House Rule 1: “Schools” of Numenera

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In most TTRPGs with magic systems there exist a variety of “schools” of magic. There’s a lot to say about how and why this exists, but one of the most direct functions of this classification is to allow different spellcasters in the same party to focus on different areas.

Numenera doesn’t have this as written and in some ways the numenera itself is expected to be so complex and strange that it can’t be classified.

There’s a lot to be said about this RAW approach, but the book itself suggests that players and gamemasters think about different fields of technology as highlighted in Chapter 22 of Numenera Discovery.

To Help diversify parties with multiple Nanos, it might be worth taking a look at the different types of technology listed on page 353 of Numenera Discovery and using these as “schools” that certain Nanos focus on.

This can be mechanized as needed. Perhaps this is nothing more than saying a Mystical Nano Who Dances With Dark Matter takes the lead during situations that involve transdimensional technology while an Intelligent Nano who Talks to Machines might take the lead during situations that involve machines and engines. This can do little more than help avoid two players jumping on the same task every time the numenera comes up in an adventure.

GM’s may give situational bonuses to this, such as giving the player a +1 to the roll, giving them an asset on Tasks related to the character’s specific “School” or “Field,” or even connecting it to their background and advancement in terms of discovery. You might also consider theming the “book on the numenera” that every Nano is given at character creation, mandating that the Asset from using a book for 30 minutes only applies to Tasks related to this specific School of technology.

This can also be a fluid, bendable category depending on how much “sci-fi talk” is in your game.

Iadace!
– Claire