3274 lines
170 KiB
Diff
3274 lines
170 KiB
Diff
--- _tmp/ccsrd.md 2025-05-05 01:24:30.339956224 -0500
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+++ _tmp/ccsrd.new.md 2025-05-05 01:28:47.164387736 -0500
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@@ -45,6 +45,23 @@
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If you can ease a task so its difficulty is reduced to 0, you automatically succeed and don't need to make a roll.
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+### TASK DIFFICULTY
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+
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+| | | | |
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+|---------------------|-----------------|----------------|-----------------------------------------------------------------------------------------------|
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+| **Task Difficulty** | **Description** | **Target No.** | **Guidance** |
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+| 0 | Routine | 0 | Anyone can do this basically every time. |
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+| 1 | Simple | 3 | Most people can do this most of the time. |
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+| 2 | Standard | 6 | Typical task requiring focus, but most people can usually do this. |
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+| 3 | Demanding | 9 | Requires full attention; most people have a 50/50 chance to succeed. |
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+| 4 | Difficult | 12 | Trained people have a 50/50 chance to succeed. |
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+| 5 | Challenging | 15 | Even trained people often fail. |
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+| 6 | Intimidating | 18 | Normal people almost never succeed. |
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+| 7 | Formidable | 21 | Impossible without skills or great effort. |
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+| 8 | Heroic | 24 | A task worthy of tales told for years afterward. |
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+| 9 | Immortal | 27 | A task worthy of legends that last lifetimes. |
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+| 10 | Impossible | 30 | A task that normal humans couldn't consider (but one that doesn't break the laws of physics). |
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+
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### WHEN DO YOU ROLL?
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Any time your character attempts a task, the GM assigns a difficulty to that task, and you roll a d20 against the
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@@ -67,23 +84,6 @@
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System, that usually means rolling a 19 or 20, which are called special rolls; the Rules of the Game chapter also
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discusses special rolls).
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-### TASK DIFFICULTY
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-
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-| | | | |
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-|---------------------|-----------------|----------------|-----------------------------------------------------------------------------------------------|
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-| **Task Difficulty** | **Description** | **Target No.** | **Guidance** |
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-| 0 | Routine | 0 | Anyone can do this basically every time. |
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-| 1 | Simple | 3 | Most people can do this most of the time. |
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-| 2 | Standard | 6 | Typical task requiring focus, but most people can usually do this. |
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-| 3 | Demanding | 9 | Requires full attention; most people have a 50/50 chance to succeed. |
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-| 4 | Difficult | 12 | Trained people have a 50/50 chance to succeed. |
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-| 5 | Challenging | 15 | Even trained people often fail. |
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-| 6 | Intimidating | 18 | Normal people almost never succeed. |
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-| 7 | Formidable | 21 | Impossible without skills or great effort. |
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-| 8 | Heroic | 24 | A task worthy of tales told for years afterward. |
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-| 9 | Immortal | 27 | A task worthy of legends that last lifetimes. |
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-| 10 | Impossible | 30 | A task that normal humans couldn't consider (but one that doesn't break the laws of physics). |
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-
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### COMBAT
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Making an attack in combat works the same way as any other roll: the GM assigns a difficulty to the task, and you roll a
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@@ -124,29 +124,6 @@
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great hammers, massive axes, halberds, heavy crossbows, blaster rifles, and so on. Anything that must be used in two
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hands is a heavy weapon.
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-### SPECIAL ROLLS
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-
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-When you roll a natural 19 (the d20 shows "19") and the roll is a success, you also have a minor effect. In combat, a
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-minor effect inflicts 3 additional points of damage with your attack, or, if you'd prefer a special result, you could
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-decide instead that you knock the foe back, distract them, or something similar. When not in combat, a minor effect
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-could mean that you perform the action with particular grace. For example, when jumping down from a ledge, you land
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-smoothly on your feet, or when trying to persuade someone, you convince them that you're smarter than you really are. In
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-other words, you not only succeed but also go a bit further.
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-
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-When you roll a natural 20 (the d20 shows "20") and the roll is a success, you also have a major effect. This is similar
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-to a minor effect, but the results are more remarkable. In combat, a major effect inflicts 4 additional points of damage
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-with your attack, but again, you can choose instead to introduce a dramatic event such as knocking down your foe,
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-stunning them, or taking an extra action. Outside of combat, a major effect means that something beneficial happens
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-based on the circumstance. For example, when climbing up a cliff wall, you make the ascent twice as fast. When a roll
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-grants you a major effect, you can choose to use a minor effect instead if you prefer.
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-
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-In combat (and only in combat), if you roll a natural 17 or 18 on your attack roll, you add 1 or 2 additional points of
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-damage, respectively. Neither roll has any special effect options—just the extra damage.
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-
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-(For more information on special rolls and how they affect combat and other interactions, see Rules of the Game.)
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-
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-Rolling a natural 1 is always bad. It means that the GM introduces a new complication into the encounter.
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-
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### GLOSSARY
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Game master (GM): The player who doesn't run a character, but instead guides the flow of the story and runs all the
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@@ -174,6 +151,29 @@
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Character: Anything that can act in the game. Although this includes PCs and human NPCs, it also technically includes
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creatures, aliens, mutants, automatons, animate plants, and so on. The word "creature" is usually synonymous.
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+### SPECIAL ROLLS
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+
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+When you roll a natural 19 (the d20 shows "19") and the roll is a success, you also have a minor effect. In combat, a
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+minor effect inflicts 3 additional points of damage with your attack, or, if you'd prefer a special result, you could
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+decide instead that you knock the foe back, distract them, or something similar. When not in combat, a minor effect
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+could mean that you perform the action with particular grace. For example, when jumping down from a ledge, you land
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+smoothly on your feet, or when trying to persuade someone, you convince them that you're smarter than you really are. In
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+other words, you not only succeed but also go a bit further.
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+
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+When you roll a natural 20 (the d20 shows "20") and the roll is a success, you also have a major effect. This is similar
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+to a minor effect, but the results are more remarkable. In combat, a major effect inflicts 4 additional points of damage
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+with your attack, but again, you can choose instead to introduce a dramatic event such as knocking down your foe,
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+stunning them, or taking an extra action. Outside of combat, a major effect means that something beneficial happens
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+based on the circumstance. For example, when climbing up a cliff wall, you make the ascent twice as fast. When a roll
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+grants you a major effect, you can choose to use a minor effect instead if you prefer.
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+
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+In combat (and only in combat), if you roll a natural 17 or 18 on your attack roll, you add 1 or 2 additional points of
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+damage, respectively. Neither roll has any special effect options—just the extra damage.
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+
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+(For more information on special rolls and how they affect combat and other interactions, see Rules of the Game.)
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+
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+Rolling a natural 1 is always bad. It means that the GM introduces a new complication into the encounter.
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+
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### RANGE AND SPEED
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Distance is simplified into four categories: immediate, short, long, and very long.
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@@ -690,17 +690,6 @@
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(Player intrusions should be limited to no more than one per player per session.)
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-### Defense Tasks
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-
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-Defense tasks are when a player makes a roll to keep something undesirable from happening to their PC. The type of
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-defense task matters when using Effort.
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-
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-Might defense: Used for resisting poison, disease, and anything else that can be overcome with strength and health.
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-
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-Speed defense: Used for dodging attacks and escaping danger. This is by far the most commonly used defense task.
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-
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-Intellect defense: Used for fending off mental attacks or anything that might affect or influence one's mind.
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-
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### WARRIOR
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Fantasy/Fairy tale: Warrior, fighter, swordsman, knight, barbarian, soldier, myrmidon, valkyrie
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@@ -1837,161 +1826,6 @@
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For her character arc, Mary chooses Fall From Grace. She decides she's had an obsession with a strange tome that's been
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in her family for generations, and her character is drawn to its strange languages and rituals.
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-### FANTASY CHARACTER OPTIONS
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-
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-In some cases, the ideas here require minor changes to the flavor described in the character options; you should work
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-with your GM to make sure these changes are suitable for the campaign. Most of the foci in this section appear in the
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-Cypher System; foci with an asterisk (\*) are found later in this document. Some of these options recommend swapping out
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-a type ability for an ability from one of the character flavors such as combat, magic, or stealth.
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-
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-Alchemist: In the sense that an alchemist is someone who makes magical items or similar types of things, Adept and
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-Explorer are appropriate type choices for academic alchemists. For a general sort of alchemist who makes potions of
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-magical effects, choose the Masters Spells focus (instead of spells, you learn potions). For one who transforms into a
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-powerful and dangerous creature, choose Howls at the Moon. For one who loves throwing bombs, choose Bears a Halo of
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-Fire. For a healer, choose Works Miracles.
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-
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-Assassin/Spy: Explorer and Warrior are good type choices for an assassin character. Appropriate foci are Masters
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-Weaponry, Moves Like a Cat, Murders, and Works the Back Alleys.
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-
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-Barbarian: A barbarian character is probably a Warrior or (to focus a little more on skills than combat) an Explorer.
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-Good foci to choose from are Lives in the Wilderness, Masters Weaponry, Needs No Weapon, Never Says Die, Performs Feats
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-of Strength, and Rages.
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-
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-Bard: Bards in fantasy fiction and games are troubadours, minstrels, and storytellers, perhaps with a supernatural
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-element. Bards are usually Explorers or Speakers. Appropriate foci are Entertains, Helps Their Friends, Infiltrates, and
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-Masters Spells.
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-
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-Cleric or Priest: Academic clerics are usually Adepts or Speakers, but martial clerics are often Warriors (perhaps with
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-magic flavor). For a typical cleric with a versatile set of abilities, choose the Channels Divine Blessings focus.
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-
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-Cleric (death): Consorts With the Dead, Shepherds Spirits
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-
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-Cleric (knowledge): Learns Quickly, Sees Beyond, Would Rather Be Reading
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-
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-Cleric (life): Defends the Weak, Shepherds the Community, Works Miracles
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-
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-Cleric (light): Blazes With Radiance, Channels Divine Blessings
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-
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-Cleric (storm): Rides the Lightning, Thunders
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-
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-Cleric (trickery): Takes Animal Shape\* (also see options for rogues)
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-
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-Cleric (war): Masters Weaponry (also see options for fighters)
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-
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-Druid: As a very specific sort of nature priest, a druid character is usually an Adept or Explorer (in either case
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-probably using the magic flavor). A typical druid probably has Channels Divine Blessings or Lives in the Wilderness as a
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-focus, but for more specific options, see the following foci:
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-
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-Druid (animal companion): Controls Beasts, Masters the Swarm
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-
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-Druid (elemental): Abides in Stone, Bears a Halo of Fire, Moves Like the Wind, Rides the Lightning, Wears a Sheen of
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-Ice
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-
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-Druid (nature affinity): Speaks for the Land
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-
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-Druid (transformation): Abides in Stone, Takes Animal Shape\*, Walks the Wild Woods\*
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-
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-Fighter: Fighters almost always have the Warrior type, but some are Explorers. A typical fighter probably has a direct
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-focus like Masters Weaponry or Wields an Enchanted Weapon\*. For additional options based on choosing a specific
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-fighting role, see the following:
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-
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-Fighter (guardian): Brandishes an Exotic Shield, Defends the Gate, Masters Defense, Never Says Die, Stands Like a
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-Bastion.
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-
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-Fighter (melee): Fights Dirty, Fights With Panache, Looks For Trouble, Needs No Weapon, Wields Two Weapons at Once
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-
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-Fighter (ranged): Is Licensed to Carry, Throws With Deadly Accuracy
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-
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-Gunslinger: A gunslinger is probably a Warrior or Explorer, but some are Speakers with combat flavor. Appropriate foci
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-are Is Licensed to Carry, Masters Weaponry, Sailed Beneath the Jolly Roger, and Wields an Enchanted Weapon\*.
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-
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-Inquisitor: Inquisitors are usually Explorers, Speakers, or Warriors, depending on whether their inclinations are for
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-having many skills, being good at interacting with people, or combat. Appropriate foci are Infiltrates, Metes Out
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-Justice, and Operates Undercover.
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-
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-Merchant: An Explorer with a focus dealing with social interactions, like Entertains or Leads, would make a good
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-merchant character, but the more obvious choice would be a Speaker.
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-
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-Monk or Martial Artist: As masters of unarmed combat, monks are usually Warriors or Explorers (perhaps with a combat
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-flavor). Appropriate foci are Fights With Panache, Needs No Weapon, and Throws With Deadly Accuracy.
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-
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-Paladin/Holy Knight/Paragon: As holy warriors who mix martial prowess and magic, paladins are usually Warriors or
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-Explorers (in either case, perhaps modified with the magic flavor). Good foci for this type of character include Defends
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-the Gate, Defends the Weak, Metes Out Justice, Slays Monsters, and Wields an Enchanted Weapon\*.
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-
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-Ranger: Rangers mix combat and skills, and therefore are usually Explorers (perhaps with combat flavor) or Warriors
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-(perhaps with skills and knowledge flavor). Appropriate foci for a ranger are Controls Beasts, Hunts, Lives in the
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-Wilderness, Slays Monsters, Throws With Deadly Accuracy, and Wields Two Weapons at Once.
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-
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-Rogue or Thief: Most rogue-type characters are Explorers, but an interaction-focused rogue could easily be a Speaker
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-(perhaps with stealth flavor). Good foci for rogues are Explores Dark Places, Fights Dirty, Hunts, Infiltrates, Is
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-Wanted by the Law, Moves Like a Cat, Sailed Beneath the Jolly Roger, and Works the Back Alleys.
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-
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-Sorcerer: Sorcerers, for our purpose here, are mages who have inherent magical abilities (as opposed to wizards, who
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-study long and hard to get their spells). Most sorcerers are Adepts, but some are Explorers or Speakers. The Masters
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-Spells focus gives a typical sorcerer an effective set of abilities, and most foci choices provide a themed set of
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-spells. For sorcerers of various magical bloodlines, see the following:
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-
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-Sorcerer (angel): Blazes With Radiance, Channels Divine Blessings, Keeps a Magic Ally
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-
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-Sorcerer (destiny): Descends From Nobility, Was Foretold
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-
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-Sorcerer (dragon): Bears a Halo of Fire, Rides the Lightning, Wears a Sheen of Ice
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-
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-Sorcerer (elemental): Abides in Stone, Bears a Halo of Fire, Employs Magnetism, Moves Like the Wind, Rides the
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-Lightning, Wears a Sheen of Ice
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-
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-Sorcerer (fey): Takes Animal Shape\*
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-
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-Sorcerer (fiend): Bears a Halo of Fire, Keeps a Magic Ally
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-
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-Sorcerer (undead): Consorts With the Dead, Shepherds Spirits
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-
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-Trickster or Con Artist: These clever folks are typically Speakers, although they could be Adepts if they are very
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-magical (or Explorers if they aren't magical at all). Foci choices include Fights Dirty, Works the Back Alleys, or
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-Entertains.
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-
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-War-wizard: For those unusual characters who use a mix of weapon attacks and spells, play a Warrior with magic flavor or
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-an Expert with combat or magic flavor. Appropriate foci include Fights With Panache, Masters Weaponry, and Wields an
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-Enchanted Weapon\*.
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-
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-Warlock or Witch: For the purposes of this list, warlocks and witches are mages who gain magical power from pacts they
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-make with otherworldly entities. Most warlocks are Adepts, but Explorers and Speakers (perhaps with magic flavor) can be
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-interesting options. Fun foci for a warlock include Dances With Dark Matter, Keeps a Magic Ally, Masters the Swarm,
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-Separates Mind From Body, and Was Foretold, but (depending on the patron and pact) most sorcerer and wizard foci work
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-just as well.
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-
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-Wild Mage: Those who use chaotic magic are usually Adepts, but a dabbler might be an Explorer or Speaker with the magic
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-flavor. The best focus that suits this theme is Uses Wild Magic\*.
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-
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-Wizard: For the purposes of this list, wizards study magical lore at length to learn the ways of spellcasting (as
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-opposed to sorcerers, warlocks, and so on). Wizards are usually Adepts, but a person-oriented wizard might be a Speaker
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-(perhaps with the magic flavor). For a generalist wizard who has a variety of spells, choose the Masters Spells focus.
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-For more specific kinds of wizards, see the following:
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-
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-Wizard (abjurer): Absorbs Energy, Focuses Mind Over Matter, Wears a Sheen of Ice
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-
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-Wizard (conjurer or summoner): Controls Beasts, Keeps a Magic Ally
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-
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-Wizard (diviner): Learns Quickly, Sees Beyond, Separates Mind From Body, Solves Mysteries Wizard (enchanter): Commands
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-Mental Powers, Leads
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-
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-Wizard (evoker): Bears a Halo of Fire, Blazes With Radiance, Rides the Lightning, Thunders, Wears a Sheen of Ice
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-
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-Wizard (illusionist): Awakens Dreams, Crafts Illusions
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-
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-Wizard (necromancer): Consorts With the Dead, Shepherds Spirits
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-
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-Wizard (transmuter): Controls Gravity, Focuses Mind Over Matter, Takes Animal Shape\*
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-
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-#### PREPARED VS. SPONTANEOUS SPELLCASTING
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-
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-Magical characters get their abilities (which might be spells, rituals, or something else) from their type and focus,
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-and they can use these abilities as they see fit as long as they spend the required Pool points. This technically makes
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-them more like spontaneous casters. If you'd like to play something more like a prepared-caster wizard with a large
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||
-selection of abilities that you narrow down each day, consider a spellcasting-oriented focus like Channels Divine
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-Blessings, Masters Spells, or Speaks for the Land, and consider augmenting it with the optional spellcasting rule.
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||
-
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||
### FURTHER CUSTOMIZATION
|
||
|
||
The rules in this section are more advanced and always involve the GM. They can be used by the GM to tailor a type to
|
||
@@ -4207,6 +4041,23 @@
|
||
enough to warrant this treatment. The differences between a Mysterious character and a Virtuous one are probably greater
|
||
than those between an Alpha Centauran and an Earthling.
|
||
|
||
+### VARIANT RULE: TWO DESCRIPTORS
|
||
+
|
||
+By having dwarf, elf, or other species take the place of a character's descriptor, it creates a situation where only
|
||
+human characters have the variability of choosing a descriptor that suits their personality. The GM might instead allow
|
||
+all human characters to have two descriptors, and nonhuman characters to have a standard descriptor in addition to their
|
||
+species descriptor.
|
||
+
|
||
+Sometimes contradictory descriptors might weaken or negate each other's benefits and drawbacks. If one descriptor gives
|
||
+training in a skill and another gives an inability in that skill, they cancel each other out and the character doesn't
|
||
+have any modifier for that skill at all.
|
||
+
|
||
+### DESCRIPTORS AS SPECIES
|
||
+
|
||
+If a player wants to play a nearly human species without any exceptional or unique special abilities, it's easy for a GM
|
||
+to pick an appropriate descriptor and use it as that species' descriptor. A greyhound-like species might have the Fast
|
||
+descriptor.
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||
+
|
||
## Focus
|
||
|
||
Focus is what makes a character unique. No two PCs in a group should have the same focus. A focus gives a character
|
||
@@ -6537,33 +6388,6 @@
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||
Halo of Fire (one of the sample foci in this chapter). Alternatively, a new fire-using focus should get an all-new name
|
||
like Stokes the Flames of the Apocalypse or Lights Fires With a Thought.
|
||
|
||
-<img src="media/image1.png" style="width:1.69167in;height:2.16667in"
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||
-alt="A white rectangular object with a blue border Description automatically generated" />
|
||
-
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||
-#### FOCUS CATEGORIES
|
||
-
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||
-Ally use
|
||
-
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||
-Basic
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||
-
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||
-Energy manipulation
|
||
-
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||
-Environment manipulation
|
||
-
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||
-Exploration
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||
-
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||
-Influence
|
||
-
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||
-Irregular
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||
-
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||
-Movement expertise
|
||
-
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||
-Striker combat
|
||
-
|
||
-Support
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||
-
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||
-Tank combat
|
||
-
|
||
#### CHOOSING ABILITIES BY RELATIVE POWER
|
||
|
||
The ability selection guidelines invite you to choose an ability from one of three ranges: low tier, mid tier, and high
|
||
@@ -15648,83 +15472,6 @@
|
||
</tbody>
|
||
</table>
|
||
|
||
-#### FANTASY ARMOR DESCRIPTIONS
|
||
-
|
||
-You can wear only one kind of armor at a time (wearing more than one only gives the Armor from the best one and the
|
||
-Speed Effort cost of the worst one).
|
||
-
|
||
-Beastskin: An improved form of hides and furs, usually crafted from a creature with especially tough skin such as a
|
||
-giant lizard or rhinoceros.
|
||
-
|
||
-Breastplate: A fitted metal plate or set of plates that protect your torso but not your arms or legs, giving you greater
|
||
-movement than full plate at the cost of some protection.
|
||
-
|
||
-Brigandine: Long strips of metal attached to a cloth or leather backing. Often called "splint mail."
|
||
-
|
||
-Chainmail: Mail armor made from hundreds of interlocking metal rings or links. Often called "chain" or "chain armor."
|
||
-
|
||
-Dwarven breastplate: A high-quality breastplate crafted by a skilled dwarf, providing good protection and great
|
||
-mobility. Dwarven breastplate is medium armor (2 Armor) but encumbers the wearer as if it were light armor (it has a
|
||
-Speed Effort cost of 1). Not all dwarf-crafted breastplates count as this type of armor (only exceptionally skilled
|
||
-dwarven smiths know how to make it).
|
||
-
|
||
-Elven chainmail: A high-quality suit of chainmail crafted by a skilled elf, providing good protection and excellent
|
||
-mobility. Elven chainmail is medium armor (2 Armor) but is no more encumbering than a typical outfit of normal clothing
|
||
-(it has no Speed Effort cost). Not all elf-crafted chainmail counts as this type of armor (only exceptionally skilled
|
||
-elven smiths know how to make it).
|
||
-
|
||
-Full plate: A complete suit of fitted metal plates that give excellent coverage and protection against attacks. The
|
||
-joints are protected by small layered plates over flexible chain. Sometimes called "plate mail."
|
||
-
|
||
-Heavy cloth: Clothing that's heavy enough to reduce the effect of attacks against you, such as winter clothing or a
|
||
-fashionable leather outfit. Heavy cloth provides 1 Armor against piercing or slashing attacks like arrows and swords,
|
||
-but not bashing attacks like clubs or hammers. Heavy cloth doesn't have a Speed Effort cost. It can't be worn with other
|
||
-kinds of armor.
|
||
-
|
||
-Hides and furs: Made from thick or poorly cured animal skins. It's heavier and bulkier than other kinds of leather
|
||
-armor, but easier to make, especially by resource-poor crafters.
|
||
-
|
||
-Leather jerkin: Armor made of hardened pieces of leather (usually boiled or treated with chemicals) that mainly covers
|
||
-your torso. It's stiffer than leather used for clothing, but still flexible enough that you can bend and twist in it.
|
||
-Some jerkins are reinforced with metal studs (and may be called "studded leather"), and brigandine improves upon that
|
||
-concept.
|
||
-
|
||
-Padded: Cloth armor that is deliberately designed with multiple layers to be thick and protective. This is sometimes
|
||
-called "quilted armor" because it is a layer of padding sewn between two layers of cloth. Padded armor provides 1 Armor
|
||
-against piercing or slashing attacks like arrows and swords, but not bashing attacks like clubs or hammers. Padded armor
|
||
-doesn't have a Speed Effort cost. It can't be worn with other kinds of armor.
|
||
-
|
||
-Scale: Mail armor made from overlapping scales or plates attached to a leather or cloth backing. Often called "scale
|
||
-mail."
|
||
-
|
||
-Shield: Provides an asset to Speed defense. Shield sizes vary from a small buckler to a large kite shield (in the Cypher
|
||
-System, the difference is mainly flavor, and for game purposes they all grant the wearer the same benefit).
|
||
-
|
||
-| Light Armor | Armor | Speed Effort Additional Cost | Price |
|
||
-|---------------------|-----------|------------------------------|----------|
|
||
-| Heavy cloth | 1\* | 0 | 3 gp |
|
||
-| Hides and furs | 1 | 1 | 10 gp |
|
||
-| Leather jerkin | 1 | 1 | 10 gp |
|
||
-| Padded | 1\* | 0 | 5 gp |
|
||
-| Medium Armor | Armor | Speed Effort Additional Cost | Price |
|
||
-| Beastskin | 2 | 2 | 10 gp |
|
||
-| Breastplate | 2 | 2 | 400 gp |
|
||
-| Brigandine | 2 | 2 | 200 gp |
|
||
-| Chainmail | 2 | 2 | 75 gp |
|
||
-| Dwarven breastplate | 2 | 1 | 8,000 gp |
|
||
-| Elven chainmail | 2 | 0 | 8,000 gp |
|
||
-| Heavy Armor | Armor | Speed Effort Additional Cost | Price |
|
||
-| Full plate | 3 | 0 | 1,500 gp |
|
||
-| Scale | 3 | 0 | 50 gp |
|
||
-| Shield | asset\*\* | | 10 gp |
|
||
-
|
||
-\* Only against piercing and slashing attacks
|
||
-
|
||
-\*\* Using a shield provides the wearer with an asset on Speed defense tasks
|
||
-
|
||
-If the GM prefers the simpler method of not tracking whether an attack is bashing, slashing, or stabbing, heavy cloth
|
||
-and padded armor should provide no Armor at all.
|
||
-
|
||
Shields
|
||
|
||
Shields provide an asset to Speed defense rolls. You must have one free hand to use a shield.
|
||
@@ -15760,128 +15507,6 @@
|
||
available in a given setting. Keep in mind that in many genres, it's not acceptable to run around carrying dangerous
|
||
weapons.
|
||
|
||
-#### FANTASY WEAPONS DESCRIPTIONS
|
||
-
|
||
-Battleaxe: A wooden pole with a blade on one end.
|
||
-
|
||
-Blowgun: A long hollow tube used to shoot darts. You can fire it with one hand, but you need two hands to load it.
|
||
-
|
||
-Bow: A bent piece of flexible wood with a taut string connected to each end. It fires arrows. You need two hands to fire
|
||
-it.
|
||
-
|
||
-Broadsword: A long-bladed sword, longer than a dagger, heavier than a rapier, but not as large as a greatsword.
|
||
-
|
||
-Club: A simple bludgeon, such as a sturdy tree branch, board, or improvised weapon.
|
||
-
|
||
-Crank crossbow: A weapon similar to a light crossbow, but it has a magazine that holds five bolts. You turn a small
|
||
-crank to advance to the next bolt (this is not an action). Action to load an empty magazine with five bolts, action to
|
||
-reload the crossbow with a new magazine. It can be used as a rapid-fire weapon.
|
||
-
|
||
-Dagger: A very short blade for stabbing or slicing.
|
||
-
|
||
-Flail: A handle with a chain on one end and a ball or spiked ball at the end of the chain.
|
||
-
|
||
-Greataxe: A larger, heavier version of the battleaxe, sometimes with two opposing blades instead of one.
|
||
-
|
||
-Greatsword: A two-handed version of the broadsword.
|
||
-
|
||
-Hammer: A wooden handle with a heavy metal head, either one-sided (like a carpenter's hammer) or two-sided (like a
|
||
-sledgehammer).
|
||
-
|
||
-Hand crossbow: A smaller and weaker version of a light crossbow. It fires crossbow bolts. You can fire it with one hand.
|
||
-You need two hands to load it.
|
||
-
|
||
-Handaxe: A light, one-handed axe that's good for melee or throwing.
|
||
-
|
||
-Heavy crossbow: A heavier, more powerful version of a light crossbow. You need two hands to fire or load it. Action to
|
||
-reload.
|
||
-
|
||
-Heavy mace: A larger, two-handed version of a mace.
|
||
-
|
||
-Javelin: A light spear that's designed to be thrown.
|
||
-
|
||
-Light crossbow: A bow with a handle and mechanism for drawing and holding the string. It fires crossbow bolts. You can
|
||
-fire it with one hand. You need two hands to load it. Action to reload. Mace: A wooden handle with a heavy metal head
|
||
-that's spherical, flanged, or knobbed.
|
||
-
|
||
-Maul: A larger version of the hammer, such as a sledgehammer.
|
||
-
|
||
-Net: A net designed for battle rather than fishing. It has metal hooks at each intersection to help catch your enemy.
|
||
-You can throw it with one hand. Action to refold it so it can be thrown again. If you hit an opponent with the net, all
|
||
-of their physical actions are hindered until they take an action to remove it.
|
||
-
|
||
-Pick: A hafted weapon with a sideways metal spike on the end, similar to a miner's tool.
|
||
-
|
||
-Polearm: Various kinds of spears, sometimes with hooks or additional blades for special purposes like tripping a foe or
|
||
-pulling an opponent from their mount.
|
||
-
|
||
-Quarterstaff: A wooden pole about 4 to 5 feet (1.2 to 1.5 m) long.
|
||
-
|
||
-Rapier: A light sword with a thin blade used for stabbing and slashing.
|
||
-
|
||
-Scimitar: A medium-length sword with a strongly curved blade.
|
||
-
|
||
-Sickle: A one-handed hafted weapon with a sharply curved blade, originally used for harvesting crops but adapted for use
|
||
-as a weapon.
|
||
-
|
||
-Sling: A small pouch connected to two cords. You put a stone or bullet (metal slug) in the pouch, hold the end of the
|
||
-cords, spin it, and let go of one of the cords to hurl the projectile. You can fire it with one hand. You need two hands
|
||
-to load it. Action to reload.
|
||
-
|
||
-Spear: A one-handed pole about 3 to 5 feet (1 to 1.5 m) long with a stabbing blade on the end.
|
||
-
|
||
-Throwing dart: A very short, light spear meant to be thrown rather than used in melee.
|
||
-
|
||
-Trident: A three-pronged spear, often used for spear fishing.
|
||
-
|
||
-Unarmed: A typical punch, kick, or other weaponless attack.
|
||
-
|
||
-Whip: A leather cord with a handle, used more for tricks and inflicting punishments than for deadly combat.
|
||
-
|
||
-| Light Weapons (2 points of damage) | Price | Notes |
|
||
-|-------------------------------------|---------|---------------------------------|
|
||
-| Blowgun | 5 gp | Short range |
|
||
-| Blowgun darts (20) | 1 gp | |
|
||
-| Dagger | 2 gp | Can be thrown up to short range |
|
||
-| Hand crossbow | 75 gp | Short range |
|
||
-| Crossbow bolts (20) | 1 gp | |
|
||
-| Handaxe | 5 gp | Can be thrown up to short range |
|
||
-| Net | 1 gp | Can be thrown up to short range |
|
||
-| Rapier | 25 gp | |
|
||
-| Sickle | 1 gp | Short range |
|
||
-| Sling | 1 sp | Short range |
|
||
-| Sling bullets (20) | 5 cp | |
|
||
-| Throwing dart | 5 cp | Short range |
|
||
-| Unarmed (punch, kick, etc) | – | |
|
||
-| Whip | 2 gp | |
|
||
-| Medium Weapons (4 points of damage) | Price | Notes |
|
||
-| Battleaxe | 10 gp | |
|
||
-| Bow | 30 gp | Long range |
|
||
-| Arrows (20) | 1 gp | |
|
||
-| Broadsword | 15 gp | |
|
||
-| Club | 1 sp | |
|
||
-| Crank crossbow | 250 gp | Long range |
|
||
-| Crossbow bolts (20) | 1 gp | |
|
||
-| Light crossbow | 25 gp | Long range |
|
||
-| Crossbow bolts (20) | 1 gp | |
|
||
-| Flail | 10 gp | |
|
||
-| Hammer | 15 gp | |
|
||
-| Javelin | 5 sp | Can be thrown up to long range |
|
||
-| Mace | 10 gp | |
|
||
-| Pick | 10 gp | |
|
||
-| Polearm | 10 gp | |
|
||
-| Quarterstaff | 2 sp | |
|
||
-| Scimitar | 25 gp | |
|
||
-| Spear | 1 gp | Can be thrown up to long range |
|
||
-| Trident | 5 gp | |
|
||
-| Heavy Weapons (6 points of damage) | Price | Notes |
|
||
-| Greataxe | 30 gp | |
|
||
-| Greatsword | 50 gp | |
|
||
-| Heavy crossbow | 50 gp | Long range |
|
||
-| Crossbow bolts (20) | 1 gp | |
|
||
-| Heavy mace | 15 gp | |
|
||
-| Maul | 10 gp | |
|
||
-
|
||
### EXPLOSIVE WEAPONS
|
||
|
||
Bombs, grenades, missiles, and other explosives operate differently than other weapons. They affect all targets within
|
||
@@ -15893,212 +15518,6 @@
|
||
Explosives like grenades can be thrown a short distance. Otherwise, another launcher weapon is needed to project them a
|
||
long distance (or farther).
|
||
|
||
-### Adventuring equipment DESCRIPTIONS
|
||
-
|
||
-Acid: A flask of strong acid. Can be thrown up to short range, inflicting acid damage as a light weapon (ignores Armor).
|
||
-If poured carefully, it can damage or destroy a small item or areas made of stone or metal.
|
||
-
|
||
-Adventuring pack: Includes 50 feet (15 m) of rope, three days' iron rations, three spikes, small hammer, a set of warm
|
||
-clothes, boots, and three torches.
|
||
-
|
||
-Alchemist fire: A flask of chemicals that burst into flames upon contact with air. The flames burn out after one round.
|
||
-Can be thrown up to short range, inflicting fire damage as a light weapon (ignores Armor).
|
||
-
|
||
-Alchemist tools: A sturdy wooden case with tiny flasks, stirring rods, droppers, and other materials used in alchemy. It
|
||
-grants an asset for identifying potion cyphers and similar mysterious liquids.
|
||
-
|
||
-Bag of heavy tools: Contains a hammer, six spikes, crowbar, large tongs, chisel, and 10 feet (3 m) of strong rope.
|
||
-
|
||
-Bag of light tools: Contains a small hammer, small tongs, pliers, small pry bar, awl, lockpicks, 10 feet (3 m) of
|
||
-string, 3 feet (1 m) of metal wire, and a handful of nails.
|
||
-
|
||
-Battering ram: This sturdy plank is capped with hard metal. It provides an asset for breaking down doors.
|
||
-
|
||
-Book: A book with information on a particular topic, such as geography, history, magic, or religion. Provides an asset
|
||
-on appropriate rolls if the character reads or skims the book for at least ten minutes before attempting the task (this
|
||
-assumes the character has already read the book and is looking for relevant information).
|
||
-
|
||
-Caltrops, bag: A bag of hard things you scatter on the ground to slow or injure anyone walking through an area. One bag
|
||
-covers an immediate area and makes that area count as difficult terrain. A creature can safely move through it as if it
|
||
-were difficult terrain (half speed). If a creature moves through the area at normal speed, they must make a difficulty 2
|
||
-Speed defense roll or take 2 points of Speed damage (ignores Armor).
|
||
-
|
||
-Candle: A candle burns for one hour and creates dim light in an immediate area.
|
||
-
|
||
-Climbing kit: A set of crampons, pitons, ropes, and tools. Provides an asset on climbing tasks.
|
||
-
|
||
-Crowbar: This bent length of metal grants an asset on tasks to open doors, treasure chests, and similar objects.
|
||
-
|
||
-Disguise kit: Makeup, simple prosthetics, and a wig or two, suitable for disguises for a theatrical production. Provides
|
||
-an asset on disguise tasks. Some parts are reusable, but the kit runs out after about five uses.
|
||
-
|
||
-Healing kit: A collection of bandages, needles, thread, and basic medicines. Provides an asset on healing tasks. Some
|
||
-parts are reusable, but the kit runs out after about five uses.
|
||
-
|
||
-Lamp: A hollow container filled with oil that slowly burns to provide light (often resembling a "genie lamp"). A lamp
|
||
-creates normal light in an immediate area and dim light out to the short area beyond that. It burns for three to four
|
||
-hours on 1 pint (.5 L) of oil. If dropped, it might spill oil, break, or both.
|
||
-
|
||
-Lantern: An improved version of a lamp, with a wick that draws oil and glass or metal panes to protect it from wind. A
|
||
-lantern creates normal light in an immediate area and dim light out to the short area beyond that. It burns for three to
|
||
-four hours on 1 pint (.5 L) of oil. If dropped, it is less likely to spill than a lamp.
|
||
-
|
||
-Lockpicks: Also known as thieves' tools, this set provides everything a skilled person needs to pick locks and disarm
|
||
-traps.
|
||
-
|
||
-Manacles: Metal or heavy wooden restraints that hold an enemy's wrists or ankles in place and are secured with a pin. A
|
||
-common set of manacles is level 5.
|
||
-
|
||
-Oil: A pint (.5 L) of lamp oil in a leather flask. It burns for three to four hours in a lantern or lamp. If prepped
|
||
-with a burning wick, it can be thrown, inflicting fire damage as a light weapon (ignores Armor). If poured on a flat
|
||
-surface, it makes an immediate area slippery. A creature can safely move through the oil slick as if it were difficult
|
||
-terrain (half speed). If a creature moves through the area at normal speed, they must make a difficulty 3 Speed defense
|
||
-roll or slip on the oil and fall prone. Lighting the oil slick makes it burn for one or two rounds and inflicts 1 point
|
||
-of fire damage (ignores Armor) on anyone in or moving through the area.
|
||
-
|
||
-Signal horn: This horn can be heard up to a mile away.
|
||
-
|
||
-Spyglass: This device grants an asset on perception tasks to see things at long range or longer.
|
||
-
|
||
-Tent: This has enough room for two humans or three smaller people.
|
||
-
|
||
-Torch: A wooden stick with some kind of fuel on one end (such as burlap and wax). It burns for one hour, creating normal
|
||
-light in an immediate area and dim light in the short area beyond that. A torch is fragile and usually breaks if used to
|
||
-hit something
|
||
-
|
||
-| Item | Price |
|
||
-|------------------------------|-----------|
|
||
-| Acid (flask) | 25 gp |
|
||
-| Adventuring pack | 6 gp |
|
||
-| Alchemist fire (flask) | 50 gp |
|
||
-| Alchemist tools | 50 go |
|
||
-| Backpack | 2 gp |
|
||
-| Bag of heavy tools | 25 gp |
|
||
-| Bag of light tools | 10 gp |
|
||
-| Battering arm | 10 gp |
|
||
-| Bedroll | 1 gp |
|
||
-| Book | 25 gp |
|
||
-| Caltrops, bag | 1 gp |
|
||
-| Candle | 1 sp |
|
||
-| Climbing kit | 25 gp |
|
||
-| Crowbar | 2 gp |
|
||
-| Disguising kit | 25 gp |
|
||
-| Grappling hook | 2 gp |
|
||
-| Healing kit | 5 gp |
|
||
-| Hourglass | 25 gp |
|
||
-| Ink (flask) | 10 gp |
|
||
-| Ink pen | 2 cp |
|
||
-| Iron spikes (10) | 1 gp |
|
||
-| Ladder (10 ft/3m) | 1 sp |
|
||
-| Lamp | 5 sp |
|
||
-| Lantern | 5 gp |
|
||
-| Lockpicks | 25 gp |
|
||
-| Manacles | 2 gp |
|
||
-| Mirror | 5gp |
|
||
-| Musical instrument | 2-50 gp |
|
||
-| Oil (flask) | 1 cp |
|
||
-| Piton | 5 cp |
|
||
-| Pole, wooden | 5 cp |
|
||
-| Pouch or other small rations | 5 sp |
|
||
-| Rations (1 day) | 5 sp |
|
||
-| Rope (50 ft./15m) | 1 gp |
|
||
-| Sack | 1 cp |
|
||
-| Signal horn | 2 gp |
|
||
-| Spyglass | 1,0000 gp |
|
||
-| Tent | 2 gp |
|
||
-| Torch | 1 cp |
|
||
-| Waterskin | 2 sp |
|
||
-
|
||
-### Miscellaneous Items and Services
|
||
-
|
||
-Although the types of items for sale vary greatly based on the setting, a few things are always present, like food,
|
||
-lodging, and clothing. However, these goods and services can span the price categories. For example, you can get an
|
||
-inexpensive meal, a moderately priced meal, an expensive meal, and so on. An inexpensive meal is light and probably not
|
||
-very nutritious. An expensive meal is available only in nice restaurants in certain locations. An exorbitant meal is
|
||
-probably a feast for a crowd, with the finest foods and drink available.
|
||
-
|
||
-Nightly lodging is similar, although the bottom end starts out worse. An inexpensive night's lodging is probably a
|
||
-flea-ridden mat on the floor of a room filled with other lodgers. Typical lodging (a private room with a decent bed) is
|
||
-probably in the moderately priced range. Very expensive lodging might be a suite of rooms with delicious meals and
|
||
-personal services (such as massages and grooming) included.
|
||
-
|
||
-Inexpensive clothing is just a step up from rags, but moderately priced clothing is decent enough. For a formal party,
|
||
-you'd want expensive clothing. The very rich likely wear very expensive clothing most of the time, and exorbitant
|
||
-clothing (and jewelry) when they go to their elite galas.
|
||
-
|
||
-Other sorts of miscellaneous items can be found in the Genre chapter.
|
||
-
|
||
-Fantasy clothing descriptions
|
||
-
|
||
-Specific pieces of clothing vary by climate and local custom, but usually include a hat, shirt, belt, pants or skirt,
|
||
-shoes, and underclothes.
|
||
-
|
||
-Artisan's outfit: A suitable outfit for a person who performs a trade (blacksmith, cobbler, and so on). Often includes
|
||
-an apron and a belt for holding tools.
|
||
-
|
||
-Ascetic's outfit: A simple outfit worn by monks and other people who eschew displays of wealth and status. Specific
|
||
-styles vary by climate and the philosophical tenets of the wearer, but a typical example is a loose shirt, loose
|
||
-breeches, sandals, a cap, and several cloth straps that can serve as a belt, scarf, or simple adornments.
|
||
-
|
||
-Cold-weather outfit: A heavier set of clothing for protection against cold weather.
|
||
-
|
||
-Entertainer's costume: Interesting (and usually colorful) clothing appropriate for an entertainer such as an actor,
|
||
-bard, juggler, or acrobat.
|
||
-
|
||
-Explorer's outfit: A set of sturdy clothing for adventurers and experienced travelers who want to be prepared for
|
||
-various activities and environments.
|
||
-
|
||
-Fancy outfit: A stylish set of clothes according to the local fashions and customs. Generally the minimum required for
|
||
-meeting with important townsfolk such as a mayor or noble. Higher-status events require outfits that cost up to four
|
||
-times as much.
|
||
-
|
||
-Peasant's outfit: Very simple clothing for free people of low social status. Includes a kerchief or cap, shirt or
|
||
-blouse, trousers or skirt, and heavy cloth shoes or foot wrappings.
|
||
-
|
||
-Priestly vestments: Garments appropriate for performing ceremonies for a specific religion. A common example is a hat or
|
||
-headdress, long tunic or dress, tabard or stole, and shoes, with the outer pieces marked with appropriate symbols.
|
||
-
|
||
-Traveler's outfit: A comfortable set of clothes that includes gloves, a protective hat, a jacket, and a cloak with a
|
||
-hood.
|
||
-
|
||
-Wizard's outfit: Clothing that identifies the wearer as a practitioner of arcane magic. A typical outfit includes an
|
||
-interesting hat or cap, a robe with long sleeves and many pockets, and shoes, often adorned with runes or
|
||
-representations of magical creatures such as dragons. Scholars and sages wear very similar garments that lack the
|
||
-mystical aspects of wizard clothing.
|
||
-
|
||
-| Item | Price |
|
||
-|-----------------------|-------|
|
||
-| Artisan's outfit | 2 gp |
|
||
-| Ascetic's outfit | 1 gp |
|
||
-| Cold-weather outfit | 6 gp |
|
||
-| Entertainer's costume | 3 gp |
|
||
-| Explorer's outfit | 8 gp |
|
||
-| Fancy outfit | 25 gp |
|
||
-| Peasant's outfit | 1 sp |
|
||
-| Priestly vestments | 5 gp |
|
||
-| Traveler's outfit | 2 gp |
|
||
-| Wizard's outfit | 5 gp |
|
||
-
|
||
-### FOOD AND LODGING
|
||
-
|
||
-| Item | Price |
|
||
-|----------------------|-------|
|
||
-| Ale, gallon | 2 sp |
|
||
-| Ale, mug | 4 cp |
|
||
-| Banquet (1 person) | 10 gp |
|
||
-| Bread, loaf | 2 cp |
|
||
-| Inn stay (per night) | |
|
||
-| Good | 8 sp |
|
||
-| Common | 5 sp |
|
||
-| Poor | 1 sp |
|
||
-| Meals (per day) | |
|
||
-| Good | 5 sp |
|
||
-| Common | 3 sp |
|
||
-| Poor | 6 cp |
|
||
-| Meat (one serving) | 3 sp |
|
||
-| Wine (bottle) | 10 gp |
|
||
-| Wine (pitcher) | 2 sp |
|
||
-
|
||
### CYPHERS
|
||
|
||
Cyphers can sometimes be physical items like equipment, but they work very differently. To be entirely accurate, cyphers
|
||
@@ -16663,18 +16082,6 @@
|
||
Since the action moves as a cycle, anything that lasts for a round ends where it started in the cycle. If Umberto uses
|
||
an ability on an opponent that hinders its defenses for one round, the effect lasts until Umberto acts on his next turn.
|
||
|
||
-### A CLOSER LOOK AT SITUATIONS THAT DON'T INVOLVE PCs
|
||
-
|
||
-Ultimately, the GM is the arbiter of conflicts that do not involve the PCs. They should be adjudicated in the most
|
||
-interesting, logical, and story-based way possible. When in doubt, match the level of the NPCs (characters or creatures)
|
||
-or their respective effects to determine the results. Thus, if a level 4 NPC fights a level 3 NPC, the level 4 NPC will
|
||
-win, but if they face a level 7 NPC, they'll lose. Likewise, a level 4 creature resists poisons or devices of level 3 or
|
||
-lower but not those of level 5 and above.
|
||
-
|
||
-The essence is this: in the Cypher System, it doesn't matter if something is a creature, a poison, or a
|
||
-gravity-dispelling ray. If it's a higher level, it wins; if it's a lower level, it loses. If two things of equal level
|
||
-oppose each other, there might be a long, drawn-out battle that could go either way.
|
||
-
|
||
### ACTIONS
|
||
|
||
Anything that your character does in a round is an action. It's easiest to think of an action as a single thing that you
|
||
@@ -16706,6 +16113,18 @@
|
||
|
||
Do something else
|
||
|
||
+### A CLOSER LOOK AT SITUATIONS THAT DON'T INVOLVE PCs
|
||
+
|
||
+Ultimately, the GM is the arbiter of conflicts that do not involve the PCs. They should be adjudicated in the most
|
||
+interesting, logical, and story-based way possible. When in doubt, match the level of the NPCs (characters or creatures)
|
||
+or their respective effects to determine the results. Thus, if a level 4 NPC fights a level 3 NPC, the level 4 NPC will
|
||
+win, but if they face a level 7 NPC, they'll lose. Likewise, a level 4 creature resists poisons or devices of level 3 or
|
||
+lower but not those of level 5 and above.
|
||
+
|
||
+The essence is this: in the Cypher System, it doesn't matter if something is a creature, a poison, or a
|
||
+gravity-dispelling ray. If it's a higher level, it wins; if it's a lower level, it loses. If two things of equal level
|
||
+oppose each other, there might be a long, drawn-out battle that could go either way.
|
||
+
|
||
### ACTION: ATTACK
|
||
|
||
An attack is anything that you do to someone that they don't want you to do. Slashing a foe with a curved dagger is an
|
||
@@ -17321,6 +16740,17 @@
|
||
|
||
Some abilities (such as the Countermeasures special ability) may allow you to do something special as a defense action.
|
||
|
||
+### Defense Tasks
|
||
+
|
||
+Defense tasks are when a player makes a roll to keep something undesirable from happening to their PC. The type of
|
||
+defense task matters when using Effort.
|
||
+
|
||
+Might defense: Used for resisting poison, disease, and anything else that can be overcome with strength and health.
|
||
+
|
||
+Speed defense: Used for dodging attacks and escaping danger. This is by far the most commonly used defense task.
|
||
+
|
||
+Intellect defense: Used for fending off mental attacks or anything that might affect or influence one's mind.
|
||
+
|
||
### ACTION: DO SOMETHING ELSE
|
||
|
||
Players can try anything they can think of, although that doesn't mean anything is possible. The GM sets the
|
||
@@ -17744,8 +17174,6 @@
|
||
</tbody>
|
||
</table>
|
||
|
||
-### MAGICAL RULES MODULE
|
||
-
|
||
### FOLLOWERS
|
||
|
||
Player characters have the option to gain followers as they advance in tier, as provided by type or focus special
|
||
@@ -18988,6 +18416,289 @@
|
||
| Very expensive | 1,000–10,000 gp |
|
||
| Exorbitant | 10,000+ gp |
|
||
|
||
+### MAGICAL RULES MODULE
|
||
+
|
||
+### FANTASY CYPHERS
|
||
+
|
||
+Magic items are a staple of fantasy stories and games. In the Cypher System, these magic items are, of course, cyphers.
|
||
+The Cypher System assumes that subtle cyphers are the default, but in a fantasy game the assumption is usually the
|
||
+opposite—cyphers are physical objects (manifest cyphers) with magical powers, which the heroes find as treasure, gifts,
|
||
+or rewards for their adventures and exploits.
|
||
+
|
||
+### MIXING SUBTLE AND MANIFEST CYPHERS
|
||
+There's no reason why a fantasy campaign can't use manifest cyphers and subtle cyphers. In this setup, manifest cyphers
|
||
+are the tangible objects found in treasure hoards, and subtle cyphers represent good fortune, the blessings of the gods,
|
||
+and other coincidences that benefit the characters.
|
||
+
|
||
+### CYPHER FORMS
|
||
+
|
||
+What form a manifest cypher takes— such as a potion or scroll—doesn't affect its abilities at all. A potion that eases
|
||
+the user's next task by three steps is functionally identical to a magical scroll that does the same thing.
|
||
+
|
||
+To randomly determine a manifest cypher's form, roll on the following table.
|
||
+
|
||
+| d100 | Cypher Form |
|
||
+|-------|--------------------|
|
||
+| 01-02 | Bone runeplate |
|
||
+| 03-04 | Book page |
|
||
+| 05-07 | Bottle of powder |
|
||
+| 08-09 | Brand |
|
||
+| 10-12 | Brick |
|
||
+| 13-15 | Carved bone |
|
||
+| 16-18 | Carved stick |
|
||
+| 19-20 | Carved tooth |
|
||
+| 21-23 | Chalky potion |
|
||
+| 30-33 | Clay runeplate |
|
||
+| 34-37 | Crystal |
|
||
+| 38-39 | Elaborate scar |
|
||
+| 40-42 | Envelope of powder |
|
||
+| 43-44 | Fuming potion |
|
||
+| 45-47 | Glass |
|
||
+| 48-50 | Leaf |
|
||
+| 51-54 | Leather scroll |
|
||
+| 55-57 | Metal runeplate |
|
||
+| 58-60 | Oily potion |
|
||
+| 61-62 | Paper scroll |
|
||
+| 63-66 | Papyrus scroll |
|
||
+| 67-71 | Parchment scroll |
|
||
+| 72-74 | Pouch of powder |
|
||
+| 75-76 | Skin drawing |
|
||
+| 77-80 | Stone |
|
||
+| 81-82 | Tattoo |
|
||
+| 83-85 | Thick potion |
|
||
+| 86-88 | Tube of power |
|
||
+| 89-92 | Vellum scroll |
|
||
+| 93-96 | Watery potion |
|
||
+| 97-00 | Wood runeplate |
|
||
+
|
||
+### EXAMPLE FANTASY CYPHERS
|
||
+
|
||
+All of the cyphers in this chapter are manifest and fantastic cyphers.
|
||
+
|
||
+### FANTASY CYPHERS TABLE
|
||
+
|
||
+| 01-05 | Acid resistance |
|
||
+|-------|------------------------|
|
||
+| 06-11 | Animal control |
|
||
+| 12-18 | Beast shape |
|
||
+| 19-27 | Cold resistance |
|
||
+| 28-34 | Demon ward |
|
||
+| 35-39 | Dragon ward |
|
||
+| 40-44 | Electricity resistance |
|
||
+| 45-48 | Elemental conjuration |
|
||
+| 49-57 | Fire resistance |
|
||
+| 58-61 | Giant size |
|
||
+| 62-65 | Instant boat |
|
||
+| 66-68 | Instant tower |
|
||
+| 69-72 | Lycanthrope ward |
|
||
+| 73-76 | Penultimate key |
|
||
+| 77-82 | Poison resistance |
|
||
+| 83-86 | Restorative aura |
|
||
+| 87-89 | Thought listening |
|
||
+| 90-93 | Tiny size |
|
||
+| 94-98 | Undead ward |
|
||
+| 99-00 | Walking corpse |
|
||
+
|
||
+### ACID RESISTANCE
|
||
+
|
||
+Level: 1d6 + 3
|
||
+
|
||
+Effect: The user gains Armor against acid damage equal to the cypher's level for one hour.
|
||
+
|
||
+### ANIMAL CONTROL
|
||
+
|
||
+Level: 1d6 + 2
|
||
+
|
||
+Effect: To activate the cypher, the user must succeed on an Intellect attack against a beast whose level does not exceed
|
||
+the cypher's level. If successful, the beast immediately becomes calm. The beast awaits the user's commands and carries
|
||
+out all orders to the best of its ability. The target remains so enslaved for a number of hours equal to the cypher's
|
||
+level minus the target's level. (If the result is 0, the target is enslaved for only one minute.) The beast could attack
|
||
+or defend, a dog could follow a scent or retrieve an object, a badger could dig a hole, and so on.
|
||
+
|
||
+The cypher doesn't give the user any special ability to understand the target or perceive through its senses. For
|
||
+example, the user can command an eagle to fly above a group of enemies, but the eagle can't describe what it sees and
|
||
+the user can't look through its eyes.
|
||
+
|
||
+"Beast" in this sense refers to creatures of animal-level intelligence and may include unintelligent magical creatures
|
||
+like basilisks, pegasi, and so on.
|
||
+
|
||
+### BEAST SHAPE
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Effect: The user transforms into a specific kind of animal, such as a bear, hawk, horse, or wolf (the kind of animal is
|
||
+determined by the cypher's creator). The user gains the animal's type of movement (swimming for a fish, flying for a
|
||
+bird, and so on) and two assets on tasks to pretend to be that animal. The user also gains an asset on one skill
|
||
+appropriate to their animal form (or two skills for cypher level 5 and higher). See the Animal Form Minor Abilities
|
||
+table.
|
||
+
|
||
+The magic shrinks or enlarges the user to a size more suitable for their animal form, but generally can't make them more
|
||
+than about 50 percent smaller or larger, so the user might become an unusually large bird or a small bear. This doesn't
|
||
+affect the animal's abilities. The user can still use all of their abilities that don't rely specifically on their
|
||
+normal form. For example, an Adept in wolf form can't wield a dagger because wolves don't have hands, but could still
|
||
+use a healing power or mind blast ability.
|
||
+
|
||
+After about an hour, the user returns to their normal form.
|
||
+
|
||
+Depending on the cypher, the user might still be able to speak in a humanoid language, talk in a "language" of animal
|
||
+noises that other transformed people can understand perfectly, speak with animals of the same kind, or none of the
|
||
+above.
|
||
+
|
||
+### COLD RESISTANCE
|
||
+
|
||
+Level: 1d6 + 3
|
||
+
|
||
+Effect: The user gains Armor against cold damage equal to the cypher's level for one hour.
|
||
+
|
||
+### DEMON WARD
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Effect: For one hour, the user gains Armor equal to the cypher's level against damage from demons, devils, and similar
|
||
+malevolent creatures.
|
||
+
|
||
+### DRAGON WARD
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Effect: For one hour, the user gains Armor equal to the cypher's level against damage from dragons, wyverns, and similar
|
||
+magical reptilian creatures.
|
||
+
|
||
+In a typical fantasy campaign, a demon is a supernatural being from another dimension or plane of existence.
|
||
+
|
||
+### ELECTRICITY RESISTANCE
|
||
+
|
||
+Level: 1d6 + 3
|
||
+
|
||
+Effect: The user gains Armor against electricity damage equal to the cypher's level for one hour.
|
||
+
|
||
+### ELEMENTAL CONJURATION
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Effect: Summons an elemental creature (air, earth, fire, or water) that can understand the verbal commands of the user.
|
||
+Once the elemental is summoned, commanding it is not an action. It can make attacks or perform actions as ordered to the
|
||
+best of its abilities, but it cannot speak. The elemental never goes farther than long range away from the user.
|
||
+
|
||
+The elemental is not particularly intelligent or capable of initiating action. It responds if attacked, but otherwise
|
||
+does only as commanded.
|
||
+
|
||
+The elemental remains for one hour per cypher level or until its physical form is destroyed, after which it vanishes
|
||
+back to its native realm.
|
||
+
|
||
+### FIRE RESISTANCE
|
||
+
|
||
+Level: 1d6 + 3
|
||
+
|
||
+Effect: The user gains Armor against fire damage equal to the cypher's level for one hour.
|
||
+
|
||
+### GIANT SIZE
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Effect: The user grows to about one and a half times their normal size. While at this larger size, they add 4 points to
|
||
+their Might Pool and +2 to their Might Edge, but their Speed defense rolls are hindered.
|
||
+
|
||
+They return to their normal size after a minute. When the effect ends, their Might Edge returns to normal, they lose the
|
||
+penalty to Speed defense, and they subtract 4 points from their Might Pool (if this brings the Pool to 0, they subtract
|
||
+the overflow first from their Speed Pool and then, if necessary, from their Intellect Pool).
|
||
+
|
||
+If the user is an NPC, the cypher increases their health by 4, eases their Might-based tasks, and hinders their Speed
|
||
+defense. When the effect ends, they lose 4 health and all of the other advantages and penalties from the cypher.
|
||
+
|
||
+### INSTANT BOAT
|
||
+
|
||
+Level: 1d6 + 2
|
||
+
|
||
+Effect: Creates or transforms into a small sailboat that can carry up to eight people. The user or other characters must
|
||
+row, steer, and sail the boat as normal. At cypher level 5 and higher, the boat grants an asset on all tasks relating to
|
||
+its movement, and at cypher level 7 and higher, the boat can move a short distance each round under its own power. The
|
||
+boat lasts for a day, after which it vanishes.
|
||
+
|
||
+### INSTANT TOWER
|
||
+
|
||
+Level: 1d6 + 3
|
||
+
|
||
+Effect: Creates a simple, squat stone tower with a door, three arrow slits, and a ceiling hatch leading to the roof. The
|
||
+tower is 10 feet (3 m) square and 12 feet (4 m) tall. If the cypher level is 7 or higher, the tower also has a second
|
||
+story (with four arrow slits), increasing its total height to 20 feet (6 m). If there isn't sufficient room for the
|
||
+tower to reach its full size, it fills the available space, but its appearance and growth does not apply any force or
|
||
+pressure against the confining surfaces.
|
||
+
|
||
+The tower is permanent and immobile once created.
|
||
+
|
||
+### LYCANTHROPE WARD
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Effect: For one hour, the user gains Armor equal to the cypher's level against damage from werewolves and other
|
||
+lycanthropes.
|
||
+
|
||
+Lycanthrope: Formally, a human who can transform into a wolf. Informally, a human who can transform into an animal, such
|
||
+as a bear, rat, tiger, or wolf
|
||
+
|
||
+### PENULTIMATE KEY
|
||
+
|
||
+Level: 1d6 + 2
|
||
+
|
||
+Effect: Locks or unlocks any one door, portal, chest, or other lockable item of the cypher's level or lower. The
|
||
+targeted item must have a keyhole for the cypher to work.
|
||
+
|
||
+Legends speak of the Ultimate Key, which can open any lock, even those sealed by a god.
|
||
+
|
||
+### POISON RESISTANCE
|
||
+
|
||
+Level: 1d6 + 3
|
||
+
|
||
+Effect: The user gains Armor against poison damage equal to the cypher's level for one hour.
|
||
+
|
||
+### RESTORATIVE AURA
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Effect: Creates an immediate area filled with aromatic smoke, reassuring sounds, gentle light, or other pleasing
|
||
+sensations that last for one hour. Creatures who rest within the area gain +2 on their recovery rolls (or +4 for cypher
|
||
+level 5 and higher). NPCs instead recover 2 health if they spend at least ten minutes within the area (or 4 health for
|
||
+cypher level 5 and higher). For a creature to gain this benefit, its entire rest must occur while the cypher is active.
|
||
+
|
||
+### THOUGHT LISTENING
|
||
+
|
||
+Level: 1d6 + 1
|
||
+
|
||
+Effect: The user can read the surface thoughts of a creature within short range that they can see, even if the target
|
||
+doesn't want them to. Once the user has established contact, they can read the target's thoughts for up to one minute
|
||
+per cypher level.
|
||
+
|
||
+### TINY SIZE
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Effect: The user shrinks to about one-tenth their normal size. While at this smaller size, they add 4 points to their
|
||
+Speed Pool and +2 to their Speed Edge, but all of their Might actions are hindered by two steps. They return to their
|
||
+normal size after a minute. When the effect ends, their Speed Edge returns to normal, they lose the penalty to Might
|
||
+actions, and they subtract 4 points from their Speed Pool (if this brings the Pool to 0, they subtract the overflow
|
||
+first from their Intellect Pool and then, if necessary, from their Might Pool).
|
||
+
|
||
+If the user is an NPC, the cypher eases their Speed-based tasks and hinders their Might-based tasks. When the effect
|
||
+ends, they lose all of the advantages and penalties from the cypher.
|
||
+
|
||
+### UNDEAD WARD
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Effect: For one hour, the user gains Armor equal to the cypher's level against damage from skeletons, zombies, ghosts,
|
||
+vampires, and other undead creatures.
|
||
+
|
||
+### WALKING CORPSE
|
||
+
|
||
+Level: 1d6
|
||
+
|
||
+Effect: Animates a corpse as a level 1 (or level 2 for cypher level 5 and higher) undead skeleton or zombie, depending
|
||
+on the condition of the body. The corpse can be no larger than a typical human. The animated corpse has none of the
|
||
+intelligence, memories, or special abilities that it had in life. The creature follows the user's verbal commands for
|
||
+one hour, after which it becomes an inert corpse. Unless the creature is killed by damage, the user can reanimate it
|
||
+again when its time expires, but any damage it had when it became inert applies to its newly reanimated state.
|
||
+
|
||
### FANTASY ARTIFACTS
|
||
|
||
In many ways, fantasy is the genre for artifacts. All magic items—wands that shoot lightning, magic carpets, singing
|
||
@@ -19059,23 +18770,6 @@
|
||
In a high fantasy setting, some GMs may want dwarves and elves to be mechanically different from humans. Below are some
|
||
possibilities for how this might work.
|
||
|
||
-### VARIANT RULE: TWO DESCRIPTORS
|
||
-
|
||
-By having dwarf, elf, or other species take the place of a character's descriptor, it creates a situation where only
|
||
-human characters have the variability of choosing a descriptor that suits their personality. The GM might instead allow
|
||
-all human characters to have two descriptors, and nonhuman characters to have a standard descriptor in addition to their
|
||
-species descriptor.
|
||
-
|
||
-Sometimes contradictory descriptors might weaken or negate each other's benefits and drawbacks. If one descriptor gives
|
||
-training in a skill and another gives an inability in that skill, they cancel each other out and the character doesn't
|
||
-have any modifier for that skill at all.
|
||
-
|
||
-### DESCRIPTORS AS SPECIES
|
||
-
|
||
-If a player wants to play a nearly human species without any exceptional or unique special abilities, it's easy for a GM
|
||
-to pick an appropriate descriptor and use it as that species' descriptor. A greyhound-like species might have the Fast
|
||
-descriptor.
|
||
-
|
||
### CATFOLK
|
||
|
||
You are unmistakably feline. Your people have fur; large, pointed ears; sharp teeth and claws; and even tails. You are
|
||
@@ -19457,6 +19151,243 @@
|
||
ability so gained. If the PC is a wizard and uses the 4 XP character advancement option, treat the ability as one more
|
||
prepared spell.)
|
||
|
||
+### FANTASY CREATURES AND NPCs BY LEVEL
|
||
+
|
||
+| Level | Name |
|
||
+|-------|------------------------|
|
||
+| 1 | Goblin\* |
|
||
+| 1 | Shadow |
|
||
+| 2 | Guard\* |
|
||
+| 2 | Morlock |
|
||
+| 2 | Orc\* |
|
||
+| 2 | Skeleton\* |
|
||
+| 2 | Wraith |
|
||
+| 3 | Bard |
|
||
+| 3 | Berserker |
|
||
+| 3 | Crime boss\* |
|
||
+| 3 | Deinonychus\* |
|
||
+| 3 | Faerie |
|
||
+| 3 | Giant rat\* |
|
||
+| 3 | Giant spider\* |
|
||
+| 3 | Halfling |
|
||
+| 3 | Harpy |
|
||
+| 3 | Merfolk |
|
||
+| 3 | Sapient tree |
|
||
+| 3 | Thug\* |
|
||
+| 3 | Thug\* |
|
||
+| 3 | Transitional vampire\* |
|
||
+| 3 | Zombie\* |
|
||
+| 4 | Deep one\* |
|
||
+| 4 | Devil\* |
|
||
+| 4 | Druid |
|
||
+| 4 | Dwarf |
|
||
+| 4 | Elemental, air |
|
||
+| 4 | Elemental, fire |
|
||
+| 4 | Elemental, water |
|
||
+| 4 | Elf |
|
||
+| 4 | Ghost\* |
|
||
+| 4 | Ghoul\* |
|
||
+| 4 | Giant snake\* |
|
||
+| 4 | Hollow knight |
|
||
+| 4 | Minotour |
|
||
+| 4 | Ogre\* |
|
||
+| 4 | Paladin |
|
||
+| 4 | Shadow elf\* |
|
||
+| 4 | Thief |
|
||
+| 4 | Werewolf\* |
|
||
+| 5 | Basilisk |
|
||
+| 5 | Cambion |
|
||
+| 5 | Demon |
|
||
+| 5 | Elemental, earth\* |
|
||
+| 5 | Fallen angel\* |
|
||
+| 5 | Gorgon |
|
||
+| 5 | Mi-go\* |
|
||
+| 5 | Necromancer |
|
||
+| 5 | Occultist\* |
|
||
+| 5 | Prince(ss) of summer\* |
|
||
+| 5 | Satyr |
|
||
+| 5 | Soul Eater |
|
||
+| 5 | Wendigo\* |
|
||
+| 5 | Witch\* |
|
||
+| 6 | Assassin\* |
|
||
+| 6 | Blackguard |
|
||
+| 4 | Elemental, water |
|
||
+| 4 | Elemental, water |
|
||
+| 4 | Elf |
|
||
+| 4 | Ghost\* |
|
||
+| 4 | Ghoul\* |
|
||
+| 4 | Giant snake\* |
|
||
+| 4 | Hollow knight |
|
||
+| 4 | Minotour |
|
||
+| 4 | Ogre\* |
|
||
+| 4 | Paladin |
|
||
+| 4 | Shadow elf\* |
|
||
+| 4 | Thief |
|
||
+| 4 | Werewolf\* |
|
||
+| 5 | Basilisk |
|
||
+| 5 | Cambion |
|
||
+| 5 | Demon |
|
||
+| 5 | Elemental, earth\* |
|
||
+| 5 | Fallen angel\* |
|
||
+| 5 | Gorgon |
|
||
+| 5 | Mi-go\* |
|
||
+| 5 | Necromancer |
|
||
+| 5 | Occultist\* |
|
||
+| 5 | Prince(ss) of summer\* |
|
||
+| 5 | Satyr |
|
||
+| 5 | Soul Eater |
|
||
+| 5 | Wendigo\* |
|
||
+| 5 | Witch\* |
|
||
+| 6 | Assassin\* |
|
||
+| 6 | Blackguard |
|
||
+| 6 | Chimera\*I |
|
||
+| 6 | Elemental, thorn |
|
||
+| 6 | Golem\* |
|
||
+| 6 | Hag |
|
||
+| 6 | Jotunn, fire |
|
||
+| 6 | Jotunn, frost |
|
||
+| 6 | Manticore |
|
||
+| 6 | Puppet tree\* |
|
||
+| 6 | Troll |
|
||
+| 6 | Vampire\* |
|
||
+| 6 | Wyvern |
|
||
+| 7 | Corrupt mage |
|
||
+| 7 | Cyclops |
|
||
+| 7 | Djinni\* |
|
||
+| 7 | Dragon\* |
|
||
+| 7 | Evil priest |
|
||
+| 7 | Giant\* |
|
||
+| 7 | Hydra |
|
||
+| 7 | Noble knight |
|
||
+| 7 | Sphinx |
|
||
+| 7 | Statue, animate\* |
|
||
+| 7 | Tyrannosaurus rex\* |
|
||
+| 7 | Worm that walks |
|
||
+| 8 | Lich |
|
||
+| 8 | Wizard, mighty\* |
|
||
+| 9 | Demigod\* |
|
||
+| 9 | Demon Lord |
|
||
+| 10 | Kaiju\* |
|
||
+
|
||
+\* Creature or NPC found in the Cypher System
|
||
+
|
||
+### BIGGER AND TOUGHER
|
||
+
|
||
+If you need a larger or tougher version of a creature, such as a dire wolf or a giant crocodile, you can just increase
|
||
+the creature's level (and all of its modifications) by 1 or 2. If the creature has a damage or health stat that isn't
|
||
+the default for its level, take that into account at the modified creature's new level.
|
||
+
|
||
+A simple rule of thumb is to double a creature's size (length, width, and height) for every level it increases.
|
||
+
|
||
+### OTHER CREATURES AND NPCs FOR A FANTASY GAME
|
||
+
|
||
+Bat: level 1
|
||
+
|
||
+Black bear: level 3, attacks as level 4
|
||
+
|
||
+Blacksmith: level 2, metalworking as level 4; health 8
|
||
+
|
||
+Cat: level 1, Speed defense as level 3 due to size and quickness
|
||
+
|
||
+Catfolk: level 3, balancing and climbing as level 4; damage inflicted 4 points
|
||
+
|
||
+Centaur: level 4; health 15; moves a long distance each round
|
||
+
|
||
+Crocodile: level 4; Armor 1; swims a short distance each round
|
||
+
|
||
+Dire wolf: level 4, attacks and perception as level 5; Armor 1
|
||
+
|
||
+Dog: level 2, perception as level 3
|
||
+
|
||
+Dog, guard: level 3, attacks and perception as level 4
|
||
+
|
||
+Elephant: level 5; health 20; Armor 1
|
||
+
|
||
+Farmer: level 2, animal handling as level 3; health 8
|
||
+
|
||
+Gargoyle: level 3; Armor 5; damage inflicted 5 points; flies a short distance each round
|
||
+
|
||
+Giant ape: level 3, climbing and attacks as level 4
|
||
+
|
||
+Giant crab: level 6; Armor 4; pincer attack holds prey and automatically inflicts damage each turn until the target
|
||
+succeeds at a Might or Speed defense task
|
||
+
|
||
+Giant frog: level 3
|
||
+
|
||
+Giant octopus: level 5, Might defense and stealth as level 6; health 25; attacks four times as an action
|
||
+
|
||
+Giant scorpion: level 4; Armor 2; damage inflicted 4 points plus 4 points of Speed damage (ignores Armor) on a failed
|
||
+Might defense task
|
||
+
|
||
+Giant snake: level 4; health 18; Armor 2; damage inflicted 4 points plus 3 points of Speed damage (ignores Armor) on a
|
||
+failed Might defense task
|
||
+
|
||
+Gnoll: level 2, Speed defense as level 3 due to shield; health 8; Armor 2
|
||
+
|
||
+Gorilla: level 2, attacks as level 3; damage inflicted 3 points
|
||
+
|
||
+Griffon: level 4, perception as level 5; Armor 1; flies a long distance each round
|
||
+
|
||
+Grizzly bear: level 5; health 20; Armor 1
|
||
+
|
||
+Hawk: level 2; flies a long distance each round
|
||
+
|
||
+Hippogryph: level 3, attacks as level 4; flies a long distance each round.
|
||
+
|
||
+Horse: level 3; moves a long distance each round
|
||
+
|
||
+Leopard: level 4; climbing, jumping, stealth, and attacks as level 5; Armor 1
|
||
+
|
||
+Lion or tiger: level 5, attacks as level 6; Armor 1
|
||
+
|
||
+Lizardfolk: level 3; Armor 1
|
||
+
|
||
+Merchant: level 2, haggling and assessment tasks as level 3
|
||
+
|
||
+Mummy: level 6; ancient history, ancient religion, climbing, and stealth as level 8; health 24; Armor 2; damage
|
||
+inflicted 7 points
|
||
+
|
||
+Nymph: level 3, stealth and positive social interactions as level 6
|
||
+
|
||
+Pegasus: level 3, Speed defense as level 4; moves or flies a long distance each round
|
||
+
|
||
+Pterodactyl: level 3; Armor 1; flies a long distance each round
|
||
+
|
||
+Rat: level 1
|
||
+
|
||
+Roc: level 6; health 25; Armor 2; flies a long distance each round; attacks twice as an action
|
||
+
|
||
+Shark: level 3, attacks as level 4; health 15; Armor 2
|
||
+
|
||
+Undead claw: level 1, attacks as level 3, Speed defense as level 3 due to quickness and size; health 5; Armor 1
|
||
+
|
||
+Unicorn: level 4; Might defense, perception, and attacks as level 5; health 15; Armor 1; makes two attacks as its
|
||
+action; once per hour can teleport up to 1 mile; once per hour can heal a creature for 4 Pool points (or health) and
|
||
+remove poisons up to level 4
|
||
+
|
||
+Villager: level 1
|
||
+
|
||
+Viper: level 2; bite inflicts 3 points of Speed damage (ignores Armor)
|
||
+
|
||
+Warhorse: level 4; moves a long distance each round
|
||
+
|
||
+Werebear: level 5, attacks as level 6; Armor 1; damage inflicted 6 points; regenerates 2
|
||
+
|
||
+health per round (unless recently wounded by silver)
|
||
+
|
||
+Wererat: level 3, Speed defense and stealth as level 4; regenerates 2 health per round (unless recently wounded by
|
||
+silver)
|
||
+
|
||
+Wereshark: level 4, attacks as level 5; health 15; Armor 2; regenerates 2 health per round (unless recently wounded by
|
||
+silver)
|
||
+
|
||
+Weretiger: level 5, attacks as level 6; Armor 1; damage inflicted 6 points; regenerates 2 health per round (unless
|
||
+recently wounded by silver)
|
||
+
|
||
+Wolf: level 3, perception as level 4
|
||
+
|
||
+Yeti: level 3; attacks, perception, and stealth as level 4; Armor 1
|
||
+
|
||
### MODERN RULES MODULE
|
||
|
||
The modern setting is easy because it's just the real world, right? Well, yes and no. It's easy for players to
|
||
@@ -26372,6 +26303,101 @@
|
||
|
||
### FAIRYTALE RULES MODULE
|
||
|
||
+Fairy Tale
|
||
+
|
||
+The genre of fairy tales is a wide one, crossing into almost every culture and encompassing everything from early oral
|
||
+stories passed down from generation to generation to the more modern literary fairy tale. What makes something a fairy
|
||
+tale? While there's a great deal of discussion around that question, most have a number of things in common: a series
|
||
+of
|
||
+far-fetched events; fantastical beings such as talking animals, elves, goblins, mermaids, witches, and dragons; and
|
||
+objects that have magical elements.
|
||
+
|
||
+One of the powers of a fairy tale—or a game set in a fairy tale-inspired setting—is its ability to create a sense of
|
||
+wonder and to evoke players' imaginations while still allowing them to keep one foot in the known. The very settings
|
||
+themselves are both enchanted and somehow familiar, whether the characters are entering a magical woods, falling down a
|
||
+rabbit hole, or embarking on a voyage to Neverland. Those beasts and beings who stalk such places are equally wondrous,
|
||
+and offer fantastic starting points for any number of adventures.
|
||
+
|
||
+To heighten the sense of wonder in a fairy tale adventure or campaign, a GM might consider presenting the game in a
|
||
+modern setting. In a modern setting, characters have regular jobs that don't normally involve hunting goblins or helping
|
||
+talking fish solve puzzles. This means that when the moths take shape and become the cloak of a princess of summer come
|
||
+to beg a favor or steal a child, or the house grows legs and runs away one morning, the player characters will be
|
||
+rightfully amazed (and perhaps somewhat terrified).
|
||
+
|
||
+### NATURE OF FAERIE
|
||
+
|
||
+Faerie (also called by many other names) is a dimension of magic separate from but closely parallel to the mundane
|
||
+world. It doesn't matter whether Faerie is just a collective term for thousands of separate curled-up dimensions hidden
|
||
+in corners, in closets, or at the center of forests, or it's one continuous realm that overlaps the real world where
|
||
+it's thinnest. It's a place those with open hearts can find by following a way between tall trees (or looming library
|
||
+shelves) to a realm where everything is different. Where elves walk, nymphs dance, unicorns gallop, and both natural
|
||
+growths and built structures become vast and enchanting.
|
||
+
|
||
+Humans don't tend to do well in such a world if they stay too long, as the sensory input is hard on the nervous system.
|
||
+But fey creatures depend on it, like plants to the light. A fey creature too long cut off from its land of origin (or
|
||
+its stream, hill, or burrow) slowly becomes mortal and then dies.
|
||
+
|
||
+When a fey creature is cut by silvered or cold iron weapons, they temporarily lose the sustaining benefit of their
|
||
+connection to Faerie. This severed connection usually disrupts a fey creature's ability to heal. A silvered weapon is
|
||
+one that contains silver as part of an alloying process, has silver inlay, or has been coated in a dusting of silver
|
||
+powder (which usually lasts only through a single fight). In truth, many items in the modern era are cold-forged, while
|
||
+many others are not. We suggest that any hand-forged item containing iron could be considered a cold-forged weapon for
|
||
+harming fey creatures. Thus, most bullets and other modern items wouldn't be treated as cold iron by this definition,
|
||
+but some would fit the bill.
|
||
+
|
||
+Basic CREATURES AND NPCs FOR A FAIRY TALE GAME
|
||
+
|
||
+Most fey creatures of level 2 or higher regain 1 point of health per round, unless wounded by silvered or cold iron
|
||
+weapons.
|
||
+
|
||
+Angry ants: swarm as a level 1 creature; constantly whisper insults, slurs, and obscenities; those physically attacked
|
||
+must also succeed on a difficulty 3 Might defense task or be stunned and lose their next turn
|
||
+
|
||
+Erlking: level 6, stealth as level 7; health 27; Armor 4; short-range whisper attack enthralls target for one hour or
|
||
+until attacked; root tendril attacks on up to three separate targets in immediate range; silvered and cold iron weapons
|
||
+ignore the erlking's Armor
|
||
+
|
||
+(*Erlking:* An animated accumulation of woodland debris—bark, lost teeth, matted weeds, and dirt—that wears a crown of
|
||
+oak leaves and a cloak of mist.)
|
||
+
|
||
+Faerie: level 4, deception and Speed defense as level 5; short-range magic dust attack inflicts damage or makes target
|
||
+amenable to faerie suggestions for one minute
|
||
+
|
||
+Feral tree: level 3; Armor 3; rooted in place; lashing branches attack up to three characters as a single action and on
|
||
+a failed Might defense task, hold the victim in place until they can escape
|
||
+
|
||
+Nymph: level 3, stealth and positive social interactions as level 6
|
||
+
|
||
+Pixie: level 2, stealth and finding lost items as level 6
|
||
+
|
||
+Razorblade butterflies: level 1; swarm as a level 3 creature able to attack all creatures in an area an immediate
|
||
+distance across
|
||
+
|
||
+Talking cat: level 1, knowledge tasks as level 7
|
||
+
|
||
+Troll: level 6; claws inflict 7 points of damage and grab victim until they escape; grabbed creature takes 10 points of
|
||
+damage per round; troll regains 3 points of health per round
|
||
+
|
||
+### FAIRY TALE ARTIFACTS
|
||
+
|
||
+Artifacts in a fantasy setting and magic items in other games focused on fantasy would also be suitable for a fairy tale
|
||
+setting. However, every fairy tale artifact should come with a quirk that sets it apart from a simple "wand of fire" or
|
||
+similar item. Come up with your own or roll a quirk on the table below.
|
||
+
|
||
+| | |
|
||
+|-----|-------------------------------------------------------------------------------------------------------------------------|
|
||
+| d10 | Quirk |
|
||
+| 1 | Is sometimes invisible. |
|
||
+| 2 | Cries like a baby if jostled. |
|
||
+| 3 | Becomes cold as ice to the touch and emits cold vapor when danger threatens. |
|
||
+| 4 | Contains a secret compartment that invariably holds a chunk of rock broken from what might be a strange jade sculpture. |
|
||
+| 5 | Also serves as a key to some magically locked doors and chests. |
|
||
+| 6 | Bites owner with tiny teeth if jostled, dealing 1 point of damage. |
|
||
+| 7 | Always muttering and complaining, though useful warnings and other information can sometimes be gained. |
|
||
+| 8 | Jealous of any other manifest cyphers, artifacts, or beautiful objects in the wielder's life. |
|
||
+| 9 | The "painting" of a princess of summer on the object sometimes leaves it, robbing the artifact of power. |
|
||
+| 10 | Causes flowers to grow wherever it is stored or set down. |
|
||
+
|
||
### SPECIAL RULES
|
||
|
||
Fairy tale games have unique opportunities for magic that aren't found elsewhere— death, curses, blessings, and wishes
|
||
@@ -34042,101 +34068,6 @@
|
||
|
||
4\. You have a secret agenda, and the PCs were gullible enough to let you come along.
|
||
|
||
-Fairy Tale
|
||
-
|
||
-The genre of fairy tales is a wide one, crossing into almost every culture and encompassing everything from early oral
|
||
-stories passed down from generation to generation to the more modern literary fairy tale. What makes something a fairy
|
||
-tale? While there's a great deal of discussion around that question, most have a number of things in common: a series
|
||
-of
|
||
-far-fetched events; fantastical beings such as talking animals, elves, goblins, mermaids, witches, and dragons; and
|
||
-objects that have magical elements.
|
||
-
|
||
-One of the powers of a fairy tale—or a game set in a fairy tale-inspired setting—is its ability to create a sense of
|
||
-wonder and to evoke players' imaginations while still allowing them to keep one foot in the known. The very settings
|
||
-themselves are both enchanted and somehow familiar, whether the characters are entering a magical woods, falling down a
|
||
-rabbit hole, or embarking on a voyage to Neverland. Those beasts and beings who stalk such places are equally wondrous,
|
||
-and offer fantastic starting points for any number of adventures.
|
||
-
|
||
-To heighten the sense of wonder in a fairy tale adventure or campaign, a GM might consider presenting the game in a
|
||
-modern setting. In a modern setting, characters have regular jobs that don't normally involve hunting goblins or helping
|
||
-talking fish solve puzzles. This means that when the moths take shape and become the cloak of a princess of summer come
|
||
-to beg a favor or steal a child, or the house grows legs and runs away one morning, the player characters will be
|
||
-rightfully amazed (and perhaps somewhat terrified).
|
||
-
|
||
-### NATURE OF FAERIE
|
||
-
|
||
-Faerie (also called by many other names) is a dimension of magic separate from but closely parallel to the mundane
|
||
-world. It doesn't matter whether Faerie is just a collective term for thousands of separate curled-up dimensions hidden
|
||
-in corners, in closets, or at the center of forests, or it's one continuous realm that overlaps the real world where
|
||
-it's thinnest. It's a place those with open hearts can find by following a way between tall trees (or looming library
|
||
-shelves) to a realm where everything is different. Where elves walk, nymphs dance, unicorns gallop, and both natural
|
||
-growths and built structures become vast and enchanting.
|
||
-
|
||
-Humans don't tend to do well in such a world if they stay too long, as the sensory input is hard on the nervous system.
|
||
-But fey creatures depend on it, like plants to the light. A fey creature too long cut off from its land of origin (or
|
||
-its stream, hill, or burrow) slowly becomes mortal and then dies.
|
||
-
|
||
-When a fey creature is cut by silvered or cold iron weapons, they temporarily lose the sustaining benefit of their
|
||
-connection to Faerie. This severed connection usually disrupts a fey creature's ability to heal. A silvered weapon is
|
||
-one that contains silver as part of an alloying process, has silver inlay, or has been coated in a dusting of silver
|
||
-powder (which usually lasts only through a single fight). In truth, many items in the modern era are cold-forged, while
|
||
-many others are not. We suggest that any hand-forged item containing iron could be considered a cold-forged weapon for
|
||
-harming fey creatures. Thus, most bullets and other modern items wouldn't be treated as cold iron by this definition,
|
||
-but some would fit the bill.
|
||
-
|
||
-Basic CREATURES AND NPCs FOR A FAIRY TALE GAME
|
||
-
|
||
-Most fey creatures of level 2 or higher regain 1 point of health per round, unless wounded by silvered or cold iron
|
||
-weapons.
|
||
-
|
||
-Angry ants: swarm as a level 1 creature; constantly whisper insults, slurs, and obscenities; those physically attacked
|
||
-must also succeed on a difficulty 3 Might defense task or be stunned and lose their next turn
|
||
-
|
||
-Erlking: level 6, stealth as level 7; health 27; Armor 4; short-range whisper attack enthralls target for one hour or
|
||
-until attacked; root tendril attacks on up to three separate targets in immediate range; silvered and cold iron weapons
|
||
-ignore the erlking's Armor
|
||
-
|
||
-(*Erlking:* An animated accumulation of woodland debris—bark, lost teeth, matted weeds, and dirt—that wears a crown of
|
||
-oak leaves and a cloak of mist.)
|
||
-
|
||
-Faerie: level 4, deception and Speed defense as level 5; short-range magic dust attack inflicts damage or makes target
|
||
-amenable to faerie suggestions for one minute
|
||
-
|
||
-Feral tree: level 3; Armor 3; rooted in place; lashing branches attack up to three characters as a single action and on
|
||
-a failed Might defense task, hold the victim in place until they can escape
|
||
-
|
||
-Nymph: level 3, stealth and positive social interactions as level 6
|
||
-
|
||
-Pixie: level 2, stealth and finding lost items as level 6
|
||
-
|
||
-Razorblade butterflies: level 1; swarm as a level 3 creature able to attack all creatures in an area an immediate
|
||
-distance across
|
||
-
|
||
-Talking cat: level 1, knowledge tasks as level 7
|
||
-
|
||
-Troll: level 6; claws inflict 7 points of damage and grab victim until they escape; grabbed creature takes 10 points of
|
||
-damage per round; troll regains 3 points of health per round
|
||
-
|
||
-### FAIRY TALE ARTIFACTS
|
||
-
|
||
-Artifacts in a fantasy setting and magic items in other games focused on fantasy would also be suitable for a fairy tale
|
||
-setting. However, every fairy tale artifact should come with a quirk that sets it apart from a simple "wand of fire" or
|
||
-similar item. Come up with your own or roll a quirk on the table below.
|
||
-
|
||
-| | |
|
||
-|-----|-------------------------------------------------------------------------------------------------------------------------|
|
||
-| d10 | Quirk |
|
||
-| 1 | Is sometimes invisible. |
|
||
-| 2 | Cries like a baby if jostled. |
|
||
-| 3 | Becomes cold as ice to the touch and emits cold vapor when danger threatens. |
|
||
-| 4 | Contains a secret compartment that invariably holds a chunk of rock broken from what might be a strange jade sculpture. |
|
||
-| 5 | Also serves as a key to some magically locked doors and chests. |
|
||
-| 6 | Bites owner with tiny teeth if jostled, dealing 1 point of damage. |
|
||
-| 7 | Always muttering and complaining, though useful warnings and other information can sometimes be gained. |
|
||
-| 8 | Jealous of any other manifest cyphers, artifacts, or beautiful objects in the wielder's life. |
|
||
-| 9 | The "painting" of a princess of summer on the object sometimes leaves it, robbing the artifact of power. |
|
||
-| 10 | Causes flowers to grow wherever it is stored or set down. |
|
||
-
|
||
Historical
|
||
|
||
Setting your campaign in World War 2, the Renaissance, or the 1930s can be fun and interesting. However, setting it in
|
||
@@ -34353,243 +34284,6 @@
|
||
|
||
Rattlesnake: level 2; bite inflicts 3 points of Speed damage (ignores Armor)
|
||
|
||
-### FANTASY CREATURES AND NPCs BY LEVEL
|
||
-
|
||
-| Level | Name |
|
||
-|-------|------------------------|
|
||
-| 1 | Goblin\* |
|
||
-| 1 | Shadow |
|
||
-| 2 | Guard\* |
|
||
-| 2 | Morlock |
|
||
-| 2 | Orc\* |
|
||
-| 2 | Skeleton\* |
|
||
-| 2 | Wraith |
|
||
-| 3 | Bard |
|
||
-| 3 | Berserker |
|
||
-| 3 | Crime boss\* |
|
||
-| 3 | Deinonychus\* |
|
||
-| 3 | Faerie |
|
||
-| 3 | Giant rat\* |
|
||
-| 3 | Giant spider\* |
|
||
-| 3 | Halfling |
|
||
-| 3 | Harpy |
|
||
-| 3 | Merfolk |
|
||
-| 3 | Sapient tree |
|
||
-| 3 | Thug\* |
|
||
-| 3 | Thug\* |
|
||
-| 3 | Transitional vampire\* |
|
||
-| 3 | Zombie\* |
|
||
-| 4 | Deep one\* |
|
||
-| 4 | Devil\* |
|
||
-| 4 | Druid |
|
||
-| 4 | Dwarf |
|
||
-| 4 | Elemental, air |
|
||
-| 4 | Elemental, fire |
|
||
-| 4 | Elemental, water |
|
||
-| 4 | Elf |
|
||
-| 4 | Ghost\* |
|
||
-| 4 | Ghoul\* |
|
||
-| 4 | Giant snake\* |
|
||
-| 4 | Hollow knight |
|
||
-| 4 | Minotour |
|
||
-| 4 | Ogre\* |
|
||
-| 4 | Paladin |
|
||
-| 4 | Shadow elf\* |
|
||
-| 4 | Thief |
|
||
-| 4 | Werewolf\* |
|
||
-| 5 | Basilisk |
|
||
-| 5 | Cambion |
|
||
-| 5 | Demon |
|
||
-| 5 | Elemental, earth\* |
|
||
-| 5 | Fallen angel\* |
|
||
-| 5 | Gorgon |
|
||
-| 5 | Mi-go\* |
|
||
-| 5 | Necromancer |
|
||
-| 5 | Occultist\* |
|
||
-| 5 | Prince(ss) of summer\* |
|
||
-| 5 | Satyr |
|
||
-| 5 | Soul Eater |
|
||
-| 5 | Wendigo\* |
|
||
-| 5 | Witch\* |
|
||
-| 6 | Assassin\* |
|
||
-| 6 | Blackguard |
|
||
-| 4 | Elemental, water |
|
||
-| 4 | Elemental, water |
|
||
-| 4 | Elf |
|
||
-| 4 | Ghost\* |
|
||
-| 4 | Ghoul\* |
|
||
-| 4 | Giant snake\* |
|
||
-| 4 | Hollow knight |
|
||
-| 4 | Minotour |
|
||
-| 4 | Ogre\* |
|
||
-| 4 | Paladin |
|
||
-| 4 | Shadow elf\* |
|
||
-| 4 | Thief |
|
||
-| 4 | Werewolf\* |
|
||
-| 5 | Basilisk |
|
||
-| 5 | Cambion |
|
||
-| 5 | Demon |
|
||
-| 5 | Elemental, earth\* |
|
||
-| 5 | Fallen angel\* |
|
||
-| 5 | Gorgon |
|
||
-| 5 | Mi-go\* |
|
||
-| 5 | Necromancer |
|
||
-| 5 | Occultist\* |
|
||
-| 5 | Prince(ss) of summer\* |
|
||
-| 5 | Satyr |
|
||
-| 5 | Soul Eater |
|
||
-| 5 | Wendigo\* |
|
||
-| 5 | Witch\* |
|
||
-| 6 | Assassin\* |
|
||
-| 6 | Blackguard |
|
||
-| 6 | Chimera\*I |
|
||
-| 6 | Elemental, thorn |
|
||
-| 6 | Golem\* |
|
||
-| 6 | Hag |
|
||
-| 6 | Jotunn, fire |
|
||
-| 6 | Jotunn, frost |
|
||
-| 6 | Manticore |
|
||
-| 6 | Puppet tree\* |
|
||
-| 6 | Troll |
|
||
-| 6 | Vampire\* |
|
||
-| 6 | Wyvern |
|
||
-| 7 | Corrupt mage |
|
||
-| 7 | Cyclops |
|
||
-| 7 | Djinni\* |
|
||
-| 7 | Dragon\* |
|
||
-| 7 | Evil priest |
|
||
-| 7 | Giant\* |
|
||
-| 7 | Hydra |
|
||
-| 7 | Noble knight |
|
||
-| 7 | Sphinx |
|
||
-| 7 | Statue, animate\* |
|
||
-| 7 | Tyrannosaurus rex\* |
|
||
-| 7 | Worm that walks |
|
||
-| 8 | Lich |
|
||
-| 8 | Wizard, mighty\* |
|
||
-| 9 | Demigod\* |
|
||
-| 9 | Demon Lord |
|
||
-| 10 | Kaiju\* |
|
||
-
|
||
-\* Creature or NPC found in the Cypher System
|
||
-
|
||
-### BIGGER AND TOUGHER
|
||
-
|
||
-If you need a larger or tougher version of a creature, such as a dire wolf or a giant crocodile, you can just increase
|
||
-the creature's level (and all of its modifications) by 1 or 2. If the creature has a damage or health stat that isn't
|
||
-the default for its level, take that into account at the modified creature's new level.
|
||
-
|
||
-A simple rule of thumb is to double a creature's size (length, width, and height) for every level it increases.
|
||
-
|
||
-### OTHER CREATURES AND NPCs FOR A FANTASY GAME
|
||
-
|
||
-Bat: level 1
|
||
-
|
||
-Black bear: level 3, attacks as level 4
|
||
-
|
||
-Blacksmith: level 2, metalworking as level 4; health 8
|
||
-
|
||
-Cat: level 1, Speed defense as level 3 due to size and quickness
|
||
-
|
||
-Catfolk: level 3, balancing and climbing as level 4; damage inflicted 4 points
|
||
-
|
||
-Centaur: level 4; health 15; moves a long distance each round
|
||
-
|
||
-Crocodile: level 4; Armor 1; swims a short distance each round
|
||
-
|
||
-Dire wolf: level 4, attacks and perception as level 5; Armor 1
|
||
-
|
||
-Dog: level 2, perception as level 3
|
||
-
|
||
-Dog, guard: level 3, attacks and perception as level 4
|
||
-
|
||
-Elephant: level 5; health 20; Armor 1
|
||
-
|
||
-Farmer: level 2, animal handling as level 3; health 8
|
||
-
|
||
-Gargoyle: level 3; Armor 5; damage inflicted 5 points; flies a short distance each round
|
||
-
|
||
-Giant ape: level 3, climbing and attacks as level 4
|
||
-
|
||
-Giant crab: level 6; Armor 4; pincer attack holds prey and automatically inflicts damage each turn until the target
|
||
-succeeds at a Might or Speed defense task
|
||
-
|
||
-Giant frog: level 3
|
||
-
|
||
-Giant octopus: level 5, Might defense and stealth as level 6; health 25; attacks four times as an action
|
||
-
|
||
-Giant scorpion: level 4; Armor 2; damage inflicted 4 points plus 4 points of Speed damage (ignores Armor) on a failed
|
||
-Might defense task
|
||
-
|
||
-Giant snake: level 4; health 18; Armor 2; damage inflicted 4 points plus 3 points of Speed damage (ignores Armor) on a
|
||
-failed Might defense task
|
||
-
|
||
-Gnoll: level 2, Speed defense as level 3 due to shield; health 8; Armor 2
|
||
-
|
||
-Gorilla: level 2, attacks as level 3; damage inflicted 3 points
|
||
-
|
||
-Griffon: level 4, perception as level 5; Armor 1; flies a long distance each round
|
||
-
|
||
-Grizzly bear: level 5; health 20; Armor 1
|
||
-
|
||
-Hawk: level 2; flies a long distance each round
|
||
-
|
||
-Hippogryph: level 3, attacks as level 4; flies a long distance each round.
|
||
-
|
||
-Horse: level 3; moves a long distance each round
|
||
-
|
||
-Leopard: level 4; climbing, jumping, stealth, and attacks as level 5; Armor 1
|
||
-
|
||
-Lion or tiger: level 5, attacks as level 6; Armor 1
|
||
-
|
||
-Lizardfolk: level 3; Armor 1
|
||
-
|
||
-Merchant: level 2, haggling and assessment tasks as level 3
|
||
-
|
||
-Mummy: level 6; ancient history, ancient religion, climbing, and stealth as level 8; health 24; Armor 2; damage
|
||
-inflicted 7 points
|
||
-
|
||
-Nymph: level 3, stealth and positive social interactions as level 6
|
||
-
|
||
-Pegasus: level 3, Speed defense as level 4; moves or flies a long distance each round
|
||
-
|
||
-Pterodactyl: level 3; Armor 1; flies a long distance each round
|
||
-
|
||
-Rat: level 1
|
||
-
|
||
-Roc: level 6; health 25; Armor 2; flies a long distance each round; attacks twice as an action
|
||
-
|
||
-Shark: level 3, attacks as level 4; health 15; Armor 2
|
||
-
|
||
-Undead claw: level 1, attacks as level 3, Speed defense as level 3 due to quickness and size; health 5; Armor 1
|
||
-
|
||
-Unicorn: level 4; Might defense, perception, and attacks as level 5; health 15; Armor 1; makes two attacks as its
|
||
-action; once per hour can teleport up to 1 mile; once per hour can heal a creature for 4 Pool points (or health) and
|
||
-remove poisons up to level 4
|
||
-
|
||
-Villager: level 1
|
||
-
|
||
-Viper: level 2; bite inflicts 3 points of Speed damage (ignores Armor)
|
||
-
|
||
-Warhorse: level 4; moves a long distance each round
|
||
-
|
||
-Werebear: level 5, attacks as level 6; Armor 1; damage inflicted 6 points; regenerates 2
|
||
-
|
||
-health per round (unless recently wounded by silver)
|
||
-
|
||
-Wererat: level 3, Speed defense and stealth as level 4; regenerates 2 health per round (unless recently wounded by
|
||
-silver)
|
||
-
|
||
-Wereshark: level 4, attacks as level 5; health 15; Armor 2; regenerates 2 health per round (unless recently wounded by
|
||
-silver)
|
||
-
|
||
-Weretiger: level 5, attacks as level 6; Armor 1; damage inflicted 6 points; regenerates 2 health per round (unless
|
||
-recently wounded by silver)
|
||
-
|
||
-Wolf: level 3, perception as level 4
|
||
-
|
||
-Yeti: level 3; attacks, perception, and stealth as level 4; Armor 1
|
||
-
|
||
### CREATURES
|
||
|
||
### ABOMINATION 5 (15)
|
||
@@ -37940,6 +37634,282 @@
|
||
GM intrusion: The animate statue strikes a character so hard that the victim flies a long distance and lands in a heap,
|
||
possibly dropping gear and weapons along the way.
|
||
|
||
+### SUPERVILLIANS
|
||
+
|
||
+People with amazing abilities who use them for evil earn the label of supervillain. This section presents five sample
|
||
+supervillains. These supervillains use the same format as the Creatures chapter.
|
||
+
|
||
+### ANATHEMA 7 (21)
|
||
+
|
||
+The supervillain called Anathema is big, bright red, and stronger than anyone on this planet or any other (or so he
|
||
+claims). Superheroes who go head to head with him learn that he can withstand almost any hit and always gives back twice
|
||
+as hard as he receives. He can bring down buildings with a punch and throw semi trucks across state lines.
|
||
+
|
||
+Before he was Anathema, he was Sameer Stokes, a bitter and spiteful coder working for a large software company. Having
|
||
+failed in relationships, promotions, and retaining friends, Sameer retreated online and learned that he had power when
|
||
+he bullied people. He delighted in causing emotional distress in others in forums and social media. In effect, he was a
|
||
+troll. When the metamorphosis happened, he was turned into a troll for real. (Sameer doesn't recall the metamorphosis or
|
||
+the days before and immediately after his change, despite using therapy and drugs in an attempt to recover those
|
||
+memories.)
|
||
+
|
||
+(Assume that Anathema has three power shifts in strength and two in resilience. These shifts are already figured into
|
||
+his modifications and other stats.)
|
||
+
|
||
+Motive: Accumulate wealth, live on the edge
|
||
+
|
||
+Environment: Anywhere vast wealth can be stolen
|
||
+
|
||
+Health: 70
|
||
+
|
||
+Damage Inflicted: 12 points
|
||
+
|
||
+Movement: Short; a few miles (5 km) per leap
|
||
+
|
||
+Modifications: Strength tasks as level 10; Might defense as level 9; Speed defense as level 5 due to size
|
||
+
|
||
+Combat: Anathema hits foes with bone-shocking force. He can throw cars and large objects at targets within long range,
|
||
+dealing damage to all creatures within immediate range of his target.
|
||
+
|
||
+Anathema has a healing factor that makes it hard to hurt him in any meaningful sense. He regains 10 points of health per
|
||
+round. In any round in which he regains health, his attacks deal 3 additional points of damage (15 total), and he seems
|
||
+to visibly swell with muscle.
|
||
+
|
||
+Interaction: When Anathema is riled up during a fight, it's difficult to reason with him. However, he is willing to
|
||
+negotiate if someone offers him wealth or convinces him they have valuable secrets for breaking mental blocks. Anathema
|
||
+doesn't know how he became the way he is, and he wants to recover his missing memories.
|
||
+
|
||
+Use: The rolling earthquake afflicting the city is actually Anathema fighting a group of newbie superheroes who haven't
|
||
+figured out that engaging the red mountain will likely cause more deaths than leaving him alone. (The first rule of
|
||
+fighting Anathema is to lead or move him somewhere with a low population density.)
|
||
+
|
||
+Loot: Anathema doesn't normally carry wealth or other valuables. In his lair, Anathema typically has three to five
|
||
+expensive items, 1d6 cyphers, and possibly an artifact.
|
||
+
|
||
+GM intrusion: Anathema's attack sends the character flying a long distance and potentially into dangerous terrain.
|
||
+
|
||
+### DOCTOR DREAD 7 (21)
|
||
+
|
||
+Doctor Dread is larger than life thanks to her brilliant mind, her media savvy, and the robotic armor she uses to
|
||
+enhance her otherwise normal abilities. Indeed, Doctor Dread has become the most feared terrorist on the planet. She
|
||
+uses her abilities to extort money, influence, and technology from the rich and powerful, whether her victims are
|
||
+individuals, governments, corporations, or superheroes.
|
||
+
|
||
+Alicia Coleridge is Doctor Dread's secret identity. Born into relative obscurity, she received a full scholarship to the
|
||
+Russell Institute of Technology, where she studied the effects of radioactive substances on living tissue. In a freak
|
||
+lab accident, Alicia's fianc<span dir="rtl">é</span> was slain, and Alicia was disfigured and driven slightly insane, so
|
||
+much so that she built the Doctor Dread armor. She plows the vast wealth she accumulates through terrorism into research
|
||
+into the rejuvenation of dead flesh. She hopes to one day bring back her dead love, whose body she keeps in suspended
|
||
+animation.
|
||
+
|
||
+(Doctor Dread is usually accompanied by a handful of robot minions.)
|
||
+
|
||
+(Dread's robot minion: level 3; Armor 1; long-range laser attack inflicts 4 points of damage)
|
||
+
|
||
+(Assume that Doctor Dread has three power shifts in intelligence and two in resilience. These shifts are already figured
|
||
+into her modifications and other stats.)
|
||
+
|
||
+Motive: Accumulate wealth; reanimate dead flesh
|
||
+
|
||
+Environment: Wherever money can be extorted
|
||
+
|
||
+Health: 40
|
||
+
|
||
+Damage Inflicted: 7 points
|
||
+
|
||
+Armor: 4
|
||
+
|
||
+Movement: Short; long when flying
|
||
+
|
||
+Modifications: Resists mental attacks and deception as level 8; understands, repairs, and crafts advanced technology as
|
||
+level 10
|
||
+
|
||
+Combat: Doctor Dread's armor allows her to exist without outside air (or air pressure), food, or water for up to ten
|
||
+days at a time. She can call on her robotic armor to accomplish a variety of tasks, including the following:
|
||
+
|
||
+*Barricade:* Establish an immobile, two-dimensional field
|
||
+of transparent force 10 feet by 10 feet (3 m by 3 m) for ten minutes
|
||
+
|
||
+*Energy Cloak:* Create an energy field that gives her +5 to Armor against heat, cold, or magnetism (one at a time,
|
||
+chosen when she uses the power) for ten minutes
|
||
+
|
||
+*Fade:* Become invisible for one minute, or until she makes an attack
|
||
+
|
||
+*Plasma Blast:* Long-range heat and electricity blast that inflicts 7 points of damage
|
||
+
|
||
+Interaction: Doctor Dread is slightly mad, but that's normally disguised by her amazing brilliance. She is an egomaniac
|
||
+but will negotiate in return for a promise of wealth or biomedical lore she doesn't already know.
|
||
+
|
||
+Use: The PCs are called to handle a hostage situation at a party in which many of the city's wealthy elite are being
|
||
+held captive by Doctor Dread. She promises to let them go once sufficient wealth is paid into her offshore accounts.
|
||
+
|
||
+Loot: Most of Doctor Dread's considerable wealth is tied up in online accounts, two or three secret fortresses, and
|
||
+cutting-edge biological research equipment.
|
||
+
|
||
+GM intrusion: Doctor Dread uses a function built into her robotic armor that is the perfect solution for her current
|
||
+predicament: healing herself, teleporting away, disintegrating a barrier, or whatever is needed.
|
||
+
|
||
+### MAGNETAR 8 (24)
|
||
+
|
||
+Not much is known about Magnetar other than its powerful ability to generate and control magnetic fields. Various
|
||
+research groups theorize that Magnetar is an alien, a sentient and self-improving robot, or even some kind of
|
||
+manifestation of a fundamental force. Given Magnetar's vaguely humanoid shape, a few people even suggest that the
|
||
+villain is actually a man with a mutant ability so powerful that it burned out all memories of his former self.
|
||
+
|
||
+In truth, Magnetar is the animate, sentient, and self-regulating nucleus of a neutron star that is able to rein in its
|
||
+immense electromagnetic signature. One of two such beings an advanced alien species created from a single magnetar (a
|
||
+type of neutron star with an extremely powerful magnetic field), Magnetar was sent on a mission of exploration. After
|
||
+millennia, it crashed on Earth and was damaged. Having lost most of its memory data, Magnetar knows that something was
|
||
+taken from it (its twin), but it can't remember what. It has decided to blame the humans.
|
||
+
|
||
+(Assume that Magnetar has three power shifts in its magnetic power and two in resilience. These shifts are already
|
||
+figured into its modifications and other stats.)
|
||
+
|
||
+Motive: Revenge; regain memory
|
||
+
|
||
+Environment: Almost anywhere, searching for what it has lost
|
||
+
|
||
+Health: 50
|
||
+
|
||
+Damage Inflicted: 12 points
|
||
+
|
||
+Armor: 8
|
||
+
|
||
+Movement: Short; long when magnetically levitating
|
||
+
|
||
+Modifications: Speed defense as level 5 due to mass; tasks related to controlling and shaping metal through
|
||
+electromagnetic manipulation as level 11
|
||
+
|
||
+Combat: Magnetar's fist packs a wallop, since it can selectively add mass to the punch. However, its most potent ability
|
||
+is its level 11 control over all metal within very long range, which it uses to create anything it can imagine,
|
||
+including walls, attacks, pincers, and more. Magnetar can lift bridges, vehicles, and structures infused with rebar that
|
||
+it can see within its area of influence. When it throws such a large object as part of an attack, the target and
|
||
+everything within short range of the target takes 10 points of damage.
|
||
+
|
||
+Magnetar's only weakness is psychic attacks, which is fortunate since reducing it to 0 health through an
|
||
+old-fashioned beating could release an uncontrolled neutron star chunk on the Earth's surface.
|
||
+
|
||
+Interaction: Morose and gruff, Magnetar would rather be alone, but every so often, it goes on a rampage, hoping that a
|
||
+display will draw out whoever or whatever made it the way it is. Magnetar constantly feels the drag of emotional loss,
|
||
+but it doesn't know why (it doesn't realize that the feeling comes from the loss of its twin).
|
||
+
|
||
+Use: Doctor Dread has put a bounty on Magnetar's head because she wants to study the advanced technology woven through
|
||
+its body. The bounty amount is outrageous, but then again, so is Magnetar.
|
||
+
|
||
+GM intrusion: On a failed Might defense roll, all of the character's loose metallic items (including weapons) are
|
||
+stripped from them and become stuck to a nearby metallic buttress.
|
||
+
|
||
+### MISTER GENOCIDE 5 (15)
|
||
+
|
||
+Real name Alfred Webster, Mister Genocide has the unfortunate ability to synthesize deadly poison from his skin. His
|
||
+touch can kill, but if he wishes it, so can his spittle or even his breath.
|
||
+
|
||
+Anyone who spends too much time in Mister Genocide's presence becomes ill, even if the villain isn't actively using his
|
||
+power. Thus, his cronies usually wear gas masks and protective clothing. Mister Genocide has promoted himself to the
|
||
+head of the mob in the city where he resides and is always looking to expand his operations, sometimes at the expense of
|
||
+other criminals.
|
||
+
|
||
+When victims are killed by Mister Genocide's poison, their skin and the whites of their eyes take on a bright green hue,
|
||
+which increases the terror that normal people feel regarding him. Even superheroes have been brought down by his toxins.
|
||
+
|
||
+Mister Genocide sometimes teams up with Anathema, because the red mountain is the only villain who can withstand the
|
||
+poison that Genocide constantly emits.
|
||
+
|
||
+(Assume that Mister Genocide has two power shifts in his poison power, one in intelligence, and two in resilience. These
|
||
+shifts are already figured into his modifications and other stats.)
|
||
+
|
||
+Motive: Accumulate power
|
||
+
|
||
+Environment: Anywhere crime lords congregate
|
||
+
|
||
+Health: 15
|
||
+
|
||
+Damage Inflicted: 5 points; see Combat
|
||
+
|
||
+Armor: 1
|
||
+
|
||
+Movement: Short
|
||
+
|
||
+Modifications: Poison breath attack and Might defense as level 7; Intellect defense and evil genius as level 6
|
||
+
|
||
+Combat: Targets touched by Mister Genocide must make a difficulty 7 Might defense roll or take 5 points of Speed damage
|
||
+(ignores Armor) from the poison transmitted. Worse, the poison continues to inflict 2 points of Speed damage each round
|
||
+until the victim succeeds at a Might defense roll.
|
||
+
|
||
+Every other round, Mister Genocide can make a level 7 poison attack that can affect up to ten victims within short range
|
||
+as a single action. Those who fail a Might defense roll take 7 points of Speed damage (ignores Armor) and spend a round
|
||
+helpless as they cough and gag. The inhalant poison does not continue to inflict damage
|
||
+each round.
|
||
+
|
||
+Mister Genocide is immune to most venoms, toxins, and poisons.
|
||
+
|
||
+Interaction: Certifiably insane, Mister Genocide likes to kill people. He may negotiate for a while, but if there is not
|
||
+enough gain to be had, he might kill everyone with a breath just for the fun of watching them suffocate and turn green.
|
||
+
|
||
+Use: Gang warfare between two criminal organizations is shooting up downtown, and many innocent bystanders caught in the
|
||
+crossfire end up bullet-ridden or poisoned (with green skin). Someone needs to put a stop to Mister Genocide.
|
||
+
|
||
+Loot: The supervillain carries currency equivalent to 1d6 expensive items, a cypher or two, and a variety of poisoned
|
||
+knives, needles, and vials.
|
||
+
|
||
+GM intrusion: A character affected by the poison must make a second Might defense roll or fall unconscious from shock.
|
||
+Unconsciousness lasts for up to a minute, or until the victim is jostled awake.
|
||
+
|
||
+### WRATH 6 (18)
|
||
+
|
||
+The head of an elite group of assassins, Wrath wants to save the world by killing everyone who impedes her vision of
|
||
+perfection—which turns out to be the better part of humanity. In addition to being one of the most accomplished martial
|
||
+artists to walk the earth (thanks to her connection with a mystical entity called the Demon), Wrath is also a criminal
|
||
+mastermind whose assassins are just one layer of the organization she controls.
|
||
+
|
||
+Born more than two hundred and fifty years ago in China to a name lost to history, Wrath was taken in by a monastery and
|
||
+trained in the ways of fist and sword. Everything changed when raiders attacked and killed everyone in her monastery,
|
||
+leaving her the sole survivor. Vowing revenge against the raiders and the world that allowed animals like them to exist,
|
||
+she acquired a magical amulet that contains the Demon. The Demon in turn bequeathed her extraordinary speed, strength,
|
||
+and longevity.
|
||
+
|
||
+Wrath is content to let her assassins (and mobsters, lawyers, and politicians) accomplish many of her goals, though she
|
||
+relishes being present when particularly important adversaries are brought down.
|
||
+
|
||
+(Assassin of Wrath: level 4, stealth as level 7)
|
||
+
|
||
+(Assume that Wrath has two power shifts in dexterity, two in accuracy, and one in resilience. These shifts are already
|
||
+figured into her modifications and other stats.)
|
||
+
|
||
+Motive: Save the world
|
||
+
|
||
+Environment: Anywhere wrongs (to Wrath's way of thinking) must be righted
|
||
+
|
||
+Health: 36
|
||
+
|
||
+Damage Inflicted: 8 points
|
||
+
|
||
+Armor: 1
|
||
+
|
||
+Movement: Short
|
||
+
|
||
+Modifications: Stealth, attacks, and Speed defense as level 8
|
||
+
|
||
+Combat: Wrath prefers a sword, though she is equally adept with a crossbow or, in rare cases, modern weapons. In melee
|
||
+she can attack two foes as a single action every round.
|
||
+
|
||
+Thanks to the influence of the Demon, Wrath regains 3 points of health each round, even if reduced to 0 health. The only
|
||
+way to permanently kill her is to reduce her to 0 health and keep her that way long enough to burn away the tattoo of
|
||
+the Demon that is engraved across her back.
|
||
+
|
||
+Interaction: Wrath is arrogant and confident, though not so much that she is easily fooled by flattery. She is usually
|
||
+amenable to negotiating, because she can anticipate the agenda of others and usually gain far more for herself in the
|
||
+end. However, she is not one to betray her word.
|
||
+
|
||
+Use: Wrath is making a bid to form a group of supervillains—all of whom will answer to her, of course—and it seems that
|
||
+initial talks are going well. The only holdout is Mister Genocide, who feels threatened by Wrath's larger organization,
|
||
+and this tension has led to ongoing warfare in the streets as assassins battle mobsters.
|
||
+
|
||
+Loot: In addition to weapons and armor, Wrath likely possesses the equivalent of five exorbitant items, 1d6 cyphers, and
|
||
+possibly one or two artifacts.
|
||
+
|
||
+GM intrusion: Just as things seem bleakest for her, Wrath summons a group of assassins waiting in the wings to surround
|
||
+the PCs and demand their surrender.
|
||
+
|
||
### TROLL 6 (18)
|
||
|
||
A troll is a hideous humanoid standing at least 10 feet (3 m) tall that hunts more by smell than by sight. They are
|
||
@@ -38656,282 +38626,6 @@
|
||
been successful, in addition to the normal effect, the zombie's arm comes free and animates as a separate level 2
|
||
zombie.
|
||
|
||
-### SUPERVILLIANS
|
||
-
|
||
-People with amazing abilities who use them for evil earn the label of supervillain. This section presents five sample
|
||
-supervillains. These supervillains use the same format as the Creatures chapter.
|
||
-
|
||
-### ANATHEMA 7 (21)
|
||
-
|
||
-The supervillain called Anathema is big, bright red, and stronger than anyone on this planet or any other (or so he
|
||
-claims). Superheroes who go head to head with him learn that he can withstand almost any hit and always gives back twice
|
||
-as hard as he receives. He can bring down buildings with a punch and throw semi trucks across state lines.
|
||
-
|
||
-Before he was Anathema, he was Sameer Stokes, a bitter and spiteful coder working for a large software company. Having
|
||
-failed in relationships, promotions, and retaining friends, Sameer retreated online and learned that he had power when
|
||
-he bullied people. He delighted in causing emotional distress in others in forums and social media. In effect, he was a
|
||
-troll. When the metamorphosis happened, he was turned into a troll for real. (Sameer doesn't recall the metamorphosis or
|
||
-the days before and immediately after his change, despite using therapy and drugs in an attempt to recover those
|
||
-memories.)
|
||
-
|
||
-(Assume that Anathema has three power shifts in strength and two in resilience. These shifts are already figured into
|
||
-his modifications and other stats.)
|
||
-
|
||
-Motive: Accumulate wealth, live on the edge
|
||
-
|
||
-Environment: Anywhere vast wealth can be stolen
|
||
-
|
||
-Health: 70
|
||
-
|
||
-Damage Inflicted: 12 points
|
||
-
|
||
-Movement: Short; a few miles (5 km) per leap
|
||
-
|
||
-Modifications: Strength tasks as level 10; Might defense as level 9; Speed defense as level 5 due to size
|
||
-
|
||
-Combat: Anathema hits foes with bone-shocking force. He can throw cars and large objects at targets within long range,
|
||
-dealing damage to all creatures within immediate range of his target.
|
||
-
|
||
-Anathema has a healing factor that makes it hard to hurt him in any meaningful sense. He regains 10 points of health per
|
||
-round. In any round in which he regains health, his attacks deal 3 additional points of damage (15 total), and he seems
|
||
-to visibly swell with muscle.
|
||
-
|
||
-Interaction: When Anathema is riled up during a fight, it's difficult to reason with him. However, he is willing to
|
||
-negotiate if someone offers him wealth or convinces him they have valuable secrets for breaking mental blocks. Anathema
|
||
-doesn't know how he became the way he is, and he wants to recover his missing memories.
|
||
-
|
||
-Use: The rolling earthquake afflicting the city is actually Anathema fighting a group of newbie superheroes who haven't
|
||
-figured out that engaging the red mountain will likely cause more deaths than leaving him alone. (The first rule of
|
||
-fighting Anathema is to lead or move him somewhere with a low population density.)
|
||
-
|
||
-Loot: Anathema doesn't normally carry wealth or other valuables. In his lair, Anathema typically has three to five
|
||
-expensive items, 1d6 cyphers, and possibly an artifact.
|
||
-
|
||
-GM intrusion: Anathema's attack sends the character flying a long distance and potentially into dangerous terrain.
|
||
-
|
||
-### DOCTOR DREAD 7 (21)
|
||
-
|
||
-Doctor Dread is larger than life thanks to her brilliant mind, her media savvy, and the robotic armor she uses to
|
||
-enhance her otherwise normal abilities. Indeed, Doctor Dread has become the most feared terrorist on the planet. She
|
||
-uses her abilities to extort money, influence, and technology from the rich and powerful, whether her victims are
|
||
-individuals, governments, corporations, or superheroes.
|
||
-
|
||
-Alicia Coleridge is Doctor Dread's secret identity. Born into relative obscurity, she received a full scholarship to the
|
||
-Russell Institute of Technology, where she studied the effects of radioactive substances on living tissue. In a freak
|
||
-lab accident, Alicia's fianc<span dir="rtl">é</span> was slain, and Alicia was disfigured and driven slightly insane, so
|
||
-much so that she built the Doctor Dread armor. She plows the vast wealth she accumulates through terrorism into research
|
||
-into the rejuvenation of dead flesh. She hopes to one day bring back her dead love, whose body she keeps in suspended
|
||
-animation.
|
||
-
|
||
-(Doctor Dread is usually accompanied by a handful of robot minions.)
|
||
-
|
||
-(Dread's robot minion: level 3; Armor 1; long-range laser attack inflicts 4 points of damage)
|
||
-
|
||
-(Assume that Doctor Dread has three power shifts in intelligence and two in resilience. These shifts are already figured
|
||
-into her modifications and other stats.)
|
||
-
|
||
-Motive: Accumulate wealth; reanimate dead flesh
|
||
-
|
||
-Environment: Wherever money can be extorted
|
||
-
|
||
-Health: 40
|
||
-
|
||
-Damage Inflicted: 7 points
|
||
-
|
||
-Armor: 4
|
||
-
|
||
-Movement: Short; long when flying
|
||
-
|
||
-Modifications: Resists mental attacks and deception as level 8; understands, repairs, and crafts advanced technology as
|
||
-level 10
|
||
-
|
||
-Combat: Doctor Dread's armor allows her to exist without outside air (or air pressure), food, or water for up to ten
|
||
-days at a time. She can call on her robotic armor to accomplish a variety of tasks, including the following:
|
||
-
|
||
-*Barricade:* Establish an immobile, two-dimensional field
|
||
-of transparent force 10 feet by 10 feet (3 m by 3 m) for ten minutes
|
||
-
|
||
-*Energy Cloak:* Create an energy field that gives her +5 to Armor against heat, cold, or magnetism (one at a time,
|
||
-chosen when she uses the power) for ten minutes
|
||
-
|
||
-*Fade:* Become invisible for one minute, or until she makes an attack
|
||
-
|
||
-*Plasma Blast:* Long-range heat and electricity blast that inflicts 7 points of damage
|
||
-
|
||
-Interaction: Doctor Dread is slightly mad, but that's normally disguised by her amazing brilliance. She is an egomaniac
|
||
-but will negotiate in return for a promise of wealth or biomedical lore she doesn't already know.
|
||
-
|
||
-Use: The PCs are called to handle a hostage situation at a party in which many of the city's wealthy elite are being
|
||
-held captive by Doctor Dread. She promises to let them go once sufficient wealth is paid into her offshore accounts.
|
||
-
|
||
-Loot: Most of Doctor Dread's considerable wealth is tied up in online accounts, two or three secret fortresses, and
|
||
-cutting-edge biological research equipment.
|
||
-
|
||
-GM intrusion: Doctor Dread uses a function built into her robotic armor that is the perfect solution for her current
|
||
-predicament: healing herself, teleporting away, disintegrating a barrier, or whatever is needed.
|
||
-
|
||
-### MAGNETAR 8 (24)
|
||
-
|
||
-Not much is known about Magnetar other than its powerful ability to generate and control magnetic fields. Various
|
||
-research groups theorize that Magnetar is an alien, a sentient and self-improving robot, or even some kind of
|
||
-manifestation of a fundamental force. Given Magnetar's vaguely humanoid shape, a few people even suggest that the
|
||
-villain is actually a man with a mutant ability so powerful that it burned out all memories of his former self.
|
||
-
|
||
-In truth, Magnetar is the animate, sentient, and self-regulating nucleus of a neutron star that is able to rein in its
|
||
-immense electromagnetic signature. One of two such beings an advanced alien species created from a single magnetar (a
|
||
-type of neutron star with an extremely powerful magnetic field), Magnetar was sent on a mission of exploration. After
|
||
-millennia, it crashed on Earth and was damaged. Having lost most of its memory data, Magnetar knows that something was
|
||
-taken from it (its twin), but it can't remember what. It has decided to blame the humans.
|
||
-
|
||
-(Assume that Magnetar has three power shifts in its magnetic power and two in resilience. These shifts are already
|
||
-figured into its modifications and other stats.)
|
||
-
|
||
-Motive: Revenge; regain memory
|
||
-
|
||
-Environment: Almost anywhere, searching for what it has lost
|
||
-
|
||
-Health: 50
|
||
-
|
||
-Damage Inflicted: 12 points
|
||
-
|
||
-Armor: 8
|
||
-
|
||
-Movement: Short; long when magnetically levitating
|
||
-
|
||
-Modifications: Speed defense as level 5 due to mass; tasks related to controlling and shaping metal through
|
||
-electromagnetic manipulation as level 11
|
||
-
|
||
-Combat: Magnetar's fist packs a wallop, since it can selectively add mass to the punch. However, its most potent ability
|
||
-is its level 11 control over all metal within very long range, which it uses to create anything it can imagine,
|
||
-including walls, attacks, pincers, and more. Magnetar can lift bridges, vehicles, and structures infused with rebar that
|
||
-it can see within its area of influence. When it throws such a large object as part of an attack, the target and
|
||
-everything within short range of the target takes 10 points of damage.
|
||
-
|
||
-Magnetar's only weakness is psychic attacks, which is fortunate since reducing it to 0 health through an
|
||
-old-fashioned beating could release an uncontrolled neutron star chunk on the Earth's surface.
|
||
-
|
||
-Interaction: Morose and gruff, Magnetar would rather be alone, but every so often, it goes on a rampage, hoping that a
|
||
-display will draw out whoever or whatever made it the way it is. Magnetar constantly feels the drag of emotional loss,
|
||
-but it doesn't know why (it doesn't realize that the feeling comes from the loss of its twin).
|
||
-
|
||
-Use: Doctor Dread has put a bounty on Magnetar's head because she wants to study the advanced technology woven through
|
||
-its body. The bounty amount is outrageous, but then again, so is Magnetar.
|
||
-
|
||
-GM intrusion: On a failed Might defense roll, all of the character's loose metallic items (including weapons) are
|
||
-stripped from them and become stuck to a nearby metallic buttress.
|
||
-
|
||
-### MISTER GENOCIDE 5 (15)
|
||
-
|
||
-Real name Alfred Webster, Mister Genocide has the unfortunate ability to synthesize deadly poison from his skin. His
|
||
-touch can kill, but if he wishes it, so can his spittle or even his breath.
|
||
-
|
||
-Anyone who spends too much time in Mister Genocide's presence becomes ill, even if the villain isn't actively using his
|
||
-power. Thus, his cronies usually wear gas masks and protective clothing. Mister Genocide has promoted himself to the
|
||
-head of the mob in the city where he resides and is always looking to expand his operations, sometimes at the expense of
|
||
-other criminals.
|
||
-
|
||
-When victims are killed by Mister Genocide's poison, their skin and the whites of their eyes take on a bright green hue,
|
||
-which increases the terror that normal people feel regarding him. Even superheroes have been brought down by his toxins.
|
||
-
|
||
-Mister Genocide sometimes teams up with Anathema, because the red mountain is the only villain who can withstand the
|
||
-poison that Genocide constantly emits.
|
||
-
|
||
-(Assume that Mister Genocide has two power shifts in his poison power, one in intelligence, and two in resilience. These
|
||
-shifts are already figured into his modifications and other stats.)
|
||
-
|
||
-Motive: Accumulate power
|
||
-
|
||
-Environment: Anywhere crime lords congregate
|
||
-
|
||
-Health: 15
|
||
-
|
||
-Damage Inflicted: 5 points; see Combat
|
||
-
|
||
-Armor: 1
|
||
-
|
||
-Movement: Short
|
||
-
|
||
-Modifications: Poison breath attack and Might defense as level 7; Intellect defense and evil genius as level 6
|
||
-
|
||
-Combat: Targets touched by Mister Genocide must make a difficulty 7 Might defense roll or take 5 points of Speed damage
|
||
-(ignores Armor) from the poison transmitted. Worse, the poison continues to inflict 2 points of Speed damage each round
|
||
-until the victim succeeds at a Might defense roll.
|
||
-
|
||
-Every other round, Mister Genocide can make a level 7 poison attack that can affect up to ten victims within short range
|
||
-as a single action. Those who fail a Might defense roll take 7 points of Speed damage (ignores Armor) and spend a round
|
||
-helpless as they cough and gag. The inhalant poison does not continue to inflict damage
|
||
-each round.
|
||
-
|
||
-Mister Genocide is immune to most venoms, toxins, and poisons.
|
||
-
|
||
-Interaction: Certifiably insane, Mister Genocide likes to kill people. He may negotiate for a while, but if there is not
|
||
-enough gain to be had, he might kill everyone with a breath just for the fun of watching them suffocate and turn green.
|
||
-
|
||
-Use: Gang warfare between two criminal organizations is shooting up downtown, and many innocent bystanders caught in the
|
||
-crossfire end up bullet-ridden or poisoned (with green skin). Someone needs to put a stop to Mister Genocide.
|
||
-
|
||
-Loot: The supervillain carries currency equivalent to 1d6 expensive items, a cypher or two, and a variety of poisoned
|
||
-knives, needles, and vials.
|
||
-
|
||
-GM intrusion: A character affected by the poison must make a second Might defense roll or fall unconscious from shock.
|
||
-Unconsciousness lasts for up to a minute, or until the victim is jostled awake.
|
||
-
|
||
-### WRATH 6 (18)
|
||
-
|
||
-The head of an elite group of assassins, Wrath wants to save the world by killing everyone who impedes her vision of
|
||
-perfection—which turns out to be the better part of humanity. In addition to being one of the most accomplished martial
|
||
-artists to walk the earth (thanks to her connection with a mystical entity called the Demon), Wrath is also a criminal
|
||
-mastermind whose assassins are just one layer of the organization she controls.
|
||
-
|
||
-Born more than two hundred and fifty years ago in China to a name lost to history, Wrath was taken in by a monastery and
|
||
-trained in the ways of fist and sword. Everything changed when raiders attacked and killed everyone in her monastery,
|
||
-leaving her the sole survivor. Vowing revenge against the raiders and the world that allowed animals like them to exist,
|
||
-she acquired a magical amulet that contains the Demon. The Demon in turn bequeathed her extraordinary speed, strength,
|
||
-and longevity.
|
||
-
|
||
-Wrath is content to let her assassins (and mobsters, lawyers, and politicians) accomplish many of her goals, though she
|
||
-relishes being present when particularly important adversaries are brought down.
|
||
-
|
||
-(Assassin of Wrath: level 4, stealth as level 7)
|
||
-
|
||
-(Assume that Wrath has two power shifts in dexterity, two in accuracy, and one in resilience. These shifts are already
|
||
-figured into her modifications and other stats.)
|
||
-
|
||
-Motive: Save the world
|
||
-
|
||
-Environment: Anywhere wrongs (to Wrath's way of thinking) must be righted
|
||
-
|
||
-Health: 36
|
||
-
|
||
-Damage Inflicted: 8 points
|
||
-
|
||
-Armor: 1
|
||
-
|
||
-Movement: Short
|
||
-
|
||
-Modifications: Stealth, attacks, and Speed defense as level 8
|
||
-
|
||
-Combat: Wrath prefers a sword, though she is equally adept with a crossbow or, in rare cases, modern weapons. In melee
|
||
-she can attack two foes as a single action every round.
|
||
-
|
||
-Thanks to the influence of the Demon, Wrath regains 3 points of health each round, even if reduced to 0 health. The only
|
||
-way to permanently kill her is to reduce her to 0 health and keep her that way long enough to burn away the tattoo of
|
||
-the Demon that is engraved across her back.
|
||
-
|
||
-Interaction: Wrath is arrogant and confident, though not so much that she is easily fooled by flattery. She is usually
|
||
-amenable to negotiating, because she can anticipate the agenda of others and usually gain far more for herself in the
|
||
-end. However, she is not one to betray her word.
|
||
-
|
||
-Use: Wrath is making a bid to form a group of supervillains—all of whom will answer to her, of course—and it seems that
|
||
-initial talks are going well. The only holdout is Mister Genocide, who feels threatened by Wrath's larger organization,
|
||
-and this tension has led to ongoing warfare in the streets as assassins battle mobsters.
|
||
-
|
||
-Loot: In addition to weapons and armor, Wrath likely possesses the equivalent of five exorbitant items, 1d6 cyphers, and
|
||
-possibly one or two artifacts.
|
||
-
|
||
-GM intrusion: Just as things seem bleakest for her, Wrath summons a group of assassins waiting in the wings to surround
|
||
-the PCs and demand their surrender.
|
||
-
|
||
## NPCs
|
||
|
||
The NPCs in this chapter are generic examples of nonplayer characters that can be used in many genres.
|
||
@@ -39381,287 +39075,6 @@
|
||
level. If you don't have space for this new cypher, you immediately lose one of your current cyphers (your choice) and
|
||
the new cypher takes its place. Whether or not you succeed at the roll, the 1 XP is spent.
|
||
|
||
-### FANTASY CYPHERS
|
||
-
|
||
-Magic items are a staple of fantasy stories and games. In the Cypher System, these magic items are, of course, cyphers.
|
||
-The Cypher System assumes that subtle cyphers are the default, but in a fantasy game the assumption is usually the
|
||
-opposite—cyphers are physical objects (manifest cyphers) with magical powers, which the heroes find as treasure, gifts,
|
||
-or rewards for their adventures and exploits.
|
||
-
|
||
-### MIXING SUBTLE AND MANIFEST CYPHERS
|
||
-There's no reason why a fantasy campaign can't use manifest cyphers and subtle cyphers. In this setup, manifest cyphers
|
||
-are the tangible objects found in treasure hoards, and subtle cyphers represent good fortune, the blessings of the gods,
|
||
-and other coincidences that benefit the characters.
|
||
-
|
||
-### CYPHER FORMS
|
||
-
|
||
-What form a manifest cypher takes— such as a potion or scroll—doesn't affect its abilities at all. A potion that eases
|
||
-the user's next task by three steps is functionally identical to a magical scroll that does the same thing.
|
||
-
|
||
-To randomly determine a manifest cypher's form, roll on the following table.
|
||
-
|
||
-| d100 | Cypher Form |
|
||
-|-------|--------------------|
|
||
-| 01-02 | Bone runeplate |
|
||
-| 03-04 | Book page |
|
||
-| 05-07 | Bottle of powder |
|
||
-| 08-09 | Brand |
|
||
-| 10-12 | Brick |
|
||
-| 13-15 | Carved bone |
|
||
-| 16-18 | Carved stick |
|
||
-| 19-20 | Carved tooth |
|
||
-| 21-23 | Chalky potion |
|
||
-| 30-33 | Clay runeplate |
|
||
-| 34-37 | Crystal |
|
||
-| 38-39 | Elaborate scar |
|
||
-| 40-42 | Envelope of powder |
|
||
-| 43-44 | Fuming potion |
|
||
-| 45-47 | Glass |
|
||
-| 48-50 | Leaf |
|
||
-| 51-54 | Leather scroll |
|
||
-| 55-57 | Metal runeplate |
|
||
-| 58-60 | Oily potion |
|
||
-| 61-62 | Paper scroll |
|
||
-| 63-66 | Papyrus scroll |
|
||
-| 67-71 | Parchment scroll |
|
||
-| 72-74 | Pouch of powder |
|
||
-| 75-76 | Skin drawing |
|
||
-| 77-80 | Stone |
|
||
-| 81-82 | Tattoo |
|
||
-| 83-85 | Thick potion |
|
||
-| 86-88 | Tube of power |
|
||
-| 89-92 | Vellum scroll |
|
||
-| 93-96 | Watery potion |
|
||
-| 97-00 | Wood runeplate |
|
||
-
|
||
-### EXAMPLE FANTASY CYPHERS
|
||
-
|
||
-All of the cyphers in this chapter are manifest and fantastic cyphers.
|
||
-
|
||
-### FANTASY CYPHERS TABLE
|
||
-
|
||
-| 01-05 | Acid resistance |
|
||
-|-------|------------------------|
|
||
-| 06-11 | Animal control |
|
||
-| 12-18 | Beast shape |
|
||
-| 19-27 | Cold resistance |
|
||
-| 28-34 | Demon ward |
|
||
-| 35-39 | Dragon ward |
|
||
-| 40-44 | Electricity resistance |
|
||
-| 45-48 | Elemental conjuration |
|
||
-| 49-57 | Fire resistance |
|
||
-| 58-61 | Giant size |
|
||
-| 62-65 | Instant boat |
|
||
-| 66-68 | Instant tower |
|
||
-| 69-72 | Lycanthrope ward |
|
||
-| 73-76 | Penultimate key |
|
||
-| 77-82 | Poison resistance |
|
||
-| 83-86 | Restorative aura |
|
||
-| 87-89 | Thought listening |
|
||
-| 90-93 | Tiny size |
|
||
-| 94-98 | Undead ward |
|
||
-| 99-00 | Walking corpse |
|
||
-
|
||
-### ACID RESISTANCE
|
||
-
|
||
-Level: 1d6 + 3
|
||
-
|
||
-Effect: The user gains Armor against acid damage equal to the cypher's level for one hour.
|
||
-
|
||
-### ANIMAL CONTROL
|
||
-
|
||
-Level: 1d6 + 2
|
||
-
|
||
-Effect: To activate the cypher, the user must succeed on an Intellect attack against a beast whose level does not exceed
|
||
-the cypher's level. If successful, the beast immediately becomes calm. The beast awaits the user's commands and carries
|
||
-out all orders to the best of its ability. The target remains so enslaved for a number of hours equal to the cypher's
|
||
-level minus the target's level. (If the result is 0, the target is enslaved for only one minute.) The beast could attack
|
||
-or defend, a dog could follow a scent or retrieve an object, a badger could dig a hole, and so on.
|
||
-
|
||
-The cypher doesn't give the user any special ability to understand the target or perceive through its senses. For
|
||
-example, the user can command an eagle to fly above a group of enemies, but the eagle can't describe what it sees and
|
||
-the user can't look through its eyes.
|
||
-
|
||
-"Beast" in this sense refers to creatures of animal-level intelligence and may include unintelligent magical creatures
|
||
-like basilisks, pegasi, and so on.
|
||
-
|
||
-### BEAST SHAPE
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Effect: The user transforms into a specific kind of animal, such as a bear, hawk, horse, or wolf (the kind of animal is
|
||
-determined by the cypher's creator). The user gains the animal's type of movement (swimming for a fish, flying for a
|
||
-bird, and so on) and two assets on tasks to pretend to be that animal. The user also gains an asset on one skill
|
||
-appropriate to their animal form (or two skills for cypher level 5 and higher). See the Animal Form Minor Abilities
|
||
-table.
|
||
-
|
||
-The magic shrinks or enlarges the user to a size more suitable for their animal form, but generally can't make them more
|
||
-than about 50 percent smaller or larger, so the user might become an unusually large bird or a small bear. This doesn't
|
||
-affect the animal's abilities. The user can still use all of their abilities that don't rely specifically on their
|
||
-normal form. For example, an Adept in wolf form can't wield a dagger because wolves don't have hands, but could still
|
||
-use a healing power or mind blast ability.
|
||
-
|
||
-After about an hour, the user returns to their normal form.
|
||
-
|
||
-Depending on the cypher, the user might still be able to speak in a humanoid language, talk in a "language" of animal
|
||
-noises that other transformed people can understand perfectly, speak with animals of the same kind, or none of the
|
||
-above.
|
||
-
|
||
-### COLD RESISTANCE
|
||
-
|
||
-Level: 1d6 + 3
|
||
-
|
||
-Effect: The user gains Armor against cold damage equal to the cypher's level for one hour.
|
||
-
|
||
-### DEMON WARD
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Effect: For one hour, the user gains Armor equal to the cypher's level against damage from demons, devils, and similar
|
||
-malevolent creatures.
|
||
-
|
||
-### DRAGON WARD
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Effect: For one hour, the user gains Armor equal to the cypher's level against damage from dragons, wyverns, and similar
|
||
-magical reptilian creatures.
|
||
-
|
||
-In a typical fantasy campaign, a demon is a supernatural being from another dimension or plane of existence.
|
||
-
|
||
-### ELECTRICITY RESISTANCE
|
||
-
|
||
-Level: 1d6 + 3
|
||
-
|
||
-Effect: The user gains Armor against electricity damage equal to the cypher's level for one hour.
|
||
-
|
||
-### ELEMENTAL CONJURATION
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Effect: Summons an elemental creature (air, earth, fire, or water) that can understand the verbal commands of the user.
|
||
-Once the elemental is summoned, commanding it is not an action. It can make attacks or perform actions as ordered to the
|
||
-best of its abilities, but it cannot speak. The elemental never goes farther than long range away from the user.
|
||
-
|
||
-The elemental is not particularly intelligent or capable of initiating action. It responds if attacked, but otherwise
|
||
-does only as commanded.
|
||
-
|
||
-The elemental remains for one hour per cypher level or until its physical form is destroyed, after which it vanishes
|
||
-back to its native realm.
|
||
-
|
||
-### FIRE RESISTANCE
|
||
-
|
||
-Level: 1d6 + 3
|
||
-
|
||
-Effect: The user gains Armor against fire damage equal to the cypher's level for one hour.
|
||
-
|
||
-### GIANT SIZE
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Effect: The user grows to about one and a half times their normal size. While at this larger size, they add 4 points to
|
||
-their Might Pool and +2 to their Might Edge, but their Speed defense rolls are hindered.
|
||
-
|
||
-They return to their normal size after a minute. When the effect ends, their Might Edge returns to normal, they lose the
|
||
-penalty to Speed defense, and they subtract 4 points from their Might Pool (if this brings the Pool to 0, they subtract
|
||
-the overflow first from their Speed Pool and then, if necessary, from their Intellect Pool).
|
||
-
|
||
-If the user is an NPC, the cypher increases their health by 4, eases their Might-based tasks, and hinders their Speed
|
||
-defense. When the effect ends, they lose 4 health and all of the other advantages and penalties from the cypher.
|
||
-
|
||
-### INSTANT BOAT
|
||
-
|
||
-Level: 1d6 + 2
|
||
-
|
||
-Effect: Creates or transforms into a small sailboat that can carry up to eight people. The user or other characters must
|
||
-row, steer, and sail the boat as normal. At cypher level 5 and higher, the boat grants an asset on all tasks relating to
|
||
-its movement, and at cypher level 7 and higher, the boat can move a short distance each round under its own power. The
|
||
-boat lasts for a day, after which it vanishes.
|
||
-
|
||
-### INSTANT TOWER
|
||
-
|
||
-Level: 1d6 + 3
|
||
-
|
||
-Effect: Creates a simple, squat stone tower with a door, three arrow slits, and a ceiling hatch leading to the roof. The
|
||
-tower is 10 feet (3 m) square and 12 feet (4 m) tall. If the cypher level is 7 or higher, the tower also has a second
|
||
-story (with four arrow slits), increasing its total height to 20 feet (6 m). If there isn't sufficient room for the
|
||
-tower to reach its full size, it fills the available space, but its appearance and growth does not apply any force or
|
||
-pressure against the confining surfaces.
|
||
-
|
||
-The tower is permanent and immobile once created.
|
||
-
|
||
-### LYCANTHROPE WARD
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Effect: For one hour, the user gains Armor equal to the cypher's level against damage from werewolves and other
|
||
-lycanthropes.
|
||
-
|
||
-Lycanthrope: Formally, a human who can transform into a wolf. Informally, a human who can transform into an animal, such
|
||
-as a bear, rat, tiger, or wolf
|
||
-
|
||
-### PENULTIMATE KEY
|
||
-
|
||
-Level: 1d6 + 2
|
||
-
|
||
-Effect: Locks or unlocks any one door, portal, chest, or other lockable item of the cypher's level or lower. The
|
||
-targeted item must have a keyhole for the cypher to work.
|
||
-
|
||
-Legends speak of the Ultimate Key, which can open any lock, even those sealed by a god.
|
||
-
|
||
-### POISON RESISTANCE
|
||
-
|
||
-Level: 1d6 + 3
|
||
-
|
||
-Effect: The user gains Armor against poison damage equal to the cypher's level for one hour.
|
||
-
|
||
-### RESTORATIVE AURA
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Effect: Creates an immediate area filled with aromatic smoke, reassuring sounds, gentle light, or other pleasing
|
||
-sensations that last for one hour. Creatures who rest within the area gain +2 on their recovery rolls (or +4 for cypher
|
||
-level 5 and higher). NPCs instead recover 2 health if they spend at least ten minutes within the area (or 4 health for
|
||
-cypher level 5 and higher). For a creature to gain this benefit, its entire rest must occur while the cypher is active.
|
||
-
|
||
-### THOUGHT LISTENING
|
||
-
|
||
-Level: 1d6 + 1
|
||
-
|
||
-Effect: The user can read the surface thoughts of a creature within short range that they can see, even if the target
|
||
-doesn't want them to. Once the user has established contact, they can read the target's thoughts for up to one minute
|
||
-per cypher level.
|
||
-
|
||
-### TINY SIZE
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Effect: The user shrinks to about one-tenth their normal size. While at this smaller size, they add 4 points to their
|
||
-Speed Pool and +2 to their Speed Edge, but all of their Might actions are hindered by two steps. They return to their
|
||
-normal size after a minute. When the effect ends, their Speed Edge returns to normal, they lose the penalty to Might
|
||
-actions, and they subtract 4 points from their Speed Pool (if this brings the Pool to 0, they subtract the overflow
|
||
-first from their Intellect Pool and then, if necessary, from their Might Pool).
|
||
-
|
||
-If the user is an NPC, the cypher eases their Speed-based tasks and hinders their Might-based tasks. When the effect
|
||
-ends, they lose all of the advantages and penalties from the cypher.
|
||
-
|
||
-### UNDEAD WARD
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Effect: For one hour, the user gains Armor equal to the cypher's level against damage from skeletons, zombies, ghosts,
|
||
-vampires, and other undead creatures.
|
||
-
|
||
-### WALKING CORPSE
|
||
-
|
||
-Level: 1d6
|
||
-
|
||
-Effect: Animates a corpse as a level 1 (or level 2 for cypher level 5 and higher) undead skeleton or zombie, depending
|
||
-on the condition of the body. The corpse can be no larger than a typical human. The animated corpse has none of the
|
||
-intelligence, memories, or special abilities that it had in life. The creature follows the user's verbal commands for
|
||
-one hour, after which it becomes an inert corpse. Unless the creature is killed by damage, the user can reanimate it
|
||
-again when its time expires, but any damage it had when it became inert applies to its newly reanimated state.
|
||
-
|
||
### MANIFEST CYPHERS
|
||
|
||
Because manifest cyphers are physical objects, and people are familiar with the idea of finding "treasure" as part of
|
||
@@ -48625,6 +48038,161 @@
|
||
|
||
### FANTASY RULES MODULES
|
||
|
||
+### FANTASY CHARACTER OPTIONS
|
||
+
|
||
+In some cases, the ideas here require minor changes to the flavor described in the character options; you should work
|
||
+with your GM to make sure these changes are suitable for the campaign. Most of the foci in this section appear in the
|
||
+Cypher System; foci with an asterisk (\*) are found later in this document. Some of these options recommend swapping out
|
||
+a type ability for an ability from one of the character flavors such as combat, magic, or stealth.
|
||
+
|
||
+Alchemist: In the sense that an alchemist is someone who makes magical items or similar types of things, Adept and
|
||
+Explorer are appropriate type choices for academic alchemists. For a general sort of alchemist who makes potions of
|
||
+magical effects, choose the Masters Spells focus (instead of spells, you learn potions). For one who transforms into a
|
||
+powerful and dangerous creature, choose Howls at the Moon. For one who loves throwing bombs, choose Bears a Halo of
|
||
+Fire. For a healer, choose Works Miracles.
|
||
+
|
||
+Assassin/Spy: Explorer and Warrior are good type choices for an assassin character. Appropriate foci are Masters
|
||
+Weaponry, Moves Like a Cat, Murders, and Works the Back Alleys.
|
||
+
|
||
+Barbarian: A barbarian character is probably a Warrior or (to focus a little more on skills than combat) an Explorer.
|
||
+Good foci to choose from are Lives in the Wilderness, Masters Weaponry, Needs No Weapon, Never Says Die, Performs Feats
|
||
+of Strength, and Rages.
|
||
+
|
||
+Bard: Bards in fantasy fiction and games are troubadours, minstrels, and storytellers, perhaps with a supernatural
|
||
+element. Bards are usually Explorers or Speakers. Appropriate foci are Entertains, Helps Their Friends, Infiltrates, and
|
||
+Masters Spells.
|
||
+
|
||
+Cleric or Priest: Academic clerics are usually Adepts or Speakers, but martial clerics are often Warriors (perhaps with
|
||
+magic flavor). For a typical cleric with a versatile set of abilities, choose the Channels Divine Blessings focus.
|
||
+
|
||
+Cleric (death): Consorts With the Dead, Shepherds Spirits
|
||
+
|
||
+Cleric (knowledge): Learns Quickly, Sees Beyond, Would Rather Be Reading
|
||
+
|
||
+Cleric (life): Defends the Weak, Shepherds the Community, Works Miracles
|
||
+
|
||
+Cleric (light): Blazes With Radiance, Channels Divine Blessings
|
||
+
|
||
+Cleric (storm): Rides the Lightning, Thunders
|
||
+
|
||
+Cleric (trickery): Takes Animal Shape\* (also see options for rogues)
|
||
+
|
||
+Cleric (war): Masters Weaponry (also see options for fighters)
|
||
+
|
||
+Druid: As a very specific sort of nature priest, a druid character is usually an Adept or Explorer (in either case
|
||
+probably using the magic flavor). A typical druid probably has Channels Divine Blessings or Lives in the Wilderness as a
|
||
+focus, but for more specific options, see the following foci:
|
||
+
|
||
+Druid (animal companion): Controls Beasts, Masters the Swarm
|
||
+
|
||
+Druid (elemental): Abides in Stone, Bears a Halo of Fire, Moves Like the Wind, Rides the Lightning, Wears a Sheen of
|
||
+Ice
|
||
+
|
||
+Druid (nature affinity): Speaks for the Land
|
||
+
|
||
+Druid (transformation): Abides in Stone, Takes Animal Shape\*, Walks the Wild Woods\*
|
||
+
|
||
+Fighter: Fighters almost always have the Warrior type, but some are Explorers. A typical fighter probably has a direct
|
||
+focus like Masters Weaponry or Wields an Enchanted Weapon\*. For additional options based on choosing a specific
|
||
+fighting role, see the following:
|
||
+
|
||
+Fighter (guardian): Brandishes an Exotic Shield, Defends the Gate, Masters Defense, Never Says Die, Stands Like a
|
||
+Bastion.
|
||
+
|
||
+Fighter (melee): Fights Dirty, Fights With Panache, Looks For Trouble, Needs No Weapon, Wields Two Weapons at Once
|
||
+
|
||
+Fighter (ranged): Is Licensed to Carry, Throws With Deadly Accuracy
|
||
+
|
||
+Gunslinger: A gunslinger is probably a Warrior or Explorer, but some are Speakers with combat flavor. Appropriate foci
|
||
+are Is Licensed to Carry, Masters Weaponry, Sailed Beneath the Jolly Roger, and Wields an Enchanted Weapon\*.
|
||
+
|
||
+Inquisitor: Inquisitors are usually Explorers, Speakers, or Warriors, depending on whether their inclinations are for
|
||
+having many skills, being good at interacting with people, or combat. Appropriate foci are Infiltrates, Metes Out
|
||
+Justice, and Operates Undercover.
|
||
+
|
||
+Merchant: An Explorer with a focus dealing with social interactions, like Entertains or Leads, would make a good
|
||
+merchant character, but the more obvious choice would be a Speaker.
|
||
+
|
||
+Monk or Martial Artist: As masters of unarmed combat, monks are usually Warriors or Explorers (perhaps with a combat
|
||
+flavor). Appropriate foci are Fights With Panache, Needs No Weapon, and Throws With Deadly Accuracy.
|
||
+
|
||
+Paladin/Holy Knight/Paragon: As holy warriors who mix martial prowess and magic, paladins are usually Warriors or
|
||
+Explorers (in either case, perhaps modified with the magic flavor). Good foci for this type of character include Defends
|
||
+the Gate, Defends the Weak, Metes Out Justice, Slays Monsters, and Wields an Enchanted Weapon\*.
|
||
+
|
||
+Ranger: Rangers mix combat and skills, and therefore are usually Explorers (perhaps with combat flavor) or Warriors
|
||
+(perhaps with skills and knowledge flavor). Appropriate foci for a ranger are Controls Beasts, Hunts, Lives in the
|
||
+Wilderness, Slays Monsters, Throws With Deadly Accuracy, and Wields Two Weapons at Once.
|
||
+
|
||
+Rogue or Thief: Most rogue-type characters are Explorers, but an interaction-focused rogue could easily be a Speaker
|
||
+(perhaps with stealth flavor). Good foci for rogues are Explores Dark Places, Fights Dirty, Hunts, Infiltrates, Is
|
||
+Wanted by the Law, Moves Like a Cat, Sailed Beneath the Jolly Roger, and Works the Back Alleys.
|
||
+
|
||
+Sorcerer: Sorcerers, for our purpose here, are mages who have inherent magical abilities (as opposed to wizards, who
|
||
+study long and hard to get their spells). Most sorcerers are Adepts, but some are Explorers or Speakers. The Masters
|
||
+Spells focus gives a typical sorcerer an effective set of abilities, and most foci choices provide a themed set of
|
||
+spells. For sorcerers of various magical bloodlines, see the following:
|
||
+
|
||
+Sorcerer (angel): Blazes With Radiance, Channels Divine Blessings, Keeps a Magic Ally
|
||
+
|
||
+Sorcerer (destiny): Descends From Nobility, Was Foretold
|
||
+
|
||
+Sorcerer (dragon): Bears a Halo of Fire, Rides the Lightning, Wears a Sheen of Ice
|
||
+
|
||
+Sorcerer (elemental): Abides in Stone, Bears a Halo of Fire, Employs Magnetism, Moves Like the Wind, Rides the
|
||
+Lightning, Wears a Sheen of Ice
|
||
+
|
||
+Sorcerer (fey): Takes Animal Shape\*
|
||
+
|
||
+Sorcerer (fiend): Bears a Halo of Fire, Keeps a Magic Ally
|
||
+
|
||
+Sorcerer (undead): Consorts With the Dead, Shepherds Spirits
|
||
+
|
||
+Trickster or Con Artist: These clever folks are typically Speakers, although they could be Adepts if they are very
|
||
+magical (or Explorers if they aren't magical at all). Foci choices include Fights Dirty, Works the Back Alleys, or
|
||
+Entertains.
|
||
+
|
||
+War-wizard: For those unusual characters who use a mix of weapon attacks and spells, play a Warrior with magic flavor or
|
||
+an Expert with combat or magic flavor. Appropriate foci include Fights With Panache, Masters Weaponry, and Wields an
|
||
+Enchanted Weapon\*.
|
||
+
|
||
+Warlock or Witch: For the purposes of this list, warlocks and witches are mages who gain magical power from pacts they
|
||
+make with otherworldly entities. Most warlocks are Adepts, but Explorers and Speakers (perhaps with magic flavor) can be
|
||
+interesting options. Fun foci for a warlock include Dances With Dark Matter, Keeps a Magic Ally, Masters the Swarm,
|
||
+Separates Mind From Body, and Was Foretold, but (depending on the patron and pact) most sorcerer and wizard foci work
|
||
+just as well.
|
||
+
|
||
+Wild Mage: Those who use chaotic magic are usually Adepts, but a dabbler might be an Explorer or Speaker with the magic
|
||
+flavor. The best focus that suits this theme is Uses Wild Magic\*.
|
||
+
|
||
+Wizard: For the purposes of this list, wizards study magical lore at length to learn the ways of spellcasting (as
|
||
+opposed to sorcerers, warlocks, and so on). Wizards are usually Adepts, but a person-oriented wizard might be a Speaker
|
||
+(perhaps with the magic flavor). For a generalist wizard who has a variety of spells, choose the Masters Spells focus.
|
||
+For more specific kinds of wizards, see the following:
|
||
+
|
||
+Wizard (abjurer): Absorbs Energy, Focuses Mind Over Matter, Wears a Sheen of Ice
|
||
+
|
||
+Wizard (conjurer or summoner): Controls Beasts, Keeps a Magic Ally
|
||
+
|
||
+Wizard (diviner): Learns Quickly, Sees Beyond, Separates Mind From Body, Solves Mysteries Wizard (enchanter): Commands
|
||
+Mental Powers, Leads
|
||
+
|
||
+Wizard (evoker): Bears a Halo of Fire, Blazes With Radiance, Rides the Lightning, Thunders, Wears a Sheen of Ice
|
||
+
|
||
+Wizard (illusionist): Awakens Dreams, Crafts Illusions
|
||
+
|
||
+Wizard (necromancer): Consorts With the Dead, Shepherds Spirits
|
||
+
|
||
+Wizard (transmuter): Controls Gravity, Focuses Mind Over Matter, Takes Animal Shape\*
|
||
+
|
||
+#### PREPARED VS. SPONTANEOUS SPELLCASTING
|
||
+
|
||
+Magical characters get their abilities (which might be spells, rituals, or something else) from their type and focus,
|
||
+and they can use these abilities as they see fit as long as they spend the required Pool points. This technically makes
|
||
+them more like spontaneous casters. If you'd like to play something more like a prepared-caster wizard with a large
|
||
+selection of abilities that you narrow down each day, consider a spellcasting-oriented focus like Channels Divine
|
||
+Blessings, Masters Spells, or Speaks for the Land, and consider augmenting it with the optional spellcasting rule.
|
||
+
|
||
### AWARDING TREASURE
|
||
|
||
It's best to think of gold and magic as two different kinds of currencies that characters have access to.
|
||
@@ -49089,6 +48657,411 @@
|
||
(1 point of ambient damage per 10 feet fallen). The destination is dangerous, such as a tiny room lined with spikes, a
|
||
shark tank, or a boulder in a lava lake.
|
||
|
||
+#### FANTASY ARMOR DESCRIPTIONS
|
||
+
|
||
+You can wear only one kind of armor at a time (wearing more than one only gives the Armor from the best one and the
|
||
+Speed Effort cost of the worst one).
|
||
+
|
||
+Beastskin: An improved form of hides and furs, usually crafted from a creature with especially tough skin such as a
|
||
+giant lizard or rhinoceros.
|
||
+
|
||
+Breastplate: A fitted metal plate or set of plates that protect your torso but not your arms or legs, giving you greater
|
||
+movement than full plate at the cost of some protection.
|
||
+
|
||
+Brigandine: Long strips of metal attached to a cloth or leather backing. Often called "splint mail."
|
||
+
|
||
+Chainmail: Mail armor made from hundreds of interlocking metal rings or links. Often called "chain" or "chain armor."
|
||
+
|
||
+Dwarven breastplate: A high-quality breastplate crafted by a skilled dwarf, providing good protection and great
|
||
+mobility. Dwarven breastplate is medium armor (2 Armor) but encumbers the wearer as if it were light armor (it has a
|
||
+Speed Effort cost of 1). Not all dwarf-crafted breastplates count as this type of armor (only exceptionally skilled
|
||
+dwarven smiths know how to make it).
|
||
+
|
||
+Elven chainmail: A high-quality suit of chainmail crafted by a skilled elf, providing good protection and excellent
|
||
+mobility. Elven chainmail is medium armor (2 Armor) but is no more encumbering than a typical outfit of normal clothing
|
||
+(it has no Speed Effort cost). Not all elf-crafted chainmail counts as this type of armor (only exceptionally skilled
|
||
+elven smiths know how to make it).
|
||
+
|
||
+Full plate: A complete suit of fitted metal plates that give excellent coverage and protection against attacks. The
|
||
+joints are protected by small layered plates over flexible chain. Sometimes called "plate mail."
|
||
+
|
||
+Heavy cloth: Clothing that's heavy enough to reduce the effect of attacks against you, such as winter clothing or a
|
||
+fashionable leather outfit. Heavy cloth provides 1 Armor against piercing or slashing attacks like arrows and swords,
|
||
+but not bashing attacks like clubs or hammers. Heavy cloth doesn't have a Speed Effort cost. It can't be worn with other
|
||
+kinds of armor.
|
||
+
|
||
+Hides and furs: Made from thick or poorly cured animal skins. It's heavier and bulkier than other kinds of leather
|
||
+armor, but easier to make, especially by resource-poor crafters.
|
||
+
|
||
+Leather jerkin: Armor made of hardened pieces of leather (usually boiled or treated with chemicals) that mainly covers
|
||
+your torso. It's stiffer than leather used for clothing, but still flexible enough that you can bend and twist in it.
|
||
+Some jerkins are reinforced with metal studs (and may be called "studded leather"), and brigandine improves upon that
|
||
+concept.
|
||
+
|
||
+Padded: Cloth armor that is deliberately designed with multiple layers to be thick and protective. This is sometimes
|
||
+called "quilted armor" because it is a layer of padding sewn between two layers of cloth. Padded armor provides 1 Armor
|
||
+against piercing or slashing attacks like arrows and swords, but not bashing attacks like clubs or hammers. Padded armor
|
||
+doesn't have a Speed Effort cost. It can't be worn with other kinds of armor.
|
||
+
|
||
+Scale: Mail armor made from overlapping scales or plates attached to a leather or cloth backing. Often called "scale
|
||
+mail."
|
||
+
|
||
+Shield: Provides an asset to Speed defense. Shield sizes vary from a small buckler to a large kite shield (in the Cypher
|
||
+System, the difference is mainly flavor, and for game purposes they all grant the wearer the same benefit).
|
||
+
|
||
+| Light Armor | Armor | Speed Effort Additional Cost | Price |
|
||
+|---------------------|-----------|------------------------------|----------|
|
||
+| Heavy cloth | 1\* | 0 | 3 gp |
|
||
+| Hides and furs | 1 | 1 | 10 gp |
|
||
+| Leather jerkin | 1 | 1 | 10 gp |
|
||
+| Padded | 1\* | 0 | 5 gp |
|
||
+| Medium Armor | Armor | Speed Effort Additional Cost | Price |
|
||
+| Beastskin | 2 | 2 | 10 gp |
|
||
+| Breastplate | 2 | 2 | 400 gp |
|
||
+| Brigandine | 2 | 2 | 200 gp |
|
||
+| Chainmail | 2 | 2 | 75 gp |
|
||
+| Dwarven breastplate | 2 | 1 | 8,000 gp |
|
||
+| Elven chainmail | 2 | 0 | 8,000 gp |
|
||
+| Heavy Armor | Armor | Speed Effort Additional Cost | Price |
|
||
+| Full plate | 3 | 0 | 1,500 gp |
|
||
+| Scale | 3 | 0 | 50 gp |
|
||
+| Shield | asset\*\* | | 10 gp |
|
||
+
|
||
+\* Only against piercing and slashing attacks
|
||
+
|
||
+\*\* Using a shield provides the wearer with an asset on Speed defense tasks
|
||
+
|
||
+If the GM prefers the simpler method of not tracking whether an attack is bashing, slashing, or stabbing, heavy cloth
|
||
+and padded armor should provide no Armor at all.
|
||
+
|
||
+#### FANTASY WEAPONS DESCRIPTIONS
|
||
+
|
||
+Battleaxe: A wooden pole with a blade on one end.
|
||
+
|
||
+Blowgun: A long hollow tube used to shoot darts. You can fire it with one hand, but you need two hands to load it.
|
||
+
|
||
+Bow: A bent piece of flexible wood with a taut string connected to each end. It fires arrows. You need two hands to fire
|
||
+it.
|
||
+
|
||
+Broadsword: A long-bladed sword, longer than a dagger, heavier than a rapier, but not as large as a greatsword.
|
||
+
|
||
+Club: A simple bludgeon, such as a sturdy tree branch, board, or improvised weapon.
|
||
+
|
||
+Crank crossbow: A weapon similar to a light crossbow, but it has a magazine that holds five bolts. You turn a small
|
||
+crank to advance to the next bolt (this is not an action). Action to load an empty magazine with five bolts, action to
|
||
+reload the crossbow with a new magazine. It can be used as a rapid-fire weapon.
|
||
+
|
||
+Dagger: A very short blade for stabbing or slicing.
|
||
+
|
||
+Flail: A handle with a chain on one end and a ball or spiked ball at the end of the chain.
|
||
+
|
||
+Greataxe: A larger, heavier version of the battleaxe, sometimes with two opposing blades instead of one.
|
||
+
|
||
+Greatsword: A two-handed version of the broadsword.
|
||
+
|
||
+Hammer: A wooden handle with a heavy metal head, either one-sided (like a carpenter's hammer) or two-sided (like a
|
||
+sledgehammer).
|
||
+
|
||
+Hand crossbow: A smaller and weaker version of a light crossbow. It fires crossbow bolts. You can fire it with one hand.
|
||
+You need two hands to load it.
|
||
+
|
||
+Handaxe: A light, one-handed axe that's good for melee or throwing.
|
||
+
|
||
+Heavy crossbow: A heavier, more powerful version of a light crossbow. You need two hands to fire or load it. Action to
|
||
+reload.
|
||
+
|
||
+Heavy mace: A larger, two-handed version of a mace.
|
||
+
|
||
+Javelin: A light spear that's designed to be thrown.
|
||
+
|
||
+Light crossbow: A bow with a handle and mechanism for drawing and holding the string. It fires crossbow bolts. You can
|
||
+fire it with one hand. You need two hands to load it. Action to reload. Mace: A wooden handle with a heavy metal head
|
||
+that's spherical, flanged, or knobbed.
|
||
+
|
||
+Maul: A larger version of the hammer, such as a sledgehammer.
|
||
+
|
||
+Net: A net designed for battle rather than fishing. It has metal hooks at each intersection to help catch your enemy.
|
||
+You can throw it with one hand. Action to refold it so it can be thrown again. If you hit an opponent with the net, all
|
||
+of their physical actions are hindered until they take an action to remove it.
|
||
+
|
||
+Pick: A hafted weapon with a sideways metal spike on the end, similar to a miner's tool.
|
||
+
|
||
+Polearm: Various kinds of spears, sometimes with hooks or additional blades for special purposes like tripping a foe or
|
||
+pulling an opponent from their mount.
|
||
+
|
||
+Quarterstaff: A wooden pole about 4 to 5 feet (1.2 to 1.5 m) long.
|
||
+
|
||
+Rapier: A light sword with a thin blade used for stabbing and slashing.
|
||
+
|
||
+Scimitar: A medium-length sword with a strongly curved blade.
|
||
+
|
||
+Sickle: A one-handed hafted weapon with a sharply curved blade, originally used for harvesting crops but adapted for use
|
||
+as a weapon.
|
||
+
|
||
+Sling: A small pouch connected to two cords. You put a stone or bullet (metal slug) in the pouch, hold the end of the
|
||
+cords, spin it, and let go of one of the cords to hurl the projectile. You can fire it with one hand. You need two hands
|
||
+to load it. Action to reload.
|
||
+
|
||
+Spear: A one-handed pole about 3 to 5 feet (1 to 1.5 m) long with a stabbing blade on the end.
|
||
+
|
||
+Throwing dart: A very short, light spear meant to be thrown rather than used in melee.
|
||
+
|
||
+Trident: A three-pronged spear, often used for spear fishing.
|
||
+
|
||
+Unarmed: A typical punch, kick, or other weaponless attack.
|
||
+
|
||
+Whip: A leather cord with a handle, used more for tricks and inflicting punishments than for deadly combat.
|
||
+
|
||
+| Light Weapons (2 points of damage) | Price | Notes |
|
||
+|-------------------------------------|---------|---------------------------------|
|
||
+| Blowgun | 5 gp | Short range |
|
||
+| Blowgun darts (20) | 1 gp | |
|
||
+| Dagger | 2 gp | Can be thrown up to short range |
|
||
+| Hand crossbow | 75 gp | Short range |
|
||
+| Crossbow bolts (20) | 1 gp | |
|
||
+| Handaxe | 5 gp | Can be thrown up to short range |
|
||
+| Net | 1 gp | Can be thrown up to short range |
|
||
+| Rapier | 25 gp | |
|
||
+| Sickle | 1 gp | Short range |
|
||
+| Sling | 1 sp | Short range |
|
||
+| Sling bullets (20) | 5 cp | |
|
||
+| Throwing dart | 5 cp | Short range |
|
||
+| Unarmed (punch, kick, etc) | – | |
|
||
+| Whip | 2 gp | |
|
||
+| Medium Weapons (4 points of damage) | Price | Notes |
|
||
+| Battleaxe | 10 gp | |
|
||
+| Bow | 30 gp | Long range |
|
||
+| Arrows (20) | 1 gp | |
|
||
+| Broadsword | 15 gp | |
|
||
+| Club | 1 sp | |
|
||
+| Crank crossbow | 250 gp | Long range |
|
||
+| Crossbow bolts (20) | 1 gp | |
|
||
+| Light crossbow | 25 gp | Long range |
|
||
+| Crossbow bolts (20) | 1 gp | |
|
||
+| Flail | 10 gp | |
|
||
+| Hammer | 15 gp | |
|
||
+| Javelin | 5 sp | Can be thrown up to long range |
|
||
+| Mace | 10 gp | |
|
||
+| Pick | 10 gp | |
|
||
+| Polearm | 10 gp | |
|
||
+| Quarterstaff | 2 sp | |
|
||
+| Scimitar | 25 gp | |
|
||
+| Spear | 1 gp | Can be thrown up to long range |
|
||
+| Trident | 5 gp | |
|
||
+| Heavy Weapons (6 points of damage) | Price | Notes |
|
||
+| Greataxe | 30 gp | |
|
||
+| Greatsword | 50 gp | |
|
||
+| Heavy crossbow | 50 gp | Long range |
|
||
+| Crossbow bolts (20) | 1 gp | |
|
||
+| Heavy mace | 15 gp | |
|
||
+| Maul | 10 gp | |
|
||
+
|
||
+### Adventuring equipment DESCRIPTIONS
|
||
+
|
||
+Acid: A flask of strong acid. Can be thrown up to short range, inflicting acid damage as a light weapon (ignores Armor).
|
||
+If poured carefully, it can damage or destroy a small item or areas made of stone or metal.
|
||
+
|
||
+Adventuring pack: Includes 50 feet (15 m) of rope, three days' iron rations, three spikes, small hammer, a set of warm
|
||
+clothes, boots, and three torches.
|
||
+
|
||
+Alchemist fire: A flask of chemicals that burst into flames upon contact with air. The flames burn out after one round.
|
||
+Can be thrown up to short range, inflicting fire damage as a light weapon (ignores Armor).
|
||
+
|
||
+Alchemist tools: A sturdy wooden case with tiny flasks, stirring rods, droppers, and other materials used in alchemy. It
|
||
+grants an asset for identifying potion cyphers and similar mysterious liquids.
|
||
+
|
||
+Bag of heavy tools: Contains a hammer, six spikes, crowbar, large tongs, chisel, and 10 feet (3 m) of strong rope.
|
||
+
|
||
+Bag of light tools: Contains a small hammer, small tongs, pliers, small pry bar, awl, lockpicks, 10 feet (3 m) of
|
||
+string, 3 feet (1 m) of metal wire, and a handful of nails.
|
||
+
|
||
+Battering ram: This sturdy plank is capped with hard metal. It provides an asset for breaking down doors.
|
||
+
|
||
+Book: A book with information on a particular topic, such as geography, history, magic, or religion. Provides an asset
|
||
+on appropriate rolls if the character reads or skims the book for at least ten minutes before attempting the task (this
|
||
+assumes the character has already read the book and is looking for relevant information).
|
||
+
|
||
+Caltrops, bag: A bag of hard things you scatter on the ground to slow or injure anyone walking through an area. One bag
|
||
+covers an immediate area and makes that area count as difficult terrain. A creature can safely move through it as if it
|
||
+were difficult terrain (half speed). If a creature moves through the area at normal speed, they must make a difficulty 2
|
||
+Speed defense roll or take 2 points of Speed damage (ignores Armor).
|
||
+
|
||
+Candle: A candle burns for one hour and creates dim light in an immediate area.
|
||
+
|
||
+Climbing kit: A set of crampons, pitons, ropes, and tools. Provides an asset on climbing tasks.
|
||
+
|
||
+Crowbar: This bent length of metal grants an asset on tasks to open doors, treasure chests, and similar objects.
|
||
+
|
||
+Disguise kit: Makeup, simple prosthetics, and a wig or two, suitable for disguises for a theatrical production. Provides
|
||
+an asset on disguise tasks. Some parts are reusable, but the kit runs out after about five uses.
|
||
+
|
||
+Healing kit: A collection of bandages, needles, thread, and basic medicines. Provides an asset on healing tasks. Some
|
||
+parts are reusable, but the kit runs out after about five uses.
|
||
+
|
||
+Lamp: A hollow container filled with oil that slowly burns to provide light (often resembling a "genie lamp"). A lamp
|
||
+creates normal light in an immediate area and dim light out to the short area beyond that. It burns for three to four
|
||
+hours on 1 pint (.5 L) of oil. If dropped, it might spill oil, break, or both.
|
||
+
|
||
+Lantern: An improved version of a lamp, with a wick that draws oil and glass or metal panes to protect it from wind. A
|
||
+lantern creates normal light in an immediate area and dim light out to the short area beyond that. It burns for three to
|
||
+four hours on 1 pint (.5 L) of oil. If dropped, it is less likely to spill than a lamp.
|
||
+
|
||
+Lockpicks: Also known as thieves' tools, this set provides everything a skilled person needs to pick locks and disarm
|
||
+traps.
|
||
+
|
||
+Manacles: Metal or heavy wooden restraints that hold an enemy's wrists or ankles in place and are secured with a pin. A
|
||
+common set of manacles is level 5.
|
||
+
|
||
+Oil: A pint (.5 L) of lamp oil in a leather flask. It burns for three to four hours in a lantern or lamp. If prepped
|
||
+with a burning wick, it can be thrown, inflicting fire damage as a light weapon (ignores Armor). If poured on a flat
|
||
+surface, it makes an immediate area slippery. A creature can safely move through the oil slick as if it were difficult
|
||
+terrain (half speed). If a creature moves through the area at normal speed, they must make a difficulty 3 Speed defense
|
||
+roll or slip on the oil and fall prone. Lighting the oil slick makes it burn for one or two rounds and inflicts 1 point
|
||
+of fire damage (ignores Armor) on anyone in or moving through the area.
|
||
+
|
||
+Signal horn: This horn can be heard up to a mile away.
|
||
+
|
||
+Spyglass: This device grants an asset on perception tasks to see things at long range or longer.
|
||
+
|
||
+Tent: This has enough room for two humans or three smaller people.
|
||
+
|
||
+Torch: A wooden stick with some kind of fuel on one end (such as burlap and wax). It burns for one hour, creating normal
|
||
+light in an immediate area and dim light in the short area beyond that. A torch is fragile and usually breaks if used to
|
||
+hit something
|
||
+
|
||
+| Item | Price |
|
||
+|------------------------------|-----------|
|
||
+| Acid (flask) | 25 gp |
|
||
+| Adventuring pack | 6 gp |
|
||
+| Alchemist fire (flask) | 50 gp |
|
||
+| Alchemist tools | 50 go |
|
||
+| Backpack | 2 gp |
|
||
+| Bag of heavy tools | 25 gp |
|
||
+| Bag of light tools | 10 gp |
|
||
+| Battering arm | 10 gp |
|
||
+| Bedroll | 1 gp |
|
||
+| Book | 25 gp |
|
||
+| Caltrops, bag | 1 gp |
|
||
+| Candle | 1 sp |
|
||
+| Climbing kit | 25 gp |
|
||
+| Crowbar | 2 gp |
|
||
+| Disguising kit | 25 gp |
|
||
+| Grappling hook | 2 gp |
|
||
+| Healing kit | 5 gp |
|
||
+| Hourglass | 25 gp |
|
||
+| Ink (flask) | 10 gp |
|
||
+| Ink pen | 2 cp |
|
||
+| Iron spikes (10) | 1 gp |
|
||
+| Ladder (10 ft/3m) | 1 sp |
|
||
+| Lamp | 5 sp |
|
||
+| Lantern | 5 gp |
|
||
+| Lockpicks | 25 gp |
|
||
+| Manacles | 2 gp |
|
||
+| Mirror | 5gp |
|
||
+| Musical instrument | 2-50 gp |
|
||
+| Oil (flask) | 1 cp |
|
||
+| Piton | 5 cp |
|
||
+| Pole, wooden | 5 cp |
|
||
+| Pouch or other small rations | 5 sp |
|
||
+| Rations (1 day) | 5 sp |
|
||
+| Rope (50 ft./15m) | 1 gp |
|
||
+| Sack | 1 cp |
|
||
+| Signal horn | 2 gp |
|
||
+| Spyglass | 1,0000 gp |
|
||
+| Tent | 2 gp |
|
||
+| Torch | 1 cp |
|
||
+| Waterskin | 2 sp |
|
||
+
|
||
+### Miscellaneous Items and Services
|
||
+
|
||
+Although the types of items for sale vary greatly based on the setting, a few things are always present, like food,
|
||
+lodging, and clothing. However, these goods and services can span the price categories. For example, you can get an
|
||
+inexpensive meal, a moderately priced meal, an expensive meal, and so on. An inexpensive meal is light and probably not
|
||
+very nutritious. An expensive meal is available only in nice restaurants in certain locations. An exorbitant meal is
|
||
+probably a feast for a crowd, with the finest foods and drink available.
|
||
+
|
||
+Nightly lodging is similar, although the bottom end starts out worse. An inexpensive night's lodging is probably a
|
||
+flea-ridden mat on the floor of a room filled with other lodgers. Typical lodging (a private room with a decent bed) is
|
||
+probably in the moderately priced range. Very expensive lodging might be a suite of rooms with delicious meals and
|
||
+personal services (such as massages and grooming) included.
|
||
+
|
||
+Inexpensive clothing is just a step up from rags, but moderately priced clothing is decent enough. For a formal party,
|
||
+you'd want expensive clothing. The very rich likely wear very expensive clothing most of the time, and exorbitant
|
||
+clothing (and jewelry) when they go to their elite galas.
|
||
+
|
||
+Other sorts of miscellaneous items can be found in the Genre chapter.
|
||
+
|
||
+Fantasy clothing descriptions
|
||
+
|
||
+Specific pieces of clothing vary by climate and local custom, but usually include a hat, shirt, belt, pants or skirt,
|
||
+shoes, and underclothes.
|
||
+
|
||
+Artisan's outfit: A suitable outfit for a person who performs a trade (blacksmith, cobbler, and so on). Often includes
|
||
+an apron and a belt for holding tools.
|
||
+
|
||
+Ascetic's outfit: A simple outfit worn by monks and other people who eschew displays of wealth and status. Specific
|
||
+styles vary by climate and the philosophical tenets of the wearer, but a typical example is a loose shirt, loose
|
||
+breeches, sandals, a cap, and several cloth straps that can serve as a belt, scarf, or simple adornments.
|
||
+
|
||
+Cold-weather outfit: A heavier set of clothing for protection against cold weather.
|
||
+
|
||
+Entertainer's costume: Interesting (and usually colorful) clothing appropriate for an entertainer such as an actor,
|
||
+bard, juggler, or acrobat.
|
||
+
|
||
+Explorer's outfit: A set of sturdy clothing for adventurers and experienced travelers who want to be prepared for
|
||
+various activities and environments.
|
||
+
|
||
+Fancy outfit: A stylish set of clothes according to the local fashions and customs. Generally the minimum required for
|
||
+meeting with important townsfolk such as a mayor or noble. Higher-status events require outfits that cost up to four
|
||
+times as much.
|
||
+
|
||
+Peasant's outfit: Very simple clothing for free people of low social status. Includes a kerchief or cap, shirt or
|
||
+blouse, trousers or skirt, and heavy cloth shoes or foot wrappings.
|
||
+
|
||
+Priestly vestments: Garments appropriate for performing ceremonies for a specific religion. A common example is a hat or
|
||
+headdress, long tunic or dress, tabard or stole, and shoes, with the outer pieces marked with appropriate symbols.
|
||
+
|
||
+Traveler's outfit: A comfortable set of clothes that includes gloves, a protective hat, a jacket, and a cloak with a
|
||
+hood.
|
||
+
|
||
+Wizard's outfit: Clothing that identifies the wearer as a practitioner of arcane magic. A typical outfit includes an
|
||
+interesting hat or cap, a robe with long sleeves and many pockets, and shoes, often adorned with runes or
|
||
+representations of magical creatures such as dragons. Scholars and sages wear very similar garments that lack the
|
||
+mystical aspects of wizard clothing.
|
||
+
|
||
+| Item | Price |
|
||
+|-----------------------|-------|
|
||
+| Artisan's outfit | 2 gp |
|
||
+| Ascetic's outfit | 1 gp |
|
||
+| Cold-weather outfit | 6 gp |
|
||
+| Entertainer's costume | 3 gp |
|
||
+| Explorer's outfit | 8 gp |
|
||
+| Fancy outfit | 25 gp |
|
||
+| Peasant's outfit | 1 sp |
|
||
+| Priestly vestments | 5 gp |
|
||
+| Traveler's outfit | 2 gp |
|
||
+| Wizard's outfit | 5 gp |
|
||
+
|
||
+### FOOD AND LODGING
|
||
+
|
||
+| Item | Price |
|
||
+|----------------------|-------|
|
||
+| Ale, gallon | 2 sp |
|
||
+| Ale, mug | 4 cp |
|
||
+| Banquet (1 person) | 10 gp |
|
||
+| Bread, loaf | 2 cp |
|
||
+| Inn stay (per night) | |
|
||
+| Good | 8 sp |
|
||
+| Common | 5 sp |
|
||
+| Poor | 1 sp |
|
||
+| Meals (per day) | |
|
||
+| Good | 5 sp |
|
||
+| Common | 3 sp |
|
||
+| Poor | 6 cp |
|
||
+| Meat (one serving) | 3 sp |
|
||
+| Wine (bottle) | 10 gp |
|
||
+| Wine (pitcher) | 2 sp |
|
||
+
|
||
### CHARACTER OPTIONS
|
||
|
||
### MODERN MAGIC CHARACTER OPTIONS
|