Numenera 2.5 - Character Creation - Nano


Nanos are sometimes called mages, wizards, sorcerers, or witches by the people of the Ninth World. Nano-sorcerer is also a common term, with their abilities referred to as nanosorcery. Some claim to be the representatives of gods or other supernatural agencies. Whatever they’re called, Nanos master the mysteries of the past to the degree that they seem to perform miracles. They tap into the numenera to alter reality or learn things that they couldn’t otherwise know.

The term “Nano” is derived from the nanotechnology that is omnipresent throughout the Ninth World (whether anyone realizes it or not). Sometimes people call these invisible, numinous particles that infuse the landscape nano-spirits. Sometimes these spirits take on a devastating manifestation called the iron wind and move through the air in clouds, which can be far more dangerous than any conventional storm. In truth, nanites are literally everywhere.

Nanos wield their power in the form of what they call esoteries, although some prefer to call them spells, enchantments, or charms. Nanos are proficient with other devices as well, and sometimes their powers are actually the subtle use of such items hidden upon their person. All Nanos call forth their power in slightly different ways.

Typically, Nanos are intelligent, learned, and insightful. Most of the time, they devote themselves to the numenera and other esoterica rather than to purely physical pursuits. As a result, they’re often well versed in the artifacts and leftovers of the previous worlds.

Nanos in Society: Frequently, common folks fear Nanos or look upon them with suspicion. It’s easy to be afraid of a brute with an axe, but when it comes to someone who wields invisible powers—magic, for lack of a better term—too much is unknown. A Nano’s strange abilities are unsettling even to the bravest souls unless they have a modicum of knowledge about the numenera. That said, not everyone is frightened of or intimidated by Nanos. There are other people and creatures that have capabilities far beyond the understanding of normal folks—things that even Nanos might not understand. Things that even Nanos might fear.

Like the wizards of fables, some Nanos dwell in solitude to study and conduct odd experiments, while others gather in schools and teach those with potential to use their abilities. They enjoy time in the company of people with similar predilections and interests. Not every Nano is a frail bookworm, however—that’s just the stereotype placed upon them by society. Sometimes, people view Nanos as representatives of the powers that be: gods, demons, or spirits. That’s not too surprising considering that they affect the world around them in ways that most people can’t fathom. What’s more surprising is that some Nanos believe this to be true as well. They call themselves priests or shamans and treat their esoteries more like rituals, prayers, or invocations. When these Nanos gather, they do so in temples, but just as often one of them lives alone amid a flock of the faithful. Some of these loner Nanos don’t call themselves priests; they call themselves gods.

Nanos in the Group: Typically, a Nano is the party member who keeps to the back of the group, as far from the danger as possible. Compared to their comrades, Nanos are often a bit fragile and less well protected against threats. In addition, most of their abilities work best at range.

As useful and impressive as Nanos’ offensive powers can be, their knowledge is often most valuable to a group. When the party comes upon mysterious devices, weird creatures, or other aspects of the numenera, the Nano is usually the one who knows how to identify or deal with the finds. They can scavenge for new cyphers or figure out how to use artifacts from the past. Many Nanos possess other valuable knowledge in areas such as geography, botany, medicine, and more.

Nanos and the Numenera: All Nanos know a fair bit about the numenera. In many ways, it’s their lifeblood. When a group finds a broken vehicle, an inactive automaton, or an ancient machine, the Nano steps up and searches it for useful devices.

Almost any numenera item would be welcome, but generally, Nanos are most interested in ranged weapons, protective devices other than armor, and devices that have interesting utility effects—using magnetism, creating force fields, healing wounds, reshaping flesh, creating or destroying matter, and so on. This is true of cyphers as well as artifacts.

Advanced Nanos: As Nanos gain more experience, they typically learn new and more powerful esoteries. They begin their careers by making personal shields and blasting foes with energy, but eventually, they can fly through the air, disintegrate matter, teleport vast distances, and control the weather.

NANO BACKGROUND

Nanos can do things that seem like magic to other people, but their powers aren’t based on charms or spellcasting—the explanation is likely far stranger. Choose one of the three options described below as the source of your abilities. It will provide the foundation of your background and give you an idea of how you can improve. The GM can use this information to develop adventures and quests that are specific to your character and play a role in your advancement.

FORBIDDEN KNOWLEDGE

You understand the numenera far better than most people do. You know that it isn’t just strange machines buried in old ruins. The numenera is everywhere, beyond the perception of humans. You know that microscopic machines called nanites are threaded through every inch of the world, waiting to be activated. You know that satellites in orbit are broadcasting information, waiting for someone to access it. Having studied long and hard, learning the proper ways to tap into the forces all around you, you know how to activate these machines and make them do what you wish, at least in limited, specific ways. These uses of power are called esoteries.

Through various tiny devices that you possess, which probably seem like magic charms to the uninitiated, you “conjure” energy. By accessing the datasphere transmitted across the world, you connect with machines—including the nanites—to change your environment.

Advancement: You must continue to study. There’s far more to the numenera than one person can ever know, but that doesn’t mean you shouldn’t try to learn it all. More secrets and more knowledge mean more power. At some point in your career, you might need to find a teacher or another source of knowledge. So many questions need answers. When your stats improve or you learn new skills, it’s because you have mastered another new technique that taps into the secret world. When you gain a new esotery, it’s the result of long hours of study and practice in using your mysterious lore.

PSIONICS

You know that the world is filled with ancient machines and their creations. Some of them are visible, but many are not. It’s not just skill or knowledge that allows you to gain access to them. You have a psychic talent to interface with the machines to produce various effects. Some of these machines are secreted about your person, and others are infused into the environment of the Ninth World.

You can’t conjure energy or warp matter on your own, but you have the rare and spectacular ability to control the invisible nano-machines that do it for you. Is this gift the natural result of extreme exposure to technology? Is it the fusion of the biological and the mechanical? Is it the design of a genius architect, generations earlier, who manipulated the genetics of your family? Or is it just a random mutation? In any case, you’re the natural synthesis of human and machine, working as one.

Advancement: Understanding this natural talent took time and training, and more of both is needed to expand and refine your powers. In addition to seeking help with your instruction, you might need to find drugs, devices, or other external stimulation. When aspects of your character improve or you learn new skills or esoteries, it’s because you have mastered a new facet of your psychic abilities or discovered an entirely new use for a machine in your environment.

PORTS AND PLUGS

You have a connection with machines for one clear reason: you’re practically a machine yourself. Your nervous system is laced with circuitry, and your body has implanted jacks and ports where you plug in modules and other technological bits that provide your capabilities. When you produce effects or manipulate nanites, you do so through your body’s direct mechanical interface. Your force blasts might come from a device implanted in your palm or fingertip. Your ability to tap into the datasphere might come from the receiver plugged into a port you built in the back of your neck.

Obviously, to become a Nano, you have undergone numerous surgeries and procedures (either willingly or unwillingly). You are forever changed. Some people treat you with disdain or derision, but perhaps most of your modifications can be hidden by a hooded cloak or similar garment.

Advancement: Do you want to gain more abilities? Just find new hardware and plug it in. Although talent and practice are still involved, physical upgrades are your primary means of picking up new tricks. Adding points to your stat Pools might mean undergoing new procedures. Adding a new esotery might require putting an implant in your head, although changing one esotery to another could be as simple as unplugging one module and jacking in a replacement.

NANO PLAYER INTRUSIONS

When playing a Nano, 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.

Nano Abilities Table