“The Aeon Priests have discovered the means to directly control people’s thoughts simply through the use of words and images. Everything they say, do, and even wear is carefully calculated.” ~Narada Trome, anti-papist
Nanos are sometimes called mages, wizards, sorcerers, or witches by the people of the Ninth World. Nano-sorcerer is also a common term, with their abilities referred to as nanosorcery. Some claim to be the representatives of gods or other supernatural agencies. Whatever they’re called, Nanos master the mysteries of the past to the degree that they seem to perform miracles. They tap into the numenera to alter reality or learn things that they couldn’t otherwise know.
The term “Nano” is derived from the nanotechnology that is omnipresent throughout the Ninth World (whether anyone realizes it or not). Sometimes people call these invisible, numinous particles that infuse the landscape nano-spirits. Sometimes these spirits take on a devastating manifestation called the iron wind and move through the air in clouds, which can be far more dangerous than any conventional storm. In truth, nanites are literally everywhere.
Nanos wield their power in the form of what they call esoteries, although some prefer to call them spells, enchantments, or charms. Nanos are proficient with other devices as well, and sometimes their powers are actually the subtle use of such items hidden upon their person. All Nanos call forth their power in slightly different ways.
Typically, Nanos are intelligent, learned, and insightful. Most of the time, they devote themselves to the numenera and other esoterica rather than to purely physical pursuits. As a result, they’re often well versed in the artifacts and leftovers of the previous worlds.
Nanos in Society: Frequently, common folks fear Nanos or look upon them with suspicion. It’s easy to be afraid of a brute with an axe, but when it comes to someone who wields invisible powers—magic, for lack of a better term—too much is unknown. A Nano’s strange abilities are unsettling even to the bravest souls unless they have a modicum of knowledge about the numenera. That said, not everyone is frightened of or intimidated by Nanos. There are other people and creatures that have capabilities far beyond the understanding of normal folks—things that even Nanos might not understand. Things that even Nanos might fear.
Like the wizards of fables, some Nanos dwell in solitude to study and conduct odd experiments, while others gather in schools and teach those with potential to use their abilities. They enjoy time in the company of people with similar predilections and interests. Not every nano is a frail bookworm, however—that’s just the stereotype placed upon them by society. Sometimes, people view Nanos as representatives of the powers that be: gods, demons, or spirits. That’s not too surprising considering that they affect the world around them in ways that most people can’t fathom. What’s more surprising is that some Nanos believe this to be true as well. They call themselves priests or shamans and treat their esoteries more like rituals, prayers, or invocations. When these Nanos gather, they do so in temples, but just as often one of them lives alone amid a flock of the faithful. Some of these loner Nanos don’t call themselves priests; they call themselves gods.
Nanos in the Group: Typically, a Nano is the party member who keeps to the back of the group, as far from the danger as possible. Compared to their comrades, Nanos are often a bit fragile and less well protected against threats. In addition, most of their abilities work best at range.
As useful and impressive as Nanos’ offensive powers can be, their knowledge is often most valuable to a group. When the party comes upon mysterious devices, weird creatures, or other aspects of the numenera, the Nano is usually the one who knows how to identify or deal with the finds. They can scavenge for new cyphers or figure out how to use artifacts from the past. Many Nanos possess other valuable knowledge in areas such as geography, botany, medicine, and more.
Nanos and the Numenera: All Nanos know a fair bit about the numenera. In many ways, it’s their lifeblood. When a group finds a broken vehicle, an inactive automaton, or an ancient machine, the Nano steps up and searches it for useful devices. Almost any numenera item would be welcome, but generally, Nanos are most interested in ranged weapons, protective devices other than armor, and devices that have interesting utility effects—using magnetism, creating force fields, healing wounds, reshaping flesh, creating or destroying matter, and so on. This is true of cyphers as well as artifacts. Advanced Nanos: As Nanos gain more experience, they typically learn new and more powerful esoteries. They begin their careers by making personal shields and blasting foes with energy, but eventually, they can fly through the air, disintegrate matter, teleport vast distances, and control the weather.
Nanos can do things that seem like magic to other people, but their powers aren’t based on charms or spellcasting—the explanation is likely far stranger. Choose one of the three options described below as the source of your abilities. 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.
You understand the numenera far better than most people do. You know that it isn’t just strange machines buried in old ruins. The numenera is everywhere, beyond the perception of humans. You know that microscopic machines called nanites are threaded through every inch of the world, waiting to be activated. You know that satellites in orbit are broadcasting information, waiting for someone to access it. Having studied long and hard, learning the proper ways to tap into the forces all around you, you know how to activate these machines and make them do what you wish, at least in limited, specific ways. These uses of power are called esoteries.
Through various tiny devices that you possess, which probably seem like magic charms to the uninitiated, you “conjure” energy. By accessing the datasphere transmitted across the world, you connect with machines—including the nanites—to change your environment.
Advancement: You must continue to study. There’s far more to the numenera than one person can ever know, but that doesn’t mean you shouldn’t try to learn it all. More secrets and more knowledge mean more power. At some point in your career, you might need to find a teacher or another source of knowledge. So many questions need answers. When your stats improve or you learn new skills, it’s because you have mastered another new technique that taps into the secret world. When you gain a new esotery, it’s the result of long hours of study and practice in using your mysterious lore.
You know that the world is filled with ancient machines and their creations. Some of them are visible, but many are not. It’s not just skill or knowledge that allows you to gain access to them. You have a psychic talent to interface with the machines to produce various effects. Some of these machines are secreted about your person, and others are infused into the environment of the Ninth World. You can’t conjure energy or warp matter on your own, but you have the rare and spectacular ability to control the invisible nano-machines that do it for you. Is this gift the natural result of extreme exposure to technology? Is it the fusion of the biological and the mechanical? Is it the design of a genius architect, generations earlier, who manipulated the genetics of your family? Or is it just a random mutation? In any case, you’re the natural synthesis of human and machine, working as one.
Advancement: Understanding this natural talent took time and training, and more of both is needed to expand and refine your powers. In addition to seeking help with your instruction, you might need to find drugs, devices, or other external stimulation. When aspects of your character improve or you learn new skills or esoteries, it’s because you have mastered a new facet of your psychic abilities or discovered an entirely new use for a machine in your environment.
You have a connection with machines for one clear reason: you’re practically a machine yourself. Your nervous system is laced with circuitry, and your body has implanted jacks and ports where you plug in modules and other technological bits that provide your capabilities. When you produce effects or manipulate nanites, you do so through your body’s direct mechanical interface. Your force blasts might come from a device implanted in your palm or fingertip. Your ability to tap into the datasphere might come from the receiver plugged into a port you built in the back of your neck.
Obviously, to become a Nano, you have undergone numerous surgeries and procedures (either willingly or unwillingly). You are forever changed. Some people treat you with disdain or derision, but perhaps most of your modifications can be hidden by a hooded cloak or similar garment.
Advancement: Do you want to gain more abilities? Just find new hardware and plug it in. Although talent and practice are still involved, physical upgrades are your primary means of picking up new tricks. Adding points to your stat Pools might mean undergoing new procedures. Adding a new esotery might require putting an implant in your head, although changing one esotery to another could be as simple as unplugging one module and jacking in a replacement.
Roll a d20 or choose from the following 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 served as an apprentice for a nano-sorcerer respected and feared by many people. Now you bear his mark. |
2 | You studied in a school infamous for its dark, brooding instructors and graduates. |
3 | You learned nano-sorcery (or gained your modifications) in the temple of an obscure god. Its priests and worshippers, although small in number, respect and admire your talents and potential. |
4 | While traveling alone, you saved the life of a powerful abhuman brute. Although unwilling to accompany you on your journey, he remains indebted to you. |
5 | Your mother was a powerful nano while she lived, helpful to many locals. They look upon you kindly, but they also expect much from you. |
6 | You owe money to a number of people around town and don’t have the funds to pay your debts. |
7 | You failed disgracefully at your initial studies with your teacher and now proceed on your own. |
8 | You learned your skills faster than your teachers had ever seen before. The powers that be took notice and are paying close attention. |
9 | You killed a well-known criminal in self-defense, earning the respect of many and the enmity of a dangerous few. |
10 | You trained as a glaive, but your skills with the numenera and other types of lore eventually led you down a different path. Your former comrades don’t understand you, but they respect you. |
11 | While studying to be a nano, you worked as an assistant for a seamstress, making friends with the owner and the clientele. |
12 | Your family owns a large vineyard nearby known to all for its fine wine and fair business dealings. |
13 | You trained for a time with a group of Aeon Priests, and they still look upon you with fondness. |
14 | You worked the gardens in the palace of an influential noble. She wouldn’t remember you, but you made friends with her young daughter. |
15 | An experiment you conducted in the past went horribly awry. The locals remember you as a dangerous and foolhardy individual. |
16 | You hail from a distant land where you were well known and regarded, but people here treat you with suspicion. |
17 | People you meet seem put off by the strange birthmark on your face. |
18 | Your best friend is also a nano. You and she share discoveries and secrets readily. |
19 | You know a local merchant very well. Since you give him so much business, he offers you discounts and special treatment. |
20 | You belong to a secretive social club that gathers monthly to drink and talk. |
When playing a Nano, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.
Advantageous Malfunction: A numenera device that is being used against you malfunctions. It might harm the user or one of their allies for a round, or activate a dramatic and distracting side effect for a few rounds.
Convenient Glimmer: A glimmer provides you with a clear answer or suggests a course of action with regard to an urgent question, problem, or obstacle you’re facing.
Inexplicably Unbroken: An inactive, ruined, or presumed-destroyed device temporarily activates and performs a useful function relevant to the situation. This is enough to buy you some time for a better solution, alleviate a complication that was interfering with your abilities, or just get you one more use out of a depleted cypher or artifact.
Stat | Pool Starting Value |
Might | 7 |
Speed | 9 |
Intellect | 12 |
You get 6 additional points to divide among your stat Pools however you wish
First-tier Nanos have the following abilities:
Effort: Your Effort is 1.
Genius: You have an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0.
Expert Cypher Use: You can bear three cyphers at a time.
Weapons: You can use light weapons without penalty. You have an inability with medium weapons and heavy weapons; your attacks with medium and heavy weapons are hindered.
Skills: You are trained in understanding numenera.
Community Scholar: While you are present within a community, and actively and personally working on behalf of that community, the community’s health and infrastructure are both increased by +1. Enabler
Starting Equipment: You start with clothing, one weapon, a book about the numenera, three cyphers (chosen for you by the GM), one oddity (chosen for you by the GM), and 4 shins (coins). Before selecting your weapons, armor, and other gear, you might want to wait until after you’ve chosen your esoteries, descriptor, and focus.
Default Starting Cyphers and Oddity: Your GM may provide you with starting cyphers and an oddity. Otherwise, you begin with the following.
Your character’s starting equipment is as important as your character’s beginning skills. Learn more about what you carry and what it’s used for in Equipment
Esoteries: You can tap into the numenera to reshape the world around you. Similar in appearance to the way a fabled wizard might seem to cast spells, these expressions of your knowledge are called esoteries. People who are not Nanos sometimes call them spells or charms.
Most esoteries must be activated, which requires that you have a free hand and spend 1 or more Intellect points. If no Intellect point cost is given for an esotery, it functions continuously without needing to be activated. Some esoteries specify a duration, but you can always end one of your own esoteries anytime you wish. Choose two of the esoteries described below. You can’t choose the same esotery more than once unless its description says otherwise.
Second-tier Nanos have the following abilities:
Esoteries: Choose one of the following esoteries (or an esotery from a lower tier) to add to your repertoire. In addition, you can replace one of your first-tier esoteries with a different first-tier esotery.
Third-tier Nanos have the following abilities:
Adept Cypher Use: You can bear four cyphers at a time.
Improved Community Scholar: A community continues to modify its health and infrastructure by +1 rank. However, you do not need to be constantly present in and actively working on behalf of the community for it to gain this benefit; it gains it merely because of your past efforts on the community’s behalf. Enabler
Esoteries: Choose one of the following esoteries (or an esotery from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier esoteries with a different esotery from the same lower tier.
Fourth-tier Nanos have the following abilities:
Esoteries: Choose one of the following esoteries (or an esotery from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier esoteries with a different esotery from the same lower tier.
Fifth-tier Nanos have the following abilities:
Master Cypher Use: You can bear five cyphers at a time.
Esoteries: Choose one of the following esoteries (or an esotery from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier esoteries with a different esotery from the same lower tier.
Sixth-tier Nanos have the following abilities:
Recruit Deputy: You gain a level 4 follower. They are not restricted on their modifications. Enabler.
Esoteries: Choose one of the following esoteries (or an esotery from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier esoteries with a different esotery from the same lower tier.
Shanna wants to create a Nano. She decides to be somewhat well rounded, so she puts 2 of her additional points into each stat Pool, giving her a Might Pool of 9, a Speed Pool of 11, and an Intellect Pool of 14. Her Nano is smart and quick. She has an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0. As a first-tier character, her Effort is 1. She is trained in understanding numenera. As her initial esoteries, she chooses Onslaught and Ward, giving her a strong offense and defense.
She can bear three cyphers. The GM gives her a handheld, short-range teleporter, a device that explodes like a fiery bomb, and goggles that let her mentally record everything she sees for one minute. For her weapon, Shanna chooses a knife, which is a light weapon.
For her descriptor, Shanna chooses Graceful, which adds 2 points to her Speed Pool, bringing it to 13. That descriptor means she is trained in balancing and anything requiring careful movements, physical performing arts, and Speed defense tasks. Perhaps she is a dancer. In fact, she begins to develop a backstory that involves graceful, lithe movements that she incorporates into her esotery performance.
For her focus, she chooses Rides the Lightning. This gives her Shock, another offensive power, which she plans on using with the knife if she ever gets into hand-to-hand combat (though she’ll try to avoid that). She also gains Charge, which will come in handy when she finds more numenera artifacts in her explorations.
Her esoteries and focus abilities cost Intellect points to activate, so she’s glad to have a lot of points in her Intellect Pool. In addition, her Intellect Edge will help reduce those costs. If she uses her Onslaught force blast without applying Effort, it costs her 0 Intellect points and deals 4 points of damage. Likewise, using her Shock ability without applying Effort costs 0 Intellect points. Her Intellect Edge will allow her to save points to devote toward applying Effort for other purposes, perhaps to boost the accuracy of her Onslaught or Shock abilities.