Numenera
Numenera is a science fantasy tabletop role-playing game (RPG) set one billion years in the future on a mysterious and wondrous version of Earth called the Ninth World, where humanity lives amid the ruins and remnants of eight previous civilizations that rose and fell over eons, leaving behind strange technologies and artifacts known as the numenera that blend science and magic-like effects.[1] Players take on the roles of explorers who discover these numenera, use them to survive and thrive in a dark age of isolation and hardship, and work to build a brighter future for their communities.[2] The game emphasizes narrative-driven gameplay focused on exploration, discovery, and innovation rather than complex mechanics.[3] Designed by veteran RPG creator Monte Cook, along with co-designers Bruce R. Cordell and Sean K. Reynolds, Numenera was first published in August 2013 by Monte Cook Games following a highly successful Kickstarter campaign that raised over $500,000.[2] The original corebook, a 416-page full-color volume, includes comprehensive rules for character creation, the game's setting, over 100 creatures and characters, hundreds of numenera items like cyphers and artifacts, guidance for game masters (GMs), and four complete adventures.[2] It introduced the Cypher System, a flexible ruleset that allows quick character generation—typically in minutes—using a simple structure of type (such as Glaive for warriors, Nano for those who work with numenera, or Jack for versatile explorers), descriptor (adjectives like "clever" or "murderous" that define personality and abilities), and focus (specialized skills like "commands mental powers" or "masters stealth").[3] Gameplay revolves around rolling a d20 against task difficulties rated from 1 to 10, with options to apply effort from stat pools (Might, Speed, Intellect) or assets like skills and equipment to succeed.[2] In 2018, Numenera received a major update with the release of two new corebooks: Numenera Discovery, which refines and replaces the original core rules without major changes while maintaining backward compatibility, and Numenera Destiny, which expands on community-building, crafting, and long-term world-shaping mechanics for ongoing campaigns.[1] Each book is 416 pages and priced at $59.99, with a slipcase set available for $119.99 that includes bonus content like additional adventures and a GM intrusion deck.[1] The Ninth World setting spans diverse regions like the relatively civilized Steadfast and the wild, anomalous Beyond, populated by genetically engineered creatures, mutants, and ancient mysteries that encourage player-driven stories of wonder and peril.[3] Numenera has garnered critical acclaim, winning the 2014 Origins Award for Best Roleplaying Game and seven ENnie Awards, including Product of the Year for the corebook.[1] The product line has expanded to include supplements like the Ninth World Bestiary (over 130 creatures), adventure modules such as The Devil's Spine, and the Numenera Player's Guide for easy entry, alongside digital tools and starter sets with pre-generated characters, dice, and maps.[2] The Cypher System has since been released as a standalone rulebook in 2015, allowing Numenera to be run alongside other genres, and the game supports organized play events at conventions like Gen Con.[3] As of November 2025, Monte Cook Games announced an upcoming crowdfunding campaign for a new edition of Numenera, planned for 2026, and released a comprehensive Humble Bundle collection in July 2025 to introduce new players to the game.[4][5]Publication History
Initial Launch
Numenera was primarily designed by Monte Cook, a veteran game designer renowned for his contributions to Dungeons & Dragons, including co-authoring the third edition core rulebooks and developing settings like Planescape. After leaving Wizards of the Coast in 2009, Cook founded Monte Cook Games to pursue independent projects, with Numenera serving as the company's inaugural release and introducing his newly developed Cypher System ruleset.[6] The game's crowdfunding campaign launched on Kickstarter on August 9, 2012, seeking $20,000 but ultimately raising $517,255 from 4,658 backers, which set a record for the highest-funded tabletop RPG project at the time.[7] This success enabled expanded production, including additional artwork and supplements, and established Monte Cook Games as a prominent indie RPG publisher.[8] The Numenera corebook, a 416-page hardcover detailing the game's science-fantasy setting and mechanics, was released on August 14, 2013, through Monte Cook Games, with PDF versions available earlier to backers.[9] The physical edition debuted at Gen Con 2013, where it garnered significant attention through demonstrations, panels, and awards nominations, marking a key promotional event for the title.[10]Editions and Revisions
Following the 2013 release of the original Numenera corebook, which established the game's foundation in the Cypher System, Monte Cook Games issued a second edition in 2018 comprising two volumes: Numenera: Discovery, a rules-focused corebook containing character generation, task resolution, a bestiary, and an overview of the Ninth World setting, and Numenera: Destiny, an expansion emphasizing crafting, community-building, and long-term player impact on the world. The books were funded through a Kickstarter campaign from September 19 to October 27, 2017, which raised $845,258 from 4,185 backers against an $80,000 goal.[11][12][13] This second edition introduced key revisions to streamline gameplay, including clearer rules for task resolution and combat, expanded character options such as dedicated abilities for the Jack type, and deeper integration with the broader Cypher System rulebook released in 2015, which allowed for easier adaptation across genres while maintaining Numenera's focus on discovery and ancient technologies.[12][14][15] A notable mechanical update involved armor and damage handling, shifting from the first edition's penalty-based system to one that encourages active defensive play without hindering mobility, addressing feedback on combat complexity.[14][16] These changes were motivated by player input highlighting areas of accessibility, such as simplifying asset and effort mechanics to reduce preparation time and enhance narrative flow without sacrificing depth.[12] In July 2025, Monte Cook Games announced the Cypher System Evolved Edition, with its BackerKit crowdfunding campaign launching in August 2025 and concluding in September 2025, raising $1,025,264 from 5,576 backers against a $100,000 goal; the books are set for release in mid-2026 and will update the underlying ruleset used by Numenera with genre-tailored character creation options to accelerate setup for science-fantasy settings like the Ninth World.[17][18] Numenera-specific adaptations in this edition include revised damage and armor systems to promote more dynamic interactions with ancient artifacts and foes, alongside streamlined cypher management to better reflect the game's emphasis on unpredictable technology.[17] The revisions aim to further improve accessibility by making the system faster and more intuitive, incorporating community feedback on reducing complexity in advancement and intrusion mechanics while ensuring backward compatibility with existing Numenera materials.[17] As of 2025, Monte Cook Games has supported ongoing revisions through community-driven BackerKit campaigns, such as the "Return to the Ninth World" initiative launched in October, which funds new content like adventures and supplements shaped by backer input to evolve the Ninth World setting.[19][20]Game System
Cypher System Mechanics
The Cypher System serves as the foundational rules engine for Numenera, emphasizing narrative flexibility and logical adjudication over rigid simulation. Developed by Monte Cook Games, it uses a streamlined d20-based resolution to handle actions, allowing the Game Master (GM) to focus on storytelling while players influence outcomes through resource management and creative decisions. This approach prioritizes ease of use, with all tasks—whether exploration, interaction, or combat—resolved via the same core mechanic, fostering a collaborative and improvisational play style.[21] At its heart, task resolution involves rolling a d20 and adding modifiers from stat pools, skills, or items to meet or exceed a target number set by the GM. The GM assigns a difficulty level from 1 (routine) to 10 (nearly impossible), multiplying it by 3 to determine the target number—for example, a level 4 task requires a roll of 12 or higher. Players apply bonuses from trained skills (easing the task by one step, effectively reducing the difficulty level) or assets like tools (also easing by one or two steps), which lower the target number accordingly. A natural roll of 1 triggers a free GM intrusion without experience rewards, while a natural 20 typically ensures success and may grant bonuses.[22][23] The Effort system enables players to spend points from their Might, Speed, or Intellect stat pools to further reduce task difficulty, promoting strategic depth in resource allocation. Applying one level of Effort costs 3 points from the relevant pool and eases the task by one step; additional levels cost 2 more points each, up to a maximum of 6 steps. A character's Edge rating in a stat subtracts from these costs, making repeated use more efficient for specialized builds. This mechanic ties directly to character capabilities, as pool sizes reflect physical, mental, or agile prowess, and points regenerate through rest or recovery actions.[22][21] Experience points (XP) drive character advancement and are primarily earned through GM intrusions, a signature feature that injects narrative twists while rewarding player agency. The GM may introduce an intrusion at any time—such as an unexpected complication during a task—offering the affected player 2 XP (1 kept, 1 given to another player) to accept it; refusal costs the player 2 XP instead. Intrusions on natural 1 rolls are mandatory and free of XP, but they enable dynamic storytelling, like environmental hazards or foe reinforcements. Players spend XP to advance tiers (unlocking abilities and pool increases), gain immediate minor effects (e.g., a reroll for 1 XP), or even initiate player intrusions for beneficial changes. This system encourages embracing uncertainty, with XP accumulation typically pacing progression over sessions.[22][24] Assets and cyphers provide temporary mechanical advantages, integrating Numenera items seamlessly into the rules without dominating play. An asset, such as specialized gear, eases a relevant task by one step, while Numenera-specific cyphers—single-use ancient devices—offer potent, one-off effects like easing multiple steps or granting special abilities. These enhance the core resolution without permanent commitment, aligning with the system's lightweight design.[22][23] Combat in the Cypher System extends the universal task resolution, treating fights as rounds of speed-based actions rather than strict turns. Initiative is determined by all participants attempting a Speed task against a target number based on the fastest entity's level, establishing an order of declaration and resolution. Attacks function as standard rolls against an opponent's level-derived target number, with success inflicting damage—typically 2 points for light weapons, 4 for medium, and 6 for heavy—reduced by Armor before subtracting from the target's Might Pool (or equivalent health for non-player characters). Damage types include physical (to Might), shock (to Speed), or ambient/mental (to Intellect), reflecting varied threats. Recovery occurs via rest actions, where a character rolls 1d6 plus their tier to regain Might Pool points, limited by daily recoveries that scale with rest duration (from 10 minutes to a full day). This keeps combat fluid and narrative-focused, with Effort and assets applicable to strikes, defenses, or maneuvers.[22][23]Character Creation
Character creation in Numenera follows a streamlined process designed to quickly establish a character's identity and capabilities within the Ninth World setting. Players construct their character using a simple three-part formula: a descriptor (an adjective that defines personality and talents), a type (a noun representing the character's role), and a focus (a verb phrase indicating a unique specialty). This results in a declarative sentence such as "I am a tough glaive who masters weaponry," which encapsulates the character's core concept and provides immediate mechanical benefits.[25] The three primary character types in the core rules are glaive (a frontline combatant emphasizing physical prowess), jack (a versatile rogue-like figure with broad adaptability), and nano (a intellect-driven mystic who manipulates esoteric energies). Each type determines baseline stat pools—Might (for strength and endurance), Speed (for agility and reflexes), and Intellect (for mental acuity and willpower)—along with initial training in skills, edges (which reduce the cost of using pools), and starting equipment. Players allocate 6 additional points across these pools after applying type bases and any descriptor modifications, typically prioritizing the type's favored stat for optimization. For instance:| Type | Might Pool | Speed Pool | Intellect Pool | Typical Role |
|---|---|---|---|---|
| Glaive | 11 | 10 | 7 | Warrior |
| Jack | 10 | 10 | 10 | Versatile |
| Nano | 7 | 9 | 12 | Mystic |