Feb 14, 2019 12:37 am
The following is not an official document endorsed by Monte Cook Games, but a brief synopsis of the writer's understanding of the material. Numenera Discovery by Monte Cook Games should be reviewed for the complete details.
Special Rolls
1: Intrusion. The GM makes a free intrusion and doesn’t award experience points (XP) for it.
17: Damage Bonus. If the roll was an attack, it deals 1 additional point of damage.
18: Damage Bonus. If the roll was an attack, it deals 2 additional points of damage.
19: Minor Effect. The PC gets a minor effect in addition to the normal results of the task if it was not an attack. If the roll was an attack, it deals 3 additional points of damage, or the PC gets a minor effect, such as:
- Strike a specific body part: The attacker strikes a specific spot on the defender’s body. The GM rules what special effect, if any, results.
- Knock back: The foe is knocked or forced back a few feet.
- Move past: The character can move a short distance at the end of the attack.
- Distract: For one round, the difficulty of all tasks the foe attempts is modified by one step to its detriment.
20: Major Effect. If the PC spent points from a stat Pool on the action, the point cost for the action decreases to 0, meaning the character regains those points as if she had not spent them at all. The PC gets a major effect in addition to the normal results of the task if it was not an attack. If the roll was an attack, it deals 4 additional points of damage, or the PC gets a major effect, such as:
- Knock down: The foe is knocked prone. It can get up on its turn if it wishes.
- Disarm: The foe drops one object that it is holding.
- Stun: The foe loses its next action.
- Impair: For the rest of the combat, the difficulty of all tasks the foe attempts is modified by one step to its detriment.
In game terms, a:
- An Immediate distance within reach or a few steps, but no more than 3m (10 feet).
- Short distance is greater than Immediate but less than 15m (50 feet).
- Long distance is greater than Short but less than 30m (100 feet).
A character can move:
- an Immediate distance as part of another action,
- a Short distance as the entire action for a turn, and
- can try to move a Long distance as the entire action perhaps with a check to avoid slips, trips, or stumbles.
Damage Track
In addition to taking damage from their Might Pool, Speed Pool, or Intellect Pool, PCs also have a damage track. The damage track has four states (from best to worst): hale, impaired, debilitated, and dead. When one of a PC’s stat Pools reaches 0, he moves one step down the damage track. Thus, if he is hale, he becomes impaired. If he is already impaired, he becomes debilitated. If he is already debilitated, he becomes dead.
Some effects can immediately shift a PC one or more steps on the damage track.
These include rare poisons, cellular disruption attacks, and massive traumas (such as falls from very great heights, being run over by a speeding vehicle, and so on, as determined by the GM).
Some attacks, like a serpent’s poisonous bite or a spinner’s Enthrall, have effects other than damage to a stat Pool or shifting the PC on the damage track. These attacks can cause unconsciousness, paralysis, and so on.
THE DAMAGE TRACK
Hale is the normal state for a character: all three stat Pools are at 1 or higher, and the PC has no penalties from harmful conditions. When a hale PC takes enough damage to reduce one of his stat Pools to 0, he becomes impaired. Note that a character whose stat Pools are much lower than normal can still be hale.
Impaired is a wounded or injured state. When an impaired character applies Effort, it costs 1 extra point per level applied. For example, applying one level of Effort costs 4 points instead of 3, and applying two levels of Effort costs 7 points instead of 5.
An impaired character ignores minor and major effect results on his rolls, and he doesn’t deal as much extra damage in combat with a special roll. In combat, a roll of 17 or higher deals only 1 additional point of damage.
When an impaired PC takes enough damage to reduce one of his stat Pools to 0, he becomes debilitated.
Debilitated is a critically injured state. A debilitated character may not take any actions other than to move (probably crawl) no more than an immediate distance. If a debilitated character’s Speed Pool is 0, he can’t move at all.
When a debilitated PC takes enough damage to reduce a stat Pool to 0, he is dead.
Dead is dead.
Special Rolls
1: Intrusion. The GM makes a free intrusion and doesn’t award experience points (XP) for it.
17: Damage Bonus. If the roll was an attack, it deals 1 additional point of damage.
18: Damage Bonus. If the roll was an attack, it deals 2 additional points of damage.
19: Minor Effect. The PC gets a minor effect in addition to the normal results of the task if it was not an attack. If the roll was an attack, it deals 3 additional points of damage, or the PC gets a minor effect, such as:
- Strike a specific body part: The attacker strikes a specific spot on the defender’s body. The GM rules what special effect, if any, results.
- Knock back: The foe is knocked or forced back a few feet.
- Move past: The character can move a short distance at the end of the attack.
- Distract: For one round, the difficulty of all tasks the foe attempts is modified by one step to its detriment.
20: Major Effect. If the PC spent points from a stat Pool on the action, the point cost for the action decreases to 0, meaning the character regains those points as if she had not spent them at all. The PC gets a major effect in addition to the normal results of the task if it was not an attack. If the roll was an attack, it deals 4 additional points of damage, or the PC gets a major effect, such as:
- Knock down: The foe is knocked prone. It can get up on its turn if it wishes.
- Disarm: The foe drops one object that it is holding.
- Stun: The foe loses its next action.
- Impair: For the rest of the combat, the difficulty of all tasks the foe attempts is modified by one step to its detriment.
In game terms, a:
- An Immediate distance within reach or a few steps, but no more than 3m (10 feet).
- Short distance is greater than Immediate but less than 15m (50 feet).
- Long distance is greater than Short but less than 30m (100 feet).
A character can move:
- an Immediate distance as part of another action,
- a Short distance as the entire action for a turn, and
- can try to move a Long distance as the entire action perhaps with a check to avoid slips, trips, or stumbles.
Damage Track
In addition to taking damage from their Might Pool, Speed Pool, or Intellect Pool, PCs also have a damage track. The damage track has four states (from best to worst): hale, impaired, debilitated, and dead. When one of a PC’s stat Pools reaches 0, he moves one step down the damage track. Thus, if he is hale, he becomes impaired. If he is already impaired, he becomes debilitated. If he is already debilitated, he becomes dead.
Some effects can immediately shift a PC one or more steps on the damage track.
These include rare poisons, cellular disruption attacks, and massive traumas (such as falls from very great heights, being run over by a speeding vehicle, and so on, as determined by the GM).
Some attacks, like a serpent’s poisonous bite or a spinner’s Enthrall, have effects other than damage to a stat Pool or shifting the PC on the damage track. These attacks can cause unconsciousness, paralysis, and so on.
THE DAMAGE TRACK
Hale is the normal state for a character: all three stat Pools are at 1 or higher, and the PC has no penalties from harmful conditions. When a hale PC takes enough damage to reduce one of his stat Pools to 0, he becomes impaired. Note that a character whose stat Pools are much lower than normal can still be hale.
Impaired is a wounded or injured state. When an impaired character applies Effort, it costs 1 extra point per level applied. For example, applying one level of Effort costs 4 points instead of 3, and applying two levels of Effort costs 7 points instead of 5.
An impaired character ignores minor and major effect results on his rolls, and he doesn’t deal as much extra damage in combat with a special roll. In combat, a roll of 17 or higher deals only 1 additional point of damage.
When an impaired PC takes enough damage to reduce one of his stat Pools to 0, he becomes debilitated.
Debilitated is a critically injured state. A debilitated character may not take any actions other than to move (probably crawl) no more than an immediate distance. If a debilitated character’s Speed Pool is 0, he can’t move at all.
When a debilitated PC takes enough damage to reduce a stat Pool to 0, he is dead.
Dead is dead.