Overview

Wrights and others with numenera plans can attempt to craft numenera devices by mixing the technology of the past with the ingenuity of contemporary humans.
The next section provides plans for more than 140 numenera objects and structures, including cyphers, artifacts, vehicles, and fixed-in-place devices called installations. Installations are typically built to improve a character’s base or community. As with everything else in the Cypher System, installations have levels, and the higher an installation’s level, the more it can do. A level 1 installation might provide illumination for a few nearby homes, while a mid-level installation might provide automated defenses for a community. And a high-level installation might completely protect a community behind a force dome or a wrinkle in reality. Wrights, with their ability to craft cyphers and artifacts, will likely spend a lot of time in this chapter, which provides guidance for crafting all the cyphers and artifacts found in Numenera Discovery as well as the new cyphers and artifacts described here in Numenera Destiny.

Numenera Devices and Community Statistics
Numenera Destiny introduces the concept of community statistics. Community statistics allow a community to interact in a meaningful fashion with a nearby town or city, an approaching enemy horde, or a natural disaster like an earthquake or fire. Some of the plans for numenera devices, as well as many of the new cyphers and artifacts described here, can modify a community's stats in one way or another. When you're ready to delve into stats for communities, refer to **Community Stats

CYPHERS

Destiny Cyphers page

This page expands the cyphers presented in Numenera Discovery. All the cyphers in that page have a connection to building a community, crafting, salvaging, exploration, cooperation, communication, and other familiar themes. Some of these cyphers can also affect a ranked community’s or horde’s statistics.

ARTIFACTS

Destiny Artifacts page

As with the new cyphers, the new artifacts resonate with the themes of this book. They also can sometimes have dramatic effects on a community that finds itself under threat by a natural disaster or an aggressive abhuman horde.

The Ninth World is a strange place filled with the ruins of structures that can seem alien even to natives who move far beyond the small area they’re familiar with. Spires that touch the sky, floating arches, horizon-spanning fortresses, and flashes of cities visible only in the twilight are not uncommon. Many of the amazing structures, weird devices, inscrutable automatons, and broken vehicles that dot the landscape were fashioned using plans from now-vanished civilizations.
These plans, in one form or another, can be found by people of the Ninth World and used to create all-new wonders.

UNDERSTANDING PLANS

The easiest and most straightforward way for a character to craft any numenera object or structure is to use a plan. Seeds of plans can be found potentially anywhere information is encoded, cached, or phased, including with special requests to the datasphere. Seeds of a plan are something that a numenera scholar can develop into an actual plan. Plans are also granted as a tier reward for some types, such as the Wright. Commonplace objects and structures do not require plans, but all numenera objects and structures—including installations, artifacts, cyphers, vehicles, and automatons—require plans. Crafting complex objects and structures, as described in Salvaging and Crafting, is not a simple task, but rather a series of subtasks that escalate in difficulty after each success, until the final assessed difficulty is eventually achieved (if all goes well). The plans provided in this page include the following parameters.
Minimum Crafting Level: Each object or structure has a minimum level that a completed version of it can possess. For instance, a temporal chime has a minimum crafting level of 4, which means it’s impossible to craft a temporal chime installation whose level is less than 4. A lightning turret has a minimum crafting level of 6, which means level 6 is the minimum level at which a crafter can choose to build that installation.
A detonation cypher has a minimum crafting level of 1, a stim cypher has a minimum level of 6, a battle armor artifact has a minimum level of 7, and so on. A crafter could choose to increase the level of the completed crafted object or structure beyond its minimum crafting level but not to craft an object or structure whose final level is less than this minimum level.
The level at which a crafter builds an object or structure is the basis for determining the assessed difficulty of each crafting task. The assessed difficulty for crafting is higher than the level of the finished numenera object or structure itself. Once the object or structure is completed, its level is equal to the minimum crafting level indicated by the plan, unless the crafter chose to craft the object or structure at higher than minimum level.
Kind: Numenera plans are broadly divided into installations, automatons, vehicles, artifacts, and cyphers.

  • Installation: A discrete, fixed-in-place artifact that usually provides some kind of service, such as power, water, defense, offense, and so on. Installations crafted by PCs are often deployed to aid a community.
  • Automaton: Mechanical entities that range from limited mobile devices created for specialized purposes to fully autonomous and intelligent individual entities with powerful abilities and aspirations.
  • Vehicle: Something that can transport passengers or riders more quickly and efficiently than a commonplace vehicle ever could. Exotic vehicles can hover, fly, and swim, as well as move in space, between dimensions, or even in time.
  • Artifact or Cypher: Artifacts and cyphers are something most PCs are already well aware of.

Iotum: This entry provides a list of components and how many units of each that a PC must have on hand during the crafting process. From these, the entire object or structure can be fabricated, even if it seems like less material goes into the object than what is finally produced—many special components have iterative and self-replication features.
Parts: This entry indicates the units of parts that a character must contribute in order to craft the object or structure.
Specifications: A description of the object or structure created by the plan, including its general appearance, nature, background, and uses. If the created object or structure has more than one possible conformation, that is noted here as well. If the completed object has any specific mechanical effects, they are described here.
Modifications: Some plans can be modified easily to provide additional effects. Such plans have this entry describing the process.
Depletion: Most numenera objects and structures have a rate of depletion. When an object is used or activated, the player rolls the designated die (1d6, 1d10, 1d20, or 1d100). If the die shows the depletion number(s), the object works, but that is its last use unless it is repaired. A depletion entry of “—” means that the object never depletes, and an entry of “automatic” means that it can be used only once. An entry of “cypher” means that it can be used only once and also that it counts against a PC’s cypher limit.

FINDING PLANS AND PLAN SEEDS

Whenever characters are exploring ruins of the prior worlds and have a chance to find iotum, they also have a chance to find the seeds of a plan. Plan seeds are fragments of prior-world knowledge on one or more esoteric subjects. A Wright or other numenera scholar can develop a plan seed into a useable plan over the course of a few days.
As with iotum, finding plan seeds requires that the characters know to look for them in the first place. In addition to finding plan seeds as part of a search through likely sources, these seeds can also be found in integrated machines, among the transcribed notes of an accomplished numenera scholar, or cached within an artifact or oddity. Whenever a plan seed is found randomly, roll on the Plan Seed Result Table to determine the seed’s level and the kind of plan that one might eventually develop with it.
Integrated Machine: Generally speaking, an integrated machine is something found in a ruin or vehicle of the prior world. It usually has some kind of interface, such as a control surface, an activation platform, an arch, a cavity, and so on. An integrated machine can be salvaged for 2d20 shins, one or two cyphers, and maybe an artifact, but this destroys the machine and any possibility of finding plans within it. In addition to any other functions an integrated machine might possess, the machine might also contain a plan seed. Attempting to find a seed requires several minutes of investigating the machine. The difficulty is based on the machine’s level. Unless the machine was designed to hold and display knowledge, however, the task is usually hindered by two steps. A failed attempt to call up plan seeds in the machine has negative consequences, usually inflicting damage equal to the machine’s level.
Artifact: When characters find numenera items, it’s rare that they ever discover that item’s complete purpose and full range of abilities. In fact, characters usually discover a likely use for an artifact and move on. However, additional effects may sometimes be gleaned from these incompletely understood objects, and one of those effects might well be a plan seed. Attempting to find a seed in an artifact requires about a minute of checking. The difficulty is based on the artifact’s level. Unless the artifact was designed to hold and display knowledge, however, the task is usually hindered by at least two steps, or even more at the GM’s discretion.
A failed attempt to call up plan seeds in the artifact causes the artifact to deplete. Once an artifact has been successfully checked for a plan seed, regardless of whether that search was fruitful, additional attempts to pull up cached fragments of knowledge are unsuccessful.
Transcribed Notes: NPC numenera scholars with talent and experience have likely accumulated several plans of their own, either by careful experimentation, trial and error, or directly as a PC might. Such plans are rare and valuable. Even if an NPC possesses some, they probably have only a handful, and even then, the plans are jealously guarded. To grant access to a plan, the scholar would likely require that the PC make some kind of payment, undertake some difficult task, or owe them a large favor. If a full plan crafted by some other wright—rather than a plan seed—is discovered, a PC can add it to the plans they know by spending a few days studying it and making notes.
Discovering a Plan Seed: When a plan seed is discovered, the GM may just decide what it is or determine randomly. For random determination, first roll on the Plan Seed Result Table to determine the seed's level. For random determination, first roll on the Plan Seed Kind Table to determine if the plan seed is for a cypher, installation, artifact, automaton, or vehicle. Then, roll on the associated plan table to identify the exact plan seed found.

PLAN SEED KIND TABLE
d20 Kind
01–06 Cypher
07–11 Installation
12–15 Artifact
16–18 Automaton
19–20 Vehicle
THE BEST LAID PLANS

If PCs borrow a plan or get only a glimpse of a plan developed by another crafter, that could still be enough to use the plan for their purposes. If they can borrow a plan long enough to transcribe it or glimpse it long enough to commit it to memory (or some other storage device), they can still attempt the crafting task. However, transcribing a plan or recalling a plan from memory could introduce errors. One way to handle this is to increase the GM intrusion range for failed tasks from 1 to 1–4.

ARTIFACT AND CYPHER PLANS

The plans provided for artifacts and cyphers in this chapter are more general than those for installations, automatons, and vehicles. The cyphers and artifacts presented in Numenera Discovery, Numenera Destiny, and other sources (such as Technology Compendium: Sir Arthour’s Guide to the Numenera) are not each replicated as separate and discrete plans. Instead, one artifact plan and one cypher plan are provided as bare-bones templates, with notes for additional iotum requirements as the minimum crafting levels advance from 1 to 10.
If a first-tier Wright decides they want a catholicon cypher plan as one of the two plans they gain as a type ability, they get a plan for that cypher only—not a plan for building any and all cyphers (even though the template is the same for all cyphers). On the other hand, with the catholicon cypher plan in hand, the Wright can craft the cypher at any level from 1 to 10. The higher the level, the more iotum is required—as described by the plan—and the higher the assessed difficulty of the crafting task.
Cypher and Artifact Minimum Crafting Level: Some cyphers and artifacts can’t be crafted at lower levels because they’re just too complex. So even if a character has a chemical factory cypher plan, the minimum crafting level of the chemical factory cypher is 5. They can’t try to build that cypher at any level less than 5, though they do have the option to craft that cypher so that the completed object is level 6 or higher.
Determining Cypher and Artifact Minimum Crafting Levels: Cyphers and artifacts in this book are presented with a minimum crafting level in their entries. If a character chooses a plan for an artifact or cypher from Numenera Discovery, refer to the table on the following page. If a character chooses a plan for an artifact or cypher from some other source, the GM can determine the minimum crafting level; refer to the discussion under Setting a Minimum Crafting Level for Other Cyphers and Artifacts

NUMENERA DISCOVERY CYPHER MINIMUM CRAFTING LEVEL TABLE

Minimum Crafting Level Cyphers from Numenera Discovery
2 Adhesion clamps
1 Antivenom
3 Attractor
4 Banishing nodule
4 Blinking nodule
1 Catholicon
2 Catseye
5 Chemical factory
7 Comprehension graft
5 Controlled blinking nodule
6 Datasphere siphon
4 Density nodule
1 Detonation
1 Detonation (desiccating)
3 Detonation (flash)
4 Detonation (gravity)
6 Detonation (massive)
3 Detonation (matter disruption)
3 Detonation (pressure)
10 Detonation (singularity)
3 Detonation (sonic)
6 Detonation (spawn)
4 Detonation (web)
5 Disrupting nodule
2 Eagleseye
1 Fireproofing spray
3 Flame-retardant wall
6 Force cube projector
5 Force nodule
7 Force screen projector
7 Force shield projector
2 Friction-reducing gel
4 Frigid wall projector
6 Gas bomb
6 Gravity nullifier
3 Gravity-nullifying spray
4 Heat nodule
7 Hunter/seeker
2 Image projector
4 Inferno wall projector
2 Infiltrator
2 Instant servant
5 Instant shelter
5 Intellect enhancement
2 Invisibility nodule
4 Knowledge enhancement
4 Lightning wall projector
1 Living solvent
3 Machine control implant
Minimum Crafting Level Cyphers from Numenera Discovery
1 Magnetic attack drill
3 Magnetic master
3 Magnetic shield
2 Memory lenses
6 Mental scrambler
5 Metal death
3 Monoblade
5 Motion sensor
3 Personal environment field
5 Phase changer
7 Phase disruptor
3 Poison (emotion)
8 Poison (explosive)
5 Poison (mind-controlling)
2 Poison (mind-disrupting)
5 Psychic communique
3 Ray emitter
4 Ray emitter (numbing)
5 Ray emitter (paralysis)
5 Reality spike
1 Rejuvenator
3 Remote viewer
6 Repair unit
4 Retaliation nodule
3 Sheen
4 Shock nodule
1 Shocker
1 Skill boost
2 Sleep inducer
3 Sonic hole
2 Sound dampener
8 Spatial warp
6 Speed boost
6 Stim
6 Strength boost
7 Subdual field
5 Telepathy implant
4 Teleporter (bounder)
8 Teleporter (traveler)
3 Temporal viewer
6 Time dilation nodule (defensive)
6 Time dilation nodule (offensive)
2 Tracer
4 Visage changer
4 Visual displacement device
6 Vocal translator
1 Warmth projector
2 Water breather
5 X-ray viewer

NUMENERA DISCOVERY ARTIFACT MINIMUM CRAFTING LEVEL TABLE

Minimum Crafting Level Artifacts from Numenera Discovery
5 Amber casement
1 Amulet of safety
3 Analyzing shield
4 Armored flesh
1 Automated cook
7 Battle armor
8 Battlesuit
2 Bounding boots
5 Brain bud
3 Carryall
5 Cellular disruptor
5 Chameleon cloak
4 Chiurgeon sphere
5 Cohesion stabilizer
3 Cypher bag
8 Dimensional armor
5 Disruption blade
4 Drill spear
4 Ecstasy paralyzer
1 Exploding arrow
3 Fearmaker
5 Fiery hellmaker
3 Filtration straw
1 Food scanner
2 Food tube
5 Force dome
4 Healing sword
6 Hoop staff
4 Hover belt
2 Hover square
1 Imager
2 Instant bridge
2 Kinetic shield
4 Launcher
3 Light spike
4 Liquid armor
2 Liquid sword
Minimum Crafting Level Artifacts from Numenera Discovery
4 Living armor sheath
2 Mephitic staff
5 Metabolism bud
3 Mind imager
3 Molecular bonder
3 Multidimensional blade
4 Murder globe
4 Nano-needlerv
6 Needler
2 Nightvision goggles
1 Phasing piton
1 Plant jar
2 Poison brain implant
3 Psychic helmet
3 Psychic whistle
3 Recorder headband
1 Redlight clip
1 Remote clamp
6 Repair sphere
3 Safe corridor
2 Second skin
5 Shatter wand
2 Shock manacles
3 Skill bud
3 Skull blaster
2 Slugspitter
5 Snipewand
3 Stunner
3 Suspensor belt
1 Telltale glass
2 Tendril graft
5 Thunder cannon
3 Transdimensional ray projector
1 Trigger trap
3 Vuechi
3 Weapon graft
2 Windrider
2 Windslice blade

NUMENERA DESTINY CYPHER MINIMUM CRAFTING LEVEL TABLE

Minimum Crafting Level Cyphers from Numenera Destiny
4 Ablative thrower
3 Acidic resonator
5 Community beacon
4 Crafter’s eyes
2 Deception filter
3 Destiny nodule
3 Detonation (horde suppressor)
5 Effort enhancement
3 Emotion smoother
3 Farspeaker
5 Gravity changer
1 Harmony lamp
4 Health resonator
7 Hiding alarm nodule
5 Immobilizer
3 Infrastructure drill
6 Installation enhancer
5 Installation mover
2 Instant item
1 Instant wall
3 Instant workshop
3 Iotum stabilizer
5 Iotum upgrader
7 Iron wind resistance
6 Mechanical wright
4 Object replicator
7 Organ factory
3 Phasing gloves
3 Psychic defense nodule
2 Rage thrower
4 Retriever
4 Salvage graft
5 Shapemetal
5 Slash-retardant spray
4 Stealth thrower
6 Summoning alarm nodule
3 Sustenance implant
2 Trail blazer
3 Transdimensional sense
7 Travel bubble

NUMENERA DESTINY ARTIFACT MINIMUM CRAFTING LEVEL TABLE

Minimum Crafting Level Artifacts from Numenera Destiny
2 Abhuman lure
1 Amulet of operation
2 Automated bath
4 Boring lance
5 Brain fogger
3 Breathing field spinner
6 Cellular annealer
3 Cloak of finery
4 Cognition tester
4 Dead timeline viewer
2 Empty field generator
3 Energy nullifier
1 Explorer’s gloves
2 Explorer’s lenses
2 Febrifuge
5 Field destabilizer
5 Fingent brace
3 Flame suppressor
7 Instant refuge
3 Iotum scanner
4 Liquid transfer orb
4 Multidimensional projector
3 Multi-opener
3 Natalitial
3 Pacifying needler
4 Psychic eradicator
7 Rumbler
4 Salvage pack
3 Stability spike
2 Stasis pod
3 Structural extruder
3 Telepathic wire
1 Temporary wing
5 Toxic fogger
4 Wearable workshop
6 Wearable workshop, smart

IMPROVISING PLANS

A character can improvise plans in a few different ways.

CRAFTING AT HIGHER THAN MINIMUM LEVEL

A PC can choose to craft an object or structure at a higher level to gain a greater effect. For instance, a character might want to craft a detonation cypher at level 6 instead of level 1 so that it inflicts 6 points of damage instead of 1 point. The character might want to craft an alarm mech automaton at level 4 instead of level 1 so that it’s tougher and able to withstand more abuse.
Crafting an object or structure at a level higher than its minimum requires additional iotum, which the GM can determine by comparing to plans for objects and structures with similar minimum crafting levels, as well as referring to the discussion under GM Plan Creation. A project created at a higher level than the minimum also requires more parts, whose value equals the level of the completed object or structure. And of course, increasing the minimum level also increases the assessed difficulty of the crafting task, which means it takes more time to finish, among other things.

CRAFTING SOMETHING WITHOUT A PLAN

A character may be so desperate to craft something that they’re willing to try doing so without a plan and, instead, fly by the seat of their pants. Doing so isn’t impossible, but it is difficult, and the crafter suffers from the following factors.

  • The assessed difficulty to create an object or structure without a plan is hindered, above and beyond anything else that increases a crafting task’s difficulty.
  • GM intrusions automatically trigger on rolls of 1–2 instead of 1 when a PC is attempting crafting tasks.

If the character succeeds in their task to create a custom object or structure without having a plan to go by, they gain the desired object or structure as well as a plan to build the same thing again, which means that the negative factors described above no longer apply in the future.

GM PLAN CREATION

If the GM wants to give the PCs a plan for a custom object or structure that isn’t covered here or elsewhere, it’s a two-step process. Assign a minimum crafting level to the object or structure described by the plan. Refer to the plans presented in this book, which provide a good cross-section of what’s possible as well as templates you can use for your new plan. Also refer to the Effect by Level Table for additional guidance.

EFFECT BY LEVEL

Assigning a minimum crafting level to a numenera object or structure is more art than science. However, the following table provides a rough idea for objects and structures that provide certain effects. Note that this is the minimum crafting level for a short-lived effect. Plans that create objects or structures that grant extended use of a given effect—beyond single-use or a limited number of rounds—should be higher level.

EFFECT BY LEVEL TABLE
Level Effect
1 Illumination, simple and severely limited automation
2 Basic nutrition for a limited number of users, easing a task by one step
3 Levitation, limited healing, purification of food and water
4 Invisibility, force field generator, easing a task by two steps, shortrange flight, short-range teleportation
5 Long-range flight, small-scale weather manipulation in a localized area, simple mechanized tasks (including offensive)
6 Teleportation up to very long distances, easing a task by three steps
7 Teleportation across the world
8 Large-scale weather manipulation across larger areas, teleportation to other worlds, interplanetary travel
9 Transdimensional travel, complete biological rejuvenation from any condition
10 Time travel
CHOOSING IOTUM

As with assigning a minimum crafting level based on effects, you have leeway when choosing iotum required by any plans you create. You could even create some iotum of your own, if an interesting idea strikes you. However, you should also keep the following information in mind.
Basic Building Materials: Most numenera plans rely on a foundation of basic building materials like io, responsive synth, and parts. These materials provide a framework for more advanced materials, as needed, such as psiranium, mimetic gel, or even data orbs.
Unit Quantity: Something large like a tower requires a lot more basic building material than something small. On the other hand, mimetic gel, smart tissue, virtuon particles, and other components with a capacity for self-replication and augmentation can keep overall unit amounts under control, especially if they’re part of a plan in the first place (rather than being added as an additional crafting ingredient).
Iotum by Minimum Crafting Level: At minimum, a plan should include at least one iotum whose level is equal to the minimum crafting level of the final object or structure being built. For instance, if you are devising a plan for a new kind of automaton that can teleport very long distances (minimum crafting level of 6, according to the Effect by Level Table), the components should include a level 6 iotum such as amber crystal or thaum dust.
Iotum by Effect: If a particular effect is required from the object or structure, the plan will often require one or two iotum of a specific kind, even if the iotum’s level is much higher than the minimum crafting level.
Sense Environment: Responsive synth is required to monitor surroundings in even the most basic fashion.
Automation: Responsive synth or, better yet, apt clay are required to instill behavior that can vary, even in a limited fashion, based on a changing environment. The more apt clay involved, the better the automaton’s adaptable behavior, though rarely is apt clay enough to bridge the divide to true automatons; that likely requires the installation of oraculum and one or more data orbs.
Partially Alive: If the creation is partly living, bio-circuitry should be included, though other components like smart tissue can sometimes similarly foster life.
Telepathy: If the creation involves any sort of mind-to-mind contact, psiranium should be included to ensure the best connection.
Self-Assembly: Almost any plan of level 5 or higher requires that a portion of the actual crafting work be handled by specialized iotum themselves. Mimetic gel is a workhorse in this regard, but quantium, smart tissue, virtuon particles, and tamed iron can accomplish similar functions for more complex objects.
Breaking Rules: The void matter found in midnight stones is useful for creating a wide range of effects that don’t have any other corollaries. At the very least, midnight stones are a powerful energy source.
Unfettered Destruction: Tamed iron, which is distilled from the iron wind, is used to create a variety of weapon systems and other destructive applications of energy.
Self-Repair: Structures that are meant to last for hundreds or thousands of years should include a large quantity of amber crystal.
Deep Knowledge: Data orbs either maintain connections to the datasphere or actually are nodes in the datasphere (depending on which Aeon Priest you believe). Objects or structures that rely on knowing secrets, navigating to distant locations, solving transdimensional equations, and so on should include at least one data orb.
Transcendence: Cosmic foam allows a crafted item to reach past the edges of the known universe into parallel planes and states of being. It is necessary for objects or structures that truly transcend the world.
Force Fields: Quantium is useful for ordering and sustaining invisible force that can provide protection.

SECONDARY EFFECTS

Secondary effects are additional effects an object or structure might possess due to an accident in the crafting process. Accidents can occur because a component is flawed, because a crafter fails on a crafting subtask, because a plan is based on a seed containing completely alien and inexplicable knowledge, or simply due to misfortune (and GM intrusion). Secondary effects usually (but not always) manifest after the object or structure is completed. It’s up the GM to determine if a secondary effect is minor or major. Major secondary effects probably occur only if there is a confluence of misfortune, but the GM may simply decide that a major secondary effect is appropriate for the situation. All secondary effects come into play when the primary effect of the object or structure is used. For example, an oblivion tower might erase the location of a hidden community from memory (primary effect), but everyone in the community suffers mild insomnia for a night or two afterward (secondary effect).

MINOR SECONDARY EFFECTS
d100 Effect
01–05 Strange glow
06–11 Unintelligible utterances
12–17 Dramatic static discharge
18–23 Disturbing odor
24–29 Complex input required (+1 round)
30–35 Irregular malfunction for brief periods
36–40 Regular malfunction for a brief period
41–46 Shoddy, broken-down appearance
47–51 Heats up unpleasantly
52–58 Cools down unpleasantly
59–63 Doesn’t work except for crafter
64–69 Discolors flesh for brief period
70–74 Disturbs sleep for brief period
75–79 User’s hair thins or falls out for brief period
80–85 Requires regular maintenance
86–90 Requires regular exposure to sunlight
91–95 Slow
96–00 Semi-sentient
MAJOR SECONDARY EFFECTS
d100 Effect
01–05 Inflicts 1 point of damage
06–11 Random cyphers triggered
12–17 Causes blindness for a day
18–23 Hinders Might tasks for a day
24–29 Hinders Speed tasks for a day
30–35 Hinders Intellect tasks for a day
36–40 Renders creatures mute
41–46 Functions only in darkness
47–51 Component must be regularly replaced
52–58 Develops an antagonistic personality
59–63 Triggers depletion roll on other devices
64–69 Violently shakes the ground
70–74 Kills nearby wildlife and plants
75–79 Complex input required (+1 round and Intellect check)
80–85 Nearby windows shatter
86–90 Causes deafness for a day
91–95 Nightmares prevent benefits of tenhour rest for a day
96–00 Doubles the chance of depletion

ARTIFACT PLANS

Instead of plans for each kind of artifact presented in this book or in Numenera Discovery, this section presents a template of a plan for a typical artifact at various levels. The minimum crafting level and specific iotum requirements depend on what artifact is being crafted. Each kind of artifact requires its own plan. For example, a level 1 automated cook and a level 1 exploding arrow might have similar minimum crafting levels and iotum requirements, but a Wright who knows the plan to create an automated cook can’t use that plan to create an exploding arrow.

ARTIFACT TEMPLATE
Minimum Crafting Level: 1–10
Kind: Artifact
Specifications: When a crafter has a plan for a specific artifact, they can try to craft it at that artifact’s minimum crafting level or higher. Use this template to determine the iotum requirements based on the level of the completed artifact. The GM may decide that additional iotum is required, depending on the effect produced.
Depletion: 1 in 1d20 or varies
Parts: 10 × the level of the completed artifact
Iotum for level 1 artifact: Io (1d6 units); responsive synth (8 units); synthsteel (2 units)
Iotum for level 2 artifact: Io (1d6 units); responsive synth (12 units); synthsteel (2 units)
Iotum for level 3 artifact: Io (1d6 units); responsive synth (12 units); synthsteel (4 units); pliable metal (2 units)
Iotum for level 4 artifact: Io (1d6 units); responsive synth (12 units); synthsteel (4 units); pliable metal (2 units); amber crystal (1 unit)
Iotum for level 5 artifact: Io (1d6 units); responsive synth (12 units); synthsteel (4 units); pliable metal (2 units); amber crystal (4 units)
Iotum for level 6 artifact: Io (1d6 units); responsive synth (12 units); synthsteel (4 units); pliable metal (2 units); amber crystal (2 units); thaum dust (2 units)
Iotum for level 7 artifact: Io (1d6 units); responsive synth (12 units); synthsteel (4 units); pliable metal (2 units); amber crystal (2 units); thaum dust (2 units); kaon dot (1 unit)
Iotum for level 8 artifact: Io (1d6 units); responsive synth (23 units); synthsteel (4 units); pliable metal (2 units); amber crystal (2 units); thaum dust (2 units); kaon dot (1 unit); tamed iron (1 unit)
Iotum for level 9 artifact: Io (1d6 units); responsive synth (32 units); synthsteel (4 units); pliable metal (2 units); amber crystal (2 units); thaum dust (2 units); kaon dot (1 unit); tamed iron (2 units)
Iotum for level 10 artifact: Io (1d6 units); responsive synth (32 units); synthsteel (4 units); pliable metal (2 units); amber crystal (2 units); thaum dust (2 units); kaon dot (1 unit); tamed iron (2 units); data orb (1 unit)

CYPHER PLANS

Instead of plans for each kind of cypher presented in this book or in Numenera Discovery, this section presents a template of a plan for a typical cypher at various levels. The minimum crafting level and specific iotum requirements depend on what cypher is being crafted. Each kind of cypher requires its own plan. For example, level 2 adhesion clamps and a level 2 catseye might have similar minimum crafting levels and iotum requirements, but a Wright who knows the plan to create adhesion clamps can’t use that plan to create a catseye.

CYPHER TEMPLATE
Minimum Crafting Level: 1–10
Kind: Cypher
Specifications: This plan is a template. When a crafter has a plan for a specific cypher, they can try to craft it at that cypher’s minimum crafting level or higher. Use this template to determine the iotum requirements based on the level of the completed cypher. The GM may decide that additional iotum is required, depending on the effect produced.
Depletion: Cypher
Parts: 3 × the level of the completed cypher
Iotum for level 1 cypher: Io (1d6 units); responsive synth (3 units); quantium (1 unit)
Iotum for level 2 cypher: Io (1d6 units); responsive synth (5 units); quantium (1 unit)
Iotum for level 3 cypher: Io (1d6 units); responsive synth (5 units); apt clay (1 unit); quantium (1 unit)
Iotum for level 4 cypher: Io (1d6 units); responsive synth (5 units); apt clay (3 units); quantium (2 units)
Iotum for level 5 cypher: Io (1d6 units); responsive synth (5 units); apt clay (3 units); pliable metal (2 units); quantium (1 unit); thaum dust (1 unit)
Iotum for level 6 cypher: Io (1d6 units); responsive synth (5 units); apt clay (3 units); pliable metal (4 units); quantium (1 unit); thaum dust (2 units)
Iotum for level 7 cypher: Io (1d6 units); responsive synth (5 units); apt clay (3 units); pliable metal (4 units); quantium (1 unit); thaum dust (2 units); psiranium (1 unit)
Iotum for level 8 cypher: Io (1d6 units); responsive synth (5 units); apt clay (3 units); pliable metal (4 units); quantium (2 units); thaum dust (2 units); psiranium (1 unit); oraculum (1 unit)
Iotum for level 9 cypher: Io (1d6 units); responsive synth (5 units); apt clay (3 units); pliable metal (4 units); quantium (2 units); thaum dust (2 units); psiranium (1 unit); oraculum (2 units); philosophine (1 unit)
Iotum for level 10 cypher: Io (1d6 units); responsive synth (5 units); apt clay (3 units); pliable metal (4 units); quantium (2 units); thaum dust (2 units); psiranium (1 unit); oraculum (2 units); philosophine (1 unit); cosmic foam (1 unit)

CRAFTING SETBACKS

Some crafting failures or damage accrued after an object or structure is crafted are so severe that a setback occurs. Setbacks tend to affect the crafter more than other creatures, but not always. Unlike secondary effects, setbacks are usually one-time effects.

d100 Effect
01–05 Explosion inflicts damage (1 point per level) on all creatures within long range
06–11 All iotum gathered for crafting task are lost
12–17 Develops a murderous personality
18–23 The object or an important component from the structure is stolen
24–29 Damages another nearby object or structure
30–35 Explosion disfigures crafter
36–40 Crafter gains the enmity of a philethis
41–46 Crafter infested with level 4 parasites
47–51 Rip in reality to dangerous dimension
52–58 Crafter blasted into a dangerous dimension
59–63 The item’s plan or the item itself is destroyed
64–69 Explosion cripples crafter for several days
70–74 Causes blindness for several days
75–79 A powerful Aeon Priest claims completed item
80–85 Using the item risks attracting the attention of a dread destroyer
86–90 Explosion kills an acquaintance of crafter
91–95 All parts gathered for crafting task are lost
96–00 It just doesn’t seem to work

INSTALLATION PLANS

Details for each Installation can be found in Installation Plan Details

d100 Minimum Crafting Level Plan
01–02 1 Cooling obelisk
03–04 1 Compactor
05–06 1 Luminous dynamo
07–08 1 Warming obelisk
09–10 2 Express tube
11–12 2 Floatstone
13–14 2 Keepsafe bin
15–16 2 Music box
17–18 2 Pabulum extruder
19–20 2 Pain taker
21–22 2 Restorative dispenser
23–24 2 Structural booster
25–26 2 Turret, basic
27–28 2 Vermin ward
29–30 2 Water purifier, basic
31–32 3 Automender
33–34 3 Cleansing arch
35–36 3 Hovering slab
37–38 3 Language translator
39–40 3 Luminous dynamo, improved
41–42 4 Body toughener
43–44 4 Farspeaking pylon
45–46 4 Force gate
47–48 4 Materials extruder
49–50 4 Monorail
51–52 4 Structural booster, improved
53–54 4 Sustenance synthesizer
55–56 4 Taming tower
57 4 Temporal chime
58 4 Turret, improved
59 5 Alarm tower
60 5 Automender, enhanced
61 5 Keepsafe bin, advanced
62 5 Library obelisk
63 5 Rain caller
64 5 Sensorium
d100 Minimum Crafting Level Plan
65 5 Shield wall, basic
66 5 Truthbox
67 5 Turret, mechanized
68 5 Vitalium
69 5 Water excitation engine
70 5 Water purifier, enhanced
71 6 Everflowing fountain
72 6 Fabricator
73 6 Force wall
74 6 Luminous dynamo tower
75 6 Seminarium
76 6 Shrink pad
77 6 Turret, lightning
78 6 Water signal (destruction) emitter
79 7 Birthing vat
80 7 Envirosphere
81 7 Farspeaking pylon, advanced
82 7 Phase dome
83 7 Portal mouth
84 7 Turret, gravity
85 7 Vanisher
86 8 Earthquake carillon
87 8 Everflowing nectar
88 8 Force dome
89 8 Keepsafe capsule
90 8 Lightning tower
91 8 Water purification station
92 9 Automender, ultimate
93 9 Datasphere obelisk
94 9 Dimensional abode
95 9 Farspeaking pylon, ultimate
96 9 Force sphere
97 9 Oblivion tower
98 10 Space elevator
00 10 Spire of a thousand rooms

VEHICLE PLANS

Details for each Vehicle can be found in Vehicle Plan Details
d100 Minimum Crafting Level Plan
01–05 1 Dynamic frame
06–10 2 Hover disc
11–15 2 Hover frame
16–20 2 Junkwing
21–25 2 Scream wheeler
26–29 2 Snowskimmer
30–33 2 Swimming mount
34–37 2 Thunder harness
38–41 2 Waterskimmer
42–45 3 Deep diver
46–50 3 Mud roller
51–53 4 Chainpod
54–56 4 Jet frame
57–59 4 Jumper
60–62 4 Sliver
63–65 4 Transport cart
66–68 4 Windrider
69–71 5 Planetary escape pod
72–73 5 Voidstrider
74–75 6 Burrower
76–77 6 Deep swimmer
78–79 6 Fiery ascender
80–81 6 Flyer
82–83 6 Galloping gambado
84–85 6 Lava eel
86–87 6 Terapede
88–89 7 Battle cart
90–91 7 Battle flyer
92–93 7 Dimensional treader
94–95 8 Chrono engine
96–97 8 War chariot
98–99 9 Dimensional wing
00 10 Voidglider

AUTOMATON PLANS

Details for each Automaton can be found in Automaton Plan Details
d100 Minimum Crafting Level Plan
01–06 1 Alarm mech
07–12 2 Cleaning mech
13–18 2 Garden mech
19–24 3 Gazer swarm
25–30 3 Lifting aventron
31–36 4 Extractor
37–42 4 Mech soldier, basic
43–48 4 Storyteller
49–55 5 Assistant
56–72 5 Salvister
73–79 5 Servitor, basic
80–84 6 Servitor, biocoat
85–88 7 Companion
89–92 7 Salvister, advanced
93–96 7 Servitor, shifting
97–98 8 Exploring aventron
99 9 Buildnought
00 10 Warstriker

CYPHER PLANS

d100 Minimum Crafting Level Plan
01–30 1 Cypher
31–50 2 Cypher
51–60 3 Cypher
61–69 4 Cypher
70–77 5 Cypher
78–84 6 Cypher
85–90 7 Cypher
91–95 8 Cypher
96–99 9 Cypher
00 10 Cypher

ARTIFACT PLANS

d100 Minimum Crafting Level Plan
01–30 1 Artifact
31–50 2 Artifact
51–60 3 Artifact
61–69 4 Artifact
70–77 5 Artifact
78–84 6 Artifact
85–90 7 Artifact
91–95 8 Artifact
96–99 9 Artifact
00 10 Artifact