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Numenera Campaign

Hi, I''m interested in running a Numenera campaign however I'm not sure how many would be interested, so I'm posting this up to see if I get any takers. If I get enough people interested in playing then I'll go ahead and run the game. Dates and times are still up in the air to be decided.  For those who don't know what Numenera is, its a new game system and world created by Monte Cook. you can find his book at Drivethrurpg or Amazon.  I'm willing to teach the system and the world to new players. Its a relatively easy system with less on rules and more on Story/plot.  If you have any questions or your interested in joining, let me know. 
My book's getting here in a couple of days, so I'd love to join up! Would depend on when though.
I would definitely be interested in this. Especially so if you like to focus on story.
Definitely interested.  I Kickstarted and have the pdf and book is on its way. 
I am very interested. I was a Digital Backer of the Kickstarter. I already have my PDF. 
I'm leaning on trying to do it on Monday Nights. I'm on the west coast so it would be pacific time zone. Maybe 5 pm in the evenings? 
Oh, oh! Someone that is actually on the west coast! 6:30 would be best for me, but if it's five I'll make it work since I really want to play.
I have to be off by 9:30 pm so 6:30 would be fine, give us a 3 hour window of play, but I'm interested in hearing more. I'm leaning heavy on Monday's but there is someone else who wants to play that can't do it on Mondays so my next thought was maybe Fridays? I'm kinda booked through the rest of the week with my other groups and the weekends are kinda dominated by my girlfriend :P. 
Mondays at 9-9:30PM Eastern (6-6:30pm Pacific) would work well for me.  Were you thinking weekly or every other week? Out of curiosity, will it be voice (G+ Hangout/Skype with Roll20) or be text based?
Fridays should be fine for me if that's what it comes to. 6:30 would still be preferred though!
K 6:30's fine, i was thinking of doing it once every week, as Roll20 groups tend to fall apart unless there is at least a weekly get together,  Also I prefer to use Skype ( i use it with my other groups) but I'm open to using Google Hangout. 
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Would love to try out this new system! I now have the actual material and available to play this fascinating quirky game. Queen I am an Mutant Human Nano who Works Miracles Pools Might (Edge: 0)   8 Speed (Edge: 0)   10 Intellect (Edge: 1)   21 Other Details Shins   You have 4 shins to spend. Cyphers   You can bear up to 3 cyphers. Nano Background: Psionics MUTATIONS   Beneficial: Improved Intellect Pool, Slippery Skin, Suggestive Voice   Harmful: Weakness in Might   Distinctive: Scaly body (+2 to Armor. Enabler.), Two Extra Arms (Enabler.) Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure. 1. One of the other PCs asked your opinion of the mission, knowing that if you thought it was a good idea, it probably was. 2. You saw value in what the other PCs were doing. 3. You believed that the task might lead to important and interesting discoveries. 4. A colleague requested that you take part in the mission as a favor. MIRACLES   You manipulate matter and time in order to help others. Your special talents make you beloved by all you encounter. Some might think you a representative of the gods, or some kind of power from beyond this world. And perhaps they are right--transdimensional experimentation in the prior worlds might be exactly what led to the energies you wield existing here in the first place. You probably wear simple, rather than flashy or stylish clothes. There is no need to call more attention to oneself. Nanos are the likeliest miracle workers, with the mental fortitude to focus the healing power. A glaive that can heal himself, though, is an interesting and dangerous proposition. Connection: Pick one other PC. This character quietly suspects that you are some kind of messiah or supernatural being. You can choose whether or not you know this fact. GM Intrusion Suggestions: Attempts to heal harm instead. Sometimes, a community or individual needs a healer so desperately that they will hold one against his or her will. Minor Effect Suggestions: Target is healed +1 additional point. Major Effect Suggestions: Target is healed +2 additional points. Tier 1: Healing Touch (1 Intellect point). With a touch, you can restore 1d6 points to any one stat Pool of any character. This is an Intellect task of level 0. Each time you attempt to heal the same character, the task level increases by 1. The task returns to level 0 after that character rests for 10 hours. Action. Tier 2: Alleviate (3 Intellect points). You attempt to cancel or cure one malady in one creature. Action. Tier 3: Font of Healing. Other characters (that you approve of) can touch you and regain 1d6 points to either Might or Speed Pool. This costs them (not you) 2 Intellect points. A single creature can only benefit from this ability once each day. Enabler. Tier 4: Inspiration (4 Intellect points). Through mental inspiration and the manipulation of time, one creature you choose within 30 feet gets an additional, immediate action to take out of turn. Action. Tier 5: Undo (5 Intellect points). You turn back time a few seconds, effectively undoing a single creature's most recent action. If That creature can do the same thing, or make different choices. Action. Tier 6: Greater Healing Touch (4 Intellect points). All the stat pools of a creature you touch are restored to maximum. A single creature can only benefit from this ability once each day. Action. BACKGROUND   You hail from a very distant land where you were well known and regarded, but people here treat you with suspicion. First Tier Nano First tier nanos have the following abilities: Extra Effort: Your effort is 1. Genius: You have an Edge of 1 for Intellect and an Edge of 0 for Might and Speed. Master Cypher Use: You can bear three cyphers at one time.   Numenera Training: You are trained in the numenera, and can attempt to understand and identify its properties. ESOTERIES   You can tap into the numenera to reshape the world around you. Similar in appearance to the way a fabled wizard might seem to cast spells, these expressions of your knowledge are called esoteries. Non-nanos, however, usually just call them spells. You can perform these esoteric tasks when you have a free hand and can pay the Intellect point cost. All esoteries are an action to perform. Choose two of the following esoteries:     Scan (2 Intellect points): You scan an area equal in size to a 10-foot (3-meter) cube, including all objects or creatures within that area. The area must be within short range. Scanning a creature or object always reveals its level (a measure of how powerful, dangerous, or difficult it is). You also learn whatever facts the GM feels are pertinent about the matter and energy in that area. For example, you might learn that the wooden box contains a device of metal and synth. You might learn that the glass cylinder is full of poisonous gas, and that its metal stand has an electrical field running through it that connects to a metal mesh in the floor. You might learn that the creature standing before you is a mammal with a small brain. However, this esotery doesn't tell you what the information means. Thus, in the first example, you don't know what the metal and synth device does. In the second, you don't know if stepping on the floor causes the cylinder to release the gas. In the third, you might suspect that the creature is not very intelligent, but scans, like looks, can be deceiving. Many materials and energy fields prevent or resist scanning. Action.   Onslaught (1 Intellect point): You attack a foe using energies that assail either his physical form or his mind. In either case, you must be able to see your target. If the attack is physical, you emit a short-range ray of force that inflicts 4 points of damage. If the attack is mental, you focus your mental energy to blast the thought processes of another creature within short range. This mindslice inflicts 2 points of Intellect damage (and thus ignores Armor).  Some creatures without minds (such as automatons) might be immune to mindslice. Action.   Starting Equipment: You start with clothing, one light weapon, a book about the numenera, three cyphers (controlled blinking nodule level 5, detonation (gravity) level 8, frigid wall projector level 8), one oddity (unknown plastic device with lights that occasionally blink), and 4 shins (coins). Before selecting your weapons, armor, and other gear, you might want to wait until after you've chosen your esoteries, descriptor, and focus. Skills: Identifying
I am interested, I have a mumble server available for use but fine with skype/hangouts as well. I have the books required and even have a character concept in mind.
I am also definitely interested if there is room. I already have a character made. Mondays around those times work great.
Oh gods, a ruleset with a rule that combat does not give XP? Exploration and event based advancement? Making stuff up as the situation changes? Definitely a good start for me, Fairly sure I'd be able to get the books too. I like improv acting and paragraph RP, so this is more my thing. Also, would a character that has to roll for success upon starting to walk or trip on her own feet be interesting at all?
I am interested, have the book, and have a small book of characters that I have made just toying around with the system. I could only play on the following: tuesday morning, thursday evening, sunday evening. (all CST)
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Interested if there is still an opening. A stealthy Jack who Works the Dark Alleys.