Overview of Part 6: Ghost of Metal | Starter Kit - Numenera
This episode (Starter Kit — Part 6: "Ghost of Metal") is a play‑through segment led by Monty Cook that demonstrates Numenera mechanics through a short mission: the party follows a "sing‑song" to a whispering peak, opens a giant metal door, discovers a machine‑filled chamber, and helps Morrow complete a dangerous, reality‑altering ritual while fighting animated metal automatons. The session teaches skill checks, specialties, effort, pools (Intellect/Might/Speed), cyphers, and how player choices create dramatic consequences.
Plot summary
- The party reaches the base of a whispering peak, finds a huge metal door, and uses Numenera knowledge to open it.
- Inside is a colossal chamber with machines; at the center sits a towering device resembling a giant "sing‑song."
- Morrow frantically rushes to manipulate controls — he believes this is his destiny. Other players discover a floating rectangular platform (a flying device) and a panel to operate it.
- An automaton (large tripod-like machine with a red eye) awakens and attacks. The party uses tactics: blinding with a blanket, shooting arrows to pin the blanket, electrical ciphers to damage the construct, and melee strikes from inside/outside to incapacitate others.
- While Morrow operates the central device he and Ajna begin to become translucent (phasing/fading). Ajna and others face a choice: stop Morrow to save themselves or let him finish his mysteriously important destiny.
- The party helps Morrow complete the ritual; Morrow fades beyond normal reality but his voice later echoes from the sing‑song and brings prosperity to the village. The party escapes on the flying platform with injuries but success.
Gameplay and mechanics highlighted
- Skill checks & specialties:
- Difficulty ratings (e.g., base 5 lowered by being trained/specialized).
- Spending Effort and using relevant pools (Intellect, Might, Speed) to reduce difficulties.
- Re‑rolls, critical/special effects on high rolls (major effect on rolling 20).
- Pools and resources:
- Intellect: used for Numenera knowledge, sensing danger, onslaughts (electrical attacks).
- Might: used for breaking free, staying on a rocking platform, extra damage in melee.
- Speed: used for quick actions (running, accuracy, defense).
- Cyphers and abilities:
- “Metal Death” — a powerful electrical cipher used to damage constructs.
- Rejuvenator pills — emergency restorative item used to pull Ajna back from phasing.
- Combat tactics and environment:
- Using terrain and improvised tools (blanket to blind the automaton, friction gel to trip incoming machines).
- Advantage from height (attacking from the flying platform) and teamwork (pinning, coordinated control manipulation).
- Narrative mechanics:
- GM reveals cascading consequences (alarm summoned more machines; Morrow’s fading can happen to helpers).
- Special effects on a successful high roll provide plot‑critical information.
Key moments & player choices
- Opening the metal door: discovered via Numenera knowledge and a panel that lights up.
- Blinding the automaton: blanket + arrow to pin it in place — creative, low‑tech solution.
- Flying platform activation: party gains aerial advantage by operating the device.
- Morrow’s ritual: major moral/strategic choice — the group decides to help Morrow even though it risks their lives (Ajna nearly fades; Morrow disappears beyond reality).
- Rejuvenator pill save: a last‑second run and successful use of the pill to restore Ajna to solidity.
- Outcome: Morrow completes destiny and becomes a guiding voice; village prospers.
Characters (as presented)
- Morrow (Maro): obsessed with reaching/activating the central device; completes his destiny and fades to another plane but later influences the village through the sing‑song.
- Ajna / Ajnja: phasing character who becomes translucent while assisting Morrow; nearly lost but saved by a rejuvenator.
- Bix (Vix in parts of transcript): telepathic; communicates warnings and coordinates.
- Shonza: phases through a machine to attack from inside.
- Davalu (and others): fight the automatons and support Morrow/party.
- The automata: large, tripod‑like metal constructs with red “eyes” that act as antagonists and summon reinforcements.
(Note: transcript contains some inconsistent name spellings; the summary keeps the major identities and roles clear.)
Outcomes & epilogue
- Morrow completes his quest and fades to another reality; his voice later integrates into the sing‑song, bringing prosperity to Aldervale.
- The party survives the machine chamber, escapes on the flying platform, and returns home as heroes.
- The episode demonstrates how player risk-taking and teamwork drive a strong narrative payoff in Numenera.
Notable quotes / lines
- “In the ninth world, discovery is inextricably interwoven with danger.” — opening framing line about Numenera.
- Morrow (as he fades): “My destiny.” — the emotional core of his motivation.
- GM to players (narrative): “You have successfully helped your friend Morrow achieve whatever mysterious destiny he was set out to achieve.”
Sponsors & promo mentions (brief)
This episode includes multiple sponsor spots woven into the episode: Progressive Insurance, Chime (banking app), Quince (clothing), ASPCA Pet Health Insurance, Rocket Money (personal finance). There are also cross‑promos for other podcasts (Vulgar History, Glass Cannon, Happy Sad Confused).
Takeaways & recommendations
- For listeners new to Numenera: this episode is a practical demonstration of the system’s core strengths — simple dice mechanics, resource pools, player creativity, specialties, and GM‑driven narrative consequences. It’s a good primer for learning by example.
- Game designers/players: note how a few mechanical risks (spending Effort, using cyphers) can create big narrative stakes and memorable scenes.
- If you enjoyed the episode: try a Starter Kit session of Numenera (solo or with a small group) to experience the balance of cinematic action and strange mystery the system encourages.
This succinctly covers the episode’s story, mechanics demonstrated, pivotal choices, and final resolution — enough to understand what happened and how Numenera’s rules shaped the drama without listening to the entire session.
