--- _tmp/ccsrd.md 2025-07-21 17:24:14.775829267 -0500 +++ _tmp/ccsrd.new.md 2025-07-21 17:27:48.485151559 -0500 @@ -46,7 +46,6 @@ - [Part 5: Back Matter](#part-5-back-matter){.og-csrd-link-white} - [[Cypher Shorts]{.text-uppercase}](#cypher-shorts) - [Adventure: [Trapped in Flames]{.text-uppercase}](#trapped-in-flames) - - [[Frequently Asked Questions]{.text-uppercase}](#faq) - [[Index]{.text-uppercase}](#index) - [[What's In the Book?]{.text-uppercase}](#whats-in-the-book) @@ -116,8 +115,8 @@ - Clarify presentation of key mechanics - Improve hyperlinking and usability -A list of subsantial [Editorial Additions](#choose-editorial-additions), [Frequently Asked Questions](#faq) about the -game rules, [Optional Rules](#choose-optional-rules), and [What's In the Book?](#choose-products) (a guide to Cypher +A list of subsantial [Editorial Additions](#choose-editorial-additions), +[Optional Rules](#choose-optional-rules), and [What's In the Book?](#choose-products) (a guide to Cypher System products). Original or modified sections are identified: - [OG-CSRD](#choose-editorial-additions) [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}[(OG-CSRD)]{.og-ref @@ -191,7 +190,6 @@ Related Sections -- [Frequently Asked Questions](#faq) [(OG-CSRD)]{.og-ref .og-ref-og} - [Key Concepts](#key-concepts) [(207)]{.og-ref} - [Rules of the Game](#choose-rules) [(206)]{.og-ref} ::: @@ -27374,7 +27372,6 @@ Related Sections - [Followers and Factions](#chapter-11-a-followers-and-factions) [(233)]{.og-ref} -- [Frequently Asked Questions](#faq) [(OG-CSRD)]{.og-ref .og-ref-og} - [Optional Rules](#choose-optional-rules) [(OG-CSRD)]{.og-ref .og-ref-og} - [Running the Cypher System](#choose-running-the-cypher-system) [(402)]{.og-ref} ::: @@ -74725,7 +74722,6 @@ Related Sections - [Creatures and NPCs](#choose-creatures) [(312)]{.og-ref} -- [Frequently Asked Questions](#faq) [(OG-CSRD)]{.og-ref .og-ref-og} - [Optional Rules](#choose-optional-rules) [(OG-CSRD)]{.og-ref .og-ref-og} ::: @@ -76331,491 +76327,6 @@ ------------------------------------------------------------------------------------------------------------------------ -### [Troubleshooting]{.og-chap} Frequently Asked Questions {#faq} - -#### Player Characters [#](#faq-pcs){.og-h-anchor aria-hidden="true"} {#faq-pcs .og-h-small} - -[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} - -##### [My descriptor or type says I have an inability, but an ability says I'm trained or practiced---which is it?](#faq-practiced){.collapsed bs-toggle="collapse" role="button" aria-expanded="false" aria-controls="faq-practiced"} {#my-descriptor-or-type-says-i-have-an-inability-but-an-ability-says-im-trained-or-practicedwhich-is-it .og-tab .pb-2 .pt-2 .og-h-faq} - -::: {#faq-practiced .collapse} -You're practiced. - -**Trained:** If you have an [inability](#key-concepts) and become trained in the task, the training and the inability -cancel each other out and you become practiced. Sometimes inabilities and training come in groups, so it's important to -account for each kind of task separately. For example, if you choose the [Calm](#descriptor-calm) descriptor, you have -an inability with climbing, running, jumping, and swimming tasks. If you gain the [Movement -Skills](#ability-movement-skills){.og-ability} ability, your inabilities in climbing and jumping are canceled out, but -your inabilities in running and swimming remain. If you become trained in climbing or jumping from another -source---[character advancement](#character-advancement)---you can continue to improve your [skill](#skills) and go on -to become trained or specialized. - -**Practiced:** Special abilities that make you practiced with a task also cancel out an inability, but they aren't used -to become trained. It's pretty common for [foci](#choose-focus) themed around use of a [weapon](#equipment-weapons) to -assign these kinds abilities at tier 1, ensuring a PC won't start the game hindered with their signature -[attacks](#action-attack). For example, if you are an [Adept](#type-adept) who [Conjures -Bullets](#focus-conjures-bullets), your [Practiced with Guns](#ability-practiced-with-guns){.og-ability} ability allows -you to use medium and heavy weapons without being hindered by the inability Adepts have with them---but only if they're -guns. Abilities like this prepare you to benefit from abilities at higher tiers---like [Trained -Guncasting](#ability-trained-guncasting){.og-ability}---because your initial inabilities are already cancelled out. - -::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -Inability disclaimers on [types](#choose-type) like these are just reiterating the definition of inability in the [Key -Concepts](#key-concepts). You're not hindered twice: - -**Weapons:** You can use light weapons without penalty. You have an inability with medium weapons and heavy weapons; -your attacks with medium and heavy weapons are hindered. -::: -::: - -##### [Which focus abilities do I get and when?](#faq-focus){.collapsed bs-toggle="collapse" role="button" aria-expanded="false" aria-controls="faq-focus"} {#which-focus-abilities-do-i-get-and-when .og-tab .pb-2 .pt-2 .og-h-faq} - -::: {#faq-focus .collapse} -::: row -::: {.col .col-md-6} -Let's take a look at the [special abilities](#choose-abilities) from an -example [focus](#choose-focus)---[Helps their Friends](#focus-helps-their-friends). - -- **Type Swap Option:** You don't get a [type swap option](#focus-choosing-foci) automatically, but you can choose it - instead of one ability from your [type](#choose-type). Most foci don't have type swap options. In this example, if - you are a [first-tier explorer](#first-tier-explorer), you can choose [Advice From a - Friend](#ability-advice-from-a-friend){.og-ability} as one of your four explorer abilities. - -- **Multiple Abilities:** It's common for a focus to assign more than one ability for a tier. In this example, you - gain both [Friendly Help](#ability-friendly-help){.og-ability} and [Courageous](#ability-courageous){.og-ability} at - tier 1. Notice how each ability you gain is listed on its own line. - -- **Tier Advancement:** Each time you advance to the next tier through [character - advancement](#character-advancement), your gain new abilities from your focus. In this example, when you reach tier - 2, you gain [Weather the Vicissitudes](#ability-weather-the-vicissitudes){.og-ability}. - -- **Ability Choices:** When two abilities are listed with \"or\", you choose one of those abilities. Almost every - focus assigns an ability choice at tiers 3 and 6. In this example, when you reach tier 3, you choose to gain either - [Buddy System](#ability-buddy-system){.og-ability} or [Skill With - Attacks](#ability-skill-with-attacks){.og-ability}. - -::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -You can gain a focus ability you didn't choose as a [character advancement](#character-advancement). -::: -::: - -::: {.col .col-md-6} -::: {.alert .ps-4 .pb-0} -###### Helps Their Friends [#](#faq-focus-helps-their-friends){.og-h-anchor aria-hidden="true"} {#faq-focus-helps-their-friends} - -[(Cypher System Rulebook, page 69)]{.og-ref} - -You love your friends and help them out of any difficulty, no matter what. - -- Type Swap Option: [Advice From a Friend](#ability-advice-from-a-friend) [(109)]{.og-ref} -- Tier 1: [Friendly Help](#ability-friendly-help) [(143)]{.og-ref} -- Tier 1: [Courageous](#ability-courageous) [(122)]{.og-ref} -- Tier 2: [Weather the Vicissitudes](#ability-weather-the-vicissitudes) [(197)]{.og-ref} -- Tier 3: [Buddy System](#ability-buddy-system) [(116)]{.og-ref} or [Skill With Attacks](#ability-skill-with-attacks) - [(183)]{.og-ref} -- Tier 4: [In Harm's Way](#ability-in-harms-way) [(152)]{.og-ref} -- Tier 4: [Enhanced Physique](#ability-enhanced-physique) [(135)]{.og-ref} -- Tier 5: [Inspire Action](#ability-inspire-action) [(154)]{.og-ref} -- Tier 6: [Deep Consideration](#ability-deep-consideration) [(126)]{.og-ref} or [Skill With - Defense](#ability-skill-with-defense) [(183)]{.og-ref} -::: - -::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -A few foci have unique ways of assigning abilities---for example, the [Inks Spells on Skin](#focus-inks-spells-on-skin) -focus' Readying Spell Tattoos feature, or [Turns Decay to Growth](#focus-turns-decay-to-growth) focus\' tier 4 ability -being dependent on the ability choice you made at tier 3. -::: -::: -::: -::: - -##### [How does increasing Pools, Edge, and Effort make me more powerful?](#faq-stats){.collapsed bs-toggle="collapse" role="button" aria-expanded="false" aria-controls="faq-stats"} {#how-does-increasing-pools-edge-and-effort-make-me-more-powerful .og-tab .pb-2 .pt-2 .og-h-faq} - -::: {#faq-stats .collapse} -When you spend 4 [XP](#choose-xp) on a [character advancement](#character-advancement), you can be strategic about which -advancements you choose. - -- **Pools:** Your [Might](#might), [Speed](#speed), and [Intellect](#intellect) [Pools](#pool) points measure the - depth of a \"well of potential\" you can draw from. Pool points are used to pay for [special - abilities](#choose-abilities) and using [Effort](#effort). Additionally, increasing your Pools allows you to sustain - more [damage](#rules-damage) before descending on [the damage track](#the-damage-track). - -- **Edge:** Your [Edge](#edge) \"cuts the cost\" of an actions that require you to spend [Pool](#pool) points. While - Edge doesn't directly make tasks easier, it does make you more *efficient* when doing them, \"taking the edge off\" - of the cost of performing them. For example, if you have 1 Might Edge, that can pay for the cost of using - [Bash](#ability-bash){.og-ability}. If you have 3 Might Edge, that can pay for 1 level of [Effort](#effort) on any - [Might](#might) task without paying any points from your Might Pool. Always [total all - costs](#effort-costs-and-edge-reductions) for the action, then subtract your Edge from that total. For example, if - you used [Bash](#ability-bash){.og-ability} (1 Might point) *and* used one level of Effort (3 Might points), the - total cost is 4 Might points, so subtracting your 3 Might Edge reduces the cost you pay to 1 Might point. - -- **Effort:** Your [Effort](#effort) score determines how much raw power you can push out in a single action, either - easing the [difficulty](#rules-task-difficulty) of a task, or increasing the amount of [damage](#rules-damage) you - inflict with a successful [attack](#action-attack). Using a lot Effort can tire you out quickly. Effort only really - benefits you on tasks where you use it and succeed. At higher tiers, you might want to choose other options for - [character advancement](#character-advancement) instead of increasing your Effort score. - -::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -Some abilities grant you a [free level of Effort](#modifying-the-difficulty-effort) on relevant tasks. -::: -::: - -##### [Why don't I have \"hit points\"?](#faq-hit-points){.collapsed bs-toggle="collapse" role="button" aria-expanded="false" aria-controls="faq-hit-points"} {#why-dont-i-have-hit-points .og-tab .pb-2 .pt-2 .og-h-faq} - -::: {#faq-hit-points .collapse} -You do---*kind of*. It's common for new players to think of their [Pools](#pool) as their \"hit points (HP)\", but -Pools are more like \"stamina\" or \"potential\". The real \"hit points\" in the Cypher System are [the damage -track](#the-damage-track). You have three: **Hale** (3 HP), **Impaired** (2 HP), **Debilitated** (1 HP)--- after that, -you're **Dead**. - -Powerful effects or creatures that deal [special damage](#special-damage) can move you down the damage track without -touching your Pools at all, so spend your points while you can! - -::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -Special abilities like [Ignore the Pain](#ability-ignore-the-pain){.og-ability}, [Fight -On](#ability-fight-on){.og-ability}, and [Miraculous Health](#ability-miraculous-health){.og-ability} increase -resilience against the damage track's effects. -::: -::: - -##### [How do armor and shields work?](#faq-armor){.collapsed bs-toggle="collapse" role="button" aria-expanded="false" aria-controls="faq-armor"} {#how-do-armor-and-shields-work .og-tab .pb-2 .pt-2 .og-h-faq} - -::: {#faq-armor .collapse} -The OG-CSRD's section on [armor](#equipment-armor) provides additional clarity on special abilities related to [using -armor](#equipment-using-armor), [Speed Effort costs](#equipment-armor-speed-effort-cost-per-level-of-effort-used) (also -referred to as \"encumbrance\"), [special armor](#equipment-armor-special-armor), and -[shields](#equipment-armor-shields). -::: - -#### Playing the Game [#](#faq-gameplay){.og-h-anchor aria-hidden="true"} {#faq-gameplay .og-h-small} - -[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} - -##### [How do I know if a task is a Might, Speed, or Intellect roll?](#faq-task-stat){.collapsed bs-toggle="collapse" role="button" aria-expanded="false" aria-controls="faq-task-stat"} {#how-do-i-know-if-a-task-is-a-might-speed-or-intellect-roll .og-tab .pb-2 .pt-2 .og-h-faq} - -::: {#faq-task-stat .collapse} -In general, the GM [determines the task stat](#rules-determining-task-stat). - -- **Taking Action:** Be proactive---don't just describe what you want to do with your [action](#choose-rules), but - also how you do it, and the result you're hoping to see. Your description might mention one of your - [skills](#choose-skills), or something you'd like to use as an [asset](#modifying-the-difficulty-assets)---this - information can help the GM figure out what you're after. - -- **Attacks:** If you're making a melee [attack](#action-attack), you can use [Might](#might) or [Speed](#speed). - Ranged [attacks](#action-attack) with weapons are almost always Speed tasks. - -- **Activating a Special Ability:** If a [special ability](#choose-abilities) costs [Pool](#pool) points to - [activate](#action-activate-a-special-ability), the task it prompts is usually of the same type. For example, [Hurl - Flame](#ability-hurl-flame){.og-ability} costs 2 Intellect points, so its attacks are [Intellect](#intellect) based. - However, if a special ability requires you to touch a target, the [attack](#action-attack) is melee attack instead. - Even [touching an unwilling PC](#special-situation-combat-between-pcs) with [Healing - Touch](#ability-healing-touch){.og-ability} requires a successful melee attack. - -- **Defending Yourself:** If you're attacked or otherwise have to defend yourelf, your skill with - [defense](#action-defend) will be tested. Dodging attacks and escaping danger---the most common type of - defense---are [Speed](#speed) tasks. - -- **Using a Cypher:** [Using a cypher](#using-cyphers) is [Intellect](#intellect) based unless described otherwise or - logic suggests otherwise. For example, throwing an explosive might be [Speed](#speed) tasks, because the device is - physical and not really technical, but using a [ray emitter](#cypher-ray-emitter) is an Intellect task. - -- **Using Effort:** If you use [Effort](#effort), the points are usually spent from the task stat's [Pool](#pool). - This can be tricky if you're making a touch-based [attack](#action-attack) with a [special - ability](#choose-abilities) like [Frost Touch](#ability-frost-touch){.og-ability}. In these cases, the GM might - require you to use [Speed](#speed) points to pay for Effort you use to ease the attack, and [Intellect](#intellect) - points Effort to increase damage. - -- **Enablers and Actions with Multiple Tasks:** Sometimes, you might need to pay additional points from a different - [Pool](#pool) during the same action---for example, using an [special ability](#choose-abilities) that is an - enabler. [Total up the points](#actions-with-multiple-tasks) you spent from Pool for your action, and then subtract - each stat's [Edge](#edge) from the total. -::: - -##### [Why are there two different numbers for difficulty (0--10) and target number (0--30)?](#faq-rolling){.collapsed bs-toggle="collapse" role="button" aria-expanded="false" aria-controls="faq-rolling"} {#why-are-there-two-different-numbers-for-difficulty-010-and-target-number-030 .og-tab .pb-2 .pt-2 .og-h-faq} - -::: {#faq-rolling .collapse} -[Difficulty](#rules-task-difficulty) on a scale of 0--10 is easy to understand. Target numbers are three times the -difficulty, which means a difficulty of 7 or higher requires [modifying the difficulty](#modifying-the-difficulty) down -to possible result when [rolling the die](#rules-rolling-the-die). - -Additionally, [special rolls](#rules-special-rolls) on the d20 mean that tasks, extra damage, and major and minor -effects are all resolved with a single die roll. Special abilities like [Increased -Effects](#ability-increased-effects){.og-ability} can increase frequency of special roll outcomes, and optional rules -like [Horror Mode](#horror-rules-horror-mode) can alter the [GM intrusion](#gm-intrusion) rate. - -When resolving tasks with new players, it's best to tell them the difficulty. Use only the difficulty number until the -player is finished modifying it with [skills](#modifying-the-difficulty-skills), -[assets](#modifying-the-difficulty-assets), and [Effort](#modifying-the-difficulty-effort). Once all difficulty -modifications are completed, multiply the difficulty by 3 to get the target number and [roll the -die](#rules-rolling-the-die). Avoid going back and forth between the number types, you'll only get yourself---or -other---confused. -::: - -##### [This ability seems like a task anyone could attempt---what gives?](#faq-abilities-redundant){.collapsed bs-toggle="collapse" role="button" aria-expanded="false" aria-controls="faq-abilities-redundant"} {#this-ability-seems-like-a-task-anyone-could-attemptwhat-gives .og-tab .pb-2 .pt-2 .og-h-faq} - -::: {#faq-abilities-redundant .collapse} -Some abilities seem to function more like \"plays\" than \"spells\", or are something any PC might try to do. For -example, [Spin Identity](#ability-spin-identity){.og-ability} and [Fast Talk](#ability-fast-talk){.og-ability} are just -extensions of [interacting with a creature](#action-interacting-with-creatures). - -In the Cypher System, the decisions players make through character creation should be -the foundation of how gameplay itself works. After all, players made those choices to the exclusion of other options, -and the game recommends no two PCs share the same focus, ensuring each has a niche in the group's dynamic. Any ability -a PC gains from their [type](#choose-type) or [focus](#choose-focus), and pays [Pool](#pool) points to activate should -probably be more effective, and work in a greater variety of situations than what a character without that ability can -do at no cost. - -Remember, the GM's job is to set properties of the task, including difficulty---including any external easing or -hindering---and also possibly an [initial cost](#rules-initial-cost). It's perfectly reasonable to make tasks more -difficult for PCs who don't have these kinds of abilities, or to ease tasks (or assign assets) for PCs using these -kinds of abilities. If an ability just isn't working in the game, the GM should work with the player to exchange it for -one with a similar [power grade](#ability-categories-and-relative-power). - -::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -It's helpful to know that there are abilities in the game that allow PCs to bypass tasks recommended by [Chapter 11: -Rules of the Game](#chapter-11-rules-of-the-game). For example, a PC attempting to [move](#action-move) a short distance -and then take another action must first succeed on a difficulty 4 Speed task. However, if the PC has the [Fleet of -Foot](#ability-fleet-of-foot){.og-ability} ability, they can pay the ability's 1 Speed point cost to bypass the roll. -In this way, many abilities serve as an established [initial cost](#rules-initial-cost) for performing a specific kind -task in the PC's wheelhouse. - -It's also a question of the concept and genre of the game. For example, in a game where all the PCs are spies, [Spin -Identity](#ability-spin-identity){.og-ability} might be a given. In a game where only *one* PC is a useful spy, this -ability becomes part of a niche worth protecting. -::: -::: - -##### [Does using this ability, cypher, or artifact just succeed---no roll?](#faq-attacks){.collapsed bs-toggle="collapse" role="button" aria-expanded="false" aria-controls="faq-attacks"} {#does-using-this-ability-cypher-or-artifact-just-succeedno-roll .og-tab .pb-2 .pt-2 .og-h-faq} - -::: {#faq-attacks .collapse} -Maybe---it depends. - -- **Tasks:** The GM might assign a task with an appropriate [difficulty](#rules-task-difficulty). Using a Cypher is - usually an [Intellect](#intellect)-based action, but there are exceptions---for example, if the cypher is used in - the same way as a weapon, like a [monoblade](#cypher-monoblade). - -- **Routine Tasks:** The GM might decide whatever you're doing is a [routine action](#routine-actions)---succeeding - without a roll. - -- **Attacks:** If you're targeting an unwilling creature, an object, or effect with a level that would resist your - attempt, that's an [attack](#action-attack). Attacking usually prompts a task roll with a difficulty based on the - target's [level and modifications](#understanding-the-listings), but also any [attack modifiers or special - situations](#attack-modifiers-and-special-situations) the GM determines to be relevant. -::: - -##### [What are cypher, artifact, object, and effect levels for?](#faq-levels){.collapsed bs-toggle="collapse" role="button" aria-expanded="false" aria-controls="faq-levels"} {#what-are-cypher-artifact-object-and-effect-levels-for .og-tab .pb-2 .pt-2 .og-h-faq} - -::: {#faq-levels .collapse} -Everything (except PCs) in the game has a level, which help determine important aspects of them. For example, levels -affect: - -- An [adhesion](#cypher-adhesion) cypher's duration -- An [attractor](#cypher-attractor) cypher's range -- The number of Might points restored by a [curative](#cypher-curative) cypher -- The amount of additional fire damage inflicted by a [flametongue weapon](#fantasy-artifact-dragontongue-weapon) - artifact -- The resolution of ongoing effects, as described under [Cypher Levels and Effects](#cypher-levels-and-effects) -- The difficulty of [damaging an object](#special-situation-attacking-objects) -- The amount of time required to [craft, build, and repair](#crafting-building-and-repairing) an object - -The GM uses levels to compare anything in the game to anything else. For example, a level 8 disease like [radiation -sickness](#disease-radiation-sickness) can't be alleviated by a level 4 [catholicon](#cypher-catholicon) cypher. - -::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -Even if a cypher can't immediately solve the issue like removing a disease, the GM might allow you to use it as an -[asset](#modifying-the-difficulty-assets) toward a related task (for example, preparing medicine, or making a [defense -roll](#action-defend) against the disease's effect). -::: -::: - -#### Running the Game [#](#faq-running){.og-h-anchor aria-hidden="true"} {#faq-running .og-h-small} - -[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} - -##### [How are NPC interactions with other NPCs or the environment resolved?](#faq-npcs){.collapsed bs-toggle="collapse" role="button" aria-expanded="false" aria-controls="faq-npcs"} {#how-are-npc-interactions-with-other-npcs-or-the-environment-resolved .og-tab .pb-2 .pt-2 .og-h-faq} - -::: {#faq-npcs .collapse} -The basics of NPC interactions are detailed in [A Closer Look at Situations that Don't Involve -PCs](#a-closer-look-at-situation-that-dont-involve-pcs) and [Special Situation: Combat Between -NPCs](#special-situation-combat-between-npcs). If an NPC is a [follower](#followers)---and maybe even if they -aren't---the GM might request a player make a roll for the NPC\'s actions. - -When resolving interactions, the GM should take a creature's [modifications](#understanding-the-listings) into account. -For example, a level 4 [giant snake](#creature-giant-snake) attacking a level 3 [faerie](#creature-faerie) would succeed -if you were only to consult compare creature level. However, a faerie has a modification for Speed defense as level -5---so the faerie avoids the snake's deadly bite attack. - -Creature modifications can be applied to rolls by adding (or subtracting) 3 for each level of modification (+3 for one -level higher, −3 for one level lower, +6 for two levels higher, −6 for two levels lower, and so on). For example, the -[faerie](#creature-faerie) is level 3, and its Speed defense is level 5, so if a player rolls for it, it adds +6 to the -result. - -The most important thing is to do what make sense in the setting and story. For example, a standard -level 2 hound dog probably can't pick a level 2 lock---unless the setting includes cartoon logic or a certain amount of -whimsy. - -::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -Offering a [GM intrusion](#gm-intrusion) is a good way to reward the player for putting up with you changing the usual -rules for how things get resolved. -::: -::: - -##### [Why do creatures have modifications in Might, Speed, or Intellect defense?](#faq-creature-defense){.collapsed bs-toggle="collapse" role="button" aria-expanded="false" aria-controls="faq-creature-defense"} {#why-do-creatures-have-modifications-in-might-speed-or-intellect-defense .og-tab .pb-2 .pt-2 .og-h-faq} - -::: {#faq-creature-defense .collapse} -A creature's defense modifications aren\'t related to [defense rolls](#action-defend), because [the player always -rolls](#rules-the-player-always-rolls). Instead, creature defenses modify the difficulty of the [attack](#action-attack) -a PC makes against them. - -::: table-responsive - NPC Task PC Task - ---------- ---------- - Hindered Eased - --- --- - Eased Hindered - - : NPC modifications and PC task difficulty -::: - -- **Might:** Creatures with a higher [Might](#might) defense are harder to poison, grapple, restrain, daze, or stun. - For example, NPCs like the [Paladin](#npc-paladin) have a modification for Might defense. - -- **Speed:** [Speed](#speed) defense is the most common, and is used for defending against - [weapons](#equipment-weapons) and other conventional [attacks](#action-attack) that can be avoided or dodged. Speed - defense modifications are common for creatures much smaller or larger than a PC, or that are exceptionally fast and - nimble---or slow and clumsy. For example, a [thundering behemoth](#creature-thundering-behemoth) is a level 7 - creature, but its Speed defense is only level 3---simulating the creature's enormous size. Hitting it isn\'t - terribly difficult, but getting through its considerable Health and [Armor](#rules-armor) while avoiding it's - powerful attacks definitely is. - -- **Intellect:** [Intellect](#speed) defense is used against anything that would invade or influence a creature's - mind or deal Intellect damage, including abilities like [Mind Reading](#ability-mind-reading){.og-ability}, [Erase - Memories](#ability-erase-memories){.og-ability}, [Onslaught](#ability-onslaught){.og-ability} (if using the - mindslice option), and [Terrifying Presence](#ability-terrifying-presence){.og-ability}. - -::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -It's important a creature\'s modifications allow it to behave naturally in the setting. If you\'re not sure what kind -of defense applies, ask yourself: If the situation were reversed and the creature was doing this to the PC instead, what -kind of task roll would be appropriate? -::: -::: - -##### [How do I resolve a \"PVP\" scenario?](#faq-pvp){.collapsed bs-toggle="collapse" role="button" aria-expanded="false" aria-controls="faq-pvp"} {#how-do-i-resolve-a-pvp-scenario .og-tab .pb-2 .pt-2 .og-h-faq} - -::: {#faq-pvp .collapse} -If a PC does something that would be considered an [attack](#action-attack) on another PC, consult [Special Situation: -Combat Between PCs](#special-situation-combat-between-pcs). Remember that anything someone does to someone else that the -target doesn't want to succeed is an attack---even [Healing Touch](#ability-healing-touch){.og-ability}. - -PCs make a contested d20 roll, adding +3 to their result for each [modification](#modifying-the-difficulty) in their -favor that eases the task (including skills, assets, or Effort), and −3 for each modification that hinders it. -::: - -##### [What if there's no rule for the situation the PCs are in?](#faq-rules-none){.collapsed bs-toggle="collapse" role="button" aria-expanded="false" aria-controls="faq-rules-none"} {#what-if-theres-no-rule-for-the-situation-the-pcs-are-in .og-tab .pb-2 .pt-2 .og-h-faq} - -::: {#faq-rules-none .collapse} -Be brave and make rulings---it will be okay! If you aren't sure how to proceed, refer back to the Cypher System\'s -[core resolution mechanic](#this-is-how-you-play-the-cypher-system). If what happening doesn't directly involve the PCs -or their actions, use your best judgement. If the PCs are involved---or invested in the outcome---ask yourself: - -- Should this just be a [routine action](#routine-actions)? -- What's reasonable and believable, given what\'s been established in the story, the genre, setting, and general tone - of the game? -- What would be interesting? -- How [involved or invested](#a-closer-look-at-situation-that-dont-involve-pcs) are the PCs in the situation and its - outcome? Should someone roll? -- Is there an outcome you would prefer? Maybe a [GM intrusion](#gm-intrusion) is in order. -- Is there an outcome a player prefers? Maybe a [player intrusion](#choose-player-intrusions) is in order. -::: - -#### Prepping the Game [#](#faq-prepping){.og-h-anchor aria-hidden="true"} {#faq-prepping .og-h-small} - -[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} - -##### [How do I get started GMing the Cypher System?](#faq-getting-started){.collapsed bs-toggle="collapse" role="button" aria-expanded="false" aria-controls="faq-cyphers"} {#how-do-i-get-started-gming-the-cypher-system .og-tab .pb-2 .pt-2 .og-h-faq} - -::: {#faq-getting-started .collapse} -- **Cypher Shorts:** If you're a first-time GM or have first-time players, try the simplified [Cypher - Shorts](#cypher-shorts) rules and [Adventure: Trapped in Flames](#trapped-in-flames). - -- **Cypher System Rules Primer:** The free [Cypher System Rules - Primer](https://www.montecookgames.com/store/product/cypher-system-rules-primer/){.og-icon .og-mcg} includes an - adventure: *A Disturbance at Bridge House*. - -- **Purchase Setting Material:** [What's in the Book?](#choose-products) includes a list of campaign setting material - compatible with the Cypher System and the adventures contained in each book. Additional adventure material is for - sale from [Cypher System Reference Rules - Primer](https://www.montecookgames.com/store/product/cypher-system-rules-primer/){.og-icon .og-mcg} and on - storefronts like [DriveThruRPG](https://www.drivethrurpg.com/en/browse?ruleSystem=45193-cypher-system). -::: - -##### [Cyphers don't seem to \"work\" for my game---what should I do?](#faq-cyphers){.collapsed bs-toggle="collapse" role="button" aria-expanded="false" aria-controls="faq-cyphers"} {#cyphers-dont-seem-to-work-for-my-gamewhat-should-i-do .og-tab .pb-2 .pt-2 .og-h-faq} - -::: {#faq-cyphers .collapse} -It's a good idea to take some time and think about what kind of abilities, events, and other \"moves\" you\'d like to -see PCs perform in the course of the game---especially things you wouldn't want to see all the time, just occasionally. -That's what cyphers provide: a valuable way of keeping the game feeling fresh and ensuring PCs frequently have a new -strategy to apply to their situation. - -- **Minimal Cyphers:** If all those [cyphers](#choose-cyphers) feel like *just too much*, you can start with just some - [subtle cyphers](#subtle-cypher-table) and [power boost cyphers](#power-boost-cypher-table) for a while. You can - always add [more cyphers](#choose-cyphers) later. - -- **Reflective Cyphers:** You can make up appropriate cyphers up as the PCs explore the world. For example, if a PC - spends time at the library studying, you could provide them with a subtle cypher that eases any knowledge task by - one or two steps, and can be activated as part of the same action as the task roll, similar to how [power boost - cyphers](#power-boost-cypher-table) work. - -- **Names Have Power:** If you're using manifest cyphers, make sure they have an appropriate - [form](#manifest-cypher-forms). It can also be a good idea to give your cyphers a name that is appropriate to the - genre and setting of the game---the more specific the name, the better. For example, a - [Catholicon](#cypher-catholicon) cypher cures any disease of the cypher level or lower. Depending on the setting or - level of the cypher, it might be a \"Panacea Herb\" (fantasy), a \"Theriac Potion\" (fairy tale), or a \"KÜR-ALL\" - pill (science fiction). -::: - -##### [How do I convert creatures from other systems to the Cypher System?](#faq-creatures-use){.collapsed bs-toggle="collapse" role="button" aria-expanded="false" aria-controls="faq-creatures-use"} {#how-do-i-convert-creatures-from-other-systems-to-the-cypher-system .og-tab .pb-2 .pt-2 .og-h-faq} - -::: {#faq-creatures-use .collapse} -There's no wrong way to do things when it comes to [creatures](#choose-creatures), but it\'s worth thinking through -your approach. Creating creatures and NPCs can be as simple as [assigning it a level and -a few modifications](#understanding-the-listings). You can even decide on these as you go. - -In the Cypher System, the most memorable best NPCs aren't just bags of health that the players whack into nothingness. -Detailed creatures like the [fire elemental](#creature-elemental-fire), [giant](#creature-giant), and -[skeleton](#creature-skeleton) provide a good look at how a classic fantasy monster can create memorable story moments, -and drive the plot of an entire session---not just one encounter or combat. - -::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -A creature can do any interesting thing the GM desires through [GM intrusion](#gm-intrusion)---just be reasonable. -::: -::: - -##### [What if the PCs find challenges and encounters too easy?](#faq-challenge){.collapsed bs-toggle="collapse" role="button" aria-expanded="false" aria-controls="faq-challenge"} {#what-if-the-pcs-find-challenges-and-encounters-too-easy .og-tab .pb-2 .pt-2 .og-h-faq} - -::: {#faq-challenge .collapse} -In addition to the strategies listed in Handling Players and PCs and Creating Challenging -Encounters, dial up the challenge with [GM intrusions](#gm-intrusion) with [Horror -Mode](#horror-rules-horror-mode) optional rule. - -The optional [Fragility](#horror-rules-fragility) or [Ironman](#horror-rules-ironman) -rules are also an excellent way of making a game feel a bit more dangerous at the baseline. -::: - -##### [What optional rules or house rules are there?](#faq-rules-optional){.collapsed bs-toggle="collapse" role="button" aria-expanded="false" aria-controls="faq-rules-optional"} {#what-optional-rules-or-house-rules-are-there .og-tab .pb-2 .pt-2 .og-h-faq} - -::: {#faq-rules-optional .collapse} -The [Cypher System Rulebook](https://www.montecookgames.com/store/product/cypher-system-rulebook-2/){.og-icon .og-mcg} -and other material that informs the CSRD contains a wealth of optional rules you can use to customize your game for the -setting and story at hand. - -For a complete list of optional rules in the OG-CSRD, see [Optional Rules](#choose-optional-rules). Many more optional -rules and systems can be found in the products listed in [What's in the Book?](#choose-products). -::: - ------------------------------------------------------------------------------------------------------------------------- - ### [OG-CSRD]{.og-chap} Index {#index} ::: {.alert .ps-4 .pb-0 .og-alert} @@ -76833,7 +76344,6 @@ Editorial Additions -- [Frequently Asked Questions](#faq) [(OG-CSRD)]{.og-ref .og-ref-og} - [Rule Clarifications](#choose-rule-clarifications) [(OG-CSRD)]{.og-ref .og-ref-og} - [Running the Game](#choose-edrule-running-the-game) [(OG-CSRD)]{.og-ref .og-ref-og} @@ -77015,7 +76525,6 @@ - [Actions with Multiple Tasks](#actions-with-multiple-tasks) [(OG-CSRD)]{.og-ref .og-ref-og} - [Area Attacks, Effort, and Damage](#area-attacks-effort-and-damage) [(OG-CSRD)]{.og-ref .og-ref-og} - [Effort Costs and Edge Reductions](#effort-costs-and-edge-reductions) [(OG-CSRD)]{.og-ref .og-ref-og} -- [Frequently Asked Questions](#faq) [(OG-CSRD)]{.og-ref .og-ref-og} - [Followers vs. Temporary Companions](#followers-vs-temporary-companions) [(OG-CSRD)]{.og-ref .og-ref-og} - [Resolving Cypher Levels and Effects](#resolving-cypher-levels-and-effects) [(OG-CSRD)]{.og-ref .og-ref-og} - [Skill Training](#skill-training) [(OG-CSRD)]{.og-ref .og-ref-og}