Grimm

Wilhelm and Jacob Grimm assembled one of the greatest collection of fairytales in western literature. Children all over the world have enjoyed these tales and they have been turned into amusing movies and television programs making them instantly recognizable by almost everyone. The recursion is flavored by the dark and old tales. The ones that do not get made into children’s movies. In Grimm, the forests are dark and dangerous. If you stumble upon a cottage, it is probably a den of thieves (and they are quite likely cannibals as well). Witches delight in cursing all manner of folk for the slightest insult. Kings are cruel, setting impossible tasks before those wooing their daughters and ready to smite the head off any would-be suitor who fails. Not all of the stories end “happily ever after”. It is not all doom and gloom. There are times when Grimm is absolutely whimsical. Intelligent animals abound and the inhabitants seem to take it in stride. Foolish people are common and their antics are sure to bring a smile to your face. There are also plenty of friendly magical creatures willing to lend aid with little thought of reward. There is no set topography in Grimm. Recursors report that the place seems to change with every visit, as if the land itself responds to the story that needs to be...

Walks in Shadows

 You have always been able to step into the shadows and melt out of sight, it was a knack that helped you survive a troubled childhood and now you use it to make a living. Tier 1: Shadow Stalk (2 Speed points). Step unseen into the shadows, moving swiftly but silently and stalk your prey. Tier 2: Shadow Speed (3 Speed Points). Use the shadows to augment your speed and take two actions in a round. Tier 3: Shadow Blade (2 Speed Points). Conjure a blade of pure Shadow which extends from your arm, the blade counts as a Medium Weapon from which you take no penalty. Tier 4: Enshroud (3 Might Points if Attacking, 2 Speed if Defending). Either Enshroud an enemy to prevent their taking any action or Enshroud a friend to prevent their taking damage or to allow them to follow you into the Shadows. Tier 5: Shadow Sling (2 Speed Points). Create and sling a projectile of pure shadow, dealing 2 damage to target and dazing them for 1 round. Tier 6: Shadow Mastery (4 Speed Points). Your shadow detaches itself and takes a more corporeal form to aid you. Shadow is a level 3 creature which lasts for 5 rounds. Health: 9. Attack with Shadow Blade or Shadow Sling, each attack reduces lifespan by one...

Howls at the Moon

As per page 64 of the Numenera Handbook. While in the Hunt, use the limitations described in the recursion.

The Hunt

“Homo homini lupus est” It doesn’t matter how many time pass. Neither how many laws,culture and civilizations have developed the humanity. Deep down the humans are still animals. And the beast inside only knows one simple rule: Eat or be eaten. There is no more truth than the survival of the fittest. There is no more social classes than hunter and prey. The Hunt recursion is the result of that philosophy. Every 15 days some special chosen ones will receive a sealed envelope containing only an old coin. The ones that discovered his origin will be able to find a recursion door (normally in some illegal gambling place) that will transport it to the Hunt recursion. Once they trespass the door, the coin will disappear. Any recursion traveller that enters into the Hunt will found a Victorian age manor surrounded by a huge primal forest. In that manor an english lord named Sir George Kennigstone will give them the welcome and introduce to the Main Hall. There will be kept there until the suitable number of “guests” enter into the recursion. Once this happen Sir Kennigstone will explain the rules of the game. During three days all the recursors will be trapped in that recursion. During that time they will be hunters and have to between them. The winner will receive the ultimate price (A wish disk cypher see pag. 97 Technology Compendium Sir Arthour’s Guide to the Numenera). The ones still alive after the three days will be able to return to their native homes. The dead ones will stay in the Hunt. Their bodies will feed the...

Dreams Lucidly

Lucid Dreamers are also known as Astral Wanderers, people who can abandon their body and wander a forgotten realm. Intellect forges an object whereas it takes expenditure of physical energy to manifest it, therefore certain abilities cost both Might and Intellect, and since effects differ depending upon outcome desired costs are mostly at GM discretion. Recommended class: Paradox. Tier 1: Minor Control (Intellect cost based upon effect desired, GM Discretion). (Within Astral Plane). Players may attempt to create a small object or effect to sway events in their favour (Difficulty determined by GM). Tier 2: Astral Phenomenon (3+ Intellect Points, 1+ Might Points). Player may attempt to manifest small objects from the Astral Plane to Earth (the more simple the composition of the object the easier it is to manifest). Tier 3: Astral Project (3 Intellect, 1 Might). Player may exit their body and manifest in semi-corporeal form, they may take up to one action for free (additional actions cost 1 Might, 1 Intellect.) Tier 4: Moderate Control (Intellect cost based upon task). Player may attempt to create medium sized objects or moderate effects. Tier 5: Improved Astral Phenomenon (Intellect/Might cost based upon the effect or object desired). Tier 6: Astral Control (Might/Intellect cost determined by effect desired). Player may make use of the Astral Plane in ways few others can imagine, be this summoning a creature they imagine to aid in their struggles or imposing a layer of Astral Reality over normal reality to alter events as they are presented, however these things are extremely taxing and dangerous, improper use resulting in immediate...

Astral Plane

The Astral Plane has existed before humanity, and humanity has just begun to evolve methods of interacting with it. The most common interaction with this realm being in dreams.  The Astral Realm is a wild land of untamed potential, populated by strange flora and fauna. Influenced solely by imagination the Astral Plane has no specific layout or even fixed points save three: The Wilds: An ancient wilderness created by years of paranoia over things that go bump in the dark. The Wilds take the form of a Forest most commonly or a Misty Marsh, they have also been known to manifest as a Desert or alien landscape. Populated by Nightmare Creatures. The landscape of The Wilds always appears as a twisted and warped caricature of whatever it takes the form of, so that the Forest isn’t just a forest but a very dark and spooky one where the trees seem to grow into skeletal and menacing shapes. The Nightmare Creatures keep mostly to themselves and few are openly hostile, some simply seek an end to their own existence. Most Nightmare Creatures are between level 3 and 7, depending upon what and where it is found, a Nightmare wolf is level 7 in the Forest but level 4 in the Misty Marsh or level 6 in the desert.  Flora: Most Nightmare Flora are basically just plants, non harmful if a bit of a bother. Tentacle Vine: Level 5 Corporeal. Tentacle Vines are the manipulatory tendrils of a carnivorous flower, most commonly a Snatcher Flower (See next entry) and have been known to have needles which secrete a paralyzing agent. By...

Noir City

Some say the city never sleeps, but here The City seems to never wake up, and the city’s dreams border on nightmares. Noir City superficially seems to be an urban setting from a rough hodgepodge of the American 30’s and 40’s, but significant differences from Earth quickly become apparent. While Noir City has day and night, the days are only a few hours long and always heavily overcast and raining, so that the gloom never lifts. The long nights see scattered showers, mixed with light fog and clouds of steam and smoke that snake through the streets concealing the dim alleys and dirty brick walls. Colors seem muted and washed out, and the lighting never seems adequate, with street lights casting small circles reflected in puddles in the dark, and interior lights leaving corners in deep shadow. The city itself seems threadbare and rundown, with seedy bars, aging lounges, and nightclubs the most obvious businesses, and tired office towers hosting low rent clients looking down on the dirty streets below. The Southside is full of shabby slums brushing up against antiquated industrial structures, like old factories and warehouses, and the Waterfront is dominated by sagging piers where commercial ships load and unload boxes of freight. The inhabitants of this recursion call their home simply “The City” and if pressed are not entirely clear on where they think they are.  The local cops all seem to be apathetic or corrupt, and most locals bury their sorrows in the bottle. JUST KEEPING A ROOF OVER YOUR HEAD  The typical inhabitant of Noir City has a rundown apartment, a job that just...

Walks with Spirits

You can commune with the spirits around you, seeking their help and guidance, perhaps even entering the spirit realm to achieve your own ends. Players with this focus can see and communicate with any spirits in the immediate vicinity. (Though spirits may choose to ignore them). Tier 1: Commune (2 Intellect points). Summon any spirit and seek their guidance. Tier 2: Spirit Lance (1 Might point, 1 Intellect point per round used). Create a light weapon composed of spirit energy. Tier 3: Summon Spirit Guide (3 Intellect points). Summon a Spirit Guide, who may: Fight for you. (Level 2 Spectral creature). Guide you.  or otherwise help in some capacity. Tier 4: Astral Project (4 Intellect points). Project your Spirit to another place, each action you attempt to take costs 2 Might points and 2 Intellect Points. Tier 5: Astral Project 2. Reduces cost of actions taken to 1 Might point and 1 Intellect point. Tier 6: Spirit Corridor (3 Might, 5 Intellect points). Open a gateway to the Spirit World that allows you to pass from one location to another undetected by those in the mortal realms. (Cost covers entry and exit for up to five...