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Table of Contents
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Overview
Seekers are explorers. When someone travels to an ancient ruin to recover a cache of numenera devices, that someone is very often a Seeker. In a world where most people spend their lives in a village not knowing what lies beyond the nearby hill or on the other side of the river, Seekers travel, explore, and discover. They’re a rare breed in the Ninth World, but without them the rest of the people would be far worse off. Someone needs to brave the wilderness, the mysteries of the past, and the general unknown (something the Ninth World has in abundance). They aren’t afraid of the weird or incomprehensible—they drive right into it. Seekers need to be at least a little skilled at a lot of things. They need Might and Speed to deal with the challenges they face, but they need Intellect to help them figure out what they’ve discovered and if it’s worth bringing back to civilization. While they’re interested in protecting themselves against the dangers inherent in the numenera as much as possible, most Seekers find heavy armor too restricting to be useful on their missions. Moving freely in risky situations—to climb up a wall, walk along a narrow ledge, or crawl through a narrow tunnel—is part of what every Seeker expects to do on a routine basis.
SEEKER STAT POOLS
| Stat | Pool Starting Value |
|---|---|
| Might | 9 |
| Speed | 10 |
| Intellect | 9 |
You get 6 additional points to divide among your stat Pools however you wish.
Seekers in Society
People are sometimes wary of Seekers, because they explore the dangerous and bizarre, and who knows what they might have brought back with them from some strange location? To some, a Seeker might be the bearer of sickness, curses, or evil magic due to the forbidden places in which they dare to tread Seekers often blaze trails and scout safe routes for merchants and other travelers. Sometimes they carry messages from place to place. But most of all they explore places no one else would ever dare go. If an Aeon Priest needs a component for an important device, or a town needs a special chemical to fight a terrible plague, it’s a Seeker they send out to find it. Seekers get along well with both Glaives and Nanos. They might not be able to fight as well as a Glaive or command the strange powers of a Nano, but they’re as rough and tumble as any warrior, and as smart and knowledgeable as a scholar. Jacks and Seekers potentially get along as well, but Jacks can fit in with anyone. Glints and Seekers don’t often see eye to eye because the Glint would rather stay in town and talk to people. At the same time, however, Seekers are the embodiment of adventure and derring-do, and that attracts some people. Seekers can sometimes gain admirers and even fans.
Seekers in the Group
While a Glaive might take the lead in a group of explorers, it’s probably only after the Seeker scouted ahead and reported back what they found. Seekers are tough, but they are only moderately competent at holding their own in a stand-up, straightforward fight. They also have no special affinity for interacting with people. In fact, many Seekers are reserved and introverted, and would rather be blazing a trail in the wilds or exploring a new site than talking to people.
Seekers and the Numenera
Seekers have an extremely close relationship to the numenera. Thus, Seekers value any and all devices and discoveries related to the numenera and crave knowledge of more. Their skills and knowledge give them excellent means to go out, find, and eventually even tinker with devices. Seekers usually look for items that help protect themselves but also those that improve their maneuverability. Many a Seeker has found themselves needing to somehow scale a strange wall in a priorworld ruin to get to an important machine, wishing they had a cypher or artifact that could simply allow them to defy or alter gravity, for example.
Advanced Seekers
As Seekers gain experience and become more skilled and powerful, they gain abilities to resist damage, find anything they set their mind to, and shrug off even the worst wounds and effects.
Seeker Tiers
FIRST-TIER SEEKER
First-tier Seekers have the following abilities:
Effort: Your Effort is 1.
Careful: You have an Intellect Edge of 0, a Speed Edge of 1, and a Might Edge of 0.
Cypher Use: You can bear three cyphers at a time.
Practiced With Light and Medium Weapons: You can use light and medium weapons without penalty. If you wield a heavy weapon, increase the difficulty of the attack by one step. Enabler.
Skilled with the Numenera: You are trained in the numenera and can attempt to understand and identify its properties. Enabler.
Physically Resistant: You are trained in Might defense. Enabler.
Starting Equipment: You start with clothing, two weapons (or one weapon and a shield), light armor, an explorer’s pack, three cyphers (chosen for you by the GM), one oddity (chosen for you by the GM), and 3 shins (coins). If you start with a ranged weapon that requires ammunition (arrows, for example), you start with 12 of that type of ammunition. Before selecting your weapons, armor, and other gear, you might want to wait until after you’ve chosen your Seeker secrets, descriptor, and focus.
Seeker Secrets: You have special abilities related to exploring strange places and utilizing the numenera called Seeker secrets. Some Seeker secrets are constant, ongoing effects, and others are specific actions that usually cost points from one of your stat Pools. Choose two of the Seeker secrets described below. You can’t choose the same secret more than once unless its description says otherwise.
- Battle Numenera: When battling an automaton or any other sort of entirely mechanical foe, the difficulty of all Speed defense rolls and attack rolls is decreased by one step. Enabler.
- Danger Sense (1 Speed point): The difficulty of your initiative roll is reduced by one step. Enabler.
- Decipher (1 Intellect point): If you spend one minute examining a piece of writing or code in a language you do not understand, you can make an Intellect roll of difficulty 3 (or higher, based on the complexity of the language or code). On a success, you get the gist of what the writing says. Action to initiate.
- Knowledge Skills: You are trained in two skills in which you are not already trained. Choose two areas of knowledge such as history, geography, paleontology, archeology, and so on. You can select this ability multiple times. Each time you select it, you must choose two different skills. Enabler.
- Muscles of Iron (2 Might points): For the next ten minutes, all Might-based actions other than attack rolls that you attempt have their difficulty reduced by one step. Enabler.
- Physical Skills: You are trained in two skills in which you are not already trained. Choose two of the following: balancing, climbing, jumping, running, or swimming. You can select this ability multiple times. Each time you select it, you must choose two different skills. Enabler.
- Practiced in Armor: You can wear armor for long periods of time without tiring and can compensate for slowed reactions from wearing armor. You can wear any kind of armor. You reduce the Might cost and the Speed Pool reduction for wearing armor by 2. Enabler.
- Trained Without Armor: You are trained in Speed defense tasks when not wearing armor. Enabler.
SECOND-TIER SEEKER
Second-tier Seekers have the following abilities:
Mentally Resistant: You are trained in Intellect defense. Enabler.
Seeker Secrets: Choose one of the following secrets (or a secret from a lower tier) to add to your repertoire. In addition, you can replace one of your first-tier secrets with a different first-tier secret.
- Boost Cypher (2 Intellect points): The cypher you activate with your next action functions as if it’s two levels higher. Action.
- Eye for Detail (2 Intellect points): When you spend five minutes or so thoroughly exploring an area no larger than a typical room, you can ask the GM one question about the area. The GM must answer you truthfully. You cannot use this more than one time per area per 28 hours. Enabler.
- Eyes Adjusted: You can see in dim light as though it were bright, and in total darkness as if it were extremely dim light. Enabler.
- Investigative Skills: You are trained in two skills in which you are not already trained. Choose two of the following: identifying, perception, lockpicking, or assessing danger. You can select this ability multiple times. Each time you select it, you must choose two different skills. Enabler.
- Navigation: You practically never get lost. If finding your way ever requires a roll, the difficulty of that task is reduced by three steps. Scavenger: You always find an additional cypher when scavenging from a large device (a control panel or a destroyed automaton, for example). Thus, if the GM determines that you find two cyphers, you actually find three.
- Stone Breaker: Your attacks against objects inflict 4 additional points of damage when you use a melee weapon that you wield in two hands. Enabler.
- Survival: You can go twice as long as a normal person without food, water, or even air. Enabler
THIRD-TIER SEEKER
Third-tier Seekers have the following abilities:
Expert Cypher Use: You can bear four cyphers at a time.
Seeker Secrets: Choose one of the following secrets (or a secret from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier secrets with a different lower-tier secret.
- Controlled Fall: When you fall while you are able to use actions and within reach of a vertical surface, you can attempt to slow your fall. Make a Speed roll. The difficulty is 1 for every 20 feet (6 m) you fall. On a success, you take half damage from the fall. If you reduce the difficulty to 0, you take no damage. Enabler.
- Device Insight (3 Intellect points): When examining any numenera device, you gain an idea of its capabilities or of how it functions, how it can be activated or deactivated, what its weakness is, how it can be repaired, or any other similar query—the type of information is specified by you. Essentially, each time you use this ability, you can ask the GM one question about a device. This is for difficult or strange things beyond those readily identified by using the numenera skill. Action.
- Resilience: You have 1 point of Armor against any kind of physical damage, even physical damage that normally ignores Armor. Enabler.
- Seize Opportunity (4 Speed points): If you succeed on a Speed defense roll to resist an attack, you gain an action. You can use it immediately even if you have already taken a turn in the round. If you use this action to attack, the difficulty of your attack is reduced by one step. You don’t take an action during the next round. Enabler.
- Skill With Attacks: Choose one type of attack in which you are not already trained: light bashing, light bladed, light ranged, medium bashing, medium bladed, medium ranged, heavy bashing, heavy bladed, or heavy ranged. You are trained in attacks using that type of weapon. Enabler.
- Think Your Way Out: When you wish it, you can use points from your Intellect Pool rather than your Might or Speed Pool on any noncombat action. Enabler.
- Trapfinder (3 Intellect points): You find any traps (like a floor that would give way beneath you) or mechanical triggers to a trap or defense system that might pose a threat without setting them off. You use this ability in lieu of making a roll to find them. This ability can find traps of level 4 or below. For each level of Effort you use, the level of traps potentially found increases by 2, so a Seeker using two levels of Effort can find all traps of level 8 or below. Action.
FOURTH-TIER SEEKER
Fourth-tier Seekers have the following abilities:
Seeker Secrets: Choose one of the following secrets (or a secret from a lower tier) to add to your repertoire. In addition, you can also replace one of your lower-tier secrets with a different secret from the same lower tier.
- Boost Cypher Even More (4 Intellect points): Add 3 to the functioning level of a cypher that you activate with your next action, or change one aspect of its parameters (range, duration, area, etc.) by up to double or down to a tenth. Action.
- Experienced Finder (5 Intellect points): When you are looking for something specific, such as a particular chemical needed to complete a vaccine for a disease, a spare part required to repair a damaged device, the tracks of a specific beast, or the sword that a thief stole from you, this ability is of great use. For the next 28 hours, if you come within a short distance of the thing and circumstances are such that it is possible for you to perceive the thing (for example, it’s not in a locked chamber for which you do not have the key), you find it. This ability assumes that you are constantly on the lookout, always looking everywhere possible, peering behind obstacles, and so on—if you’re running for your life, this ability probably does not help you. You use this ability in lieu of making a roll to find the thing, but it works only if the GM determines that the difficulty for finding the object is level 4 or below. For each level of Effort you use, the level of difficulty increases by 2, so a Seeker using two levels of Effort can find a specific thing of level 8 or below. Enabler.
- Expert: Instead of rolling, you can choose to automatically succeed on a task you’re trained in. The task must be difficulty 4 or lower, and it can’t be an attack or defense roll. Enabler.
- Immunity: You are utterly immune to disease and poison. Enabler.
- Read the Signs (4 Intellect points): You examine an area and learn precise, useful details about the past (if any exist). You can ask the GM up to four questions about the immediate area, but each requires its own roll. Action.
- Runner: Your standard movement distance becomes long. Enabler.
- Tough As Nails: When you are impaired or debilitated, the difficulty of Might-based tasks and defense tasks is decreased by one step. Each time you attempt to save yourself with this ability before your next ten-hour recovery roll, the difficulty increases by one step. Enabler.
FIFTH-TIER SEEKER
Fifth-tier Seekers have the following abilities:
Adept Cypher Use: You can bear five cyphers at a time.
Seeker Secrets: Choose one of the following secrets (or a secret from a lower tier) to add to your repertoire. In addition, you can also replace one of your lower-tier secrets with a different secret from the same lower tier.
- Free to Move: You ignore all movement penalties and adjustments due to terrain or other obstacles. You can fit through any space large enough to fit your head. The difficulty of any task involving breaking free of bonds, something’s grip, or any similar impediment is decreased by three steps. Enabler.
- Mastery With Defense: Choose one type of defense task in which you are trained: Might, Speed, or Intellect. You are specialized in defense tasks of that type. Unlike most secrets, you can select this secret up to three times. Each time you select it, you must choose a different type of defense task. Enabler.
- Modify Artifact (5 Intellect points): You permanently increase the level of an artifact by 1. Action.
- Numenera Adaptation: You have 2 points of Armor against any attack that comes from a numenera device, automaton, or other mechanism. This is true even if the attack would normally ignore Armor. Enabler.
- Physical Adept: Any time you spend points from your Might Pool or Speed Pool on an action for any reason, if you roll a 1, you reroll the die, always taking the second result (even if it’s a 1). Enabler.
- Vigilant (5 Might points): When you would normally be dazed or stunned, you are not dazed or stunned. Enabler.
SIXTH-TIER SEEKER
Sixth-tier Seekers have the following abilities:
Seeker Secrets: Choose one of the following secrets (or a secret from a lower tier) to add to your repertoire. In addition, you can also replace one of your lower-tier secrets with a different secret from the same lower tier.
- Again and Again (8 Speed points): You can take an additional action in a round in which you have already acted. Enabler.
- Device Master: If given a week and the right tools, chemicals, and parts, you can tinker with one of your cyphers, transforming it into another cypher of the same type (anoetic or occultic) that you had in the past. Alternatively, given two weeks (and the right tools and materials, of course), you can tinker with one of your cyphers, transforming it into another artifact that you had in the past. The GM and player should collaborate to ensure that the transformation is logical—for example, you probably can’t transform a pill into a helmet. Enabler.
- Incredible Recovery (6 Might points): You move up one step on the damage track or shake off any unwanted ongoing condition. Action.
- Skill With Attacks: Choose one type of attack, even one in which you are already trained: light bashing, light bladed, light ranged, medium bashing, medium bladed, medium ranged, heavy bashing, heavy bladed, or heavy ranged. You are trained in attacks using that type of weapon. If you’re already trained in that type of attack, you instead are specialized in that type of attack. Enabler.
SEEKER BACKGROUND
Not everyone that explores the wilderness or ancient sites is a Seeker—Seekers are special individuals with unique training and abilities. Something in your background has put you in this position, and is at least partially responsible for your talents. Choose one of the three options described below as the source of your skills, knowledge, reflexes, and stamina (or create your own). 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.
| STRANGE EXPERIENCE |
|---|
| When you were younger, you had a strange experience that you have not been able to fully understand. Somehow you found yourself in a mysterious location surrounded by the numenera and the trappings of some prior world. You no longer remember everything that happened, but you were bathed with strange energies. Were there other creatures there as well? It’s unclear. Somehow, you escaped and wound up once again in familiar surroundings. You’d like to find that place again and get some answers, but in the meantime there’s no denying that the experience changed you in some ways, both physically and psychologically. You don’t fear such places anymore—you look for them. Such places hold secrets, and that’s what you’re after now |
Advancement: New, strange locations with new, mysterious technologies offer you ways to improve yourself. This means that as you progress, you need to go into priorworld ruins and places of weirdness to find new injections, energies, concoctions, and devices to improve your abilities and stats. In this way, exploration is as much about you as about anything else you might be looking for.
| UNNATURAL FORTITUDE |
|---|
| Thanks to one of your ancestors, you have a stamina (both physically and psychologically) that most people can’t imagine. The things that would make most people weak, sick, or outright dead don’t affect you (or at least don’t affect you as strongly). Terrors no one would ever face are things you will confront head-on. You have your inherent nature to thank for that. It is effectively a mutation, due to something that happened to one of your forebears. Perhaps they were an explorer and wandered somewhere they should not have. They survived, however, and it created traits that have passed down to you. (Do your siblings or other relatives have some or all of the same traits or is it a mutation that shows up more randomly? You’ve wondered this in the past—perhaps you’ll find the answer one day.) |
Advancement: Your abilities are locked within you; you need only learn how to release them. The only way this has worked in the past has been to push yourself to your very limits, seeking greater challenges, new places, and more numenera. These things all make you stronger.
| A UNIQUE ATTITUDE |
|---|
| You were born different. Growing up, your elders tried to instill within you a good, healthy fear of the wilderness, the unknown, and in particular places of ancient power. But none of that made sense to you. You didn’t fear those things. You craved them. It’s not that you have a death wish; it’s that you know that for all the risks, there are great rewards. Something—some little voice deep inside you-assures you that if you look hard enough, delve deep enough, and explore far enough, you’ll find the power to make your dreams come true, the secret to everlasting life, or even greater treasures. |
Advancement: For the most part, to advance you just keep going. At some point, however, you might try to explore inward a bit. Is that little voice just your own nature, or is it something originating from outside? Perhaps you can seek the means to find out for certain.
SEEKER CONNECTION
Your type helps determine some connection you have to the setting. Roll a d20 or choose from the list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.
| Roll | Background |
|---|---|
| 1 | You were caught in an Iron Wind storm years ago and still bear the strange scars. |
| 2 | Your brother is a murderer, wanted by the authorities. |
| 3 | You have made a number of discoveries in your explorations, but opportunities to capitalize upon them haven’t panned out as yet. |
| 4 | You were a musician when you were younger and still like to play. |
| 5 | Your parents were very religious, but you haven’t yet decided to adopt their beliefs fully yet. |
| 6 | You served in the military with honor. |
| 7 | From time to time, you have received assistance from a mysterious organization. You don’t know why. |
| 8 | You studied at a prestigious university when you were younger. |
| 9 | Your best friend from your youth is now an influential official. |
| 10 | You used to be a teacher of young pupils. Your students remember you fondly. |
| 11 | You worked as a small-time criminal until you were caught and served some time in prison. |
| 12 | Your greatest discovery to date was stolen by your archrival. |
| 13 | You belong to an exclusive organization of Seekers whose existence is not widely known. |
| 14 | You were kidnapped as a small child under mysterious circumstances, although you were recovered safely. No one knows what happened while you were missing. |
| 15 | When you were young, you were addicted to narcotics, but you are a recovering addict now. |
| 16 | Your good friend runs a bar in a nearby town. |
| 17 | You own a small side business in addition to exploring the unknown. |
| 18 | You had a pet seskii, but it went missing not long ago. |
| 19 | Your sister is the owner of a store and gives you a hefty discount. |
| 20 | Your father is a high-ranking officer in the military with many connections. |
SEEKER EXAMPLE
Steve wants to create a Seeker character who is both tough and smart. He puts 3 of his additional points into his Might Pool and 3 into his Intellect Pool; his stat Pools are now Might 12, Speed 10, Intellect 12. As a first-tier character, his Effort is 1, his Speed Edge is 1, and his Might and Intellect Edge are 0. A fairly well-rounded character. He chooses to use a broadsword (a medium weapon that inflicts 4 points of damage) and a crossbow (a medium weapon that inflicts 4 points of damage but requires the use of both hands). Steve decides to wear a leather jerkin (light armor), so for his first secret, he chooses Practiced in Armor, which reduces the associated penalties (negating them, actually). For his second secret, he chooses Decipher so he can read other languages. He is trained in Might defense and numenera knowledge. The GM decides that Steve’s two cyphers are a pill that adds +1 to Intellect Edge for an hour when swallowed and a small device that explodes with a burst of force, inflicting 5 points of damage to all within immediate range.
Steve still needs to pick a descriptor and a focus. He chooses the Tough descriptor, which doesn’t affect his Pools but grants +1 to Armor (for a total of 2 with his leather jerkin) and provides +1 to his recovery rolls. The descriptor also grants him training in Might defense, which—since he’s already trained—makes him specialized. He’s a very sturdy guy. This also grants him a light weapon, and he chooses a dagger. For his focus, Steve chooses to really go far afield, and picks Employs Magnetism. Now in addition to everything else, he can move metal objects within short range. He’ll have a lot of different options as he goes on his explorations.





