Chapter Seven of the Numenera RPG Core Book covers
equipment. That includes weapons, armor, currency. It does not, however,
include the numenera. That is in a later chapter.
First up is currency. Do they even have currency a billion
years in the future? Let’s find out. They do. The coins used by most cultures
in the Ninth World use a generic coin. These coins are referred to as Shins. This was done to shorten the word
shiny. However, I guess the team
wanted its own word rather than shines.
Of course, shins is a word too, so I
don’t fully understand their choice here. Of course, I’ve said it before and I’ll
say it again: I do not have to
understand everything. According to the canon, there are no precious metals,
gems, etc. that are any more scarce than others. It doesn’t necessarily say
they are plentiful. It does, however, say that diamonds, gems, gold are praised
for their usefulness and beauty rather than their rarity.
The next section covers a variety of more or less common
materials gear in the Ninth World can be made from. These include molded foam,
shapestone, and others. There is also a description for each of these
materials.
Encumbrance rules are more of a matter of opinion. The Game
Master makes a determination as to whether characters are carrying too much.
This could lead to an increased difficulty. The GM can also have the equipment
cost the character Speed or Might.
The next part answers a question I could not quite be sure
of with the initial drafts. My players all asked if it was more like a fantasy
world or more like a sci-fi world. I was leaning toward more like a fantasy
world with spots of technologically advanced societies. However, modern and
futuristic conveniences such as rubber gloves and ink pens exist in all corners
of the Ninth World.
Here, we find out that armor cost in terms of both Might and
Speed. It does not yet tell us how armor works in terms of combat, but that’s
okay. The book then breaks down the different between light, medium, and heavy
weapons. This was also done in the first part of the book with the basic rules.
Here, they give some example weapons including the razor ring, yulk, and
buzzer. The additional equipment gives you a pretty good idea of just some of
the cool stuff we can expect to run into adventuring in the Ninth World.
The next section is on rules. I pretty much already covered
the base rules and I don’t want to give away too much of Monte’s work here, so
I am considering skipping the chapter on Playing the Game, however, picking
right back up with optional rules. Does anyone feel strongly about this one way
or another?
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