diff --git a/patches/base/016-core-reorg-part-1.patch b/patches/base/016-core-reorg-part-1.patch new file mode 100644 index 0000000..cc4c019 --- /dev/null +++ b/patches/base/016-core-reorg-part-1.patch @@ -0,0 +1,3273 @@ +--- _tmp/ccsrd.md 2025-05-05 01:24:30.339956224 -0500 ++++ _tmp/ccsrd.new.md 2025-05-05 01:28:47.164387736 -0500 +@@ -45,6 +45,23 @@ + + If you can ease a task so its difficulty is reduced to 0, you automatically succeed and don't need to make a roll. + ++### TASK DIFFICULTY ++ ++| | | | | ++|---------------------|-----------------|----------------|-----------------------------------------------------------------------------------------------| ++| **Task Difficulty** | **Description** | **Target No.** | **Guidance** | ++| 0 | Routine | 0 | Anyone can do this basically every time. | ++| 1 | Simple | 3 | Most people can do this most of the time. | ++| 2 | Standard | 6 | Typical task requiring focus, but most people can usually do this. | ++| 3 | Demanding | 9 | Requires full attention; most people have a 50/50 chance to succeed. | ++| 4 | Difficult | 12 | Trained people have a 50/50 chance to succeed. | ++| 5 | Challenging | 15 | Even trained people often fail. | ++| 6 | Intimidating | 18 | Normal people almost never succeed. | ++| 7 | Formidable | 21 | Impossible without skills or great effort. | ++| 8 | Heroic | 24 | A task worthy of tales told for years afterward. | ++| 9 | Immortal | 27 | A task worthy of legends that last lifetimes. | ++| 10 | Impossible | 30 | A task that normal humans couldn't consider (but one that doesn't break the laws of physics). | ++ + ### WHEN DO YOU ROLL? + + Any time your character attempts a task, the GM assigns a difficulty to that task, and you roll a d20 against the +@@ -67,23 +84,6 @@ + System, that usually means rolling a 19 or 20, which are called special rolls; the Rules of the Game chapter also + discusses special rolls). + +-### TASK DIFFICULTY +- +-| | | | | +-|---------------------|-----------------|----------------|-----------------------------------------------------------------------------------------------| +-| **Task Difficulty** | **Description** | **Target No.** | **Guidance** | +-| 0 | Routine | 0 | Anyone can do this basically every time. | +-| 1 | Simple | 3 | Most people can do this most of the time. | +-| 2 | Standard | 6 | Typical task requiring focus, but most people can usually do this. | +-| 3 | Demanding | 9 | Requires full attention; most people have a 50/50 chance to succeed. | +-| 4 | Difficult | 12 | Trained people have a 50/50 chance to succeed. | +-| 5 | Challenging | 15 | Even trained people often fail. | +-| 6 | Intimidating | 18 | Normal people almost never succeed. | +-| 7 | Formidable | 21 | Impossible without skills or great effort. | +-| 8 | Heroic | 24 | A task worthy of tales told for years afterward. | +-| 9 | Immortal | 27 | A task worthy of legends that last lifetimes. | +-| 10 | Impossible | 30 | A task that normal humans couldn't consider (but one that doesn't break the laws of physics). | +- + ### COMBAT + + Making an attack in combat works the same way as any other roll: the GM assigns a difficulty to the task, and you roll a +@@ -124,29 +124,6 @@ + great hammers, massive axes, halberds, heavy crossbows, blaster rifles, and so on. Anything that must be used in two + hands is a heavy weapon. + +-### SPECIAL ROLLS +- +-When you roll a natural 19 (the d20 shows "19") and the roll is a success, you also have a minor effect. In combat, a +-minor effect inflicts 3 additional points of damage with your attack, or, if you'd prefer a special result, you could +-decide instead that you knock the foe back, distract them, or something similar. When not in combat, a minor effect +-could mean that you perform the action with particular grace. For example, when jumping down from a ledge, you land +-smoothly on your feet, or when trying to persuade someone, you convince them that you're smarter than you really are. In +-other words, you not only succeed but also go a bit further. +- +-When you roll a natural 20 (the d20 shows "20") and the roll is a success, you also have a major effect. This is similar +-to a minor effect, but the results are more remarkable. In combat, a major effect inflicts 4 additional points of damage +-with your attack, but again, you can choose instead to introduce a dramatic event such as knocking down your foe, +-stunning them, or taking an extra action. Outside of combat, a major effect means that something beneficial happens +-based on the circumstance. For example, when climbing up a cliff wall, you make the ascent twice as fast. When a roll +-grants you a major effect, you can choose to use a minor effect instead if you prefer. +- +-In combat (and only in combat), if you roll a natural 17 or 18 on your attack roll, you add 1 or 2 additional points of +-damage, respectively. Neither roll has any special effect options—just the extra damage. +- +-(For more information on special rolls and how they affect combat and other interactions, see Rules of the Game.) +- +-Rolling a natural 1 is always bad. It means that the GM introduces a new complication into the encounter. +- + ### GLOSSARY + + Game master (GM): The player who doesn't run a character, but instead guides the flow of the story and runs all the +@@ -174,6 +151,29 @@ + Character: Anything that can act in the game. Although this includes PCs and human NPCs, it also technically includes + creatures, aliens, mutants, automatons, animate plants, and so on. The word "creature" is usually synonymous. + ++### SPECIAL ROLLS ++ ++When you roll a natural 19 (the d20 shows "19") and the roll is a success, you also have a minor effect. In combat, a ++minor effect inflicts 3 additional points of damage with your attack, or, if you'd prefer a special result, you could ++decide instead that you knock the foe back, distract them, or something similar. When not in combat, a minor effect ++could mean that you perform the action with particular grace. For example, when jumping down from a ledge, you land ++smoothly on your feet, or when trying to persuade someone, you convince them that you're smarter than you really are. In ++other words, you not only succeed but also go a bit further. ++ ++When you roll a natural 20 (the d20 shows "20") and the roll is a success, you also have a major effect. This is similar ++to a minor effect, but the results are more remarkable. In combat, a major effect inflicts 4 additional points of damage ++with your attack, but again, you can choose instead to introduce a dramatic event such as knocking down your foe, ++stunning them, or taking an extra action. Outside of combat, a major effect means that something beneficial happens ++based on the circumstance. For example, when climbing up a cliff wall, you make the ascent twice as fast. When a roll ++grants you a major effect, you can choose to use a minor effect instead if you prefer. ++ ++In combat (and only in combat), if you roll a natural 17 or 18 on your attack roll, you add 1 or 2 additional points of ++damage, respectively. Neither roll has any special effect options—just the extra damage. ++ ++(For more information on special rolls and how they affect combat and other interactions, see Rules of the Game.) ++ ++Rolling a natural 1 is always bad. It means that the GM introduces a new complication into the encounter. ++ + ### RANGE AND SPEED + + Distance is simplified into four categories: immediate, short, long, and very long. +@@ -690,17 +690,6 @@ + + (Player intrusions should be limited to no more than one per player per session.) + +-### Defense Tasks +- +-Defense tasks are when a player makes a roll to keep something undesirable from happening to their PC. The type of +-defense task matters when using Effort. +- +-Might defense: Used for resisting poison, disease, and anything else that can be overcome with strength and health. +- +-Speed defense: Used for dodging attacks and escaping danger. This is by far the most commonly used defense task. +- +-Intellect defense: Used for fending off mental attacks or anything that might affect or influence one's mind. +- + ### WARRIOR + + Fantasy/Fairy tale: Warrior, fighter, swordsman, knight, barbarian, soldier, myrmidon, valkyrie +@@ -1837,161 +1826,6 @@ + For her character arc, Mary chooses Fall From Grace. She decides she's had an obsession with a strange tome that's been + in her family for generations, and her character is drawn to its strange languages and rituals. + +-### FANTASY CHARACTER OPTIONS +- +-In some cases, the ideas here require minor changes to the flavor described in the character options; you should work +-with your GM to make sure these changes are suitable for the campaign. Most of the foci in this section appear in the +-Cypher System; foci with an asterisk (\*) are found later in this document. Some of these options recommend swapping out +-a type ability for an ability from one of the character flavors such as combat, magic, or stealth. +- +-Alchemist: In the sense that an alchemist is someone who makes magical items or similar types of things, Adept and +-Explorer are appropriate type choices for academic alchemists. For a general sort of alchemist who makes potions of +-magical effects, choose the Masters Spells focus (instead of spells, you learn potions). For one who transforms into a +-powerful and dangerous creature, choose Howls at the Moon. For one who loves throwing bombs, choose Bears a Halo of +-Fire. For a healer, choose Works Miracles. +- +-Assassin/Spy: Explorer and Warrior are good type choices for an assassin character. Appropriate foci are Masters +-Weaponry, Moves Like a Cat, Murders, and Works the Back Alleys. +- +-Barbarian: A barbarian character is probably a Warrior or (to focus a little more on skills than combat) an Explorer. +-Good foci to choose from are Lives in the Wilderness, Masters Weaponry, Needs No Weapon, Never Says Die, Performs Feats +-of Strength, and Rages. +- +-Bard: Bards in fantasy fiction and games are troubadours, minstrels, and storytellers, perhaps with a supernatural +-element. Bards are usually Explorers or Speakers. Appropriate foci are Entertains, Helps Their Friends, Infiltrates, and +-Masters Spells. +- +-Cleric or Priest: Academic clerics are usually Adepts or Speakers, but martial clerics are often Warriors (perhaps with +-magic flavor). For a typical cleric with a versatile set of abilities, choose the Channels Divine Blessings focus. +- +-Cleric (death): Consorts With the Dead, Shepherds Spirits +- +-Cleric (knowledge): Learns Quickly, Sees Beyond, Would Rather Be Reading +- +-Cleric (life): Defends the Weak, Shepherds the Community, Works Miracles +- +-Cleric (light): Blazes With Radiance, Channels Divine Blessings +- +-Cleric (storm): Rides the Lightning, Thunders +- +-Cleric (trickery): Takes Animal Shape\* (also see options for rogues) +- +-Cleric (war): Masters Weaponry (also see options for fighters) +- +-Druid: As a very specific sort of nature priest, a druid character is usually an Adept or Explorer (in either case +-probably using the magic flavor). A typical druid probably has Channels Divine Blessings or Lives in the Wilderness as a +-focus, but for more specific options, see the following foci: +- +-Druid (animal companion): Controls Beasts, Masters the Swarm +- +-Druid (elemental): Abides in Stone, Bears a Halo of Fire, Moves Like the Wind, Rides the Lightning, Wears a Sheen of +-Ice +- +-Druid (nature affinity): Speaks for the Land +- +-Druid (transformation): Abides in Stone, Takes Animal Shape\*, Walks the Wild Woods\* +- +-Fighter: Fighters almost always have the Warrior type, but some are Explorers. A typical fighter probably has a direct +-focus like Masters Weaponry or Wields an Enchanted Weapon\*. For additional options based on choosing a specific +-fighting role, see the following: +- +-Fighter (guardian): Brandishes an Exotic Shield, Defends the Gate, Masters Defense, Never Says Die, Stands Like a +-Bastion. +- +-Fighter (melee): Fights Dirty, Fights With Panache, Looks For Trouble, Needs No Weapon, Wields Two Weapons at Once +- +-Fighter (ranged): Is Licensed to Carry, Throws With Deadly Accuracy +- +-Gunslinger: A gunslinger is probably a Warrior or Explorer, but some are Speakers with combat flavor. Appropriate foci +-are Is Licensed to Carry, Masters Weaponry, Sailed Beneath the Jolly Roger, and Wields an Enchanted Weapon\*. +- +-Inquisitor: Inquisitors are usually Explorers, Speakers, or Warriors, depending on whether their inclinations are for +-having many skills, being good at interacting with people, or combat. Appropriate foci are Infiltrates, Metes Out +-Justice, and Operates Undercover. +- +-Merchant: An Explorer with a focus dealing with social interactions, like Entertains or Leads, would make a good +-merchant character, but the more obvious choice would be a Speaker. +- +-Monk or Martial Artist: As masters of unarmed combat, monks are usually Warriors or Explorers (perhaps with a combat +-flavor). Appropriate foci are Fights With Panache, Needs No Weapon, and Throws With Deadly Accuracy. +- +-Paladin/Holy Knight/Paragon: As holy warriors who mix martial prowess and magic, paladins are usually Warriors or +-Explorers (in either case, perhaps modified with the magic flavor). Good foci for this type of character include Defends +-the Gate, Defends the Weak, Metes Out Justice, Slays Monsters, and Wields an Enchanted Weapon\*. +- +-Ranger: Rangers mix combat and skills, and therefore are usually Explorers (perhaps with combat flavor) or Warriors +-(perhaps with skills and knowledge flavor). Appropriate foci for a ranger are Controls Beasts, Hunts, Lives in the +-Wilderness, Slays Monsters, Throws With Deadly Accuracy, and Wields Two Weapons at Once. +- +-Rogue or Thief: Most rogue-type characters are Explorers, but an interaction-focused rogue could easily be a Speaker +-(perhaps with stealth flavor). Good foci for rogues are Explores Dark Places, Fights Dirty, Hunts, Infiltrates, Is +-Wanted by the Law, Moves Like a Cat, Sailed Beneath the Jolly Roger, and Works the Back Alleys. +- +-Sorcerer: Sorcerers, for our purpose here, are mages who have inherent magical abilities (as opposed to wizards, who +-study long and hard to get their spells). Most sorcerers are Adepts, but some are Explorers or Speakers. The Masters +-Spells focus gives a typical sorcerer an effective set of abilities, and most foci choices provide a themed set of +-spells. For sorcerers of various magical bloodlines, see the following: +- +-Sorcerer (angel): Blazes With Radiance, Channels Divine Blessings, Keeps a Magic Ally +- +-Sorcerer (destiny): Descends From Nobility, Was Foretold +- +-Sorcerer (dragon): Bears a Halo of Fire, Rides the Lightning, Wears a Sheen of Ice +- +-Sorcerer (elemental): Abides in Stone, Bears a Halo of Fire, Employs Magnetism, Moves Like the Wind, Rides the +-Lightning, Wears a Sheen of Ice +- +-Sorcerer (fey): Takes Animal Shape\* +- +-Sorcerer (fiend): Bears a Halo of Fire, Keeps a Magic Ally +- +-Sorcerer (undead): Consorts With the Dead, Shepherds Spirits +- +-Trickster or Con Artist: These clever folks are typically Speakers, although they could be Adepts if they are very +-magical (or Explorers if they aren't magical at all). Foci choices include Fights Dirty, Works the Back Alleys, or +-Entertains. +- +-War-wizard: For those unusual characters who use a mix of weapon attacks and spells, play a Warrior with magic flavor or +-an Expert with combat or magic flavor. Appropriate foci include Fights With Panache, Masters Weaponry, and Wields an +-Enchanted Weapon\*. +- +-Warlock or Witch: For the purposes of this list, warlocks and witches are mages who gain magical power from pacts they +-make with otherworldly entities. Most warlocks are Adepts, but Explorers and Speakers (perhaps with magic flavor) can be +-interesting options. Fun foci for a warlock include Dances With Dark Matter, Keeps a Magic Ally, Masters the Swarm, +-Separates Mind From Body, and Was Foretold, but (depending on the patron and pact) most sorcerer and wizard foci work +-just as well. +- +-Wild Mage: Those who use chaotic magic are usually Adepts, but a dabbler might be an Explorer or Speaker with the magic +-flavor. The best focus that suits this theme is Uses Wild Magic\*. +- +-Wizard: For the purposes of this list, wizards study magical lore at length to learn the ways of spellcasting (as +-opposed to sorcerers, warlocks, and so on). Wizards are usually Adepts, but a person-oriented wizard might be a Speaker +-(perhaps with the magic flavor). For a generalist wizard who has a variety of spells, choose the Masters Spells focus. +-For more specific kinds of wizards, see the following: +- +-Wizard (abjurer): Absorbs Energy, Focuses Mind Over Matter, Wears a Sheen of Ice +- +-Wizard (conjurer or summoner): Controls Beasts, Keeps a Magic Ally +- +-Wizard (diviner): Learns Quickly, Sees Beyond, Separates Mind From Body, Solves Mysteries Wizard (enchanter): Commands +-Mental Powers, Leads +- +-Wizard (evoker): Bears a Halo of Fire, Blazes With Radiance, Rides the Lightning, Thunders, Wears a Sheen of Ice +- +-Wizard (illusionist): Awakens Dreams, Crafts Illusions +- +-Wizard (necromancer): Consorts With the Dead, Shepherds Spirits +- +-Wizard (transmuter): Controls Gravity, Focuses Mind Over Matter, Takes Animal Shape\* +- +-#### PREPARED VS. SPONTANEOUS SPELLCASTING +- +-Magical characters get their abilities (which might be spells, rituals, or something else) from their type and focus, +-and they can use these abilities as they see fit as long as they spend the required Pool points. This technically makes +-them more like spontaneous casters. If you'd like to play something more like a prepared-caster wizard with a large +-selection of abilities that you narrow down each day, consider a spellcasting-oriented focus like Channels Divine +-Blessings, Masters Spells, or Speaks for the Land, and consider augmenting it with the optional spellcasting rule. +- + ### FURTHER CUSTOMIZATION + + The rules in this section are more advanced and always involve the GM. They can be used by the GM to tailor a type to +@@ -4207,6 +4041,23 @@ + enough to warrant this treatment. The differences between a Mysterious character and a Virtuous one are probably greater + than those between an Alpha Centauran and an Earthling. + ++### VARIANT RULE: TWO DESCRIPTORS ++ ++By having dwarf, elf, or other species take the place of a character's descriptor, it creates a situation where only ++human characters have the variability of choosing a descriptor that suits their personality. The GM might instead allow ++all human characters to have two descriptors, and nonhuman characters to have a standard descriptor in addition to their ++species descriptor. ++ ++Sometimes contradictory descriptors might weaken or negate each other's benefits and drawbacks. If one descriptor gives ++training in a skill and another gives an inability in that skill, they cancel each other out and the character doesn't ++have any modifier for that skill at all. ++ ++### DESCRIPTORS AS SPECIES ++ ++If a player wants to play a nearly human species without any exceptional or unique special abilities, it's easy for a GM ++to pick an appropriate descriptor and use it as that species' descriptor. A greyhound-like species might have the Fast ++descriptor. ++ + ## Focus + + Focus is what makes a character unique. No two PCs in a group should have the same focus. A focus gives a character +@@ -6537,33 +6388,6 @@ + Halo of Fire (one of the sample foci in this chapter). Alternatively, a new fire-using focus should get an all-new name + like Stokes the Flames of the Apocalypse or Lights Fires With a Thought. + +- +- +-#### FOCUS CATEGORIES +- +-Ally use +- +-Basic +- +-Energy manipulation +- +-Environment manipulation +- +-Exploration +- +-Influence +- +-Irregular +- +-Movement expertise +- +-Striker combat +- +-Support +- +-Tank combat +- + #### CHOOSING ABILITIES BY RELATIVE POWER + + The ability selection guidelines invite you to choose an ability from one of three ranges: low tier, mid tier, and high +@@ -15648,83 +15472,6 @@ + + + +-#### FANTASY ARMOR DESCRIPTIONS +- +-You can wear only one kind of armor at a time (wearing more than one only gives the Armor from the best one and the +-Speed Effort cost of the worst one). +- +-Beastskin: An improved form of hides and furs, usually crafted from a creature with especially tough skin such as a +-giant lizard or rhinoceros. +- +-Breastplate: A fitted metal plate or set of plates that protect your torso but not your arms or legs, giving you greater +-movement than full plate at the cost of some protection. +- +-Brigandine: Long strips of metal attached to a cloth or leather backing. Often called "splint mail." +- +-Chainmail: Mail armor made from hundreds of interlocking metal rings or links. Often called "chain" or "chain armor." +- +-Dwarven breastplate: A high-quality breastplate crafted by a skilled dwarf, providing good protection and great +-mobility. Dwarven breastplate is medium armor (2 Armor) but encumbers the wearer as if it were light armor (it has a +-Speed Effort cost of 1). Not all dwarf-crafted breastplates count as this type of armor (only exceptionally skilled +-dwarven smiths know how to make it). +- +-Elven chainmail: A high-quality suit of chainmail crafted by a skilled elf, providing good protection and excellent +-mobility. Elven chainmail is medium armor (2 Armor) but is no more encumbering than a typical outfit of normal clothing +-(it has no Speed Effort cost). Not all elf-crafted chainmail counts as this type of armor (only exceptionally skilled +-elven smiths know how to make it). +- +-Full plate: A complete suit of fitted metal plates that give excellent coverage and protection against attacks. The +-joints are protected by small layered plates over flexible chain. Sometimes called "plate mail." +- +-Heavy cloth: Clothing that's heavy enough to reduce the effect of attacks against you, such as winter clothing or a +-fashionable leather outfit. Heavy cloth provides 1 Armor against piercing or slashing attacks like arrows and swords, +-but not bashing attacks like clubs or hammers. Heavy cloth doesn't have a Speed Effort cost. It can't be worn with other +-kinds of armor. +- +-Hides and furs: Made from thick or poorly cured animal skins. It's heavier and bulkier than other kinds of leather +-armor, but easier to make, especially by resource-poor crafters. +- +-Leather jerkin: Armor made of hardened pieces of leather (usually boiled or treated with chemicals) that mainly covers +-your torso. It's stiffer than leather used for clothing, but still flexible enough that you can bend and twist in it. +-Some jerkins are reinforced with metal studs (and may be called "studded leather"), and brigandine improves upon that +-concept. +- +-Padded: Cloth armor that is deliberately designed with multiple layers to be thick and protective. This is sometimes +-called "quilted armor" because it is a layer of padding sewn between two layers of cloth. Padded armor provides 1 Armor +-against piercing or slashing attacks like arrows and swords, but not bashing attacks like clubs or hammers. Padded armor +-doesn't have a Speed Effort cost. It can't be worn with other kinds of armor. +- +-Scale: Mail armor made from overlapping scales or plates attached to a leather or cloth backing. Often called "scale +-mail." +- +-Shield: Provides an asset to Speed defense. Shield sizes vary from a small buckler to a large kite shield (in the Cypher +-System, the difference is mainly flavor, and for game purposes they all grant the wearer the same benefit). +- +-| Light Armor | Armor | Speed Effort Additional Cost | Price | +-|---------------------|-----------|------------------------------|----------| +-| Heavy cloth | 1\* | 0 | 3 gp | +-| Hides and furs | 1 | 1 | 10 gp | +-| Leather jerkin | 1 | 1 | 10 gp | +-| Padded | 1\* | 0 | 5 gp | +-| Medium Armor | Armor | Speed Effort Additional Cost | Price | +-| Beastskin | 2 | 2 | 10 gp | +-| Breastplate | 2 | 2 | 400 gp | +-| Brigandine | 2 | 2 | 200 gp | +-| Chainmail | 2 | 2 | 75 gp | +-| Dwarven breastplate | 2 | 1 | 8,000 gp | +-| Elven chainmail | 2 | 0 | 8,000 gp | +-| Heavy Armor | Armor | Speed Effort Additional Cost | Price | +-| Full plate | 3 | 0 | 1,500 gp | +-| Scale | 3 | 0 | 50 gp | +-| Shield | asset\*\* | | 10 gp | +- +-\* Only against piercing and slashing attacks +- +-\*\* Using a shield provides the wearer with an asset on Speed defense tasks +- +-If the GM prefers the simpler method of not tracking whether an attack is bashing, slashing, or stabbing, heavy cloth +-and padded armor should provide no Armor at all. +- + Shields + + Shields provide an asset to Speed defense rolls. You must have one free hand to use a shield. +@@ -15760,128 +15507,6 @@ + available in a given setting. Keep in mind that in many genres, it's not acceptable to run around carrying dangerous + weapons. + +-#### FANTASY WEAPONS DESCRIPTIONS +- +-Battleaxe: A wooden pole with a blade on one end. +- +-Blowgun: A long hollow tube used to shoot darts. You can fire it with one hand, but you need two hands to load it. +- +-Bow: A bent piece of flexible wood with a taut string connected to each end. It fires arrows. You need two hands to fire +-it. +- +-Broadsword: A long-bladed sword, longer than a dagger, heavier than a rapier, but not as large as a greatsword. +- +-Club: A simple bludgeon, such as a sturdy tree branch, board, or improvised weapon. +- +-Crank crossbow: A weapon similar to a light crossbow, but it has a magazine that holds five bolts. You turn a small +-crank to advance to the next bolt (this is not an action). Action to load an empty magazine with five bolts, action to +-reload the crossbow with a new magazine. It can be used as a rapid-fire weapon. +- +-Dagger: A very short blade for stabbing or slicing. +- +-Flail: A handle with a chain on one end and a ball or spiked ball at the end of the chain. +- +-Greataxe: A larger, heavier version of the battleaxe, sometimes with two opposing blades instead of one. +- +-Greatsword: A two-handed version of the broadsword. +- +-Hammer: A wooden handle with a heavy metal head, either one-sided (like a carpenter's hammer) or two-sided (like a +-sledgehammer). +- +-Hand crossbow: A smaller and weaker version of a light crossbow. It fires crossbow bolts. You can fire it with one hand. +-You need two hands to load it. +- +-Handaxe: A light, one-handed axe that's good for melee or throwing. +- +-Heavy crossbow: A heavier, more powerful version of a light crossbow. You need two hands to fire or load it. Action to +-reload. +- +-Heavy mace: A larger, two-handed version of a mace. +- +-Javelin: A light spear that's designed to be thrown. +- +-Light crossbow: A bow with a handle and mechanism for drawing and holding the string. It fires crossbow bolts. You can +-fire it with one hand. You need two hands to load it. Action to reload. Mace: A wooden handle with a heavy metal head +-that's spherical, flanged, or knobbed. +- +-Maul: A larger version of the hammer, such as a sledgehammer. +- +-Net: A net designed for battle rather than fishing. It has metal hooks at each intersection to help catch your enemy. +-You can throw it with one hand. Action to refold it so it can be thrown again. If you hit an opponent with the net, all +-of their physical actions are hindered until they take an action to remove it. +- +-Pick: A hafted weapon with a sideways metal spike on the end, similar to a miner's tool. +- +-Polearm: Various kinds of spears, sometimes with hooks or additional blades for special purposes like tripping a foe or +-pulling an opponent from their mount. +- +-Quarterstaff: A wooden pole about 4 to 5 feet (1.2 to 1.5 m) long. +- +-Rapier: A light sword with a thin blade used for stabbing and slashing. +- +-Scimitar: A medium-length sword with a strongly curved blade. +- +-Sickle: A one-handed hafted weapon with a sharply curved blade, originally used for harvesting crops but adapted for use +-as a weapon. +- +-Sling: A small pouch connected to two cords. You put a stone or bullet (metal slug) in the pouch, hold the end of the +-cords, spin it, and let go of one of the cords to hurl the projectile. You can fire it with one hand. You need two hands +-to load it. Action to reload. +- +-Spear: A one-handed pole about 3 to 5 feet (1 to 1.5 m) long with a stabbing blade on the end. +- +-Throwing dart: A very short, light spear meant to be thrown rather than used in melee. +- +-Trident: A three-pronged spear, often used for spear fishing. +- +-Unarmed: A typical punch, kick, or other weaponless attack. +- +-Whip: A leather cord with a handle, used more for tricks and inflicting punishments than for deadly combat. +- +-| Light Weapons (2 points of damage) | Price | Notes | +-|-------------------------------------|---------|---------------------------------| +-| Blowgun | 5 gp | Short range | +-| Blowgun darts (20) | 1 gp | | +-| Dagger | 2 gp | Can be thrown up to short range | +-| Hand crossbow | 75 gp | Short range | +-| Crossbow bolts (20) | 1 gp | | +-| Handaxe | 5 gp | Can be thrown up to short range | +-| Net | 1 gp | Can be thrown up to short range | +-| Rapier | 25 gp | | +-| Sickle | 1 gp | Short range | +-| Sling | 1 sp | Short range | +-| Sling bullets (20) | 5 cp | | +-| Throwing dart | 5 cp | Short range | +-| Unarmed (punch, kick, etc) | – | | +-| Whip | 2 gp | | +-| Medium Weapons (4 points of damage) | Price | Notes | +-| Battleaxe | 10 gp | | +-| Bow | 30 gp | Long range | +-| Arrows (20) | 1 gp | | +-| Broadsword | 15 gp | | +-| Club | 1 sp | | +-| Crank crossbow | 250 gp | Long range | +-| Crossbow bolts (20) | 1 gp | | +-| Light crossbow | 25 gp | Long range | +-| Crossbow bolts (20) | 1 gp | | +-| Flail | 10 gp | | +-| Hammer | 15 gp | | +-| Javelin | 5 sp | Can be thrown up to long range | +-| Mace | 10 gp | | +-| Pick | 10 gp | | +-| Polearm | 10 gp | | +-| Quarterstaff | 2 sp | | +-| Scimitar | 25 gp | | +-| Spear | 1 gp | Can be thrown up to long range | +-| Trident | 5 gp | | +-| Heavy Weapons (6 points of damage) | Price | Notes | +-| Greataxe | 30 gp | | +-| Greatsword | 50 gp | | +-| Heavy crossbow | 50 gp | Long range | +-| Crossbow bolts (20) | 1 gp | | +-| Heavy mace | 15 gp | | +-| Maul | 10 gp | | +- + ### EXPLOSIVE WEAPONS + + Bombs, grenades, missiles, and other explosives operate differently than other weapons. They affect all targets within +@@ -15893,212 +15518,6 @@ + Explosives like grenades can be thrown a short distance. Otherwise, another launcher weapon is needed to project them a + long distance (or farther). + +-### Adventuring equipment DESCRIPTIONS +- +-Acid: A flask of strong acid. Can be thrown up to short range, inflicting acid damage as a light weapon (ignores Armor). +-If poured carefully, it can damage or destroy a small item or areas made of stone or metal. +- +-Adventuring pack: Includes 50 feet (15 m) of rope, three days' iron rations, three spikes, small hammer, a set of warm +-clothes, boots, and three torches. +- +-Alchemist fire: A flask of chemicals that burst into flames upon contact with air. The flames burn out after one round. +-Can be thrown up to short range, inflicting fire damage as a light weapon (ignores Armor). +- +-Alchemist tools: A sturdy wooden case with tiny flasks, stirring rods, droppers, and other materials used in alchemy. It +-grants an asset for identifying potion cyphers and similar mysterious liquids. +- +-Bag of heavy tools: Contains a hammer, six spikes, crowbar, large tongs, chisel, and 10 feet (3 m) of strong rope. +- +-Bag of light tools: Contains a small hammer, small tongs, pliers, small pry bar, awl, lockpicks, 10 feet (3 m) of +-string, 3 feet (1 m) of metal wire, and a handful of nails. +- +-Battering ram: This sturdy plank is capped with hard metal. It provides an asset for breaking down doors. +- +-Book: A book with information on a particular topic, such as geography, history, magic, or religion. Provides an asset +-on appropriate rolls if the character reads or skims the book for at least ten minutes before attempting the task (this +-assumes the character has already read the book and is looking for relevant information). +- +-Caltrops, bag: A bag of hard things you scatter on the ground to slow or injure anyone walking through an area. One bag +-covers an immediate area and makes that area count as difficult terrain. A creature can safely move through it as if it +-were difficult terrain (half speed). If a creature moves through the area at normal speed, they must make a difficulty 2 +-Speed defense roll or take 2 points of Speed damage (ignores Armor). +- +-Candle: A candle burns for one hour and creates dim light in an immediate area. +- +-Climbing kit: A set of crampons, pitons, ropes, and tools. Provides an asset on climbing tasks. +- +-Crowbar: This bent length of metal grants an asset on tasks to open doors, treasure chests, and similar objects. +- +-Disguise kit: Makeup, simple prosthetics, and a wig or two, suitable for disguises for a theatrical production. Provides +-an asset on disguise tasks. Some parts are reusable, but the kit runs out after about five uses. +- +-Healing kit: A collection of bandages, needles, thread, and basic medicines. Provides an asset on healing tasks. Some +-parts are reusable, but the kit runs out after about five uses. +- +-Lamp: A hollow container filled with oil that slowly burns to provide light (often resembling a "genie lamp"). A lamp +-creates normal light in an immediate area and dim light out to the short area beyond that. It burns for three to four +-hours on 1 pint (.5 L) of oil. If dropped, it might spill oil, break, or both. +- +-Lantern: An improved version of a lamp, with a wick that draws oil and glass or metal panes to protect it from wind. A +-lantern creates normal light in an immediate area and dim light out to the short area beyond that. It burns for three to +-four hours on 1 pint (.5 L) of oil. If dropped, it is less likely to spill than a lamp. +- +-Lockpicks: Also known as thieves' tools, this set provides everything a skilled person needs to pick locks and disarm +-traps. +- +-Manacles: Metal or heavy wooden restraints that hold an enemy's wrists or ankles in place and are secured with a pin. A +-common set of manacles is level 5. +- +-Oil: A pint (.5 L) of lamp oil in a leather flask. It burns for three to four hours in a lantern or lamp. If prepped +-with a burning wick, it can be thrown, inflicting fire damage as a light weapon (ignores Armor). If poured on a flat +-surface, it makes an immediate area slippery. A creature can safely move through the oil slick as if it were difficult +-terrain (half speed). If a creature moves through the area at normal speed, they must make a difficulty 3 Speed defense +-roll or slip on the oil and fall prone. Lighting the oil slick makes it burn for one or two rounds and inflicts 1 point +-of fire damage (ignores Armor) on anyone in or moving through the area. +- +-Signal horn: This horn can be heard up to a mile away. +- +-Spyglass: This device grants an asset on perception tasks to see things at long range or longer. +- +-Tent: This has enough room for two humans or three smaller people. +- +-Torch: A wooden stick with some kind of fuel on one end (such as burlap and wax). It burns for one hour, creating normal +-light in an immediate area and dim light in the short area beyond that. A torch is fragile and usually breaks if used to +-hit something +- +-| Item | Price | +-|------------------------------|-----------| +-| Acid (flask) | 25 gp | +-| Adventuring pack | 6 gp | +-| Alchemist fire (flask) | 50 gp | +-| Alchemist tools | 50 go | +-| Backpack | 2 gp | +-| Bag of heavy tools | 25 gp | +-| Bag of light tools | 10 gp | +-| Battering arm | 10 gp | +-| Bedroll | 1 gp | +-| Book | 25 gp | +-| Caltrops, bag | 1 gp | +-| Candle | 1 sp | +-| Climbing kit | 25 gp | +-| Crowbar | 2 gp | +-| Disguising kit | 25 gp | +-| Grappling hook | 2 gp | +-| Healing kit | 5 gp | +-| Hourglass | 25 gp | +-| Ink (flask) | 10 gp | +-| Ink pen | 2 cp | +-| Iron spikes (10) | 1 gp | +-| Ladder (10 ft/3m) | 1 sp | +-| Lamp | 5 sp | +-| Lantern | 5 gp | +-| Lockpicks | 25 gp | +-| Manacles | 2 gp | +-| Mirror | 5gp | +-| Musical instrument | 2-50 gp | +-| Oil (flask) | 1 cp | +-| Piton | 5 cp | +-| Pole, wooden | 5 cp | +-| Pouch or other small rations | 5 sp | +-| Rations (1 day) | 5 sp | +-| Rope (50 ft./15m) | 1 gp | +-| Sack | 1 cp | +-| Signal horn | 2 gp | +-| Spyglass | 1,0000 gp | +-| Tent | 2 gp | +-| Torch | 1 cp | +-| Waterskin | 2 sp | +- +-### Miscellaneous Items and Services +- +-Although the types of items for sale vary greatly based on the setting, a few things are always present, like food, +-lodging, and clothing. However, these goods and services can span the price categories. For example, you can get an +-inexpensive meal, a moderately priced meal, an expensive meal, and so on. An inexpensive meal is light and probably not +-very nutritious. An expensive meal is available only in nice restaurants in certain locations. An exorbitant meal is +-probably a feast for a crowd, with the finest foods and drink available. +- +-Nightly lodging is similar, although the bottom end starts out worse. An inexpensive night's lodging is probably a +-flea-ridden mat on the floor of a room filled with other lodgers. Typical lodging (a private room with a decent bed) is +-probably in the moderately priced range. Very expensive lodging might be a suite of rooms with delicious meals and +-personal services (such as massages and grooming) included. +- +-Inexpensive clothing is just a step up from rags, but moderately priced clothing is decent enough. For a formal party, +-you'd want expensive clothing. The very rich likely wear very expensive clothing most of the time, and exorbitant +-clothing (and jewelry) when they go to their elite galas. +- +-Other sorts of miscellaneous items can be found in the Genre chapter. +- +-Fantasy clothing descriptions +- +-Specific pieces of clothing vary by climate and local custom, but usually include a hat, shirt, belt, pants or skirt, +-shoes, and underclothes. +- +-Artisan's outfit: A suitable outfit for a person who performs a trade (blacksmith, cobbler, and so on). Often includes +-an apron and a belt for holding tools. +- +-Ascetic's outfit: A simple outfit worn by monks and other people who eschew displays of wealth and status. Specific +-styles vary by climate and the philosophical tenets of the wearer, but a typical example is a loose shirt, loose +-breeches, sandals, a cap, and several cloth straps that can serve as a belt, scarf, or simple adornments. +- +-Cold-weather outfit: A heavier set of clothing for protection against cold weather. +- +-Entertainer's costume: Interesting (and usually colorful) clothing appropriate for an entertainer such as an actor, +-bard, juggler, or acrobat. +- +-Explorer's outfit: A set of sturdy clothing for adventurers and experienced travelers who want to be prepared for +-various activities and environments. +- +-Fancy outfit: A stylish set of clothes according to the local fashions and customs. Generally the minimum required for +-meeting with important townsfolk such as a mayor or noble. Higher-status events require outfits that cost up to four +-times as much. +- +-Peasant's outfit: Very simple clothing for free people of low social status. Includes a kerchief or cap, shirt or +-blouse, trousers or skirt, and heavy cloth shoes or foot wrappings. +- +-Priestly vestments: Garments appropriate for performing ceremonies for a specific religion. A common example is a hat or +-headdress, long tunic or dress, tabard or stole, and shoes, with the outer pieces marked with appropriate symbols. +- +-Traveler's outfit: A comfortable set of clothes that includes gloves, a protective hat, a jacket, and a cloak with a +-hood. +- +-Wizard's outfit: Clothing that identifies the wearer as a practitioner of arcane magic. A typical outfit includes an +-interesting hat or cap, a robe with long sleeves and many pockets, and shoes, often adorned with runes or +-representations of magical creatures such as dragons. Scholars and sages wear very similar garments that lack the +-mystical aspects of wizard clothing. +- +-| Item | Price | +-|-----------------------|-------| +-| Artisan's outfit | 2 gp | +-| Ascetic's outfit | 1 gp | +-| Cold-weather outfit | 6 gp | +-| Entertainer's costume | 3 gp | +-| Explorer's outfit | 8 gp | +-| Fancy outfit | 25 gp | +-| Peasant's outfit | 1 sp | +-| Priestly vestments | 5 gp | +-| Traveler's outfit | 2 gp | +-| Wizard's outfit | 5 gp | +- +-### FOOD AND LODGING +- +-| Item | Price | +-|----------------------|-------| +-| Ale, gallon | 2 sp | +-| Ale, mug | 4 cp | +-| Banquet (1 person) | 10 gp | +-| Bread, loaf | 2 cp | +-| Inn stay (per night) | | +-| Good | 8 sp | +-| Common | 5 sp | +-| Poor | 1 sp | +-| Meals (per day) | | +-| Good | 5 sp | +-| Common | 3 sp | +-| Poor | 6 cp | +-| Meat (one serving) | 3 sp | +-| Wine (bottle) | 10 gp | +-| Wine (pitcher) | 2 sp | +- + ### CYPHERS + + Cyphers can sometimes be physical items like equipment, but they work very differently. To be entirely accurate, cyphers +@@ -16663,18 +16082,6 @@ + Since the action moves as a cycle, anything that lasts for a round ends where it started in the cycle. If Umberto uses + an ability on an opponent that hinders its defenses for one round, the effect lasts until Umberto acts on his next turn. + +-### A CLOSER LOOK AT SITUATIONS THAT DON'T INVOLVE PCs +- +-Ultimately, the GM is the arbiter of conflicts that do not involve the PCs. They should be adjudicated in the most +-interesting, logical, and story-based way possible. When in doubt, match the level of the NPCs (characters or creatures) +-or their respective effects to determine the results. Thus, if a level 4 NPC fights a level 3 NPC, the level 4 NPC will +-win, but if they face a level 7 NPC, they'll lose. Likewise, a level 4 creature resists poisons or devices of level 3 or +-lower but not those of level 5 and above. +- +-The essence is this: in the Cypher System, it doesn't matter if something is a creature, a poison, or a +-gravity-dispelling ray. If it's a higher level, it wins; if it's a lower level, it loses. If two things of equal level +-oppose each other, there might be a long, drawn-out battle that could go either way. +- + ### ACTIONS + + Anything that your character does in a round is an action. It's easiest to think of an action as a single thing that you +@@ -16706,6 +16113,18 @@ + + Do something else + ++### A CLOSER LOOK AT SITUATIONS THAT DON'T INVOLVE PCs ++ ++Ultimately, the GM is the arbiter of conflicts that do not involve the PCs. They should be adjudicated in the most ++interesting, logical, and story-based way possible. When in doubt, match the level of the NPCs (characters or creatures) ++or their respective effects to determine the results. Thus, if a level 4 NPC fights a level 3 NPC, the level 4 NPC will ++win, but if they face a level 7 NPC, they'll lose. Likewise, a level 4 creature resists poisons or devices of level 3 or ++lower but not those of level 5 and above. ++ ++The essence is this: in the Cypher System, it doesn't matter if something is a creature, a poison, or a ++gravity-dispelling ray. If it's a higher level, it wins; if it's a lower level, it loses. If two things of equal level ++oppose each other, there might be a long, drawn-out battle that could go either way. ++ + #### ACTION: ATTACK + + An attack is anything that you do to someone that they don't want you to do. Slashing a foe with a curved dagger is an +@@ -17321,6 +16740,17 @@ + + Some abilities (such as the Countermeasures special ability) may allow you to do something special as a defense action. + ++### Defense Tasks ++ ++Defense tasks are when a player makes a roll to keep something undesirable from happening to their PC. The type of ++defense task matters when using Effort. ++ ++Might defense: Used for resisting poison, disease, and anything else that can be overcome with strength and health. ++ ++Speed defense: Used for dodging attacks and escaping danger. This is by far the most commonly used defense task. ++ ++Intellect defense: Used for fending off mental attacks or anything that might affect or influence one's mind. ++ + #### ACTION: DO SOMETHING ELSE + + Players can try anything they can think of, although that doesn't mean anything is possible. The GM sets the +@@ -17744,8 +17174,6 @@ + + + +-### MAGICAL RULES MODULE +- + ### FOLLOWERS + + Player characters have the option to gain followers as they advance in tier, as provided by type or focus special +@@ -18988,6 +18416,289 @@ + | Very expensive | 1,000–10,000 gp | + | Exorbitant | 10,000+ gp | + ++### MAGICAL RULES MODULE ++ ++### FANTASY CYPHERS ++ ++Magic items are a staple of fantasy stories and games. In the Cypher System, these magic items are, of course, cyphers. ++The Cypher System assumes that subtle cyphers are the default, but in a fantasy game the assumption is usually the ++opposite—cyphers are physical objects (manifest cyphers) with magical powers, which the heroes find as treasure, gifts, ++or rewards for their adventures and exploits. ++ ++### MIXING SUBTLE AND MANIFEST CYPHERS ++There's no reason why a fantasy campaign can't use manifest cyphers and subtle cyphers. In this setup, manifest cyphers ++are the tangible objects found in treasure hoards, and subtle cyphers represent good fortune, the blessings of the gods, ++and other coincidences that benefit the characters. ++ ++### CYPHER FORMS ++ ++What form a manifest cypher takes— such as a potion or scroll—doesn't affect its abilities at all. A potion that eases ++the user's next task by three steps is functionally identical to a magical scroll that does the same thing. ++ ++To randomly determine a manifest cypher's form, roll on the following table. ++ ++| d100 | Cypher Form | ++|-------|--------------------| ++| 01-02 | Bone runeplate | ++| 03-04 | Book page | ++| 05-07 | Bottle of powder | ++| 08-09 | Brand | ++| 10-12 | Brick | ++| 13-15 | Carved bone | ++| 16-18 | Carved stick | ++| 19-20 | Carved tooth | ++| 21-23 | Chalky potion | ++| 30-33 | Clay runeplate | ++| 34-37 | Crystal | ++| 38-39 | Elaborate scar | ++| 40-42 | Envelope of powder | ++| 43-44 | Fuming potion | ++| 45-47 | Glass | ++| 48-50 | Leaf | ++| 51-54 | Leather scroll | ++| 55-57 | Metal runeplate | ++| 58-60 | Oily potion | ++| 61-62 | Paper scroll | ++| 63-66 | Papyrus scroll | ++| 67-71 | Parchment scroll | ++| 72-74 | Pouch of powder | ++| 75-76 | Skin drawing | ++| 77-80 | Stone | ++| 81-82 | Tattoo | ++| 83-85 | Thick potion | ++| 86-88 | Tube of power | ++| 89-92 | Vellum scroll | ++| 93-96 | Watery potion | ++| 97-00 | Wood runeplate | ++ ++### EXAMPLE FANTASY CYPHERS ++ ++All of the cyphers in this chapter are manifest and fantastic cyphers. ++ ++### FANTASY CYPHERS TABLE ++ ++| 01-05 | Acid resistance | ++|-------|------------------------| ++| 06-11 | Animal control | ++| 12-18 | Beast shape | ++| 19-27 | Cold resistance | ++| 28-34 | Demon ward | ++| 35-39 | Dragon ward | ++| 40-44 | Electricity resistance | ++| 45-48 | Elemental conjuration | ++| 49-57 | Fire resistance | ++| 58-61 | Giant size | ++| 62-65 | Instant boat | ++| 66-68 | Instant tower | ++| 69-72 | Lycanthrope ward | ++| 73-76 | Penultimate key | ++| 77-82 | Poison resistance | ++| 83-86 | Restorative aura | ++| 87-89 | Thought listening | ++| 90-93 | Tiny size | ++| 94-98 | Undead ward | ++| 99-00 | Walking corpse | ++ ++### ACID RESISTANCE ++ ++Level: 1d6 + 3 ++ ++Effect: The user gains Armor against acid damage equal to the cypher's level for one hour. ++ ++### ANIMAL CONTROL ++ ++Level: 1d6 + 2 ++ ++Effect: To activate the cypher, the user must succeed on an Intellect attack against a beast whose level does not exceed ++the cypher's level. If successful, the beast immediately becomes calm. The beast awaits the user's commands and carries ++out all orders to the best of its ability. The target remains so enslaved for a number of hours equal to the cypher's ++level minus the target's level. (If the result is 0, the target is enslaved for only one minute.) The beast could attack ++or defend, a dog could follow a scent or retrieve an object, a badger could dig a hole, and so on. ++ ++The cypher doesn't give the user any special ability to understand the target or perceive through its senses. For ++example, the user can command an eagle to fly above a group of enemies, but the eagle can't describe what it sees and ++the user can't look through its eyes. ++ ++"Beast" in this sense refers to creatures of animal-level intelligence and may include unintelligent magical creatures ++like basilisks, pegasi, and so on. ++ ++### BEAST SHAPE ++ ++Level: 1d6 ++ ++Effect: The user transforms into a specific kind of animal, such as a bear, hawk, horse, or wolf (the kind of animal is ++determined by the cypher's creator). The user gains the animal's type of movement (swimming for a fish, flying for a ++bird, and so on) and two assets on tasks to pretend to be that animal. The user also gains an asset on one skill ++appropriate to their animal form (or two skills for cypher level 5 and higher). See the Animal Form Minor Abilities ++table. ++ ++The magic shrinks or enlarges the user to a size more suitable for their animal form, but generally can't make them more ++than about 50 percent smaller or larger, so the user might become an unusually large bird or a small bear. This doesn't ++affect the animal's abilities. The user can still use all of their abilities that don't rely specifically on their ++normal form. For example, an Adept in wolf form can't wield a dagger because wolves don't have hands, but could still ++use a healing power or mind blast ability. ++ ++After about an hour, the user returns to their normal form. ++ ++Depending on the cypher, the user might still be able to speak in a humanoid language, talk in a "language" of animal ++noises that other transformed people can understand perfectly, speak with animals of the same kind, or none of the ++above. ++ ++### COLD RESISTANCE ++ ++Level: 1d6 + 3 ++ ++Effect: The user gains Armor against cold damage equal to the cypher's level for one hour. ++ ++### DEMON WARD ++ ++Level: 1d6 ++ ++Effect: For one hour, the user gains Armor equal to the cypher's level against damage from demons, devils, and similar ++malevolent creatures. ++ ++### DRAGON WARD ++ ++Level: 1d6 ++ ++Effect: For one hour, the user gains Armor equal to the cypher's level against damage from dragons, wyverns, and similar ++magical reptilian creatures. ++ ++In a typical fantasy campaign, a demon is a supernatural being from another dimension or plane of existence. ++ ++### ELECTRICITY RESISTANCE ++ ++Level: 1d6 + 3 ++ ++Effect: The user gains Armor against electricity damage equal to the cypher's level for one hour. ++ ++### ELEMENTAL CONJURATION ++ ++Level: 1d6 ++ ++Effect: Summons an elemental creature (air, earth, fire, or water) that can understand the verbal commands of the user. ++Once the elemental is summoned, commanding it is not an action. It can make attacks or perform actions as ordered to the ++best of its abilities, but it cannot speak. The elemental never goes farther than long range away from the user. ++ ++The elemental is not particularly intelligent or capable of initiating action. It responds if attacked, but otherwise ++does only as commanded. ++ ++The elemental remains for one hour per cypher level or until its physical form is destroyed, after which it vanishes ++back to its native realm. ++ ++### FIRE RESISTANCE ++ ++Level: 1d6 + 3 ++ ++Effect: The user gains Armor against fire damage equal to the cypher's level for one hour. ++ ++### GIANT SIZE ++ ++Level: 1d6 ++ ++Effect: The user grows to about one and a half times their normal size. While at this larger size, they add 4 points to ++their Might Pool and +2 to their Might Edge, but their Speed defense rolls are hindered. ++ ++They return to their normal size after a minute. When the effect ends, their Might Edge returns to normal, they lose the ++penalty to Speed defense, and they subtract 4 points from their Might Pool (if this brings the Pool to 0, they subtract ++the overflow first from their Speed Pool and then, if necessary, from their Intellect Pool). ++ ++If the user is an NPC, the cypher increases their health by 4, eases their Might-based tasks, and hinders their Speed ++defense. When the effect ends, they lose 4 health and all of the other advantages and penalties from the cypher. ++ ++### INSTANT BOAT ++ ++Level: 1d6 + 2 ++ ++Effect: Creates or transforms into a small sailboat that can carry up to eight people. The user or other characters must ++row, steer, and sail the boat as normal. At cypher level 5 and higher, the boat grants an asset on all tasks relating to ++its movement, and at cypher level 7 and higher, the boat can move a short distance each round under its own power. The ++boat lasts for a day, after which it vanishes. ++ ++### INSTANT TOWER ++ ++Level: 1d6 + 3 ++ ++Effect: Creates a simple, squat stone tower with a door, three arrow slits, and a ceiling hatch leading to the roof. The ++tower is 10 feet (3 m) square and 12 feet (4 m) tall. If the cypher level is 7 or higher, the tower also has a second ++story (with four arrow slits), increasing its total height to 20 feet (6 m). If there isn't sufficient room for the ++tower to reach its full size, it fills the available space, but its appearance and growth does not apply any force or ++pressure against the confining surfaces. ++ ++The tower is permanent and immobile once created. ++ ++### LYCANTHROPE WARD ++ ++Level: 1d6 ++ ++Effect: For one hour, the user gains Armor equal to the cypher's level against damage from werewolves and other ++lycanthropes. ++ ++Lycanthrope: Formally, a human who can transform into a wolf. Informally, a human who can transform into an animal, such ++as a bear, rat, tiger, or wolf ++ ++### PENULTIMATE KEY ++ ++Level: 1d6 + 2 ++ ++Effect: Locks or unlocks any one door, portal, chest, or other lockable item of the cypher's level or lower. The ++targeted item must have a keyhole for the cypher to work. ++ ++Legends speak of the Ultimate Key, which can open any lock, even those sealed by a god. ++ ++### POISON RESISTANCE ++ ++Level: 1d6 + 3 ++ ++Effect: The user gains Armor against poison damage equal to the cypher's level for one hour. ++ ++### RESTORATIVE AURA ++ ++Level: 1d6 ++ ++Effect: Creates an immediate area filled with aromatic smoke, reassuring sounds, gentle light, or other pleasing ++sensations that last for one hour. Creatures who rest within the area gain +2 on their recovery rolls (or +4 for cypher ++level 5 and higher). NPCs instead recover 2 health if they spend at least ten minutes within the area (or 4 health for ++cypher level 5 and higher). For a creature to gain this benefit, its entire rest must occur while the cypher is active. ++ ++### THOUGHT LISTENING ++ ++Level: 1d6 + 1 ++ ++Effect: The user can read the surface thoughts of a creature within short range that they can see, even if the target ++doesn't want them to. Once the user has established contact, they can read the target's thoughts for up to one minute ++per cypher level. ++ ++### TINY SIZE ++ ++Level: 1d6 ++ ++Effect: The user shrinks to about one-tenth their normal size. While at this smaller size, they add 4 points to their ++Speed Pool and +2 to their Speed Edge, but all of their Might actions are hindered by two steps. They return to their ++normal size after a minute. When the effect ends, their Speed Edge returns to normal, they lose the penalty to Might ++actions, and they subtract 4 points from their Speed Pool (if this brings the Pool to 0, they subtract the overflow ++first from their Intellect Pool and then, if necessary, from their Might Pool). ++ ++If the user is an NPC, the cypher eases their Speed-based tasks and hinders their Might-based tasks. When the effect ++ends, they lose all of the advantages and penalties from the cypher. ++ ++### UNDEAD WARD ++ ++Level: 1d6 ++ ++Effect: For one hour, the user gains Armor equal to the cypher's level against damage from skeletons, zombies, ghosts, ++vampires, and other undead creatures. ++ ++### WALKING CORPSE ++ ++Level: 1d6 ++ ++Effect: Animates a corpse as a level 1 (or level 2 for cypher level 5 and higher) undead skeleton or zombie, depending ++on the condition of the body. The corpse can be no larger than a typical human. The animated corpse has none of the ++intelligence, memories, or special abilities that it had in life. The creature follows the user's verbal commands for ++one hour, after which it becomes an inert corpse. Unless the creature is killed by damage, the user can reanimate it ++again when its time expires, but any damage it had when it became inert applies to its newly reanimated state. ++ + ### FANTASY ARTIFACTS + + In many ways, fantasy is the genre for artifacts. All magic items—wands that shoot lightning, magic carpets, singing +@@ -19059,23 +18770,6 @@ + In a high fantasy setting, some GMs may want dwarves and elves to be mechanically different from humans. Below are some + possibilities for how this might work. + +-### VARIANT RULE: TWO DESCRIPTORS +- +-By having dwarf, elf, or other species take the place of a character's descriptor, it creates a situation where only +-human characters have the variability of choosing a descriptor that suits their personality. The GM might instead allow +-all human characters to have two descriptors, and nonhuman characters to have a standard descriptor in addition to their +-species descriptor. +- +-Sometimes contradictory descriptors might weaken or negate each other's benefits and drawbacks. If one descriptor gives +-training in a skill and another gives an inability in that skill, they cancel each other out and the character doesn't +-have any modifier for that skill at all. +- +-### DESCRIPTORS AS SPECIES +- +-If a player wants to play a nearly human species without any exceptional or unique special abilities, it's easy for a GM +-to pick an appropriate descriptor and use it as that species' descriptor. A greyhound-like species might have the Fast +-descriptor. +- + ### CATFOLK + + You are unmistakably feline. Your people have fur; large, pointed ears; sharp teeth and claws; and even tails. You are +@@ -19457,6 +19151,243 @@ + ability so gained. If the PC is a wizard and uses the 4 XP character advancement option, treat the ability as one more + prepared spell.) + ++### FANTASY CREATURES AND NPCs BY LEVEL ++ ++| Level | Name | ++|-------|------------------------| ++| 1 | Goblin\* | ++| 1 | Shadow | ++| 2 | Guard\* | ++| 2 | Morlock | ++| 2 | Orc\* | ++| 2 | Skeleton\* | ++| 2 | Wraith | ++| 3 | Bard | ++| 3 | Berserker | ++| 3 | Crime boss\* | ++| 3 | Deinonychus\* | ++| 3 | Faerie | ++| 3 | Giant rat\* | ++| 3 | Giant spider\* | ++| 3 | Halfling | ++| 3 | Harpy | ++| 3 | Merfolk | ++| 3 | Sapient tree | ++| 3 | Thug\* | ++| 3 | Thug\* | ++| 3 | Transitional vampire\* | ++| 3 | Zombie\* | ++| 4 | Deep one\* | ++| 4 | Devil\* | ++| 4 | Druid | ++| 4 | Dwarf | ++| 4 | Elemental, air | ++| 4 | Elemental, fire | ++| 4 | Elemental, water | ++| 4 | Elf | ++| 4 | Ghost\* | ++| 4 | Ghoul\* | ++| 4 | Giant snake\* | ++| 4 | Hollow knight | ++| 4 | Minotour | ++| 4 | Ogre\* | ++| 4 | Paladin | ++| 4 | Shadow elf\* | ++| 4 | Thief | ++| 4 | Werewolf\* | ++| 5 | Basilisk | ++| 5 | Cambion | ++| 5 | Demon | ++| 5 | Elemental, earth\* | ++| 5 | Fallen angel\* | ++| 5 | Gorgon | ++| 5 | Mi-go\* | ++| 5 | Necromancer | ++| 5 | Occultist\* | ++| 5 | Prince(ss) of summer\* | ++| 5 | Satyr | ++| 5 | Soul Eater | ++| 5 | Wendigo\* | ++| 5 | Witch\* | ++| 6 | Assassin\* | ++| 6 | Blackguard | ++| 4 | Elemental, water | ++| 4 | Elemental, water | ++| 4 | Elf | ++| 4 | Ghost\* | ++| 4 | Ghoul\* | ++| 4 | Giant snake\* | ++| 4 | Hollow knight | ++| 4 | Minotour | ++| 4 | Ogre\* | ++| 4 | Paladin | ++| 4 | Shadow elf\* | ++| 4 | Thief | ++| 4 | Werewolf\* | ++| 5 | Basilisk | ++| 5 | Cambion | ++| 5 | Demon | ++| 5 | Elemental, earth\* | ++| 5 | Fallen angel\* | ++| 5 | Gorgon | ++| 5 | Mi-go\* | ++| 5 | Necromancer | ++| 5 | Occultist\* | ++| 5 | Prince(ss) of summer\* | ++| 5 | Satyr | ++| 5 | Soul Eater | ++| 5 | Wendigo\* | ++| 5 | Witch\* | ++| 6 | Assassin\* | ++| 6 | Blackguard | ++| 6 | Chimera\*I | ++| 6 | Elemental, thorn | ++| 6 | Golem\* | ++| 6 | Hag | ++| 6 | Jotunn, fire | ++| 6 | Jotunn, frost | ++| 6 | Manticore | ++| 6 | Puppet tree\* | ++| 6 | Troll | ++| 6 | Vampire\* | ++| 6 | Wyvern | ++| 7 | Corrupt mage | ++| 7 | Cyclops | ++| 7 | Djinni\* | ++| 7 | Dragon\* | ++| 7 | Evil priest | ++| 7 | Giant\* | ++| 7 | Hydra | ++| 7 | Noble knight | ++| 7 | Sphinx | ++| 7 | Statue, animate\* | ++| 7 | Tyrannosaurus rex\* | ++| 7 | Worm that walks | ++| 8 | Lich | ++| 8 | Wizard, mighty\* | ++| 9 | Demigod\* | ++| 9 | Demon Lord | ++| 10 | Kaiju\* | ++ ++\* Creature or NPC found in the Cypher System ++ ++### BIGGER AND TOUGHER ++ ++If you need a larger or tougher version of a creature, such as a dire wolf or a giant crocodile, you can just increase ++the creature's level (and all of its modifications) by 1 or 2. If the creature has a damage or health stat that isn't ++the default for its level, take that into account at the modified creature's new level. ++ ++A simple rule of thumb is to double a creature's size (length, width, and height) for every level it increases. ++ ++### OTHER CREATURES AND NPCs FOR A FANTASY GAME ++ ++Bat: level 1 ++ ++Black bear: level 3, attacks as level 4 ++ ++Blacksmith: level 2, metalworking as level 4; health 8 ++ ++Cat: level 1, Speed defense as level 3 due to size and quickness ++ ++Catfolk: level 3, balancing and climbing as level 4; damage inflicted 4 points ++ ++Centaur: level 4; health 15; moves a long distance each round ++ ++Crocodile: level 4; Armor 1; swims a short distance each round ++ ++Dire wolf: level 4, attacks and perception as level 5; Armor 1 ++ ++Dog: level 2, perception as level 3 ++ ++Dog, guard: level 3, attacks and perception as level 4 ++ ++Elephant: level 5; health 20; Armor 1 ++ ++Farmer: level 2, animal handling as level 3; health 8 ++ ++Gargoyle: level 3; Armor 5; damage inflicted 5 points; flies a short distance each round ++ ++Giant ape: level 3, climbing and attacks as level 4 ++ ++Giant crab: level 6; Armor 4; pincer attack holds prey and automatically inflicts damage each turn until the target ++succeeds at a Might or Speed defense task ++ ++Giant frog: level 3 ++ ++Giant octopus: level 5, Might defense and stealth as level 6; health 25; attacks four times as an action ++ ++Giant scorpion: level 4; Armor 2; damage inflicted 4 points plus 4 points of Speed damage (ignores Armor) on a failed ++Might defense task ++ ++Giant snake: level 4; health 18; Armor 2; damage inflicted 4 points plus 3 points of Speed damage (ignores Armor) on a ++failed Might defense task ++ ++Gnoll: level 2, Speed defense as level 3 due to shield; health 8; Armor 2 ++ ++Gorilla: level 2, attacks as level 3; damage inflicted 3 points ++ ++Griffon: level 4, perception as level 5; Armor 1; flies a long distance each round ++ ++Grizzly bear: level 5; health 20; Armor 1 ++ ++Hawk: level 2; flies a long distance each round ++ ++Hippogryph: level 3, attacks as level 4; flies a long distance each round. ++ ++Horse: level 3; moves a long distance each round ++ ++Leopard: level 4; climbing, jumping, stealth, and attacks as level 5; Armor 1 ++ ++Lion or tiger: level 5, attacks as level 6; Armor 1 ++ ++Lizardfolk: level 3; Armor 1 ++ ++Merchant: level 2, haggling and assessment tasks as level 3 ++ ++Mummy: level 6; ancient history, ancient religion, climbing, and stealth as level 8; health 24; Armor 2; damage ++inflicted 7 points ++ ++Nymph: level 3, stealth and positive social interactions as level 6 ++ ++Pegasus: level 3, Speed defense as level 4; moves or flies a long distance each round ++ ++Pterodactyl: level 3; Armor 1; flies a long distance each round ++ ++Rat: level 1 ++ ++Roc: level 6; health 25; Armor 2; flies a long distance each round; attacks twice as an action ++ ++Shark: level 3, attacks as level 4; health 15; Armor 2 ++ ++Undead claw: level 1, attacks as level 3, Speed defense as level 3 due to quickness and size; health 5; Armor 1 ++ ++Unicorn: level 4; Might defense, perception, and attacks as level 5; health 15; Armor 1; makes two attacks as its ++action; once per hour can teleport up to 1 mile; once per hour can heal a creature for 4 Pool points (or health) and ++remove poisons up to level 4 ++ ++Villager: level 1 ++ ++Viper: level 2; bite inflicts 3 points of Speed damage (ignores Armor) ++ ++Warhorse: level 4; moves a long distance each round ++ ++Werebear: level 5, attacks as level 6; Armor 1; damage inflicted 6 points; regenerates 2 ++ ++health per round (unless recently wounded by silver) ++ ++Wererat: level 3, Speed defense and stealth as level 4; regenerates 2 health per round (unless recently wounded by ++silver) ++ ++Wereshark: level 4, attacks as level 5; health 15; Armor 2; regenerates 2 health per round (unless recently wounded by ++silver) ++ ++Weretiger: level 5, attacks as level 6; Armor 1; damage inflicted 6 points; regenerates 2 health per round (unless ++recently wounded by silver) ++ ++Wolf: level 3, perception as level 4 ++ ++Yeti: level 3; attacks, perception, and stealth as level 4; Armor 1 ++ + ### MODERN RULES MODULE + + The modern setting is easy because it's just the real world, right? Well, yes and no. It's easy for players to +@@ -26372,6 +26303,101 @@ + + ### FAIRYTALE RULES MODULE + ++Fairy Tale ++ ++The genre of fairy tales is a wide one, crossing into almost every culture and encompassing everything from early oral ++stories passed down from generation to generation to the more modern literary fairy tale. What makes something a fairy ++tale? While there's a great deal of discussion around that question, most have a number of things in common: a series ++of ++far-fetched events; fantastical beings such as talking animals, elves, goblins, mermaids, witches, and dragons; and ++objects that have magical elements. ++ ++One of the powers of a fairy tale—or a game set in a fairy tale-inspired setting—is its ability to create a sense of ++wonder and to evoke players' imaginations while still allowing them to keep one foot in the known. The very settings ++themselves are both enchanted and somehow familiar, whether the characters are entering a magical woods, falling down a ++rabbit hole, or embarking on a voyage to Neverland. Those beasts and beings who stalk such places are equally wondrous, ++and offer fantastic starting points for any number of adventures. ++ ++To heighten the sense of wonder in a fairy tale adventure or campaign, a GM might consider presenting the game in a ++modern setting. In a modern setting, characters have regular jobs that don't normally involve hunting goblins or helping ++talking fish solve puzzles. This means that when the moths take shape and become the cloak of a princess of summer come ++to beg a favor or steal a child, or the house grows legs and runs away one morning, the player characters will be ++rightfully amazed (and perhaps somewhat terrified). ++ ++### NATURE OF FAERIE ++ ++Faerie (also called by many other names) is a dimension of magic separate from but closely parallel to the mundane ++world. It doesn't matter whether Faerie is just a collective term for thousands of separate curled-up dimensions hidden ++in corners, in closets, or at the center of forests, or it's one continuous realm that overlaps the real world where ++it's thinnest. It's a place those with open hearts can find by following a way between tall trees (or looming library ++shelves) to a realm where everything is different. Where elves walk, nymphs dance, unicorns gallop, and both natural ++growths and built structures become vast and enchanting. ++ ++Humans don't tend to do well in such a world if they stay too long, as the sensory input is hard on the nervous system. ++But fey creatures depend on it, like plants to the light. A fey creature too long cut off from its land of origin (or ++its stream, hill, or burrow) slowly becomes mortal and then dies. ++ ++When a fey creature is cut by silvered or cold iron weapons, they temporarily lose the sustaining benefit of their ++connection to Faerie. This severed connection usually disrupts a fey creature's ability to heal. A silvered weapon is ++one that contains silver as part of an alloying process, has silver inlay, or has been coated in a dusting of silver ++powder (which usually lasts only through a single fight). In truth, many items in the modern era are cold-forged, while ++many others are not. We suggest that any hand-forged item containing iron could be considered a cold-forged weapon for ++harming fey creatures. Thus, most bullets and other modern items wouldn't be treated as cold iron by this definition, ++but some would fit the bill. ++ ++Basic CREATURES AND NPCs FOR A FAIRY TALE GAME ++ ++Most fey creatures of level 2 or higher regain 1 point of health per round, unless wounded by silvered or cold iron ++weapons. ++ ++Angry ants: swarm as a level 1 creature; constantly whisper insults, slurs, and obscenities; those physically attacked ++must also succeed on a difficulty 3 Might defense task or be stunned and lose their next turn ++ ++Erlking: level 6, stealth as level 7; health 27; Armor 4; short-range whisper attack enthralls target for one hour or ++until attacked; root tendril attacks on up to three separate targets in immediate range; silvered and cold iron weapons ++ignore the erlking's Armor ++ ++(*Erlking:* An animated accumulation of woodland debris—bark, lost teeth, matted weeds, and dirt—that wears a crown of ++oak leaves and a cloak of mist.) ++ ++Faerie: level 4, deception and Speed defense as level 5; short-range magic dust attack inflicts damage or makes target ++amenable to faerie suggestions for one minute ++ ++Feral tree: level 3; Armor 3; rooted in place; lashing branches attack up to three characters as a single action and on ++a failed Might defense task, hold the victim in place until they can escape ++ ++Nymph: level 3, stealth and positive social interactions as level 6 ++ ++Pixie: level 2, stealth and finding lost items as level 6 ++ ++Razorblade butterflies: level 1; swarm as a level 3 creature able to attack all creatures in an area an immediate ++distance across ++ ++Talking cat: level 1, knowledge tasks as level 7 ++ ++Troll: level 6; claws inflict 7 points of damage and grab victim until they escape; grabbed creature takes 10 points of ++damage per round; troll regains 3 points of health per round ++ ++### FAIRY TALE ARTIFACTS ++ ++Artifacts in a fantasy setting and magic items in other games focused on fantasy would also be suitable for a fairy tale ++setting. However, every fairy tale artifact should come with a quirk that sets it apart from a simple "wand of fire" or ++similar item. Come up with your own or roll a quirk on the table below. ++ ++| | | ++|-----|-------------------------------------------------------------------------------------------------------------------------| ++| d10 | Quirk | ++| 1 | Is sometimes invisible. | ++| 2 | Cries like a baby if jostled. | ++| 3 | Becomes cold as ice to the touch and emits cold vapor when danger threatens. | ++| 4 | Contains a secret compartment that invariably holds a chunk of rock broken from what might be a strange jade sculpture. | ++| 5 | Also serves as a key to some magically locked doors and chests. | ++| 6 | Bites owner with tiny teeth if jostled, dealing 1 point of damage. | ++| 7 | Always muttering and complaining, though useful warnings and other information can sometimes be gained. | ++| 8 | Jealous of any other manifest cyphers, artifacts, or beautiful objects in the wielder's life. | ++| 9 | The "painting" of a princess of summer on the object sometimes leaves it, robbing the artifact of power. | ++| 10 | Causes flowers to grow wherever it is stored or set down. | ++ + ### SPECIAL RULES + + Fairy tale games have unique opportunities for magic that aren't found elsewhere— death, curses, blessings, and wishes +@@ -34042,101 +34068,6 @@ + + 4\. You have a secret agenda, and the PCs were gullible enough to let you come along. + +-Fairy Tale +- +-The genre of fairy tales is a wide one, crossing into almost every culture and encompassing everything from early oral +-stories passed down from generation to generation to the more modern literary fairy tale. What makes something a fairy +-tale? While there's a great deal of discussion around that question, most have a number of things in common: a series +-of +-far-fetched events; fantastical beings such as talking animals, elves, goblins, mermaids, witches, and dragons; and +-objects that have magical elements. +- +-One of the powers of a fairy tale—or a game set in a fairy tale-inspired setting—is its ability to create a sense of +-wonder and to evoke players' imaginations while still allowing them to keep one foot in the known. The very settings +-themselves are both enchanted and somehow familiar, whether the characters are entering a magical woods, falling down a +-rabbit hole, or embarking on a voyage to Neverland. Those beasts and beings who stalk such places are equally wondrous, +-and offer fantastic starting points for any number of adventures. +- +-To heighten the sense of wonder in a fairy tale adventure or campaign, a GM might consider presenting the game in a +-modern setting. In a modern setting, characters have regular jobs that don't normally involve hunting goblins or helping +-talking fish solve puzzles. This means that when the moths take shape and become the cloak of a princess of summer come +-to beg a favor or steal a child, or the house grows legs and runs away one morning, the player characters will be +-rightfully amazed (and perhaps somewhat terrified). +- +-### NATURE OF FAERIE +- +-Faerie (also called by many other names) is a dimension of magic separate from but closely parallel to the mundane +-world. It doesn't matter whether Faerie is just a collective term for thousands of separate curled-up dimensions hidden +-in corners, in closets, or at the center of forests, or it's one continuous realm that overlaps the real world where +-it's thinnest. It's a place those with open hearts can find by following a way between tall trees (or looming library +-shelves) to a realm where everything is different. Where elves walk, nymphs dance, unicorns gallop, and both natural +-growths and built structures become vast and enchanting. +- +-Humans don't tend to do well in such a world if they stay too long, as the sensory input is hard on the nervous system. +-But fey creatures depend on it, like plants to the light. A fey creature too long cut off from its land of origin (or +-its stream, hill, or burrow) slowly becomes mortal and then dies. +- +-When a fey creature is cut by silvered or cold iron weapons, they temporarily lose the sustaining benefit of their +-connection to Faerie. This severed connection usually disrupts a fey creature's ability to heal. A silvered weapon is +-one that contains silver as part of an alloying process, has silver inlay, or has been coated in a dusting of silver +-powder (which usually lasts only through a single fight). In truth, many items in the modern era are cold-forged, while +-many others are not. We suggest that any hand-forged item containing iron could be considered a cold-forged weapon for +-harming fey creatures. Thus, most bullets and other modern items wouldn't be treated as cold iron by this definition, +-but some would fit the bill. +- +-Basic CREATURES AND NPCs FOR A FAIRY TALE GAME +- +-Most fey creatures of level 2 or higher regain 1 point of health per round, unless wounded by silvered or cold iron +-weapons. +- +-Angry ants: swarm as a level 1 creature; constantly whisper insults, slurs, and obscenities; those physically attacked +-must also succeed on a difficulty 3 Might defense task or be stunned and lose their next turn +- +-Erlking: level 6, stealth as level 7; health 27; Armor 4; short-range whisper attack enthralls target for one hour or +-until attacked; root tendril attacks on up to three separate targets in immediate range; silvered and cold iron weapons +-ignore the erlking's Armor +- +-(*Erlking:* An animated accumulation of woodland debris—bark, lost teeth, matted weeds, and dirt—that wears a crown of +-oak leaves and a cloak of mist.) +- +-Faerie: level 4, deception and Speed defense as level 5; short-range magic dust attack inflicts damage or makes target +-amenable to faerie suggestions for one minute +- +-Feral tree: level 3; Armor 3; rooted in place; lashing branches attack up to three characters as a single action and on +-a failed Might defense task, hold the victim in place until they can escape +- +-Nymph: level 3, stealth and positive social interactions as level 6 +- +-Pixie: level 2, stealth and finding lost items as level 6 +- +-Razorblade butterflies: level 1; swarm as a level 3 creature able to attack all creatures in an area an immediate +-distance across +- +-Talking cat: level 1, knowledge tasks as level 7 +- +-Troll: level 6; claws inflict 7 points of damage and grab victim until they escape; grabbed creature takes 10 points of +-damage per round; troll regains 3 points of health per round +- +-### FAIRY TALE ARTIFACTS +- +-Artifacts in a fantasy setting and magic items in other games focused on fantasy would also be suitable for a fairy tale +-setting. However, every fairy tale artifact should come with a quirk that sets it apart from a simple "wand of fire" or +-similar item. Come up with your own or roll a quirk on the table below. +- +-| | | +-|-----|-------------------------------------------------------------------------------------------------------------------------| +-| d10 | Quirk | +-| 1 | Is sometimes invisible. | +-| 2 | Cries like a baby if jostled. | +-| 3 | Becomes cold as ice to the touch and emits cold vapor when danger threatens. | +-| 4 | Contains a secret compartment that invariably holds a chunk of rock broken from what might be a strange jade sculpture. | +-| 5 | Also serves as a key to some magically locked doors and chests. | +-| 6 | Bites owner with tiny teeth if jostled, dealing 1 point of damage. | +-| 7 | Always muttering and complaining, though useful warnings and other information can sometimes be gained. | +-| 8 | Jealous of any other manifest cyphers, artifacts, or beautiful objects in the wielder's life. | +-| 9 | The "painting" of a princess of summer on the object sometimes leaves it, robbing the artifact of power. | +-| 10 | Causes flowers to grow wherever it is stored or set down. | +- + Historical + + Setting your campaign in World War 2, the Renaissance, or the 1930s can be fun and interesting. However, setting it in +@@ -34353,243 +34284,6 @@ + + Rattlesnake: level 2; bite inflicts 3 points of Speed damage (ignores Armor) + +-### FANTASY CREATURES AND NPCs BY LEVEL +- +-| Level | Name | +-|-------|------------------------| +-| 1 | Goblin\* | +-| 1 | Shadow | +-| 2 | Guard\* | +-| 2 | Morlock | +-| 2 | Orc\* | +-| 2 | Skeleton\* | +-| 2 | Wraith | +-| 3 | Bard | +-| 3 | Berserker | +-| 3 | Crime boss\* | +-| 3 | Deinonychus\* | +-| 3 | Faerie | +-| 3 | Giant rat\* | +-| 3 | Giant spider\* | +-| 3 | Halfling | +-| 3 | Harpy | +-| 3 | Merfolk | +-| 3 | Sapient tree | +-| 3 | Thug\* | +-| 3 | Thug\* | +-| 3 | Transitional vampire\* | +-| 3 | Zombie\* | +-| 4 | Deep one\* | +-| 4 | Devil\* | +-| 4 | Druid | +-| 4 | Dwarf | +-| 4 | Elemental, air | +-| 4 | Elemental, fire | +-| 4 | Elemental, water | +-| 4 | Elf | +-| 4 | Ghost\* | +-| 4 | Ghoul\* | +-| 4 | Giant snake\* | +-| 4 | Hollow knight | +-| 4 | Minotour | +-| 4 | Ogre\* | +-| 4 | Paladin | +-| 4 | Shadow elf\* | +-| 4 | Thief | +-| 4 | Werewolf\* | +-| 5 | Basilisk | +-| 5 | Cambion | +-| 5 | Demon | +-| 5 | Elemental, earth\* | +-| 5 | Fallen angel\* | +-| 5 | Gorgon | +-| 5 | Mi-go\* | +-| 5 | Necromancer | +-| 5 | Occultist\* | +-| 5 | Prince(ss) of summer\* | +-| 5 | Satyr | +-| 5 | Soul Eater | +-| 5 | Wendigo\* | +-| 5 | Witch\* | +-| 6 | Assassin\* | +-| 6 | Blackguard | +-| 4 | Elemental, water | +-| 4 | Elemental, water | +-| 4 | Elf | +-| 4 | Ghost\* | +-| 4 | Ghoul\* | +-| 4 | Giant snake\* | +-| 4 | Hollow knight | +-| 4 | Minotour | +-| 4 | Ogre\* | +-| 4 | Paladin | +-| 4 | Shadow elf\* | +-| 4 | Thief | +-| 4 | Werewolf\* | +-| 5 | Basilisk | +-| 5 | Cambion | +-| 5 | Demon | +-| 5 | Elemental, earth\* | +-| 5 | Fallen angel\* | +-| 5 | Gorgon | +-| 5 | Mi-go\* | +-| 5 | Necromancer | +-| 5 | Occultist\* | +-| 5 | Prince(ss) of summer\* | +-| 5 | Satyr | +-| 5 | Soul Eater | +-| 5 | Wendigo\* | +-| 5 | Witch\* | +-| 6 | Assassin\* | +-| 6 | Blackguard | +-| 6 | Chimera\*I | +-| 6 | Elemental, thorn | +-| 6 | Golem\* | +-| 6 | Hag | +-| 6 | Jotunn, fire | +-| 6 | Jotunn, frost | +-| 6 | Manticore | +-| 6 | Puppet tree\* | +-| 6 | Troll | +-| 6 | Vampire\* | +-| 6 | Wyvern | +-| 7 | Corrupt mage | +-| 7 | Cyclops | +-| 7 | Djinni\* | +-| 7 | Dragon\* | +-| 7 | Evil priest | +-| 7 | Giant\* | +-| 7 | Hydra | +-| 7 | Noble knight | +-| 7 | Sphinx | +-| 7 | Statue, animate\* | +-| 7 | Tyrannosaurus rex\* | +-| 7 | Worm that walks | +-| 8 | Lich | +-| 8 | Wizard, mighty\* | +-| 9 | Demigod\* | +-| 9 | Demon Lord | +-| 10 | Kaiju\* | +- +-\* Creature or NPC found in the Cypher System +- +-### BIGGER AND TOUGHER +- +-If you need a larger or tougher version of a creature, such as a dire wolf or a giant crocodile, you can just increase +-the creature's level (and all of its modifications) by 1 or 2. If the creature has a damage or health stat that isn't +-the default for its level, take that into account at the modified creature's new level. +- +-A simple rule of thumb is to double a creature's size (length, width, and height) for every level it increases. +- +-### OTHER CREATURES AND NPCs FOR A FANTASY GAME +- +-Bat: level 1 +- +-Black bear: level 3, attacks as level 4 +- +-Blacksmith: level 2, metalworking as level 4; health 8 +- +-Cat: level 1, Speed defense as level 3 due to size and quickness +- +-Catfolk: level 3, balancing and climbing as level 4; damage inflicted 4 points +- +-Centaur: level 4; health 15; moves a long distance each round +- +-Crocodile: level 4; Armor 1; swims a short distance each round +- +-Dire wolf: level 4, attacks and perception as level 5; Armor 1 +- +-Dog: level 2, perception as level 3 +- +-Dog, guard: level 3, attacks and perception as level 4 +- +-Elephant: level 5; health 20; Armor 1 +- +-Farmer: level 2, animal handling as level 3; health 8 +- +-Gargoyle: level 3; Armor 5; damage inflicted 5 points; flies a short distance each round +- +-Giant ape: level 3, climbing and attacks as level 4 +- +-Giant crab: level 6; Armor 4; pincer attack holds prey and automatically inflicts damage each turn until the target +-succeeds at a Might or Speed defense task +- +-Giant frog: level 3 +- +-Giant octopus: level 5, Might defense and stealth as level 6; health 25; attacks four times as an action +- +-Giant scorpion: level 4; Armor 2; damage inflicted 4 points plus 4 points of Speed damage (ignores Armor) on a failed +-Might defense task +- +-Giant snake: level 4; health 18; Armor 2; damage inflicted 4 points plus 3 points of Speed damage (ignores Armor) on a +-failed Might defense task +- +-Gnoll: level 2, Speed defense as level 3 due to shield; health 8; Armor 2 +- +-Gorilla: level 2, attacks as level 3; damage inflicted 3 points +- +-Griffon: level 4, perception as level 5; Armor 1; flies a long distance each round +- +-Grizzly bear: level 5; health 20; Armor 1 +- +-Hawk: level 2; flies a long distance each round +- +-Hippogryph: level 3, attacks as level 4; flies a long distance each round. +- +-Horse: level 3; moves a long distance each round +- +-Leopard: level 4; climbing, jumping, stealth, and attacks as level 5; Armor 1 +- +-Lion or tiger: level 5, attacks as level 6; Armor 1 +- +-Lizardfolk: level 3; Armor 1 +- +-Merchant: level 2, haggling and assessment tasks as level 3 +- +-Mummy: level 6; ancient history, ancient religion, climbing, and stealth as level 8; health 24; Armor 2; damage +-inflicted 7 points +- +-Nymph: level 3, stealth and positive social interactions as level 6 +- +-Pegasus: level 3, Speed defense as level 4; moves or flies a long distance each round +- +-Pterodactyl: level 3; Armor 1; flies a long distance each round +- +-Rat: level 1 +- +-Roc: level 6; health 25; Armor 2; flies a long distance each round; attacks twice as an action +- +-Shark: level 3, attacks as level 4; health 15; Armor 2 +- +-Undead claw: level 1, attacks as level 3, Speed defense as level 3 due to quickness and size; health 5; Armor 1 +- +-Unicorn: level 4; Might defense, perception, and attacks as level 5; health 15; Armor 1; makes two attacks as its +-action; once per hour can teleport up to 1 mile; once per hour can heal a creature for 4 Pool points (or health) and +-remove poisons up to level 4 +- +-Villager: level 1 +- +-Viper: level 2; bite inflicts 3 points of Speed damage (ignores Armor) +- +-Warhorse: level 4; moves a long distance each round +- +-Werebear: level 5, attacks as level 6; Armor 1; damage inflicted 6 points; regenerates 2 +- +-health per round (unless recently wounded by silver) +- +-Wererat: level 3, Speed defense and stealth as level 4; regenerates 2 health per round (unless recently wounded by +-silver) +- +-Wereshark: level 4, attacks as level 5; health 15; Armor 2; regenerates 2 health per round (unless recently wounded by +-silver) +- +-Weretiger: level 5, attacks as level 6; Armor 1; damage inflicted 6 points; regenerates 2 health per round (unless +-recently wounded by silver) +- +-Wolf: level 3, perception as level 4 +- +-Yeti: level 3; attacks, perception, and stealth as level 4; Armor 1 +- + ### CREATURES + + ### ABOMINATION 5 (15) +@@ -37940,6 +37634,282 @@ + GM intrusion: The animate statue strikes a character so hard that the victim flies a long distance and lands in a heap, + possibly dropping gear and weapons along the way. + ++### SUPERVILLIANS ++ ++People with amazing abilities who use them for evil earn the label of supervillain. This section presents five sample ++supervillains. These supervillains use the same format as the Creatures chapter. ++ ++### ANATHEMA 7 (21) ++ ++The supervillain called Anathema is big, bright red, and stronger than anyone on this planet or any other (or so he ++claims). Superheroes who go head to head with him learn that he can withstand almost any hit and always gives back twice ++as hard as he receives. He can bring down buildings with a punch and throw semi trucks across state lines. ++ ++Before he was Anathema, he was Sameer Stokes, a bitter and spiteful coder working for a large software company. Having ++failed in relationships, promotions, and retaining friends, Sameer retreated online and learned that he had power when ++he bullied people. He delighted in causing emotional distress in others in forums and social media. In effect, he was a ++troll. When the metamorphosis happened, he was turned into a troll for real. (Sameer doesn't recall the metamorphosis or ++the days before and immediately after his change, despite using therapy and drugs in an attempt to recover those ++memories.) ++ ++(Assume that Anathema has three power shifts in strength and two in resilience. These shifts are already figured into ++his modifications and other stats.) ++ ++Motive: Accumulate wealth, live on the edge ++ ++Environment: Anywhere vast wealth can be stolen ++ ++Health: 70 ++ ++Damage Inflicted: 12 points ++ ++Movement: Short; a few miles (5 km) per leap ++ ++Modifications: Strength tasks as level 10; Might defense as level 9; Speed defense as level 5 due to size ++ ++Combat: Anathema hits foes with bone-shocking force. He can throw cars and large objects at targets within long range, ++dealing damage to all creatures within immediate range of his target. ++ ++Anathema has a healing factor that makes it hard to hurt him in any meaningful sense. He regains 10 points of health per ++round. In any round in which he regains health, his attacks deal 3 additional points of damage (15 total), and he seems ++to visibly swell with muscle. ++ ++Interaction: When Anathema is riled up during a fight, it's difficult to reason with him. However, he is willing to ++negotiate if someone offers him wealth or convinces him they have valuable secrets for breaking mental blocks. Anathema ++doesn't know how he became the way he is, and he wants to recover his missing memories. ++ ++Use: The rolling earthquake afflicting the city is actually Anathema fighting a group of newbie superheroes who haven't ++figured out that engaging the red mountain will likely cause more deaths than leaving him alone. (The first rule of ++fighting Anathema is to lead or move him somewhere with a low population density.) ++ ++Loot: Anathema doesn't normally carry wealth or other valuables. In his lair, Anathema typically has three to five ++expensive items, 1d6 cyphers, and possibly an artifact. ++ ++GM intrusion: Anathema's attack sends the character flying a long distance and potentially into dangerous terrain. ++ ++### DOCTOR DREAD 7 (21) ++ ++Doctor Dread is larger than life thanks to her brilliant mind, her media savvy, and the robotic armor she uses to ++enhance her otherwise normal abilities. Indeed, Doctor Dread has become the most feared terrorist on the planet. She ++uses her abilities to extort money, influence, and technology from the rich and powerful, whether her victims are ++individuals, governments, corporations, or superheroes. ++ ++Alicia Coleridge is Doctor Dread's secret identity. Born into relative obscurity, she received a full scholarship to the ++Russell Institute of Technology, where she studied the effects of radioactive substances on living tissue. In a freak ++lab accident, Alicia's fiancé was slain, and Alicia was disfigured and driven slightly insane, so ++much so that she built the Doctor Dread armor. She plows the vast wealth she accumulates through terrorism into research ++into the rejuvenation of dead flesh. She hopes to one day bring back her dead love, whose body she keeps in suspended ++animation. ++ ++(Doctor Dread is usually accompanied by a handful of robot minions.) ++ ++(Dread's robot minion: level 3; Armor 1; long-range laser attack inflicts 4 points of damage) ++ ++(Assume that Doctor Dread has three power shifts in intelligence and two in resilience. These shifts are already figured ++into her modifications and other stats.) ++ ++Motive: Accumulate wealth; reanimate dead flesh ++ ++Environment: Wherever money can be extorted ++ ++Health: 40 ++ ++Damage Inflicted: 7 points ++ ++Armor: 4 ++ ++Movement: Short; long when flying ++ ++Modifications: Resists mental attacks and deception as level 8; understands, repairs, and crafts advanced technology as ++level 10 ++ ++Combat: Doctor Dread's armor allows her to exist without outside air (or air pressure), food, or water for up to ten ++days at a time. She can call on her robotic armor to accomplish a variety of tasks, including the following: ++ ++*Barricade:* Establish an immobile, two-dimensional field ++of transparent force 10 feet by 10 feet (3 m by 3 m) for ten minutes ++ ++*Energy Cloak:* Create an energy field that gives her +5 to Armor against heat, cold, or magnetism (one at a time, ++chosen when she uses the power) for ten minutes ++ ++*Fade:* Become invisible for one minute, or until she makes an attack ++ ++*Plasma Blast:* Long-range heat and electricity blast that inflicts 7 points of damage ++ ++Interaction: Doctor Dread is slightly mad, but that's normally disguised by her amazing brilliance. She is an egomaniac ++but will negotiate in return for a promise of wealth or biomedical lore she doesn't already know. ++ ++Use: The PCs are called to handle a hostage situation at a party in which many of the city's wealthy elite are being ++held captive by Doctor Dread. She promises to let them go once sufficient wealth is paid into her offshore accounts. ++ ++Loot: Most of Doctor Dread's considerable wealth is tied up in online accounts, two or three secret fortresses, and ++cutting-edge biological research equipment. ++ ++GM intrusion: Doctor Dread uses a function built into her robotic armor that is the perfect solution for her current ++predicament: healing herself, teleporting away, disintegrating a barrier, or whatever is needed. ++ ++### MAGNETAR 8 (24) ++ ++Not much is known about Magnetar other than its powerful ability to generate and control magnetic fields. Various ++research groups theorize that Magnetar is an alien, a sentient and self-improving robot, or even some kind of ++manifestation of a fundamental force. Given Magnetar's vaguely humanoid shape, a few people even suggest that the ++villain is actually a man with a mutant ability so powerful that it burned out all memories of his former self. ++ ++In truth, Magnetar is the animate, sentient, and self-regulating nucleus of a neutron star that is able to rein in its ++immense electromagnetic signature. One of two such beings an advanced alien species created from a single magnetar (a ++type of neutron star with an extremely powerful magnetic field), Magnetar was sent on a mission of exploration. After ++millennia, it crashed on Earth and was damaged. Having lost most of its memory data, Magnetar knows that something was ++taken from it (its twin), but it can't remember what. It has decided to blame the humans. ++ ++(Assume that Magnetar has three power shifts in its magnetic power and two in resilience. These shifts are already ++figured into its modifications and other stats.) ++ ++Motive: Revenge; regain memory ++ ++Environment: Almost anywhere, searching for what it has lost ++ ++Health: 50 ++ ++Damage Inflicted: 12 points ++ ++Armor: 8 ++ ++Movement: Short; long when magnetically levitating ++ ++Modifications: Speed defense as level 5 due to mass; tasks related to controlling and shaping metal through ++electromagnetic manipulation as level 11 ++ ++Combat: Magnetar's fist packs a wallop, since it can selectively add mass to the punch. However, its most potent ability ++is its level 11 control over all metal within very long range, which it uses to create anything it can imagine, ++including walls, attacks, pincers, and more. Magnetar can lift bridges, vehicles, and structures infused with rebar that ++it can see within its area of influence. When it throws such a large object as part of an attack, the target and ++everything within short range of the target takes 10 points of damage. ++ ++Magnetar's only weakness is psychic attacks, which is fortunate since reducing it to 0 health through an ++old-fashioned beating could release an uncontrolled neutron star chunk on the Earth's surface. ++ ++Interaction: Morose and gruff, Magnetar would rather be alone, but every so often, it goes on a rampage, hoping that a ++display will draw out whoever or whatever made it the way it is. Magnetar constantly feels the drag of emotional loss, ++but it doesn't know why (it doesn't realize that the feeling comes from the loss of its twin). ++ ++Use: Doctor Dread has put a bounty on Magnetar's head because she wants to study the advanced technology woven through ++its body. The bounty amount is outrageous, but then again, so is Magnetar. ++ ++GM intrusion: On a failed Might defense roll, all of the character's loose metallic items (including weapons) are ++stripped from them and become stuck to a nearby metallic buttress. ++ ++### MISTER GENOCIDE 5 (15) ++ ++Real name Alfred Webster, Mister Genocide has the unfortunate ability to synthesize deadly poison from his skin. His ++touch can kill, but if he wishes it, so can his spittle or even his breath. ++ ++Anyone who spends too much time in Mister Genocide's presence becomes ill, even if the villain isn't actively using his ++power. Thus, his cronies usually wear gas masks and protective clothing. Mister Genocide has promoted himself to the ++head of the mob in the city where he resides and is always looking to expand his operations, sometimes at the expense of ++other criminals. ++ ++When victims are killed by Mister Genocide's poison, their skin and the whites of their eyes take on a bright green hue, ++which increases the terror that normal people feel regarding him. Even superheroes have been brought down by his toxins. ++ ++Mister Genocide sometimes teams up with Anathema, because the red mountain is the only villain who can withstand the ++poison that Genocide constantly emits. ++ ++(Assume that Mister Genocide has two power shifts in his poison power, one in intelligence, and two in resilience. These ++shifts are already figured into his modifications and other stats.) ++ ++Motive: Accumulate power ++ ++Environment: Anywhere crime lords congregate ++ ++Health: 15 ++ ++Damage Inflicted: 5 points; see Combat ++ ++Armor: 1 ++ ++Movement: Short ++ ++Modifications: Poison breath attack and Might defense as level 7; Intellect defense and evil genius as level 6 ++ ++Combat: Targets touched by Mister Genocide must make a difficulty 7 Might defense roll or take 5 points of Speed damage ++(ignores Armor) from the poison transmitted. Worse, the poison continues to inflict 2 points of Speed damage each round ++until the victim succeeds at a Might defense roll. ++ ++Every other round, Mister Genocide can make a level 7 poison attack that can affect up to ten victims within short range ++as a single action. Those who fail a Might defense roll take 7 points of Speed damage (ignores Armor) and spend a round ++helpless as they cough and gag. The inhalant poison does not continue to inflict damage ++each round. ++ ++Mister Genocide is immune to most venoms, toxins, and poisons. ++ ++Interaction: Certifiably insane, Mister Genocide likes to kill people. He may negotiate for a while, but if there is not ++enough gain to be had, he might kill everyone with a breath just for the fun of watching them suffocate and turn green. ++ ++Use: Gang warfare between two criminal organizations is shooting up downtown, and many innocent bystanders caught in the ++crossfire end up bullet-ridden or poisoned (with green skin). Someone needs to put a stop to Mister Genocide. ++ ++Loot: The supervillain carries currency equivalent to 1d6 expensive items, a cypher or two, and a variety of poisoned ++knives, needles, and vials. ++ ++GM intrusion: A character affected by the poison must make a second Might defense roll or fall unconscious from shock. ++Unconsciousness lasts for up to a minute, or until the victim is jostled awake. ++ ++### WRATH 6 (18) ++ ++The head of an elite group of assassins, Wrath wants to save the world by killing everyone who impedes her vision of ++perfection—which turns out to be the better part of humanity. In addition to being one of the most accomplished martial ++artists to walk the earth (thanks to her connection with a mystical entity called the Demon), Wrath is also a criminal ++mastermind whose assassins are just one layer of the organization she controls. ++ ++Born more than two hundred and fifty years ago in China to a name lost to history, Wrath was taken in by a monastery and ++trained in the ways of fist and sword. Everything changed when raiders attacked and killed everyone in her monastery, ++leaving her the sole survivor. Vowing revenge against the raiders and the world that allowed animals like them to exist, ++she acquired a magical amulet that contains the Demon. The Demon in turn bequeathed her extraordinary speed, strength, ++and longevity. ++ ++Wrath is content to let her assassins (and mobsters, lawyers, and politicians) accomplish many of her goals, though she ++relishes being present when particularly important adversaries are brought down. ++ ++(Assassin of Wrath: level 4, stealth as level 7) ++ ++(Assume that Wrath has two power shifts in dexterity, two in accuracy, and one in resilience. These shifts are already ++figured into her modifications and other stats.) ++ ++Motive: Save the world ++ ++Environment: Anywhere wrongs (to Wrath's way of thinking) must be righted ++ ++Health: 36 ++ ++Damage Inflicted: 8 points ++ ++Armor: 1 ++ ++Movement: Short ++ ++Modifications: Stealth, attacks, and Speed defense as level 8 ++ ++Combat: Wrath prefers a sword, though she is equally adept with a crossbow or, in rare cases, modern weapons. In melee ++she can attack two foes as a single action every round. ++ ++Thanks to the influence of the Demon, Wrath regains 3 points of health each round, even if reduced to 0 health. The only ++way to permanently kill her is to reduce her to 0 health and keep her that way long enough to burn away the tattoo of ++the Demon that is engraved across her back. ++ ++Interaction: Wrath is arrogant and confident, though not so much that she is easily fooled by flattery. She is usually ++amenable to negotiating, because she can anticipate the agenda of others and usually gain far more for herself in the ++end. However, she is not one to betray her word. ++ ++Use: Wrath is making a bid to form a group of supervillains—all of whom will answer to her, of course—and it seems that ++initial talks are going well. The only holdout is Mister Genocide, who feels threatened by Wrath's larger organization, ++and this tension has led to ongoing warfare in the streets as assassins battle mobsters. ++ ++Loot: In addition to weapons and armor, Wrath likely possesses the equivalent of five exorbitant items, 1d6 cyphers, and ++possibly one or two artifacts. ++ ++GM intrusion: Just as things seem bleakest for her, Wrath summons a group of assassins waiting in the wings to surround ++the PCs and demand their surrender. ++ + ### TROLL 6 (18) + + A troll is a hideous humanoid standing at least 10 feet (3 m) tall that hunts more by smell than by sight. They are +@@ -38656,282 +38626,6 @@ + been successful, in addition to the normal effect, the zombie's arm comes free and animates as a separate level 2 + zombie. + +-### SUPERVILLIANS +- +-People with amazing abilities who use them for evil earn the label of supervillain. This section presents five sample +-supervillains. These supervillains use the same format as the Creatures chapter. +- +-### ANATHEMA 7 (21) +- +-The supervillain called Anathema is big, bright red, and stronger than anyone on this planet or any other (or so he +-claims). Superheroes who go head to head with him learn that he can withstand almost any hit and always gives back twice +-as hard as he receives. He can bring down buildings with a punch and throw semi trucks across state lines. +- +-Before he was Anathema, he was Sameer Stokes, a bitter and spiteful coder working for a large software company. Having +-failed in relationships, promotions, and retaining friends, Sameer retreated online and learned that he had power when +-he bullied people. He delighted in causing emotional distress in others in forums and social media. In effect, he was a +-troll. When the metamorphosis happened, he was turned into a troll for real. (Sameer doesn't recall the metamorphosis or +-the days before and immediately after his change, despite using therapy and drugs in an attempt to recover those +-memories.) +- +-(Assume that Anathema has three power shifts in strength and two in resilience. These shifts are already figured into +-his modifications and other stats.) +- +-Motive: Accumulate wealth, live on the edge +- +-Environment: Anywhere vast wealth can be stolen +- +-Health: 70 +- +-Damage Inflicted: 12 points +- +-Movement: Short; a few miles (5 km) per leap +- +-Modifications: Strength tasks as level 10; Might defense as level 9; Speed defense as level 5 due to size +- +-Combat: Anathema hits foes with bone-shocking force. He can throw cars and large objects at targets within long range, +-dealing damage to all creatures within immediate range of his target. +- +-Anathema has a healing factor that makes it hard to hurt him in any meaningful sense. He regains 10 points of health per +-round. In any round in which he regains health, his attacks deal 3 additional points of damage (15 total), and he seems +-to visibly swell with muscle. +- +-Interaction: When Anathema is riled up during a fight, it's difficult to reason with him. However, he is willing to +-negotiate if someone offers him wealth or convinces him they have valuable secrets for breaking mental blocks. Anathema +-doesn't know how he became the way he is, and he wants to recover his missing memories. +- +-Use: The rolling earthquake afflicting the city is actually Anathema fighting a group of newbie superheroes who haven't +-figured out that engaging the red mountain will likely cause more deaths than leaving him alone. (The first rule of +-fighting Anathema is to lead or move him somewhere with a low population density.) +- +-Loot: Anathema doesn't normally carry wealth or other valuables. In his lair, Anathema typically has three to five +-expensive items, 1d6 cyphers, and possibly an artifact. +- +-GM intrusion: Anathema's attack sends the character flying a long distance and potentially into dangerous terrain. +- +-### DOCTOR DREAD 7 (21) +- +-Doctor Dread is larger than life thanks to her brilliant mind, her media savvy, and the robotic armor she uses to +-enhance her otherwise normal abilities. Indeed, Doctor Dread has become the most feared terrorist on the planet. She +-uses her abilities to extort money, influence, and technology from the rich and powerful, whether her victims are +-individuals, governments, corporations, or superheroes. +- +-Alicia Coleridge is Doctor Dread's secret identity. Born into relative obscurity, she received a full scholarship to the +-Russell Institute of Technology, where she studied the effects of radioactive substances on living tissue. In a freak +-lab accident, Alicia's fiancé was slain, and Alicia was disfigured and driven slightly insane, so +-much so that she built the Doctor Dread armor. She plows the vast wealth she accumulates through terrorism into research +-into the rejuvenation of dead flesh. She hopes to one day bring back her dead love, whose body she keeps in suspended +-animation. +- +-(Doctor Dread is usually accompanied by a handful of robot minions.) +- +-(Dread's robot minion: level 3; Armor 1; long-range laser attack inflicts 4 points of damage) +- +-(Assume that Doctor Dread has three power shifts in intelligence and two in resilience. These shifts are already figured +-into her modifications and other stats.) +- +-Motive: Accumulate wealth; reanimate dead flesh +- +-Environment: Wherever money can be extorted +- +-Health: 40 +- +-Damage Inflicted: 7 points +- +-Armor: 4 +- +-Movement: Short; long when flying +- +-Modifications: Resists mental attacks and deception as level 8; understands, repairs, and crafts advanced technology as +-level 10 +- +-Combat: Doctor Dread's armor allows her to exist without outside air (or air pressure), food, or water for up to ten +-days at a time. She can call on her robotic armor to accomplish a variety of tasks, including the following: +- +-*Barricade:* Establish an immobile, two-dimensional field +-of transparent force 10 feet by 10 feet (3 m by 3 m) for ten minutes +- +-*Energy Cloak:* Create an energy field that gives her +5 to Armor against heat, cold, or magnetism (one at a time, +-chosen when she uses the power) for ten minutes +- +-*Fade:* Become invisible for one minute, or until she makes an attack +- +-*Plasma Blast:* Long-range heat and electricity blast that inflicts 7 points of damage +- +-Interaction: Doctor Dread is slightly mad, but that's normally disguised by her amazing brilliance. She is an egomaniac +-but will negotiate in return for a promise of wealth or biomedical lore she doesn't already know. +- +-Use: The PCs are called to handle a hostage situation at a party in which many of the city's wealthy elite are being +-held captive by Doctor Dread. She promises to let them go once sufficient wealth is paid into her offshore accounts. +- +-Loot: Most of Doctor Dread's considerable wealth is tied up in online accounts, two or three secret fortresses, and +-cutting-edge biological research equipment. +- +-GM intrusion: Doctor Dread uses a function built into her robotic armor that is the perfect solution for her current +-predicament: healing herself, teleporting away, disintegrating a barrier, or whatever is needed. +- +-### MAGNETAR 8 (24) +- +-Not much is known about Magnetar other than its powerful ability to generate and control magnetic fields. Various +-research groups theorize that Magnetar is an alien, a sentient and self-improving robot, or even some kind of +-manifestation of a fundamental force. Given Magnetar's vaguely humanoid shape, a few people even suggest that the +-villain is actually a man with a mutant ability so powerful that it burned out all memories of his former self. +- +-In truth, Magnetar is the animate, sentient, and self-regulating nucleus of a neutron star that is able to rein in its +-immense electromagnetic signature. One of two such beings an advanced alien species created from a single magnetar (a +-type of neutron star with an extremely powerful magnetic field), Magnetar was sent on a mission of exploration. After +-millennia, it crashed on Earth and was damaged. Having lost most of its memory data, Magnetar knows that something was +-taken from it (its twin), but it can't remember what. It has decided to blame the humans. +- +-(Assume that Magnetar has three power shifts in its magnetic power and two in resilience. These shifts are already +-figured into its modifications and other stats.) +- +-Motive: Revenge; regain memory +- +-Environment: Almost anywhere, searching for what it has lost +- +-Health: 50 +- +-Damage Inflicted: 12 points +- +-Armor: 8 +- +-Movement: Short; long when magnetically levitating +- +-Modifications: Speed defense as level 5 due to mass; tasks related to controlling and shaping metal through +-electromagnetic manipulation as level 11 +- +-Combat: Magnetar's fist packs a wallop, since it can selectively add mass to the punch. However, its most potent ability +-is its level 11 control over all metal within very long range, which it uses to create anything it can imagine, +-including walls, attacks, pincers, and more. Magnetar can lift bridges, vehicles, and structures infused with rebar that +-it can see within its area of influence. When it throws such a large object as part of an attack, the target and +-everything within short range of the target takes 10 points of damage. +- +-Magnetar's only weakness is psychic attacks, which is fortunate since reducing it to 0 health through an +-old-fashioned beating could release an uncontrolled neutron star chunk on the Earth's surface. +- +-Interaction: Morose and gruff, Magnetar would rather be alone, but every so often, it goes on a rampage, hoping that a +-display will draw out whoever or whatever made it the way it is. Magnetar constantly feels the drag of emotional loss, +-but it doesn't know why (it doesn't realize that the feeling comes from the loss of its twin). +- +-Use: Doctor Dread has put a bounty on Magnetar's head because she wants to study the advanced technology woven through +-its body. The bounty amount is outrageous, but then again, so is Magnetar. +- +-GM intrusion: On a failed Might defense roll, all of the character's loose metallic items (including weapons) are +-stripped from them and become stuck to a nearby metallic buttress. +- +-### MISTER GENOCIDE 5 (15) +- +-Real name Alfred Webster, Mister Genocide has the unfortunate ability to synthesize deadly poison from his skin. His +-touch can kill, but if he wishes it, so can his spittle or even his breath. +- +-Anyone who spends too much time in Mister Genocide's presence becomes ill, even if the villain isn't actively using his +-power. Thus, his cronies usually wear gas masks and protective clothing. Mister Genocide has promoted himself to the +-head of the mob in the city where he resides and is always looking to expand his operations, sometimes at the expense of +-other criminals. +- +-When victims are killed by Mister Genocide's poison, their skin and the whites of their eyes take on a bright green hue, +-which increases the terror that normal people feel regarding him. Even superheroes have been brought down by his toxins. +- +-Mister Genocide sometimes teams up with Anathema, because the red mountain is the only villain who can withstand the +-poison that Genocide constantly emits. +- +-(Assume that Mister Genocide has two power shifts in his poison power, one in intelligence, and two in resilience. These +-shifts are already figured into his modifications and other stats.) +- +-Motive: Accumulate power +- +-Environment: Anywhere crime lords congregate +- +-Health: 15 +- +-Damage Inflicted: 5 points; see Combat +- +-Armor: 1 +- +-Movement: Short +- +-Modifications: Poison breath attack and Might defense as level 7; Intellect defense and evil genius as level 6 +- +-Combat: Targets touched by Mister Genocide must make a difficulty 7 Might defense roll or take 5 points of Speed damage +-(ignores Armor) from the poison transmitted. Worse, the poison continues to inflict 2 points of Speed damage each round +-until the victim succeeds at a Might defense roll. +- +-Every other round, Mister Genocide can make a level 7 poison attack that can affect up to ten victims within short range +-as a single action. Those who fail a Might defense roll take 7 points of Speed damage (ignores Armor) and spend a round +-helpless as they cough and gag. The inhalant poison does not continue to inflict damage +-each round. +- +-Mister Genocide is immune to most venoms, toxins, and poisons. +- +-Interaction: Certifiably insane, Mister Genocide likes to kill people. He may negotiate for a while, but if there is not +-enough gain to be had, he might kill everyone with a breath just for the fun of watching them suffocate and turn green. +- +-Use: Gang warfare between two criminal organizations is shooting up downtown, and many innocent bystanders caught in the +-crossfire end up bullet-ridden or poisoned (with green skin). Someone needs to put a stop to Mister Genocide. +- +-Loot: The supervillain carries currency equivalent to 1d6 expensive items, a cypher or two, and a variety of poisoned +-knives, needles, and vials. +- +-GM intrusion: A character affected by the poison must make a second Might defense roll or fall unconscious from shock. +-Unconsciousness lasts for up to a minute, or until the victim is jostled awake. +- +-### WRATH 6 (18) +- +-The head of an elite group of assassins, Wrath wants to save the world by killing everyone who impedes her vision of +-perfection—which turns out to be the better part of humanity. In addition to being one of the most accomplished martial +-artists to walk the earth (thanks to her connection with a mystical entity called the Demon), Wrath is also a criminal +-mastermind whose assassins are just one layer of the organization she controls. +- +-Born more than two hundred and fifty years ago in China to a name lost to history, Wrath was taken in by a monastery and +-trained in the ways of fist and sword. Everything changed when raiders attacked and killed everyone in her monastery, +-leaving her the sole survivor. Vowing revenge against the raiders and the world that allowed animals like them to exist, +-she acquired a magical amulet that contains the Demon. The Demon in turn bequeathed her extraordinary speed, strength, +-and longevity. +- +-Wrath is content to let her assassins (and mobsters, lawyers, and politicians) accomplish many of her goals, though she +-relishes being present when particularly important adversaries are brought down. +- +-(Assassin of Wrath: level 4, stealth as level 7) +- +-(Assume that Wrath has two power shifts in dexterity, two in accuracy, and one in resilience. These shifts are already +-figured into her modifications and other stats.) +- +-Motive: Save the world +- +-Environment: Anywhere wrongs (to Wrath's way of thinking) must be righted +- +-Health: 36 +- +-Damage Inflicted: 8 points +- +-Armor: 1 +- +-Movement: Short +- +-Modifications: Stealth, attacks, and Speed defense as level 8 +- +-Combat: Wrath prefers a sword, though she is equally adept with a crossbow or, in rare cases, modern weapons. In melee +-she can attack two foes as a single action every round. +- +-Thanks to the influence of the Demon, Wrath regains 3 points of health each round, even if reduced to 0 health. The only +-way to permanently kill her is to reduce her to 0 health and keep her that way long enough to burn away the tattoo of +-the Demon that is engraved across her back. +- +-Interaction: Wrath is arrogant and confident, though not so much that she is easily fooled by flattery. She is usually +-amenable to negotiating, because she can anticipate the agenda of others and usually gain far more for herself in the +-end. However, she is not one to betray her word. +- +-Use: Wrath is making a bid to form a group of supervillains—all of whom will answer to her, of course—and it seems that +-initial talks are going well. The only holdout is Mister Genocide, who feels threatened by Wrath's larger organization, +-and this tension has led to ongoing warfare in the streets as assassins battle mobsters. +- +-Loot: In addition to weapons and armor, Wrath likely possesses the equivalent of five exorbitant items, 1d6 cyphers, and +-possibly one or two artifacts. +- +-GM intrusion: Just as things seem bleakest for her, Wrath summons a group of assassins waiting in the wings to surround +-the PCs and demand their surrender. +- + ## NPCs + + The NPCs in this chapter are generic examples of nonplayer characters that can be used in many genres. +@@ -39381,287 +39075,6 @@ + level. If you don't have space for this new cypher, you immediately lose one of your current cyphers (your choice) and + the new cypher takes its place. Whether or not you succeed at the roll, the 1 XP is spent. + +-### FANTASY CYPHERS +- +-Magic items are a staple of fantasy stories and games. In the Cypher System, these magic items are, of course, cyphers. +-The Cypher System assumes that subtle cyphers are the default, but in a fantasy game the assumption is usually the +-opposite—cyphers are physical objects (manifest cyphers) with magical powers, which the heroes find as treasure, gifts, +-or rewards for their adventures and exploits. +- +-### MIXING SUBTLE AND MANIFEST CYPHERS +-There's no reason why a fantasy campaign can't use manifest cyphers and subtle cyphers. In this setup, manifest cyphers +-are the tangible objects found in treasure hoards, and subtle cyphers represent good fortune, the blessings of the gods, +-and other coincidences that benefit the characters. +- +-### CYPHER FORMS +- +-What form a manifest cypher takes— such as a potion or scroll—doesn't affect its abilities at all. A potion that eases +-the user's next task by three steps is functionally identical to a magical scroll that does the same thing. +- +-To randomly determine a manifest cypher's form, roll on the following table. +- +-| d100 | Cypher Form | +-|-------|--------------------| +-| 01-02 | Bone runeplate | +-| 03-04 | Book page | +-| 05-07 | Bottle of powder | +-| 08-09 | Brand | +-| 10-12 | Brick | +-| 13-15 | Carved bone | +-| 16-18 | Carved stick | +-| 19-20 | Carved tooth | +-| 21-23 | Chalky potion | +-| 30-33 | Clay runeplate | +-| 34-37 | Crystal | +-| 38-39 | Elaborate scar | +-| 40-42 | Envelope of powder | +-| 43-44 | Fuming potion | +-| 45-47 | Glass | +-| 48-50 | Leaf | +-| 51-54 | Leather scroll | +-| 55-57 | Metal runeplate | +-| 58-60 | Oily potion | +-| 61-62 | Paper scroll | +-| 63-66 | Papyrus scroll | +-| 67-71 | Parchment scroll | +-| 72-74 | Pouch of powder | +-| 75-76 | Skin drawing | +-| 77-80 | Stone | +-| 81-82 | Tattoo | +-| 83-85 | Thick potion | +-| 86-88 | Tube of power | +-| 89-92 | Vellum scroll | +-| 93-96 | Watery potion | +-| 97-00 | Wood runeplate | +- +-### EXAMPLE FANTASY CYPHERS +- +-All of the cyphers in this chapter are manifest and fantastic cyphers. +- +-### FANTASY CYPHERS TABLE +- +-| 01-05 | Acid resistance | +-|-------|------------------------| +-| 06-11 | Animal control | +-| 12-18 | Beast shape | +-| 19-27 | Cold resistance | +-| 28-34 | Demon ward | +-| 35-39 | Dragon ward | +-| 40-44 | Electricity resistance | +-| 45-48 | Elemental conjuration | +-| 49-57 | Fire resistance | +-| 58-61 | Giant size | +-| 62-65 | Instant boat | +-| 66-68 | Instant tower | +-| 69-72 | Lycanthrope ward | +-| 73-76 | Penultimate key | +-| 77-82 | Poison resistance | +-| 83-86 | Restorative aura | +-| 87-89 | Thought listening | +-| 90-93 | Tiny size | +-| 94-98 | Undead ward | +-| 99-00 | Walking corpse | +- +-### ACID RESISTANCE +- +-Level: 1d6 + 3 +- +-Effect: The user gains Armor against acid damage equal to the cypher's level for one hour. +- +-### ANIMAL CONTROL +- +-Level: 1d6 + 2 +- +-Effect: To activate the cypher, the user must succeed on an Intellect attack against a beast whose level does not exceed +-the cypher's level. If successful, the beast immediately becomes calm. The beast awaits the user's commands and carries +-out all orders to the best of its ability. The target remains so enslaved for a number of hours equal to the cypher's +-level minus the target's level. (If the result is 0, the target is enslaved for only one minute.) The beast could attack +-or defend, a dog could follow a scent or retrieve an object, a badger could dig a hole, and so on. +- +-The cypher doesn't give the user any special ability to understand the target or perceive through its senses. For +-example, the user can command an eagle to fly above a group of enemies, but the eagle can't describe what it sees and +-the user can't look through its eyes. +- +-"Beast" in this sense refers to creatures of animal-level intelligence and may include unintelligent magical creatures +-like basilisks, pegasi, and so on. +- +-### BEAST SHAPE +- +-Level: 1d6 +- +-Effect: The user transforms into a specific kind of animal, such as a bear, hawk, horse, or wolf (the kind of animal is +-determined by the cypher's creator). The user gains the animal's type of movement (swimming for a fish, flying for a +-bird, and so on) and two assets on tasks to pretend to be that animal. The user also gains an asset on one skill +-appropriate to their animal form (or two skills for cypher level 5 and higher). See the Animal Form Minor Abilities +-table. +- +-The magic shrinks or enlarges the user to a size more suitable for their animal form, but generally can't make them more +-than about 50 percent smaller or larger, so the user might become an unusually large bird or a small bear. This doesn't +-affect the animal's abilities. The user can still use all of their abilities that don't rely specifically on their +-normal form. For example, an Adept in wolf form can't wield a dagger because wolves don't have hands, but could still +-use a healing power or mind blast ability. +- +-After about an hour, the user returns to their normal form. +- +-Depending on the cypher, the user might still be able to speak in a humanoid language, talk in a "language" of animal +-noises that other transformed people can understand perfectly, speak with animals of the same kind, or none of the +-above. +- +-### COLD RESISTANCE +- +-Level: 1d6 + 3 +- +-Effect: The user gains Armor against cold damage equal to the cypher's level for one hour. +- +-### DEMON WARD +- +-Level: 1d6 +- +-Effect: For one hour, the user gains Armor equal to the cypher's level against damage from demons, devils, and similar +-malevolent creatures. +- +-### DRAGON WARD +- +-Level: 1d6 +- +-Effect: For one hour, the user gains Armor equal to the cypher's level against damage from dragons, wyverns, and similar +-magical reptilian creatures. +- +-In a typical fantasy campaign, a demon is a supernatural being from another dimension or plane of existence. +- +-### ELECTRICITY RESISTANCE +- +-Level: 1d6 + 3 +- +-Effect: The user gains Armor against electricity damage equal to the cypher's level for one hour. +- +-### ELEMENTAL CONJURATION +- +-Level: 1d6 +- +-Effect: Summons an elemental creature (air, earth, fire, or water) that can understand the verbal commands of the user. +-Once the elemental is summoned, commanding it is not an action. It can make attacks or perform actions as ordered to the +-best of its abilities, but it cannot speak. The elemental never goes farther than long range away from the user. +- +-The elemental is not particularly intelligent or capable of initiating action. It responds if attacked, but otherwise +-does only as commanded. +- +-The elemental remains for one hour per cypher level or until its physical form is destroyed, after which it vanishes +-back to its native realm. +- +-### FIRE RESISTANCE +- +-Level: 1d6 + 3 +- +-Effect: The user gains Armor against fire damage equal to the cypher's level for one hour. +- +-### GIANT SIZE +- +-Level: 1d6 +- +-Effect: The user grows to about one and a half times their normal size. While at this larger size, they add 4 points to +-their Might Pool and +2 to their Might Edge, but their Speed defense rolls are hindered. +- +-They return to their normal size after a minute. When the effect ends, their Might Edge returns to normal, they lose the +-penalty to Speed defense, and they subtract 4 points from their Might Pool (if this brings the Pool to 0, they subtract +-the overflow first from their Speed Pool and then, if necessary, from their Intellect Pool). +- +-If the user is an NPC, the cypher increases their health by 4, eases their Might-based tasks, and hinders their Speed +-defense. When the effect ends, they lose 4 health and all of the other advantages and penalties from the cypher. +- +-### INSTANT BOAT +- +-Level: 1d6 + 2 +- +-Effect: Creates or transforms into a small sailboat that can carry up to eight people. The user or other characters must +-row, steer, and sail the boat as normal. At cypher level 5 and higher, the boat grants an asset on all tasks relating to +-its movement, and at cypher level 7 and higher, the boat can move a short distance each round under its own power. The +-boat lasts for a day, after which it vanishes. +- +-### INSTANT TOWER +- +-Level: 1d6 + 3 +- +-Effect: Creates a simple, squat stone tower with a door, three arrow slits, and a ceiling hatch leading to the roof. The +-tower is 10 feet (3 m) square and 12 feet (4 m) tall. If the cypher level is 7 or higher, the tower also has a second +-story (with four arrow slits), increasing its total height to 20 feet (6 m). If there isn't sufficient room for the +-tower to reach its full size, it fills the available space, but its appearance and growth does not apply any force or +-pressure against the confining surfaces. +- +-The tower is permanent and immobile once created. +- +-### LYCANTHROPE WARD +- +-Level: 1d6 +- +-Effect: For one hour, the user gains Armor equal to the cypher's level against damage from werewolves and other +-lycanthropes. +- +-Lycanthrope: Formally, a human who can transform into a wolf. Informally, a human who can transform into an animal, such +-as a bear, rat, tiger, or wolf +- +-### PENULTIMATE KEY +- +-Level: 1d6 + 2 +- +-Effect: Locks or unlocks any one door, portal, chest, or other lockable item of the cypher's level or lower. The +-targeted item must have a keyhole for the cypher to work. +- +-Legends speak of the Ultimate Key, which can open any lock, even those sealed by a god. +- +-### POISON RESISTANCE +- +-Level: 1d6 + 3 +- +-Effect: The user gains Armor against poison damage equal to the cypher's level for one hour. +- +-### RESTORATIVE AURA +- +-Level: 1d6 +- +-Effect: Creates an immediate area filled with aromatic smoke, reassuring sounds, gentle light, or other pleasing +-sensations that last for one hour. Creatures who rest within the area gain +2 on their recovery rolls (or +4 for cypher +-level 5 and higher). NPCs instead recover 2 health if they spend at least ten minutes within the area (or 4 health for +-cypher level 5 and higher). For a creature to gain this benefit, its entire rest must occur while the cypher is active. +- +-### THOUGHT LISTENING +- +-Level: 1d6 + 1 +- +-Effect: The user can read the surface thoughts of a creature within short range that they can see, even if the target +-doesn't want them to. Once the user has established contact, they can read the target's thoughts for up to one minute +-per cypher level. +- +-### TINY SIZE +- +-Level: 1d6 +- +-Effect: The user shrinks to about one-tenth their normal size. While at this smaller size, they add 4 points to their +-Speed Pool and +2 to their Speed Edge, but all of their Might actions are hindered by two steps. They return to their +-normal size after a minute. When the effect ends, their Speed Edge returns to normal, they lose the penalty to Might +-actions, and they subtract 4 points from their Speed Pool (if this brings the Pool to 0, they subtract the overflow +-first from their Intellect Pool and then, if necessary, from their Might Pool). +- +-If the user is an NPC, the cypher eases their Speed-based tasks and hinders their Might-based tasks. When the effect +-ends, they lose all of the advantages and penalties from the cypher. +- +-### UNDEAD WARD +- +-Level: 1d6 +- +-Effect: For one hour, the user gains Armor equal to the cypher's level against damage from skeletons, zombies, ghosts, +-vampires, and other undead creatures. +- +-### WALKING CORPSE +- +-Level: 1d6 +- +-Effect: Animates a corpse as a level 1 (or level 2 for cypher level 5 and higher) undead skeleton or zombie, depending +-on the condition of the body. The corpse can be no larger than a typical human. The animated corpse has none of the +-intelligence, memories, or special abilities that it had in life. The creature follows the user's verbal commands for +-one hour, after which it becomes an inert corpse. Unless the creature is killed by damage, the user can reanimate it +-again when its time expires, but any damage it had when it became inert applies to its newly reanimated state. +- + ### MANIFEST CYPHERS + + Because manifest cyphers are physical objects, and people are familiar with the idea of finding "treasure" as part of +@@ -48625,6 +48038,161 @@ + + ### FANTASY RULES MODULES + ++### FANTASY CHARACTER OPTIONS ++ ++In some cases, the ideas here require minor changes to the flavor described in the character options; you should work ++with your GM to make sure these changes are suitable for the campaign. Most of the foci in this section appear in the ++Cypher System; foci with an asterisk (\*) are found later in this document. Some of these options recommend swapping out ++a type ability for an ability from one of the character flavors such as combat, magic, or stealth. ++ ++Alchemist: In the sense that an alchemist is someone who makes magical items or similar types of things, Adept and ++Explorer are appropriate type choices for academic alchemists. For a general sort of alchemist who makes potions of ++magical effects, choose the Masters Spells focus (instead of spells, you learn potions). For one who transforms into a ++powerful and dangerous creature, choose Howls at the Moon. For one who loves throwing bombs, choose Bears a Halo of ++Fire. For a healer, choose Works Miracles. ++ ++Assassin/Spy: Explorer and Warrior are good type choices for an assassin character. Appropriate foci are Masters ++Weaponry, Moves Like a Cat, Murders, and Works the Back Alleys. ++ ++Barbarian: A barbarian character is probably a Warrior or (to focus a little more on skills than combat) an Explorer. ++Good foci to choose from are Lives in the Wilderness, Masters Weaponry, Needs No Weapon, Never Says Die, Performs Feats ++of Strength, and Rages. ++ ++Bard: Bards in fantasy fiction and games are troubadours, minstrels, and storytellers, perhaps with a supernatural ++element. Bards are usually Explorers or Speakers. Appropriate foci are Entertains, Helps Their Friends, Infiltrates, and ++Masters Spells. ++ ++Cleric or Priest: Academic clerics are usually Adepts or Speakers, but martial clerics are often Warriors (perhaps with ++magic flavor). For a typical cleric with a versatile set of abilities, choose the Channels Divine Blessings focus. ++ ++Cleric (death): Consorts With the Dead, Shepherds Spirits ++ ++Cleric (knowledge): Learns Quickly, Sees Beyond, Would Rather Be Reading ++ ++Cleric (life): Defends the Weak, Shepherds the Community, Works Miracles ++ ++Cleric (light): Blazes With Radiance, Channels Divine Blessings ++ ++Cleric (storm): Rides the Lightning, Thunders ++ ++Cleric (trickery): Takes Animal Shape\* (also see options for rogues) ++ ++Cleric (war): Masters Weaponry (also see options for fighters) ++ ++Druid: As a very specific sort of nature priest, a druid character is usually an Adept or Explorer (in either case ++probably using the magic flavor). A typical druid probably has Channels Divine Blessings or Lives in the Wilderness as a ++focus, but for more specific options, see the following foci: ++ ++Druid (animal companion): Controls Beasts, Masters the Swarm ++ ++Druid (elemental): Abides in Stone, Bears a Halo of Fire, Moves Like the Wind, Rides the Lightning, Wears a Sheen of ++Ice ++ ++Druid (nature affinity): Speaks for the Land ++ ++Druid (transformation): Abides in Stone, Takes Animal Shape\*, Walks the Wild Woods\* ++ ++Fighter: Fighters almost always have the Warrior type, but some are Explorers. A typical fighter probably has a direct ++focus like Masters Weaponry or Wields an Enchanted Weapon\*. For additional options based on choosing a specific ++fighting role, see the following: ++ ++Fighter (guardian): Brandishes an Exotic Shield, Defends the Gate, Masters Defense, Never Says Die, Stands Like a ++Bastion. ++ ++Fighter (melee): Fights Dirty, Fights With Panache, Looks For Trouble, Needs No Weapon, Wields Two Weapons at Once ++ ++Fighter (ranged): Is Licensed to Carry, Throws With Deadly Accuracy ++ ++Gunslinger: A gunslinger is probably a Warrior or Explorer, but some are Speakers with combat flavor. Appropriate foci ++are Is Licensed to Carry, Masters Weaponry, Sailed Beneath the Jolly Roger, and Wields an Enchanted Weapon\*. ++ ++Inquisitor: Inquisitors are usually Explorers, Speakers, or Warriors, depending on whether their inclinations are for ++having many skills, being good at interacting with people, or combat. Appropriate foci are Infiltrates, Metes Out ++Justice, and Operates Undercover. ++ ++Merchant: An Explorer with a focus dealing with social interactions, like Entertains or Leads, would make a good ++merchant character, but the more obvious choice would be a Speaker. ++ ++Monk or Martial Artist: As masters of unarmed combat, monks are usually Warriors or Explorers (perhaps with a combat ++flavor). Appropriate foci are Fights With Panache, Needs No Weapon, and Throws With Deadly Accuracy. ++ ++Paladin/Holy Knight/Paragon: As holy warriors who mix martial prowess and magic, paladins are usually Warriors or ++Explorers (in either case, perhaps modified with the magic flavor). Good foci for this type of character include Defends ++the Gate, Defends the Weak, Metes Out Justice, Slays Monsters, and Wields an Enchanted Weapon\*. ++ ++Ranger: Rangers mix combat and skills, and therefore are usually Explorers (perhaps with combat flavor) or Warriors ++(perhaps with skills and knowledge flavor). Appropriate foci for a ranger are Controls Beasts, Hunts, Lives in the ++Wilderness, Slays Monsters, Throws With Deadly Accuracy, and Wields Two Weapons at Once. ++ ++Rogue or Thief: Most rogue-type characters are Explorers, but an interaction-focused rogue could easily be a Speaker ++(perhaps with stealth flavor). Good foci for rogues are Explores Dark Places, Fights Dirty, Hunts, Infiltrates, Is ++Wanted by the Law, Moves Like a Cat, Sailed Beneath the Jolly Roger, and Works the Back Alleys. ++ ++Sorcerer: Sorcerers, for our purpose here, are mages who have inherent magical abilities (as opposed to wizards, who ++study long and hard to get their spells). Most sorcerers are Adepts, but some are Explorers or Speakers. The Masters ++Spells focus gives a typical sorcerer an effective set of abilities, and most foci choices provide a themed set of ++spells. For sorcerers of various magical bloodlines, see the following: ++ ++Sorcerer (angel): Blazes With Radiance, Channels Divine Blessings, Keeps a Magic Ally ++ ++Sorcerer (destiny): Descends From Nobility, Was Foretold ++ ++Sorcerer (dragon): Bears a Halo of Fire, Rides the Lightning, Wears a Sheen of Ice ++ ++Sorcerer (elemental): Abides in Stone, Bears a Halo of Fire, Employs Magnetism, Moves Like the Wind, Rides the ++Lightning, Wears a Sheen of Ice ++ ++Sorcerer (fey): Takes Animal Shape\* ++ ++Sorcerer (fiend): Bears a Halo of Fire, Keeps a Magic Ally ++ ++Sorcerer (undead): Consorts With the Dead, Shepherds Spirits ++ ++Trickster or Con Artist: These clever folks are typically Speakers, although they could be Adepts if they are very ++magical (or Explorers if they aren't magical at all). Foci choices include Fights Dirty, Works the Back Alleys, or ++Entertains. ++ ++War-wizard: For those unusual characters who use a mix of weapon attacks and spells, play a Warrior with magic flavor or ++an Expert with combat or magic flavor. Appropriate foci include Fights With Panache, Masters Weaponry, and Wields an ++Enchanted Weapon\*. ++ ++Warlock or Witch: For the purposes of this list, warlocks and witches are mages who gain magical power from pacts they ++make with otherworldly entities. Most warlocks are Adepts, but Explorers and Speakers (perhaps with magic flavor) can be ++interesting options. Fun foci for a warlock include Dances With Dark Matter, Keeps a Magic Ally, Masters the Swarm, ++Separates Mind From Body, and Was Foretold, but (depending on the patron and pact) most sorcerer and wizard foci work ++just as well. ++ ++Wild Mage: Those who use chaotic magic are usually Adepts, but a dabbler might be an Explorer or Speaker with the magic ++flavor. The best focus that suits this theme is Uses Wild Magic\*. ++ ++Wizard: For the purposes of this list, wizards study magical lore at length to learn the ways of spellcasting (as ++opposed to sorcerers, warlocks, and so on). Wizards are usually Adepts, but a person-oriented wizard might be a Speaker ++(perhaps with the magic flavor). For a generalist wizard who has a variety of spells, choose the Masters Spells focus. ++For more specific kinds of wizards, see the following: ++ ++Wizard (abjurer): Absorbs Energy, Focuses Mind Over Matter, Wears a Sheen of Ice ++ ++Wizard (conjurer or summoner): Controls Beasts, Keeps a Magic Ally ++ ++Wizard (diviner): Learns Quickly, Sees Beyond, Separates Mind From Body, Solves Mysteries Wizard (enchanter): Commands ++Mental Powers, Leads ++ ++Wizard (evoker): Bears a Halo of Fire, Blazes With Radiance, Rides the Lightning, Thunders, Wears a Sheen of Ice ++ ++Wizard (illusionist): Awakens Dreams, Crafts Illusions ++ ++Wizard (necromancer): Consorts With the Dead, Shepherds Spirits ++ ++Wizard (transmuter): Controls Gravity, Focuses Mind Over Matter, Takes Animal Shape\* ++ ++#### PREPARED VS. SPONTANEOUS SPELLCASTING ++ ++Magical characters get their abilities (which might be spells, rituals, or something else) from their type and focus, ++and they can use these abilities as they see fit as long as they spend the required Pool points. This technically makes ++them more like spontaneous casters. If you'd like to play something more like a prepared-caster wizard with a large ++selection of abilities that you narrow down each day, consider a spellcasting-oriented focus like Channels Divine ++Blessings, Masters Spells, or Speaks for the Land, and consider augmenting it with the optional spellcasting rule. ++ + ### AWARDING TREASURE + + It's best to think of gold and magic as two different kinds of currencies that characters have access to. +@@ -49089,6 +48657,411 @@ + (1 point of ambient damage per 10 feet fallen). The destination is dangerous, such as a tiny room lined with spikes, a + shark tank, or a boulder in a lava lake. + ++#### FANTASY ARMOR DESCRIPTIONS ++ ++You can wear only one kind of armor at a time (wearing more than one only gives the Armor from the best one and the ++Speed Effort cost of the worst one). ++ ++Beastskin: An improved form of hides and furs, usually crafted from a creature with especially tough skin such as a ++giant lizard or rhinoceros. ++ ++Breastplate: A fitted metal plate or set of plates that protect your torso but not your arms or legs, giving you greater ++movement than full plate at the cost of some protection. ++ ++Brigandine: Long strips of metal attached to a cloth or leather backing. Often called "splint mail." ++ ++Chainmail: Mail armor made from hundreds of interlocking metal rings or links. Often called "chain" or "chain armor." ++ ++Dwarven breastplate: A high-quality breastplate crafted by a skilled dwarf, providing good protection and great ++mobility. Dwarven breastplate is medium armor (2 Armor) but encumbers the wearer as if it were light armor (it has a ++Speed Effort cost of 1). Not all dwarf-crafted breastplates count as this type of armor (only exceptionally skilled ++dwarven smiths know how to make it). ++ ++Elven chainmail: A high-quality suit of chainmail crafted by a skilled elf, providing good protection and excellent ++mobility. Elven chainmail is medium armor (2 Armor) but is no more encumbering than a typical outfit of normal clothing ++(it has no Speed Effort cost). Not all elf-crafted chainmail counts as this type of armor (only exceptionally skilled ++elven smiths know how to make it). ++ ++Full plate: A complete suit of fitted metal plates that give excellent coverage and protection against attacks. The ++joints are protected by small layered plates over flexible chain. Sometimes called "plate mail." ++ ++Heavy cloth: Clothing that's heavy enough to reduce the effect of attacks against you, such as winter clothing or a ++fashionable leather outfit. Heavy cloth provides 1 Armor against piercing or slashing attacks like arrows and swords, ++but not bashing attacks like clubs or hammers. Heavy cloth doesn't have a Speed Effort cost. It can't be worn with other ++kinds of armor. ++ ++Hides and furs: Made from thick or poorly cured animal skins. It's heavier and bulkier than other kinds of leather ++armor, but easier to make, especially by resource-poor crafters. ++ ++Leather jerkin: Armor made of hardened pieces of leather (usually boiled or treated with chemicals) that mainly covers ++your torso. It's stiffer than leather used for clothing, but still flexible enough that you can bend and twist in it. ++Some jerkins are reinforced with metal studs (and may be called "studded leather"), and brigandine improves upon that ++concept. ++ ++Padded: Cloth armor that is deliberately designed with multiple layers to be thick and protective. This is sometimes ++called "quilted armor" because it is a layer of padding sewn between two layers of cloth. Padded armor provides 1 Armor ++against piercing or slashing attacks like arrows and swords, but not bashing attacks like clubs or hammers. Padded armor ++doesn't have a Speed Effort cost. It can't be worn with other kinds of armor. ++ ++Scale: Mail armor made from overlapping scales or plates attached to a leather or cloth backing. Often called "scale ++mail." ++ ++Shield: Provides an asset to Speed defense. Shield sizes vary from a small buckler to a large kite shield (in the Cypher ++System, the difference is mainly flavor, and for game purposes they all grant the wearer the same benefit). ++ ++| Light Armor | Armor | Speed Effort Additional Cost | Price | ++|---------------------|-----------|------------------------------|----------| ++| Heavy cloth | 1\* | 0 | 3 gp | ++| Hides and furs | 1 | 1 | 10 gp | ++| Leather jerkin | 1 | 1 | 10 gp | ++| Padded | 1\* | 0 | 5 gp | ++| Medium Armor | Armor | Speed Effort Additional Cost | Price | ++| Beastskin | 2 | 2 | 10 gp | ++| Breastplate | 2 | 2 | 400 gp | ++| Brigandine | 2 | 2 | 200 gp | ++| Chainmail | 2 | 2 | 75 gp | ++| Dwarven breastplate | 2 | 1 | 8,000 gp | ++| Elven chainmail | 2 | 0 | 8,000 gp | ++| Heavy Armor | Armor | Speed Effort Additional Cost | Price | ++| Full plate | 3 | 0 | 1,500 gp | ++| Scale | 3 | 0 | 50 gp | ++| Shield | asset\*\* | | 10 gp | ++ ++\* Only against piercing and slashing attacks ++ ++\*\* Using a shield provides the wearer with an asset on Speed defense tasks ++ ++If the GM prefers the simpler method of not tracking whether an attack is bashing, slashing, or stabbing, heavy cloth ++and padded armor should provide no Armor at all. ++ ++#### FANTASY WEAPONS DESCRIPTIONS ++ ++Battleaxe: A wooden pole with a blade on one end. ++ ++Blowgun: A long hollow tube used to shoot darts. You can fire it with one hand, but you need two hands to load it. ++ ++Bow: A bent piece of flexible wood with a taut string connected to each end. It fires arrows. You need two hands to fire ++it. ++ ++Broadsword: A long-bladed sword, longer than a dagger, heavier than a rapier, but not as large as a greatsword. ++ ++Club: A simple bludgeon, such as a sturdy tree branch, board, or improvised weapon. ++ ++Crank crossbow: A weapon similar to a light crossbow, but it has a magazine that holds five bolts. You turn a small ++crank to advance to the next bolt (this is not an action). Action to load an empty magazine with five bolts, action to ++reload the crossbow with a new magazine. It can be used as a rapid-fire weapon. ++ ++Dagger: A very short blade for stabbing or slicing. ++ ++Flail: A handle with a chain on one end and a ball or spiked ball at the end of the chain. ++ ++Greataxe: A larger, heavier version of the battleaxe, sometimes with two opposing blades instead of one. ++ ++Greatsword: A two-handed version of the broadsword. ++ ++Hammer: A wooden handle with a heavy metal head, either one-sided (like a carpenter's hammer) or two-sided (like a ++sledgehammer). ++ ++Hand crossbow: A smaller and weaker version of a light crossbow. It fires crossbow bolts. You can fire it with one hand. ++You need two hands to load it. ++ ++Handaxe: A light, one-handed axe that's good for melee or throwing. ++ ++Heavy crossbow: A heavier, more powerful version of a light crossbow. You need two hands to fire or load it. Action to ++reload. ++ ++Heavy mace: A larger, two-handed version of a mace. ++ ++Javelin: A light spear that's designed to be thrown. ++ ++Light crossbow: A bow with a handle and mechanism for drawing and holding the string. It fires crossbow bolts. You can ++fire it with one hand. You need two hands to load it. Action to reload. Mace: A wooden handle with a heavy metal head ++that's spherical, flanged, or knobbed. ++ ++Maul: A larger version of the hammer, such as a sledgehammer. ++ ++Net: A net designed for battle rather than fishing. It has metal hooks at each intersection to help catch your enemy. ++You can throw it with one hand. Action to refold it so it can be thrown again. If you hit an opponent with the net, all ++of their physical actions are hindered until they take an action to remove it. ++ ++Pick: A hafted weapon with a sideways metal spike on the end, similar to a miner's tool. ++ ++Polearm: Various kinds of spears, sometimes with hooks or additional blades for special purposes like tripping a foe or ++pulling an opponent from their mount. ++ ++Quarterstaff: A wooden pole about 4 to 5 feet (1.2 to 1.5 m) long. ++ ++Rapier: A light sword with a thin blade used for stabbing and slashing. ++ ++Scimitar: A medium-length sword with a strongly curved blade. ++ ++Sickle: A one-handed hafted weapon with a sharply curved blade, originally used for harvesting crops but adapted for use ++as a weapon. ++ ++Sling: A small pouch connected to two cords. You put a stone or bullet (metal slug) in the pouch, hold the end of the ++cords, spin it, and let go of one of the cords to hurl the projectile. You can fire it with one hand. You need two hands ++to load it. Action to reload. ++ ++Spear: A one-handed pole about 3 to 5 feet (1 to 1.5 m) long with a stabbing blade on the end. ++ ++Throwing dart: A very short, light spear meant to be thrown rather than used in melee. ++ ++Trident: A three-pronged spear, often used for spear fishing. ++ ++Unarmed: A typical punch, kick, or other weaponless attack. ++ ++Whip: A leather cord with a handle, used more for tricks and inflicting punishments than for deadly combat. ++ ++| Light Weapons (2 points of damage) | Price | Notes | ++|-------------------------------------|---------|---------------------------------| ++| Blowgun | 5 gp | Short range | ++| Blowgun darts (20) | 1 gp | | ++| Dagger | 2 gp | Can be thrown up to short range | ++| Hand crossbow | 75 gp | Short range | ++| Crossbow bolts (20) | 1 gp | | ++| Handaxe | 5 gp | Can be thrown up to short range | ++| Net | 1 gp | Can be thrown up to short range | ++| Rapier | 25 gp | | ++| Sickle | 1 gp | Short range | ++| Sling | 1 sp | Short range | ++| Sling bullets (20) | 5 cp | | ++| Throwing dart | 5 cp | Short range | ++| Unarmed (punch, kick, etc) | – | | ++| Whip | 2 gp | | ++| Medium Weapons (4 points of damage) | Price | Notes | ++| Battleaxe | 10 gp | | ++| Bow | 30 gp | Long range | ++| Arrows (20) | 1 gp | | ++| Broadsword | 15 gp | | ++| Club | 1 sp | | ++| Crank crossbow | 250 gp | Long range | ++| Crossbow bolts (20) | 1 gp | | ++| Light crossbow | 25 gp | Long range | ++| Crossbow bolts (20) | 1 gp | | ++| Flail | 10 gp | | ++| Hammer | 15 gp | | ++| Javelin | 5 sp | Can be thrown up to long range | ++| Mace | 10 gp | | ++| Pick | 10 gp | | ++| Polearm | 10 gp | | ++| Quarterstaff | 2 sp | | ++| Scimitar | 25 gp | | ++| Spear | 1 gp | Can be thrown up to long range | ++| Trident | 5 gp | | ++| Heavy Weapons (6 points of damage) | Price | Notes | ++| Greataxe | 30 gp | | ++| Greatsword | 50 gp | | ++| Heavy crossbow | 50 gp | Long range | ++| Crossbow bolts (20) | 1 gp | | ++| Heavy mace | 15 gp | | ++| Maul | 10 gp | | ++ ++### Adventuring equipment DESCRIPTIONS ++ ++Acid: A flask of strong acid. Can be thrown up to short range, inflicting acid damage as a light weapon (ignores Armor). ++If poured carefully, it can damage or destroy a small item or areas made of stone or metal. ++ ++Adventuring pack: Includes 50 feet (15 m) of rope, three days' iron rations, three spikes, small hammer, a set of warm ++clothes, boots, and three torches. ++ ++Alchemist fire: A flask of chemicals that burst into flames upon contact with air. The flames burn out after one round. ++Can be thrown up to short range, inflicting fire damage as a light weapon (ignores Armor). ++ ++Alchemist tools: A sturdy wooden case with tiny flasks, stirring rods, droppers, and other materials used in alchemy. It ++grants an asset for identifying potion cyphers and similar mysterious liquids. ++ ++Bag of heavy tools: Contains a hammer, six spikes, crowbar, large tongs, chisel, and 10 feet (3 m) of strong rope. ++ ++Bag of light tools: Contains a small hammer, small tongs, pliers, small pry bar, awl, lockpicks, 10 feet (3 m) of ++string, 3 feet (1 m) of metal wire, and a handful of nails. ++ ++Battering ram: This sturdy plank is capped with hard metal. It provides an asset for breaking down doors. ++ ++Book: A book with information on a particular topic, such as geography, history, magic, or religion. Provides an asset ++on appropriate rolls if the character reads or skims the book for at least ten minutes before attempting the task (this ++assumes the character has already read the book and is looking for relevant information). ++ ++Caltrops, bag: A bag of hard things you scatter on the ground to slow or injure anyone walking through an area. One bag ++covers an immediate area and makes that area count as difficult terrain. A creature can safely move through it as if it ++were difficult terrain (half speed). If a creature moves through the area at normal speed, they must make a difficulty 2 ++Speed defense roll or take 2 points of Speed damage (ignores Armor). ++ ++Candle: A candle burns for one hour and creates dim light in an immediate area. ++ ++Climbing kit: A set of crampons, pitons, ropes, and tools. Provides an asset on climbing tasks. ++ ++Crowbar: This bent length of metal grants an asset on tasks to open doors, treasure chests, and similar objects. ++ ++Disguise kit: Makeup, simple prosthetics, and a wig or two, suitable for disguises for a theatrical production. Provides ++an asset on disguise tasks. Some parts are reusable, but the kit runs out after about five uses. ++ ++Healing kit: A collection of bandages, needles, thread, and basic medicines. Provides an asset on healing tasks. Some ++parts are reusable, but the kit runs out after about five uses. ++ ++Lamp: A hollow container filled with oil that slowly burns to provide light (often resembling a "genie lamp"). A lamp ++creates normal light in an immediate area and dim light out to the short area beyond that. It burns for three to four ++hours on 1 pint (.5 L) of oil. If dropped, it might spill oil, break, or both. ++ ++Lantern: An improved version of a lamp, with a wick that draws oil and glass or metal panes to protect it from wind. A ++lantern creates normal light in an immediate area and dim light out to the short area beyond that. It burns for three to ++four hours on 1 pint (.5 L) of oil. If dropped, it is less likely to spill than a lamp. ++ ++Lockpicks: Also known as thieves' tools, this set provides everything a skilled person needs to pick locks and disarm ++traps. ++ ++Manacles: Metal or heavy wooden restraints that hold an enemy's wrists or ankles in place and are secured with a pin. A ++common set of manacles is level 5. ++ ++Oil: A pint (.5 L) of lamp oil in a leather flask. It burns for three to four hours in a lantern or lamp. If prepped ++with a burning wick, it can be thrown, inflicting fire damage as a light weapon (ignores Armor). If poured on a flat ++surface, it makes an immediate area slippery. A creature can safely move through the oil slick as if it were difficult ++terrain (half speed). If a creature moves through the area at normal speed, they must make a difficulty 3 Speed defense ++roll or slip on the oil and fall prone. Lighting the oil slick makes it burn for one or two rounds and inflicts 1 point ++of fire damage (ignores Armor) on anyone in or moving through the area. ++ ++Signal horn: This horn can be heard up to a mile away. ++ ++Spyglass: This device grants an asset on perception tasks to see things at long range or longer. ++ ++Tent: This has enough room for two humans or three smaller people. ++ ++Torch: A wooden stick with some kind of fuel on one end (such as burlap and wax). It burns for one hour, creating normal ++light in an immediate area and dim light in the short area beyond that. A torch is fragile and usually breaks if used to ++hit something ++ ++| Item | Price | ++|------------------------------|-----------| ++| Acid (flask) | 25 gp | ++| Adventuring pack | 6 gp | ++| Alchemist fire (flask) | 50 gp | ++| Alchemist tools | 50 go | ++| Backpack | 2 gp | ++| Bag of heavy tools | 25 gp | ++| Bag of light tools | 10 gp | ++| Battering arm | 10 gp | ++| Bedroll | 1 gp | ++| Book | 25 gp | ++| Caltrops, bag | 1 gp | ++| Candle | 1 sp | ++| Climbing kit | 25 gp | ++| Crowbar | 2 gp | ++| Disguising kit | 25 gp | ++| Grappling hook | 2 gp | ++| Healing kit | 5 gp | ++| Hourglass | 25 gp | ++| Ink (flask) | 10 gp | ++| Ink pen | 2 cp | ++| Iron spikes (10) | 1 gp | ++| Ladder (10 ft/3m) | 1 sp | ++| Lamp | 5 sp | ++| Lantern | 5 gp | ++| Lockpicks | 25 gp | ++| Manacles | 2 gp | ++| Mirror | 5gp | ++| Musical instrument | 2-50 gp | ++| Oil (flask) | 1 cp | ++| Piton | 5 cp | ++| Pole, wooden | 5 cp | ++| Pouch or other small rations | 5 sp | ++| Rations (1 day) | 5 sp | ++| Rope (50 ft./15m) | 1 gp | ++| Sack | 1 cp | ++| Signal horn | 2 gp | ++| Spyglass | 1,0000 gp | ++| Tent | 2 gp | ++| Torch | 1 cp | ++| Waterskin | 2 sp | ++ ++### Miscellaneous Items and Services ++ ++Although the types of items for sale vary greatly based on the setting, a few things are always present, like food, ++lodging, and clothing. However, these goods and services can span the price categories. For example, you can get an ++inexpensive meal, a moderately priced meal, an expensive meal, and so on. An inexpensive meal is light and probably not ++very nutritious. An expensive meal is available only in nice restaurants in certain locations. An exorbitant meal is ++probably a feast for a crowd, with the finest foods and drink available. ++ ++Nightly lodging is similar, although the bottom end starts out worse. An inexpensive night's lodging is probably a ++flea-ridden mat on the floor of a room filled with other lodgers. Typical lodging (a private room with a decent bed) is ++probably in the moderately priced range. Very expensive lodging might be a suite of rooms with delicious meals and ++personal services (such as massages and grooming) included. ++ ++Inexpensive clothing is just a step up from rags, but moderately priced clothing is decent enough. For a formal party, ++you'd want expensive clothing. The very rich likely wear very expensive clothing most of the time, and exorbitant ++clothing (and jewelry) when they go to their elite galas. ++ ++Other sorts of miscellaneous items can be found in the Genre chapter. ++ ++Fantasy clothing descriptions ++ ++Specific pieces of clothing vary by climate and local custom, but usually include a hat, shirt, belt, pants or skirt, ++shoes, and underclothes. ++ ++Artisan's outfit: A suitable outfit for a person who performs a trade (blacksmith, cobbler, and so on). Often includes ++an apron and a belt for holding tools. ++ ++Ascetic's outfit: A simple outfit worn by monks and other people who eschew displays of wealth and status. Specific ++styles vary by climate and the philosophical tenets of the wearer, but a typical example is a loose shirt, loose ++breeches, sandals, a cap, and several cloth straps that can serve as a belt, scarf, or simple adornments. ++ ++Cold-weather outfit: A heavier set of clothing for protection against cold weather. ++ ++Entertainer's costume: Interesting (and usually colorful) clothing appropriate for an entertainer such as an actor, ++bard, juggler, or acrobat. ++ ++Explorer's outfit: A set of sturdy clothing for adventurers and experienced travelers who want to be prepared for ++various activities and environments. ++ ++Fancy outfit: A stylish set of clothes according to the local fashions and customs. Generally the minimum required for ++meeting with important townsfolk such as a mayor or noble. Higher-status events require outfits that cost up to four ++times as much. ++ ++Peasant's outfit: Very simple clothing for free people of low social status. Includes a kerchief or cap, shirt or ++blouse, trousers or skirt, and heavy cloth shoes or foot wrappings. ++ ++Priestly vestments: Garments appropriate for performing ceremonies for a specific religion. A common example is a hat or ++headdress, long tunic or dress, tabard or stole, and shoes, with the outer pieces marked with appropriate symbols. ++ ++Traveler's outfit: A comfortable set of clothes that includes gloves, a protective hat, a jacket, and a cloak with a ++hood. ++ ++Wizard's outfit: Clothing that identifies the wearer as a practitioner of arcane magic. A typical outfit includes an ++interesting hat or cap, a robe with long sleeves and many pockets, and shoes, often adorned with runes or ++representations of magical creatures such as dragons. Scholars and sages wear very similar garments that lack the ++mystical aspects of wizard clothing. ++ ++| Item | Price | ++|-----------------------|-------| ++| Artisan's outfit | 2 gp | ++| Ascetic's outfit | 1 gp | ++| Cold-weather outfit | 6 gp | ++| Entertainer's costume | 3 gp | ++| Explorer's outfit | 8 gp | ++| Fancy outfit | 25 gp | ++| Peasant's outfit | 1 sp | ++| Priestly vestments | 5 gp | ++| Traveler's outfit | 2 gp | ++| Wizard's outfit | 5 gp | ++ ++### FOOD AND LODGING ++ ++| Item | Price | ++|----------------------|-------| ++| Ale, gallon | 2 sp | ++| Ale, mug | 4 cp | ++| Banquet (1 person) | 10 gp | ++| Bread, loaf | 2 cp | ++| Inn stay (per night) | | ++| Good | 8 sp | ++| Common | 5 sp | ++| Poor | 1 sp | ++| Meals (per day) | | ++| Good | 5 sp | ++| Common | 3 sp | ++| Poor | 6 cp | ++| Meat (one serving) | 3 sp | ++| Wine (bottle) | 10 gp | ++| Wine (pitcher) | 2 sp | ++ + ### CHARACTER OPTIONS + + ### MODERN MAGIC CHARACTER OPTIONS