Numenera Character Nano Abilities

Type Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
auto Pools Starting Values: Might - 7, Speed - 9, Intellect - 12

Bonus Pools Values: You get 6 additional points to divide among your stat Pools however you wish.

Effort: Your Effort is 1.

Genius: You have an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0.

Expert Cypher Use: You can bear three cyphers at a time.

Weapons: You can use light weapons without penalty. You have an inability with medium weapons and heavy weapons; your attacks with medium and heavy weapons are hindered.

Skills: You are trained in understanding numenera, inability in salvaging numenera, inability crafting numenera.

Starting Equipment: You start with clothing, one weapon, a book about the numenera, three cyphers (chosen for you by the GM), one oddity (chosen for you by the GM), 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.

Community Scholar: While you are present within a community, and actively and personally working on behalf of that community, the community’s health and infrastructure are both increased by +1. Enabler.

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. People who are not Nanos sometimes call them spells or charms. Most esoteries must be activated, which requires that you have a free hand and spend 1 or more Intellect points. If no Intellect point cost is given for an esotery, it functions continuously without needing to be activated. Some esoteries specify a duration, but you can always end one of your own esoteries anytime you wish.
Choose two of the esoteries described below. You can’t choose the same esotery more than once unless its description says otherwise.

Nano Player Intrusions: you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.
-Advantageous Malfunction: a numenera device that is being used against you malfunctions. It might harm the user or one of their allies for a round, or activate a dramatic and distracting side effect for a few rounds.
- Convenient Glimmer: a glimmer provides you with a clear answer or suggests a course of action with regard to an urgent question, problem, or obstacle you’re facing.
- Inexplicably Unbroken: an inactive, ruined, or presumed-destroyed device temporarily activates and performs a useful function relevant to the situation. This is enough to buy you some time for a better solution, alleviate a complication that was interfering with your abilities, or just get you one more use out of a depleted cypher or artifact.
Adept Cypher Use: You can bear four cyphers at a time.

Improved Community Scholar: A community continues to modify its health and infrastructure by +1 rank. However, you do not need to be constantly present in and actively working on behalf of the community for it to gain this benefit; it gains it merely because of your past efforts on the community’s behalf. Enabler.
Master Cypher Use: You can bear five cyphers at a time.
Recruit Deputy: You gain a level 4 follower. They are not restricted on their modifications. Enabler.
option Hedge Magic (1 Intellect point): You can perform small tricks: temporarily change the color or basic appearance of a small object, cause small objects to float through the air, clean a small area, mend a broken object, prepare (but not create) food, and so on. You can’t use Hedge Magic to harm another creature or object. Action.
Adaptation (2+ Intellect points): You adapt to a hostile environment for 28 hours. As a result, you can breathe safely, the temperature doesn’t kill you (though it might be extremely uncomfortable or debilitating), crushing gravity doesn’t incapacitate or harm you (though, again, you might be seriously hindered), and so on. In extreme environments, the GM might increase the cost of activating this esotery to a maximum cost of 10 Intellect points. Roughly speaking, the cost should equal the amount of damage you would sustain in a given round. For example, if you enter a hostile environment that would normally deal 6 points of damage per round, using Adaptation to avoid that damage costs 6 points. You can protect other creatures in addition to yourself, but each additional creature costs you the same number of Intellect points as it costs to protect you. Thus, if it costs 6 points to protect yourself, it costs 12 more to protect two other people. This esotery never protects against quick, instantaneous threats, like an attack with a weapon or a sudden explosion of fire. Action to initiate.
Barrier (3+ Intellect points): You create an opaque, stationary barrier of solid energy within immediate range. The barrier is 10 feet by 10 feet (3 m by 3 m) and of negligible thickness. It is a level 2 barrier and lasts for ten minutes. It can be placed anywhere it fits, whether against a solid object (including the ground) or floating in the air. Each level of Effort you apply strengthens the barrier by one level. For example, applying two levels of Effort creates a level 4 barrier. Action.
Invisibility (4 Intellect points): You become invisible for ten minutes. While invisible, you are specialized in stealth and Speed defense tasks. This effect ends if you do something to reveal your presence or position—attacking, performing an esotery, using an ability, moving a large object, and so on. If this occurs, you can regain the remaining invisibility effect by taking an action to focus on hiding your position. Action to initiate or reinitiate.
Absorb Energy (7 Intellect points): You touch an object and absorb its energy. If you touch a cypher, you render it useless. If you touch an artifact, roll for the artifact’s depletion. If you touch another kind of powered machine or device, the GM determines whether its power is fully drained. In any case, you absorb energy from the object touched and regain 1d10 Intellect points. If this would give you more Intellect than your Pool’s maximum, the extra points are lost, and you must make a Might defense roll. The difficulty of the roll is equal to the number of points over your maximum you absorbed. If you fail the roll, you take 5 points of damage and are unable to act for one round. You can use this esotery as a defense action when you’re the target of an incoming esotery. Doing so cancels the incoming esotery, and you absorb the energy as if it were a device. Action.
Control Weather (10 Intellect points): You change the weather in your general region. If performed indoors, this esotery creates only minor weather effects, such as mist, mild temperature changes, and so on. If performed outside, you can create rain, fog, snow, wind, or any other kind of normal (not overly severe) weather. The change lasts for a natural length of time, so a storm might last for an hour, fog for two or three hours, and snow for a few hours (or for ten minutes if it’s out of season). For the first ten minutes after activating this esotery, you can create more dramatic and specific effects, such as lightning strikes, giant hailstones, twisters, hurricane force winds, and so on. These effects must occur within 1,000 feet (300 m) of your location. You must spend your turn concentrating to create an effect or to maintain it in a new round. These effects inflict 6 points of damage each round. Action.
option Onslaught (1 Intellect point): You attack a foe using energies that assail either their physical form or their 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). Using Effort to add damage in this case adds only 2 points per level of Effort. Some creatures without minds (such as automatons) might be immune to your mindslice. Action.
Flash (4 Intellect points): You create an explosion of energy at a point within short range, affecting an area up to immediate range from that point. You must be able to see the location where you intend to center the explosion. The blast inflicts 2 points of damage to all creatures or objects within the area. Because this is an area attack, adding Effort to increase your damage works differently than it does for singletarget attacks. If you apply a level of Effort to increase the damage, add 2 points of damage for each target, and even if you fail your attack roll, all targets in the area still take 1 point of damage. Action.
Countermeasures (4 Intellect points): You immediately end one ongoing numenera effect (such as an effect created by an esotery) within immediate range. Alternatively, you can use this as a defense action to cancel any incoming esotery targeted at you, or you can cancel any numenera device or the effect of any numenera device for 1d6 rounds. You must touch the effect or device to cancel it. Action.
Mind Control (6+ Intellect points): You control the actions of another creature you touch. This effect lasts for one minute. The target must be level 2 or lower. Once you have established control, you maintain mental contact with the target and sense what it senses. You can allow it to act freely or override its control on a case-by-case basis. In addition to the normal options for using Effort, you can choose to use Effort to increase the maximum level of the target or increase the duration by one minute. Thus, to control the mind of a level 5 target (three levels above the normal limit) or control a target for four minutes (three levels above the normal duration), you must apply three levels of Effort. Smart Nanos use the Scan esotery on a creature to learn its level before trying to control its mind. When the Mind Control esotery ends, the creature doesn’t remember being controlled or anything it did while under your command. Action to initiate.
Dust to Dust (7+ Intellect points): You disintegrate one object that is smaller than you and whose level is less than or equal to 5. You must touch the object to affect it. If the GM feels it appropriate to the circumstances, you can disintegrate a portion of an object (the total volume of which is smaller than you) rather than the entire thing. You can apply level of Effort to increase the maximum level of the target. Action.
Move Mountains (9 Intellect points): You exert a tremendous amount of physical force within 250 feet (75 m) of you. You can push up to 10 tons (9 t) of material up to 50 feet (15 m). This force can collapse buildings, redirect small rivers, or perform other dramatic effects. Action.
option Push (2 Intellect points): You push a creature or object an immediate distance in any direction you wish. You must be able to see the target, which must be your size or smaller, must not be affixed to anything, and must be within short range. The push is quick, and the force is too crude to be manipulated. For example, you can’t use this esotery to pull a lever or even close a door. Action.
Hover (2 Intellect points): You float slowly into the air. If you concentrate, you can control your movement to remain motionless in the air or float up to a short distance as your action; otherwise, you drift with the wind or with any momentum you have gained. This effect lasts for up to ten minutes. Action to initiate.
Energy Protection (3+ Intellect points): Choose a discrete type of energy that you have experience with (such as heat, sonic, electricity, and so on). You gain +5 to Armor against damage from that type of energy for ten minutes. Alternatively, you gain +1 to Armor against damage from that energy for 28 hours. You must be familiar with the type of energy; for example, if you have no experience with a certain kind of extradimensional energy, you can’t protect against it. In addition to the normal options for using Effort, you can choose to use Effort to protect more targets; each level of Effort used in this way affects up to two additional targets. You must touch additional targets to protect them. Action to initiate.
Regeneration (6 Intellect points): You restore points to a target’s Might or Speed Pool in one of two ways: either the chosen Pool regains up to 6 points, or it is restored to a total value of 12. You make this decision when you initiate this esotery. Points are regenerated at a rate of 1 point each round. You must maintain contact with the target the whole time. In no case can this raise a Pool higher than its maximum. Action.
Knowing the Unknown (6 Intellect points): Tapping into the datasphere, you can ask the GM one question and get a general answer. The GM assigns a level to the question, so the more obscure the answer, the more difficult the task. Generally, knowledge that you could find by looking somewhere other than your current location is level 1, and obscure knowledge of the past is level 7. Gaining knowledge of the future is impossible. Action.
Traverse the Worlds (8+ Intellect points): You instantaneously transmit yourself to another planet, dimension, plane, or level of reality. You must know that the destination exists; the GM will decide if you have enough information to confirm its existence and the level of difficulty to reach the destination. In addition to the normal options for using Effort, you can choose to use Effort to bring other people with you; each level of Effort used in this way affects up to three additional targets. You must touch any additional targets. Action.
option Scan (2 Intellect points): You scan an area equal in size to a 10-foot (3 m) 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.
Mind Reading (4 Intellect points): You can read the surface thoughts of a creature within short range of you, even if the target doesn’t want you to. You must be able to see the target. Once you have established contact, you can read the target’s thoughts for up to one minute. If you or the target move out of range, the connection is broken. Action to initiate.
Sensor (4 Intellect points): You create an immobile, invisible sensor within immediate range that lasts for 28 hours. At any time during that duration, you can concentrate to see, hear, and smell through the sensor, no matter how far you move from it. The sensor doesn’t grant you sensory capabilities beyond the norm. Action to create; action to check.
Reshape (5 Intellect points): You reshape matter within short range in an area no larger than a 5-foot (1.5 m) cube. If you use only one action on this esotery, the changes you make are crude at best. If you spend at least ten minutes and succeed at an appropriate crafting task (which is hindered, due to the circumstances), you can make complex changes to the material. You can’t change the nature of the material, only its shape. Thus, you can make a hole in a wall or floor, or you can seal one up. You can fashion a rudimentary sword from a large piece of iron. You can break or repair a chain. With multiple uses of this esotery, you could bring about large changes, making a bridge, a wall, or a similar structure. Action.
Teleportation (6+ Intellect points): You instantaneously transmit yourself to any location that you have seen or been to, no matter the distance, as long as it is on Earth (or whatever world you’re currently on). In addition to the normal options for using Effort, you can choose to use Effort to bring other people with you; each level of Effort used in this way affects up to three additional targets. You must touch any additional targets. Action.
Earthquake (10 Intellect points): You trigger an earthquake centered on a spot you can see within 1,000 feet (305 m). The ground within 250 feet (76 m) of that spot heaves and shakes for five minutes, causing widespread damage to structures and terrain in the area. Buildings made of wood, stone, or brick collapse, walls topple, cliffs crumble, ceilings cave in, some areas of ground rise up, and other areas sink. Characters inside collapsed buildings or beneath a crumbling cliff or falling wall are subject to a crush or a huge crush and may have to dig themselves free, as the GM decides. A crush inflicts 3 points of damage, and a huge crush deals 6 points. Furthermore, the force of the quake is sufficient to knock creatures to the ground and prevent them from standing until the shaking stops. Action to initiate.
option Ward: You have a shield of energy around you at all times that helps deflect attacks. You gain +1 to Armor. Enabler.
Stasis (3 Intellect points): You surround a foe of your size or smaller with scintillating energy, keeping it from moving or acting for one minute, as if frozen solid. You must be able to see the target, and it must be within short range. While in stasis, the target is impervious to harm, cannot be moved, and is immune to all effects. Every target after the first increases difficulty to affect it by one. Action.
Targeting Eye: You are trained in any physical ranged attack that is an esotery or comes from a numenera device. For example, you are trained when using an Onslaught force blast because it’s a physical attack, but not when using an Onslaught mindslice because it’s a mental attack. Enabler.
Slay (6 Intellect points): You gather disrupting energy in your fingertip and touch a creature. If the target is an NPC or a creature of level 3 or lower, it dies. If the target is a PC of any tier, they move down one step on the damage track. Action.
True Senses: You can see in complete darkness up to 50 feet (15 m) as if it were dim light. You recognize holograms, disguises, optical illusions, sound mimicry, and other such tricks (for all senses) for what they are. Enabler.
Freeze Time (9 Intellect points): You cause time to stop flowing everywhere within immediate range for one minute. The effect immediately ends if you leave the area or if you use an action to end it early. The freezing affects everything in the area except you. Affected creatures are frozen in the moment when you used this esotery, and when the effect ends, they resume what they were doing as if no time had passed. Affected creatures and objects are impervious to all damage and cannot be moved or manipulated. You and everything outside the area act normally. Action to initiate.
option Mental Link (1+ Intellect point): You open a pathway to another creature’s mind via a light touch, which allows you to transmit thoughts and images to each other. In other words, you can communicate with each other without having to speak. The mental link remains regardless of distance and lasts for one hour. Instead of applying Effort to decrease the difficulty of this esotery, you can apply Effort to extend the duration by one hour for each level of Effort. Action to initiate.
Reveal (2+ Intellect points): You adjust a creature’s eyesight so that it can see normally in areas of dim light and darkness. You can affect one willing creature within immediate range for one hour. Instead of applying Effort to decrease the difficulty of this esotery, you can apply Effort to affect more targets, with each level of Effort affecting two additional targets. You must touch additional targets to affect them. Action to initiate.
Implant Suggestion (4 Intellect points): You implant a suggestion in the mind of a creature within immediate range. Describe a course of activity to the creature and the conditions under which the creature will perform it. The course of activity must be within the creature’s capabilities, and the conditions under which it would perform the activity must be something that directly affects the creature or occurs in its immediate environment. Then make an Intellect attack against that creature. If you succeed, you implant the suggestion, and if the conditions occur within the next 28 hours, the creature does as you suggest. If you attempt to implant a suggestion that would jeopardize the creature’s life, livelihood, loved ones, or property, the difficulty of the task is increased by two steps. Action.
Projection (4 Intellect points): You project an image of yourself to any location you have seen or previously visited. Distance does not matter as long as the location is on the same world as you. The projection copies your appearance, movements, and any sounds you make for the next ten minutes. Anyone present at the location can see and hear you as if you were there. However, you do not perceive through your projection. Action to initiate.
Boost Physicality (6 Intellect points): You touch another creature. That creature gains one of the following enhancements of its choice, which lasts for one minute:
• Training in all Might tasks and Speed tasks
• +2 Edge in Might and Speed
• 4 additional points of damage
You can support only one enhanced creature at the time. The creature can have only single enhancement at once. Action.
Relocate (7 Intellect points): Choose one creature or object within immediate range. You instantly transport it to a new position within long range that you can see. The new position can be any direction from you, but it cannot be inside a solid object. If you succeed on your roll, the target disappears and reappears in its new position. Action.
option Resonance Field (1 Intellect point): Faint lines in a color you choose form a tracery over your entire body and emit faint light. The effect lasts for one minute. Whenever a creature within immediate range makes an attack against you, the pattern energizes to block the attack. You can make an Intellect defense roll in place of the defense roll you would normally make. If you do so and you get a minor effect, the creature attacking you takes 1 point of damage. If you get a major effect, the creature attacking you takes 4 points of damage. Action to initiate.
Cutting Light (2 Intellect points): You emit a thin beam of energized light from your hand in immediate range. This inflicts 5 points of damage to a single foe. It is even more effective when used against immobile, nonliving targets. It slices up to 1 foot (0.3 m) of any material that is level 6 or less. The material can be up to 1 foot thick. Action.
Accelerate (4+ Intellect points): You imbue a creature with vitality and energy, allowing it to act more quickly. One willing creature you choose within immediate range accelerates for one minute. The creature has an asset for initiative tasks and Speed defense rolls. Instead of applying Effort to decrease the difficulty of this esotery, you can apply Effort to affect more targets, with each level of Effort affecting one additional target. You must touch additional targets to accelerate them. Action to initiate.
Construction (4 Intellect points): You build a structure from nonliving materials drawn from your environment within long range. When the structure appears, it draws up rocks, dirt, scrap metal, and anything else around you to become what you wish it to become. You might create a bridge across a chasm or a shelter where you and your companions can rest. The structure can have any shape you choose and can be big enough to accommodate up to one hundred people. If you create a building, you may divide the interior into as many chambers as you like, though each chamber must have at least one opening. You may also mold the interiors to create rudimentary furniture, such as tables, chairs, and platforms. When you use Construction, it takes ten minutes for the structure to finish taking shape. A structure you create lasts for 28 hours and then collapses into rubble. Action to initiate.
Concussion (7 Intellect points): You cause a pulse of concussive force to explode out from a point you choose within long range. The pulse extends out in all directions, up to short range. Everything within the pulse’s area takes 5 points of damage. If you apply a level of Effort to increase the damage, add 2 points of damage for each target, and even if you fail your attack roll, all targets in the area still take 1 point of ambient damage. Action.
Usurp Cypher: Choose one cypher that you carry. The cypher must have an effect that is not instantaneous. You destroy the cypher and gain its power, which functions for you continuously. You can choose a cypher when you gain this ability, or you can wait and make the choice later. However, once you usurp a cypher’s power, you cannot later switch to a different cypher—the esotery works only once. Action to initiate.
option Aggression (2 Intellect points): You reach into the mind of a character and unlock his more primitive instincts. Choose one character within short range. That character has an asset on Might-based attack rolls. The effect lasts for one minute. Action to initiate.
Fetch (3 Intellect points): You cause an object to disappear and reappear in your hands or somewhere else nearby. Choose one object that can fit inside a 2-foot (0.6-meter) cube and that you can see within long range. The object must not be restrained from moving in any sense. The object vanishes and appears in your hands or in an open space anywhere you choose within immediate range. Action.
Disassemble (4 Intellect points): You cause an object to rapidly dismantle into ten pieces of equal weight. You must be able to see the object, the object must be your size or smaller, and the object cannot be worn or carried by another creature. The pieces gently fall to the ground around the place where the object stood. Action.
Exile (5 Intellect points): You send a target that you touch hurtling into another random dimension or universe, where it remains for ten minutes. You have no idea what happens to the target while it’s gone, but at the end of ten minutes, it returns to the precise spot it left. Action.
Create (7 Intellect points): You create something from nothing. You can create any item you choose that would ordinarily have a difficulty of 5 or less (see the Commonplace objects table, page 131 of the Numenera Destiny). Once created, the item lasts for a number of hours equal to 6 minus the difficulty to create the item. Thus, if you create a glowglobe (difficulty 5), it would last for one hour. Action.
option Distortion (2 Intellect points): You modify how a willing creature reflects light for one minute. Choose a creature within short range. The target rapidly shifts between its normal appearance and a blot of darkness. The target has an asset on Speed defense rolls until the effect wears off. Action to initiate.
Force Field (3 Intellect points): You create an invisible energy barrier around a creature or object you choose within short range. The force field moves with the creature or object and lasts for ten minutes. The target has +1 to Armor until the effect ends. You can hold only one Force Field in time. Action.
Fabricate Minion (4 Intellect points): You fashion a machinelike minion from raw materials around you. The minion can look like whatever you choose, though the materials you use to create it may limit its appearance. You may assemble the minion anywhere within immediate range. The minion is a level 3 creature of your size or smaller and accompanies you and follows your instructions. As a level 3 creature, it has a target number of 9 and a health of 9, and it inflicts 3 points of damage. The minion moves by walking. A minion remains in your service for one hour or until it is dead. Action to initiate.
Ignition (4 Intellect points): You cause a creature or flammable object you choose within short range to catch fire. You must be able to see the target to affect it. This is an Intellect attack. On a success, the target takes 6 points of ambient damage per round until the flames are extinguished, which a creature can do by dousing itself in water, rolling around on the ground, or smothering the flames. Usually, putting out the flames takes an action. Action to initiate.
Divide Your Mind (7 Intellect points): You split your consciousness into two parts. For one minute, you can take two actions on each of your turns, but only one of them can be to use an esotery. Action.
option Erase Memories (3 Intellect points): You reach into a creature’s mind to make it forget. Choose one creature within immediate range and make an Intellect roll. On a success, you erase up to the last five minutes of the creature’s memory. The creature forgets what it experienced during that time. Action.
Overload Machine (3+ Intellect points): You infuse a powered numenera device of less than level 3 with more energy than it can handle. If affected, the device is destroyed (if an oddity, a cypher, or an artifact) or disabled for at least one minute (if a more substantial machine). The GM may rule that the disabling effect lasts until the device is repaired. Instead of applying Effort to decrease the difficulty, you can apply Effort to increase the maximum level of the target. Thus, to overload a level 5 device (two levels above the normal limit), you must apply two levels of Effort. Smart nanos use the Machine Interface or Scan esotery on a machine to learn its level before trying to overload it. Action.
Fire and Ice (4 Intellect points): You cause a target within short range to become either very hot or very cold (your choice). If affected, the target suffers 3 points of ambient damage (ignores Armor) each round for up to three rounds, although a new roll is required each round to affect the target. Action to initiate.
Matter Cloud (5 Intellect points): Pebbles, dirt, sand, and debris rise into the air around you to form a swirling cloud. The cloud extends out to immediate range and moves with you. The cloud remains around you for one minute. When it ends, all the materials fall to the ground around you. The cloud makes it harder for other creatures to attack you. You have an asset on all Speed defense rolls until the effect ends. Everyone who attacks you within immediate distance takes 1 point of ambient damage. Action to initiate.
Stimulate (6 Intellect points): Touch a target. The difficulty of the next action it takes is decreased by three steps. Action.
option Far Step (2 Intellect points): You leap through the air and land some distance away. You can jump up, down, or across to anywhere you choose within long range if you have a clear and unobstructed path to that location. You land safely. Action.
Retrieve Memories (3 Intellect points): You touch the remains of a recently slain creature and restore its mind to life long enough to learn information from it. Touch a dead creature and make an Intellect-based roll. The GM sets the difficulty based on the amount of time that has passed since the creature died. A creature that has been dead for only a few minutes is a difficulty 2 task. A creature that has been dead for an hour is a difficulty 4 task. Finally, a creature that has been dead for a few days is a difficulty 9 task. If you succeed on the task, you awaken the corpse, causing its head to animate and perceive things as if it were alive. This enables communication for about one minute, which is about how long it takes for the creature to realize that it’s dead. The creature is limited to what it knew in life, though it cannot recall minor memories, only big events of importance to it. When the effect ends, or if you fail the roll, the creature’s brain dissolves to mush and cannot be awakened again. Action.
Fling (4 Intellect points): Choose a creature or object that is about your size or smaller and within short range. You violently launch it a short distance in any direction you choose. This is an Intellect attack that deals 4 points of damage. Action.
Open (4 Intellect points): You tear apart the defenses of a creature within long range. Any energy-based defenses (such as a force field or a Ward esotery) it has are negated for 1d6 + 1 rounds. If the creature has no energy defenses, its Armor is reduced by 2 for one minute. If it has no energy-based defenses or Armor, the difficulty of all attacks made against the creature is modified by one step to its detriment for one minute. Action.
Conjuration (7 Intellect points): You produce, as if from thin air, a level 5 creature of a kind you have previously encountered. The creature remains for one minute and then returns home. While present, the creature acts as you direct, but this requires no action on your part. Action.
option Machine Interface (2 Intellect points): The difficulty of discerning the level, function, and activation of powered numenera devices that you touch eased for one minute. Enabler.
Shock to the System (3 Intellect points): You flood the mind of a target within short range with disturbing images and ideas. Affected targets faint and collapse to the ground, remaining unconscious for two rounds (this is instantly negated if they suffer any damage). GMs will modify the difficulty of the roll to affect a target based on logic—it’s probably easier to make a shopkeeper faint than a rampaging margr, even if they’re both the same level. Action.
Mutation Enhancement (3 Intellect points): You touch a mutant (which may be yourself) and enhance her mutation, if applicable. For the next ten minutes, any time the mutant uses her power(s), she can choose one of the following enhancements:
- All difficulties involved are reduced by one step.
- Range is increased by one category.
- Damaged inflicted is increased by 2 points.
Action.
Wormhole (6 Intellect points): You create a doorway through time and space. The shortcut manifests as a hole in reality large enough to accommodate you and creatures of your size or smaller. One side of the doorway appears anywhere within immediate range, and the other side opens at a spot you choose anywhere within long range. Any character or object moving into one side exits from the other. The door remains open for one minute or until you use an action to close it. Action to initiate.
option Sculpt Flesh (2 Intellect points): You cause a willing creature’s fingers to lengthen into claws and her teeth to grow into fangs by sculpting her flesh. The effect lasts for ten minutes. The damage dealt by the target’s unarmed strikes increases to 4 points. Action.