3380 lines
107 KiB
Diff
3380 lines
107 KiB
Diff
--- _tmp/ccsrd.md 2025-06-04 04:39:31.954786990 -0500
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+++ _tmp/ccsrd.new.md 2025-06-04 06:51:34.535151336 -0500
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@@ -30457,9 +30457,7 @@
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| 99 | Yonder yarn |
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| 00 | Roll on the cypher tables in the Cypher System Rulebook |
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-##### A SELECTION OF FAIRY TALE CYPHERS
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-
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-###### Adderstone
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+##### Adderstone
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Level: 1d6 + 3
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@@ -30486,7 +30484,7 @@
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| 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. |
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| 19-20 | When tied in the hair, eases all defense tasks against curses by two steps. |
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-###### Agate Eye
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+##### Agate Eye
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Level: 1d6 + 2
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@@ -30496,7 +30494,7 @@
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cypher level or lower for one hour per cypher level (and ends any such ongoing effects, if any, already in the user's
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system).
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-###### Animated Wood
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+##### Animated Wood
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Level: 1d6
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@@ -30512,7 +30510,7 @@
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attempt to stop an unwanted action via persuasion, intimidation, and so on (any such tasks against the animated wood are
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eased by two steps).
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-###### Anywhere Door
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+##### Anywhere Door
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Level: 1d6 + 3
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@@ -30521,7 +30519,7 @@
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Effect: Creates a door to anywhere. The door remains for one day, and then disappears. While the door exists, anyone or
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anything that can discern the door can use it. Erasing the drawn line erases the door.
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-###### Apple of Discord
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+##### Apple of Discord
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Level: 1d6 + 1
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@@ -30531,7 +30529,7 @@
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to take it for themselves. Foes spend their next two actions doing nothing but fighting among themselves for possession
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of the apple.
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-###### Azure Dust
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+##### Azure Dust
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Level: 1d6 + 1
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@@ -30539,7 +30537,7 @@
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Effect: Sprinkling the dust on someone's hair, skin, outfit, or other object permanently dyes it bright blue.
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-###### Baba Yaga's Spiced Cookie
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+##### Baba Yaga's Spiced Cookie
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Level: 1d6
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@@ -30547,7 +30545,7 @@
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Effect: Eating the cookie increases the user's Intellect Edge by 1 for one hour.
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-###### Bellman's Map of the Ocean
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+##### Bellman's Map of the Ocean
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Level: 1d6 + 2
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@@ -30559,7 +30557,7 @@
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beings look upon the map- holder as their leader or guide, will not attack them, and generally will do as they ask (all
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social interactions with those affected are eased by two steps).
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-###### Beloved's Kiss
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+##### Beloved's Kiss
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Level: 1d6 + 3
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@@ -30576,7 +30574,7 @@
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| 3-4 | Renders the character immune to curses for one hour per cypher level (and ends any ongoing effects) |
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| 5-6 | Renders the character immune to mental effects for one hour per cypher level (and ends any ongoing effects) |
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-###### Bird's Nest Coronet
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+##### Bird's Nest Coronet
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Level: 1d6 + 3
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@@ -30586,7 +30584,7 @@
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Others are more likely to follow their suggestions, defer to their wishes, and treat them well. All social interactions
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are eased by two steps for one day. Seeing through the disguise is an Intellect task equal to the cypher's level.
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-###### Blackbird Pie
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+##### Blackbird Pie
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Level: 1d6
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@@ -30595,7 +30593,7 @@
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Effect: When the pie is cut open, the blackbirds begin to sing a haunting dirge of pain and sorrow. All foes within long
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range who hear the song are hindered on all tasks for ten minutes.
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-###### Blood Pearl Blossom
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+##### Blood Pearl Blossom
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Level: 1d6 + 4
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@@ -30604,7 +30602,7 @@
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Effect: When ingested, removes one curse (of the cypher level or lower) from the user. The curse-removal process can
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take from one round to one day, depending on the level, severity, and type of curse.
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-###### Bone Key
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+##### Bone Key
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Level: 1d6 + 2
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@@ -30612,7 +30610,7 @@
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Effect: Unlocks one lock of the cypher level or lower, or provides an asset to open a lock of higher level.
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-###### Bones of the Beloved
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+##### Bones of the Beloved
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Level: 1d6 + 3
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@@ -30623,7 +30621,7 @@
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hair shines, their teeth glow, their wrinkles disappear, their back unstoops. The effect lasts for three days (five days
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if the cypher is level 6 or higher). This does not change the actual health or age of the character.
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-###### Bowl of Porridge
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+##### Bowl of Porridge
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Level: 1d6 + 3
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@@ -30632,7 +30630,7 @@
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Effect: Restores a number of points equal to the cypher level to the user's Might Pool. Also protects the user from the
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effects of cold for ten minutes.
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-###### Cat Sidhe Medallion
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+##### Cat Sidhe Medallion
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Level: 1d6 + 2
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@@ -30641,7 +30639,7 @@
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Effect: When activated, the medallion protects the wearer from the next curse (of the cypher level or lower) that is
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cast upon them. The curse goes into the medallion, which shatters into thousands of tiny pieces.
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-###### Cheshire Smile
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+##### Cheshire Smile
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Level: 1d6
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@@ -30652,7 +30650,7 @@
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with a mind of its own, although it likely helps the person who activated the cypher. It sticks around for ten minutes,
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and then fades away slowly, until even the original smile has disappeared.
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-###### Coalheart's Beard Balm
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+##### Coalheart's Beard Balm
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Level: 1d6
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@@ -30665,7 +30663,7 @@
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Many dwarfs have beards with magical powers. It's possible to find other beard balm cyphers out in the world.
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-###### Croc's Clock
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+##### Croc's Clock
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Level: 1d6
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@@ -30674,7 +30672,7 @@
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Effect: When attached to (or swallowed by) a living creature or an object, the clock ticks loudly, alerting everyone
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within long range to its presence for one day.
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-###### Crown Jewel
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+##### Crown Jewel
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Level: 1d6 + 2
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@@ -30684,7 +30682,7 @@
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item. The duplicate works just like the original and lasts for ten minutes or until it naturally depletes (whichever
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comes first).
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-###### Dame Trot's Cat
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+##### Dame Trot's Cat
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Level: 1d6 + 3
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@@ -30693,7 +30691,7 @@
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Effect: When activated by feeding it a bit of milk or fish, the statue protects the user, yowling and hissing the next
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time it senses danger. The cat's level is equal to the cypher level.
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-###### Darning Needle
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+##### Darning Needle
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Level: 1d6
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@@ -30703,7 +30701,7 @@
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damage and causes anything it successfully hits to shrink to half its size. The needle lasts for a number of hours equal
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to the cypher's level.
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-###### Dead Water
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+##### Dead Water
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Level: 1d6 + 3
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@@ -30712,7 +30710,7 @@
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Effect: Brings a character back to life. However, they come back with a permanent 3-point reduction in their maximum
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Might Pool.
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-###### Deathless
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+##### Deathless
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Level: 1d6 + 3
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@@ -30728,7 +30726,7 @@
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If someone gets a hold of another person's soul, they have a great deal of power over that person (such as easing all
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actions against them by three steps). Those who use a deathless should ensure that it's well hidden and well protected.
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-###### Death's Candle
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+##### Death's Candle
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Level: 1d6 + 4
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@@ -30742,7 +30740,7 @@
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of damage on them, putting all their Pools at 0, the user takes no damage. However, if a foe inflicts 4 points of
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damage, which is not enough to kill the user, the user takes the 4 points of damage.
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-###### Death's Messengers
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+##### Death's Messengers
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Level: 1d6 + 2
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@@ -30752,7 +30750,7 @@
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in their ears, and have blurred vision. For the next three rounds, the cypher inflicts damage equal to the cypher's
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level (each round).
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-###### Diadem of Death
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+##### Diadem of Death
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Level: 1d6 + 4
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@@ -30761,7 +30759,7 @@
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Effect: When worn on someone's head, looped over a limb, or otherwise placed upon their person, the crown inflicts
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damage equal to its level.
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-###### Dragon's Blood
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+##### Dragon's Blood
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Level: 1d6
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@@ -30775,7 +30773,7 @@
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| 3-4 | Asset to all tasks involving magic |
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| 5-6 | Asset to all tasks involving romance, sex, and fertility |
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-###### Dragon's Teeth
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+##### Dragon's Teeth
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Level: 1d6
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@@ -30791,7 +30789,7 @@
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Warriors: level 3; Armor 1; swords inflict 3 points of damage
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-###### Dressmaking Nut
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+##### Dressmaking Nut
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Level: 1d6 + 2
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@@ -30805,7 +30803,7 @@
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Beings of all genders can wear any form of outfit from the dressmaking nut and receive the benefits.
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-###### Drink Me
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+##### Drink Me
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Level: 1d6
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@@ -30814,7 +30812,7 @@
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Effect: Causes the imbiber to shrink down to half their size. The effect lasts for one hour or until the user can find
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another way to change their size (such as with an eat me).
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-###### Dust of the Dreamer
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+##### Dust of the Dreamer
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Level: 1d6
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@@ -30823,7 +30821,7 @@
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Effect: When sprinkled in the eyes, grants the recipient all the benefits of a ten-hour recovery roll as a single
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action. This does not use up any of their recovery rolls.
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-###### Eat Me
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+##### Eat Me
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Level: 1d6
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@@ -30832,7 +30830,7 @@
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Effect: Causes the eater to grow to twice their size. The effect lasts for one hour or until the user can find another
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way to change their size (such as with a drink me).
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-###### Emperor's New Clothes
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+##### Emperor's New Clothes
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Level: 1d6
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@@ -30840,7 +30838,7 @@
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Effect: For the next day, the armor the thread is attached to is invisible, making the wearer appear to be unarmored.
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-###### Fairy Cup
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+##### Fairy Cup
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Level: 1d6 + 1
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@@ -30852,7 +30850,7 @@
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It's believed that burying a fairy cup returns it to its rightful owners below ground, and it is they who offer
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protection by way of thanks.
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-###### False Grandmother
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+##### False Grandmother
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Level: 1d6 + 2
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@@ -30865,7 +30863,7 @@
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creature are eased by two steps. The user can remove the glasses to look like themselves again before the end of the
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duration.
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-###### Father's Betrayal
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+##### Father's Betrayal
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Level: 1d6 + 2
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@@ -30875,7 +30873,7 @@
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m) around the user. If the creature is within that area when the cypher is activated, they are knocked outside the area
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and are dazed for one round, hindering their next action.
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-###### Flaming Arrow
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+##### Flaming Arrow
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Level: 1d6 + 2
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@@ -30884,7 +30882,7 @@
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Effect: The arrow explodes into flame when it strikes something, inflicting its level in damage to all within immediate
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range.
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-###### Flowers for Grandmother
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+##### Flowers for Grandmother
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Level: 1d6 + 2
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@@ -30902,7 +30900,7 @@
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| 5 | Intellect |
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| 6 | Slashing and piercing |
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-###### Forget-Me-Knot
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+##### Forget-Me-Knot
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Level: 1d6 + 3
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@@ -30914,7 +30912,7 @@
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scary, and so on, all affected beings likely spend an additional round dealing with the emotional impacts of that
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memory. Capturing the memory is an action, as is untying the loop.
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-###### Genie's Handkerchief
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+##### Genie's Handkerchief
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Level: 1d6
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@@ -30928,7 +30926,7 @@
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their magic is used up, they make fine blankets, curtains, or cloaks. Of course, extended exposure to mercury has its
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drawbacks.
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-###### Gilded Shell
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+##### Gilded Shell
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Level: 1d6
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@@ -30940,7 +30938,7 @@
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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,
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making it difficult for others to notice. Once expanded, the structure is permanent and immobile.
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-###### Gingerbread Man
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+##### Gingerbread Man
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Level: 1d6
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@@ -30948,7 +30946,7 @@
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Effect: After eating the cookie, the user has training in Speed defense for the next day.
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-###### Godfather's Picture Book
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+##### Godfather's Picture Book
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Level: 1d6 + 2
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@@ -30959,7 +30957,7 @@
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turn. Moving it backward allows them to retry their previous action. After the book is used this way once, it becomes a
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regular book and does not count against the character's cypher limit.
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-###### Golden Beetle
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+##### Golden Beetle
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Level: 1d6
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@@ -30968,7 +30966,7 @@
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Effect: When dropped into liquid and cooked, it creates enough food to fill the stomachs of all friends and allies
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within long range.
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-###### Golden Vanity
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+##### Golden Vanity
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Level: 1d6
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@@ -30987,7 +30985,7 @@
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The landscape effects are permanent. The golden vanity counts as a single cypher against the character's cypher limit.
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When all three items have been used, it remains a functional vanity set but no longer holds any magic.
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-###### Green Spectacles
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+##### Green Spectacles
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Level: 1d6
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@@ -30996,7 +30994,7 @@
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Effect: Once activated, protects the wearer from being blinded or having their vision affected in other ways for one
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day. The wearer can see through illusions of the cypher level or lower and can see in the dark as if it were daylight.
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-###### Hart's Heart
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+##### Hart's Heart
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Level: 1d6 + 3
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@@ -31005,7 +31003,7 @@
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Effect: When the user offers the heart to another living being, all attempts by the user to bribe, deceive, coerce, or
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convince the recipient are eased by two steps.
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-###### Heart of a Star
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+##### Heart of a Star
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Level: 1d6
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@@ -31015,7 +31013,7 @@
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eased by an additional step. (If the user has an inability in the relevant skill, the other character's task is still
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eased.)
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-###### Heart's Tart
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||
+##### Heart's Tart
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||
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Level: 1d6 + 2
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@@ -31024,7 +31022,7 @@
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Effect: When eaten, eases all tasks involving stealing, picking pockets, sneaking, running, surprise, and initiative for
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ten minutes.
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||
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||
-###### Hot Cross Buns
|
||
+##### Hot Cross Buns
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||
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Level: 1d6
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@@ -31032,7 +31030,7 @@
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Effect: When eaten, restores a number of points equal to the cypher's level to the user's Might Pool.
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-###### Iron Bands of Three
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||
+##### Iron Bands of Three
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||
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Level: 1d6 + 3
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||
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@@ -31043,7 +31041,7 @@
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them feel sad, fearful, intimidated, and so on. Each time the cypher activates to protect the user, one of the bands
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breaks. When all three bands are broken, the cypher is used up.
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||
|
||
-###### Itsy Bitsy Spider
|
||
+##### Itsy Bitsy Spider
|
||
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Level: 1d6
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||
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@@ -31055,7 +31053,7 @@
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cypher's level. The questions must pertain to the area and must be simple enough that the spider can answer them in
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three words or less.
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||
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||
-###### Jack's Candlestick
|
||
+##### Jack's Candlestick
|
||
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||
Level: 1d6 + 3
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||
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@@ -31063,7 +31061,7 @@
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Effect: Jumping over the candlestick restores a number of points equal to the cypher's level to the user's Speed Pool.
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||
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||
-###### Jiminy Cricket
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||
+##### Jiminy Cricket
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||
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||
Level: 1d6
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||
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||
@@ -31072,7 +31070,7 @@
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||
Effect: Allows the user to retry a task that they failed within the past minute, using the same difficulty and
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||
modifiers.
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||
|
||
-###### The Key of Knowing
|
||
+##### The Key of Knowing
|
||
|
||
Level: 1d6 + 3
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||
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||
@@ -31085,7 +31083,7 @@
|
||
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
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||
|
||
@@ -31095,7 +31093,7 @@
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||
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
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||
|
||
@@ -31105,7 +31103,7 @@
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||
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
|
||
|
||
@@ -31117,7 +31115,7 @@
|
||
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
|
||
|
||
@@ -31126,7 +31124,7 @@
|
||
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
|
||
|
||
@@ -31137,7 +31135,7 @@
|
||
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
|
||
|
||
@@ -31148,7 +31146,7 @@
|
||
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
|
||
|
||
@@ -31159,7 +31157,7 @@
|
||
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
|
||
|
||
@@ -31169,7 +31167,7 @@
|
||
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
|
||
|
||
@@ -31183,7 +31181,7 @@
|
||
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
|
||
|
||
@@ -31202,7 +31200,7 @@
|
||
| 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
|
||
|
||
@@ -31269,7 +31267,7 @@
|
||
</tbody>
|
||
</table>
|
||
|
||
-###### Poisoned Apple
|
||
+##### Poisoned Apple
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -31283,7 +31281,7 @@
|
||
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
|
||
|
||
@@ -31293,7 +31291,7 @@
|
||
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
|
||
|
||
@@ -31305,7 +31303,7 @@
|
||
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
|
||
|
||
@@ -31315,7 +31313,7 @@
|
||
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
|
||
|
||
@@ -31325,7 +31323,7 @@
|
||
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
|
||
|
||
@@ -31342,7 +31340,7 @@
|
||
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
|
||
|
||
@@ -31351,7 +31349,7 @@
|
||
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
|
||
|
||
@@ -31366,7 +31364,7 @@
|
||
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
|
||
|
||
@@ -31378,7 +31376,7 @@
|
||
|
||
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
|
||
|
||
@@ -31390,7 +31388,7 @@
|
||
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
|
||
|
||
@@ -31404,7 +31402,7 @@
|
||
|
||
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
|
||
|
||
@@ -31415,7 +31413,7 @@
|
||
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
|
||
|
||
@@ -31426,7 +31424,7 @@
|
||
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
|
||
|
||
@@ -31441,7 +31439,7 @@
|
||
|
||
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
|
||
|
||
@@ -31453,7 +31451,7 @@
|
||
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
|
||
|
||
@@ -31464,7 +31462,7 @@
|
||
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
|
||
|
||
@@ -31473,7 +31471,7 @@
|
||
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
|
||
|
||
@@ -31483,7 +31481,7 @@
|
||
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
|
||
|
||
@@ -31492,7 +31490,7 @@
|
||
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
|
||
|
||
@@ -31507,7 +31505,7 @@
|
||
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
|
||
|
||
@@ -31518,7 +31516,7 @@
|
||
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
|
||
|
||
@@ -31527,7 +31525,7 @@
|
||
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
|
||
|
||
@@ -31537,7 +31535,7 @@
|
||
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
|
||
|
||
@@ -31547,7 +31545,7 @@
|
||
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
|
||
|
||
@@ -31556,7 +31554,7 @@
|
||
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
|
||
|
||
@@ -31565,7 +31563,7 @@
|
||
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
|
||
|
||
@@ -31574,7 +31572,7 @@
|
||
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
|
||
|
||
@@ -31585,7 +31583,7 @@
|
||
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
|
||
|
||
@@ -31594,7 +31592,7 @@
|
||
Effect: Captures a witch (of a level up to the cypher's level). Upon entering the bottle, the witch takes damage equal
|
||
to the cypher's level and is trapped until someone whispers their name into the bottle's mouth and releases them.
|
||
|
||
-###### Witch's Ladder
|
||
+##### Witch's Ladder
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -31603,7 +31601,7 @@
|
||
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
|
||
|
||
Level: 1d6 + 4
|
||
|
||
@@ -31613,7 +31611,7 @@
|
||
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
|
||
|
||
@@ -31626,14 +31624,14 @@
|
||
It is difficult, but not impossible, to protect oneself from being found by yonder yarn. Witches, in particular, know
|
||
ways to hide themselves (and others) from the yarn's power.
|
||
|
||
-### ARTIFACTS
|
||
+#### ARTIFACTS
|
||
|
||
Most artifacts in a Cypher System fairy tale setting are magical objects that have been either crafted via magic or
|
||
later altered by or imbued with magic. There are a number of people and beings in fairy tale settings who are capable of
|
||
creating artifacts by one or both of these methods. Additionally, some artifacts are products of magic or the setting
|
||
itself. Thus, new artifacts are constantly entering the world, just waiting to be found and used by the characters.
|
||
|
||
-### ARTIFACT QUIRKS
|
||
+##### ARTIFACT QUIRKS
|
||
|
||
Magic runs through most items in a fairy tale world, but especially through artifacts. Magic is unknowable and
|
||
mystifying, and thus something can—and often does—go wrong. While that may sometimes manifest as GM intrusions, it also
|
||
@@ -31644,7 +31642,7 @@
|
||
experience, usually one involving magic. Quirks may come and go without notice, but typically an artifact can have only
|
||
one quirk at a time and is rarely without a quirk for long.
|
||
|
||
-Quirks Table
|
||
+##### Quirks Table
|
||
|
||
<table>
|
||
<colgroup>
|
||
@@ -31744,7 +31742,7 @@
|
||
</tbody>
|
||
</table>
|
||
|
||
-Artifact Table
|
||
+##### Artifact Table
|
||
|
||
When giving artifacts to characters, either choose from this table or roll d100 for random results.
|
||
|
||
@@ -31786,9 +31784,7 @@
|
||
| 97-98 | Tweedledee's umbrella |
|
||
| 99-00 | Vicious tankard |
|
||
|
||
-### A SELECTION OF FAIRY TALE ARTIFACTS
|
||
-
|
||
-A Tisket a Tasket
|
||
+##### A Tisket a Tasket
|
||
|
||
Level: 1d6
|
||
|
||
@@ -31799,7 +31795,7 @@
|
||
|
||
Depletion: 1 in 1d20 (check each time a cypher is added to the basket)
|
||
|
||
-Bounding Boots
|
||
+##### Bounding Boots
|
||
|
||
Level: 1d6 + 1
|
||
|
||
@@ -31810,7 +31806,7 @@
|
||
|
||
Depletion: —
|
||
|
||
-Boundless Bag
|
||
+##### Boundless Bag
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -31832,7 +31828,7 @@
|
||
Items that create wealth in any fashion are particularly sought after. So much so that some items are believed to be
|
||
cursed, due to the number of people who have met their untimely fate while in possession of a wealth-making artifact.
|
||
|
||
-Boy Blue's Horn
|
||
+##### Boy Blue's Horn
|
||
|
||
Level: 1d6
|
||
|
||
@@ -31844,7 +31840,7 @@
|
||
|
||
Depletion: 1 in 1d20. After depletion, it continues to function as a regular horn.
|
||
|
||
-Carving Knife of Sharpness
|
||
+##### Carving Knife of Sharpness
|
||
|
||
Level: 1d6 + 1
|
||
|
||
@@ -31858,7 +31854,7 @@
|
||
The GM determines the effect of a lost limb; however, many magical beings can withstand lost limbs with far more aplomb
|
||
than a mortal creature will display in a similar situation.
|
||
|
||
-Devils and Tailors
|
||
+##### Devils and Tailors
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -31874,7 +31870,7 @@
|
||
You can determine the outcome of a game by having both players roll 2d6. The player with the highest number of pieces
|
||
left on the board (highest roll) is the winner.
|
||
|
||
-Fiddle of the Fossegrim
|
||
+##### Fiddle of the Fossegrim
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -31887,7 +31883,7 @@
|
||
|
||
Depletion: 1 in 1d20
|
||
|
||
-Fortunate's Purse
|
||
+##### Fortunate's Purse
|
||
|
||
Level: 1d6
|
||
|
||
@@ -31902,7 +31898,7 @@
|
||
out of sight, provide an endless supply of gold or riches, or grant wishes. They are most often given as rewards for
|
||
doing great kindnesses or completing a difficult task.
|
||
|
||
-Galoshes of Fortune
|
||
+##### Galoshes of Fortune
|
||
|
||
Level: 1d6 + 4
|
||
|
||
@@ -31914,7 +31910,7 @@
|
||
|
||
Depletion: 1 in 1d6
|
||
|
||
-Genie's Lamp
|
||
+##### Genie's Lamp
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -31930,7 +31926,7 @@
|
||
Genies, also called djinn or jinn, come in many forms, and not all of them are contained or controlled by something so
|
||
simple as a lamp.
|
||
|
||
-Golden Bridle
|
||
+##### Golden Bridle
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -31945,7 +31941,7 @@
|
||
|
||
Depletion: 1 in 1d10
|
||
|
||
-Hatchet of the Woodsman
|
||
+##### Hatchet of the Woodsman
|
||
|
||
Level: 1d6 + 4
|
||
|
||
@@ -31957,7 +31953,7 @@
|
||
|
||
Depletion: 1 in 1d20 (check on each successful attack)
|
||
|
||
-Hook's Hook
|
||
+##### Hook's Hook
|
||
|
||
Level: 1d6 + 1
|
||
|
||
@@ -31976,7 +31972,7 @@
|
||
purposes, such as the scissors hook, oar hook, magnet hook, teacup hook, grappling-hook hook, and fishing rod hook.
|
||
Enterprising characters might seek out multiple hooks, along with a way to exchange them easily.
|
||
|
||
-Horn of Destruction
|
||
+##### Horn of Destruction
|
||
|
||
Level: 1d6 + 3
|
||
|
||
@@ -31990,7 +31986,7 @@
|
||
It is customary for the one who holds the horn of destruction to call themselves the King of Rubble and Debris and to
|
||
wear a crown fashioned from talus and scree.
|
||
|
||
-Iron Stove
|
||
+##### Iron Stove
|
||
|
||
Level: 1d6 + 3
|
||
|
||
@@ -32009,7 +32005,7 @@
|
||
A gingerbread being is not immune to dangers. Large amounts of liquids are likely to make it melt away, while birds and
|
||
other scavengers have been known to try to take an eye or leg.
|
||
|
||
-Knapsack of Sevens
|
||
+##### Knapsack of Sevens
|
||
|
||
Level: 1d6
|
||
|
||
@@ -32023,7 +32019,7 @@
|
||
|
||
Depletion: 1 in 1d20
|
||
|
||
-Mirror Mirror
|
||
+##### Mirror Mirror
|
||
|
||
Level: 1d6 + 4
|
||
|
||
@@ -32087,7 +32083,7 @@
|
||
</tbody>
|
||
</table>
|
||
|
||
-Pandora's Box
|
||
+##### Pandora's Box
|
||
|
||
Level: 1d6 + 4
|
||
|
||
@@ -32100,7 +32096,7 @@
|
||
|
||
Depletion: 1 in 1d6
|
||
|
||
-Pixie Dust
|
||
+##### Pixie Dust
|
||
|
||
Level: 1d6
|
||
|
||
@@ -32113,7 +32109,7 @@
|
||
|
||
Depletion: 1 in 1d10
|
||
|
||
-Red Cap
|
||
+##### Red Cap
|
||
|
||
Level: 1d6 + 3
|
||
|
||
@@ -32126,7 +32122,7 @@
|
||
|
||
Depletion: 1 in 1d20 (check each day of use)
|
||
|
||
-Red Riding Hood
|
||
+##### Red Riding Hood
|
||
|
||
Level: 1d6 + 3
|
||
|
||
@@ -32138,7 +32134,7 @@
|
||
|
||
Depletion: 1 in 1d10 (check each day of use)
|
||
|
||
-Self-Swinging Sword
|
||
+##### Self-Swinging Sword
|
||
|
||
Level: 1d6 + 1
|
||
|
||
@@ -32153,7 +32149,7 @@
|
||
|
||
Depletion: 1 in 1d6 (for the self-swinging ability). After depletion, it functions as a regular sword.
|
||
|
||
-Seven-League Boots
|
||
+##### Seven-League Boots
|
||
|
||
Level: 1d6 + 3
|
||
|
||
@@ -32166,7 +32162,7 @@
|
||
Depletion: 1 in 1d20 (check each step). Once the movement ability depletes, the boots continue to function as regular
|
||
boots.
|
||
|
||
-Shapeshifter Wand
|
||
+##### Shapeshifter Wand
|
||
|
||
Level: 1d6
|
||
|
||
@@ -32183,7 +32179,7 @@
|
||
|
||
Depletion: 1 in 1d10
|
||
|
||
-She-Bear
|
||
+##### She-Bear
|
||
|
||
Level: 1d6
|
||
|
||
@@ -32195,7 +32191,7 @@
|
||
|
||
Depletion: 1 in 1d6
|
||
|
||
-Shirt of Nettles
|
||
+##### Shirt of Nettles
|
||
|
||
Level: 1d6 + 4
|
||
|
||
@@ -32208,7 +32204,7 @@
|
||
Depletion: — (At any time, the GM can rule that the shirt has resisted enough shapeshifting magic to deplete that
|
||
ability, after which the shirt still functions as armor.)
|
||
|
||
-Soldier's Cloak of Invisibility
|
||
+##### Soldier's Cloak of Invisibility
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -32220,7 +32216,7 @@
|
||
|
||
Depletion: 1 in 1d100
|
||
|
||
-Soulful Fiddle
|
||
+##### Soulful Fiddle
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -32237,7 +32233,7 @@
|
||
|
||
Depletion: 1 in 1d20
|
||
|
||
-Steadfast Tin Soldier
|
||
+##### Steadfast Tin Soldier
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -32254,7 +32250,7 @@
|
||
It is rumored that there are a number of artifacts that create prosthetic body parts or restore missing limbs, including
|
||
Paper Ballerina, Handless Maiden, and Bianca's Snake.
|
||
|
||
-Stone Canoe
|
||
+##### Stone Canoe
|
||
|
||
Level: 1d6 + 3
|
||
|
||
@@ -32265,7 +32261,7 @@
|
||
|
||
Depletion: 1 in 1d6 (check each use)
|
||
|
||
-Story Knife
|
||
+##### Story Knife
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -32286,7 +32282,7 @@
|
||
|
||
Depletion: 1 in 1d20
|
||
|
||
-Table-Be-Set
|
||
+##### Table-Be-Set
|
||
|
||
Level: 1d6
|
||
|
||
@@ -32306,7 +32302,7 @@
|
||
a forest, for example, is likely to draw bears and other hungry beasts, while using it in the middle of town might
|
||
garner the characters new friends, or catch the attention of thieves.
|
||
|
||
-Tinderbox
|
||
+##### Tinderbox
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -32317,7 +32313,7 @@
|
||
|
||
Depletion: 1 in 1d6
|
||
|
||
-Tweedledee's Umbrella
|
||
+##### Tweedledee's Umbrella
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -32329,7 +32325,7 @@
|
||
|
||
Depletion: 1 in 1d10
|
||
|
||
-Vicious Tankard
|
||
+##### Vicious Tankard
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -32344,7 +32340,7 @@
|
||
|
||
Depletion: 1 in 1d20 (check each fight)
|
||
|
||
-### BEASTS AND BEINGS
|
||
+#### BEASTS AND BEINGS
|
||
|
||
The following creatures and characters are provided to help populate your fairy tale game.
|
||
|
||
@@ -32367,7 +32363,7 @@
|
||
|
||
A creature's health is always equal to its target number unless otherwise stated.
|
||
|
||
-Suggested Additional Creatures for Use in Fairy Tale Settings
|
||
+##### Suggested Additional Creatures for Use in Fairy Tale Settings
|
||
|
||
The Cypher System Rulebook provides a short list of creatures and NPCs that work well in fairy tale games. The following
|
||
creatures from that book can also be used, although some may need small tweaks to their appearance or motives to make
|
||
@@ -32409,9 +32405,9 @@
|
||
|
||
• Wizard, mighty
|
||
|
||
-Beasts and Beings by Archetype
|
||
+##### Beasts and Beings by Archetype
|
||
|
||
-Animals
|
||
+###### Animals
|
||
|
||
| Animals, common |
|
||
|-----------------------|
|
||
@@ -32433,7 +32429,7 @@
|
||
| Toby the turtle |
|
||
| Wolf, Big Bad |
|
||
|
||
-Crafted
|
||
+###### Crafted
|
||
|
||
| Geppetto's children |
|
||
|--------------------------------|
|
||
@@ -32442,7 +32438,7 @@
|
||
| Tin Woodman |
|
||
| Virgilius's copper dogs |
|
||
|
||
-Earth Beings
|
||
+###### Earth Beings
|
||
|
||
| Erikling |
|
||
|---------------------------------|
|
||
@@ -32454,7 +32450,7 @@
|
||
| Satyr |
|
||
| Troll |
|
||
|
||
-Fey Beings
|
||
+###### Fey Beings
|
||
|
||
| Áine, Fairy Queen of Light and Love |
|
||
|-----------------------------------------------|
|
||
@@ -32477,7 +32473,7 @@
|
||
| Tunnel bog |
|
||
| Will-o-wisp |
|
||
|
||
-Of the Grave
|
||
+###### Of the Grave
|
||
|
||
| Death |
|
||
|---------------------------------------|
|
||
@@ -32490,7 +32486,7 @@
|
||
| Ghoul (Cypher System Rulebook) |
|
||
| Skeleton (Cypher System Rulebook) |
|
||
|
||
-Human NPCs
|
||
+###### Human NPCs
|
||
|
||
| Aristocrat |
|
||
|---------------------|
|
||
@@ -32500,7 +32496,7 @@
|
||
| Robber/Thief |
|
||
| Scholar |
|
||
|
||
-Named Characters
|
||
+###### Named Characters
|
||
|
||
| Happy |
|
||
|-----------------|
|
||
@@ -32509,7 +32505,7 @@
|
||
| Snow White |
|
||
| Toby the turtle |
|
||
|
||
-Royalty
|
||
+###### Royalty
|
||
|
||
| Áine, Fairy Queen of Light and Love |
|
||
|---------------------------------------------------|
|
||
@@ -32524,7 +32520,7 @@
|
||
| Red Knight |
|
||
| White stag royal |
|
||
|
||
-Shapeshifters
|
||
+###### Shapeshifters
|
||
|
||
| Changeling |
|
||
|------------|
|
||
@@ -32532,7 +32528,7 @@
|
||
| Queen |
|
||
| Witch |
|
||
|
||
-Spiring Beings
|
||
+###### Spiring Beings
|
||
|
||
| Black dog |
|
||
|---------------------------------------|
|
||
@@ -32548,7 +32544,7 @@
|
||
| Nightmare |
|
||
| Skeleton (Cypher System Rulebook) |
|
||
|
||
-Tricksters
|
||
+###### Tricksters
|
||
|
||
| Cheshire Cat |
|
||
|--------------------------------|
|
||
@@ -32557,7 +32553,7 @@
|
||
| Satyr |
|
||
| Wolf, Big Bad |
|
||
|
||
-Water Beings
|
||
+###### Water Beings
|
||
|
||
| Caileach |
|
||
|----------------------|
|
||
@@ -32569,7 +32565,7 @@
|
||
| The Sea, Herself |
|
||
| Siren |
|
||
|
||
-Witches, Wizards, and Sorcerers
|
||
+###### Witches, Wizards, and Sorcerers
|
||
|
||
| Witch (archetype) |
|
||
|------------------------------|
|
||
@@ -32584,7 +32580,7 @@
|
||
| Wicked Witch of the West |
|
||
| Witch of the Drowning Slough |
|
||
|
||
-World and Weather Beings
|
||
+###### World and Weather Beings
|
||
|
||
| Moon |
|
||
|--------------------|
|
||
@@ -32592,7 +32588,7 @@
|
||
| West Wind |
|
||
| Wind children, the |
|
||
|
||
-### MAGICAL ANIMALS
|
||
+##### MAGICAL ANIMALS
|
||
|
||
Bear: level 5; health 20; Armor 1; two magical abilities
|
||
|
||
@@ -32655,7 +32651,7 @@
|
||
Some abilities in the game work only on objects, or only on creatures, or only on living things. A talking object might
|
||
or might not be living, depending on its nature.
|
||
|
||
-### OF BITE AND CLAW (CREATURES)
|
||
+##### OF BITE AND CLAW (CREATURES)
|
||
|
||
The creatures in this section all appear to be animal in their nature, from black dogs and big bad wolves to horses and
|
||
snarks.
|
||
@@ -32689,7 +32685,7 @@
|
||
|
||
level 7; Armor 2; inflicts 4 points of damage with elaborate swordplay.
|
||
|
||
-### CRAFTED (CREATURES)
|
||
+##### CRAFTED (CREATURES)
|
||
|
||
Crafted creatures are those made by human, fey, or other hands. In fairy tales these might include characters like
|
||
Pinocchio,
|
||
@@ -32720,7 +32716,7 @@
|
||
|
||
Level 5; Armor 2
|
||
|
||
-### OF EARTH AND STONE (CREATURES)
|
||
+##### OF EARTH AND STONE (CREATURES)
|
||
|
||
Creatures of the earth are those that seem to belong to the land in some unique and significant way. Perhaps they are
|
||
made of the land and its offerings—tree beings, rock trolls, and so on—or perhaps they seem attached to the land in
|
||
@@ -32739,7 +32735,7 @@
|
||
Troll: level 6; claws inflict 7 points of damage and grab victim until they can escape; grabbed creature takes 10 points
|
||
of damage per round; troll regains 3 points of health per round.
|
||
|
||
-### FEY (CREATURES)
|
||
+##### FEY (CREATURES)
|
||
|
||
In fairy tales, the word fey covers a huge category of creatures, from faeries, brownies, and imps to gremlins,
|
||
boggarts, and goblins. There are so many types of fey beings in
|
||
@@ -32767,7 +32763,7 @@
|
||
|
||
Level 2, stealth and finding lost items as level 6
|
||
|
||
-### OF WATER AND WAVES (CREATURES)
|
||
+##### OF WATER AND WAVES (CREATURES)
|
||
|
||
Creatures of water and waves are those that inhabit or are deeply tied to the rivers, ocean, marshes, and other watery
|
||
areas of the world.
|
||
@@ -32794,7 +32790,7 @@
|
||
Level 4; can cause water to boil, inflicting 3 points of heat damage on foes; can unleash flash floods that sweep all
|
||
foes back a very long distance and inflict 2 points of ambient damage (ignores Armor)
|
||
|
||
-### NPCs
|
||
+##### NPCs
|
||
|
||
The NPCs in the following section are general examples of nonmagical, mortal human characters that are commonly found in
|
||
fairy tales.
|
||
@@ -32833,7 +32829,7 @@
|
||
|
||
Suggested types and additional equipment for a horror setting are the same as in a modern setting.
|
||
|
||
-### ENCYCLOPEDIA OF HORROR MECHANICS
|
||
+#### ENCYCLOPEDIA OF HORROR MECHANICS
|
||
|
||
This chapter describes many different optional rules (called "horror modules") for making horror games more exciting or
|
||
suspenseful. Horror modules are tweaks the GM applies
|
||
@@ -32852,7 +32848,7 @@
|
||
use some, all, or none of those modules when running a game of that type, or introduce other modules to provide a unique
|
||
twist to the game.
|
||
|
||
-### GENERAL HORROR GM INTRUSIONS
|
||
+#### GENERAL HORROR GM INTRUSIONS
|
||
|
||
The following GM intrusions work for most horror genres.
|
||
|
||
@@ -32870,7 +32866,7 @@
|
||
• A dramatic and/or ridiculous amount of blood and gore from something that just got killed splashes on a character,
|
||
blinding them until they take an action to wipe their eyes clean.
|
||
|
||
-### BAD PENNY
|
||
+#### BAD PENNY
|
||
|
||
An unwanted or dangerous object (such as a cursed artifact) keeps turning up, no matter how many times the PCs try to
|
||
discard or destroy it. In many cases, there might be only one way to rid themselves of the item (such as dousing it with
|
||
@@ -32887,7 +32883,7 @@
|
||
earlier just as he gets hit by an oncoming train, and his severed hand—wearing the ring—lands at their feet. Even if the
|
||
PCs go to a remote area with no people, one of them might suddenly vomit up their lunch—and the haunted ring.
|
||
|
||
-### CHARACTER POSSE
|
||
+#### CHARACTER POSSE
|
||
|
||
Every player is given at least two characters to run, each with about the same amount of background and abilities so
|
||
they're all suitable as main characters. A player usually runs only one of these PCs at a time. As the action in the
|
||
@@ -32905,7 +32901,8 @@
|
||
and automatic or simple bonuses (like Combat Prowess and Fleet of Foot) but one or zero abilities that have durations or
|
||
require special actions (like Anecdote and Muscles of Iron).
|
||
|
||
-### DEAD ALL ALONG
|
||
+#### DEAD ALL ALONG
|
||
+
|
||
A handful of people are forced to stick together under unusual circumstances—they're survivors of a shipwreck,
|
||
quarantined to avoid an outbreak of a deadly disease, waiting for a riot to leave their neighborhood, or locked away
|
||
from an approaching zombie horde. They hear strange noises, glimpse shadowy figures, and find that things move about or
|
||
@@ -32922,7 +32919,7 @@
|
||
When a PC crosses over and disappears, that player can still participate in the game by using the Ghostly Helpers
|
||
module.
|
||
|
||
-### FRAGILITY
|
||
+#### FRAGILITY
|
||
|
||
Whenever a character selects the Increasing Capabilities option for advancement or gains an ability that permanently
|
||
increases their Pools, they can add a maximum of 1 point to their Might Pool and 1 point to their Speed Pool; other
|
||
@@ -32937,7 +32934,7 @@
|
||
affect abilities like Enhanced Might, Enhanced Speed, and Lead From the Front (which permanently increase one or more
|
||
Pools).
|
||
|
||
-### GHOSTLY HELPERS
|
||
+#### GHOSTLY HELPERS
|
||
|
||
In a horror story, it's common for major characters to be killed or incapacitated, but in a horror RPG, that means the
|
||
player of a dead character doesn't have much to do. The Ghostly Helpers module gives players whose characters are out of
|
||
@@ -32961,7 +32958,7 @@
|
||
Help from a dead character doesn't have to be from a ghost. Depending on the genre, it might be the influence of a
|
||
guilty artificial intelligence, a sentient weapon with a grudge, a cultist with conflicting loyalties, and so on
|
||
|
||
-### HALLUCINATION RESET
|
||
+#### HALLUCINATION RESET
|
||
|
||
In some horror genres, it's unclear if the character is truly experiencing what's happening in the story, or if they're
|
||
hallucinating or dreaming it. In some cases, their fear response
|
||
@@ -32995,7 +32992,7 @@
|
||
something that will happen in the future, so when the actual event occurs (perhaps in a later session) the players won't
|
||
know if they should act on their "future memories" of these events or ignore them as falsehoods.
|
||
|
||
-### HORROR MODE
|
||
+#### HORROR MODE
|
||
|
||
Horror Mode is an optional rule discussed in the Cypher System Rulebook. When using this rule, the GM can escalate the
|
||
tension by increasing the range of numbers that trigger a GM intrusion: first on a roll of 1 or 2 instead of 1, then a
|
||
@@ -33009,7 +33006,7 @@
|
||
task so they don't have to roll at all and risk an intrusion. This ends up depleting their Pools faster, which makes
|
||
them feel more vulnerable.
|
||
|
||
-### USING GM INTRUSIONS IN HORROR MODE
|
||
+##### USING GM INTRUSIONS IN HORROR MODE
|
||
|
||
With the GM intrusions coming fast and furious toward the end of Horror Mode, it's easy to run out of ideas. In combat,
|
||
intrusions might just mean that the monster or villain gets a surprise extra attack or inflicts more damage. Perhaps a
|
||
@@ -33039,7 +33036,7 @@
|
||
(GMs may want to limit the number of intrusions to no more than one per round, no matter what the dice indicate, but
|
||
that should be based on the situation.)
|
||
|
||
-### OPTIONAL RULE: MADNESS
|
||
+#### OPTIONAL RULE: MADNESS
|
||
|
||
Having characters descend into madness is an interesting facet of some kinds of horror and can make long-term horror
|
||
campaigns more interesting. The easiest way to portray blows to a character's sanity is through Intellect damage. When
|
||
@@ -33074,7 +33071,7 @@
|
||
their mind, they might have a difficulty of 1, 2, or even higher. Now the character must make rolls to do even those
|
||
simple things.
|
||
|
||
-### ESCALATION RATE
|
||
+#### ESCALATION RATE
|
||
|
||
<table>
|
||
<colgroup>
|
||
@@ -33104,7 +33101,7 @@
|
||
</tbody>
|
||
</table>
|
||
|
||
-### HYSTERIA
|
||
+#### HYSTERIA
|
||
|
||
Screaming is a natural reaction when you're frightened, but it's also likely
|
||
|
||
@@ -33127,7 +33124,7 @@
|
||
|
||
attention of something that wants to harm the PCs or the sudden appearance of something dangerous.
|
||
|
||
-### INSTANT PANIC
|
||
+#### INSTANT PANIC
|
||
|
||
Most people in real life aren't prepared for the existence of aliens, monsters, or killer robots, and seeing something
|
||
that shatters their worldview is frightening and traumatic. The first time a character sees a creature (or anything else
|
||
@@ -33142,7 +33139,7 @@
|
||
person could trigger another panic reaction. Even if a character has gotten over their initial panic, the GM can prompt
|
||
it again as an intrusion if the circumstances warrant it.
|
||
|
||
-### IRONMAN
|
||
+#### IRONMAN
|
||
|
||
There are no cyphers (subtle or manifest) or artifacts that heal, and all other healing effects (such as recovery rolls
|
||
and Healing Touch) restore only the minimum amount possible. For example, a tier 2 character using a recovery roll would
|
||
@@ -33155,7 +33152,7 @@
|
||
whose abilities don't cost anything (such as Physical Skills). For a slightly less challenging option, allow the use of
|
||
healing cyphers and artifacts, but limit them to the minimum amount.
|
||
|
||
-### LAST SURVIVOR
|
||
+#### LAST SURVIVOR
|
||
|
||
Sometimes the antagonist kills off all the protagonists one by one, leaving only one survivor to challenge them. In the
|
||
journey toward that point, it's not clear who the last survivor will be, and sometimes a potential last survivor is
|
||
@@ -33189,14 +33186,15 @@
|
||
everyone else has already been the last survivor), the last survivor can pass the token to the GM in exchange for their
|
||
character getting 1 XP. Once this happens, the last survivor token is removed from the game.
|
||
|
||
-### MADNESS
|
||
+#### MADNESS
|
||
|
||
Madness is an optional rule discussed in the Cypher System Rulebook. When using this rule, if Intellect damage from fear
|
||
or shock reduces a PC's Intellect Pool to 0, they regain points in the Pool, but their maximum Intellect Pool is reduced
|
||
by 1. If their Intellect Pool is ever reduced to 0 again, they go insane and replace their current descriptor with the
|
||
Mad descriptor.
|
||
|
||
-### PERILOUS VENTURE
|
||
+#### PERILOUS VENTURE
|
||
+
|
||
Sometimes the PCs need to perform a ritual or other complex action that takes several rounds or minutes, and if they
|
||
make mistakes along the way it's a setback instead of an outright failure. For example, they might need to read a
|
||
banishing spell out of an old book, mix and heat the chemicals for a zombie cure, or draw a magic circle around a
|
||
@@ -33240,7 +33238,8 @@
|
||
blood or vitality, Speed representing energy, and Intellect representing will or sanity. Other physical or mental tolls
|
||
could also require points from Pools. Multiple PCs involved in the ritual could collectively contribute to this cost.
|
||
|
||
-### POOR CHOICES
|
||
+#### POOR CHOICES
|
||
+
|
||
Sometimes people in horror do dumb things. They wander off alone to investigate a weird noise. They abandon their
|
||
friends and try to escape in a rusty old car. They have sex in a spooky barn. These things usually put them in danger
|
||
and sometimes get them gruesomely killed. Using the Poor Choices module means the GM can use intrusions to make the
|
||
@@ -33262,7 +33261,7 @@
|
||
As with any GM intrusion, the player can choose to spend 1 XP to refuse a Poor Choices intrusion, but they should
|
||
consider accepting the intrusion for the sake of the story, and because they'll need the XP later.
|
||
|
||
-### POOR CHOICES INTRUSIONS
|
||
+##### POOR CHOICES INTRUSIONS
|
||
|
||
The following are examples of GM intrusions to use with the Poor Choices module.
|
||
|
||
@@ -33352,7 +33351,7 @@
|
||
|
||
• A character tries to help a child who has no reason for being there.
|
||
|
||
-### SECRET TWIST
|
||
+#### SECRET TWIST
|
||
|
||
It's common when tensions are high and lives are on the line that humans get paranoid and start to turn on each other,
|
||
interpreting stressed behavior as suspicious and seeing enemies in the eyes of strangers. This is compounded when there
|
||
@@ -33395,7 +33394,7 @@
|
||
sessions and each session starts with players knowing exactly who they're playing. It also helps if the players take
|
||
separate notes about what the original and the duplicate know.
|
||
|
||
-### SHOCK
|
||
+#### SHOCK
|
||
|
||
Shock is an optional rule discussed in the Cypher System Rulebook. When using this rule, seeing something terrifying
|
||
means a PC must make an Intellect defense roll. The difficulty is based on the level of the scary thing, or the GM can
|
||
@@ -33405,7 +33404,7 @@
|
||
the player temporarily loses control of the character (the GM decides if they scream, freeze, run, or take some other
|
||
appropriate action, perhaps with input from the player).
|
||
|
||
-### SHOCK LEVELS
|
||
+##### SHOCK LEVELS
|
||
|
||
| Event | Level |
|
||
|---------------------------------------------------------------------------------------------------------|----------------|
|
||
@@ -33420,7 +33419,7 @@
|
||
| Witnessing something supernatural (like a spell) | 5 |
|
||
| Seeing something mind-bending (like an impossible, multidimensional demigod coalescing out of thin air) | 8 |
|
||
|
||
-### UNEASE
|
||
+#### UNEASE
|
||
|
||
Horror isn't always overt monstrosities trying to tear your limbs off or drag your soul into Hell. Sometimes it's
|
||
something slightly off-putting, a stretching of the norm, an itching behind your eyes, or a sinking feeling in your
|
||
@@ -33445,7 +33444,7 @@
|
||
|
||
In some ways, Unease is a more limited form of Instant Panic but can also be used in tandem with it.
|
||
|
||
-### CONSENT
|
||
+#### CONSENT
|
||
|
||
Horror games allow us to explore some pretty dark topics from the safety of our own game tables. But before you do that,
|
||
make sure everyone around your table is okay with that. Find out what your players will find "good uncomfortable," which
|
||
@@ -33465,7 +33464,7 @@
|
||
For more information and advice on safe ways to address consent issues in your game, read the free *Consent in Gaming*
|
||
PDF at myMCG.info/consent
|
||
|
||
-### HORROR CREATURES AND NPCs BY LEVEL AND GENRE
|
||
+#### HORROR CREATURES AND NPCs BY LEVEL AND GENRE
|
||
|
||
The creatures and NPCs in this chapter are provided to help you populate your horror game. The most important element of
|
||
each creature or NPC is its level. You use the level to determine the target number a PC must reach to attack or defend
|
||
@@ -33515,7 +33514,7 @@
|
||
|
||
\* Creature found in the Cypher System Rulebook
|
||
|
||
-### HORROR CYPHERS
|
||
+#### HORROR CYPHERS
|
||
|
||
Many horror genres feature physical objects that the protagonists can use—alien devices, magical talismans, or
|
||
mysterious objects with an unknown origin. This chapter describes examples of these objects as cyphers, which can be
|
||
@@ -33531,7 +33530,7 @@
|
||
invasion horror game). If you're running a game that mixes several genres, switch between lists each time you need to
|
||
award a new manifest cypher.
|
||
|
||
-### ALIEN CYPHERS
|
||
+##### ALIEN CYPHERS
|
||
|
||
| 1-2 | Anathema siren (aliens) |
|
||
|-------|------------------------------|
|
||
@@ -33545,7 +33544,7 @@
|
||
| 17-18 | Primitive doppelganger |
|
||
| 19-20 | Visage scrutinizer |
|
||
|
||
-### BODY HORROR CYPHERS
|
||
+##### BODY HORROR CYPHERS
|
||
|
||
| 1-2 | Ascendant flesh vivisector |
|
||
|-------|----------------------------|
|
||
@@ -33559,7 +33558,7 @@
|
||
| 17-18 | Primitive doppelganger |
|
||
| 19-20 | Reanimator |
|
||
|
||
-### CLASSIC MONSTER CYPHERS
|
||
+##### CLASSIC MONSTER CYPHERS
|
||
|
||
| 1 | Anathema siren (cryptids) |
|
||
|-------|-----------------------------|
|
||
@@ -33577,7 +33576,7 @@
|
||
| 18-19 | Silgarho infusion |
|
||
| 20 | Unphantomed limb |
|
||
|
||
-### DARK MAGIC AND OCCULT CYPHERS
|
||
+##### DARK MAGIC AND OCCULT CYPHERS
|
||
|
||
| 1-4 | Anathema siren (demons) |
|
||
|-------|-------------------------|
|
||
@@ -33589,7 +33588,7 @@
|
||
|
||
|
||
|
||
-### DEMON CYPHERS
|
||
+##### DEMON CYPHERS
|
||
|
||
| 1-4 | Anathema siren (demons) |
|
||
|-------|-------------------------|
|
||
@@ -33599,13 +33598,13 @@
|
||
| 14-16 | Reanimator |
|
||
| 17-20 | Visage scrutinizer |
|
||
|
||
-### GHOST CYPHERS
|
||
+##### GHOST CYPHERS
|
||
|
||
| 1-8 | Anathema siren (ghost) |
|
||
|------|------------------------|
|
||
| 9-20 | Ghost detector |
|
||
|
||
-### LOVECRAFTIAN CYPHERS
|
||
+##### LOVECRAFTIAN CYPHERS
|
||
|
||
| 1-2 | Anathema siren (aliens) |
|
||
|-------|---------------------------------------------|
|
||
@@ -33620,7 +33619,7 @@
|
||
| 18-19 | Invisibility revealer |
|
||
| 20 | Mind swapper |
|
||
|
||
-### MUMMY CYPHERS
|
||
+##### MUMMY CYPHERS
|
||
|
||
| 1-6 | Anathema siren (mummies) |
|
||
|-------|--------------------------|
|
||
@@ -33628,7 +33627,7 @@
|
||
| 13-16 | Reanimator |
|
||
| 17-20 | Revenant serum |
|
||
|
||
-### SCIENCE GONE WRONG CYPHERS
|
||
+##### SCIENCE GONE WRONG CYPHERS
|
||
|
||
| 1 | Anathema siren (simulacra) |
|
||
|-----|----------------------------|
|
||
@@ -33652,7 +33651,7 @@
|
||
| 19 | Revenant serum |
|
||
| 20 | Unphantomed limb |
|
||
|
||
-### UNDEAD CYPHERS
|
||
+##### UNDEAD CYPHERS
|
||
|
||
| 1-3 | Anathema siren (ghosts) |
|
||
|-------|---------------------------|
|
||
@@ -33666,14 +33665,14 @@
|
||
| 16-18 | Silgarho infusion |
|
||
| 19-20 | Wolfsbane potion |
|
||
|
||
-### VAMPIRE CYPHERS
|
||
+##### VAMPIRE CYPHERS
|
||
|
||
| 1-6 | Anathema siren (vampire) |
|
||
|-------|--------------------------|
|
||
| 7-12 | Humanity tester |
|
||
| 13-20 | Silgarho infusion |
|
||
|
||
-### WEREWOLF CYPHERS
|
||
+##### WEREWOLF CYPHERS
|
||
|
||
| 1-5 | Anathema siren (werewolves) |
|
||
|-------|-----------------------------|
|
||
@@ -33683,16 +33682,14 @@
|
||
|
||
|
||
|
||
-### ZOMBIE CYPHERS
|
||
+##### ZOMBIE CYPHERS
|
||
|
||
| 1-8 | Anathema siren (undead) |
|
||
|-------|-------------------------|
|
||
| 9-14 | Reanimator |
|
||
| 15-20 | Revenant serum |
|
||
|
||
-### A SELECTION OF HORROR CYPHERS
|
||
-
|
||
-### ANATHEMA SIREN
|
||
+##### ANATHEMA SIREN
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -33719,7 +33716,7 @@
|
||
| 91-95 | Extradimensional creatures |
|
||
| 96-00 | Undead |
|
||
|
||
-### ASCENDANT BRAIN VIVISECTOR
|
||
+##### ASCENDANT BRAIN VIVISECTOR
|
||
|
||
Level: 1d6 + 4
|
||
|
||
@@ -33738,7 +33735,7 @@
|
||
Using this cypher on a beast whose level is too high might end up elevating its intelligence somewhat but also
|
||
instigating aggressive behavior.
|
||
|
||
-### ASCENDANT FLESH VIVISECTOR
|
||
+##### ASCENDANT FLESH VIVISECTOR
|
||
|
||
Level: 1d6 + 4
|
||
|
||
@@ -33755,7 +33752,7 @@
|
||
Using this cypher on a beast whose level is too high might end up temporarily transforming it into a human with bestial
|
||
features.
|
||
|
||
-### ORRUPTED CANOPIC JAR
|
||
+##### ORRUPTED CANOPIC JAR
|
||
|
||
Level: 1d6 + 1
|
||
|
||
@@ -33764,7 +33761,7 @@
|
||
Effect: Breaking open the jar (which destroys the preserved organs inside) permanently grants the user an asset (two
|
||
assets if the cypher level is 6 or higher) on all attacks and defenses against mummies within short range.
|
||
|
||
-### ECAPITATIVE LONGEVITY
|
||
+##### ECAPITATIVE LONGEVITY
|
||
|
||
Level: 1d6 + 4
|
||
|
||
@@ -33783,7 +33780,7 @@
|
||
When using a decapitative longevity cypher to bring a head back to life, it can be left attached to the inert body, or
|
||
someone can carefully sever the head from the body, which doesn't harm the head.
|
||
|
||
-### GHOST DETECTOR
|
||
+##### GHOST DETECTOR
|
||
|
||
Level: 1d6 + 1
|
||
|
||
@@ -33796,7 +33793,7 @@
|
||
in. If the ghost is normally invisible, it becomes somewhat visible (hindering its stealth attempts by one step). The
|
||
cypher remains active for ten minutes per cypher level.
|
||
|
||
-### GHOST TRAP
|
||
+##### GHOST TRAP
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -33810,7 +33807,7 @@
|
||
|
||
Ghosts in a trap can be permanently stored in a ghost vault.
|
||
|
||
-### HOMUNCULUS FLASK
|
||
+##### HOMUNCULUS FLASK
|
||
|
||
Level: 1d6 + 1
|
||
|
||
@@ -33824,7 +33821,7 @@
|
||
|
||
Homunculus: level 2; alchemy, all defenses, and stealth as level 3
|
||
|
||
-### HORRIFIC ARM
|
||
+##### HORRIFIC ARM
|
||
|
||
Level: 1d6 + 1
|
||
|
||
@@ -33837,7 +33834,7 @@
|
||
attacks in a round, but it can be useful for carrying things. Damage to the arm does not affect the user (the arm can
|
||
take 6 points of damage directed at it before it becomes nonfunctional). The arm lasts for one day per cypher level.
|
||
|
||
-### HORRIFIC EYE
|
||
+##### HORRIFIC EYE
|
||
|
||
Level: 1d6 + 1
|
||
|
||
@@ -33850,7 +33847,7 @@
|
||
surreptitiously. Damage to the eye does not affect the user (the eye can take 1 point of damage directed at it before it
|
||
becomes nonfunctional). The eye lasts for one day per cypher level.
|
||
|
||
-### HORRIFIC FACE
|
||
+##### HORRIFIC FACE
|
||
|
||
Level: 1d6 + 1
|
||
|
||
@@ -33865,7 +33862,7 @@
|
||
creature with a visible extra face, hindering all interaction tasks. The face lasts for one day per cypher level (two
|
||
days if the cypher is level 6 or higher).
|
||
|
||
-### HORRIFIC INTEGRATED WEAPON
|
||
+##### HORRIFIC INTEGRATED WEAPON
|
||
|
||
Level: 1d6 + 3
|
||
|
||
@@ -33884,7 +33881,7 @@
|
||
| 13-16 | Light handgun |
|
||
| 17-20 | Medium handgun |
|
||
|
||
-### HORRIFIC ORIFICE
|
||
+##### HORRIFIC ORIFICE
|
||
|
||
Level: 1d6 + 3
|
||
|
||
@@ -33899,7 +33896,7 @@
|
||
Someone who fully understands how a horrific orifice cypher works might be able to program the user with new memories or
|
||
control their mind by inserting data devices into the orifice.
|
||
|
||
-### HUMANITY TESTER
|
||
+##### HUMANITY TESTER
|
||
|
||
Level: 1d6 + 4
|
||
|
||
@@ -33915,7 +33912,7 @@
|
||
multiple kinds of creatures that pretend to be human, the tester might recognize all fakes or detect only one specific
|
||
kind of fake
|
||
|
||
-### INSANITY SUPPRESSOR
|
||
+##### INSANITY SUPPRESSOR
|
||
|
||
Level: 1d6
|
||
|
||
@@ -33927,7 +33924,7 @@
|
||
make a level 1 Intellect defense roll to prolong the effect; failure means relapse. The roll is hindered by one step for
|
||
each day that has passed since the cypher was used.
|
||
|
||
-### INVISIBILITY REVEALER
|
||
+##### INVISIBILITY REVEALER
|
||
|
||
Level: 1d6 + 4
|
||
|
||
@@ -33937,7 +33934,7 @@
|
||
point for one round per cypher level. Affected invisible creatures remain visible if they move outside the area, and
|
||
those outside the area become visible if they enter the area.
|
||
|
||
-### INVISIBILITY SERUM
|
||
+##### INVISIBILITY SERUM
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -33955,7 +33952,7 @@
|
||
The serum has detrimental effects on the mind. Each minute it is in effect, the user takes 2 points of Intellect damage.
|
||
Many users have become "stuck" in the invisible state and eventually go mad as a result.
|
||
|
||
-### MIND SWAPPER
|
||
+##### MIND SWAPPER
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -33972,7 +33969,7 @@
|
||
Clever users of a mind swapper have an ally restrain or sedate them before swapping minds so their target doesn't cause
|
||
trouble in the user's body.
|
||
|
||
-### PRIMITIVE DOPPELGANGER
|
||
+##### PRIMITIVE DOPPELGANGER
|
||
|
||
Level: 1d6 + 1
|
||
|
||
@@ -33988,7 +33985,7 @@
|
||
Depending on the game setting, the doppelganger might be a robot, a clone, a temporal duplicate, or something else
|
||
entirely. It may or may not have scars, tattoos, or other non-genetic features of the original.
|
||
|
||
-### REANIMATOR
|
||
+##### REANIMATOR
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -33998,7 +33995,7 @@
|
||
the user's control. This reanimation process takes a few minutes (a few rounds if the cypher is level 4 or higher, or
|
||
one round if level 6 or higher).
|
||
|
||
-### REVENANT SERUM
|
||
+##### REVENANT SERUM
|
||
|
||
Level: 1d6 + 4
|
||
|
||
@@ -34014,7 +34011,7 @@
|
||
to eat, drink, or sleep, but it can still rest if it wants to (such as to make a recovery roll). The revenant remains in
|
||
this active state for one hour per cypher level, after which it dies again and cannot be reanimated with this cypher.
|
||
|
||
-### SILGARHO INFUSION
|
||
+##### SILGARHO INFUSION
|
||
|
||
Level: 1d6
|
||
|
||
@@ -34033,7 +34030,7 @@
|
||
Because a human body can't dispose of colloidal silver, excessive intake of it causes a condition called argyria that
|
||
turns skin purple or purple-grey
|
||
|
||
-### UNPHANTOMED LIMB
|
||
+##### UNPHANTOMED LIMB
|
||
|
||
Level: 1d6
|
||
|
||
@@ -34049,7 +34046,7 @@
|
||
points from their Intellect Pool. Damage to the limb affects the user as if the attack were on the user's body. The limb
|
||
lasts for one day per cypher level.
|
||
|
||
-### VISAGE SCRUTINIZER
|
||
+##### VISAGE SCRUTINIZER
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -34062,7 +34059,7 @@
|
||
a full-body illusion, mental projection, or hologram, the user automatically sees through it if the disguise's level is
|
||
lower than the cypher's level. The cypher lasts for one hour.
|
||
|
||
-### WOLFSBANE POTION
|
||
+##### WOLFSBANE POTION
|
||
|
||
Level: 1d6
|
||
|
||
@@ -34076,7 +34073,7 @@
|
||
werewolf instead of being applied to a living creature, it hinders all the werewolf's actions and stops it from
|
||
regenerating for several minutes.
|
||
|
||
-### HORROR ARTIFACTS
|
||
+#### HORROR ARTIFACTS
|
||
|
||
Most of the time, a horror artifact will be something really weird—an ancient tome of forbidden necromancy, an alien
|
||
device that humans can barely understand, and so forth. They are often unique items rather than one of a type. Horror
|
||
@@ -34102,7 +34099,8 @@
|
||
|
||
> The Bad Penny module is a handy GM tool when a horror artifact is important to the game's plot.
|
||
|
||
-### LOVECRAFTIAN ARTIFACTS
|
||
+##### LOVECRAFTIAN ARTIFACTS
|
||
+
|
||
The stories of the mythos often feature strange books or devices (which might be magical or of
|
||
|
||
exotic scientific manufacture) that are connected to the plot and often reference or have links to each other. Even if
|
||
@@ -34118,9 +34116,7 @@
|
||
|
||
• Shining trapezohedron
|
||
|
||
-### HORROR ARTIFACTS
|
||
-
|
||
-### BOOK OF THOTH
|
||
+##### BOOK OF THOTH
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -34134,7 +34130,7 @@
|
||
|
||
Depletion: —
|
||
|
||
-### BRAIN CYLINDER
|
||
+##### BRAIN CYLINDER
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -34158,7 +34154,7 @@
|
||
Some brain cylinders were created by the mi-go; others are the products of mad scientists or other alien species that
|
||
want to study humans.
|
||
|
||
-### CURSED VIDEO
|
||
+##### CURSED VIDEO
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -34175,7 +34171,7 @@
|
||
|
||
Depletion: —
|
||
|
||
-### DEMON PUZZLE
|
||
+##### DEMON PUZZLE
|
||
|
||
Level: 1d6 + 4
|
||
|
||
@@ -34195,7 +34191,7 @@
|
||
|
||
Depletion: 1 in 1d100
|
||
|
||
-### GHOST VAULT
|
||
+##### GHOST VAULT
|
||
|
||
Level: 1d6 + 4
|
||
|
||
@@ -34208,7 +34204,7 @@
|
||
|
||
Depletion: 1 in 1d20 (check each month)
|
||
|
||
-### HUMAN SUIT
|
||
+##### HUMAN SUIT
|
||
|
||
Level: 1d6
|
||
|
||
@@ -34222,7 +34218,7 @@
|
||
|
||
Depletion: 1 in 1d20
|
||
|
||
-### MONKEY'S PAW
|
||
+##### MONKEY'S PAW
|
||
|
||
Level: 1d6
|
||
|
||
@@ -34240,7 +34236,7 @@
|
||
|
||
Depletion: 1 in 1d6
|
||
|
||
-### NECRONOMICON (LOVECRAFTIAN, LATIN EDITION)
|
||
+##### NECRONOMICON (LOVECRAFTIAN, LATIN EDITION)
|
||
|
||
Level: 1d6 + 4
|
||
|
||
@@ -34269,7 +34265,7 @@
|
||
|
||
Depletion: —
|
||
|
||
-### PNAKOTIC MANUSCRIPTS
|
||
+##### PNAKOTIC MANUSCRIPTS
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -34293,7 +34289,7 @@
|
||
|
||
Depletion: —
|
||
|
||
-### SHINING TRAPEZOHEDRON
|
||
+##### SHINING TRAPEZOHEDRON
|
||
|
||
Level: 1d6 + 3
|
||
|
||
@@ -34311,7 +34307,7 @@
|
||
|
||
Depletion: —
|
||
|
||
-### SILGARHO BULLET
|
||
+##### SILGARHO BULLET
|
||
|
||
Level: 1d6
|
||
|
||
@@ -34330,7 +34326,7 @@
|
||
|
||
Depletion: Automatic
|
||
|
||
-### SPIRIT BOARD
|
||
+##### SPIRIT BOARD
|
||
|
||
Level: 1d6
|
||
|
||
@@ -34356,7 +34352,7 @@
|
||
|
||
Depletion: 1 in 1d100 (check each session)
|
||
|
||
-### BOOK OF INVERSION
|
||
+##### BOOK OF INVERSION
|
||
|
||
Level: 8
|
||
|
||
@@ -34374,7 +34370,7 @@
|
||
|
||
Depletion: 1 in 1d10
|
||
|
||
-### SHADOW BOX
|
||
+##### SHADOW BOX
|
||
|
||
Level: 7
|
||
|
||
@@ -34389,7 +34385,7 @@
|
||
|
||
Depletion: 1–2 in 1d6
|
||
|
||
-### SPHERE 23
|
||
+##### SPHERE 23
|
||
|
||
Level: 1d6 + 4
|
||
|
||
@@ -34410,7 +34406,7 @@
|
||
|
||
Suggested types and additional equipment for a romance setting are the same as in a modern setting
|
||
|
||
-### CONSENT AND BOUNDARIES
|
||
+#### CONSENT AND BOUNDARIES
|
||
|
||
You must get consent to cover these topics in a game ahead of time—you don't want to make people uncomfortable. Everyone
|
||
involved also needs to learn everyone else's boundaries. Someone might not want any part of a romance scene, while
|
||
@@ -34431,7 +34427,7 @@
|
||
For more information and advice on safe ways to address consent issues in your game, read the free *Consent in Gaming*
|
||
PDF at myMCG.info/consent
|
||
|
||
-### THE CHECK-IN
|
||
+#### THE CHECK-IN
|
||
|
||
It's vital that the GM and the players all check in with each other to make sure everyone's still comfortable with
|
||
what's going on in the game. This is particularly important to maintain the boundary between emotions expressed in the
|
||
@@ -34449,7 +34445,7 @@
|
||
|
||
The unattainable: level 3, interactions as level 7, resistance to all interactions as level 9
|
||
|
||
-### OPTIONAL RULE: INFATUATION
|
||
+#### OPTIONAL RULE: INFATUATION
|
||
|
||
When a PC is near someone they are infatuated with, particularly in the early stages of that infatuation, they must make
|
||
an Intellect defense roll with a difficulty determined by the GM based on the situation (not on the level of the subject
|
||
@@ -34462,7 +34458,7 @@
|
||
|
||
Infatuation can happen whether the PC is attracted to an NPC or a PC.
|
||
|
||
-### OPTIONAL RULES: RELATIONSHIP LEVELS
|
||
+#### OPTIONAL RULES: RELATIONSHIP LEVELS
|
||
|
||
When a PC first establishes a relationship with a character (PC or NPC), the GM should assign the relationship a level.
|
||
If there's no connection at all, there is no relationship (level 0). Otherwise, the starting relationship is probably
|
||
@@ -34488,7 +34484,7 @@
|
||
far more complicated. In the case of polyamory, it is possible to have more than two people in a relationship, but even
|
||
in these situations the connection between any two individuals should have its own level.)
|
||
|
||
-### ROMANTIC RELATIONSHIP LEVELS
|
||
+##### ROMANTIC RELATIONSHIP LEVELS
|
||
|
||
| | |
|
||
|-------|---------------------------------------------------------------------|
|
||
@@ -34520,7 +34516,7 @@
|
||
relationship level a PC has with an authority figure, a contact, a relative, or anyone else can be measured, improved,
|
||
and decreased just as it can with a romantic relationship.
|
||
|
||
-### PLATONIC RELATIONSHIP LEVELS
|
||
+##### PLATONIC RELATIONSHIP LEVELS
|
||
|
||
| | |
|
||
|-------|-------------------------------------------------------------------------------------|
|
||
@@ -34547,7 +34543,7 @@
|
||
long-awaited robot uprising, a powerful solar flare that burns out the world's power grids and communications, or even
|
||
something as prosaic as a global disease pandemic.
|
||
|
||
-### SUGGESTED TYPES FOR A POST-APOCALYPTIC GAME
|
||
+#### SUGGESTED TYPES FOR A POST-APOCALYPTIC GAME
|
||
|
||
| | |
|
||
|----------|--------------------------------|
|
||
@@ -34573,7 +34569,7 @@
|
||
|
||
Survivor, typical: level 3
|
||
|
||
-### OPTIONAL RULES FOR THE APOCALYPSE
|
||
+#### OPTIONAL RULES FOR THE APOCALYPSE
|
||
|
||
The optional rules presented in this chapter accommodate a variety of circumstances that PCs could face after
|
||
civilization falls. Some represent useful information that rarely comes up in other games but is ever‑present in almost
|
||
@@ -34596,7 +34592,7 @@
|
||
running your game, or introduce others of your own devising (or from another genre sourcebook) to provide a unique twist
|
||
to the game.
|
||
|
||
-### EXPOSURE, STARVATION, AND DEHYDRATION
|
||
+#### EXPOSURE, STARVATION, AND DEHYDRATION
|
||
|
||
Codifying the effects of exposure, starvation, and dehydration for a tabletop RPG probably makes sense only in a
|
||
post‑apocalyptic scenario, given that survival is a primary theme of the genre.
|
||
@@ -34606,11 +34602,12 @@
|
||
|
||
Effect: As noted under Too Cold, Too Hot, Starvation, and Dehydration hereafter.
|
||
|
||
-### EXPOSURE
|
||
+#### EXPOSURE
|
||
+
|
||
The human body can withstand temperatures that are too cold for it or too hot for it for a brief period before
|
||
degrading.
|
||
|
||
-Too Cold
|
||
+##### Too Cold
|
||
|
||
Prolonged exposure to temperatures below 60° F (16° C) eventually uses up a body's stored energy. The result is
|
||
hypothermia, when the body loses heat faster than it can produce it. A body temperature that's too low affects the
|
||
@@ -34622,7 +34619,7 @@
|
||
(–18° C) conditions. In addition, PCs in subzero temperatures with inadequate protection must succeed on a difficulty 4
|
||
Might defense roll each hour or descend one step on the damage track.
|
||
|
||
-Too Hot
|
||
+##### Too Hot
|
||
|
||
Prolonged exposure to a wet‑bulb temperature of 95° F (35° C) is the upper limit of safety, beyond which the human body
|
||
can't cool itself by evaporating sweat. Heat exhaustion is the result, leading to weakness, dizziness, headache, and
|
||
@@ -34634,7 +34631,7 @@
|
||
exposed to extreme heat must make a level 4 Might defense roll (hindered if the character is also dehydrated) every ten
|
||
minutes. On a failed roll, the character descends one step on the damage track.
|
||
|
||
-### RULE OF THREE
|
||
+#### RULE OF THREE
|
||
|
||
One popular mnemonic for knowing how long a person can survive in extreme circumstances is the Rule of Three. It goes
|
||
something like this: You can survive for three minutes without oxygen, you can survive for three days without water, and
|
||
@@ -34642,7 +34639,7 @@
|
||
environment and not being under physical duress, and requires someone who can hold their breath for three minutes, which
|
||
is not most people. Usually, in a post‑apocalyptic RPG scenario, PCs won't have such luxuries.
|
||
|
||
-### STARVATION
|
||
+#### STARVATION
|
||
|
||
Generally, a PC can survive without food for about ten days to several weeks. In game terms, PCs who go without food
|
||
take 3 points of ambient damage each day. On any day a PC has taken starvation damage, their tasks are hindered (even if
|
||
@@ -34650,7 +34647,7 @@
|
||
character must make a level 5 Might defense roll each day that follows. On a failed roll, the character descends one
|
||
step on the damage track.
|
||
|
||
-### DEHYDRATION
|
||
+#### DEHYDRATION
|
||
|
||
Generally, a PC can survive without water for three to five days, but this time frame can be shorter in extreme heat or
|
||
physical activity. In game terms, PCs who go without water take 3 points of ambient damage every twelve hours. On any
|
||
@@ -34658,7 +34655,7 @@
|
||
lost Pool points). In addition, after one day without water, a dehydrated character must succeed on a level 5 Might
|
||
defense roll each day. On a failed roll, the character descends one step on the damage track.
|
||
|
||
-### RADIATION IN THE REAL WORLD
|
||
+#### RADIATION IN THE REAL WORLD
|
||
|
||
Exposure to dangerous amounts of radiation can cause severe damage to the human body, including cellular mutations,
|
||
cancer, and death.
|
||
@@ -34711,7 +34708,7 @@
|
||
Each day the PC fails a Might defense roll, they descend one step on the damage track. If they succeed on three Might
|
||
defense rolls, they gradually improve and throw off the sickness effects within a few weeks.
|
||
|
||
-### SCAVENGING, REPAIRING, AND BUILDING
|
||
+#### SCAVENGING, REPAIRING, AND BUILDING
|
||
|
||
Survivors need food and shelter in a world turned upside down.
|
||
|
||
@@ -34724,7 +34721,7 @@
|
||
following extended optional rules instead. The base scavenging rules have been incorporated here, so you don't need to
|
||
cross‑reference them to understand how it all works.
|
||
|
||
-Food, Water, and Shelter
|
||
+##### Food, Water, and Shelter
|
||
|
||
PCs in a post‑apocalyptic game may find themselves without food, water, shelter, and/or refuge for any number of
|
||
reasons, including because that's the situation you start them in, they're exploring a new area, their settlement was
|
||
@@ -34742,7 +34739,7 @@
|
||
especially if they roll a 1 on their task. It's a dangerous world, and the PCs are not the only ones out scavenging for
|
||
resources.
|
||
|
||
-Food and Water
|
||
+##### Food and Water
|
||
|
||
Found food often takes the form of canned, processed, dried, or otherwise preserved goods from before the apocalypse,
|
||
but sometimes it includes fresh fruits and vegetables growing wild or cultivated by other survivors.
|
||
@@ -34750,7 +34747,7 @@
|
||
Found water might be canned seltzer water, water in casks, water in tanks, and other leftovers from the before‑times,
|
||
but it could just as easily be collected rainwater, from a river, from a lake, or water secured by previous survivors.
|
||
|
||
-Scavenging and Related Tasks
|
||
+##### Scavenging and Related Tasks
|
||
|
||
| Level | Task |
|
||
|-------|-------------------------------------------------------------------------------------------------------------------------------------|
|
||
@@ -34759,7 +34756,7 @@
|
||
| \- | The task is hindered by one step from every two more people (above 5) a scavenger tries to find resources or a refuge for |
|
||
| \+ | The task is eased by one step for every two fewer people (from a baseline of 5) a scavenger tries to find resources or a refuge for |
|
||
|
||
-Changing Conditions Affect Scavenger Success
|
||
+##### Changing Conditions Affect Scavenger Success
|
||
|
||
The difficulty of finding food, water, and a safe place varies by location and by how many days the characters have
|
||
already spent there.
|
||
@@ -34779,7 +34776,7 @@
|
||
dangerous wild animal, a mutated creature, and so on), or a result from the Realistic Threats and Hazards table becomes
|
||
evident.
|
||
|
||
-### USEFUL STUFF
|
||
+#### USEFUL STUFF
|
||
|
||
Food, water, and a safe place to rest are the most important results for any scavenging task. But other obviously useful
|
||
stuff is often found along with these basic requirements.
|
||
@@ -34800,7 +34797,7 @@
|
||
considered an artifact, given that it is increasingly difficult to produce or preserve. Adding a depletion roll (usually
|
||
1 in 1d20) represents the likelihood that the item will fall apart, break down, or run out.
|
||
|
||
-Useful Stuff Table
|
||
+##### Useful Stuff Table
|
||
|
||
Most of the time, it's not important to know the level of a useful item PCs find. If it becomes important, level 3 is a
|
||
good baseline. If the item is particularly fragile (such as a wheel of cheese preserved in wax), drop the level by 1 or
|
||
@@ -36223,7 +36220,7 @@
|
||
</tbody>
|
||
</table>
|
||
|
||
-### JUNK
|
||
+#### JUNK
|
||
|
||
Scavenging always turns up junk, most of it unusable because the underpinnings of civilization that it required to
|
||
function— such as a power grid and/or a worldwide internet—no longer exist. Characters are free to ignore that junk. But
|
||
@@ -36244,7 +36241,7 @@
|
||
equipment. To carry more than that, they need a plan, such as using a toy wagon, shopping cart, sled, vehicle, or mount;
|
||
asking an ally for help; or something else.
|
||
|
||
-Junk
|
||
+##### Junk
|
||
|
||
| | |
|
||
|-----|-------------------------------------------------------------------------------------------------|
|
||
@@ -36260,7 +36257,7 @@
|
||
| 9 | Medical (syringes, IV pumps, defibrillators, microscopes, centrifuges, CT scanners, etc.) |
|
||
| 10 | Unearthly (weird components, alloys, and materials scavenged from alien spacecraft) |
|
||
|
||
-### REPAIRING AND BUILDING
|
||
+#### REPAIRING AND BUILDING
|
||
|
||
Improvised Basis for Repairing and Building: In the aftermath, survivors use whatever they can scavenge to repair,
|
||
craft, and build. The upshot is twofold. First, things survivors have repaired or built have a more rough‑and‑ready look
|
||
@@ -36291,7 +36288,7 @@
|
||
time indicated. If they want to go faster anyway, you can call it a rush job (with appropriate consequences), as noted
|
||
in the Cypher System Rulebook.
|
||
|
||
-### EQUIPMENT MAINTENANCE
|
||
+#### EQUIPMENT MAINTENANCE
|
||
|
||
When to Use: Use this optional rule to add a bit more verisimilitude to living in a world where you can't easily replace
|
||
a broken appliance or tool by buying something online. This rule works well with the Repairing and Building section of
|
||
@@ -36306,7 +36303,7 @@
|
||
roll is required for maintenance, and after PCs commit to this practice, it's usually not important to track the time
|
||
thereafter, unless a special circumstance occurs.
|
||
|
||
-Repairing and Crafting Difficulty and Time
|
||
+##### Repairing and Crafting Difficulty and Time
|
||
|
||
<table>
|
||
<colgroup>
|
||
@@ -36519,7 +36516,7 @@
|
||
|
||
\*Load requirements for buildings (vs. repairing) are two to ten times the indicated values.
|
||
|
||
-Handloading Tool Set
|
||
+##### Handloading Tool Set
|
||
|
||
A set of handloading tools includes a variety of instruments such as lubricant, powder funnel, and a small press, used
|
||
to create ammunition for a firearm. To fashion ammunition, the user must spend an uninterrupted hour using the
|
||
@@ -36528,7 +36525,7 @@
|
||
If treated as a Pre‑Apocalyptic Artifact, the handloading tool set has a depletion of 1 in 1d20 (upon depletion, the set
|
||
can be recharged with 1 load of metal junk and 1 load of chemical junk).
|
||
|
||
-### IRONMAN
|
||
+#### IRONMAN
|
||
|
||
This optional rule pares back some of the better‑than‑normal advantages that Cypher System PCs have over most regular
|
||
people.
|
||
@@ -36547,7 +36544,7 @@
|
||
for characters whose abilities don't cost anything (such as Physical Skills). For a slightly less challenging option,
|
||
allow the use of healing cyphers and artifacts, but limit them to the minimum amount.
|
||
|
||
-### FRAGILITY
|
||
+#### FRAGILITY
|
||
|
||
This optional rule prevents power creep in PCs.
|
||
|
||
@@ -36565,7 +36562,7 @@
|
||
adds 4 points to your Might Pool), but it does affect abilities like Enhanced Might, Enhanced Speed, and Lead From the
|
||
Front (which permanently increase one or more Pools).
|
||
|
||
-### ADVANCED AND ALIEN TECH
|
||
+#### ADVANCED AND ALIEN TECH
|
||
|
||
Many popular post‑apocalyptic stories feature salvage in the form of highly advanced or even alien technology.
|
||
|
||
@@ -36579,12 +36576,12 @@
|
||
setting may also imply the existence of other fantastic rules in your game, such as grey goo or terraforming by aliens,
|
||
but the tech could just as easily stand alone or be part of an End of Days theme.
|
||
|
||
-### ADVANCED ARTIFACTS AND FANTASTIC MANIFEST CYPHERS
|
||
+##### ADVANCED ARTIFACTS AND FANTASTIC MANIFEST CYPHERS
|
||
|
||
In a setting featuring remnants of advanced and/or alien technology, PCs scavenging for supplies or defeating foes could
|
||
discover unusual objects in the form of fantastic cyphers and unusual post‑apocalyptic artifacts.
|
||
|
||
-### UNDERSTANDING ADVANCED AND ALIEN TECH
|
||
+##### UNDERSTANDING ADVANCED AND ALIEN TECH
|
||
|
||
Recognizing and using unfamiliar technology is difficult enough. If something is especially advanced or alien, it's even
|
||
harder.
|
||
@@ -36603,7 +36600,7 @@
|
||
intrusion. Use the following table to inspire appropriate GM intrusions or anytime something disruptive happens to an
|
||
advanced or alien device in a PC's possession.
|
||
|
||
-### ADVANCED AND ALIEN TECH GM INTRUSIONS
|
||
+##### ADVANCED AND ALIEN TECH GM INTRUSIONS
|
||
|
||
Unless the advanced device detonates or is otherwise noted as becoming nonfunctional, PCs with the time can try to
|
||
understand how to use it again after resolving the intrusion.
|
||
@@ -36622,7 +36619,7 @@
|
||
| 9 | Device breaks in half (becoming nonfunctional) and spills some sort of grey goo on the character. |
|
||
| 10 | Device detonates, inflicting damage equal to its level on everything within short range on a failed Speed defense roll, or 2 points of damage even with a successful roll. |
|
||
|
||
-### INCREDIBLE MUTATIONS
|
||
+#### INCREDIBLE MUTATIONS
|
||
|
||
Exposure to dangerous amounts of radiation inflicts damage. Enough exposure causes cellular mutations, cancer, and
|
||
death, as described under Radiation in the Real World. However, in the right game setting, radiation (or genetic
|
||
@@ -36637,7 +36634,7 @@
|
||
environment evoke the concept, PC opt‑in, transitory mutations PCs have less control over, and transitory mutations
|
||
based on cyphers. You can pick one or two, or use them all at different times and for different needs in your game.
|
||
|
||
-Mutated Creatures, Plants, and NPCs
|
||
+##### Mutated Creatures, Plants, and NPCs
|
||
|
||
The environment can reflect the possibility of mutagenic presence even if PCs haven't yet been affected. The appearance
|
||
of a creature, plant, or NPC often reveals the presence and severity of a mutation. Some creatures and animals may have
|
||
@@ -36665,7 +36662,7 @@
|
||
|
||
- Big clumps of fungal growth that are obviously intrusive and painful
|
||
|
||
-Adaptive Mutations
|
||
+##### Adaptive Mutations
|
||
|
||
A disturbing mutation might only look strange and not be an impediment to the animal, plant, or NPC. It might even
|
||
provide some benefit, as follows.
|
||
@@ -36684,13 +36681,13 @@
|
||
|
||
- Fungal growths that seem to connect the minds of creatures that have the same kind of growth.
|
||
|
||
-### OPTIONAL RULE: MUTANT DESCRIPTOR
|
||
+#### OPTIONAL RULE: MUTANT DESCRIPTOR
|
||
|
||
If a PC wants to play a mutant, they may do so by choosing Mutant as their descriptor. Mutations gained by a character
|
||
with the Mutant descriptor are always rolled randomly, although you should work with your player to ensure that the
|
||
resulting PC is one that the player wants to play.
|
||
|
||
-### OPTIONAL RULE: TRANSITORY MUTATIONS
|
||
+#### OPTIONAL RULE: TRANSITORY MUTATIONS
|
||
|
||
Use this optional rule if you'd prefer some flux in what mutations the PCs have available. A volatile mutation is one
|
||
that mutates into something different over time. When using this rule, a volatile mutation arises spontaneously or is
|
||
@@ -36699,7 +36696,7 @@
|
||
You can use this optional rule instead of the mutant descriptor optional rule, or allow both in the same game. If using
|
||
transitory mutations, not every PC in your game needs to have a volatile mutation.
|
||
|
||
-Volatile Mutations
|
||
+##### Volatile Mutations
|
||
|
||
A character can begin the game with one volatile mutation that changes during play, one distinctive mutation that
|
||
usually does not change, and, at their option, one or two cosmetic mutations.
|
||
@@ -36739,7 +36736,7 @@
|
||
hours and fails an Intellect defense roll against a difficulty equal to the attack; replace with a randomly rolled
|
||
beneficial mutation, assuming the character's roll isn't a 1, 19, or 20.
|
||
|
||
-Cyphers as Volatile Mutations
|
||
+###### Cyphers as Volatile Mutations
|
||
|
||
If a character has volatile mutations, one way to handle it is to give them an additional subtle cypher slot, and their
|
||
volatile mutation is whatever subtle cypher is in that slot. A character can begin the game with one cypher volatile
|
||
@@ -36762,13 +36759,13 @@
|
||
|
||
- When the cypher volatile mutation is replaced, roll the level for the new mutation.
|
||
|
||
-Other Consequences of Volatile Mutations
|
||
+###### Other Consequences of Volatile Mutations
|
||
|
||
If a character gains a mutation that grants them points to a Pool (such as strengthened bones, which gives +5 Might),
|
||
then later loses it, the maximum value in their Pool goes back to what it was before. This might or might not affect
|
||
their current Pool value, depending on whether they were completely healthy or not.
|
||
|
||
-### D100 BENEFICIAL MUTATIONS
|
||
+#### D100 BENEFICIAL MUTATIONS
|
||
|
||
The following mutations do not require any visible changes or distinctions in the character. In other words, people who
|
||
have these mutations are not obviously recognized as mutants. Using beneficial mutations never costs stat Pool points
|
||
@@ -36831,7 +36828,7 @@
|
||
details or the precise location. You and the GM should work together to determine the substance: water, iron, plastic,
|
||
granite, wood, flesh, salt, and so on. You do not need to concentrate to sense the material.
|
||
|
||
-### D100 HARMFUL MUTATIONS
|
||
+#### D100 HARMFUL MUTATIONS
|
||
Unless noted otherwise, the following mutations are visible and obvious. They offer no benefits, only drawbacks.
|
||
|
||
01–10 Deformed leg: All movement tasks are hindered.
|
||
@@ -36864,13 +36861,13 @@
|
||
|
||
93–00 Weakness in Intellect: Any time you spend points from your Intellect Pool, the cost is increased by 1 point.
|
||
|
||
-### CRIPPLING MUTATIONS
|
||
+#### CRIPPLING MUTATIONS
|
||
|
||
A sixth category exists that might be called crippling or nonviable mutations. PCs never have this kind of mutation.
|
||
Mutants with nonviable mutations might be born without limbs, with barely functional lungs, without most of their brain,
|
||
and so on. Such mutations prevent a character from being viable.
|
||
|
||
-### D100 POWERFUL MUTATIONS
|
||
+#### D100 POWERFUL MUTATIONS
|
||
|
||
The following mutations do not require any visible changes in the character until used. People who have these mutations
|
||
are not obviously recognized as mutants if they don't use their powers. Using some of these mutations costs stat Pool
|
||
@@ -36977,7 +36974,7 @@
|
||
subtraction) in one attack, you can restore 1 point to one of your Pools, up to its maximum. You can feed off any
|
||
creature in this way, whether friend or foe. You never regain more than 1 point per round. Enabler.
|
||
|
||
-### D100 DISTINCTIVE MUTATIONS
|
||
+#### D100 DISTINCTIVE MUTATIONS
|
||
The following mutations involve dramatic physical changes to the character's appearance. People who have these mutations
|
||
are always recognized as mutants. Using some of these mutations costs stat Pool points. Some are actions.
|
||
|
||
@@ -37113,7 +37110,7 @@
|
||
noted under Mutated Creatures, Plants, and NPCs. Very rarely, these mutations could make a nonhuman creature more like a
|
||
human, with opposable thumbs, greater intelligence, and so on; see What Remains After Humans.
|
||
|
||
-### COSMETIC MUTATIONS
|
||
+#### COSMETIC MUTATIONS
|
||
|
||
Cosmetic mutations affect nothing but the appearance of a character. None are so pronounced as to make a character
|
||
decidedly more or less attractive. They are simply distinguishing alterations.
|
||
@@ -37208,12 +37205,12 @@
|
||
| 99 | Feathers |
|
||
| 00 | Head crest |
|
||
|
||
-**POST-APOCALYPTIC THREATS, HAZARDS, AND GM INTRUSIONS**
|
||
+#### POST-APOCALYPTIC THREATS, HAZARDS, AND GM INTRUSIONS
|
||
|
||
Using the Tables: Choose or roll randomly when you need a hazard to threaten the PCs. As described under scavenging,
|
||
attempts to find food, water, useful stuff, or just a safe place to hole up could also require a roll on the table.
|
||
|
||
-Realistic Threats and Hazards
|
||
+##### Realistic Threats and Hazards
|
||
|
||
<table>
|
||
<colgroup>
|
||
@@ -37471,7 +37468,7 @@
|
||
|
||
\* War pig: level 3; rider has asset on melee attacks, or pig can make a separate tusk attack when rider attacks
|
||
|
||
-Fantastic Threats and Hazards
|
||
+##### Fantastic Threats and Hazards
|
||
|
||
<table>
|
||
<colgroup>
|
||
@@ -37657,7 +37654,7 @@
|
||
</tbody>
|
||
</table>
|
||
|
||
-### GM INTRUSIONS FOR POST-APOCALYPTIC GAMES
|
||
+#### GM INTRUSIONS FOR POST-APOCALYPTIC GAMES
|
||
|
||
If you're running a game set in the ruins following civilization's fall, refer to the following list of unexpected
|
||
complications to your PCs' day. GM intrusions can happen anytime, whether the PCs think they're safe in a defended
|
||
@@ -37827,7 +37824,7 @@
|
||
99–00 (group): The PCs arrive, but apparently their directions were wrong, because they're not where they wanted to go,
|
||
but someplace completely different.
|
||
|
||
-### POST-APOCALYPTIC CREATURES AND NPCs
|
||
+#### POST-APOCALYPTIC CREATURES AND NPCs
|
||
|
||
The most important element of each creature or NPC is its level. The level is the same as the target number used to
|
||
determine what a player must roll to attack or defend
|
||
@@ -37838,7 +37835,7 @@
|
||
creature's health, even when it's the normal amount for a creature of its level. For more detailed information on level,
|
||
health, combat, and other elements, see Understanding the Listings in the Cypher System Rulebook.
|
||
|
||
-Building More Creatures and NPCs
|
||
+##### Building More Creatures and NPCs
|
||
|
||
Those that survived the cataclysm are tougher, or at least luckier. Here are a couple of methods for creating even more
|
||
creatures and NPCs for your post‑apocalyptic setting than the ones that appear here and in the Cypher System Rulebook.
|
||
@@ -37851,7 +37848,7 @@
|
||
Blighted. Another approach is to apply the Blighted "template" to a regular animal, creature, or person, turning them
|
||
into a more twisted version of their pre‑apocalypse self.
|
||
|
||
-Blighted
|
||
+##### Blighted
|
||
|
||
A blighted creature or NPC is touched by a mutation and/or a contagion that makes them more dangerous than standard
|
||
creatures of their type. It is scarred and twisted in some way, and possibly slightly bigger—or at least wirier—than
|
||
@@ -37878,46 +37875,46 @@
|
||
the third step, either it dies (20% chance) or it survives but gains the Blighted template (80% chance). A blighted
|
||
creature loses the hindrance described in this paragraph.
|
||
|
||
-Creatures By Apocalypse
|
||
+##### Creatures By Apocalypse
|
||
|
||
-Any Apocalypse
|
||
+###### Any Apocalypse
|
||
|
||
Almost any apocalypse will include natural wildlife, like bears, dogs, and rats, as well as various human survivors.
|
||
Some of those human survivors will become bandits, fell riders, marauders, a few warlords, and probably some cannibals.
|
||
A few could stalk the wasteland as bounty‑hunting (or revenge‑seeking) assassins.
|
||
|
||
-Biblical Apocalypse
|
||
+###### Biblical Apocalypse
|
||
|
||
In addition to creatures common to any apocalypse, a biblical apocalypse—as described in the End Times set piece— should
|
||
also include fallen angels, angels, demons, and devils, and of course the Four Horsemen of the Apocalypse (Beast, Sword,
|
||
Famine, and Plague).
|
||
|
||
-Nuclear Apocalypse
|
||
+###### Nuclear Apocalypse
|
||
|
||
Besides creatures common to any apocalypse, it's possible PCs could run into various radioactive creatures such as
|
||
fusion hounds, glowing roaches, gamma worms, and radioactive bears, as well as a variety of creatures with the Blighted
|
||
template.
|
||
|
||
-AI Apocalypse
|
||
+###### AI Apocalypse
|
||
|
||
Besides creatures and NPCs common to any apocalypse, PCs might encounter CRAZRs, hooked blossoms, vat rejects,
|
||
mechanical soldiers, wardroids, and zhev. And, of course, a few instances of artificial intelligence, possibly including
|
||
AI zombies.
|
||
|
||
-Alien Apocalypse
|
||
+###### Alien Apocalypse
|
||
|
||
If the world is invaded or terraformed by aliens, creatures and NPCs common to any apocalypse exist, as well as the
|
||
potential for various aliens such as greys, slidikin, enthrallers, and maybe even a kaiju or two.
|
||
|
||
-Temporal Apocalypse
|
||
+###### Temporal Apocalypse
|
||
|
||
If the barriers between time, space, and dimension break down, ushering in a time rip, any creature and NPC from any
|
||
genre could be encountered, including supervillains, chronophages, kaiju, killer clowns, killing white lights, and
|
||
melted.
|
||
|
||
-### POST-APOCALYPTIC EQUIPMENT
|
||
+#### POST-APOCALYPTIC EQUIPMENT
|
||
|
||
-Currency
|
||
+##### Currency
|
||
|
||
In your setting, you may want a new currency that PCs can use to purchase goods and services
|
||
|
||
@@ -37926,7 +37923,7 @@
|
||
|
||
A few options are described here.
|
||
|
||
-Loot
|
||
+##### Loot
|
||
|
||
The "loot" result on the Useful Stuff table lists before‑times collectibles, such as gold eagle coins, jewelry, and
|
||
designer wristwatches. A starving survivor would likely scoff at accepting any of these as currency. But in an
|
||
@@ -37934,7 +37931,7 @@
|
||
they were before the apocalypse. In general, the price category for such things is two ranks lower than before the
|
||
apocalypse.
|
||
|
||
-Ammunition
|
||
+##### Ammunition
|
||
|
||
| Price Category | Rounds of Ammo |
|
||
|----------------|----------------|
|
||
@@ -37944,7 +37941,7 @@
|
||
| Very expensive | 1,000 bullets |
|
||
| Exorbitant | 10,000 bullets |
|
||
|
||
-Other Currency Options
|
||
+##### Other Currency Options
|
||
|
||
Seeds: If stored correctly, seeds might make reasonable currency. Some seeds could be more valuable than others,
|
||
especially if it could be demonstrated that they are viable. For example, ten viable seeds might be worth an inexpensive
|
||
@@ -37967,7 +37964,7 @@
|
||
for services rendered. Such scrip might have value outside the group or be considered worthless, depending on your
|
||
setting.
|
||
|
||
-### ADDITIONAL POST-APOCALYPTIC EQUIPMENT
|
||
+#### ADDITIONAL POST-APOCALYPTIC EQUIPMENT
|
||
|
||
In a post-apocalyptic setting, the items on the Additional Modern Equipment table as well as the following items might
|
||
be available in trade from other survivors, or in the rare trade town.
|
||
@@ -37975,7 +37972,7 @@
|
||
The additional post‑apocalyptic equipment in the Cypher System Rulebook has been incorporated into this expanded
|
||
equipment list, so you and your players don't need to cross‑reference to make sure you're not missing anything.
|
||
|
||
-Inexpensive Items
|
||
+##### Inexpensive Items
|
||
|
||
| Weapons | Notes |
|
||
|--------------------------|-----------------------------------------------------------------|
|
||
@@ -37999,7 +37996,7 @@
|
||
| Sunglasses | |
|
||
| Tool, single hand tool | Hammer, tape measure, manual drill, or other single hand tool |
|
||
|
||
-Moderately Priced Items
|
||
+##### Moderately Priced Items
|
||
|
||
| Weapons | Notes |
|
||
|---------------------|-------------------------------------------|
|
||
@@ -38034,7 +38031,7 @@
|
||
| Tool set, hand tools | Includes hammer, tape measure, screwdriver, pliers, etc |
|
||
| Water filter straw or bottle | Filters water while drinking |
|
||
|
||
-Expensive Items
|
||
+##### Expensive Items
|
||
|
||
| Weapons | Notes |
|
||
|-----------------|-------------------------------|
|
||
@@ -38058,7 +38055,7 @@
|
||
| Radiation tent | Prevents damage from environmental radiation |
|
||
| Radiation pill (pack of 5) | Asset for defense tasks against radiation effects for 12 hours |
|
||
|
||
-Very Expensive Items
|
||
+##### Very Expensive Items
|
||
|
||
| Weapons | Notes |
|
||
|----------------|-----------------------------------------------|
|
||
@@ -38077,26 +38074,26 @@
|
||
| Vehicle | Car, truck, van, boat, or prop two-seater plane (internal combustion engine or EV) |
|
||
| Horse | Trained for riding (typically found with a few days of feed) |
|
||
|
||
-Post-Apocalyptic Cyphers
|
||
+#### Post-Apocalyptic Cyphers
|
||
|
||
-Subtle Cyphers
|
||
+##### Subtle Cyphers
|
||
|
||
Subtle cyphers are appropriate if your game's pre‑apocalyptic world was realistic (like our modern world) right up until
|
||
it was destroyed and if the disaster was a realistic cataclysm (like a pandemic, climate disaster, or war).
|
||
|
||
-Optional Rule: Transferring Subtle Cyphers
|
||
+###### Optional Rule: Transferring Subtle Cyphers
|
||
|
||
A PC with a subtle cypher can use it on an ally they can touch and speak with as their action instead of gaining the
|
||
effect themself. They manage this feat by motivating the recipient through speech and interaction, effectively inspiring
|
||
the recipient in the same way the subtle cypher would have affected the character with the cypher. This uses the action
|
||
of the character activating the cypher, not the recipient.
|
||
|
||
-Manifest Cyphers
|
||
+##### Manifest Cyphers
|
||
|
||
Manifest cyphers in a post‑apocalyptic game might be remnants of the technology or magic that civilization used before
|
||
it fell, or the technology or magic that caused the end of the world.
|
||
|
||
-Scavenger Subtle Cyphers
|
||
+##### Scavenger Subtle Cyphers
|
||
|
||
Resource scarcity, including lack of water and food, threatens PCs in most post‑apocalyptic settings. Enter scavenger
|
||
subtle cyphers. These give PCs one more way to find useful stuff like edible food, clean water, a helpful tool, extra
|
||
@@ -38125,14 +38122,14 @@
|
||
| 18 | Useful thing |
|
||
| 19-20 | Useful tool |
|
||
|
||
-Ammunition
|
||
+###### Ammunition
|
||
|
||
Level: 1d6 + 1
|
||
|
||
Effect: The character gains ten shells or bullets suitable for a firearm owned by someone in the group. If no one has a
|
||
firearm, ten shotgun shells are found. If the cypher's level is 6 or higher, thirty shells or bullets are found.
|
||
|
||
-Construction Supply
|
||
+###### Construction Supply
|
||
|
||
Level: 1d6 + 1
|
||
|
||
@@ -38147,7 +38144,7 @@
|
||
| 4 | Electrician's tape |
|
||
| 5-6 | Duct tape |
|
||
|
||
-Edible Food
|
||
+###### Edible Food
|
||
|
||
Level: 1d6 + 1
|
||
|
||
@@ -38186,7 +38183,7 @@
|
||
| 84-97 | Vegetables, canned |
|
||
| 98-00 | Vegetables, fresh |
|
||
|
||
-Firearm
|
||
+###### Firearm
|
||
|
||
Level: 1d6 + 1
|
||
|
||
@@ -38208,14 +38205,14 @@
|
||
| 9 | Heavy rifle (heavy, very long range) |
|
||
| 10 | Submachine gun (medium, rapid-fire, short range) |
|
||
|
||
-First Aid
|
||
+###### First Aid
|
||
|
||
Level: 1d6 + 1
|
||
|
||
Effect: The character gains a fully stocked first aid kit. The kit provides an asset for one healing task. If the
|
||
cypher's level is 6 or higher, it provides assets for four healing tasks before it is exhausted.
|
||
|
||
-How-To Manual
|
||
+###### How-To Manual
|
||
|
||
Level: 1d6 + 1
|
||
|
||
@@ -38236,7 +38233,7 @@
|
||
| 9 | Smithcraft |
|
||
| 10 | Chemistry |
|
||
|
||
-Medicine
|
||
+###### Medicine
|
||
|
||
Level: 1d6 + 1
|
||
|
||
@@ -38270,7 +38267,7 @@
|
||
| 19 | Acid reflux |
|
||
| 20 | Blood clots |
|
||
|
||
-Melee Weapon
|
||
+###### Melee Weapon
|
||
|
||
Level: 1d6 + 1
|
||
|
||
@@ -38290,7 +38287,7 @@
|
||
| 9 | Bow (medium) |
|
||
| 10 | Pickaxe (heavy) |
|
||
|
||
-Potable Liquid
|
||
+###### Potable Liquid
|
||
|
||
Level: 1d6 + 1
|
||
|
||
@@ -38306,7 +38303,7 @@
|
||
| 8-9 | Water, bottled or canned |
|
||
| 10 | Wine |
|
||
|
||
-Transport
|
||
+###### Transport
|
||
|
||
Level: 1d6 + 1
|
||
|
||
@@ -38324,7 +38321,7 @@
|
||
| 9 | Motorcycle, gas or electric |
|
||
| 10 | Two-wheeled, self-balancing personal transporter |
|
||
|
||
-Useful Clothing
|
||
+###### Useful Clothing
|
||
|
||
Level: 1d6 + 1
|
||
|
||
@@ -38344,14 +38341,14 @@
|
||
| 9 | Military body armor (heavy armor) |
|
||
| 10 | Hazmat suit (light armor, +2 Armor against chemical and radiation damage) |
|
||
|
||
-Useful Thing
|
||
+###### Useful Thing
|
||
|
||
Level: 1d6 + 1
|
||
|
||
Effect: One item from the Useful Stuff table is gained; roll randomly. If the cypher's level is 6 or higher, the
|
||
character can choose which item they obtain from the table.
|
||
|
||
-Useful Tool
|
||
+###### Useful Tool
|
||
|
||
Level: 1d6 + 1
|
||
|
||
@@ -38381,7 +38378,7 @@
|
||
| 19 | Can opener |
|
||
| 20 | Box of black markers |
|
||
|
||
-Additional Post-Apocalyptic Manifest Cyphers
|
||
+##### Additional Post-Apocalyptic Manifest Cyphers
|
||
|
||
Manifest cyphers are sometimes found in the ruins of Radio Quiet. One variety PCs might discover are AI‑fashioned. When
|
||
activated, the cypher dematerializes, swirling out into a cloud of free‑floating tiny machines that create the cypher's
|
||
@@ -38397,7 +38394,7 @@
|
||
the AI for one minute, or until they succeed on an Intellect defense roll on their turn. A PC under AI control might
|
||
stand and do nothing, fall mysteriously unconscious, or take an action to advance the AI's goals.
|
||
|
||
-AI-Fashioned Manifest Cyphers
|
||
+###### AI-Fashioned Manifest Cyphers
|
||
|
||
| D10 | Cypher |
|
||
|-----|-------------------------|
|
||
@@ -38412,7 +38409,7 @@
|
||
| 9 | Fabricator, military |
|
||
| 10 | Smartdust |
|
||
|
||
-### AI INSTANCE
|
||
+###### AI INSTANCE
|
||
|
||
Level: 1d6 + 1
|
||
|
||
@@ -38425,7 +38422,7 @@
|
||
terminates. Alternatively, the AI can be used to engage another AI in the area, distracting it from taking direct
|
||
actions for a number of minutes equal to this cypher's level. After this interval, the instance's existence terminates.
|
||
|
||
-### ARMOR BREACH
|
||
+###### ARMOR BREACH
|
||
|
||
Level: 1d6
|
||
|
||
@@ -38434,7 +38431,7 @@
|
||
coated, an object temporarily moves one step down the object damage track (or two steps down if the cypher is level 5 or
|
||
### 6).
|
||
|
||
-### DATA WIPE
|
||
+###### DATA WIPE
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -38442,7 +38439,7 @@
|
||
is suppressed and unable to function for one minute. If this cypher's level is 7 or higher, a success means the instance
|
||
is permanently wiped from the hardware (or wetware, if installed on a living creature).
|
||
|
||
-### DENATURE NANOTECH
|
||
+###### DENATURE NANOTECH
|
||
|
||
Level: 1d6 + 3
|
||
|
||
@@ -38454,7 +38451,7 @@
|
||
target creating the effect. For instance, if this cypher is successfully used against a creature genetically engineered
|
||
by nanotech, the creature would become so much inert biological matter.
|
||
|
||
-### DETONATION (PRION)
|
||
+###### DETONATION (PRION)
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -38465,7 +38462,7 @@
|
||
Might defense roll each round to end the effect; two successful defense rolls end the chain reaction. NPCs whose level
|
||
is equal to or higher than the cypher's level take damage from the cypher for only one round.
|
||
|
||
-### DISASSEMBLER
|
||
+###### DISASSEMBLER
|
||
|
||
Level: 1d6 + 1
|
||
|
||
@@ -38476,7 +38473,7 @@
|
||
distance like a detonation, inflicting damage equal to the cypher's level in an immediate area and reducing the
|
||
effectiveness of any Armor worn by targets by 1.
|
||
|
||
-### DISASSEMBLER, EPHEMERAL
|
||
+###### DISASSEMBLER, EPHEMERAL
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -38487,7 +38484,7 @@
|
||
moved to). A Speed attack roll is necessary to affect an unwilling target. PCs can make a Might defense roll to resist
|
||
being disassembled.
|
||
|
||
-### FABRICATOR, CIVIL
|
||
+###### FABRICATOR, CIVIL
|
||
|
||
Level: 1d6 + 1
|
||
|
||
@@ -38501,7 +38498,7 @@
|
||
|
||
A civil fabricator can create appropriately priced food items. However, it can't fabricate living creatures.
|
||
|
||
-### FABRICATOR, MILITARY
|
||
+###### FABRICATOR, MILITARY
|
||
|
||
Level: 1d6 + 1
|
||
|
||
@@ -38509,7 +38506,7 @@
|
||
weapons. If a weapon that uses ammunition is fabricated, the weapon's magazine holds up to ten rounds of fabbed
|
||
ammunition.
|
||
|
||
-### SMARTDUST
|
||
+###### SMARTDUST
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -38517,7 +38514,7 @@
|
||
number of months equal to the cypher's level. Afterward, the user can see, hear, smell, and feel the vibrations of any
|
||
activity that occurs in that location no matter how far they are from it.
|
||
|
||
-### PRE-APOCALYPTIC ARTIFACTS
|
||
+#### PRE-APOCALYPTIC ARTIFACTS
|
||
|
||
One interesting approach for artifacts in a post‑apocalyptic setting is to use before‑times items that were once
|
||
commonplace—such as books, functioning vehicles, and portable water filters, among many other items—but are now nearly
|
||
@@ -38528,7 +38525,7 @@
|
||
being used up, a depletion of 1d10 or 1d6 would be in order. Refer to the following examples as a guide for adapting
|
||
before‑times Useful Stuff objects into artifacts with a specific depletion.
|
||
|
||
-Book
|
||
+##### Book
|
||
|
||
Level: 1d6
|
||
|
||
@@ -38539,7 +38536,7 @@
|
||
|
||
Depletion: 1 in 1d100
|
||
|
||
-Faraday Cake
|
||
+##### Faraday Cake
|
||
|
||
Level: 3
|
||
|
||
@@ -38549,7 +38546,7 @@
|
||
|
||
Depletion: —
|
||
|
||
-Salvaged Car
|
||
+##### Salvaged Car
|
||
|
||
Level: 1d6
|
||
|
||
@@ -38559,7 +38556,7 @@
|
||
|
||
Depletion: 1 in 1d20 (check each time the engine is started or the car begins a trip)
|
||
|
||
-Water Filter
|
||
+##### Water Filter
|
||
|
||
Level: 1d6 + 1
|
||
|
||
@@ -38569,7 +38566,7 @@
|
||
|
||
Depletion: 1 in 1d20 (check each day used)
|
||
|
||
-### POST-APOCALYPTIC ARTIFACTS
|
||
+#### POST-APOCALYPTIC ARTIFACTS
|
||
|
||
Artifacts in a post-apocalyptic game include still-working technology from before the disaster that is not widely
|
||
available, as well as cobbled-together pieces of tech that can weaponize previously prosaic items. If the apocalypse was
|
||
@@ -38603,7 +38600,7 @@
|
||
|
||
\*Artifacts presented in the Cypher System Rulebook
|
||
|
||
-### AUTODOC
|
||
+##### AUTODOC
|
||
|
||
Level: 1d6
|
||
|
||
@@ -38614,7 +38611,7 @@
|
||
|
||
Depletion: 1 in 1d10
|
||
|
||
-Carbonizer
|
||
+##### Carbonizer
|
||
|
||
Level: 1d6 + 1
|
||
|
||
@@ -38639,7 +38636,7 @@
|
||
|
||
Depletion: 1 in 1d10 (check per use of scanning function)
|
||
|
||
-Memory Eraser
|
||
+##### Memory Eraser
|
||
|
||
Level: 1d6 + 1
|
||
|
||
@@ -38650,7 +38647,7 @@
|
||
|
||
Depletion: 1 in 1d20
|
||
|
||
-Mutation Inducer
|
||
+##### Mutation Inducer
|
||
|
||
Level: 1d6 + 1
|
||
|
||
@@ -38662,7 +38659,7 @@
|
||
|
||
Depletion: 1 in 1d10 (upon depletion, target also gains a harmful mutation)
|
||
|
||
-### MILITARY EXOSKELETON
|
||
+##### MILITARY EXOSKELETON
|
||
|
||
Level: 1d6 + 1
|
||
|
||
@@ -38673,7 +38670,7 @@
|
||
|
||
Depletion: 1 in 1d10
|
||
|
||
-Nanorifle
|
||
+##### Nanorifle
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -38687,7 +38684,7 @@
|
||
|
||
Depletion: 1 in 1d100
|
||
|
||
-### ROCKET FIST
|
||
+##### ROCKET FIST
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -38698,7 +38695,7 @@
|
||
|
||
Depletion: 1 in 1d10
|
||
|
||
-### ROCKET-PROPELLED GRENADE
|
||
+##### ROCKET-PROPELLED GRENADE
|
||
|
||
Level: 1d6 + 3
|
||
|
||
@@ -38709,7 +38706,7 @@
|
||
|
||
Depletion: 1 in 1d6
|
||
|
||
-Seal of Solomon
|
||
+##### Seal of Solomon
|
||
|
||
Level: 1d6 + 2
|
||
|
||
@@ -38722,7 +38719,7 @@
|
||
|
||
Depletion: 1 in 1d100
|
||
|
||
-Spear of Destiny
|
||
+##### Spear of Destiny
|
||
|
||
Level: 7
|
||
|
||
@@ -38738,7 +38735,7 @@
|
||
Spear of Destiny GM GM intrusion: The wielder's heart is not pure enough to permit the use of the spear, and it burns
|
||
the character for 7 points of ambient damage each round they use it.
|
||
|
||
-### TERAHERTZ SCANNER
|
||
+##### TERAHERTZ SCANNER
|
||
|
||
Level: 1d6 + 1
|
||
|
||
@@ -38751,7 +38748,7 @@
|
||
|
||
Depletion: 1 in 1d20
|
||
|
||
-Transfer Discs
|
||
+##### Transfer Discs
|
||
|
||
Level: 1d6 + 1
|
||
|
||
@@ -38764,7 +38761,7 @@
|
||
|
||
Depletion: 1 in 1d20 (check after each day of use)
|
||
|
||
-### SCAVENGING
|
||
+#### SCAVENGING
|
||
|
||
Characters in a post-apocalyptic setting must usually spend part of each day scavenging for supplies or a place of
|
||
safety.
|
||
@@ -38803,7 +38800,7 @@
|
||
Junk table each time they successfully scavenge for food or a safe place to stay. Sometimes junk can be fixed, but more
|
||
often it can be disassembled and used as parts to create something else.
|
||
|
||
-### USEFUL STUFF
|
||
+##### USEFUL STUFF
|
||
|
||
<table>
|
||
<colgroup>
|
||
@@ -38891,11 +38888,11 @@
|
||
</tbody>
|
||
</table>
|
||
|
||
-### Post-Apocalyptic SPECIES DESCRIPTORS
|
||
+#### Post-Apocalyptic SPECIES DESCRIPTORS
|
||
|
||
In a post-apocalyptic setting, some GMs may want to offer species affected by the disaster.
|
||
|
||
-### MORLOCK
|
||
+##### MORLOCK
|
||
|
||
You have lived your life deep underground in artificial bunkers, hidden from the world's destruction and the brutal
|
||
scavengers that live above. As a morlock, you have a keen mind for the technology salvaged from the before-time. In
|
||
@@ -38931,7 +38928,7 @@
|
||
4\. The only way to save the morlock community you hail from is to venture to the surface and find a mechanical part
|
||
needed to repair a failing ancient system.
|
||
|
||
-### ROACH
|
||
+##### ROACH
|
||
|
||
You are born of a species of evolved insects once called "cockroach," but that is far in the past. Radiation and forced
|
||
evolution have radically increased your size, shape, and ability to think. Your exoskeleton mimics the shape of a human
|
||
@@ -38972,15 +38969,15 @@
|
||
|
||
4\. You have a secret agenda, and the PCs were gullible enough to let you come along.
|
||
|
||
-### POST-APOCALYPTIC CHARACTER OPTIONS
|
||
+#### POST-APOCALYPTIC CHARACTER OPTIONS
|
||
|
||
-Alternate Character Roles
|
||
+##### Alternate Character Roles
|
||
|
||
Characters who play out the apocalypse itself or who have just survived it and must pick up a few hours, days, or months
|
||
after the end should choose from an alternate slate of roles. If you begin your game in such a setting, it makes much
|
||
more sense to let your players choose roles for characters in a modern game.
|
||
|
||
-### DESCRIPTORS
|
||
+##### DESCRIPTORS
|
||
|
||
In addition to the descriptors in the Cypher System Rulebook, you can widen the options
|
||
|
||
@@ -38996,7 +38993,7 @@
|
||
|
||
Species: Canien, Felis, Flutter, Mutant
|
||
|
||
-Bitter
|
||
+###### Bitter
|
||
|
||
Someone you cared for wronged you. They may have done so directly by betraying a trust, stealing your supplies, or
|
||
giving you up to raiders to save their own life. Maybe they did it indirectly by going missing or dying on you. Or maybe
|
||
@@ -39029,7 +39026,7 @@
|
||
|
||
4\. You have no idea how you joined the PCs. You're just going along with it for now until answers present themselves.
|
||
|
||
-Canien
|
||
+###### Canien
|
||
|
||
You're an evolved, intelligent dog with the ability to speak and use tools. Some caniens stand upright and have hands,
|
||
and others are quadrupeds who can use a combination of their front paws and mouth as adroitly as a handed canien; you
|
||
@@ -39076,7 +39073,7 @@
|
||
|
||
out or keep an eye on them.
|
||
|
||
-Felis
|
||
+###### Felis
|
||
|
||
You're an evolved, intelligent cat with the ability to speak and use tools. Felis are equally comfortable running on all
|
||
fours or standing around in a clowder of other felis gossiping over catswort tea. Your fur is your protection from the
|
||
@@ -39121,7 +39118,7 @@
|
||
|
||
4\. You got lost. The PCs found you and invited you to join their group.
|
||
|
||
-Flutter
|
||
+###### Flutter
|
||
|
||
You emerged from the chrysalis with your mind awash in skills instilled while you matured, as well as knowledge handed
|
||
down from your ancestors. If the stories are true, some of your knowledge comes from even further back, ceded by godlike
|
||
@@ -39166,7 +39163,7 @@
|
||
|
||
4\. You zigged when you should have zagged and ran headlong into the PCs. They patched you up and you stayed with them.
|
||
|
||
-Hopeful
|
||
+###### Hopeful
|
||
|
||
Despite civilization's fall, you're optimistic about what the future could bring, confident
|
||
|
||
@@ -39204,7 +39201,7 @@
|
||
|
||
4\. You answered a cry for help when another PC got in over their head.
|
||
|
||
-Mutant
|
||
+###### Mutant
|
||
|
||
Savage forces strong enough to destroy a world left you transformed. Either through latent mutations passed down from
|
||
ancestors that survived the apocalypse, or because something about you reacts when you're exposed to radiation or some
|
||
@@ -39246,7 +39243,7 @@
|
||
4\. The PCs asked you to come along, believing that your particular mutations could be harnessed for the benefit of the
|
||
mission.
|
||
|
||
-Rusted
|
||
+###### Rusted
|
||
|
||
Life has dealt you some hard knocks. You lost an eye, an arm, or a leg several years ago, possibly during the apocalypse
|
||
itself, or perhaps afterward. But you didn't give up. You adjusted, learning to do everything again, despite what first
|
||
@@ -39285,7 +39282,7 @@
|
||
4\. You stepped in to defend one of the PCs when that character was threatened. While talking to them afterward, you
|
||
heard about the group's task.
|
||
|
||
-Shiny
|
||
+###### Shiny
|
||
|
||
You're brash and bright, and you exult in situations, people, and objects that seem to you as if they have a similar
|
||
sheen. Literally shiny objects qualify, as well as objects that are not rusted or degraded by time's passage or the
|
||
@@ -39332,13 +39329,13 @@
|
||
scavenging rules and tables from the rulebook (including Ruin Lore, Junkmonger, Know Where to Look, and other
|
||
abilities), use the optional rule for scavenging, repairing, and building in this book instead.
|
||
|
||
-### FOCI
|
||
+#### FOCI
|
||
|
||
This section presents new post-apocalyptic foci that can be used as-is in most games set after civilization falls. As
|
||
these were created specifically for the post-apocalyptic genre, each has an expanded description with more story details
|
||
than the foci in the Cypher System Rulebook (which have short, broad descriptions suitable for other genres).
|
||
|
||
-Merges Mind With Machine
|
||
+##### Merges Mind With Machine
|
||
|
||
You were raised in an underground bunker by Milly, an AI instance installed in your
|
||
|