Numenera vs Ultraviolet Grasslands and the Black City
Compare Numenera and Ultraviolet Grasslands and the Black City side by side. See differences in complexity, dice, genre, and more.
| Numenera | Ultraviolet Grasslands and the Black City | |
|---|---|---|
| Genre | Sci-Fi, Fantasy | Fantasy, Sci-Fi, Post-Apocalyptic |
| Tags | Exploration, Weird, Resource Management, Character Building, Narrative, Theater of the Mind, Low-Prep, Strong GM Support, Lore-Heavy, Atmospheric | Journey, Exploration, Sandbox, Resource Management, Inventory Management, Random Tables, Improvisation, Strong GM Support, Gonzo, Weird |
| Core Mechanic | Roll a d20 against a target number equal to three times the GM's task difficulty. Training, helpful assets and Effort reduce that difficulty before the roll. Effort spends points from Might, Speed or Intellect Pools, with Edge reducing the cost. Reducing difficulty to zero makes the task automatic. Players roll attacks and defenses against creature difficulty. | Roll d20 + the relevant stat + a trained skill bonus to exceed a target number. A natural 1 fails and a natural 20 succeeds. Advantage adds a die and keeps the better result; disadvantage keeps the worse result, and the two cancel. Some tests instead read the total on an outcome table. |
| Dice | d20 | d20 |
| Complexity | Medium | High |
| Availability | Free quickstart | Free quickstart |
| Runnability | 5 of 5 book tools | 5 of 5 book tools |
| License | Proprietary | Proprietary |
| Third-Party Publishing | Noncommercial only — Fan use policy | Commercial publishing allowed — When Time Fades compatibility license |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | Monte Cook Games | Exalted Funeral Press |
| Year | 2018 | 2019 |
| Languages | English, Italian, Portuguese | English, Portuguese |
| Best For | Groups who want discovery-focused science fantasy and changing tools for solving unusual problems. It suits campaigns about exploring ancient ruins and deciding how to use their technology. | Groups who want a long science-fantasy caravan campaign centered on exploration, trade, and survival across an open-ended world. |
| Highlights | Single-use cyphers give every character temporary powers that can change their approach to an obstacle. Discoveries earn experience points, giving characters a reason to explore beyond combat. Combining a character type with a descriptor and focus supports distinct mechanical specialties. | Weekly travel procedures connect supplies and setbacks to the time available for exploration. Discoveries award experience for reaching and investigating unfamiliar places. Market research and trade-route investments let a caravan turn geographical knowledge into income. |
| Considerations | Effort draws from the same stat Pools that absorb damage, so increasing the chance of success can reduce a character's resilience. GM intrusions let the GM add complications to successful actions, so players need to be comfortable with negotiated setbacks. The Ninth World's unexplained technology leaves many answers for the GM to invent. | The included SEACAT rules are an excerpt rather than the complete engine, and most spells are omitted. A week of rest normally restores only one damaged attribute or condition. The setting includes slavery, drug addiction, and body horror. |