Review: The Sun Below- Sleeping Lady, A Numenera supplement and campaign

The Sun Below: Sleeping Lady is a Numenera supplement produced by Dread Unicorn Games and written by John WS Marvin. It continues to develop an entirely new location in the Ninth World, an underground tunnel system that has yet to be fully explored or understood. Along with the new location, bestiary, foci, descriptors, and Numenera, there is a short campaign to run for your players that introduces and delves deep into this new location.

Cover of the book, shows three ladies standing over a desert

A great deal of the set up of this game deals with characters and locations that were introduced in a previous supplement – The Sun Below: A City on Edge. However, running that scenario is not necessary for running Sleeping Lady, alternate introductions are given and the adventure is careful to assume that you might not have prior knowledge.

One thing I think is great in this adventure is that they have it set up to run for charactersA screesnshot of the rules on modifying difficulties of any level. Monster stats are modified by the level of the party, so that the GM doesn’t have to put a lot of work into sorting out altering the difficulty of an encounter themselves. There are also instructions on building up crowds of minions, called mooks here, to swarm up on your characters. They provide different ways to create your mooks so that they can last just a little longer. I really like the way they developed this idea for Numenera and think it would be great to adapt to my own games.

A dancing woman with yellow skinThe adventure begins with the party getting a plea to help save the city of Bursang, part of The Sun Below. However, the situation is more complicated then has yet been realized, and the fate of the Ninth World will end up in the hands of the party. This is a nice and neat campaign, and there are several possible ways for the PCs to try to save the world. The easily modifiable levels of difficulty come in handy with this, as neither you as the GM or the creators of the scenario can predict in what order the party will choose to attack.

I think the creativity in a lot of points of this book is great. For instance, one artifact, The Mind Sword, causes the user to laugh evil when they hit on a roll above 17. Adding quirks like this to artifacts really personalizes them to your character and can introduce great reoccurring jokes and character traits.

The supplement seems to be intended for new GMs, as there is some handholding A mass of tentacles, eyes, and mouthsas you read through it for want to do as a GM. I think this can be great, especially for GMs who are unsure of themselves. The layout is in the same style as the other Numenera books, which makes it easy to recognize when they’re pointing out things like GM intrusions. There are some points were it is a little harder to follow, but for the most part flows very smoothly. There is a lot more art then I was expecting, and it really illustrates the creatures and characters you meet throughout the adventure well.

Sleeping Lady is a great campaign to pick up and run for your party, and is easy to use for the GM. I like several concepts that it introduces, such as quirks on artifacts and mooks for swarming fights. It is available on DriveThruRPG for $7.99. You can also visit Dread Unicorn’s website for more information on their supplements and materials.

*The Redacted Files received a free copy of this supplement for review purposes.

Not So Strange 5: Whoops

The Skype office in Palo Alto eaturing small patches of lawn with fabric stones and red chairs inside

The team infiltrates the September Project to get some answers. Things go according to plan, unfortunately just not theirs.

Featuring Aser, Matt, Megan, and Mike. Music by Kevin MacLeod, “Failing Defense”.

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Review: Cypher System

Cypher System Corebook cover. Shows images from superhero, horror, scifi, and fantasy scenarios

The greatest thing about the prior Cypher System games, Numenèra and The Strange, is the simple, flexible, yet deceptively nuanced mechanics that work together to really animate any story you care to tell. Yet as liberating from the setting of the Ninth World as The Strange was, it still constrained the “anything goes,”” mentality of the system within a framework of alternate realities. What the Cypher System Rulebook offers is what The Strange so tantalizingly teased us with last summer, the tools to tell any story we like with Monte Cook’s elegant little game engine.
Cypher System Corebook cover. Shows images from superhero, horror, scifi, and fantasy scenarios

The concept of the Cypher System Rulebook is anything but original, and some might mistakenly think that because much of the content is similarly familiar, the book has little to offer: on the contrary though, the book provides a wealth of tips about how to customize a Cypher System game to meet any GM’s needs. Much like previous releases, the book begins with an introduction to the basics of gameplay, then proceeds to follow the A woman dressed in black hugged from behind by a ghostprocess of character creation through the selection of descriptor, type and focus: the adjective, noun and verb of the statement, “I am a ______ ______ who ______.” The Cypher System also adds a new concept – flavors. You can add a flavor to your type and get some new options for your character to pull from. The flavors include Technology, Magic, Combat, Stealth, and Skills/Knowledge. These let you customize your character a little more, like if you want a talk-y character who is also really good at punching people.

From there we discuss equipment, and that’s where things get interesting. Rather than a setting section,following the more detailed treatment of the rules, this book has breakdowns for the most common sorts of genre into which most players will naturally gravitate. In each such section, for Fantasy, Modern, Science Fiction, Superheroes, and Horror, there are tailored suggestions to make your games more unique and memorable. Beyond that, a helpfully well-populated list of creatures is just itching to be let out to challenge the PCs. These range from tried and true adversaries from the previous Monte Cook releases to creatures unreal and mundane from Earth and…elsewhere

So you’ve pick from the long list of foci and descriptors, select which character types you want in your game and what focis they can use. Next you go to the relevant genre section, read it through the advice there and then settle on what Cyphers and other equipment you think would be appropriate for the setting. Once done, you pick a few locales, populate them with settlements and set out some creatures and NPCs for them to run into. And just like that, you’re done with creating a campaign setting.

Ships in the air with bright lights above a victorian looking cityWhen you’ve figured all that out, you document everything on the campaign design sheet provided at the back of the book and hand it to your players to provide guidance for character creation. It’s as easy as that.

As I read through Numenèra for the first time, I thought about how much I loved the system and wished it could be adapted to other genres. Then I played The Strange and fell in love with the freedom I had to explore different genres in the same campaign. Now, we’ve come full circle. With the Cypher System Rulebook, I have the tools to tell the story my players want to tell. Thanks Monte Cook Games, and keep up the great work.

The Cypher System is available from Monte Cook Games as a hardback ($59.99) or PDF ($19.99). The PDF is also available on DriveThruRPG.

Review: Into the Night, a Numenera Supplement

Cover of Into the Night, features a man in front of a vortex with his hands on controls

Into the Night is a new setting book from Monte Cook Games for Numenera. It focuses on expanding the world to outer space, and what terrors and wonders lie out there for the Ninth Worlders to discover.

Cover of Into the Night, features a man in front of a vortex with his hands on controls

It is a 160 page book, with the first section (about 35 pages) focusing on how to reach beyond earth and the bodies near enough to Earth for initial discovery and other exploration. The second section (about 45 pages) looks at the other planets in our Solar System. The third section (about 60 pages) looks at threats and places that adventurers can explore outside of our solar system. The book closes with 20 pages of new creatures to encounter. Throughout the book are new story seeds, cyphers, and artifacts.

Branu's Kiss, with a view of the creatures and plants living insideMany of the existing astronomical objects are ones we can find the analogues for today: the Moon is, well, the Moon, Naharrai is Mars, Urvanas is Venus. However, there are new objects as well, like Branu’s Kiss a globe of blue-green water that orbits between Earth and the Sun. Or Calram, a small object that orbits earth, but is full of beings that have greater tech then the Ninth Worlders enjoy. There’s also a pretty great derelict ship for you to explore.

Beyond our solar system lies more planets, galaxies, and strangeness to explore. These new worlds include some of their history, distinguishing characteristics, and all kinds of ideas to build your own story from. There are also ten more planets that have rudimentary descriptions, which I think are great to use, but also give you an idea on building your own new weird planets.

Each section on a location in this book includes a handy “Using –” panel, with around five plot hooks to pull characters into a situation in that location. I think there’s a lot within the text as well to establish your own ideas for why the adventurers should be here. There’s also information on ways to get there, which can be handy when all the places are light-years apart!

A space suit, emerging from a solid wall with an alien creature in it's broken faceplateI think there is a nice mix of new creatures, and the book also discusses how to re-skin other Numenera beasties to make them fit beyond Earth.

This book handily includes rules for combat between vessels – some of which was outlined in Worlds Numberless and Strange, but I think it is a valuable addition to Into the Night, especially when there’s always a risk your craft may be attacked by pirates. For ship to ship combat you first compare the levels of the ships, and if your ship is a higher level you have a reduction in the difficulty of actions involving the other ship. If it is lower, then the difficulty is increased. You still make attack and defense rolls, and things like ship weapons and coordination with other ships play into the difficulty as well. Specific maneuvers can also be accomplished by modifying the difficulty. There’s a lot going on to effect the roll, but I think the addition of ship to ship combat can make the game much more interesting.

One thing I found odd is a one place you can visit is called The Gloaming, which is also the name of the Vampire/Werewolf recursion in The Strange. Since the locations have nothing to do with one another, I think a different name would be more appropriate, even if in canon The Strange and Numenera aren’t connected.

One minor complaint I have with the book is the scattered nature of the new Numenera. It makes it a little more difficult to pull out a new artifact without them being gather in one place, and it also can make it difficult to find them again mid-play.

A blue man looks across a bleak landscape with low housesThe art in the book is gorgeous, and there is some variation in styles throughout, but I think this serves to give a view of the Ninth World and beyond from other eyes.

I think this book brings a lot into any Numenera game, and is full of great ideas of how to bring Space into your sessions. Into the Night is available from Monte Cook Games as a PDF ($14.99) and Hardback ($39.99). It’s also available from DriveThruRPG as a PDF. You should also look into the beautiful Nightcraft glimmer, which goes into even more detail about a vessel that can by used to traverse space (MCG Store | DriveThruRPG | $2.99).

Not So Strange 4: The Scarlet Scarscape

Cauliflower dyed red, looks like unending red fractals

As the party escapes into the Strange, they have to manuever through a new environment and make new friends.

Featuring Aser, Matt, Megan, and Mike. Music by Kevin Macleod, “Failing Defense”.

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Not So Strange 3: No One Gets Out of Prague Alive

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We finally release the episode where the team leaves heads to Prague, and hopes that this time, there won’t be dragons released.

Featuring Aser, Matt, Megan, and Mike. Music by Kevin MacLeod, “Failing Defense”

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Mysteries of the Ninth World 11: New Beginnings

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In this episode we finish our journey through The Devil’s Spine, and begin on the next chapter for the group.

Featuring Aser, Ash, Landan, Megan, and Shaunna. Music by Kevin MacLeod, “Decisions” and Parks and Recreation, “The Pit”

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Numenera: Into the Ninth World Kickstarter

Monte Cook Games launched another Kickstarter today at 9 AM PST and managed to get full funding in one hour. This kickstarter is for supplements tone of our favorite games – Numenera. There are three planned books so far: Into the Night, which introduces space exploration; Into the Deep, which takes your group deep into the ocean; and Into the Outside, which allows you to explore other dimensions. You can get each book as PDFs or as hard copies, and higher pledges offer opportunities to playtest, meet the MCG team, and even participate in a game run by Monte Cook! Other book maybe added as stretch goals, and the campaign is already close to passing the third stretch goal announced. Besides the books, several pledge levels include a deck of artifact cards that a GM can use to let their game run smoother.

If you love Numenera, you should definitely be looking at what this kickstarter has to offer. If you’re curious to try, now is a great time to jump in! One pledge will offers a copy and PDF of the core book as well as an expansion of your choice. Be sure to visit the Kickstarter and see what you can get!

Unraveling of the Ninth World 3: What Harm Could it Do?

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We finally reach the end of the criminals journey to the center of Hell, and they fight tooth and claw to make it out again.

Featuring Aser, John, Megan, and Shaunna. Music by Kevin MacLeod, “Decisions”

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Mysteries of the Ninth World 10: The Impossible Bard

monsters

As they plunge deeper into the tomb, the party finds more traps and even some answers.

Featuring Aser, Ash, Landan, Megan, and Shaunna. Music by Kevin MacLeod, “Decisions”

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