Expanded Cypher Capacity
The number of Cyphers a character can carry is doubled. This means that a Tier 1 Glave or Jack can carry four cyphers and a Nano can carry six. Similarly, abilities that increase the number of Cyphers a character can carry, such as the Adept Cypher Use, are also doubled (adding an additional 2 Cyphers).
Occultic Cyphers still require 2 slots to carry while Anoetic Cyphers require only one.
Reusable Cyphers
Cyphers are highly unstable and retain little charge, but they retain slightly more life. Cyphers gain a depletion roll. Such depletion rolls are generally 1 in d4. More "reliable" Cyphers might have a depletion of 1-2 on a d6, but even the most "stable" should never have a depletion of less than a 1-4 on d10. Obviously, some types of Cypher are completely inappropriate for this special rule (pills, elixirs, thrown devices, ammunition, etc). On the other hand, the more powerful the effect from a Cypher the more likely it is to burn out critical components or drain the device completely.
Scavenging
This replaces the rules on PG 280 and 298 describing scavenging Cyphers and Artifacts.
When exploring an area that does not see regular (humanoid) traffic or after an encounter (including any GM intrusion) a character can attempt to scavenge Numenera from the area. This is a difficulty 4 Intellect task which requires d6x10 minutes to complete. The duration is not known before attempting the task.
Trained in Numenera is always an applicable skill, as are Numenera Crafting skills (p107) if appropriate to the area. Other skills may elevate your proficiency to specialized (but not provide the basic trained level) if they are particularly appropriate. These types of skills include metalworking in an area of heavy industry or being skilled with identifying plants and animals (per the Lives in the Wilderness focus) in woodlands or jungle areas. Anything in the Ninth World can produce Numenera; acetylsalicylic acid, the active ingredient in aspirin, was a derivative from willow bark and frogs that coat themselves with hallucinogenic oils are parts of the 21st century world. Even in the middle of a desert an unusual interaction with a patch of drit might cause it to reassemble into a device otherwise destroyed by corrosion, though it might as easily set off the Iron Winds.
Unlike normal rolls, do not reduce the difficult based on effort, assets, trained/specialized, etc. Instead add bonuses to the roll (generally +3 per level of difficulty reduction). The normal limits still apply (2 skill bonuses, 2 assets, Effort limit, etc). Further, regardless of bonuses, the roll always fails on a 3 or less on the d20, with a 1 producing a free GM intrusion.
If the check to discover Numenera is successful the character discovers at least 1 cypher. For each additional 3 points the character discovers an additional cypher. If the character would find 7 or more cyphers reduce the number of cyphers discovered by 7 and they discover an artifact. Scavenged Cyphers and Artifacts are randomly determined. The GM decides the form of the items (and how they are discovered) unless the player spends 1 XP to do so.
Artifacts
Universal Charger
Level: 1d6+3
Form: A small crystal rod
Effect: When the this rod is passed over a depleted Artifact you may reroll its depletion roll. On a successful roll the Artifact is reactivated. If passed over an expended Cypher a roll other than a 1 on a d4 restores it.
Depletion: 1 in d6
Toolbox
Level: 1d6+1
Form: A rectangular belt-mounted device
Effect: When activated this device deploys a series of tendrils, multi-jointed arms ending in fine manipulators, small spare parts, and other specialized tools which work with the wearer on a project. This device provides an asset on crafting rolls of a specific type.
Depletion: 1 in 100
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