I'm going to try plan B and convert the OG-CSRD, maybe, so committing where I left things
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70 KiB
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2104 lines
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Diff
--- _tmp/ccsrd.md 2025-05-31 01:17:48.667198000 -0500
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+++ _tmp/ccsrd.new.md 2025-06-03 08:10:12.187027069 -0500
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@@ -2,6 +2,8 @@
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Compatible with the Cypher System. Based on the Cypher System Reference Document, 2024-07-02.
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+[TOC]
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+
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## How to Play the Cypher System
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The rules of the Cypher System are quite straightforward at their heart, as all of gameplay is based around a few core
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@@ -27279,7 +27281,7 @@
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And so on.
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-### SUGGESTED TYPES FOR A SUPERHERO GAME
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+#### SUGGESTED TYPES FOR A SUPERHERO GAME
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| | |
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|----------------------|-------------------------------------------|
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@@ -27297,7 +27299,7 @@
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| Mentalist | Adept |
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| Psychic ninja | Warrior with magic flavor |
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-Basic CREATURES AND NPCs FOR A SUPERHERO GAME
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+#### Basic CREATURES AND NPCs FOR A SUPERHERO GAME
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Dog, guard: level 3, attacks and perception as level 4
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@@ -27313,12 +27315,12 @@
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Worker: level 2; health 8
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-### ADDITIONAL SUPERHERO EQUIPMENT
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+#### ADDITIONAL SUPERHERO EQUIPMENT
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Suggested additional equipment is the same as in a modern setting. Keep in mind, however, that for many heroes,
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"equipment" can be superfluous. Where do you stash the flashlight and rope when all you're wearing is spandex tights?
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-### OPTIONAL RULE: POWER SHIFTS
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+#### OPTIONAL RULE: POWER SHIFTS
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Superheroes can do things that other people cannot. They throw cars, blast through brick walls, leap onto speeding
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trains, and cobble together interdimensional gateways in a few hours. It's tempting to say that such characters are
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@@ -27366,7 +27368,7 @@
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street-level heroes, perhaps). In such cases, more or fewer power shifts should be granted to the PCs at the game's
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start.
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-### SUPERPOWERED NPCs AND POWER SHIFTS
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+##### SUPERPOWERED NPCs AND POWER SHIFTS
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NPC superheroes and villains get power shifts, too. Most of the time, this adds to their level. For example, Blast Star
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is a level 5 fiery villain who has three power shifts. When she blasts through a level 7 iron security door, she does so
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@@ -27378,7 +27380,7 @@
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Typical NPC supers get three power shifts. Exceptional ones usually have five.
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-### REALLY IMPOSSIBLE TASKS
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+#### REALLY IMPOSSIBLE TASKS
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In superhero games, due to conventions of the genre, difficulty caps at 15 instead of 10. Difficulty 10 is labeled
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"impossible," but that label is for regular folks. For superpowered characters, "impossible" means something different,
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@@ -27393,13 +27395,13 @@
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would consider taking on: a robot that's 1,000 feet (300 m) tall (level 11); Galashal, Empress of Twelve Dimensions
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(level 14); or a space monster the size of the moon (level 15).
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-### SUPERHERO ARTIFACTS
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+#### SUPERHERO ARTIFACTS
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Supervillains build doomsday devices. Ancient artifacts present a threat to all humanity if in the wrong hands. Weird
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machines from alien dimensions offer solutions to unsolvable problems. Artifacts are an important part of superhero
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stories. A few examples are below.
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-### DARKEST BOOK
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+##### DARKEST BOOK
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Level: 10
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@@ -27423,7 +27425,7 @@
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Depletion: —
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-### DOCTOR DREAD'S TIME PORTAL
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+##### DOCTOR DREAD'S TIME PORTAL
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Level: 9
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@@ -27434,7 +27436,7 @@
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Depletion: 1 in 1d20
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-### OMNI ORB
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+##### OMNI ORB
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Level: 1d6 + 4
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@@ -27455,7 +27457,7 @@
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and see that a teleporter (traveler) cypher can transport one character up to 100 miles per cypher level, so
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transporting a group of PCs 100 miles is probably within the orb's power
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-### SERUM X
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+##### SERUM X
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Level: 1d6 + 2
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@@ -27467,7 +27469,7 @@
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Depletion: Automatic
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-### SPACE RING
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+##### SPACE RING
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Level: 1d6 + 1
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@@ -27482,7 +27484,7 @@
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Depletion: 1 in 1d100 (check each day of flying)
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-### STELLAREX CRYSTAL
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+##### STELLAREX CRYSTAL
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Level: 1d6 + 4
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@@ -27494,11 +27496,9 @@
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Depletion: 1–3 in 1d10
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-### GAMING WITH SUPERPOWERS
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-
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-### BUILDING A SUPERHERO
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+#### BUILDING A SUPERHERO
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-### POPULAR HEROES IN THE CYPHER SYSTEM
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+##### POPULAR HEROES IN THE CYPHER SYSTEM
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| Character | Summary | Sentence | Archetype |
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|-----------------|-----------------------------------------|----------------------------------------------------|-----------------------|
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@@ -27541,7 +27541,7 @@
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In some cases, you might need to tinker with the aesthetics of the abilities described in the character options to make
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them fit your character.
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-### POWER SOURCE
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+##### POWER SOURCE
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As you're figuring out what type, descriptor, focus, and power shifts you want for
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your character, think about how you got your powers. Are you a mutant, born with special abilities? Do you have a
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@@ -27554,7 +27554,7 @@
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If you can't decide how you got your powers, or if you like leaving some things up to chance, try rolling once or twice
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on the Power Origin table and pick the result that you like better, or combine the two into something weird and unique.
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-### POWER ORIGIN TABLE
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+##### POWER ORIGIN TABLE
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| d100 | Origin |
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|-------|---------------------------------------------------------------|
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@@ -27615,14 +27615,14 @@
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Remember that you can permanently increase the range of one of your abilities with the increased range power shift.
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-### STARTING JUST PAST TIER 1
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+##### STARTING JUST PAST TIER 1
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An interesting option for a GM starting a superhero campaign is to immediately give each PC 4 XP, which they must spend
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on a special advancement option to gain another type ability. It's another way (along with power shifts) to make new
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superhero PCs feel a cut above player characters in other genres—and gives players a little more wiggle room in building
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the character they want to play.
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-### RANDOM SUPERPOWERS
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+##### RANDOM SUPERPOWERS
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The following table has a broad selection of powers (or in some cases, sets of related powers). Players who are stuck
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for ideas about their superhero can roll once or twice on the table for inspiration; use the Example column for a
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@@ -27694,12 +27694,12 @@
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| 98 | Weapon | Bearer of the item |
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| 99-00 | Weapon master | Weapon master, power shift in single attack |
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-### SUPERHERO CHARACTER OPTIONS
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+#### SUPERHERO CHARACTER OPTIONS
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-### DESCRIPTORS
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+##### DESCRIPTORS
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This section presents new descriptors meant specifically for a superhero game.
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-### AMAZING
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+###### AMAZING
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You have a knack for surprising people— performing impossible athletic feats, sneaking up on someone who's alert, or
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instantly reacting to an ambush. You like to make use of these talents to enhance (or rehabilitate) your reputation as a
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@@ -27732,7 +27732,7 @@
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4\. You had a hunch that something big was about to go down.
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-### INCREDIBLE
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+###### INCREDIBLE
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You're misunderstood, and you might not even think of yourself as a hero, but somehow you keep ending up in situations
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where your abilities are just what's needed to prevent disaster. Maybe good luck cancels out just enough of being cursed
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@@ -27764,7 +27764,7 @@
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4\. You were feeling lonely and took a risk talking to someone, and so far it's paying off
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-### MIGHTY
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+###### MIGHTY
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You have a very impressive physique. Your strength, power, and very importance
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@@ -27792,7 +27792,7 @@
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4\. An authority figure told you to do this to show you the value of humility.
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-### SENSATIONAL
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+###### SENSATIONAL
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The public and the press like you. Maybe you're photogenic, or you're inherently nice, or you have really good luck with
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journalists. Whatever the cause of it, you're the darling of the media, and whenever you're seen in public, you generate
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@@ -27833,7 +27833,7 @@
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4\. A supervillain chose to make a scene in the hopes of drawing you out.
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-### UNCANNY
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+###### UNCANNY
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There's something unusual about you, and it makes other people a little uncomfortable. You know you're
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exceptional—gifted, even—and being a bit odd doesn't make you any less of a person. This uncanny element is a part of
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@@ -27878,9 +27878,7 @@
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If the superhero setting has a specific gene or genes responsible for mutant superpowers, Uncanny characters have that
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gene (perhaps even multiple copies) and can sense others who have it
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-### SUPERHERO CHARACTER OPTIONS
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-
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-### NEW FOCI
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+##### NEW FOCI
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This section presents new superhero foci that can be used as is in most superhero campaigns. The foci introduced here
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are as follows:
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@@ -27909,7 +27907,7 @@
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>
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> Wields Invisible Force: You bend light and manipulate beams of force for offense and defense.
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-### COPIES SUPERPOWERS
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+###### COPIES SUPERPOWERS
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You can copy others' skills, abilities, and superpowers.
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@@ -27931,7 +27929,7 @@
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powers with it (like gaining superspeed without protection from air friction, or not being immune to the heat from your
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own fire bolts).
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-### HAS A THOUSAND FACES
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+###### HAS A THOUSAND FACES
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You can change your appearance to look like anyone else.
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@@ -27955,7 +27953,7 @@
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GM Intrusions: Part of the disguise slips. An NPC thinks the disguised character is someone they know very well.
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-### IGNORES PHYSICAL DISTANCE
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||
+###### IGNORES PHYSICAL DISTANCE
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You can teleport from one place to another by briefly passing through a parallel dimension.
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@@ -27974,7 +27972,7 @@
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GM Intrusions: A teleport goes awry, landing the character in a dangerous place. Inertia (such as from falling)
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continues through the teleport, injuring the character.
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||
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-### SCULPTS HARD LIGHT
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+###### SCULPTS HARD LIGHT
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You create physical objects out of hard light that you can use for offense and defense.
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@@ -27994,7 +27992,7 @@
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GM Intrusions: A hard light object disappears early. A hard light object cannot affect a certain creature or color.
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-### SHRINKS TO MINUTE SIZE
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||
+###### SHRINKS TO MINUTE SIZE
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You can shrink down to the size of a bug and, with enough experience, even smaller.
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@@ -28020,7 +28018,7 @@
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A character who Shrinks to Minute Size who chooses to learn abilities like Enlarge will never be quite as big as one who
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Grows to Towering Heights, but they can enjoy the advantages of being big or small as needed.
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-### SOARS ON AMAZING WINGS
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+###### SOARS ON AMAZING WINGS
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Many superheroes can fly, and some even have wings. You can use your wings for movement, attacks, and defense.
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@@ -28041,7 +28039,7 @@
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GM Intrusions: A wing gets hurt or restrained, causing the character to fall. Flying high makes the character an obvious
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target for an unexpected foe.
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-### STRETCHES
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+###### STRETCHES
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Your body is elastic and rubbery, able to stretch to great lengths and compress when struck.
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@@ -28064,7 +28062,7 @@
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GM Intrusions: An attack or effect interferes with the character's elasticity. A stretched limb becomes overstressed and
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weak.
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-### TAKES ANIMAL SHAPE
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+###### TAKES ANIMAL SHAPE
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You can transform yourself into an animal.
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@@ -28087,7 +28085,7 @@
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Greater Beast Form applies to using Animal Shape.
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-### TOUCHES THE SKY
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+###### TOUCHES THE SKY
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You can summon storms or break them apart.
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||
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@@ -28106,7 +28104,7 @@
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GM Intrusions: An ally is accidentally struck by a fork of lightning. An unexpected grounding effect inflicts damage.
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The weather is seeded by a much smaller effect, and a storm grows out of control.
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-### WIELDS AN ENCHANTED WEAPON
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+###### WIELDS AN ENCHANTED WEAPON
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You have a weapon with strange abilities, and your knowledge of its powers has allowed you to create a unique style of
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combat with it.
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@@ -28130,7 +28128,7 @@
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GM Intrusions: A weapon breaks or is dropped. The character loses their connection to the weapon until they use an
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||
action to reestablish the attunement. The weapon's energy discharges in an unexpected way.
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||
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-### WIELDS INVISIBLE FORCE
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+###### WIELDS INVISIBLE FORCE
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You bend light and manipulate beams of force for offense and defense.
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@@ -28151,7 +28149,7 @@
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GM Intrusions: Invisibility partially fades, revealing the character's presence. A force field is pierced by an unusual
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or unexpected attack.
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|
||
-### POWER SHIFTS
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+#### POWER SHIFTS
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Power shifts are an optional rule in the Cypher System Rulebook that represent many of the exceptional things that
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superheroes can do, like throwing cars, blasting through brick walls, leaping onto speeding trains, and cobbling
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together interdimensional gateway devices in a few hours.
|
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@@ -28197,7 +28195,7 @@
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three to any one category. Once the shifts are assigned, they should not change (however, researching an experimental
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procedure to change a character's power shifts could be the culmination of a character arc such as Uncover a Secret).
|
||
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-### PRODIGY POWER SHIFTS
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+##### PRODIGY POWER SHIFTS
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Some superhero character concepts are about breaking the normal power level for a hero. In most cases, you can do this
|
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using power shifts. For example, if you want your strong hero to be really strong, put one or more power shifts into
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@@ -28229,13 +28227,13 @@
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||
your nemesis supervillain underestimates you based on your old limitations. So unless the GM wants every superhero PC to
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start with one top-tier ability, give yourself room to grow and use prodigy only to get a mid-tier ability.
|
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-### GAINING MORE POWER SHIFTS
|
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+##### GAINING MORE POWER SHIFTS
|
||
Some GMs will want to allow PCs to increase their power shifts. Having a character spend 10 XP to do so would probably
|
||
be appropriate. Other GMs will want to run superhero games with PCs of greater or lesser power (cosmic-level heroes or
|
||
street-level heroes, perhaps). In such cases, the GM should grant the PCs more or fewer power shifts at the game's
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||
start.
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-### POWER STUNTS
|
||
+#### POWER STUNTS
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A power stunt is pushing a superpower beyond its normal limits or using it to do something it normally can't do.
|
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Examples:
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|
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@@ -28312,7 +28310,7 @@
|
||
why the difficulties are three levels apart; the GM is more likely to be consistent at rating something as difficult,
|
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formidable, or impossible than deciding whether it's a level 6 or level 7 task.
|
||
|
||
-### PERMANENT POWER STUNTS
|
||
+##### PERMANENT POWER STUNTS
|
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|
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Once a character has successfully performed the same difficult, formidable, or impossible power stunt a few times, they
|
||
might want to make it a permanent part of their repertoire of abilities. By spending 2 XP, the character gains the
|
||
@@ -28326,14 +28324,14 @@
|
||
Learning how to do a formidable or impossible power stunt might be the reason to take a character arc like New
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||
Discovery, Transformation, or Uncover a Secret.
|
||
|
||
-### REALLY IMPOSSIBLE TASKS
|
||
+#### REALLY IMPOSSIBLE TASKS
|
||
|
||
The Cypher System Rulebook gives a few examples of how, in the superhero genre, having power shifts means that a
|
||
difficulty 10 task is not impossible. Superheroes deal with planetary threats like giant robots, multidimensional
|
||
sorcerers, and world-sized monsters, and for this sort of campaign, difficulties up to 15 are possible. This section
|
||
presents more details and examples of tasks, threats, and creatures of difficulty 11 to 15.
|
||
|
||
-### FEATS OF STRENGTH
|
||
+##### FEATS OF STRENGTH
|
||
|
||
Use the following table to estimate the difficulty of various incredible feats of physical strength.
|
||
|
||
@@ -28369,7 +28367,7 @@
|
||
abilities to the Feats of Strength table to determine the comparable difficulty of the task, and modify the character's
|
||
roll to succeed.
|
||
|
||
-### FEATS OF SPEED
|
||
+##### FEATS OF SPEED
|
||
A character can move a short distance (50 feet \[15 m\]) as their entire action as a routine task (difficulty 0, no roll
|
||
needed). This is basically a jog or a hustle, faster than a walk
|
||
|
||
@@ -28393,7 +28391,7 @@
|
||
| 14 | 1 mile (1.5 km) | 545 mph (880 kph); Boeing 747 |
|
||
| 15 | 2 miles (3 km) | 1,600 mph (2,575 kph); Mach 2 |
|
||
|
||
-### TREMENDOUS LEAPS
|
||
+##### TREMENDOUS LEAPS
|
||
|
||
Some—but not all—strong superheroes can easily leap dozens or hundreds of feet, well beyond what's possible with the
|
||
jumping rules (running a short distance and jumping 30 feet \[9 m\] is a difficulty 10 task). Characters who want to
|
||
@@ -28410,7 +28408,7 @@
|
||
(base difficulty 15, eased by 5 × 2 steps), which seems more appropriate for a character strong enough to lift a car
|
||
over their head.
|
||
|
||
-### POWERFUL CREATURES
|
||
+##### POWERFUL CREATURES
|
||
Superheroes don't just stop bank robbers and fight supervillains—sometimes they face giant robots, alien space monsters,
|
||
or so-called gods. GMs can use the following examples to estimate the level and challenges for such threats.
|
||
|
||
@@ -28432,7 +28430,7 @@
|
||
|
||
\*\*\* A god or goddess (such as Odin or Zeus) who is the ruler of a group of deities.
|
||
|
||
-### MODIFYING HIGH-TECH DEVICES
|
||
+#### MODIFYING HIGH-TECH DEVICES
|
||
|
||
It's common for technically savvy superheroes to fiddle with machines to make them work better or do something
|
||
different. Sometimes the object in question is their own gear, but it's just as likely to be something they took from a
|
||
@@ -28474,7 +28472,7 @@
|
||
the appearance of a spacesuit or full-body mechanized armor might take eight to twenty hours of work, depending on the
|
||
extent of the changes.
|
||
|
||
-### FASTER CRAFTING IN A HIGH-TECH SETTING
|
||
+#### FASTER CRAFTING IN A HIGH-TECH SETTING
|
||
In some superhero campaigns, crafting technology is so advanced that objects are designed virtually, with holograms, or
|
||
with a mind-machine interface, and they are constructed by advanced 3D printers or clouds of nanobots. Under these
|
||
conditions, the GM should ease
|
||
@@ -28482,14 +28480,14 @@
|
||
the assessed difficulty to determine the crafting time by three or four steps, with the crafter needing to be present
|
||
for only about the first quarter of that time and the "helpers" taking care of the rest.
|
||
|
||
-### CYPHERS AND ARTIFACTS
|
||
+#### CYPHERS AND ARTIFACTS
|
||
|
||
In a superhero campaign, there's a fine line between cyphers (one-use items or abilities awarded by the GM), artifacts,
|
||
character abilities (which may cost Pool points to use), and other equipment (which has none of those criteria). The GM
|
||
should keep in mind that it's good from a story point of view to let characters have equipment they need to deal more
|
||
effectively with foes that might otherwise be too potent.
|
||
|
||
-### SPECIAL EQUIPMENT
|
||
+#### SPECIAL EQUIPMENT
|
||
|
||
Sometimes a group of superheroes needs special equipment so they can participate in an encounter or advance the story.
|
||
For example, characters who must get to an underwater base will need air tanks or a water-breathing device, and those
|
||
@@ -28502,7 +28500,7 @@
|
||
shouldn't cost the characters much, or maybe not anything at all. And if the players take too much advantage of this
|
||
leeway, the GM always has the option to use an intrusion to complicate an encounter.
|
||
|
||
-### POWER BOOST CYPHERS
|
||
+#### POWER BOOST CYPHERS
|
||
|
||
This section introduces two new power boost cyphers, and consolidates the two efficacy boost cyphers in the Cypher
|
||
System Rulebook into one cypher with variable effects based on cypher level.
|
||
@@ -28518,14 +28516,14 @@
|
||
| 81-90 | Stunt boost |
|
||
| 91-00 | Target boost |
|
||
|
||
-### EFFICACY BOOST
|
||
+##### EFFICACY BOOST
|
||
|
||
Level: 1d6 + 1
|
||
|
||
Effect: This cypher boosts an ability that requires a skill roll. The use of the ability is eased (eased by two steps if
|
||
the cypher is level 5 or higher).
|
||
|
||
-### SHIFT BOOST
|
||
+##### SHIFT BOOST
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -28536,7 +28534,7 @@
|
||
one round. If the user has more than one kind of power shift (such as dexterity and strength), they choose which kind of
|
||
power shift to boost.
|
||
|
||
-### STUNT BOOST
|
||
+##### STUNT BOOST
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -28567,7 +28565,7 @@
|
||
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
|
||
+#### 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
|
||
@@ -28621,9 +28619,9 @@
|
||
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
|
||
|
||
-### OPTIONAL RULES FOR FAIRYTALE
|
||
+#### OPTIONAL RULES FOR FAIRYTALE
|
||
|
||
-Optional Rule: I Have That!
|
||
+##### Optional Rule: I Have That!
|
||
|
||
In fairy tales, characters often have exactly the right mundane piece of equipment
|
||
|
||
@@ -28645,7 +28643,7 @@
|
||
who sews wants to buy a thimble and an inexpensive Pocket Item, they can. However, they cannot later turn the thimble
|
||
into a Pocket Item; it remains a thimble.
|
||
|
||
-Example Pocket Items
|
||
+###### Example Pocket Items
|
||
|
||
Inexpensive
|
||
|
||
@@ -28715,7 +28713,7 @@
|
||
|
||
• Thimble
|
||
|
||
-### FAIRY TALE ARTIFACTS
|
||
+#### 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
|
||
@@ -28735,12 +28733,12 @@
|
||
| 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
|
||
+#### SPECIAL RULES
|
||
|
||
Fairy tale games have unique opportunities for magic that aren't found elsewhere— death, curses, blessings, and wishes
|
||
are all prevalent in fairy tales and make interesting elements in games. Here are some suggested ways to handle them.
|
||
|
||
-Death
|
||
+##### Death
|
||
|
||
You've probably noticed that in fairy tales, characters die all the time. Or almost die. Or sleep forever instead of
|
||
die. Or die and come back to life. You get the idea.
|
||
@@ -28755,7 +28753,7 @@
|
||
and so on. They can communicate to the living only through magic. Someone may stay dead for up to about a year (in game
|
||
time) and still return to life. After that time elapses, death is permanent.
|
||
|
||
-Curses
|
||
+##### Curses
|
||
|
||
In fairy tale games, curses are likely to be common. Most witches can cast curses
|
||
|
||
@@ -28770,7 +28768,7 @@
|
||
and so on), or they can have more of a roleplaying impact (a character looks much older, they forget the word "apple,"
|
||
their skin turns golden). See the Curse table for a list of example curses.
|
||
|
||
-Preventing Curses
|
||
+###### Preventing Curses
|
||
|
||
When a character attempts to resist being cursed, they must make an Intellect defense roll against the level of the
|
||
curse being cast. Being trained in Intellect defense eases
|
||
@@ -28780,7 +28778,7 @@
|
||
Often, part of a curse's effects is hindering curse resistance; thus, a character who already has one curse on them will
|
||
find defending against a second curse is more difficult (their task is hindered).
|
||
|
||
-Removing Curses
|
||
+###### Removing Curses
|
||
|
||
Similar to poison and disease, curses aren't automatically removed when a character makes a regular recovery roll.
|
||
Instead, they stick around, continuing to affect the PC long after the curse is cast. In order to rid themselves of a
|
||
@@ -28790,7 +28788,7 @@
|
||
(such as the blood pearl blossom cypher). Alternatively, the character might be able to pay someone who is skilled in
|
||
curse removal to do the deed.
|
||
|
||
-Curse Intrusions and Curse Mode
|
||
+###### Curse Intrusions and Curse Mode
|
||
|
||
In addition to dealing with the original effect of the curse, a cursed character is more likely to have bad things
|
||
happen to them. There are two ways for the GM to work this into the game: curse intrusions and Curse Mode. Ideally,
|
||
@@ -28826,7 +28824,7 @@
|
||
While not all regular GM intrusions are necessarily bad for the character, curse intrusions always make the cursed PC's
|
||
situation worse.
|
||
|
||
-Curse Intrusions
|
||
+###### Curse Intrusions
|
||
|
||
| d6 | Curse |
|
||
|-----|-------------------------------------------------------------------------|
|
||
@@ -28837,7 +28835,7 @@
|
||
| 5 | The character feels an overwhelming urge to start dancing. |
|
||
| 6 | The character's clothes are suddenly much too large. |
|
||
|
||
-Curse Table
|
||
+###### Curse Table
|
||
|
||
Roll 1d20 on the Curse table to determine the effect of the curse, or choose one that feels appropriate to the situation
|
||
and the characters.
|
||
@@ -28870,7 +28868,7 @@
|
||
| 19 | Can no longer say, write, or spell their own name |
|
||
| 20 | No one else remembers or recognizes the character |
|
||
|
||
-Curse Removal Table
|
||
+###### Curse Removal Table
|
||
|
||
Some curses have a specific way that they must be removed. Others can be removed in a variety of ways. You can use the
|
||
table as a reference for ways to remove or undo a curse, or you can roll 1d10 to give a curse a specific method of
|
||
@@ -28940,7 +28938,7 @@
|
||
</tbody>
|
||
</table>
|
||
|
||
-Blessings
|
||
+##### Blessings
|
||
|
||
When someone is blessed, it typically means that they are more likely to receive a beneficial GM intrusion when they
|
||
roll a 1 (or when the GM deems it appropriate to give them an intrusion). The Blessing Intrusions table provides
|
||
@@ -28957,7 +28955,7 @@
|
||
| 5 | Someone nearby just happens to have the thing the character needs. |
|
||
| 6 | A cypher or artifact works even better than expected. |
|
||
|
||
-Wishes
|
||
+##### Wishes
|
||
|
||
Wishes can be granted via objects, creatures such as genies, or as part of a bargain. When the character asks for a
|
||
wish, the GM assigns it a level. The larger and more difficult the wish, the higher the level. Generally, a wish such as
|
||
@@ -28970,7 +28968,7 @@
|
||
Even if a wish is granted, the character may not get exactly what they want, especially if the wish is poorly worded,
|
||
has multiple interpretations, or asks for something that is utterly impossible (such as destroying the entire world).
|
||
|
||
-### GM INTRUSIONS
|
||
+##### GM INTRUSIONS
|
||
|
||
GM intrusions present fantastic opportunities to imbue fairy tale games with a bit more weirdness, wonder, and whimsy,
|
||
all while making the game more interesting and surprising for characters.
|
||
@@ -28987,7 +28985,7 @@
|
||
The Fairy Tale Intrusions tables are ways to quickly generate intrusions appropriate to a fairy tale aesthetic. Roll on
|
||
the appropriate table to determine the intrusion that occurs, or choose one that feels right for the situation.
|
||
|
||
-Interaction Intrusions
|
||
+###### Interaction Intrusions
|
||
|
||
| d10 | GM Intrusion |
|
||
|-----|------------------------------------------------------------------------------------------------------------------------------------------|
|
||
@@ -29002,7 +29000,7 @@
|
||
| 9 | One of the PCs inadvertently (or purposefully) offends someone, and they are instantly turned into a frog. |
|
||
| 10 | An opponent holds up a mirror or other reflective surface at just the right moment, reflecting a spell or ability back on the character. |
|
||
|
||
-World Intrusions
|
||
+###### World Intrusions
|
||
|
||
| d10 | GM Intrusion |
|
||
|-----|------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
|
||
@@ -29017,7 +29015,7 @@
|
||
| 9 | Somewhere far off, a magical effect backfires, causing a stampede of wild animals to run right toward the characters. |
|
||
| 10 | One of the characters smells gingerbread. The scent is so tempting, they have a hard time turning away from it. |
|
||
|
||
-Item Intrusions
|
||
+###### Item Intrusions
|
||
|
||
<table>
|
||
<colgroup>
|
||
@@ -29081,9 +29079,9 @@
|
||
</tbody>
|
||
</table>
|
||
|
||
-### PLAYING IN A FAIRY TALE GAME
|
||
+#### PLAYING IN A FAIRY TALE GAME
|
||
|
||
-### PLAYER INTRUSIONS
|
||
+##### PLAYER INTRUSIONS
|
||
|
||
A player intrusion occurs when a player chooses to alter something in the story, making things easier for a player
|
||
character. It's kind of a reverse GM intrusion: instead of the GM giving the player XP and introducing an unexpected
|
||
@@ -29124,7 +29122,7 @@
|
||
|
||
If a player has no XP to spend, they can't use a player intrusion.
|
||
|
||
-### MINOR AND MAJOR SPECIAL EFFECT OPTIONS
|
||
+##### MINOR AND MAJOR SPECIAL EFFECT OPTIONS
|
||
|
||
Any time a PC attempts an action and rolls a natural 19 or 20, they have the option
|
||
|
||
@@ -29162,9 +29160,9 @@
|
||
• A shapeshifting or disguise spell or ability works so well that the foe's familiar or companion runs off, afraid to
|
||
continue the fight.
|
||
|
||
-### CREATING YOUR CHARACTER
|
||
+#### CREATING YOUR CHARACTER
|
||
|
||
-### FORM VS. FUNCTION
|
||
+##### FORM VS. FUNCTION
|
||
|
||
In a fairy tale game, the PCs might consist of a talking fox, an ogre, a fairy, and a human the size of your thumb. And
|
||
that's perfectly fine. Build your character sentence in a way that plays to your character's strengths and weaknesses,
|
||
@@ -29177,7 +29175,7 @@
|
||
small, for example, does not inherently mean you're stealthy—you'll want to choose your stats to emphasize the bit of
|
||
your character that you want to play.
|
||
|
||
-### SKILLS
|
||
+##### SKILLS
|
||
|
||
As described in the Cypher System Rulebook, there is no definitive list of skills. Characters can choose to become
|
||
skilled in anything they like (with the GM's permission). In addition to the suggested skills in the rulebook, useful
|
||
@@ -29225,7 +29223,7 @@
|
||
ways. If there are talking animals that the characters can understand, the skill could provide an asset in social
|
||
interactions.
|
||
|
||
-### TYPE
|
||
+##### TYPE
|
||
|
||
Your character's type is the core of who they are and how they interact with their environment, their companions, and
|
||
other living creatures they encounter.
|
||
@@ -29234,7 +29232,7 @@
|
||
|
||
Type Name and Flavor Suggestions
|
||
|
||
-### WARRIOR
|
||
+###### WARRIOR
|
||
|
||
Huntsman, Skills and knowledge, stealth
|
||
|
||
@@ -29246,7 +29244,7 @@
|
||
|
||
Archer, Stealth
|
||
|
||
-### ADEPT
|
||
+###### ADEPT
|
||
|
||
King/queen
|
||
|
||
@@ -29258,7 +29256,7 @@
|
||
|
||
Magical being (genie, spirit, faerie, and so on)
|
||
|
||
-### EXPLORER
|
||
+###### EXPLORER
|
||
|
||
Adventurer
|
||
|
||
@@ -29274,7 +29272,7 @@
|
||
|
||
Wolf, Combat Stealth
|
||
|
||
-### SPEAKER
|
||
+###### SPEAKER
|
||
|
||
Aristocrat
|
||
|
||
@@ -29286,7 +29284,7 @@
|
||
|
||
Trickster, Skills and Knowledge
|
||
|
||
-### DESCRIPTOR
|
||
+##### DESCRIPTOR
|
||
|
||
Your descriptor is what defines your character—it changes the way you tackle every action that you take. Your descriptor
|
||
places your character in their current situation or adventure, and helps provide a sense of their motivations.
|
||
@@ -29381,7 +29379,7 @@
|
||
|
||
• Lost
|
||
|
||
-### FOCUS
|
||
+##### FOCUS
|
||
|
||
Your focus makes your character unique.
|
||
|
||
@@ -29389,7 +29387,7 @@
|
||
it gives you a first-tier ability, a special connection to one or more of your fellow PCs, and possibly some starting
|
||
equipment.
|
||
|
||
-Suggested Foci for a Fairy Tale Game
|
||
+###### Suggested Foci for a Fairy Tale Game
|
||
|
||
• Abides in Stone
|
||
|
||
@@ -29531,7 +29529,7 @@
|
||
|
||
• Would Rather Be Reading
|
||
|
||
-Heartwood Foci
|
||
+###### Heartwood Foci
|
||
|
||
• Befriends the Black Dog
|
||
|
||
@@ -29541,7 +29539,7 @@
|
||
|
||
• Lived Among the Fey
|
||
|
||
-Adjusted Foci
|
||
+###### Adjusted Foci
|
||
|
||
Battles Robots, Builds Robots, Talks to Machines
|
||
|
||
@@ -29570,11 +29568,11 @@
|
||
|
||
With small tweaks to the language and abilities, this could work for someone who used to be a sailor or pirate.
|
||
|
||
-### FAIRYTALE CHARACTER OPTIONS
|
||
+#### FAIRYTALE CHARACTER OPTIONS
|
||
|
||
-### FAIRYTALE DESCRIPTORS
|
||
+##### FAIRYTALE DESCRIPTORS
|
||
|
||
-Bewitched
|
||
+###### Bewitched
|
||
|
||
You're not sure that your thoughts are always your own. You often hear a voice or voices, guiding you and attempting to
|
||
force your hand. Sometimes these voices are helpful and kind. Other times, not so much. Where do they come from, and are
|
||
@@ -29607,7 +29605,7 @@
|
||
4\. You find that you can hear the voices more clearly when you're doing something active, and this seemed like a good
|
||
fit.
|
||
|
||
-Changeling
|
||
+###### Changeling
|
||
|
||
Early on you discovered—or perhaps you knew all along—that you weren't really who everyone thought you were. Perhaps
|
||
when you were still very young, the child whose name you have now was stolen, and you were put in their place. Or
|
||
@@ -29655,7 +29653,7 @@
|
||
4\. You helped the PCs deal with a situation, and that led you to discovering more about yourself and your background.
|
||
You hope to do more of that.
|
||
|
||
-Fragmented
|
||
+###### Fragmented
|
||
|
||
Sometimes you feel like you are a single being, and other times you think you mightbe more. You feel torn into pieces,
|
||
unsure which elements are you and which belong to someone else. Or perhaps they're all you, and you want to find a way
|
||
@@ -29693,7 +29691,7 @@
|
||
|
||
4\. You felt drawn to join the other PCs, but you don't know why.
|
||
|
||
-Frumious
|
||
+###### Frumious
|
||
|
||
A furious, fuming anger waits, always, just beneath your surface, swirling under your skin like a caged beast. You might
|
||
do your best to hide it or control it, or perhaps you have given up trying to tame it and you let it run wild. Either
|
||
@@ -29729,7 +29727,7 @@
|
||
|
||
4\. One of the other PCs invited you to join, after they watched you fight.
|
||
|
||
-Haunted
|
||
+###### Haunted
|
||
|
||
The world seems more dangerous than it should. You are troubled by fearful and anxious thoughts, and can't always
|
||
discern what is a true threat and what isn't. You might see shadows following you, be plagued by nightmares, or be
|
||
@@ -29764,7 +29762,7 @@
|
||
4\. You are trying to learn more about your thoughts and emotions, and you think that trying out your skills on an
|
||
adventure is a great way to do so.
|
||
|
||
-Lost
|
||
+###### Lost
|
||
|
||
You can't remember exactly when it happened or why, but you have lost your way. The path through life, or even through
|
||
your own mind, no longer seems to exist. Once you had a reason and a goal, but now you find yourself wandering
|
||
@@ -29804,12 +29802,12 @@
|
||
|
||
4\. The PCs are heading somewhere specific, and it feels good to be surrounded by people who know where they're going.
|
||
|
||
-### FAIRYTALE FOCI
|
||
+#### FAIRYTALE FOCI
|
||
|
||
Below the description of each focus, you'll find its abilities. The details of these abilities can be found in the
|
||
Cypher System Rulebook.
|
||
|
||
-Befriends the Black Dog
|
||
+##### Befriends the Black Dog
|
||
|
||
Everywhere you go, your black dog goes too. They are your best friend and your greatest weakness. Their shadowed
|
||
presence fills you with a darkness, but it is inside that darkness that you find the strength to shine.
|
||
@@ -29831,7 +29829,7 @@
|
||
|
||
Tier 6: As If One Creature or Embraced by Darkness
|
||
|
||
-Curses the World
|
||
+##### Curses the World
|
||
|
||
Fuck the world and its horrors. You have a mean streak living inside you that you can't control—and honestly have no
|
||
desire to. You'd never hurt your friends and family, of course. But everyone and everything else? Curse them.
|
||
@@ -29852,7 +29850,7 @@
|
||
|
||
Tier 6: Word of Command or Break Their Mind
|
||
|
||
-Feigns No Fear
|
||
+##### Feigns No Fear
|
||
|
||
Everyone thinks you're brave, intrepid— fearless, even. They tell stories about you, the person who's never felt fear,
|
||
how you went out to seek what you see as an elusive emotion and never found it. But you know the truth. You may present
|
||
@@ -29875,7 +29873,7 @@
|
||
|
||
Tier 6: Finishing Blow or Heroic Monster Bane
|
||
|
||
-Lived Among the Fey
|
||
+##### Lived Among the Fey
|
||
|
||
You spent a lot of time in another world, one that others don't believe actually exists. What you learned there gives
|
||
you insight and vision that most people don't have. You've seen things. Beautiful things. Unspeakable things. Some of
|
||
@@ -29898,7 +29896,7 @@
|
||
|
||
Tier 6: Explains the Ineffable or Drawing on Life's Experiences
|
||
|
||
-Made a Deal With Death
|
||
+##### Made a Deal With Death
|
||
|
||
Death eternally walks the labyrinth of the Heartwood, touching those who pass by, but few notice this ever-changing
|
||
figure. You, however, are intimate with Death in all their many forms. Perhaps you are
|
||
@@ -29925,7 +29923,7 @@
|
||
|
||
Tier 6: Duel to the Death or Final Defiance
|
||
|
||
-Sheds Their Skin
|
||
+##### Sheds Their Skin
|
||
|
||
You have a secret self. In the quiet andstillness, you become not someone else, but something else. A being of tooth and
|
||
nail, of flipper and fin, of mane and moon. But you believe that in order to survive and thrive, you must keep your
|
||
@@ -29949,7 +29947,7 @@
|
||
|
||
Tier 6: Escape Plan or Perfect Control
|
||
|
||
-Heartwood Character Arcs
|
||
+#### Heartwood Character Arcs
|
||
|
||
Characters in the Heartwood should choose a starting character arc, something that they hope to accomplish for their
|
||
character through time and experience. This can be a Heartwood-specific arc or one from the list of character arcs in
|
||
@@ -29957,7 +29955,7 @@
|
||
|
||
Suggested Heartwood Arcs
|
||
|
||
-Become an Advocate
|
||
+##### Become an Advocate
|
||
|
||
You desire to help and support others, especially those who are dealing with difficult situations. This might be related
|
||
to something you've personally experienced, something you're knowledgeable about, or both. You can advocate in any
|
||
@@ -29977,7 +29975,7 @@
|
||
|
||
Resolution: You reflect on everything you've learned and decide what to do next.
|
||
|
||
-Put Down Roots
|
||
+##### Put Down Roots
|
||
|
||
If you choose this arc, you are hoping to create a strong support system among your friends and fellow travelers. You
|
||
seek the assistance of those around you to help you through difficult times and you wish to offer assistance back. This
|
||
@@ -29997,7 +29995,7 @@
|
||
|
||
Resolution: You enjoy the benefits of having a supportive group of people in your life.
|
||
|
||
-Develop Coping Strategies
|
||
+##### Develop Coping Strategies
|
||
|
||
You want to develop better ways of moving through the world while living with a mental illness. This isn't a "cure" or a
|
||
"fix." It isa step toward mitigating symptoms or struggles by developing healthy emotional coping strategies.
|
||
@@ -30016,7 +30014,7 @@
|
||
|
||
Resolution: You reflect on what you've learned and decide where you want to go from here.
|
||
|
||
-Take the Wrong Path
|
||
+##### Take the Wrong Path
|
||
|
||
Much like Fall From Grace, Take the Wrong Path isn't typically an arc that a character intentionally desires. It's
|
||
something the player chooses on a meta level for the character because it makes for an interesting story and sets up
|
||
@@ -30035,7 +30033,7 @@
|
||
|
||
Resolution: You wallow in your own misery.
|
||
|
||
-### FAIRY TALE CHARACTER ARCS
|
||
+#### FAIRY TALE CHARACTER ARCS
|
||
|
||
Character arcs are fantastic opportunities for players to deepen their roleplaying options, add to the narrative, and
|
||
set goals that can intertwine with and strengthen a campaign or adventure. While character arcs aren't a requirement,
|
||
@@ -30046,14 +30044,14 @@
|
||
assistance and approval of the GM), or choose one of the new character arcs created specifically for the Heartwood
|
||
setting.
|
||
|
||
-### EQUIPMENT
|
||
+#### EQUIPMENT
|
||
|
||
Most weapons that are powered by magic, such as wands, operate exactly like a regular weapon; they just do their damage
|
||
using magic.
|
||
|
||
Equipment and weapons with unique magic abilities are typically considered to be cyphers or artifacts.
|
||
|
||
-### CURRENCY
|
||
+##### CURRENCY
|
||
|
||
In most fairy tales, money isn't precise. Someone might be poor or rich. They might find a bag of gold or a chest full
|
||
of jewels. They might be the richest man in the town or have nothing but a tired old cow to their name. But typically
|
||
@@ -30071,7 +30069,7 @@
|
||
moderately priced item likely requires completing a moderately difficult task, while an exorbitant item may require
|
||
something that taxes the PCs and really puts their skills and dedication to the test.
|
||
|
||
-### SIGNATURE ITEMS
|
||
+##### SIGNATURE ITEMS
|
||
|
||
In fairy tales, clothing, weapons, and other items that a character carries for a long time tend to be very personal and
|
||
very important. They're often unique and handcrafted,
|
||
@@ -30079,7 +30077,7 @@
|
||
they may have names or stories that go with them, and because characters tend to keep them for a long time, they may
|
||
have undergone repairs or have markings that tell something about the character's background.
|
||
|
||
-### APPAREL AND ARMOR
|
||
+##### APPAREL AND ARMOR
|
||
|
||
In most cases, characters start out by wearing any type of clothing they choose. Typically (unless the GM decides
|
||
otherwise or unless it is designated as armor),
|
||
@@ -30089,15 +30087,15 @@
|
||
However, clothing with additional benefits can be purchased, stolen, found, or earned by completing favors and
|
||
accomplishing tasks.
|
||
|
||
-### CLOTHING
|
||
+##### CLOTHING
|
||
|
||
-Inexpensive
|
||
+###### Inexpensive
|
||
|
||
Gloves or mittens
|
||
|
||
Hat or hood
|
||
|
||
-Moderately Priced
|
||
+###### Moderately Priced
|
||
|
||
Cloak or coat
|
||
|
||
@@ -30105,7 +30103,7 @@
|
||
|
||
Wizard or enchanter's outfit
|
||
|
||
-Very Expensive
|
||
+###### Very Expensive
|
||
|
||
Elegant cloak or coat
|
||
|
||
@@ -30113,35 +30111,35 @@
|
||
|
||
Suit or ballgown
|
||
|
||
-Exorbitant
|
||
+###### Exorbitant
|
||
|
||
Elegant, bespoke clothing suitable for moving in elite circles (provides an asset in interaction tasks)
|
||
|
||
-### WEAPONS AND PROTECTIVE GEAR
|
||
+##### WEAPONS AND PROTECTIVE GEAR
|
||
|
||
-Inexpensive
|
||
+###### Inexpensive
|
||
|
||
Ammunition (12 arrows, 12 crossbow bolts, and so on)
|
||
|
||
-Moderately Priced
|
||
+###### Moderately Priced
|
||
|
||
Light weapons (knives, handaxe, hairpin, darts, wand, slingshot, and so on)
|
||
|
||
Light armor (hides and furs, thieves' armor, leather jerkin, padded coat, and so on)
|
||
|
||
-Expensive
|
||
+###### Expensive
|
||
|
||
Medium weapon (club, sword, battleaxe, mace, crossbow, spear, staff, and so on)
|
||
|
||
Medium armor (breastplate, brigade, chainmail, and so on)
|
||
|
||
-Very Expensive
|
||
+###### Very Expensive
|
||
|
||
Heavy weapon (huge sword, great hammer, massive axe, halberd, heavy crossbow, and so on)
|
||
|
||
Heavy armor (full plate armor)
|
||
|
||
-Exorbitant
|
||
+###### Exorbitant
|
||
|
||
Jeweled, ornate, royal, or bespoke weapon
|
||
|
||
@@ -30151,9 +30149,9 @@
|
||
amount of Armor that you have, including any magical effects. You can wear only one type of armor at any given time, but
|
||
you could have many things that give you Armor.
|
||
|
||
-### BASIC EQUIPMENT
|
||
+##### BASIC EQUIPMENT
|
||
|
||
-Inexpensive
|
||
+###### Inexpensive
|
||
|
||
Candle
|
||
|
||
@@ -30179,7 +30177,7 @@
|
||
|
||
Vial
|
||
|
||
-Moderately Priced
|
||
+###### Moderately Priced
|
||
|
||
Backpack
|
||
|
||
@@ -30211,7 +30209,7 @@
|
||
|
||
Waterskin or flask
|
||
|
||
-Expensive
|
||
+###### Expensive
|
||
|
||
Bag of heavy tools
|
||
|
||
@@ -30219,7 +30217,7 @@
|
||
|
||
Box, medium
|
||
|
||
-Very Expensive
|
||
+###### Very Expensive
|
||
|
||
Charon's obol. Imbued coin. Placed in the mouth of a dead person prior to burial as payment to Charon, the ferryman, for
|
||
conveying the soul to its proper resting place.
|
||
@@ -30233,15 +30231,15 @@
|
||
|
||
Handheld scrying mirror. Asset for initiative tasks when held in hand or worn.
|
||
|
||
-### TRAVEL
|
||
+##### TRAVEL
|
||
|
||
-Moderately Priced
|
||
+###### Moderately Priced
|
||
|
||
Common transportation, rental (horse-drawn carriage, boat, mount, and so on)
|
||
|
||
Lodging, shared room or shed, meager
|
||
|
||
-Expensive
|
||
+###### Expensive
|
||
|
||
Magic transportation, rental (chicken-legged hut, levitating mortar, magic carpet, talking mount, flying ship, and so
|
||
on). In most cases, renting magic transportation includes a guide, driver, or other person who can power and operate the
|
||
@@ -30251,18 +30249,18 @@
|
||
|
||
Lodging, solo room, decent
|
||
|
||
-Very Expensive
|
||
+###### Very Expensive
|
||
|
||
Lodging, whole building or large room
|
||
|
||
-Exorbitant
|
||
+###### Exorbitant
|
||
|
||
Magic transportation, rental (chicken-legged hut, levitating mortar, magic carpet, talking mount, flying ship, and so
|
||
on). In most cases, it's also necessary to hire a guide, driver, or other person who can control and power the vehicle.
|
||
Alternatively, characters must take a class, learn a spell, or meet other magic requirements in order to operate the
|
||
vehicle.
|
||
|
||
-### CYPHERS AND ARTIFACTS
|
||
+#### CYPHERS AND ARTIFACTS
|
||
|
||
Because magic—and thus magic items— are so prevalent in most fairy tales, cyphers in particular should be easy for
|
||
characters to replenish. If you're using subtle cyphers, you can choose how they arrive—on magic storms, perhaps, or in
|
||
@@ -30277,7 +30275,7 @@
|
||
random and more likely to find them in the hands of NPCs, locked or hidden in chests, or for sale by high-end and
|
||
specialized vendors. Acquiring an artifact should almost always require a sacrifice, trial, or difficult task.
|
||
|
||
-### CYPHER LIMITS
|
||
+#### CYPHER LIMITS
|
||
|
||
All characters have a maximum number of cyphers they can have at any one time, determined by their type. If a character
|
||
ever attempts to carry more cyphers than their limit, the magic within the cyphers quickly begins to attract fey beings.
|
||
@@ -30290,7 +30288,7 @@
|
||
|
||
fey is attracted, what their realm is like, and how to play out the character's disappearance and possible retrieval.
|
||
|
||
-Fey Being Table
|
||
+##### Fey Being Table
|
||
|
||
| d6 | Effect |
|
||
|-----|------------|
|
||
@@ -30301,7 +30299,7 @@
|
||
| 5 | Pixie |
|
||
| 6 | Ogre |
|
||
|
||
-Fey Cypher Attraction
|
||
+##### Fey Cypher Attraction
|
||
|
||
| d6 | Effect |
|
||
|-----|-------------------------------------------------------------------------------------------------------------------------------------------|
|
||
@@ -30312,7 +30310,8 @@
|
||
| 5 | Causes two or more cyphers to react with each other, destroying them and inflicting damage equal to the level of the more powerful cypher |
|
||
| 6 | Steals the character away to their fey realm |
|
||
|
||
-### CYPHERS
|
||
+#### CYPHERS
|
||
+
|
||
Cyphers are one-use abilities that characters gain over the course of play. They have powers that can heal, do damage,
|
||
ease or hinder tasks, or produce interesting and unusual effects. In a fairy tale setting, they often appear as a simple
|
||
object, such as a poisoned apple or a matchbook. They can also be something intangible, such as three wishes or a magic
|
||
@@ -30327,7 +30326,7 @@
|
||
|
||
is considered a single cypher even though there are multiple items.
|
||
|
||
-Cypher Forms
|
||
+##### Cypher Forms
|
||
|
||
While characters can find or purchase many of these items in the world, only magic versions of the items are cyphers.
|
||
Characters should easily be able to tell when an item is magic (and thus a cypher) and when it's an ordinary item.
|
||
@@ -30355,7 +30354,7 @@
|
||
| 19 | Spell or hand fan |
|
||
| 20 | Fallen star or playing card |
|
||
|
||
-Fairy Tale Cypher Table
|
||
+##### Fairy Tale Cypher Table
|
||
|
||
| d100 | Cypher |
|
||
|------|---------------------------------------------------------|
|
||
@@ -30460,9 +30459,9 @@
|
||
| 99 | Yonder yarn |
|
||
| 00 | Roll on the cypher tables in the Cypher System Rulebook |
|
||
|
||
-### A SELECTION OF FAIRY TALE CYPHERS
|
||
+##### A SELECTION OF FAIRY TALE CYPHERS
|
||
|
||
-Adderstone
|
||
+###### Adderstone
|
||
|
||
Level: 1d6 + 3
|
||
|
||
@@ -30489,7 +30488,7 @@
|
||
| 16-18 | When worn on a string around the neck, provides training in two noncombat skills of the user's choice that they are not already trained in. |
|
||
| 19-20 | When tied in the hair, eases all defense tasks against curses by two steps. |
|
||
|
||
-Agate Eye
|
||
+###### Agate Eye
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -30499,7 +30498,7 @@
|
||
cypher level or lower for one hour per cypher level (and ends any such ongoing effects, if any, already in the user's
|
||
system).
|
||
|
||
-Animated Wood
|
||
+###### Animated Wood
|
||
|
||
Level: 1d6
|
||
|
||
@@ -30515,7 +30514,7 @@
|
||
attempt to stop an unwanted action via persuasion, intimidation, and so on (any such tasks against the animated wood are
|
||
eased by two steps).
|
||
|
||
-Anywhere Door
|
||
+###### Anywhere Door
|
||
|
||
Level: 1d6 + 3
|
||
|
||
@@ -30524,7 +30523,7 @@
|
||
Effect: Creates a door to anywhere. The door remains for one day, and then disappears. While the door exists, anyone or
|
||
anything that can discern the door can use it. Erasing the drawn line erases the door.
|
||
|
||
-Apple of Discord
|
||
+###### Apple of Discord
|
||
|
||
Level: 1d6 + 1
|
||
|
||
@@ -30534,7 +30533,7 @@
|
||
to take it for themselves. Foes spend their next two actions doing nothing but fighting among themselves for possession
|
||
of the apple.
|
||
|
||
-Azure Dust
|
||
+###### Azure Dust
|
||
|
||
Level: 1d6 + 1
|
||
|
||
@@ -30542,7 +30541,7 @@
|
||
|
||
Effect: Sprinkling the dust on someone's hair, skin, outfit, or other object permanently dyes it bright blue.
|
||
|
||
-Baba Yaga's Spiced Cookie
|
||
+###### Baba Yaga's Spiced Cookie
|
||
|
||
Level: 1d6
|
||
|
||
@@ -30550,7 +30549,7 @@
|
||
|
||
Effect: Eating the cookie increases the user's Intellect Edge by 1 for one hour.
|
||
|
||
-Bellman's Map of the Ocean
|
||
+###### Bellman's Map of the Ocean
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -30562,7 +30561,7 @@
|
||
beings look upon the map- holder as their leader or guide, will not attack them, and generally will do as they ask (all
|
||
social interactions with those affected are eased by two steps).
|
||
|
||
-Beloved's Kiss
|
||
+###### Beloved's Kiss
|
||
|
||
Level: 1d6 + 3
|
||
|
||
@@ -30579,7 +30578,7 @@
|
||
| 3-4 | Renders the character immune to curses for one hour per cypher level (and ends any ongoing effects) |
|
||
| 5-6 | Renders the character immune to mental effects for one hour per cypher level (and ends any ongoing effects) |
|
||
|
||
-Bird's Nest Coronet
|
||
+###### Bird's Nest Coronet
|
||
|
||
Level: 1d6 + 3
|
||
|
||
@@ -30589,7 +30588,7 @@
|
||
Others are more likely to follow their suggestions, defer to their wishes, and treat them well. All social interactions
|
||
are eased by two steps for one day. Seeing through the disguise is an Intellect task equal to the cypher's level.
|
||
|
||
-Blackbird Pie
|
||
+###### Blackbird Pie
|
||
|
||
Level: 1d6
|
||
|
||
@@ -30598,7 +30597,7 @@
|
||
Effect: When the pie is cut open, the blackbirds begin to sing a haunting dirge of pain and sorrow. All foes within long
|
||
range who hear the song are hindered on all tasks for ten minutes.
|
||
|
||
-Blood Pearl Blossom
|
||
+###### Blood Pearl Blossom
|
||
|
||
Level: 1d6 + 4
|
||
|
||
@@ -30607,7 +30606,7 @@
|
||
Effect: When ingested, removes one curse (of the cypher level or lower) from the user. The curse-removal process can
|
||
take from one round to one day, depending on the level, severity, and type of curse.
|
||
|
||
-Bone Key
|
||
+###### Bone Key
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -30615,7 +30614,7 @@
|
||
|
||
Effect: Unlocks one lock of the cypher level or lower, or provides an asset to open a lock of higher level.
|
||
|
||
-Bones of the Beloved
|
||
+###### Bones of the Beloved
|
||
|
||
Level: 1d6 + 3
|
||
|
||
@@ -30626,7 +30625,7 @@
|
||
hair shines, their teeth glow, their wrinkles disappear, their back unstoops. The effect lasts for three days (five days
|
||
if the cypher is level 6 or higher). This does not change the actual health or age of the character.
|
||
|
||
-Bowl of Porridge
|
||
+###### Bowl of Porridge
|
||
|
||
Level: 1d6 + 3
|
||
|
||
@@ -30635,7 +30634,7 @@
|
||
Effect: Restores a number of points equal to the cypher level to the user's Might Pool. Also protects the user from the
|
||
effects of cold for ten minutes.
|
||
|
||
-Cat Sidhe Medallion
|
||
+###### Cat Sidhe Medallion
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -30644,7 +30643,7 @@
|
||
Effect: When activated, the medallion protects the wearer from the next curse (of the cypher level or lower) that is
|
||
cast upon them. The curse goes into the medallion, which shatters into thousands of tiny pieces.
|
||
|
||
-Cheshire Smile
|
||
+###### Cheshire Smile
|
||
|
||
Level: 1d6
|
||
|
||
@@ -30655,7 +30654,7 @@
|
||
with a mind of its own, although it likely helps the person who activated the cypher. It sticks around for ten minutes,
|
||
and then fades away slowly, until even the original smile has disappeared.
|
||
|
||
-Coalheart's Beard Balm
|
||
+###### Coalheart's Beard Balm
|
||
|
||
Level: 1d6
|
||
|
||
@@ -30668,7 +30667,7 @@
|
||
|
||
Many dwarfs have beards with magical powers. It's possible to find other beard balm cyphers out in the world.
|
||
|
||
-Croc's Clock
|
||
+###### Croc's Clock
|
||
|
||
Level: 1d6
|
||
|
||
@@ -30677,7 +30676,7 @@
|
||
Effect: When attached to (or swallowed by) a living creature or an object, the clock ticks loudly, alerting everyone
|
||
within long range to its presence for one day.
|
||
|
||
-Crown Jewel
|
||
+###### Crown Jewel
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -30687,7 +30686,7 @@
|
||
item. The duplicate works just like the original and lasts for ten minutes or until it naturally depletes (whichever
|
||
comes first).
|
||
|
||
-Dame Trot's Cat
|
||
+###### Dame Trot's Cat
|
||
|
||
Level: 1d6 + 3
|
||
|
||
@@ -30696,7 +30695,7 @@
|
||
Effect: When activated by feeding it a bit of milk or fish, the statue protects the user, yowling and hissing the next
|
||
time it senses danger. The cat's level is equal to the cypher level.
|
||
|
||
-Darning Needle
|
||
+###### Darning Needle
|
||
|
||
Level: 1d6
|
||
|
||
@@ -30706,7 +30705,7 @@
|
||
damage and causes anything it successfully hits to shrink to half its size. The needle lasts for a number of hours equal
|
||
to the cypher's level.
|
||
|
||
-Dead Water
|
||
+###### Dead Water
|
||
|
||
Level: 1d6 + 3
|
||
|
||
@@ -30715,7 +30714,7 @@
|
||
Effect: Brings a character back to life. However, they come back with a permanent 3-point reduction in their maximum
|
||
Might Pool.
|
||
|
||
-Deathless
|
||
+###### Deathless
|
||
|
||
Level: 1d6 + 3
|
||
|
||
@@ -30731,7 +30730,7 @@
|
||
If someone gets a hold of another person's soul, they have a great deal of power over that person (such as easing all
|
||
actions against them by three steps). Those who use a deathless should ensure that it's well hidden and well protected.
|
||
|
||
-Death's Candle
|
||
+###### Death's Candle
|
||
|
||
Level: 1d6 + 4
|
||
|
||
@@ -30745,7 +30744,7 @@
|
||
of damage on them, putting all their Pools at 0, the user takes no damage. However, if a foe inflicts 4 points of
|
||
damage, which is not enough to kill the user, the user takes the 4 points of damage.
|
||
|
||
-Death's Messengers
|
||
+###### Death's Messengers
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -30755,7 +30754,7 @@
|
||
in their ears, and have blurred vision. For the next three rounds, the cypher inflicts damage equal to the cypher's
|
||
level (each round).
|
||
|
||
-Diadem of Death
|
||
+###### Diadem of Death
|
||
|
||
Level: 1d6 + 4
|
||
|
||
@@ -30764,7 +30763,7 @@
|
||
Effect: When worn on someone's head, looped over a limb, or otherwise placed upon their person, the crown inflicts
|
||
damage equal to its level.
|
||
|
||
-Dragon's Blood
|
||
+###### Dragon's Blood
|
||
|
||
Level: 1d6
|
||
|
||
@@ -30778,7 +30777,7 @@
|
||
| 3-4 | Asset to all tasks involving magic |
|
||
| 5-6 | Asset to all tasks involving romance, sex, and fertility |
|
||
|
||
-Dragon's Teeth
|
||
+###### Dragon's Teeth
|
||
|
||
Level: 1d6
|
||
|
||
@@ -30794,7 +30793,7 @@
|
||
|
||
Warriors: level 3; Armor 1; swords inflict 3 points of damage
|
||
|
||
-Dressmaking Nut
|
||
+###### Dressmaking Nut
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -30808,7 +30807,7 @@
|
||
|
||
Beings of all genders can wear any form of outfit from the dressmaking nut and receive the benefits.
|
||
|
||
-Drink Me
|
||
+###### Drink Me
|
||
|
||
Level: 1d6
|
||
|
||
@@ -30817,7 +30816,7 @@
|
||
Effect: Causes the imbiber to shrink down to half their size. The effect lasts for one hour or until the user can find
|
||
another way to change their size (such as with an eat me).
|
||
|
||
-Dust of the Dreamer
|
||
+###### Dust of the Dreamer
|
||
|
||
Level: 1d6
|
||
|
||
@@ -30826,7 +30825,7 @@
|
||
Effect: When sprinkled in the eyes, grants the recipient all the benefits of a ten-hour recovery roll as a single
|
||
action. This does not use up any of their recovery rolls.
|
||
|
||
-Eat Me
|
||
+###### Eat Me
|
||
|
||
Level: 1d6
|
||
|
||
@@ -30835,7 +30834,7 @@
|
||
Effect: Causes the eater to grow to twice their size. The effect lasts for one hour or until the user can find another
|
||
way to change their size (such as with a drink me).
|
||
|
||
-Emperor's New Clothes
|
||
+###### Emperor's New Clothes
|
||
|
||
Level: 1d6
|
||
|
||
@@ -30843,7 +30842,7 @@
|
||
|
||
Effect: For the next day, the armor the thread is attached to is invisible, making the wearer appear to be unarmored.
|
||
|
||
-Fairy Cup
|
||
+###### Fairy Cup
|
||
|
||
Level: 1d6 + 1
|
||
|
||
@@ -30855,7 +30854,7 @@
|
||
It's believed that burying a fairy cup returns it to its rightful owners below ground, and it is they who offer
|
||
protection by way of thanks.
|
||
|
||
-False Grandmother
|
||
+###### False Grandmother
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -30868,7 +30867,7 @@
|
||
creature are eased by two steps. The user can remove the glasses to look like themselves again before the end of the
|
||
duration.
|
||
|
||
-Father's Betrayal
|
||
+###### Father's Betrayal
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -30878,7 +30877,7 @@
|
||
m) around the user. If the creature is within that area when the cypher is activated, they are knocked outside the area
|
||
and are dazed for one round, hindering their next action.
|
||
|
||
-Flaming Arrow
|
||
+###### Flaming Arrow
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -30887,7 +30886,7 @@
|
||
Effect: The arrow explodes into flame when it strikes something, inflicting its level in damage to all within immediate
|
||
range.
|
||
|
||
-Flowers for Grandmother
|
||
+###### Flowers for Grandmother
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -30905,7 +30904,7 @@
|
||
| 5 | Intellect |
|
||
| 6 | Slashing and piercing |
|
||
|
||
-Forget-Me-Knot
|
||
+###### Forget-Me-Knot
|
||
|
||
Level: 1d6 + 3
|
||
|
||
@@ -30917,7 +30916,7 @@
|
||
scary, and so on, all affected beings likely spend an additional round dealing with the emotional impacts of that
|
||
memory. Capturing the memory is an action, as is untying the loop.
|
||
|
||
-Genie's Handkerchief
|
||
+###### Genie's Handkerchief
|
||
|
||
Level: 1d6
|
||
|
||
@@ -30931,7 +30930,7 @@
|
||
their magic is used up, they make fine blankets, curtains, or cloaks. Of course, extended exposure to mercury has its
|
||
drawbacks.
|
||
|
||
-Gilded Shell
|
||
+###### Gilded Shell
|
||
|
||
Level: 1d6
|
||
|
||
@@ -30943,7 +30942,7 @@
|
||
m by 3 m by 6 m). From the outside, the shell continues to look exactly the way it did before, in both size and shape,
|
||
making it difficult for others to notice. Once expanded, the structure is permanent and immobile.
|
||
|
||
-Gingerbread Man
|
||
+###### Gingerbread Man
|
||
|
||
Level: 1d6
|
||
|
||
@@ -30951,7 +30950,7 @@
|
||
|
||
Effect: After eating the cookie, the user has training in Speed defense for the next day.
|
||
|
||
-Godfather's Picture Book
|
||
+###### Godfather's Picture Book
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -30962,7 +30961,7 @@
|
||
turn. Moving it backward allows them to retry their previous action. After the book is used this way once, it becomes a
|
||
regular book and does not count against the character's cypher limit.
|
||
|
||
-Golden Beetle
|
||
+###### Golden Beetle
|
||
|
||
Level: 1d6
|
||
|
||
@@ -30971,7 +30970,7 @@
|
||
Effect: When dropped into liquid and cooked, it creates enough food to fill the stomachs of all friends and allies
|
||
within long range.
|
||
|
||
-Golden Vanity
|
||
+###### Golden Vanity
|
||
|
||
Level: 1d6
|
||
|
||
@@ -30990,7 +30989,7 @@
|
||
The landscape effects are permanent. The golden vanity counts as a single cypher against the character's cypher limit.
|
||
When all three items have been used, it remains a functional vanity set but no longer holds any magic.
|
||
|
||
-Green Spectacles
|
||
+###### Green Spectacles
|
||
|
||
Level: 1d6
|
||
|
||
@@ -30999,7 +30998,7 @@
|
||
Effect: Once activated, protects the wearer from being blinded or having their vision affected in other ways for one
|
||
day. The wearer can see through illusions of the cypher level or lower and can see in the dark as if it were daylight.
|
||
|
||
-Hart's Heart
|
||
+###### Hart's Heart
|
||
|
||
Level: 1d6 + 3
|
||
|
||
@@ -31008,7 +31007,7 @@
|
||
Effect: When the user offers the heart to another living being, all attempts by the user to bribe, deceive, coerce, or
|
||
convince the recipient are eased by two steps.
|
||
|
||
-Heart of a Star
|
||
+###### Heart of a Star
|
||
|
||
Level: 1d6
|
||
|
||
@@ -31018,7 +31017,7 @@
|
||
eased by an additional step. (If the user has an inability in the relevant skill, the other character's task is still
|
||
eased.)
|
||
|
||
-Heart's Tart
|
||
+###### Heart's Tart
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -31027,7 +31026,7 @@
|
||
Effect: When eaten, eases all tasks involving stealing, picking pockets, sneaking, running, surprise, and initiative for
|
||
ten minutes.
|
||
|
||
-Hot Cross Buns
|
||
+###### Hot Cross Buns
|
||
|
||
Level: 1d6
|
||
|
||
@@ -31035,7 +31034,7 @@
|
||
|
||
Effect: When eaten, restores a number of points equal to the cypher's level to the user's Might Pool.
|
||
|
||
-Iron Bands of Three
|
||
+###### Iron Bands of Three
|
||
|
||
Level: 1d6 + 3
|
||
|
||
@@ -31046,7 +31045,7 @@
|
||
them feel sad, fearful, intimidated, and so on. Each time the cypher activates to protect the user, one of the bands
|
||
breaks. When all three bands are broken, the cypher is used up.
|
||
|
||
-Itsy Bitsy Spider
|
||
+###### Itsy Bitsy Spider
|
||
|
||
Level: 1d6
|
||
|
||
@@ -31058,7 +31057,7 @@
|
||
cypher's level. The questions must pertain to the area and must be simple enough that the spider can answer them in
|
||
three words or less.
|
||
|
||
-Jack's Candlestick
|
||
+###### Jack's Candlestick
|
||
|
||
Level: 1d6 + 3
|
||
|
||
@@ -31066,7 +31065,7 @@
|
||
|
||
Effect: Jumping over the candlestick restores a number of points equal to the cypher's level to the user's Speed Pool.
|
||
|
||
-Jiminy Cricket
|
||
+###### Jiminy Cricket
|
||
|
||
Level: 1d6
|
||
|
||
@@ -31075,7 +31074,7 @@
|
||
Effect: Allows the user to retry a task that they failed within the past minute, using the same difficulty and
|
||
modifiers.
|
||
|
||
-The Key of Knowing
|
||
+###### The Key of Knowing
|
||
|
||
Level: 1d6 + 3
|
||
|
||
@@ -31088,7 +31087,7 @@
|
||
After the key is used in this way, the blood disappears from its surface and the key refuses to open anything (or speak)
|
||
ever again.
|
||
|
||
-Knave of Hearts
|
||
+###### Knave of Hearts
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -31098,7 +31097,7 @@
|
||
knight. They also gain +1 Armor, +1 damage, and an asset in sneaking, hiding, and stealth. The effect lasts for ten
|
||
minutes per cypher level.
|
||
|
||
-Lion's Courage
|
||
+###### Lion's Courage
|
||
|
||
Level: 1d6 + 1
|
||
|
||
@@ -31108,7 +31107,7 @@
|
||
time the user is attacked and they attempt to make an attack on their next action, that attack is eased and they inflict
|
||
+1 point of damage.
|
||
|
||
-Living Water
|
||
+###### Living Water
|
||
|
||
Level: 1d6 + 3
|
||
|
||
@@ -31120,7 +31119,7 @@
|
||
When dead water and living water cyphers are used together, a dead character can be brought back to life without any
|
||
permanent reductions of their Might Pool.
|
||
|
||
-Magic Beans
|
||
+###### Magic Beans
|
||
|
||
Level: 1d6 + 4
|
||
|
||
@@ -31129,7 +31128,7 @@
|
||
Effect: When planted and watered, the beans grow into a giant beanstalk. It's almost impossible to know where the
|
||
beanstalk leads until you climb it. Climbing the beanstalk is a level 5 task.
|
||
|
||
-Memory's Match
|
||
+###### Memory's Match
|
||
|
||
Level: 1d6
|
||
|
||
@@ -31140,7 +31139,7 @@
|
||
the roll. After that, anyone who watched the vision but didn't make a recovery roll takes 3 points of Intellect damage
|
||
(ignores Armor).
|
||
|
||
-Mermaid Tear
|
||
+###### Mermaid Tear
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -31151,7 +31150,7 @@
|
||
significant way (for example, swinging a sword while it's raining likely doesn't count, but crying as part of an attempt
|
||
to persuade someone, casting a magic spell involving water, or using a pool to scry would all be appropriate).
|
||
|
||
-Neverlost
|
||
+###### Neverlost
|
||
|
||
Level: 1d6
|
||
|
||
@@ -31162,7 +31161,7 @@
|
||
the items become invisible to everyone except the user and any allies the user designates. The items last for one day
|
||
per cypher level and can be seen by the user and their allies, even in complete darkness.
|
||
|
||
-Nonsensical Poem
|
||
+###### Nonsensical Poem
|
||
|
||
Level: 1d6 + 4
|
||
|
||
@@ -31172,7 +31171,7 @@
|
||
becomes down. Gravity works the other way. A river flows backward. The sun shines at night. (The player should work with
|
||
the GM to come up with an appropriate and acceptable change.)
|
||
|
||
-Omniscient Bean
|
||
+###### Omniscient Bean
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -31186,7 +31185,7 @@
|
||
knowledge of the past is level 7. The cypher cannot provide an answer to a question above its level (which means it
|
||
can't provide knowledge about the future, since that is level 10).
|
||
|
||
-Pictureless Book
|
||
+###### Pictureless Book
|
||
|
||
Level: 1d6
|
||
|
||
@@ -31205,7 +31204,7 @@
|
||
| 3-4 | Nightmares. All dreaming characters take 5 points of Intellect damage. |
|
||
| 5-6 | Dream world. All dreaming characters enter a dream world, where they have an experience that causes them to temporarily learn a noncombat skill of their choice for the rest of the day. |
|
||
|
||
-Poison for Your Daughter
|
||
+###### Poison for Your Daughter
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -31272,7 +31271,7 @@
|
||
</tbody>
|
||
</table>
|
||
|
||
-Poisoned Apple
|
||
+###### Poisoned Apple
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -31286,7 +31285,7 @@
|
||
other. However, in order for the cypher to take effect, the user must willingly take a bite. It's impossible, for
|
||
instance, to force-feed someone part of the apple and have the cypher activate.
|
||
|
||
-Poppet (Damage)
|
||
+###### Poppet (Damage)
|
||
|
||
Level: 1d6 + 4
|
||
|
||
@@ -31296,7 +31295,7 @@
|
||
Destroying the poppet inflicts damage on the connected object or being equal to the cypher's level, no matter how far
|
||
away it is. Writing the name and destroying the poppet are separate actions.
|
||
|
||
-Poppet (Love)
|
||
+###### Poppet (Love)
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -31308,7 +31307,7 @@
|
||
time someone swings a sword, speaks a curse, or tries to poison the creature, the attempt automatically fails, and if
|
||
the creature were to slip near a deep pit, they would not fall into it. Giving the poppet to another is an action.
|
||
|
||
-Poppet (Prosperity)
|
||
+###### Poppet (Prosperity)
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -31318,7 +31317,7 @@
|
||
Dirtying, tearing, and damaging the poppet causes the connected being or object to appear destitute and poor to all who
|
||
see them. This effect lasts for a day. Writing the name and damaging the poppet are separate actions.
|
||
|
||
-Poppet (Silence)
|
||
+###### Poppet (Silence)
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -31328,7 +31327,7 @@
|
||
the figure to that being. For the following day, the being is unable to talk about, point to, see, or otherwise engage
|
||
with the person who activated the poppet.
|
||
|
||
-Powder of Life
|
||
+###### Powder of Life
|
||
|
||
Level: 1d6 + 3
|
||
|
||
@@ -31345,7 +31344,7 @@
|
||
their form and nature. For example, a tin soldier brought to life likely has 1 Armor and perhaps a light weapon, while a
|
||
stuffed rabbit might be level 3 for the purpose of Speed defense, hiding, and sneaking.
|
||
|
||
-Princess's Pea
|
||
+###### Princess's Pea
|
||
|
||
Level: 1d6 + 3
|
||
|
||
@@ -31354,7 +31353,7 @@
|
||
Effect: For one hour per cypher level, allows the user to recognize disguises, optical illusions, sound mimicry, false
|
||
claims, and other such tricks (for all senses) for what they are.
|
||
|
||
-Rabbit Hole
|
||
+###### Rabbit Hole
|
||
|
||
Level: 1d6
|
||
|
||
@@ -31369,7 +31368,7 @@
|
||
The hole stays open for ten minutes, and it is possible to travel back to the starting place (but nowhere else) by again
|
||
jumping in feet-first.
|
||
|
||
-Rapunzel Leaf
|
||
+###### Rapunzel Leaf
|
||
|
||
Level: 1d6 + 3
|
||
|
||
@@ -31381,7 +31380,7 @@
|
||
|
||
The tower's level is equal to the cypher level, and the structure is permanent and immobile.
|
||
|
||
-Rose of Red
|
||
+###### Rose of Red
|
||
|
||
Level: 1d6 + 1
|
||
|
||
@@ -31393,7 +31392,7 @@
|
||
birds; in the next round, each one flies to a random spot within short range and explodes in an immediate radius,
|
||
inflicting damage equal to the cypher level.
|
||
|
||
-Shadow Soap
|
||
+###### Shadow Soap
|
||
|
||
Level: 4
|
||
|
||
@@ -31407,7 +31406,7 @@
|
||
|
||
Shadows are known to develop a mind of their own. Sometimes after tasting a bit of freedom, they refuse to return.
|
||
|
||
-Shard of the Moon
|
||
+###### Shard of the Moon
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -31418,7 +31417,7 @@
|
||
The user can converse with the creatures and ask them questions, which the creatures will answer to the best of their
|
||
ability, but always within their nature (so a trickster will still answer as a trickster would, for example).
|
||
|
||
-Shining Knife
|
||
+###### Shining Knife
|
||
|
||
Level: 1d6 + 3
|
||
|
||
@@ -31429,7 +31428,7 @@
|
||
knife is stuck. If both are faring well, the knife shines bright gold. If harm has come to one, the knife is dull and
|
||
rusted.
|
||
|
||
-Silver Slippers
|
||
+###### Silver Slippers
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -31444,7 +31443,7 @@
|
||
|
||
it is rumored that they magically return to the world in some form for someone else who needs them.
|
||
|
||
-Singing Bone
|
||
+###### Singing Bone
|
||
|
||
Level: 1d6 + 3
|
||
|
||
@@ -31456,7 +31455,7 @@
|
||
For most magical objects involving sound, it's not necessary to physically hear the item in order to gain the benefits.
|
||
"Hearing" may involve sensing vibrations, magical mental telepathy, a sign language interpreter, and so on.
|
||
|
||
-Snake Leaves
|
||
+###### Snake Leaves
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -31467,7 +31466,7 @@
|
||
a character one step up the damage track, or bring a dead character back to life. However, the character also gains a
|
||
permanent 3-point reduction in their maximum Intellect Pool.
|
||
|
||
-Snickersnee
|
||
+###### Snickersnee
|
||
|
||
Level: 1d6 + 4
|
||
|
||
@@ -31476,7 +31475,7 @@
|
||
Effect: When attached to a weapon, causes it to grow two to five times its normal size. The weapon inflicts an
|
||
additional +2 points of damage, but otherwise can be used as if it were a weapon of its original size.
|
||
|
||
-Song of the Dead
|
||
+###### Song of the Dead
|
||
|
||
Level: 1d6
|
||
|
||
@@ -31486,7 +31485,7 @@
|
||
carries a piece of the user's life inside it. When the user dies, the bird flies back to their body and is able to
|
||
communicate to those around it, but only for one day. After that, the bird returns to its lifeless form.
|
||
|
||
-Sorcerer's Skeleton Key
|
||
+###### Sorcerer's Skeleton Key
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -31495,7 +31494,7 @@
|
||
Effect: When tapped three times against any locked door or other object (of the cypher level or lower), the key
|
||
automatically unlocks it.
|
||
|
||
-Spirit Ring
|
||
+###### Spirit Ring
|
||
|
||
Level: 1d6
|
||
|
||
@@ -31510,7 +31509,7 @@
|
||
on the fey's blessing. Angering the fey may cause them to leave at any moment (even in the middle of something
|
||
important), and they may take the time to curse or prank the characters before they disappear.
|
||
|
||
-Teleport Hat
|
||
+###### Teleport Hat
|
||
|
||
Level: 1d6 + 3
|
||
|
||
@@ -31521,7 +31520,7 @@
|
||
stays for as long as both parties agree, but not more than a day. At that time, the creature is returned to their place
|
||
of origination.
|
||
|
||
-Three Needles
|
||
+###### Three Needles
|
||
|
||
Level: 1d6
|
||
|
||
@@ -31530,7 +31529,7 @@
|
||
Effect: For the next ten minutes per cypher level, the user can climb any solid surfaces (even vertical ones) as if
|
||
doing so was a routine task.
|
||
|
||
-Tin Man's Tears
|
||
+###### Tin Man's Tears
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -31540,7 +31539,7 @@
|
||
touches into brittle rust, down to a depth of about 6 inches (15 cm). When used on a metal creature (such as a tin
|
||
soldier), the rust inflicts damage equal to the cypher's level and hinders all movement actions for ten minutes.
|
||
|
||
-To Peter With Love
|
||
+###### To Peter With Love
|
||
|
||
Level: 1d6 + 3
|
||
|
||
@@ -31550,7 +31549,7 @@
|
||
specify. When opened, the box does damage to the recipient equal to the cypher level. Traveling to the recipient takes
|
||
at least a round and sometimes longer, depending on the distance and difficulty.
|
||
|
||
-Valorous Whetstone
|
||
+###### Valorous Whetstone
|
||
|
||
Level: 1d6
|
||
|
||
@@ -31559,7 +31558,7 @@
|
||
Effect: After sharpening at least one of their weapons with the whetstone, the user instantly feels more brave. For the
|
||
next ten minutes, all of their intimidation actions are eased, and their sharpened weapon inflicts +2 points of damage.
|
||
|
||
-Vase of Tears
|
||
+###### Vase of Tears
|
||
|
||
Level: 1d6
|
||
|
||
@@ -31568,7 +31567,7 @@
|
||
Effect: Breaking the vase creates a protective spell around the character, preventing them from taking any Might damage
|
||
the next time they are physically attacked.
|
||
|
||
-White Snake
|
||
+###### White Snake
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -31577,7 +31576,7 @@
|
||
Effect: Upon swallowing the piece of the snake, the user gains the ability to understand and speak with all living
|
||
things for ten minutes.
|
||
|
||
-Wish-Granting Pearl
|
||
+###### Wish-Granting Pearl
|
||
|
||
Level: 1d6 + 1
|
||
|
||
@@ -31588,7 +31587,7 @@
|
||
an asset or inexpensive item is level 1, and a wish for an expensive item or for a foe to vanish is level 7. The cypher
|
||
cannot grant a wish above its level.
|
||
|
||
-Witch Bottle
|
||
+###### Witch Bottle
|
||
|
||
Level: 1d6 + 1
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||
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||
@@ -31597,7 +31596,7 @@
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Effect: Captures a witch (of a level up to the cypher's level). Upon entering the bottle, the witch takes damage equal
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||
to the cypher's level and is trapped until someone whispers their name into the bottle's mouth and releases them.
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||
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-Witch's Ladder
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||
+###### Witch's Ladder
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||
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||
Level: 1d6 + 2
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||
|
||
@@ -31606,7 +31605,7 @@
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||
Effect: Safely stores one curse for use at a later time. The stored curse may be released and cast only by the person
|
||
who stored it, or by someone who has received their permission to do so.
|
||
|
||
-Wooden Spoon
|
||
+###### Wooden Spoon
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||
|
||
Level: 1d6 + 4
|
||
|
||
@@ -31616,7 +31615,7 @@
|
||
their next turn. For example, they can move a long distance, use a one-action recovery roll, and activate a cypher as
|
||
their turn, or attack a foe three times.
|
||
|
||
-Yonder Yarn
|
||
+###### Yonder Yarn
|
||
|
||
Level: 1d6 + 4
|
||
|