Fate of the Ninth World – A conversion guide

Warning! You should consider this guide as a beta version at best. You are encouraged to read, play and comment this hack. I’m eager to hear your feedbacks, so I can polish my work.

Please, read, play tests, and comment. Your feedbacks are precious and very appreciated. You could find the feedback form here:

This guide is published under a Creative Commons Attribution-NonCommercial 4.0 International license (http://creativecommons.org/licenses/by-nc/4.0/).

This guide is publicly available thanks to the Numenera fan-use policy.

The Monte Cook Games logo, Numenera, and the Numenera logo are trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games characters and character names, and the distinctive likenesses thereof, are trademarks of Monte Cook Games, LLC. Content on this site or associated files derived from Monte Cook Games publications is © 2013-2014 Monte Cook Games, LLC. Monte Cook Games permits web sites and similar fan-created publications for their games, subject to the policy given at http://www.numenera.com/fan-use-policy/. The contents of this site are for personal, non-commercial use only. Use of Monte Cook Games’s trademarks and copyrighted materials anywhere on this site and its associated files should not be construed as a challenge to those trademarks or copyrights. Materials on this site may not be reproduced or distributed except with the permission of the site owner and in compliance with Monte Cook Games policy given at http://www.numenera.com/fan-use-policy/.


#1 – Forewords

Let me clarify a few things.

First, I am a huge fan of Numenera. It is a great game, and a great setting. The Ninth World is mysterious, compelling, weird, and enticing. I really love how all of the books are written, in both content and style. Monte Cook, Shanna Germain, Bruce Cordell: thank you so much for your work.

Next, I like the Numenera character creation process. It gives the player the opportunity to build a competent and dramatic character. Essentially, your character exists within one sentence. It’s really inspiring and gives an indie savor to a streamlined, but nonetheless mainstream, D20 system game.

Last, I am a huge fan of the Fate system. I like the way it provides streamlined and clever rules to build strong story driven and character centered games. I must admit that, at the time I wrote this conversion guide, I am more comfortable with the Fate system than with the original Cypher System which powers Numenera. Since, I ran and played several games using the Cypher System and I realized that I was wrong (see why: Decrypting the Cypher system.)

I want to thank the people who gave birth to Numenera, and the people who gave birth to Fate. I love their work and their words. I want to thank my wonderful players, for testing, for helping me to tweak and polish this guide. And I want to thank the Fate and the Numenera communities for showing their interest in my work.

I just hope that Monte, Shanna, Bruce, and all the kind people at Monte Cook Games–not to mention Numenera fans–won’t go ballistic because of this guide.

I also hope that you will find this guide useful.

#2 – Legal Stuff

This conversion guide should be considered a fan work published as is. If the copyright holders think this book infringes anything, I will modify or withdraw the offending parts of the text. Please, let me know.

The Fate powered Numenera conversion guide by Jean-Christophe Cubertafon is licensed under a Creative Commons Attribution-NonCommercial 4.0 International license. This license may be changed without prior notice.

Numenera and its logo are trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games characters and character names, and the distinctive likenesses thereof, are trademarks of Monte Cook Games, LLC.

This work is based on Fate Core System and Fate Accelerated Edition (found at http://www.faterpg.com/), products of Evil Hat Productions, LLC, developed, authored, and edited by Leonard Balsera, Brian Engard, Jeremy Keller, Ryan Macklin, Mike Olson, Clark Valentine, Amanda Valentine, Fred Hicks, and Rob Donoghue, and licensed for our use under the Creative Commons Attribution 3.0 Unported license (http://creativecommons.org/licenses/by/3.0/).

This work is based on the Fate System Toolkit (found at http://www.faterpg.com/), a product of Evil Hat Productions, LLC, developed, authored, and edited by Robert Donoghue, Brian Engard, Brennan Taylor, Mike Olson, Mark Diaz Truman, Fred Hicks, and Matthew Gandy, and licensed for our use under the Creative Commons Attribution 3.0 Unported license (http://creativecommons.org/licenses/by/3.0/).

Wild Blue by Brian Engard appeared in Fate Worlds Volume One: Worlds On Fire – Copyright © 2013 Evil Hat Productions, LLC. All rights reserved.

Two-column Fate by Rob Donoghue appeared on his blog: The Walking Mind (http://walkingmind.evilhat.com/2014/03/12/two-column-fate/).

#3 – Rules

This conversion guide is based on Fate Accelerated Edition. All the rules you may find in this nifty little book are applicable here. Nonetheless, there is some tweaks and exceptions, mainly inspired by the Fate System Toolkit, by discussions with the Fate community, and by articles from top-notch Fate gurus.

On invocation and compel

You know that aspects are the heart and the soul of Fate. To summarize, they’re the smartest method for describing lots of game elements: characters, places, props, scenes; they form the basis of the fate point economy; invoking an aspect gives you a control over your story; compels are awesome when you need to inject drama into a scene, or just want to throw a wrench into the players’ plans.

So, in short, GM Intrusions are compels. Nonetheless, you should pay attention on how you formulate your compels. GM intrusions tend to be peremptory, much more than Fate players are used to playing with. As a reminder, GM intrusions tend to introduce a mechanical complication, Fate compels tend to introduce a story complication. You should not use GM intrusions as is, but instead, think about how interesting a story twist or complication will be.

Scaled Invocation. (see Fate System Toolkit page 13)

Scaled invocation provides mechanical advantage for invoking aspects that apply particularly well to a situation, as well as it penalizes for invoking aspects that apply tenuously.

Tenuous invocations only barely apply to the situation at hand. If an invocation is tenuous, you can only use it for a reroll.

When you make a relevant invocation, you’re invoking something that clearly applies to the current situation without requiring too much justification. It gives you exactly what an invocation normally would—a +2 or a reroll.

A perfect invocation is one that perfectly suits to the situation, clearly the right choice in that instance. When you invoke a perfect aspect, you automatically succeed on your action, no roll necessary. If you invoke after the roll, just ignore your roll. If you need to know how many shifts you generated, assume you generated 1. This does mean you can invoke a second aspect to succeed with style, if it’s relevant. The exception here is an attack. When you invoke a perfect aspect on an attack, you don’t have to roll. Instead, your attack is set at your skill rating plus 3. Thus, if you were attacking with your Good (+3) Fight and invoked a perfect aspect, your effort would be a Fantastic (+6), which your opponent can then defend against. If you’ve already rolled, and invoking a perfect aspect would get you a better result, take your result and add 1 to it.

On actions


Create an Advantage when creating or discovering aspects:

  • Fail: Don’t create or discover, or you do but your opponent (not you) gets a free invocation.
  • Tie: Get a boost if creating new, or treat as success if looking for existing.
  • Succeed: Create or discover the aspect, get a free invocation on it.
  • Succeed with Style: Create or discover the aspect, get two free invocations on it.

Create an Advantage on an aspect you already know about:

  • Fail: No additional benefit.
  • Tie: Generate one free invocation on the aspect.
  • Succeed: Generate one free invocation on the aspect.
  • Succeed with Style: Generate two free invocations on the aspect.


  • Fail: Fail, or succeed at a serious cost.
  • Tie: Succeed at minor cost.
  • Succeed: You accomplish your goal.
  • Succeed with Style: You accomplish your goal and generate a boost.


  • Fail: No effect.
  • Tie: Attack doesn’t harm the target, but you gain a boost.
  • Succeed: Attack hits and causes damage.
  • Succeed with Style: Attack hits and causes damage. May reduce damage by one to generate a boost.


  • Fail: You suffer the consequences of your opponent’s success.
  • Tie: Look at your opponent’s action to see what happens.
  • Succeed: Your opponent doesn’t get what they want.
  • Succeed with Style: Your opponent doesn’t get what they want, and you get a boost.

There are four basic actions that cover anything you do in the game.

Create an Advantage

Creating an advantage is anything you do to try to help yourself or one of your friends. The target of your action may get a chance to use the defend action to stop you. The advantage you create lets you do one of the following three things:

  • Create a new situation aspect.
  • Discover an existing situation aspect or another character’s aspect that you didn’t know about.
  • Take advantage of an existing aspect.


You use the overcome action when you have to get past something that’s between you and a particular goal. Taking some action to eliminate or change an inconvenient situation aspect is usually an overcome action. The target of your action may get a chance to use the defend action to stop you.


Use an attack when you try to hurt someone, whether physically or mentally. The target of your attack gets a chance to use the defend action to stop you.


Use defend when you’re actively trying to stop someone from doing any of the other three actions. Usually this action is performed on someone else’s turn, reacting to their attempt to attack, overcome, or create an advantage. You may also roll to oppose some non-attack actions, or to defend against an attack on someone else, if you can explain why you can. Usually it’s fine if most people at the table agree that it’s reasonable, but you can also point to a relevant situation aspect to justify it. When you do, you become the target for any bad results.

On rolls and difficulties

Characters (see Characters) come with approaches (as defined in FAE) and domains. When a character does stuff, you describe the action. Then you decide on the relevant domain and your approach. You roll dice and add the sum: Domain + Approach, against the ladder +1–when talking about difficulties, Fair becomes +3, Fantastic becomes +7, and so on.

In Numenera, you could see levels and tiers to describe the overall power of something: a character, a creature, an object, a capability. As a rule of thumb, the base difficulty of a roll is the tier of the capability or the level of the creature, the numenera, plus one. You choose a domain and an approach, remember.

For example, a Jack tries to use Transdimensional Weapon (a fourth-tier Trick of the Trade) to give a weapon the possibility to harm an opponent which is out of phase. The difficulty of the roll will be +5 (Great + 1), with Cerebral (it’s a nano-magic trick) + Careful (it’s a delicate operation). If successful, the Jack creates an advantage that gives his weapon the aspect: Span into other dimension.

Choose domain and approach

When describing your action, you have to think about the domain relevant to the action, and how you’ll perform that action. The description of each domain and each approach should guide you. Your first instinct is probably to pick the action that gives you the greatest bonus,. But it doesn’t work like that. You have to base your choice of domain and approach on the description of your action, and you can’t describe an action that doesn’t make any sense. Circumstances constrain what domain and what approach you can use.

But, for a given action, you could find several combinations. If these combinations are all relevant, it’s just a matter of style. For example, two characters play chess, mechanically it’s a contest. The first character chooses to roll Cerebral + Forceful, the second chooses Combative + Careful. Two styles of play: the first plans aggressive moves, and the second defends and fights for every single piece.

On stress and Conditions

Each character has two stress tracks: a mental stress track and a physical stress track. Each track has three stress boxes. As usual, you can absorb a number of shifts equal to the number of the box you check: one for box 1, two for box 2, three for box 3.

You may also take one or more conditions to deal with the hit, by marking off one or more condition slots. You can reduce that stress by 1 if you check off a fleeting condition, by 2 stress if you check off a sticky condition, or by 4 stress if you check off a lasting condition. You can check off as many conditions as you’d like for a single hit. Each character starts with two fleeting conditions, two sticky conditions, and two lasting conditions.

So, there are three kinds of conditions: fleeting, sticky, and lasting. A fleeting condition goes away when you get a chance to catch your breath and calm down. A sticky condition stays checked off until a specific event happens. A lasting condition sticks around for at least one whole session, and require someone to overcome an obstacle with a passive opposition of at least Great (+4) before you can start to recover from them. Lasting conditions have two check boxes next to them, and you check them both off when you take the condition. When recovery begins, erase one check box. Erase the second one (and recover from it fully) after one more full session. You can take a lasting condition only if both of its check boxes are empty.

Once you’re suffering from a condition, that condition is an aspect on your character sheet like any other. In this way, conditions are a lot like consequences—you can invoke them, and they can be invoked or compelled against you. As with a consequence, when you take a condition, someone else can invoke it against you for free once. See Fate System Toolkit page 18.

#4 – Characters

Characters, in the Ninth World, are created using the standard FAE way. You should make sure that your character has a reason to interact and cooperate with the characters the other players are making.


  1. Write two aspects: a high concept and a trouble.
  2. Write another aspect.
  3. Give your character a name and describe their appearance.
  4. Choose domains and approaches.
  5. Set your refresh to 3.
  6. You may write up to two more aspects
  7. Detail your focus by choosing two stunts and a cost
  8. Choose stunts if you wish, or you may do that during play. If you start with more than 3 stunts, other than faces stunts, reduce your refresh accordingly.


Your character is defined, in the first place, by his aspects, between three and five, including his high concept and his trouble.

High concept

As in Numenera core rulebook, a character is completely defined by one sentence: « I am a … (descriptor) … (type) who … (focus) ». This sentence will be the character’s High concept. It provides a role in the group and the society, some roleplaying indications and mechanical elements, such as stunts and unique power.

Actually, this sentence will be sufficient to start playing. You know almost everything you need to know about your character to start exploring the Ninth World. But, there is mechanical stuff behind the words.


The Descriptor provides three mechanical effects. It provides justification for fictional actions. It can be invoked as your high concept. It grants access to stunts related to its domain.

Justification for fictional actions tells what you can do without going to the dice, most of the time at least. For example, if you are charming, you tend to attract attention from people. You just have to describe it. When things become demanding, the GM should consider that you’re invoking your high concept, so you’ll have to resort on Fate points.

When invoking your high concept descriptor, you certainly want to reroll, or get a bonus. But you should also consider to invoke for effect in a freeform way (i.e. Not as detailed in Fate System Toolkit page 12, where the effect is defined during character creation), which is more interesting. For example, if you are charming, give the GM a Fate point, and the beauty you just met won’t long resist your flirting.

Charming. You may use stunts and invoke for bonus or effect related to positive social interactions, and abilities that influence the minds of others.

Clever. You may use stunts and invoke for bonus or effect related to trickery and lies, and also to dangers, or lies detection, quality identifying and assessing. Do not confuse with the approach. You should rename it « cunning ».

Graceful. You may use stunts and invoke for bonus or effect related to balance and careful movement, or involving physical performing

Intelligent. You may use stunts and invoke for bonus or effect that involve remembering or memorizing things you experience.

Learned. You may use stunts that reflect your expertise and knowledge in several, if not numerous, areas of knowledge.

Mystical/Mechanical. You are trained in identifying and understanding the numeneras. You may access to a stunt or invoke for effect that grants you the use of Hedge magic (so you could perform small tricks). And you may use any stunt related to numeneras.

Rugged. You may use stunts and invoke for bonus or effect involving your nature knowledge and understanding, including natural plants uses, animal training, hunting.

Stealthy. You may use stunts and invoke for bonus or effect related to stealth, obviously, but also related to trickery, or even illusion.

Strong. You may use stunts and invoke for bonus or effect related to raw strength uses.

Strong-Willed. You may use stunts and invoke for bonus or effect related to mental resistance, or that involve extreme concentration.

Swift. You may use stunts and invoke for bonus or effect that involve speed and quick actions.

Tough. You may use stunts and invoke for bonus or effect related to your physical resistance.


Your character could be a glaive, a nano, or a jack. Each offers a different role in a group, virtually an ecological role. Mechanically, the character’s type indicates what a character can do, her skills particularly. The character’s type gives access to stunts relative to your occupation. You may find inspiration in Numenera core rulebook for building.

If you do not want to stay archetypal, you might consider to be more specific in the character’s type. For example, a glaive can be a crusader. A nano can be an Aeon priest, and a jack can be a traveling merchant.

Glaives are the elite warriors of the Ninth world. Their skills are tied with combat, war, military training, tactics, battles, military logistics, command.

Nanos are called mages, wizards, sorcerers, witches, but the common-term is nano-sorcerer. Their skills are tied with knowledge of the mysteries of the past, understanding of the nanotechnologies, manipulation and alteration of the reality.

Jacks are jacks of all trade, resourceful intrepid adventurers. Their skills are tied with everything that comes in mind, from combat to nano-sorcery through entertainment, con artistry, or whatever. Jacks don’t focus on one skill or tactic exclusively.


Your focus makes your character unique. The focus gives you powerful benefits when you create your character and also when you reach an appropriate milestone. Unlike Numenera, you don’t get a special connection with another player character when choosing a focus, but your focus comes with a cost instead — in fact, a focus is mechanically similar to a power from Wild Blue in Fate Worlds Volume 1 – Worlds in Flame. Focus may be improved during appropriate milestones.

A focus gives you an advantage, but at a cost. The advantage provides justification for fictional actions, provides two stunts worth of benefit, and can be invoked as with all aspects. The cost, which should related to the focus but it is not mandatory, provides justification for fictional actions, provides context and limitation for the focus, and can be compelled as if it were an aspect.

Justification for fictional actions is the most important thing that a focus does. It tells what you can, or can’t do, without going to the dice, most of the time at least. The GM may ask for a roll if the situation is actually demanding. For example, if you exist partially out of phase, then you can walk through walls. You just have to describe it. The focus tiers should give you some inspiration to justify fictional actions.

Creating specific focus stunts follows the standard rules (see Fate Core page 88). With a focus though you have four shifts of effect rather than just 2. You can spend them all on the same thing, but you don’t have to. For example, if you master defense, you may get a +2 to flashily parry an attack and a +2 to quickly evade an arrow; or you may get a +4 to carefully use your shield as an impenetrable wall. The tiers should give you some inspiration to create focus based stunt.

Each focus is described by its advantage (its name), an overall description, and examples of costs and stunts. You should refer to Numenera corebook for further developments.

You are encouraged to create your own focus (and I’ll be glad if you mail me your creations).

Bears a Halo of Fire

You can create a sheath of flames around your body.

  • Cannot hold flammable material with bare hands.
  • Water makes me uncomfortable, and can even harms me
  • Because I bear a halo of fire, I can inflict +4 damages with a flaming melee weapon.
  • Because I bear a halo of fire, once per session I may invoke a fire servant (distribute +4 among one to six approaches) for one scene.
Carries a Quiver

The archer is a skilled combatant, deadly in any fight.

  • Cannot wear more than a light armor
  • Must make my own arrows
  • Because I carry a quiver, I can get a +4 bonus when I Carefully aim.
  • Because I carry a quiver, once per combat, I can name a target, being a enemy, a rope, a bullseye, or whatever, and hit it on a successful attack.
Commands Mental Powers

You can harness the power of your mind to perform deeds.

  • Cannot hide your thoughts when I’m connecting another mind
  • Hear the superficial thoughts of people around me
  • Because I command mental powers, once per session, I can control the actions of a creature (including humans) for a limited time.
  • Because I command mental powers, once per session; I can establish a telepathic network between up to ten creatures(including humans) I know.
Control Beasts

Your mastery and communication with beasts is positively uncanny.

  • Cannot fit really well with civilized humans
  • Cannot harm a non-aggressive beast
  • Because I control beasts, I can calm an aggressive nonhuman beast while I focus all my attention on it.
  • Because I control beasts, once per session, I can summon a horde of small animals to help me during a scene.
Masters Defense

Protecting yourself is obviously important in dangerous situations, and you are particularly good at it.

  • Cannot attack flashily
  • Must use a shield
  • Because I master defense, I get a +2 bonus when flashily parry an attack and a +2 bonus when quickly evade a ranged attack.
  • Because I master defense, I get a +4 bonus when carefully use my shield as an impenetrable wall


The character’s trouble is the thing, an aspect actually, that always gets her into trouble. It could be anything that makes the character’s life complicated.

If you have difficulties to find a good trouble that ties you with the Ninth World, you could look at the Glaive connection, Nano connection, and Jack connection tables in the Numenera core rulebook. You should find some ideas for your character.

It is important to note that the cost of the character’s focus doesn’t count as your trouble.

Three additional aspects

Now compose another aspect. It could be your typical background as described in the Numenera core rulebook, along with your character’s type description. Or, it could be something really important or interesting about your character.

Then, you should create one or two more aspects. These aspects might describe your character’s relationship with other player characters or with an NPC. Or, it might describe something especially interesting about your character.

If you prefer, you can leave one or both of these aspects blank right now and fill them in later, after the game has started.

You could also consider using a simplified version of the Phase Trio, detailed in Fate Core to compose your aspects. See Fate Core page 38.


The five domains describe the type of activity you perform during your action.

  • Cerebral: The action essentially takes advantage of the power of the brain: memory, long-term scheming, nano-sorcery.
  • Combative: The action is relative to fights, to challenges, but also to willpower, and will to overcome difficulties.
  • Communicative: The action is relative to interpersonal interactions.
  • Material: The action involves the manipulation of objects, the use of hardware. It includes crafts, creation and modification of objects, including the numeneras.
  • Natural: The action is relative to the environment, to fauna and flora, to weather, to geography, to geology… It also englobes travels, and survival skills.

Each domain is rated with a bonus. Choose one at Fair (+2), two at Average (+1), and two at Mediocre (+0).


There are six approaches that describe how you perform actions.

  • Careful: A Careful action is when you pay close attention to detail and take your time to do the job right.
  • Clever: A Clever action requires that you think fast, solve problems, or account for complex variables.
  • Flashy: A Flashy action draws attention to you; it’s full of style and panache.
  • Forceful: A Forceful action isn’t subtle—it’s brute strength.
  • Quick: A Quick action requires that you move quickly and with dexterity.
  • Sneaky: A Sneaky action is done with an emphasis on misdirection, stealth, or deceit.

Each approach is rated with a bonus. Choose one at Good (+3), two at Fair (+2), two at Average (+1), and one at Mediocre (+0).


A new character’s refresh starts at three and is reduced by one for each stunt after the first free you choose. So, a character may start with three stunts for free. Stunts from the character’s focus are not accounted for during creation process. In the end, a character may begin the game with up to five stunts: three regular stunts, and two focus based stunts.

You might choose your stunts during play instead of creating them during character creation.

Finishing touch

You’re almost done.

Read carefully the description of your character’s type in the Numenera core rulebook. You should note your starting equipment, and any relevant elements. Then ask the GM a number of starting cyphers and oddities.


Character advancement follows the rules described in Fate Accelerated Edition. In addition, you’ll find specific rules for the special skill and the focus.

Minor milestone

A minor milestone usually occurs at the end of a session of play, or when one piece of a story has been resolved.

After a minor milestone, you can choose to do one (and only one) of the following:

  • Switch the ratings of any two domains.
  • Switch the ratings of any two approaches.
  • Rename one aspect that isn’t your high concept.
  • Exchange one stunt for a different stunt.
  • Choose a new stunt (and adjust your refresh, if you already have three stunts).

Also, if you have a lasting condition with only one box checked, you can clear it and recover from it fully.

Significant milestones

A significant milestone usually occurs at the end of a scenario or the conclusion of a big plot event (or, when in doubt, at the end of every two or three sessions).

In addition to the benefit of a minor milestone, you also gain both of the following:

  • If you have a lasting condition that’s been around for at least two sessions, you can clear it.
  • Raise the bonus of one domain or one approach by one.

Major milestone

Major milestones should only occur when something happens in the campaign that shakes it up a lot—the end of a big story arc, the final defeat of a main NPC villain, or any other large-scale change that reverberates around your game world.

Achieving a major milestone confers the benefits of a significant milestone and a minor milestone. In addition, you may do all of the following:

  • Take an additional point of refresh. You may immediately use to purchase a stunt if you wish. Or, you may strengthen your focus by adding a +2 bonus to a focus stunt, or broaden your focus by purchasing a new focus stunt.
  • Rename your character’s high concept (optional).

#5 – Numenera

In the Ninth World, the numenera is a term that refers to anything that seems supernatural and that comes from the prior ages of the Earth. There are three types of numenera: cyphers, artifacts, oddities and other devices.

This guide won’t detail all the cyphers and artifacts that you can find in the Numenera book. But instead, it will detail conversion guidelines.


Cyphers are one-use. The characters frequently discover and use them.

Cypher danger

Cyphers are unstable, and can be dangerous when gathered together. If a character carry a lot of cyphers at any given time, she exposes herself, and her companions, to dangerous consequences. The GM could tell that you suffer a sticky condition, or the GM likes crunchy things, he could roll on the Cypher Danger table from the core rulebook (page 279).

Consider that each character can carry up to three or four (Nano and Mechanical/Mystical) cyphers at any given time. Remember that occultic cyphers count as two cyphers for this purpose.

Describing a cypher

In Numenera, a cypher is described by a simple stats block:

  • Level: the cypher level
  • Type: internal, wearable
  • Usable: its form
  • Effect: what it does

A cypher will still be described with the same block stats. The level would seems irrelevant with Fate, but in fact it could be influence the effect.

The interesting thing with a cypher is what it does. A cypher can have an immediate effect: cure a disease, explode. Or a cypher can create an advantage, or it can help to overcome an obstacle by granting a bonus. The conversion is pretty straightforward.


Adhesion Clamps: Grants the aspect perfect climber to the holder.

Disrupting Nodule: Grants the aspect burst of nanites to the attached weapon (inflicts such a pain that the target loses his next action).

Intellect Enhancement. Gives a +2 bonus to any Clever actions.

Living solvent. As described in Numenera.

Rejuvenator. Unchecks all the stress boxes to one random track.


Artifacts are much more complex devices. They will be described by more complex stats. But yet, by using the Fate fractal, the conversion is pretty straightforward.

  • Level: relevant with some effects.
  • Quirk: a requirement or side-effect that could be compelled.
  • Effect: description of the effect – action, bonus, advantage, overcome.
  • Depletion stress: a stress track, if relevant. When all boxes are checked, the artifact is depleted.
  • Condition: Lasting: Depleted

Depleted artifacts can sometimes be recharged, which involves materials, time, knowledge and skill.

Following are few examples.

Chameleon Cloak

This artifact is a very thin, lightweight, transparent cloth formed into a cloak. When activated, the device takes the colors and textures of everything around the wearer. This effect grants the aspect Chameleon, and can be invoked during a scene.

Multidimensional Blade

This artifact is a straight bladed weapon with a large haft with a few controls on it. When activated, the blade exists on many levels of reality at once.It harms creatures that can be affected only by transdimensional effects.

#6 – Creatures

It is not about to convert all the creatures described in the corebook and the supplements. This is to give meaningful conversion rules. (Note: There were inspired by Dungeons of Fate, http://slyflourish.com/dungeons_of_fate.html, by Mike Shea)

A creature will be defined by a few stats:

  • Level: the level of the monster represents the overall challenge. It is the bonus for all the creature’s actions. Keep the original level.
  • Instinct aspect: This is the core drives that spur the monsters to action. What makes them take risks and chances? What do they care enough about to get in fights with the players about? The instinct aspect is the original motive. The GM can invoke the instinct aspect as usual, except that the creature add +3 instead of +2. See Fate System Toolkit page 156.
  • Stress track: A monster has a stress box for each level it has. Each of these stress boxes can absorbs an incremental amount of stress from one for the first box to the monster’s level for the last box.

For some creatures, you’ll want to give them special abilities. Such abilities could easily be turned into stunts and they are often really powerful. In that case, you may add a weakness. If you add a lesser weakness, you must still pay a fate point at the start of the scene in which the monster uses the power, but if you add a greater weakness, you don’t have to pay any fate points at all to use the stunt. See Fate System Toolkit page 157.

You should read carefully the description of the creatures in Numenera books. They are full of details and provide nifty clues to enrich interactions and combats.

Following are few examples.


See Numenera page 236.

  • Level: 6
  • Instinct aspect: Hungers for flesh
  • Stress track: 6 boxes

Nibovian Wife

See Numenera page 251.

  • Level: 3
  • Instinct aspect: Seduction for reproduction, defense of its “offspring”
  • Stress track: 3 boxes


See Numenera page 255.

  • Level: 5
  • Instinct aspect: Seeks power
  • Stress track: 5 boxes
  • Ability: Regeneration.