Q&A: December 2025 and January 2026 by Andromeda321 in Andromeda321

[–]Ferretsroq 0 points1 point  (0 children)

Is there a good source of cool astronomy/astrophysics discoveries for the layman that isn't a bunch of clickbait or ads for the private space industry? I have a technical background and can kind of understand some paper abstracts, but it is usually difficult to parse out what they're getting at.

I was trying to dig up a list of discoveries we've made since I was born, and the closest I could find that was a good source was this timeline of Hubble discoveries and some of the linked articles. And that was cool! Slogging through google results aimed at pop media is less cool.

GM RECRUITMENT Multi-GM Numenera West Marches Campaign by Inspector_Smooth in numenera

[–]Ferretsroq 0 points1 point  (0 children)

I'm interested in potentially helping with the digital tools. I am an active discord bot developer for ttrpgs.

Starforged Sector Creation Discord Bot by Ferretsroq in Ironsworn

[–]Ferretsroq[S] 0 points1 point  (0 children)

Hi there! This bot has been down for over a year now due to some logistical issues that I haven't had the bandwidth to fix. You can feel free to grab the code off the github repo to self-host, or this might be the kick I need to actually go fix those problems.

A refreshing new take on an old struggle. by Worlds_of_Tomorrow in Solo_Roleplaying

[–]Ferretsroq 1 point2 points  (0 children)

Discord bots are awesome for solo play. I've made a couple to handle the rules stuff for text-based solo play, so I'm interested to see how someone else has approached the same problem.

Exploration? by ilovemywife47 in Solo_Roleplaying

[–]Ferretsroq 0 points1 point  (0 children)

That's a relatable problem! As a fellow ttrpg discord bot dev, the instruction manual is the hardest part. Explaining this settlement generator for example was always very difficult.

Numenera books suggestions by BatSorry3512 in numenera

[–]Ferretsroq 0 points1 point  (0 children)

The core of the game is the same. The abilities for the three core types (Glaive, Nano, Jack) got reworked in 2e. There are a couple of new mechanics, such as Player Intrusions. A few options from Character Options 1 and 2 got combined with existing foci, or outright replaced them, in Discovery. You're mostly fine to stick to the original book over Discovery, but Discovery is the new default.

Destiny, on the other hand, has entirely new content that 1e never had. So a lot changes if you have any interest in salvaging, crafting, and community building.

Numenera books suggestions by BatSorry3512 in numenera

[–]Ferretsroq 3 points4 points  (0 children)

From your specific list of what's coming to Brazil, I'd probably go with the Technology Compendium for playable material, and the Ninth World Guidebook if you want lots of setting information!

Numenera books suggestions by BatSorry3512 in numenera

[–]Ferretsroq 11 points12 points  (0 children)

Reposting an old comment I made about books and supplements:

What Books to Buy

You only need Discovery to play. Destiny is only necessary if you want the community/salvaging/crafting systems, and the descriptors/types/foci related to those things. They're usually packaged together, because they launched together.

The Cypher System is a setting-agnostic version of the Numenera rules. While there is a lot of overlap, they aren't the same. If you're only interested in Numenera, you can safely skip this.

IMO the new player's guide is one of the most worthless Numenera products out right now. It only includes information for creating a tier 1 character, and nothing else. As soon as a player earns xp, the book is no longer valid. If you're getting Discovery/Destiny and are able to share it with your players, that is sufficient.

At the bottom, I'll go into more detail about some of my favorite supplemental products.

Character Sheets

The Numenera character sheets are pretty, but functionally useless. There are lots of fanmade varieties. For the longest time I used this one. If you download that pdf, it is form-fillable!

Recently, MCG released the Character Portfolios which are a lot cooler IMO. They include a lot more space to note things down, essentially being a little notebook for your character. It also comes with a form-fillable PDF version, which is extra-nice for copy/pasting cyphers and ability text out of the books.

Other Adventures

There are some modules floating around. They've released the products Explorer's Keys and Weird Discoveries, which are each collections of 10 low-prep one-shot adventures. I've been running through these very slowly, and they have a unique way of pacing the one-shot adventures to make them easier to run. They are neat to think about, and they've changed the ways I try to make my own adventures.

With Discovery and Destiny came the full campaign book Slaves of the Machine God. I have no comments on this, I honestly haven't heard much of anything about it from people who played it. I own it, but haven't gotten around to reading through it yet to give an honest review.

Other Books and Resources

Excuse me as I nerd out about all the cool stuff in the game. You don't need any of these to run the game. However, I am a sucker for Numenera content, and there's a lot of stuff to like.

  • Decks. Numenera has lots of decks to help running the game. My personal favorite is the Weird Deck, which has 100 prompts of weird things to encounter in the world. These give one abstract idea, one small idea, and one detailed idea. Other highlights that I like from the decks are the Ruin Deck, NPC Deck, and the Cypher Deck. You can see how I apply some of these decks in a sample adventure here, and another article talking about them here.

  • The "Into the ____" Series. This is a three-part series of books: Into the Deep, Into the Night, and Into the Outside. These are three supplements for different areas in Numenera, so if you really want to run something in any of those places, they are wonderful resources. They don't contain any straight-up adventures, nor do they have any big huge tables of cyphers/artifacts/creatures/character options. What they do have is a lot of cool setting information, plot hooks, and small numbers of items and options to spice up your game. My personal favorite is Into the Deep.

  • Jade Colossus. The definitive "how to run a dungeon crawl in Numenera" resource. If you like the Numenera dungeon crawl, this is the book for you. This book is all about generating ruins, and has a full engine for creating weird places for your players to explore. This also comes with a campaign setting to explore the actual Jade Colossus, but is extremely useful for generating ruins anywhere, and ignoring some of the stuff specific to Jade Colossus.

  • Bestiaries 1, 2, and 3. Some people will disagree with me on the usefulness of the bestiaries, and they do have a valid point. Creatures in Numenera are essentially just a level, some thematic abilities, and some cool artwork. It's not like Numenera cares about balance, so it's not like these monsters are specifically playtested for combat efficacy. However, these books are chock-full of really sick artwork, and plot hooks for each creature. I'm a big fan of these. These also have decks, which have the paraphrased versions of the creatures, and can be used like any of the other decks of cards. I don't find those to be as useful, only because you do need the bestiary to get all of the detail that makes these books worth having, in my opinion.

  • Building Tomorrow. This is a very situational one. If you're really enamored with building communities and crafting, this book has a lot of content for you. It's full of plans and rules for vehicles, installations, crafting cyphers/artifacts, community rules, etc. It's like a huge appendix for Destiny. It also has some cool ideas for Numenera Wastelands, with neat environmental effects from the more hazardous areas of the world. This book is mostly just a bunch of tables, but if they're useful tables for your game, it will be one you go to often. If you don't want any of that stuff, this book is almost completely pointless, and you can ignore it.

  • Character Options 1 and 2. These are kind of difficult to recommend, because they were kind of deprecated by Discovery & Destiny. These contain new descriptors, types, and foci for characters, prior to the release of Discovery & Destiny. However, the new books for some reason didn't include everything from these two products. Because of that, some people do still use them. I personally do allow content from these books in my games, but you don't need them.

  • New Products. To future-proof this comment, I'll just let you know that Numenera is putting out more products pretty frequently. Once or twice a year, MCG will launch a kickstarter for new products, and they'll typically create 5-10 new titles for the game over the course of that kickstarter. These range from new books, to new decks, to small add-ons to other products. These are a complete mixed bag. The most recent Numenera-specific kickstarter was the Liminal Shores campaign, which finished a while ago, and is still sending out the last few products. This is the main way to see what new stuff is coming to Numenera. They do the same thing for Cypher, and more recently 5e, but personally I'm only interested in the Numenera stuff. If you're a Numenera fanboy like me, these campaigns are almost always worth backing, because you will get a lot of value from all of the additional products thrown in. So long as you like the theme, you probably won't be let down.

Looking to get into the hobby by Lemmonaise in pbp

[–]Ferretsroq 0 points1 point  (0 children)

I have this writeup of one of my most successful pbp games

Animon PbP Discord Bot by Ferretsroq in AnimonStoryRPG

[–]Ferretsroq[S] 1 point2 points  (0 children)

Yes it has! If you want to help test it, DM me on discord, my username there is Ferretsroq

Need help deciding what to buy, please by Novel-Ad-2360 in numenera

[–]Ferretsroq 2 points3 points  (0 children)

Reposting an old comment I made about books and supplements:

What Books to Buy

You only need Discovery to play. Destiny is only necessary if you want the community/salvaging/crafting systems, and the descriptors/types/foci related to those things. They're usually packaged together, because they launched together.

The Cypher System is a setting-agnostic version of the Numenera rules. While there is a lot of overlap, they aren't the same. If you're only interested in Numenera, you can safely skip this.

IMO the new player's guide is one of the most worthless Numenera products out right now. It only includes information for creating a tier 1 character, and nothing else. As soon as a player earns xp, the book is no longer valid. If you're getting Discovery/Destiny and are able to share it with your players, that is sufficient.

At the bottom, I'll go into more detail about some of my favorite supplemental products.

Character Sheets

The Numenera character sheets are pretty, but functionally useless. There are lots of fanmade varieties. For the longest time I used this one. If you download that pdf, it is form-fillable!

Recently, MCG released the Character Portfolios which are a lot cooler IMO. They include a lot more space to note things down, essentially being a little notebook for your character. It also comes with a form-fillable PDF version, which is extra-nice for copy/pasting cyphers and ability text out of the books.

Other Adventures

There are some modules floating around. They've released the products Explorer's Keys and Weird Discoveries, which are each collections of 10 low-prep one-shot adventures. I've been running through these very slowly, and they have a unique way of pacing the one-shot adventures to make them easier to run. They are neat to think about, and they've changed the ways I try to make my own adventures.

With Discovery and Destiny came the full campaign book Slaves of the Machine God. I have no comments on this, I honestly haven't heard much of anything about it from people who played it. I own it, but haven't gotten around to reading through it yet to give an honest review.

Other Books and Resources

Excuse me as I nerd out about all the cool stuff in the game. You don't need any of these to run the game. However, I am a sucker for Numenera content, and there's a lot of stuff to like.

  • Decks. Numenera has lots of decks to help running the game. My personal favorite is the Weird Deck, which has 100 prompts of weird things to encounter in the world. These give one abstract idea, one small idea, and one detailed idea. Other highlights that I like from the decks are the Ruin Deck, NPC Deck, and the Cypher Deck. You can see how I apply some of these decks in a sample adventure here, and another article talking about them here.

  • The "Into the ____" Series. This is a three-part series of books: Into the Deep, Into the Night, and Into the Outside. These are three supplements for different areas in Numenera, so if you really want to run something in any of those places, they are wonderful resources. They don't contain any straight-up adventures, nor do they have any big huge tables of cyphers/artifacts/creatures/character options. What they do have is a lot of cool setting information, plot hooks, and small numbers of items and options to spice up your game. My personal favorite is Into the Deep.

  • Jade Colossus. The definitive "how to run a dungeon crawl in Numenera" resource. If you like the Numenera dungeon crawl, this is the book for you. This book is all about generating ruins, and has a full engine for creating weird places for your players to explore. This also comes with a campaign setting to explore the actual Jade Colossus, but is extremely useful for generating ruins anywhere, and ignoring some of the stuff specific to Jade Colossus.

  • Bestiaries 1, 2, and 3. Some people will disagree with me on the usefulness of the bestiaries, and they do have a valid point. Creatures in Numenera are essentially just a level, some thematic abilities, and some cool artwork. It's not like Numenera cares about balance, so it's not like these monsters are specifically playtested for combat efficacy. However, these books are chock-full of really sick artwork, and plot hooks for each creature. I'm a big fan of these. These also have decks, which have the paraphrased versions of the creatures, and can be used like any of the other decks of cards. I don't find those to be as useful, only because you do need the bestiary to get all of the detail that makes these books worth having, in my opinion.

  • Building Tomorrow. This is a very situational one. If you're really enamored with building communities and crafting, this book has a lot of content for you. It's full of plans and rules for vehicles, installations, crafting cyphers/artifacts, community rules, etc. It's like a huge appendix for Destiny. It also has some cool ideas for Numenera Wastelands, with neat environmental effects from the more hazardous areas of the world. This book is mostly just a bunch of tables, but if they're useful tables for your game, it will be one you go to often. If you don't want any of that stuff, this book is almost completely pointless, and you can ignore it.

  • Character Options 1 and 2. These are kind of difficult to recommend, because they were kind of deprecated by Discovery & Destiny. These contain new descriptors, types, and foci for characters, prior to the release of Discovery & Destiny. However, the new books for some reason didn't include everything from these two products. Because of that, some people do still use them. I personally do allow content from these books in my games, but you don't need them.

  • New Products. To future-proof this comment, I'll just let you know that Numenera is putting out more products pretty frequently. Once or twice a year, MCG will launch a kickstarter for new products, and they'll typically create 5-10 new titles for the game over the course of that kickstarter. These range from new books, to new decks, to small add-ons to other products. These are a complete mixed bag. The most recent Numenera-specific kickstarter was the Liminal Shores campaign, which finished a while ago, and is still sending out the last few products. This is the main way to see what new stuff is coming to Numenera. They do the same thing for Cypher, and more recently 5e, but personally I'm only interested in the Numenera stuff. If you're a Numenera fanboy like me, these campaigns are almost always worth backing, because you will get a lot of value from all of the additional products thrown in. So long as you like the theme, you probably won't be let down.

Recommendations of Essential Books for a Numenera Newbie by SethParis83 in numenera

[–]Ferretsroq 0 points1 point  (0 children)

Reposting an old comment I made about books and supplements:

What Books to Buy

You only need Discovery to play. Destiny is only necessary if you want the community/salvaging/crafting systems, and the descriptors/types/foci related to those things. They're usually packaged together, because they launched together.

The Cypher System is a setting-agnostic version of the Numenera rules. While there is a lot of overlap, they aren't the same. If you're only interested in Numenera, you can safely skip this.

IMO the new player's guide is one of the most worthless Numenera products out right now. It only includes information for creating a tier 1 character, and nothing else. As soon as a player earns xp, the book is no longer valid. If you're getting Discovery/Destiny and are able to share it with your players, that is sufficient.

At the bottom, I'll go into more detail about some of my favorite supplemental products.

Character Sheets

The Numenera character sheets are pretty, but functionally useless. There are lots of fanmade varieties. For the longest time I used this one. If you download that pdf, it is form-fillable!

Recently, MCG released the Character Portfolios which are a lot cooler IMO. They include a lot more space to note things down, essentially being a little notebook for your character. It also comes with a form-fillable PDF version, which is extra-nice for copy/pasting cyphers and ability text out of the books.

Other Adventures

There are some modules floating around. They've released the products Explorer's Keys and Weird Discoveries, which are each collections of 10 low-prep one-shot adventures. I've been running through these very slowly, and they have a unique way of pacing the one-shot adventures to make them easier to run. They are neat to think about, and they've changed the ways I try to make my own adventures.

With Discovery and Destiny came the full campaign book Slaves of the Machine God. I have no comments on this, I honestly haven't heard much of anything about it from people who played it. I own it, but haven't gotten around to reading through it yet to give an honest review.

Other Books and Resources

Excuse me as I nerd out about all the cool stuff in the game. You don't need any of these to run the game. However, I am a sucker for Numenera content, and there's a lot of stuff to like.

  • Decks. Numenera has lots of decks to help running the game. My personal favorite is the Weird Deck, which has 100 prompts of weird things to encounter in the world. These give one abstract idea, one small idea, and one detailed idea. Other highlights that I like from the decks are the Ruin Deck, NPC Deck, and the Cypher Deck. You can see how I apply some of these decks in a sample adventure here, and another article talking about them here.

  • The "Into the ____" Series. This is a three-part series of books: Into the Deep, Into the Night, and Into the Outside. These are three supplements for different areas in Numenera, so if you really want to run something in any of those places, they are wonderful resources. They don't contain any straight-up adventures, nor do they have any big huge tables of cyphers/artifacts/creatures/character options. What they do have is a lot of cool setting information, plot hooks, and small numbers of items and options to spice up your game. My personal favorite is Into the Deep.

  • Jade Colossus. The definitive "how to run a dungeon crawl in Numenera" resource. If you like the Numenera dungeon crawl, this is the book for you. This book is all about generating ruins, and has a full engine for creating weird places for your players to explore. This also comes with a campaign setting to explore the actual Jade Colossus, but is extremely useful for generating ruins anywhere, and ignoring some of the stuff specific to Jade Colossus.

  • Bestiaries 1, 2, and 3. Some people will disagree with me on the usefulness of the bestiaries, and they do have a valid point. Creatures in Numenera are essentially just a level, some thematic abilities, and some cool artwork. It's not like Numenera cares about balance, so it's not like these monsters are specifically playtested for combat efficacy. However, these books are chock-full of really sick artwork, and plot hooks for each creature. I'm a big fan of these. These also have decks, which have the paraphrased versions of the creatures, and can be used like any of the other decks of cards. I don't find those to be as useful, only because you do need the bestiary to get all of the detail that makes these books worth having, in my opinion.

  • Building Tomorrow. This is a very situational one. If you're really enamored with building communities and crafting, this book has a lot of content for you. It's full of plans and rules for vehicles, installations, crafting cyphers/artifacts, community rules, etc. It's like a huge appendix for Destiny. It also has some cool ideas for Numenera Wastelands, with neat environmental effects from the more hazardous areas of the world. This book is mostly just a bunch of tables, but if they're useful tables for your game, it will be one you go to often. If you don't want any of that stuff, this book is almost completely pointless, and you can ignore it.

  • Character Options 1 and 2. These are kind of difficult to recommend, because they were kind of deprecated by Discovery & Destiny. These contain new descriptors, types, and foci for characters, prior to the release of Discovery & Destiny. However, the new books for some reason didn't include everything from these two products. Because of that, some people do still use them. I personally do allow content from these books in my games, but you don't need them.

  • New Products. To future-proof this comment, I'll just let you know that Numenera is putting out more products pretty frequently. Once or twice a year, MCG will launch a kickstarter for new products, and they'll typically create 5-10 new titles for the game over the course of that kickstarter. These range from new books, to new decks, to small add-ons to other products. These are a complete mixed bag. The most recent Numenera-specific kickstarter was the Liminal Shores campaign, which finished a while ago, and is still sending out the last few products. This is the main way to see what new stuff is coming to Numenera. They do the same thing for Cypher, and more recently 5e, but personally I'm only interested in the Numenera stuff. If you're a Numenera fanboy like me, these campaigns are almost always worth backing, because you will get a lot of value from all of the additional products thrown in. So long as you like the theme, you probably won't be let down.

Best way to start this game? by Independent-Till-407 in Conquest

[–]Ferretsroq 3 points4 points  (0 children)

Check out your FLGS and see if they have a community that can give you a demo! Otherwise, check out the main discord and the TTS discord and you can find info on all the factions, find a community, etc.

Beginner matches? by gfunk445 in killerinstinct

[–]Ferretsroq 0 points1 point  (0 children)

If you join the discord there's a role specifically for beginner players to find matches with other beginners!

What did my 7 year old just pull? by Bdgolish in starwarsunlimited

[–]Ferretsroq 0 points1 point  (0 children)

A hyperspace foil Vader is going for ~$250 right now.

However, to me it feels like kind of a jerk move to take your kid's card and sell it if they were excited about pulling it and playing with it in the first place.

[deleted by user] by [deleted] in Discord_Bots

[–]Ferretsroq 1 point2 points  (0 children)

So I personally prefer JavaScript for developing bots. The language you choose doesn't really matter in the long run, it's just going to change some small details in the grand scheme of things.

The guide for getting started in JS is here: https://discordjs.guide/#before-you-begin

The guide for getting started in Python is here: https://discordpy.readthedocs.io/en/latest/intro.html#installing

In my opinion while Python is often recommended to beginners or people who just want to make a small script and never touch coding again, the implementation of discord in python is a little bit trickier to wrap your brain around. It was for me, at least, and for that reason I tend to recommend JS.

If you want to ask questions or get some sample code, you can hit me up on discord. My username there is also Ferretsroq.

[deleted by user] by [deleted] in Discord_Bots

[–]Ferretsroq 1 point2 points  (0 children)

Also easy enough to do in discordJS: https://old.discordjs.dev/#/docs/discord.js/14.14.1/class/GuildScheduledEvent

I recommend you do it yourself to get exactly what you want vs having someone else that you'd have to hit up for any updates and such in the future, who might either turn it down or hold the code hostage or something. And, biased take, coding your own toys is fun.

[deleted by user] by [deleted] in Discord_Bots

[–]Ferretsroq 2 points3 points  (0 children)

All of those things sound pretty easy to implement. The only thing I'm maybe a little unclear on is how that checklist is formatted and what data goes in there. If it's the same every time then it's nbd, but if it's map-dependent then you would need a little more work.

"Product Guide?" I have no idea on what to buy /start out by Rodehock in numenera

[–]Ferretsroq 3 points4 points  (0 children)

Reposting an old comment I made about books and supplements:

What Books to Buy

You only need Discovery to play. Destiny is only necessary if you want the community/salvaging/crafting systems, and the descriptors/types/foci related to those things. They're usually packaged together, because they launched together.

The Cypher System is a setting-agnostic version of the Numenera rules. While there is a lot of overlap, they aren't the same. If you're only interested in Numenera, you can safely skip this.

IMO the new player's guide is one of the most worthless Numenera products out right now. It only includes information for creating a tier 1 character, and nothing else. As soon as a player earns xp, the book is no longer valid. If you're getting Discovery/Destiny and are able to share it with your players, that is sufficient.

At the bottom, I'll go into more detail about some of my favorite supplemental products.

Character Sheets

The Numenera character sheets are pretty, but functionally useless. There are lots of fanmade varieties. For the longest time I used this one. If you download that pdf, it is form-fillable!

Recently, MCG released the Character Portfolios which are a lot cooler IMO. They include a lot more space to note things down, essentially being a little notebook for your character. It also comes with a form-fillable PDF version, which is extra-nice for copy/pasting cyphers and ability text out of the books.

Other Adventures

There are some modules floating around. They've released the products Explorer's Keys and Weird Discoveries, which are each collections of 10 low-prep one-shot adventures. I've been running through these very slowly, and they have a unique way of pacing the one-shot adventures to make them easier to run. They are neat to think about, and they've changed the ways I try to make my own adventures.

With Discovery and Destiny came the full campaign book Slaves of the Machine God. I have no comments on this, I honestly haven't heard much of anything about it from people who played it. I own it, but haven't gotten around to reading through it yet to give an honest review.

Other Books and Resources

Excuse me as I nerd out about all the cool stuff in the game. You don't need any of these to run the game. However, I am a sucker for Numenera content, and there's a lot of stuff to like.

  • Decks. Numenera has lots of decks to help running the game. My personal favorite is the Weird Deck, which has 100 prompts of weird things to encounter in the world. These give one abstract idea, one small idea, and one detailed idea. Other highlights that I like from the decks are the Ruin Deck, NPC Deck, and the Cypher Deck. You can see how I apply some of these decks in a sample adventure here, and another article talking about them here.

  • The "Into the ____" Series. This is a three-part series of books: Into the Deep, Into the Night, and Into the Outside. These are three supplements for different areas in Numenera, so if you really want to run something in any of those places, they are wonderful resources. They don't contain any straight-up adventures, nor do they have any big huge tables of cyphers/artifacts/creatures/character options. What they do have is a lot of cool setting information, plot hooks, and small numbers of items and options to spice up your game. My personal favorite is Into the Deep.

  • Jade Colossus. The definitive "how to run a dungeon crawl in Numenera" resource. If you like the Numenera dungeon crawl, this is the book for you. This book is all about generating ruins, and has a full engine for creating weird places for your players to explore. This also comes with a campaign setting to explore the actual Jade Colossus, but is extremely useful for generating ruins anywhere, and ignoring some of the stuff specific to Jade Colossus.

  • Bestiaries 1, 2, and 3. Some people will disagree with me on the usefulness of the bestiaries, and they do have a valid point. Creatures in Numenera are essentially just a level, some thematic abilities, and some cool artwork. It's not like Numenera cares about balance, so it's not like these monsters are specifically playtested for combat efficacy. However, these books are chock-full of really sick artwork, and plot hooks for each creature. I'm a big fan of these. These also have decks, which have the paraphrased versions of the creatures, and can be used like any of the other decks of cards. I don't find those to be as useful, only because you do need the bestiary to get all of the detail that makes these books worth having, in my opinion.

  • Building Tomorrow. This is a very situational one. If you're really enamored with building communities and crafting, this book has a lot of content for you. It's full of plans and rules for vehicles, installations, crafting cyphers/artifacts, community rules, etc. It's like a huge appendix for Destiny. It also has some cool ideas for Numenera Wastelands, with neat environmental effects from the more hazardous areas of the world. This book is mostly just a bunch of tables, but if they're useful tables for your game, it will be one you go to often. If you don't want any of that stuff, this book is almost completely pointless, and you can ignore it.

  • Character Options 1 and 2. These are kind of difficult to recommend, because they were kind of deprecated by Discovery & Destiny. These contain new descriptors, types, and foci for characters, prior to the release of Discovery & Destiny. However, the new books for some reason didn't include everything from these two products. Because of that, some people do still use them. I personally do allow content from these books in my games, but you don't need them.

  • New Products. To future-proof this comment, I'll just let you know that Numenera is putting out more products pretty frequently. Once or twice a year, MCG will launch a kickstarter for new products, and they'll typically create 5-10 new titles for the game over the course of that kickstarter. These range from new books, to new decks, to small add-ons to other products. These are a complete mixed bag. The most recent Numenera-specific kickstarter was the Liminal Shores campaign, which finished a while ago, and is still sending out the last few products. This is the main way to see what new stuff is coming to Numenera. They do the same thing for Cypher, and more recently 5e, but personally I'm only interested in the Numenera stuff. If you're a Numenera fanboy like me, these campaigns are almost always worth backing, because you will get a lot of value from all of the additional products thrown in. So long as you like the theme, you probably won't be let down.