Numenera is a game published by Monte Cook Games. Its setting is the Ninth World, and this list has ten rumours for that setting. The rumours, which are similar to the Hearsay that can be found in the official books, can be used as adventure hooks or as simple misinformation.
At the far end of the span is a degraded structure that once might have been a twin to the Catholith. Few from Rachid spend much time at that end of the span, but it’s rumoured that the Aeon Priests are thinking of setting up a small outpost there to excavate the structure’s remains.
Bashan sells those who choose to walk the span of the Catholith meats and cheeses wrapped in haster leaves. Many walkers gossip to Bashan as they purchase a snack, and some say that over the years Bashan has gathered more information about the Catholith than even the Aeon Priests have.
Conny Osolorian is a member of the Osolorian family who has a fascination with stories of what lies beyond the span and in other lands. It’s rumoured that she’s thinking of leaving Rachid with the next group of travellers who arrive who seem to be interesting enough.
Officer Junira is the member of the Rachid Guard who is in charge of the detachment that watches the Catholith’s span. It’s said that Junira has a deep-seated hatred of the vulfen that plague the span, and is always willing to listen to any newcomer to the town who might know of a way of getting rid of them.
Outsiders who arrive in Rachid are little trusted and treated with a lot of suspicion, as the settlement has little contact with others. There are rumours that outsiders who fail to allay the suspicions of the Rachidans have a tendency to disappear, at least as far as the outside world is concerned.
Sethridge the Whisper Buyer will buy whispers from those who walk the span of the Catholith, if they want to make a quick profit. He trades these whispers to others in Rachid, though some believe that Sethridge keeps the best ones for himself for an unknown reason.
The clave is where the Aeon Priests resident in Rachid dwell, and outsiders, including other Rachidans, are generally not welcome in the building. The priests are tolerated and kept supplied because they buy whispers and have agreed to deal with issues that require their expertise, but some Rachidans mumble that the priests themselves are the source of most such problems that happen in Rachid, ensuring that they are always needed.
The Osolorian Seat is a sprawling building that is home to the ruling family of Rachid, as well as the seat of the city’s government. The structure is a number of buildings that have grown together over the decades, and there are rumours that there are secrets hidden within it in rooms only the family itself can find.
The Rachid Guard has a detachment posted at the Catholith ensures that those who return across the span are Rachidans, as well as stopping people from climbing it or entering the hollow spaces on the head. Despite this, there are occasionally rumours of people being seen in the hollow spaces of the head, despite the guards insisting that no-one passed them to climb the Catholith.
The span of the Catholith can be dangerous to cross in high winds, as the middle part twists and bucks from the wind. Some claim that the movement has been growing greater with age, suggesting that the span is perhaps wearing out and may at some point fall, pointing at the possible former twin of the Catholith at the other end as evidence that such could come to pass.
The Strange is a game published by Monte Cook Games. It is, at least in part, set in the normal world, but there are other worlds out there, in the Strange. This list has ten rumours for that setting, similar to the various different adventure hooks in the books, and these can be used as adventure hooks or simple misinformation.
Coyote is one of the elder spirits of Ohunkakan and where he walks the world is always touched with absurd humour and comedic consequences are common. It’s said that if Coyote is annoyed with someone, then the humour gains a harsher tinge to it in order to punish the recipient.
Elements from the past, often mythic in nature, can be seen in Ohunkakan, mixed up with more modern things. It’s said that if you study the recursion for long enough, you can gain insight into what happened in the past by observing the elements of it that still remain in the recursion.
Grandfather of Bears can force travellers to hold up mountains by the strength they gain due to his reality-warping nature. It’s said that if you can please Grandfather, he will grant you a boon, part of himself that will allow the wearer to have unusual strength as long as they are in Ohunkakan.
Storytellers of Ohunkakan can alter the world around them, and their ability is highly esteemed. It’s rumoured, though, that a small number of storytellers use their abilities for their own personal advantage, altering the world to benefit them and them alone.
Tales told in the recursion of Ohunkakan just might come true, and some recursors have been reputedly trying to take advantage of this, by repeatedly telling stories they want to come true. It’s not known if any have been successful, but it’s said that if they persist it could cause trouble one way or another.
The elder spirits of Ohunkakan carry their own pocket realities around with them, where reality itself is warped by the logic of their own story. It’s rumoured that sometimes one of these elder spirits is even able to warp reality outside of the recursion, though as they never leave it’s unclear how this would be known.
The Horned Serpent of Ohunkakan has been slain many times, but each time returns again, though often in a different shape. It’s rumoured that there is a way of permanently killing the Horned Serpent, but that this way is kept secret, because of the creature ever dies then Ohunkakan will die with it.
The Thunderer of Ohunkakan is a being that inspires bravery and punishes cowardice and, as well as causing destruction, also causes new life to spring up in his wake. It’s rumoured, though, that sometimes the Thunderer only causes destruction, eradicating all life as he passes.
The war between the Thunderer and the Horned Serpent in Ohunkakan constantly damages the threads of the stories and skilled storytellers must constantly weave them back together, else risk opening Ohunkakan to the Strange. It’s rumoured that this task is getting increasingly harder, and the likelihood of the recursion being opened rises with every generation that passes.
There are dangerous spirits in Ohunkakan that prey on people, and as long as stories are told about these spirits, they will remain a danger. It’s said to be impossible to end the stories, for the spirits themselves seek out people to tell them, whispering their own tales in the sleeping recipient’s ear so that they will speak it when they wake.
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10 Hooks and Rumours for Cyberpunk 2.0.2.0.’s Night City
This list has ten hooks and rumours that can be heard about the gangsl of Night City. Whether or not they are true is up to the GameMaster. They can be used as background colour or as potential adventure hooks.
One of the favourite pastimes of the Sacred Blades is their practice of “counting coup” which is to leave a red handprint on a rival gang member or NCPD officer without being stopped or caught. It’s rumoured that this same print has been turning up in strange places in Night City, often well-protected ones, and it’s thought that perhaps counting coup has extended into beating security in various places.
Random acts of violence inspired by the band Total Anarchy are what the chromer gang known as the Steel Slaughter Slammers are renowned for. However, it’s rumoured that not every act of random violence is truly as random as it might seem; it’s said that if the gang is slipped some money, some of the apparently random violence is instead directed at specific targets.
The Bozos are killer clowns with a vicious and lethal sense of fun. It’s rumoured that the gang have been developing new devices, things that look like ordinary toys, but if someone other than a Bozo picks one up, soon show their true colours as lethal objects. It’s said the Bozos have been seeding these devices amongst ordinary items of the type they appear to be, so they can wait for the unknowing victim to start the fun.
The Bradi Bunch is a family posergang based on the old vidshow. Their members or runaway or orphaned children, and it’s rumoured that the gang trains these children to get into places where adults could not, in order to help the gang acquire the resources it needs.
The Inquisitors are a gang that is at war with every other gang in the city, and others besides, for they believe that cybernetics are evil and seek to destroy it. No-one knows the gang’s home turf, or who leads them, but there are substantial rewards for the information. Some claim, however, that the reason no turf or leader can be identified is that the gang itself is not a gang but a front for a government operation of some kind, and who’s in charge changes regularly.
The Kennedys are a posergang centred on the famous Kennedy family of the 20th century. They have no turf and it’s believed that their leader is planning to run for mayor. It’s rumoured that other members of the gang have been laying groundwork, some legal, much not, for this campaign.
The Piranhas are a party gang in the Combat Zone whose sole purpose is to have fun, though outsiders are not sure just what the gang defines “fun” as. It’s rumoured that a few people in the Zone have disappeared to end up entertaining the Piranhas at one of their parties.
The Red Chrome Legion are militant skinheads who primarily terrorise those that are not like them, which is pretty much everyone, though they notably avoid attacking those who are more powerful. It’s rumoured that the Legion is trying to get its hands on some decent cyberware to really make the chrome part of their name ring true.
The Voodoo Boys have been a high priority target for the NCPD for some time, but the police have had little success in dealing with them. It’s rumoured that undercover cops have attempted to infiltrate the gang, and that so far everyone has been sent back in pieces.
Warrior Heart are a combat gang found in the Combat Zone, one that fortunately spends most of its time fighting other gangs in order to hone their combat skills. However, it’s rumoured that the gang has been striking out of the Zone recently, not just at gangs bordering it, but anyone else who looks like they might be a challenge, from solos to NCPD officers.
D10: Night City Rumours – Bank Block is unofficial content provided under the Homebrew Content Policy of R. Talsorian Games and is not approved or endorsed by RTG. This content references materials that are the property of R. Talsorian Games and its licensees.
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Numenera is a game published by Monte Cook Games. Its setting is the Ninth World, and this list has ten rumours for that setting. The rumours, which are similar to the Hearsay that can be found in the official books, can be used as adventure hooks or as simple misinformation.
Ambids, small furry creatures found on Rachid’s mesa, are used by the Aeon Priests to store whispers. Each ambid can store several whispers, and the priests keep careful track of which ambid has what whispers. There are rumours, though, that the ambids that have stored the whispers the longest are changing in some way.
Haster leaves grow on the sides of the mesa on which Rachid is built and are a major source of food for the inhabitants. It’s rumoured that, though the leaves are normally bright red, it’s possible to find some that are different colours and, perhaps, these are also different in other ways.
In Rachid, the Catholith’s whispers are currency, and it’s rumoured that with them having value, some always seek a means of counterfeiting them, so that they can create their own whispers without needing to have those that originally came from the Catholith. It’s said that this never works and those who try it always end up dying or just disappearing, never to be seen again.
Most inhabitants of Rachid think little about the doors that dot the mesa, so they do little about trying to open them, outside the clave of Aeon Priests. It’s rumoured that those who do pry into the doors have a tendency to suddenly decide not to do so, perhaps discouraged in some way by the priests.
Some of those who hear the whispers of the Catholith can glean meaning from the sounds, and it’s rumoured that the Aeon Priests are attempting to find as many of these people as possible, residents of Rachid or not, in order to build up a stable of people who can understand the whispers, which would greatly aid the priests in their research.
The Cathics of Rachid believe that the Catholith is a sleeping god which may wake if not worshipped properly. They consider taking the words of their god to be both sacrilegious and dangerous, and it’s rumoured that a few of the more extreme Cathics have started taking action regarding this, at least with those walkers of the Catholith who do not hail from Rachid.
The Osolarian family are the hereditary rulers of Rachid and the current one who speaks for the family is Jath Osolarian, known informally as Uncle Jath. Some say that the “Uncle” part of Jath’s nickname is to lure people into a false sense of security, painting a homely picture of someone who in truth has a razor-sharp mind and is anything but homely.
Though there are many doors around Rachid, few of them are ever used. It’s rumoured, though, that recently a number of people have been seen entering and leaving the doors, more than is usually the case. Moreover, those who have glimpsed these people say they are not from Rachid itself.
Vulfen are predators that fly over the canyon that the Catholith crosses, swarming when walkers reach the centre of the span in an attempt to knock them off to the ground below. Given that the vulfen are only aggressive when walkers reach that point, some suspect that they are linked to the Catholith in some way, perhaps as some kind of defence mechanism.
Whispers can be heard by those who cross the Catholith; not everyone who crosses hears one but most do. These whispers can be sold on to others, and the Aeon Priests are always willing to buy them. It’s rumoured that another, much more secretive, group is also trying to purchase as many whispers as they can.
The Strange is a game published by Monte Cook Games. It is, at least in part, set in the normal world, but there are other worlds out there, in the Strange. This list has eight rumours for that setting, similar to the various different adventure hooks in the books, and these can be used as adventure hooks or simple misinformation.
At the centre of the Graveyard of the Machine God is a destroyed structure that resembles a massive cybernetic humanoid. It’s said that the silicon deity is obviously dead, but some recursors have claimed to have seen activity within it unconnected to any of the still-functioning subsidiary systems, and have posited that perhaps the being is slowly repairing itself.
Chunks of debris tumble through the Graveyard of the Machine God, surrounding the dead silicon deity that forms the recursion’s centre. It’s said that some of the debris doesn’t move in a random way, but in one that suggests a degree of sentient control, though whether it’s the debris itself that’s sentient, or whether an external force is directing it, is open to question.
It’s said that the silicone deity that lies at the heart of the Graveyard of the Machine God knew much about recursions other than its own, and it would be a treasure trove of knowledge should anyone gain access to it. There are rumours that some of the sacrosancts are attempting to access this knowledge for their own purposes.
Razor-droids are less intelligent mechanical droids found in the Graveyard of the Machine God. Though they primarily attack the sacrosancts in an attempt to stop them from raiding the god’s corpse for parts, it’s rumoured that they will attack anything else who might either attempt to scavenge from the place, or who might provide useful raw material for the sacrosancts.
Sacrosancts are autonomous mechanical droids that live in the corpse of the silicon deity in the Graveyard of the Machine God, scavenging parts from the silicon corpse in order to survive. It’s rumoured that some sacrosancts are perfectly willing to slice up anything else they encounter into usable parts, and that this is where the flesh they partly consist of comes from.
The Graveyard of the Machine God is infested with a nanovirus that infests those who travel to it. Translating to another recursion is one way to kill off the nanovirus, but it’s rumoured that the nanovirus is continually adapting, and is possibly sentient, with the end goal of adapting enough to survive outside of its home recursion.
The razor-droids have been trying and failing to destroy the group of sacrosancts known as the Washed, and it’s rumoured that each failure is making the Washed stronger. It’s said that some razor-droids have been turned to the washed without the usual conversion process, then sent back out amongst their own kind to work against the razor-droids from within.
The Washed are a group of semi-mechanical sacrosancts that live within the Machine God, which seek to convert others to be like them. It’s rumoured that the strange cult also seeks to spread its message beyond the recursion itself, converting all other beings to their kind.
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10 Hooks and Rumours for Cyberpunk 2.0.2.0.’s Night City
This list has ten hooks and rumours that can be heard about the gangsl of Night City. Whether or not they are true is up to the GameMaster. They can be used as background colour or as potential adventure hooks.
Maelstrom looks to be gearing up for some kind of major action. The logical target would be their long-time foes, the Inquisitors, but it’s rumoured that Maelstrom needs more and newer equipment before going head-to-head with their foes. It could be that what the gang is gearing up for is something to get that equipment.
The Back Alley Brawlers are a group of vigilantes that fight the other street gangs using the same methods. There are rumours that the methods of the Brawlers are getting a little too close to those of the other gangs, and that they are in danger of becoming something not much different to what they are fighting.
The Black Queens are one of the most innocuous of Night City’s major gangs, having little interest in turf struggles or anything violent. They are known to be a good information source, though, and cops, criminals and corporate security have all taken advantage of this. There are rumours that the Queens have been collecting a lot of data through their activities, and have now established a significant, and valuable, cache of information.
The Brainiacs are a boostergang that values knowledge over brawn, and augment their abilities with skill chips. It’s rumoured that the gang has an interest in several small corporations that are developing cutting-edge cyberwear intended to augment the user’s intellectual and mental capacities, with the intention of keeping the best new developments for themselves.
The D.J.’s are mostly wanna-be rockerboys with little if any talent, who make their money in other, less legal, ways than their complete lack of musical ability. It’s rumoured that the gang has been trying to get someone with talent to help them achieve their musical goals, but so far no-one has proven to be remotely interested.
The Julliard is a gang that primarily functions as a self-protection organisation for street performers, and they are known to take this seriously. It’s rumoured that the Julliard has started getting more proactive in its defence of late, striking out at potential threats before they become actual ones.
The Philharmonic Vampyres are a prankster gang who lack any turf and spend most of their time pulling largely harmless pranks. It’s rumoured that those who annoy the Vamps, though, can find pranks being pulled on them that are anything but harmless; things that would normally be designed in jest are now designed to hurt and kill.
The Silver Slash is a guardian chromer gang who are recognised and accepted by the Night City Police. There are rumours that some members of the gang take this recognition and status and use it to get away with committing criminal acts, but most believe that such rumours just originate from the Slash’s enemies are intended to undermine them.
The Slaughterhouse is one of the most violent boostergangs in Night City, and rumour has it that they’re only getting more and more violent. There are rumours that the gang members have been taking some new street drugs that make them more resistant to pain and able to inflict more damage, at the cost of becoming more unstable.
The Wild Things claim the East Marina as their territory, and haven’t been involved in any turf wars in some time. However, it’s rumoured that the leadership is considering expanding outside of East Marina, and are eying up any other gangs that might be easy targets in the neighbouring blocks.
D10: Night City Rumours – Bank Block is unofficial content provided under the Homebrew Content Policy of R. Talsorian Games and is not approved or endorsed by RTG. This content references materials that are the property of R. Talsorian Games and its licensees.
Want to Get a Discount on New Releases?
Sign up for our newsletter and get them by email in our weekly update together with discounts on new releases.
Numenera is a game published by Monte Cook Games. Its setting is the Ninth World, and this list has ten rumours for that setting. The rumours, which are similar to the Hearsay that can be found in the official books, can be used as adventure hooks or as simple misinformation.
Enthait’s Eternal Market is a long street that is a spiral of blackglass that never seems to have a centre. Those who walk it inwards eventually end up on the outermost street again. There are rumours that the market does have a centre, and that whatever is there alters the fabric of space to make sure no-one ever reaches it.
Four skars rise above Enthait’s Eternal Market, and some wonder if those skars have an effect on the market itself. Space does not seem to work quite as it should within the market, and it’s suggested that the skars, whose purpose isn’t really known, are what’s responsible for the effect.
Greyes Burrin is the current head of Enthait’s defensive force, the zaffre, and some believe he is both the son of the Orness and only got the position because of that, even though Burrin never makes any attempt to capitalise on this supposed connection. It’s also rumoured that the reason Burrin can’t get the job of poison eater is because the Orness desires to keep him safe.
Greyes Rakdel is a healer as well as one of the greyes, and is mostly concerned about the health of the zaffre and the greyes, but will sometimes provide healing to others of Enthait. It’s also rumoured that she will provide healing for outsiders, though such is said to come at a very high cost.
Mekalan Hall is the headquarters of the zaffre and where the poison eaters are debriefed after a poisoning. One wall is taken up by the mural called the mekalan, which has images of dead poison eaters painted on it, the paint using the dead person’s blood, marrow and fat to make it. It’s rumoured that some of the essence of the poison eater remains in these bodily remains, and that they keep a careful watch on what happens under their gaze.
On occasion, the city of Enthait sings, a song that is low and sombre. The song is only heard when the city despairs, when it hungers and the winds swirl around it. Some wonder if Enthait is in fact a living creature of some kind, albeit of a strange kind of life, and that the song is truly a song of how the creature is feeling.
The skars are tall, curved spires that rise from various parts of Enthait and fill the sky. They come in different sizes, and appearances, but all taper to a sharp point. Weather is drawn to the skars and clouds often obscure the points; some believe that the skars are part of a weather control device that no-one currently alive knows how to use.
The Tawn is a rusty orange desert that extends around Enthait for dozens of miles. There are rumours that some things are hidden beneath the Tawn, perhaps remnants of ancient civilisations that are somehow connected to Enthait’s skars in some way, though no proof of this has been discovered.
There are hundreds of stalls, carts and permanent shops in Enthait’s Eternal Market and it’s said as well as the more obvious places to buy goods, there are other, harder to find and harder to get to, locations that sell goods that may not be entirely legal, or are perhaps completely illegal.
Underground tunnels connect most of Enthait, though those who use them frequently get lost and come out somewhere they’d never planned to be. Some wonder if the r3eason why so many people get lost in the tunnels is because they are constantly changing, or possess something that confuses the sense of direction.
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