across the Engine, nearly impossible to get inside (unless
the dome-like shell of the Control Center is you’ve decided the characters have an Control Center
the size of a small moon. Indeed, its opaque alternate way that could work). shell: level 10; tasks
to penetrate, break,
outer surface is pocked and scarred with However the door is opened, the control or pass through
craters from random space debris, and from panel lights up with a green glow, and a transdimensionally
weapons used long ago by powerful beings voice (transmitted over invisible machine are hindered
who tried to get in without a key. channels) calls out “Who’s there? Never
mind, I see you. You’ve gotten much farther
ENTRY ALCOVE than I first suspected. Does that embolden
An invisible machine channel beacon aids you? It should not. You must know by now
anyone looking for the Control Center that I never give up, and with each defeat,
entrance on the immense expanse of the I come back twice as strong. Enter, and
dome, guiding searchers to a mile-wide you will assuredly die. That’s not a threat.
alcove about halfway up the sternward side It’s just what will happen.” The voice is, of
of the dome, which means it’s normally dark course, Denizen’s, and it sounds remarkably
as it faces away from the sun. Set into the like Miash’s voice.
alcove’s deepest recess is a 300-foot (90 m) The corridor revealed beyond is the
diameter circular entrance, filled with an entrance tunnel.
iris-like door that is normally shut. A control
surface next to the door provides limited CONTROL CENTER LAYOUT
interaction options, as well as an orifice in Nearly all of the moon-sized structure holds
which a Control Center key can be used. massive vats of inactive nanites of various
Awakening the control surface causes bright grades (specialized for repair, defense,
floodlights to snap on, illuminating the and less easily understood purposes) or
entire alcove. machinery capable of manufacturing the
same. Only a relatively small portion is
Alcove Observers: A couple of silver-blue easily accessible; that’s the portion shown
beings shaped like floating pillars with on the map.
heads of burning translucent flame
around an eyelike core stand quietly near ENTRANCE TUNNEL
the entrance, waking to flame when the A 300-foot (90 m) diameter circular corridor
floodlights snap on. These are Meshala’s leads several miles sunward into the Meshala, page 48
ambassadors. They were dispatched here structure. The corridor contains a light strip Meshala’s ambassador:
by Meshala in the last few years. Refer to providing bright illumination in any area level 6
Meshala’s description for full details on where systems detect movement. Usually,
his outlook; he can speak directly through the entrance is empty, even if Denizen is
his ambassadors. If cordial relations aware of the characters’ approach.
are established, he explains that he sent
ambassadors here because his systems

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1. INFECTED NEXUS 5. HUB
A meeting of corridors provides visitors READ ALOUD
with the choice of several possible paths This circular domed chamber is miles across.
in this blank chamber a half mile (800 The floor and curved dome are patterned
m) wide and 5 miles (8 km) long. It’s not with dense lines of coppery metal inscribed
immediately obvious which way the hub in a ceramic-like substrate. A subsonic hum
chamber lies. vibrates through every surface. In the far
A Viridian hazard is also present, visible distance, at what might be the chamber’s
Yellow grass (Viridian as spots of yellow grasslike growths on all center, a red light pulses periodically
hazard): level 5 surfaces. Those who pass through and are upward toward the dome’s crown.
not already touched by the Viridian must
succeed on a Might defense roll or discover Unless the PCs took extraordinary steps
small blades of the same growth on their to conceal their arrival, Denizen (at the
dermis. Though the grass is apparently dome’s center) knows they have entered the
benign, defense rolls of any creature bearing Control Center. She uses this main chamber
the growth are hindered if attacked by other to throw her final defenses at intruders as
creatures infused with Viridian influence they advance across the area. The defenses
(such as pruthastans, Denizen, or any of her include three layers, a desperate ploy, and
instances). Removing the growth requires Denizen herself. Depending on how the PCs
thorough scrubbing and a successful approach, they may face each defense in
healing task (even if removing it from an turn, trigger more than one of them at once,
augmech or automaton dermis). or trigger them out of order.
Characters can face each defense head on
and try to defeat it, attempt to evoke an arch
to gain local control and mitigate or dismiss
a defense, or do a little of both.

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Evoke an Arch: As the PCs may have


NANITE SUBSTATIONS learned previously, it’s possible to call
Several chambers serve as nanite control up an arch from many surfaces through
substations. Each is a large glass space which they can attempt to learn about the Learning About the
overlooking a slowly roiling pool of Engine. Alternatively, PCs who think to call Engine, page 35
iridescent fluid (nanites) of the noted
up an arch in the Control Center can try
color, obviously only a glimpse of a much
to suppress one defense per arch called.
vaster tank filled with the same material.
From the control surface in each Suppression requires that a character
substation, a character can directly succeed on an understanding numenera
extract a sample of the nanites, task with a difficulty equal to the defense’s
dispatch a portion to another section level each round. A failed attempt means
of the Engine, purge the entire storage that the defense is active that round, though
container directly into the sun, or start a character could attempt to suppress it on
up huge machines embedded in the subsequent rounds. Arches called outside
floor to make more of that particular the hub have no chance of controlling
grade of nanite. defenses inside. Unfortunately, this means
Prior to initial purging (see Repairing that PCs who call an arch can make
the Engine, page 153), each batch of
themselves targets if Denizen figures out
nanites is contaminated by Denizen.
what’s going on.
Characters who attempt to extract
a sample or deploy nanites trigger Call a Powerful Ally: Characters looking
unexpected dangers and threats instead desperately for other aid by using an
of what they intended. For example, if answer arch in the Control Center discover
the PCs attempt to replicate a living something: an entity known as a phantom Phantom architect,
creature using silver nanite, a architect “haunts” the center. If a character page 115
Viridian-touched machine appears spends nine uninterrupted rounds,
instead. If extracting blue nanite to succeeding on understanding numenera
help them learn something, the nanite tasks that begin at difficulty 1 and ramp up
instead attempts to eat the user’s head. by one each round until the final difficulty
9 is reached, they can call the phantom
Room Nanite Use (level 7) architect. It appears and helps the PCs clear
2. Silver Nanite Replicate Denizen and its influence out of the Control
Substation automatons and Center. As powerful as it is, it can’t succeed
machines without the characters’ aid.
3. Green Nanite Nurture living If the phantom architect is successfully
Substation things called, it disperses once Denizen is defeated,
4. Blue Nanite Inquiry, and before the Engine is actually repaired.
Substation interrogation of Caution Is Best: If the PCs don’t seem
reality overly concerned about rushing into the
Control Center without a plan, you could
6. Black Nanite Build basic physical
tell them that there is an insight to be had
Substation structures
if a character is willing to spend 3 Intellect
7. Red Nanite Destruction, points. If so, point out that the defenses of the
Substation unbridled energies hub are likely immense and powerful, all at
8. Gold Nanite Innovation, Denizen’s fingertips. If the PCs are not using
Substation evolution of new augmechs, a brute-force approach is unlikely
techniques to succeed. Even if they are using augmechs,
finding additional ways to leverage their
strengths using the options provided would
increase the odds of their success.

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Unlike regular plasmars, those ready to defend the Control Center are reconstituted
instantly from the center’s feedstock of silver nanites.

Outer Defense Layer: If characters pass Prior to Denizen’s entry to the Control
into, go through, or appear on the opposite Center, another couple of plasmar platoons
side of the dome’s outer perimeter, the was released when the middle defense
Pruthastan, page 117 coppery metal inscribed in the floor of this was activated. Now, two pruthastans are
outer band flashes red. Dispatched from dispatched instead, reconstituted from
tiny nooks in the dome overhead, a platoon green nanites.
Plasmars, page 116 of thirty plasmars are ejected. The plasmars
are able to ride the lightning of energy fields Inner Defense Layer: This defense is the
that crisscross the chamber and essentially same as the middle defense layer, though
teleport around it as an action. Unlike this force field seals off only the heart of the
regular plasmars, those ready to defend the chamber where Denizen waits. And instead
Drahq, page 104 Control Center are quickly reconstituted of plasmars or pruthastans, a drahq is
from the center’s feedstock of silver nanites. reconstituted to defend her.

Middle Defense Layer: If characters pass Desperate Ploy: As previously noted,


into, go through, or appear on the opposite Denizen has attempted to use Control
Force field: level 7; even side of the dome’s outer perimeter, the Center monitoring mechanisms to
if locally breached by coppery metal inscribed in the floor at the surreptitiously spy on the PCs since
an effect, other parts
of the field remain
innermost edge of this middle band flashes they arrived, or soon thereafter. If
intact, and breaches red. A force field is erected, sealing off the she was successful in this, and if the
seal after a few rounds middle area for at least one hour. characters exchanged their real bodies

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THE SUN DOTH MOVE

for telepresence-controlled augmechs in previously had. Plasmars, drahqs, and other


Crèche 17, she pulls out this desperate ploy. creatures working directly on her behalf Crèche 17, page 37
She uses it either when the characters’ stop. Pruthastans, however, are tiny motes
augmechs are engaged with something that of the Viridian itself, so they don’t stop, ever
isn’t bothering them that much, or when (unless the Engine restarts and the solar
it seems like the PCs are about to literally system pulls ahead of the Viridian, or the
dethrone her. Viridian’s influences are screened out, such
The ploy: Denizen activates three stranger as through the method championed by an Stranger automaton,
automatons that have been waiting in automaton named Ademar). page 128
hiding adjacent to Crèche 17 to attack the With Denizen out of the way and the Ademar, page 26
characters’ helpless bodies. Even if the throne-like control module vacated, the
PCs left behind defenses, this should be characters and the rest of the repair crew
a worrisome development, likely to pull at can finally get on with fixing the Engine.
least one character’s attention from their
augmech back to their core body to help REPAIRING THE ENGINE
with the defense. To begin the process of repairing and
reigniting the Engine, the PCs must eject
DENIZEN AT THE HEART Denizen from the throne-like control
Denizen is lodged in a great throne-like module in the hub. Doing so without Denizen, page 124
control module at the very center of damaging the control module itself is Control module chair:
everything. preferred; if the characters damage it, that’s level 8
If directly threatened, she activates what one more item to add to the list of actions
is essentially another Miash-like clone of they must take to begin putting things back
herself stashed within short range. This to normal.
clone has Denizen’s full stats, perfected One character (or their augmech) must
using green nanites. Simultaneously, sit in the control module, which adjusts
Denizen uses her control module chair to itself to fit whatever size creature tries
direct blasts of coherent light at the PCs to use it. That PC must succeed on an Coherent light turret:
from turrets located around the dome, up to understanding numenera task (difficulty level 7; sight-range
coherent light blasts
three blasts per round. 8), or the rush of information input is so inflict 10 points
overwhelming that they descend one step of damage
From Denizen’s Perspective: Denizen isn’t on the damage track and are ejected.
above monologuing if she thinks she’s Those able to understand the load of
winning, or if she thinks she can sway information and sift through it can take a
the characters to her lies. She claims that few seconds of mental searching before they
the Viridian is a powerful force that will come up with the following prescription:
return the knowledge and power of the • A minimum of six members of the repair
prior worlds to the solar system. She tries crew must go, one each, to the six nanite
to explain away the ill effects on plant life storage and control substations.
as simple side effects of the phase shift in • Each substation tank must be purged
spacetime, a transitional effect that will lead completely so that any corruption
to everyone having full access to a wealth introduced by Denizen is cleared.
of personal knowledge and autonomy, • Once the purging is complete, each
where everyone will live in whatever kind of of the six substation controllers must
comfort they can imagine for themselves. restart the manufacture of new nanites,
Being a liar of the first order, she’s taken in coordinating with whoever sits in the Coordinating restart:
many others with this line. throne control module. level 2; all involved must
succeed on the Intellect
task to synch restart
Denizen Defeated: If Denizen is defeated, Unless an agent or other external issue
the agents that are linked to her via a nanite remains, the characters shouldn’t have too
glob of goo either simultaneously fall much trouble accomplishing these purge,
unmoving or gain whatever autonomy they restart, and synch tasks. It’s just a matter

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of spending the time to do it and waiting to take some time to build up enough distance
see the results. to completely extinguish its effects.
Likewise, heat-based hazards don’t go
BY ENGINE LIGHT away overnight. Still, they don’t get worse,
About ten hours after the repair crew and over time, they improve.
retakes the Control Center and resynchs the In much the same way that most people
nanite substations, the Engine restarts. in the Ninth World didn’t realize they were
coasting into a disaster, most don’t realize
READ ALOUD they’re now accelerating away from one. Of
A shudder passes from one end of the course, the characters know it, as does the
Engine to the other as golden light spills Order of Truth.
from sternward, enveloping the framework
in a warm glow. Thin at first, but growing In the Case of Failure: The effects of the
longer and steadier with each passing Viridian multiply. In just under a year, the
minute, a braid of fire curls from sternward, intelligent inversion of space overtakes the
silent but steady as a beam of starlight in solar system, completely rewriting it. Even
the vacuum. the most advanced numenera can’t see
Chevara’s Plea, page 134 what happens after that threshold, returning
If Phius Livic is still with the characters, only static, as if all the laws of cause and
If the characters can his visor creates a full-size three-dimensional effect are undone. Perhaps in a parallel
devise a physical projection of Chevara. She pronounces, dimensional strand, things proceed better.
body for Chevara, she
might be convinced
“Once again, the sun doth move.”
to change her mind In the Case of Success: The PCs each earn
regarding deletion. It’s 1 XP if they make it into the hub, 1 XP if
the existence within the
constrained environment
PART 4 WRAP-UP they defeat Denizen, 2 XP if they restart
of the visor that has Even if everything goes according to plan, the Engine, and 2 XP if they do as Chevara
her looking forward to the Engine restarts, and the conspiracy asked them and delete her from Phius
nonexistence. With or of Denizen is crushed, it takes years for a Livic’s visor (which he can’t bring himself
without Chevara, the
change to occur in the Ninth World. That’s to do). Even if the Ninth World is saved, not
visor retains its original
function, serving as a because even though the Engine begins to every creature within it wishes to endure
sight prosthetic for Phius. pull away from the Viridian once more, it’ll beyond the achievement of their life’s goals.

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WAKING THE MEGA

CHAPTER 13

WAKING THE MEGA

“W aking the Mega” is an


adventure that can begin
anywhere in the Ninth World.
community is likely to come as a shock in
its overwhelming magnitude. “Waking the Mega”
could be adapted to
use community stats;
It’s suitable for low- to middle-tier characters INITIAL ATTACK however, Suneko is
and can be adjusted for high-tier characters Suneko disintegrates a single structure essentially a rank 10
by ramping up the difficulties by two steps. from altitude using its twin eyebeams, disaster, which few
then swoops down on the community, communities have
any hope of surviving.
landing in a densely populated area. There, That is, until the
SYNOPSIS it begins to smash and burn, shattering Mega is awakened.
The adventure has three sections. buildings and ending lives of fleeing victims
In Bright As the Sun, the PCs encounter as by-products of its rage. Everyone in the
Community Stats,
a colossal rampaging creature known community not immediately killed is page 297
as Suneko devastating a community. subject to a Suneko secondary effect every
In the face of what is comparable to an few rounds.
unstoppable natural disaster, character Suneko, page 121
options are initially limited, though they can CHARACTER OPTIONS
try to save themselves and others. The characters can respond in a variety of Suneko secondary
In Ray of Hope, characters learn of a ways, including the following. effect: level 3; effects
include randomly flung
massive artificial machine called the Mega. chunks of smashed
To end Suneko’s threat, they can try to Fight the Titanothaur. Characters without building raining down
locate it, repair it, and wake the Mega. major advantages probably don’t even get like blobs of volcanic
Finally, Day of Reckoning pits the the level 10 creature’s attention. If they do, ejecta, a suddenly formed
fissure, a collapsing wall,
characters—piloting the Mega—against its direct attention is devastating. and so on; effects inflict
Suneko. It’s titan versus titan. 5 points of damage on
Safeguard the Community. The PCs can a failed defense roll
attempt one or more of the following heroic
BRIGHT AS THE SUN acts. In each case, they must overcome
You can surprise the characters with an the noted challenge, even as they face at
attack on the community where they are least one or two related Suneko secondary
based or are visiting, or let them be drawn effects. Challenges are level 4. Characters
to the area by rumors of an immense can attempt about five such challenges
creature moving in a rough line across the before they are forced to flee, or be directly
land, devastating very small communities attacked by Suneko.
but heading toward a much larger one. In • Five people are trapped in a partially
the latter case, the PCs know that Suneko collapsed building. Extraction requires
needs to be dealt with. But whatever one Might roll for each.
they are expecting (or not), their first • Four people are badly burned. Saving
encounter with the titanothaur attacking the them requires one healing task for each.

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• Six people in a burning building suffer BRIGHT AS THE SUN WRAP-UP
from smoke inhalation. Finding each The PCs each earn 1 XP per successful
requires one perception task. heroic act. In addition, grateful survivors
Cyphers, page 272 • Ten people are too frightened to give them a handful of cyphers.
run from Suneko’s advance. Three
persuasion tasks embolden them.
• Fire threatens the stable that holds a means RAY OF HOPE
for dozens to escape. Four Might tasks Once Suneko devastates a location, it
Diplomat (Kasanera), put out the fire (if the PCs can find water, disappears for weeks at time. No one
page 285 shovels, or other smothering equipment). knows where (or is motivated to go
looking). Surviving Suneko may be cause for
Run Away. When the PCs finally flee, they celebration among the characters. Others
are chased out of town by a couple of were not so lucky.
Auspar, page 149
Suneko secondary effects.
REQUEST FOR AID
A diplomat named Kasanera (who
was among those the PCs rescued)
describes Suneko’s general nature.
More importantly, the scholar
explains how Suneko is advancing
in a rough line toward the city of
Auspar. (If Auspar is not appropriate
for your Numenera campaign,
choose a city that works better.)
Kasanera reveals that she is
an official of Auspar. She was
dispatched to determine if the
rumors of Suneko’s approach
were true. She’s definitely been
convinced and, moreover, feels that
she doesn’t have time to return
and make a report. Instead, she
asks the PCs to help her uncover
a mighty machine of the prior
worlds, known as “the Mega”
according to two-hundred-year-old
reports by Aeon Priests. She has
only secondhand knowledge of it
and doesn’t know exactly what the
Mega is, only that the Aeon Priests
indicated that their discovery was
“a machine capable of neutralizing
a titanothaur.”

TRAVELING TO THE CRÈCHE


If the PCs agree to accompany
Kasanera, they travel to the ruin
called the Crèche (which contains
the Mega). The diplomat’s hastily
scribbled notes say that the journey
should take at least a few weeks.
Maybe enough time to find the

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WAKING THE MEGA

device and bring it back before Suneko (Alternatively, instead of a dead end, the If the PCs have a
strikes again, or maybe not. characters could run into an issue, such as vehicle or other suitable
numenera, they can
Along the way, the characters spot a a colony of shinspinners or a synth eater, drastically reduce
philethis, apparently captured in a metallic that they need to resolve to get the Mega their travel time.
cage by a group of bandits. If the PCs chase operational.)
off the bandits, the philethis tells them, “If A PC who makes an Intellect roll after
the augmech wakes, don’t look directly into three successful navigation tasks discovers Philethis, page 247
the green.” Then it teleports away, revealing that one of the lines inscribed along the Bandit, page 264
that it could have done so all along. service corridor is a main route (shown on
the Mega Interior map.)
THE CRÈCHE The Mega is like a thirty-story building
A slanted, bluish metal surface emerges fallen on its side. Instead of being Shinspinner, page 276
from the drit, creating a sloping plane some comprised of a progression of floors, Synth eater, page 277
40 feet (12 m) long and wide emerging it’s tunneled with service corridors,
from the ground; more is obviously buried plus occasional chambers cramped
beneath. Kasanera’s notes say that the with machinery. Options for salvage are
Mega is inside. everywhere. But each time a character does
In fact, the Mega doesn’t reside in a so, they must succeed on an Intellect task
crèche; it’s just lying loose near the surface to salvage carefully enough so they won’t
of the Steadfast, mostly buried except for have to repair that damage later, once they
the exposed section described. Nothing figure out that they’re inside the Mega itself,
from the exterior visibly suggests to the PCs and not a structure containing the Mega.
that the sloping metal surface is actually a
small section of a giant, inactive automaton. Area 1. A bulky machine hums, audible
as the PCs approach. Characters within
ENTERING THE MEGA immediate range of it must make a Speed
A thorough search of the slope reveals that defense roll or a mechanism deploys a
a large metallic panel can be folded back, turret and sprays them with a frictionless,
giving access to a control surface. With yet clinging fluid that hinders all physical
a successful difficulty 4 understanding tasks and renders movement almost
numenera task, the PCs can use the impossible until it can be removed.
controls to cause a larger area to slide
open, revealing a narrow corridor contoured Area 2. As area 1, but the machine is broken,
with inlaid lines of various types of metals eventually requiring repair if the Mega is to The Mega uses
leading inward. This corridor leads to area 1. be used. bio-circuitry derived
from plants, rendering
it vulnerable to the
EXPLORING THE MEGA Area 3. This large chamber contains Viridian (page 22).
A network of narrow service corridors several bulky devices. Before the PCs
burrows through the Mega. Each corridor can investigate, they must deal with the The Mega, page 99
bulges with metallic protrusions, glows, and astraphin monolith that hovers in the center Astraphin monolith,
thick cords partially embedded in the floors, of the chamber like a guard animal. Once page 23
walls, and ceilings. Moving through the that threat is dealt with, the characters
corridors is akin to spelunking because the discover that the machines have one
PCs must sometimes squeeze, sometimes purpose: to occasionally pull a 30-foot
climb, and sometimes face precipitous (9 m) long canister out of storage in one
drops. And like spelunking, it’s easy to wall and then insert it like a peg in a slot in Exploring the Mega:
become lost while exploring the Mega. the other wall. A successful understanding level 5 for related
defense rolls and tasks
Initially, each time the PCs move more than numenera task reveals that the canisters (including repair tasks)
a short distance along a corridor, they must are power sources known as protomatter.
make a successful navigation or perception Only a single protomatter canister remains
task, or they come to a dead end and have in storage, ready to be slotted; all the rest Protomatter, page 112
to retrace their steps and try another route. are empty.

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Area 4. This machine-filled chamber characters either make their defense roll or
features three fixed throne-like chairs, a fail but recover consciousness, the Mega
desiccated humanoid corpse slumped in can be activated and piloted.
one. These are machines that allow users to
Piloting (Cockpit pilot the Mega. Three other chairs are set at RAY OF HOPE WRAP-UP
Control), page 86 secondary stations. The PCs each earn 1 XP per repair they had
An understanding numenera task allows to make to activate the Mega, and 1 XP if
the PCs to realize, possibly for the first time, they activate it.
that they’re in the Mega, that the Mega is
actually an enormous augmech, and that for
best performance, three pilots are preferred DAY OF RECKONING
(as described in the Mega entry in chapter 9). Operating a 300-foot (90 m) tall automaton
Augmech Control, Before the PCs can attempt augmech from a cockpit with full viewscreens is an
page 84 control (and specifically, controlling the impressive experience. Characters not
Controlling the Mega), they must repair the machine in area directly involved in piloting can operate
Mega, page 99 2, plug in the last canister of protomatter secondary systems, including sensing
Operate secondary in area 3, and deal with any other issues and navigation, engineering, repair, and
systems: level 5 for they stumbled upon while exploring. If they communication. In addition, PCs not stuck
related tasks (including
repair tasks)
salvaged any machines along the way, they to a piloting chair can move about inside
may have to repair those as well. the Mega, should such a need arise (as
Once repairs are complete, one final it may, if they engage Suneko). Further, a
hidden issue remains. The PCs must make character at a secondary station notices that
an Intellect defense roll each time they the Mega has only enough power from the
strap into a pilot chair, or they fall into a last protomatter charge to allow it to remain
Green dream, page 24 deep sleep and become infected with green active for about a month or for one big
dream. They can attempt another defense fight, whichever comes first.
roll every few rounds, or someone can If the PCs didn’t have the use of a vehicle
Suneko, page 121 pull them out of the chair. Once enough on the way to the crèche, their return trip
using the Mega is much faster, given its
flying capability. A successful navigation
task coupled with a successful sensing
task at a secondary system can pinpoint
the energy signature of Suneko, which is
becoming active again and just reaching the
edges of a major population center (Auspar
or another city you chose).

FACE OFF
Though it may seem like a straight-up fight
between the PCs in their augmech and
Suneko, several complicating factors arise
during the conflict.
The tasks, attacks, and defenses made
by PCs piloting the augmech in the fight
are usually difficulty 10 (equal to Suneko’s
level). However, tasks by characters
operating secondary systems are difficulty 5,
unless noted otherwise. Most of the conflict
complications should be introduced as GM
intrusions, at least the first time they are
used. Complications include (but are not
limited to) the following.

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WAKING THE MEGA

• An attack by one titan threatens to cradle). Until a character can move


send the other crashing into inhabited through the interior and fix the issue
structures. Avoiding this outcome with a successful repair task, all the
requires a Speed defense roll, and Mega’s actions are hindered by two
actions on the Mega’s next turn are steps. Moving through the interior of
hindered. the augmech while it is fighting Suneko
• Suneko uses its twin eyebeams without being battered to death requires
to explode a towering structure, at least three Might or Speed defense
threatening to crush dozens of panicking rolls along the way.
people. Putting the Mega in the path
requires a successful Speed defense DAY OF RECKONING WRAP-UP
roll, inflicts 20 points of damage to the Even if the Mega ultimately defeats the
Mega, and partially buries it, leaving it titanothaur, Suneko has likely caused
prone until it can make a Might defense damage to Auspar. The PCs’ success is thus
roll to dig free. measured by how much they saved and,
• The jostling disturbs a pod of previously ultimately, whether they defeated or drove
inactive splines inside the augmech, off Suneko. Spline, page 119
which swarm into the cockpit, apparently The PCs each earn 2 XP for fighting
acting as an internal defensive measure Suneko at all, and 1, 2, or 3 XP depending
protecting the Mega from unauthorized on whether they saved only some, about
use. If they are not dealt with, they target half, or nearly all of Auspar.
the nearly helpless pilots (who can The Mega powers down after the fight. It
choose to spend a round to disengage remains inactive until another canister of
from their seats, if no one else is around protomatter can be found, conveyed from
to help.) that location, and installed in the Mega. In
• One of the repairs the PCs made to get addition, operating it remains a risk due to
the Mega running is knocked askew the Viridian, whose influence only grows
by the fight (possibly the protomatter stronger unless or until the Engine of the
canister comes partly loose in its Gods is fixed.

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INDEX

access tube terminal 69 Engine Map Generator 58 NPCs 123


Access Tube Trip Disruption Table 70 Engine parasite 105 Otaki 127
Artifact Table 78 Eryth 34 overheating hazards 20
artifacts 77 extreme solar weather 14 paramedic (augmech) 95
artificer (augmech) 90 flesh buster 106 phantom architect 115
astraphin monolith 23 flet 40 Phius Livic 123
augmech control 84 freecycler 107 plasmar 116
augmech crèche 85 Freedom Point 50 Plasmar Embassy 45
augmech models 87 Freedom Society 51 pocket chamber 60
augmech shifts 88 gaurn 108 Pocket Size Table 61
augmechs 84 Gaussian Castle 48 Port of Wrawn 42
augmodrome 28 Gaussian Swale 47 propulsion jet 50
bloodfist (augmech) 91 gravity 14 pruthastan 117
blowout 14 green dreams 24 radiation sickness 13
cable 60 green mimic 24 ravvle 118
Cathedral of Brilliance 42 Halo control stations 54 ravvle pod 47
Celestial Beacon 29 Halo mirrors 53 reaches of the Engine 31
Chamber Condition Table 61 hazards of the Engine 14 repulsor jet 49
chamber features 61 helioduran 109 Sanctuary 49
Chamber Features Table 62 Hothouse Clave 128 Shudder 46
Chevara 123 Hypermarket 44 speedstar (augmech) 96
chytrid 103 infiltrator (augmech) 93 spline 119
climatic shift 19 interlocutor (augmech) 94 Stacks 45
Control Center 51 Intraengine Coordinate System (ICS) 12 strut ooze 120
core fusion chambers 49 jesanthum 24 struts 59
Creature Table 66 learning about the Engine 35 Struts Table 59
creatures 102 lightning mourn 110 Suneko (titanothaur) 121
Crèche 17 37 lliran 111 sunsuit 82
cyclops (augmech) 92 locust (creature entry) 112 thrust instability 17
Cypher Table 73 locusts 17 Tranquility Port 35
cyphers 72 mapping the Engine 57 traveling to the Engine 28
debris from impactors 16 mapping the Halo 57 Trial by Mending 43
Denizen 124 Mega, the (augmech) 99 turtle (augmech) 97
directions on the Engine 12 Mern’s Shack 128 vacuum 13
drahq 104 module chamber 67 verdant rust 25
dream swallow 24 module features 68 Viridian 22
Engine damage 15 Module Features Table 68 Viridian hazards 23
Engine feature 59 Module Size Table 68 Vronus 47
Engine Feature Table 60 monitor 113 weaver (augmech) 98
Engine Hazards Table 14 murder bloom (creature entry) 114 wraith 122
Engine Leak Inspiration Table 16 murder blooms 24 Wrawn 39
Engine living conditions 13 Nardan Flesh Shelter 36

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