Numenera Corebook

Numenera Corebook Numenara is a science fantasy roleplaying game set in the far distant future Humanity lives amid the remnants of eight great civilizations that have risen and fallen on Earth These are the people of t

Numenara is a science fantasy roleplaying game set in the far distant future Humanity lives amid the remnants of eight great civilizations that have risen and fallen on Earth These are the people of the Ninth World This new world is filled with remnants of all the former worlds bits of nanotechnology, the dataweb threaded among still orbiting satellites, bio engineeredNumenara is a science fantasy roleplaying game set in the far distant future Humanity lives amid the remnants of eight great civilizations that have risen and fallen on Earth These are the people of the Ninth World This new world is filled with remnants of all the former worlds bits of nanotechnology, the dataweb threaded among still orbiting satellites, bio engineered creatures, and myriad strange and wondrous devices These remnants have become known as the numenara.Player characters explore this world of mystery and danger to find these leftover artifacts of the past, not to dwell upon the old ways, but to help forge their new destinies, utilizing the so called magic of the past to create a promising future.

  • Best Read [Monte Cook] Ä Numenera Corebook || [Nonfiction Book] PDF ✓
    Monte Cook
  • thumbnail Title: Best Read [Monte Cook] Ä Numenera Corebook || [Nonfiction Book] PDF ✓
    Posted by:Monte Cook
    Published :2018-03-22T19:44:06+00:00

One thought on “Numenera Corebook

  1. Jacob

    I got this a while ago because I like Monte Cook's work and this looked interesting. It's actually a Rule & Setting book for a roleplaying game, and my older two kids have read it and been begging me to play it with them so I've finally read it and started. They are loving it even though I am definitely not any more than mediocre at best. They don't say much about how well they like it while we play, but every time we've stopped to pick up again later they say, "Wow, that was great." I suspe [...]

  2. Ahimsa

    The rare RPG book that I read from cover to cover. Although the pdf isn't cheap, I'll have to get the physical book too. Even though I'll likely never play it. That's how many great ideas are in here.

  3. Bishop

    Disclaimer: These are my opinions after just having read the sourcebook, without actually having GMd or played the game ever at all.I got this after helping kickstart Torment: Tides of Numenara which I was interested in because I liked Planescape: Torment. I was only peripherally interested in the setting, but the ToN people kept going on about how Numenara is a groundbreaking new pen and paper role playing setting set a billion years in the future with a non-traditional, simplified ruleset that [...]

  4. Scott (GrilledCheeseSamurai)

    This is easily one of the best core rulebooks for an RPG I have ever read. The quality of paper stock, the artwork, and the organization of content is perfect. There is even a wonderfully large fold out map of the Ninth world included.Numenera is a new RPG tabletop system from Monte Cook games. It uses the new Cypher system which is extremely easy to use. It takes all the pressure off the GM and allows the players to make all the rolls in the game. The GM literally does not roll the dice, which [...]

  5. Alfonso Junquera perez

    Juego de rol con una ambientación futurista en la que se aplica al maximo la regla de Arthur C. Clarke: "Toda tecnología lo suficientemente avanzada es indistinguible de la magia". En las ruinas del Noveno Mundo existen reliquias y dispositivos tecnologicos que los habitantes del mundo utilizan pero en muchos casos no comprenden y no distinguen de la magia. Uno de los posibles objetivos del juego (aunque no el unico ya que cada grupo de jugadores es distinto) es el descubrimiento de estos luga [...]

  6. Andrew Vice

    Easily the best Corebook I've read for an RPG in years. Brimming with creativity, ideas for adventure and justI don't know, grit, stuff, details that make the setting alive, this is entertaining a read just for the fun of it, and the game is pretty good too!

  7. Jonathan Rebar

    One of my favorite RPG systems to date. Worth its price and applicable to other RPG systems as well.

  8. M

    I wanted to like this, I really did. After all, the concept of the game is pretty cool. The setting, the Ninth World, is a billion years in the future after eight previous civilizations have risen and fallen, leaving all sorts of magic-like hypertech lying around on Earth. And the system promises to be rules light with a cool character creation mechanic. However, Numenera fails to live up to its promises. Despite Monte Cook's insistence that the Steadfast is a setting full of weird stuff, it's l [...]

  9. Pedro

    Desde que lei los libros de Planescape hace unos cuantos años, Monte Cook me ha parecido uno de los diseñadores de juegos más originales. El concepto detrás de Numenera y el sistema de juego Cypher son dos cosas sencillas y a la vez muy flexibles. La premisa de este juego es que después de posiblemente billones de años en el futuro, han surgido y se han extinto al menos ochos "mundos". La humanidad (evolucionada, mutada, cambiada) ha resurgido una novena vez sobre los restos y vestigios de [...]

  10. John Walker

    Great writing, excellent creative setting, my favorite RPG system for story focus with a great balance of fluff/crunch. Just jumped into the Kickstarter for Numenera 2 a fully retro compatible improvement.

  11. Hugo Barbosa

    Numenera is a game about Earth in about a billion years in the future. The player characters explore the world and many wondrous artifacts left by previous dead civilizations, of which there were eight. Not that different from a fantasy game, you say? And you would be right. However, everything the characters encounter is technology so advanced that is mistaken by magic. The game's premise is Arthur C. Clarke's third law: "Any sufficiently advanced technology is indistinguishable from magic." In [...]

  12. Jorge

    The GoodThe book is beautiful, the illustrations are literally awesome. The game is substantially simpler than previous games Monte Cook has written for. There are great design ideas within Numenera. Building blocks of the roleplaying experience, such as connections between characters and character hooks into the campaign are worked into character creation, giving the GM a break from having to figure all that stuff up himself. The rules cover a wide range of situations. The setting is pretty coo [...]

  13. Andrea

    Probably the best RPG Corebook I have ever held in my hands, with very high production values. Outstanding art, interesting use of the sidebars, it offers everything a player and GM needs to run games set in the Ninth World: player's guide, campaign setting, bestiary and GM guide rolled into one. It starts out with a short fiction set in the Ninth World to set the tone, and then provides the rules background that you need to create a character. The different types, descriptors and foci, equipmen [...]

  14. John

    The much anticipated latest RPG from Monte Cook. Numenera is a science-fantasy set billions of years in the future inspired by Arthur C. Clarke's famous quote about sufficiently advanced science being indistinguishable from magic. The rulebook is a beautiful 400+ full color tome using the textbook style layout that Monte previously used in Ptolus. I think it works really well, and am somewhat surprised that no one else has emulated it. Only somewhat, because I imagine it's a somewhat time consum [...]

  15. Денис Бурчаков

    Monte Cook did a monumental job to deliver this setting and game system. But does it deliver? Partly. Rules for the game are brilliant. Stat Pool, Edge and Focus are simply great mechanics. They are easy to learn, yet fun to execute. Story based character generation and progression is also fantastic. As to Numenera setting itself, I was disappointed. Perhaps the task was too great for a single writer? The world is scintillating, but when you try to go deep, there is no base. I think, that Monte [...]

  16. Skjalg Kreutzer

    Numenera is a sci-fi/fantasy rolplaying game based on exploration and discovery. It takes place on earth a billion years in the future, after atleast nine huge civilisations have emerged, grown strong and powerful, and been forgotten. This is a world of mysterious ruins, enigmatic devices from bygone eras, and mechanical horrors that stalk plastic tombs filled with digital enigmas.This is a great book. It is gorgeous, filled with beautiful illustrations and well dsigned and edited.The system is [...]

  17. Sam

    The rules are pretty easy to explain, which makes this an easy game for a GM to explain. It also tries to avoid the item hoarding that can accompany a lot of other RPGs by placing a limit on how many consumable items a player can carry before they start to interact with each other and potentially blow up or do some other bad thing. As interesting as the rules are, I think the main draw to this game is the setting. It's like a post-post-post-post-post-post-apocalypse, where society is pretty stab [...]

  18. Seth

    A fascinating rules system. It focuses on a simple style while allowing for a wide range of creativity. The Ninth World is well fleshed out. Much of the advice on running games is very helpful, not just for Numenera, but for any RPG.I will admit to a few flaws. Some of the running the game parts seemed to be more about hyping how great the system is compared to other games. While the Ninth World is fleshed out, it seems to be written more as a list of hooks for the GM than inspiration for player [...]

  19. Jesse Lehrer

    Really love this corebook. I love the setting and the structure of the game. The idea of rewarding characters with usable items, basing XP on discoveries of anything (artifacts, technology, ideas, etc.), really helps lend to the idea of focusing on roleplaying and story building instead of grinding combat and equipment. It's a subtle change from classic stuff like DnD but it works really well, especially in 9th world setting. The book contains a lot of setting info, a lot of character ideas and [...]

  20. Lars Dabney

    Best pen & paper RPG out there at the moment, if you're into story-focused, character-driven gameplay. Key lessons for GMs: do NOT use minis for combat (too slow), move quickly at all times (including rushing the characters to make decisions, bad things happen if they take too long), and pile on the weird cyphers.

  21. Matt Ryan

    I hope it plays better than it reads. Based just on the text, 2 out of 5. Mr. Cooke spent tons of money on the artwork, all well and good, but he should have hired an editor or two, a couple proofreaders, and a few playtest teams.

  22. Cyber Killer

    A nice, but rather average mainstream RPG. It didn't live up to my expectations that I had after seeing the marketing materials. Interesting setting, but not overly developed, the mechanics seem like a mix between D&D and Fate.

  23. Chadwick

    The rules are simple--if a bit tedious to explain--and the setting begs to be expanded in supplemental books. Simply said, this is a great twist on the pulp/exploration genre and really let's you sink your teeth in.

  24. Iakov Klimon

    Как подготовка к "Torment: Tides of Numenera" в плане знакомства с миром подходит неплохо. География, история, обитатели. Есть очень красивые иллюстрации. Для только слышавшего про игры с DM - тоже любопытно.По поводу остального квалификации сказать нет.

  25. Joel Tone

    I really like the setting. I'm not so sure about the mechanics. Seems combat focused for a game about discovery.

  26. Andy Iakobson

    Excited to play this! Wish there were more visuals of cities/settlements/structures/landscapes and such in the book, though. Some big cinematic centerfold type things would have been amazing.

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